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  • SNMP keeps crashing

    - by jldugger
    We're using OpsView/Nagios to monitor our servers. We've added the SNMP service to all our servers and deployed the configuration via GPO, but one win2k3 server seems to have a problem; it crashes pretty regularly. The event log carries messages like: Event Type: Error Event Source: Service Control Manager Event Category: None Event ID: 7034 Date: 6/11/2009 Time: 7:11:49 PM User: N/A Computer: HOSTNNAME Description: The SNMP Service service terminated unexpectedly. It has done this 2 time(s). and also Event Type: Error Event Source: Application Error Event Category: (100) Event ID: 1000 Date: 6/11/2009 Time: 7:11:18 PM User: N/A Computer: HOSTNAME Description: Faulting application snmp.exe, version 5.2.3790.3959, faulting module ntdll.dll, version 5.2.3790.3959, fault address 0x000417af. Now, I could probably set it to simply restart on crash in perpetuity, but I think it's better to fix problems like this. Is this a known problem? If not, what should I do to diagnose it?

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  • Do you store mysql exports in your version control tool for reverting to in event of error?

    - by Rob
    We run an internal web server with in-house software to run a manufacturing line. When new product features are to be added, either or both of the following occur: changes to the in-house server software may be required to support these - these are for significant changes in functionality, being code drive. changes to the MySQL database for new entries for the part numbers, these are for smaller changes, configurations, changes to already existing values and parameters -- such changes don't require code changes. Ideally we'd want our changes to be here rather than in item 1. Item 1 is version controlled in Subversion, so previous revisions can be referred to for rolling back to in the event of problems introduced in the latest revision. But what about changes to the MySQL database? We have quality processes to ensure that such changes are error-free but there is always a chance that errors can pass through, e.g. mistake in data entry or faults with the code that uses the MySQL corrupting the database etc. We have a automated backup every 6 hours but what if we want more manual defined checkpoints in between these intervals, we could use the same backup system but I wondered if folks here used other methods to store previous states of databases, e.g. exporting the database as a plain text SQL dump -- at least with this method it would be possible to see diffs e.g. in Beyond Compare for trouble shooting. Thoughts?

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  • No Visual studio template information found. See application log in Event viewer for more details

    - by sathya
    I tried installing the .NET Framework 4.0 and ASP.NET MVC 2 Framework through the web platform installer. It took a long time and finally i had a restart in between for .NET 4 installation and after that due to my system hang problems had to do a couple of restarts. And after that tried installing the ASP.NET MVC 2 alone and it succeeded. (During this time i had all my VS instances closed).  I am having VS 2008 SP1. And finally after opening VS 2008 and clicking on new project it said the above error no template info found. and i dint have even a single template in the new project template selection window. So these are the steps that i did for recovering the same.  Start Menu --> Microsoft Visual Studio 2008 --> Visual Studio Tools. Right-click over the Visual Studio Command Prompt shortcut and make sure you select Run as Administrator. Once the VS Command Prompt comes up, execute the command 1. "devenv /installvstemplates" 2. "devenv /resetsettings"  And that worked out. No Visual studio template information found. See application log in Event viewer for more detail

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  • Capital D key not working / producing output

