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  • Python: How efficient is subtring extraction?

    - by Cameron
    I've got the entire contents of a text file (at least a few KB) in string myStr. Will the following code create a copy of the string (less the first character) in memory? myStr = myStr[1:] I'm hoping it just refers to a different location in the same internal buffer. If not, is there a more efficient way to do this? Thanks!

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  • Running out of memory with UIImage creation on an offscreen Bitmap Context by NSOperation

    - by sigsegv
    I have an app with multiple UIView subclasses that acts as pages for a UIScrollView. UIViews are moved back and forth to provide a seamless experience to the user. Since the content of the views is rather slow to draw, it's rendered on a single shared CGBitmapContext guarded by locks by NSOperation subclasses - executed one at once in an NSOperationQueue - wrapped up in an UIImage and then used by the main thread to update the content of the views. -(void)main { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc]init]; if([self isCancelled]) { return; } if(nil == data) { return; } // Buffer is the shared instance of a CG Bitmap Context wrapper class // data is a dictionary CGImageRef img = [buffer imageCreateWithData:data]; UIImage * image = [[UIImage alloc]initWithCGImage:img]; CGImageRelease(img); if([self isCancelled]) { [image release]; return; } NSDictionary * result = [[NSDictionary alloc]initWithObjectsAndKeys:image,@"image",id,@"id",nil]; // target is the instance of the UIView subclass that will use // the image [target performSelectorOnMainThread:@selector(updateContentWithData:) withObject:result waitUntilDone:NO]; [result release]; [image release]; [pool release]; } The updateContentWithData: of the UIView subclass performed on the main thread is just as simple -(void)updateContentWithData:(NSDictionary *)someData { NSDictionary * data = [someData retain]; if([[data valueForKey:@"id"]isEqualToString:[self pendingRequestId]]) { UIImage * image = [data valueForKey:@"image"]; [self setCurrentImage:image]; [self setNeedsDisplay]; } // If the image has not been retained, it should be released together // with the dictionary retaining it [data release]; } The drawLayer:inContext: method of the subclass will just get the CGImage from the UIImage and use it to update the backing layer or part of it. No retain or release is involved in the process. The problem is that after a while I run out of memory. The number of the UIViews is static. CGImageRef and UIImage are created, retained and released correctly (or so it seems to me). Instruments does not show any leaks, just the free memory available dip constantly, rise a few times, and then dip even lower until the application is terminated. The app cycles through about 2-300 of the aforementioned pages before that, but I would expect to have the memory usage reach a more or less stable level of used memory after a bunch of pages have been already skimmed at fast speed or, since the images are up to 3MB in size, deplete way earlier. Any suggestion will be greatly appreciated.

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  • Testing SocketChannel NIO

    - by hotzen
    Hello, I just wrote some NIO-code and wonder how to stress-test my implementation regarding SocketChannel.write(ByteBuffer) not able to write the whole byte-buffer SocketChannel.read(ByteBuffer) reading the data in chunks into ByteBuffer are there some simple linux-utilities like telnet to open a ServerSocket with some buffering-options?

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  • How can an IBM WebSphere MQ's Queue Manager's local queues be enumerated?

    - by Jean-Paul Calderone
    I'm trying to write a simple tool for monitoring the state of a Queue Manager. One of the things I'd like to monitor is the current queue depth of each queue. I haven't been able to find a way to programmatically enumerate all of the queues on a particular Queue Manager, though. Do any of the MQ APIs provide this functionality? I'd prefer to do this with C, but if it's only possible with another language's bindings, I'd at least like to know that.

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  • random, Graphics point ,searching- algorithm, via dual for loop set

    - by LoneXcoder
    hello and thanks for joining me in my journey to the custom made algorithm for "guess where the pixel is" this for Loop set (over Point.X, Point.Y), is formed in consecutive/linear form: //Original\initial Location Point initPoint = new Point(150, 100); // No' of pixels to search left off X , and above Y int preXsrchDepth, preYsrchDepth; // No' of pixels to search to the right of X, And Above Y int postXsrchDepth, postYsrchDepth; preXsrchDepth = 10; // will start search at 10 pixels to the left from original X preYsrchDepth = 10; // will start search at 10 pixels above the original Y postXsrchDepth = 10; // will stop search at 10 pixels to the right from X postYsrchDepth = 10; // will stop search at 10 pixels below Y int StopXsearch = initPoint.X + postXsrchDepth; //stops X Loop itarations at initial pointX + depth requested to serch right of it int StopYsearch = initPoint.Y + postYsrchDepth; //stops Y Loop itarations at initial pointY + depth requested below original location int CountDownX, CountDownY; // Optional not requierd for loop but will reports the count down how many iterations left (unless break; triggerd ..uppon success) Point SearchFromPoint = Point.Empty; //the point will be used for (int StartX = initPoint.X - preXsrchDepth; StartX < StopXsearch; StartX++) { SearchFromPoint.X = StartX; for (int StartY = initPoint.Y - preYsrchDepth; StartY < StpY; StartY++) { CountDownX = (initPoint.X - StartX); CountDownY=(initPoint.Y - StartY); SearchFromPoint.Y = StartY; if (SearchSuccess) { same = true; AAdToAppLog("Search Report For: " + imgName + "Search Completed Successfully On Try " + CountDownX + ":" + CountDownY); break; } } } <-10 ---- -5--- -1 X +1--- +5---- +10 what i would like to do is try a way of instead is have a little more clever approach <+8---+5-- -8 -5 -- +2 +10 X -2 - -10 -8-- -6 ---1- -3 | +8 | -10 Y +1 -6 | | +9 .... I do know there's a wheel already invented in this field (even a full-trailer truck amount of wheels (: ) but as a new programmer, I really wanted to start of with a simple way and also related to my field of interest in my project. can anybody show an idea of his, he learnt along the way to Professionalism in algorithm /programming having tests to do on few approaches (kind'a random cleverness...) will absolutely make the day and perhaps help some others viewing this page in the future to come it will be much easier for me to understand if you could use as much as possible similar naming to variables i used or implenet your code example ...it will be Greatly appreciated if used with my code sample, unless my metod is a realy flavorless. p.s i think that(atleast as human being) the tricky part is when throwing inconsecutive numbers you loose track of what you didn't yet use, how do u take care of this too . thanks allot in advance looking forward to your participation !

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  • UI Code Level Patterns?

    - by DTS
    Is there a book or some other online resource that covers common code-level UI patterns (not widgets/components per se) and idioms. I'm looking for a resource that goes into some depth on MVC, event models, delegates, etc. Something in a similar vein to the POSA series would be excellent. I'm looking for something that is as platform-agnostic as possible, but I'm not sure if that even IS possible.

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  • Issue with RegConnectRegistry connecting to 64 bit machines

    - by RA
    I'm seeing a weird thing when connecting to the performance registry on 64 bit editions of Windows. The whole program stalls and callstacks becomes unreadable. After a long timeout, the connection attempts aborts and everything goes back to normal. The only solution is to make sure that only one thread at the time queries the remote registry, unless the remote machine is a 32 bit Windows XP, 2003, 2000 , then you can use as many threads as you like. Have anyone a technical explanation why this might be happening ? I've spent 2-3 days searching the web without coming up with anything. Here is a test program, run it first with one thread (connecting to a 64 bit Windows), then remove the comment in tmain and run it with 4 threads. Running it with one thread works as expected, running with 4, returns ERROR_BUSY (dwRet == 170) after stalling for a while. Remember to set a remote machine correctly in RegConnectRegistry before running the program. #define TOTALBYTES 8192 #define BYTEINCREMENT 4096 void PerfmonThread(void *pData) { DWORD BufferSize = TOTALBYTES; DWORD cbData; DWORD dwRet; PPERF_DATA_BLOCK PerfData = (PPERF_DATA_BLOCK) malloc( BufferSize ); cbData = BufferSize; printf("\nRetrieving the data..."); HKEY hKey; DWORD dwAccessRet = RegConnectRegistry(L"REMOTE_MACHINE",HKEY_PERFORMANCE_DATA,&hKey); dwRet = RegQueryValueEx( hKey,L"global",NULL,NULL,(LPBYTE) PerfData, &cbData ); while( dwRet == ERROR_MORE_DATA ) { // Get a buffer that is big enough. BufferSize += BYTEINCREMENT; PerfData = (PPERF_DATA_BLOCK) realloc( PerfData, BufferSize ); cbData = BufferSize; printf("."); dwRet = RegQueryValueEx( hKey,L"global",NULL,NULL,(LPBYTE) PerfData,&cbData ); } if( dwRet == ERROR_SUCCESS ) printf("\n\nFinal buffer size is %d\n", BufferSize); else printf("\nRegQueryValueEx failed (%d)\n", dwRet); RegCloseKey(hKey); } int _tmain(int argc, _TCHAR* argv[]) { _beginthread(PerfmonThread,0,NULL); /* _beginthread(PerfmonThread,0,NULL); _beginthread(PerfmonThread,0,NULL); _beginthread(PerfmonThread,0,NULL); */ while(1) { Sleep(2000); } }

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  • bring object to front flash actionscript 3

    - by steve
    I have a menu set up that has about 20 menu items in a circle. When you mouse over each item, a title comes up. The only problem is that because of the depth order, it's hidden behind the other menu items. Is there a way to bring this item to the front when moused over? I'm pretty actionscript illiterate so any help would be awesome.

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • IRB and large variables?

    - by tesmar
    How can I print a large variable nicely in an irb prompt? I have a variable that contains many variables which are long and the printout becomes a mess to wade through. What if I just want the variable names without their values? Or, can I print each one on a separate line, tabbed-in depending on depth?

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  • Flash computeSpectrum() unsynchronized with audio

    - by sold
    I am using Flash's (CS4, AS3) SoundMixer.computeSpectrum to visualize a DFT of what supposed to be, according to the docs, whatever is currently being played. However, there is a considerable delay between the audio and the visualization (audio comes later). It seems that computeSpectrum captures whatever is on it's way to the buffer, and not to the speakers. Any cure for this?

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  • parent process, and a child process..

    - by icelated
    I am trying to write a program that The parent process will take the arguments to main() and send the characters in them one at a time to the child process through a pipe (one call to write for each character). The child process will count the characters sent to it by the parent process and print out the number of characters it received from the parent. The child process should not use the arguments to main() in any way whatsoever. The child should return normally and not have the parent kill the child. Am i counting the arguments right? am i sending the arguments in one at a time, and am i reaping the child? #include <sys/wait.h> #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <string.h> #define size = 100; int main(int argc, char *argv[]) { int i, count =0; int c; int fdest[2]; // for pipe pid_t pid; //process IDs char buffer[BUFSIZ]; if (pipe(fdest) < 0) /* attempt to create pipe */ perror( "pipe" ); if ((pid = fork()) < 0) /* attempt to create child / parent process */ { perror( "fork" ); } /* parent process */ else if (pid > 0) { close(fdest[0]); for (i=1; i < argc; ++i) { for (c=0; c < strlen(argv[i]); ++c) { write(fdest[1], &argv[i][c], 1); } } close(fdest[1]); wait(NULL); exit(0); } else { /* child Process */ close(fdest[1]); while (read(fdest[0], &buffer, 1) > 0) { count++; } printf("\nchild: counted %d characters\n", count); } wait(NULL); exit(0); }

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  • filebuf in ifstream and ofstream

    - by Juan
    How can i set a new char array to be the buffer of a fstream's filebuf, there is a function (setbuf) in the filebuf but it is protected. while searching on the web, some sites mention fstream::setbuf but it doesn't seem to exist anymore. Thanks

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  • How to retreive SID's byte array

    - by rursw1
    Hello experts, How can I convert a PSID type into a byte array that contains the byte value of the SID? Something like: PSID pSid; byte sidBytes[68];//Max. length of SID in bytes is 68 if(GetAccountSid( NULL, // default lookup logic AccountName,// account to obtain SID &pSid // buffer to allocate to contain resultant SID ) { ConvertPSIDToByteArray(pSid, sidBytes); } --how should I write the function ConvertPSIDToByteArray? Thank you!

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  • Saving image to database as varbinary, arraylength (part 2)

    - by Thomas Schoof
    This is a followup to my previous question, which got solved (thank you for that) but now I am stuck at another error. I'm trying to save an image in my database (called 'Afbeelding'), for that I made a table which excists of: id: int souce: varbinary(max) I then created a wcf service to save an 'Afbeelding' to the database. private static DataClassesDataContext dc = new DataClassesDataContext(); [OperationContract] public void setAfbeelding(Afbeelding a) { //Afbeelding a = new Afbeelding(); //a.id = 1; //a.source = new Binary(bytes); dc.Afbeeldings.InsertOnSubmit(a); dc.SubmitChanges(); } I then put a reference to the service in my project and when I press the button I try to save it to the datbase. private void btnUpload_Click(object sender, RoutedEventArgs e) { Afbeelding a = new Afbeelding(); OpenFileDialog openFileDialog = new OpenFileDialog(); openFileDialog.Filter = "JPEG files|*.jpg"; if (openFileDialog.ShowDialog() == true) { //string imagePath = openFileDialog.File.Name; //FileStream fileStream = new FileStream(imagePath, FileMode.Open, FileAccess.Read); //byte[] buffer = new byte[fileStream.Length]; //fileStream.Read(buffer, 0, (int)fileStream.Length); //fileStream.Close(); Stream stream = (Stream)openFileDialog.File.OpenRead(); Byte[] bytes = new Byte[stream.Length]; stream.Read(bytes, 0, (int)stream.Length); string fileName = openFileDialog.File.Name; a.id = 1; a.source = new Binary { Bytes = bytes }; } EditAfbeeldingServiceClient client = new EditAfbeeldingServiceClient(); client.setAfbeeldingCompleted +=new EventHandler<System.ComponentModel.AsyncCompletedEventArgs>(client_setAfbeeldingCompleted); client.setAfbeeldingAsync(a); } void client_setAfbeeldingCompleted(object sender, System.ComponentModel.AsyncCompletedEventArgs e) { if (e.Error != null) txtEmail.Text = e.Error.ToString(); else MessageBox.Show("WIN"); } However, when I do this, I get the following error: System.ServiceModel.FaultException: The formatter threw an exception while trying to deserialize the message: There was an error while trying to deserialize parameter :a. The InnerException message was 'There was an error deserializing the object of type OndernemersAward.Web.Afbeelding. The maximum array length quota (16384) has been exceeded while reading XML data. This quota may be increased by changing the MaxArrayLength property on the XmlDictionaryReaderQuotas object used when creating the XML reader.'. Please see InnerException for more details. at System.ServiceModel.Channels.ServiceChannel.HandleReply(ProxyOperationRuntime operation, ProxyRpc& rpc) at System.ServiceModel.Channels.ServiceChannel.EndCall(String action, Object[] outs, IAsyncResult result) at System.ServiceModel.ClientBase`1.ChannelBase`1.EndInvoke(String methodName, Object[] args, IAsyncResult result) atOndernemersAward.EditAfbeeldingServiceReference.EditAfbeeldingServiceClient.EditAfbeeldingServiceClientChannel.EndsetAfbeelding(IAsyncResult result) at OndernemersAward.EditAfbeeldingServiceReference.EditAfbeeldingServiceClient.OndernemersAward.EditAfbeeldingServiceReference.EditAfbeeldingService.EndsetAfbeelding(IAsyncResult result) at OndernemersAward.EditAfbeeldingServiceReference.EditAfbeeldingServiceClient.OnEndsetAfbeelding(IAsyncResult result) at System.ServiceModel.ClientBase`1.OnAsyncCallCompleted(IAsyncResult result) I'm not sure what's causing this but I think it has something to do with the way I write the image to the database? (The array length is too big big, I don't really know how to change it) Thank you for your help, Thomas

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  • False sense of security with `snprintf_s`

    - by xtofl
    MSVC's "secure" sprintf funcions have a template version that 'knows' the size of the target buffer. However, this code happily paints 567890 over the stack after the end of bytes... char bytes[5]; _snprintf_s( bytes, _TRUNCATE, "%s", "1234567890" ); Any idea what I do wrong, or is this a known bug? (I'm working in VS2005 - didn't test in 2008 or 2010)

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  • Learning the Introspection API (used by FxCop)

    - by Anand Patel
    Microsoft's FxCop tool uses the introspection API. This introspection API could be used to develop new code analysis tools. But the introspection api is not documented well. Additionally, I was not able to figure out any blogs which explains this API in breadth and depth of it. The knowledge gained by understanding the API can also be used for writing custom FxCop rules. Does anybody knows about any blog or resources which explains the same?

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  • Rails auto_complete "undefined method `auto_complete_for'" problem

    - by Andrew Wize
    rails - 2.3.8 ruby - 1.8.7 After auto_complete plugin installstion i still have "undefined method `auto_complete_for'" problem! Andrey-Bezruks-MacBook-Pro:eyeonasia.stage wizeflux$ ruby script/plugin install http://github.com/rails/auto_complete.git --force svn: '/Users/wizeflux/Projects/ionasia/eyeonasia.stage/vendor/plugins' is not a working copy Initialized empty Git repository in /Users/wizeflux/Projects/ionasia/eyeonasia.stage/vendor/plugins/auto_complete/.git/ warning: Option "depth" is ignored for github.com/rails/auto_complete.git From github.com/rails/auto_complete * branch HEAD - FETCH_HEAD Andrey-Bezruks-MacBook-Pro:eyeonasia.stage wizeflux$ after restarting server i get an error on line " auto_complete_for :listings, :name " - undefined method `auto_complete_for' for #

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  • Integer overflow exploitable?

    - by wuntee
    Does anyone have a detailed explanation on how integers can be exploited? I have been reading a lot about the concept, and I understand what an it is, and I understand buffer overflows, but I dont understand how one could modify memory reliably, or in a way to modify application flow, by making an integer larger than its defined memory....

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