    - by Jonathan
    For some inexplicable reason the capital d key on my Ubuntu system is no longer producing output. Hitting caps lock and then d produces a D. I've tried multiple keyboards and the issue is the same. There's nothing bound to Shift+d under System Preferences Keyboard Shortcuts. xev produces the following: shift + a KeyPress event, serial 36, synthetic NO, window 0x4c00001, root 0x27a, subw 0x0, time 31268952, (130,-16), root:(1000,525), state 0x10, keycode 62 (keysym 0xffe2, Shift_R), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 36, synthetic NO, window 0x4c00001, root 0x27a, subw 0x0, time 31269376, (130,-16), root:(1000,525), state 0x11, keycode 38 (keysym 0x41, A), same_screen YES, XLookupString gives 1 bytes: (41) "A" XmbLookupString gives 1 bytes: (41) "A" XFilterEvent returns: False KeyRelease event, serial 36, synthetic NO, window 0x4c00001, root 0x27a, subw 0x0, time 31269584, (130,-16), root:(1000,525), state 0x11, keycode 38 (keysym 0x41, A), same_screen YES, XLookupString gives 1 bytes: (41) "A" XFilterEvent returns: False KeyRelease event, serial 36, synthetic NO, window 0x4c00001, root 0x27a, subw 0x0, time 31269608, (130,-16), root:(1000,525), state 0x11, keycode 62 (keysym 0xffe2, Shift_R), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False shift + d KeyPress event, serial 36, synthetic NO, window 0x4c00001, root 0x27a, subw 0x0, time 31102792, (115,-13), root:(985,528), state 0x10, keycode 62 (keysym 0xffe2, Shift_R), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False FocusOut event, serial 36, synthetic NO, window 0x4c00001, mode NotifyGrab, detail NotifyAncestor FocusIn event, serial 36, synthetic NO, window 0x4c00001, mode NotifyUngrab, detail NotifyAncestor KeymapNotify event, serial 36, synthetic NO, window 0x0, keys: 2 0 0 0 0 0 0 64 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 KeyRelease event, serial 36, synthetic NO, window 0x4c00001, root 0x27a, subw 0x0, time 31103104, (115,-13), root:(985,528), state 0x11, keycode 62 (keysym 0xffe2, Shift_R), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False

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  • Diagramming software with API allowing high customisation of shapes and actions

    - by jenson-button-event
    I am after something like Visio or Lucid. A relatively simple charting/diagramming tool, to build tree-like structures from (my) pre-defined nodes (squares), but with a powerful API. Requirements: limit the type of objects allowed to be dropped on the diagram validate a model (e.g. node of type A must precede node of type B; must enter node Title) export a model import a model Our domain is very specific, and its a tool we'd want to offer to some of our power users. The $500 Visio licence isn't really within the business model. I'll put no constraints on framework or deployment (web or desktop) - is there anything out there?

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  • Handling commands or events that wait for an action to be completed afterwards

    - by virulent
    Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same. The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously): void onAction1(event) { Player = event.getPlayer() Player.addState("my_action_to_do") } void onAction2(event) { Player = event.getPlayer() if not Player.hasState("my_action_to_do") { return } // Do something } When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it. I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction? void onAction1(event) { Player = event.getPlayer() Player.onAction2(new Runnable() { public void run() { // Do something } }) } If one wanted to take it even further, could you not simply do this? void onPlayerEnter(event) { // When they join the server Player = event.getPlayer() Player.onAction1(new Runnable() { public void run() { // Now wait for action 2 Player.onAction2(new Runnable() { // Do something }) } }, true) // TRUE would be to repeat the event, // not remove it after it is called. } Any input would be wonderful.

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  • Android MediaPlayer Won't Play Different Sounds

    - by cYn
    I'm making a simple app that plays a different sound according to its orientation. So if it's placed face down, a sound is played. If placed on its left side, a different sound is played. I'm having a hard time manipulating MediaPlayer correctly. My app runs fine. But it will only play one sound. For example. When I first boot up my app and place my device facing up, a sound will play. If I change its orientation, the sound will pause. But it will not start a different sound in a different orientation. BUT, if I place the device back facing up, it resumes the sound that it paused. I know I'm doing something wrong here, but I can't seem to figure it out the correct structure in using MediaPlayer and the program constantly calling it through onSensorChanged. public class MainActivity extends Activity implements SensorEventListener{ MediaPlayer mpAudioAttention; MediaPlayer mpAudioAssembly; MediaPlayer mpAudioRecall; MediaPlayer mpAudioRetreat; MediaPlayer mpAudioReveille; protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); sm = (SensorManager) getSystemService(SENSOR_SERVICE); setContentView(R.layout.main); mpAudioAttention = MediaPlayer.create(this, R.raw.attention); mpAudioAssembly = MediaPlayer.create(this, R.raw.assembly); mpAudioRecall = MediaPlayer.create(this, R.raw.recall); mpAudioRetreat = MediaPlayer.create(this, R.raw.retreat); mpAudioReveille = MediaPlayer.create(this, R.raw.reveille); } public void onSensorChanged(SensorEvent event) { synchronized (this) { Log.d(tag, "onSensorChanged: " + event + ", z: " + event.values[0] + ", x: " + event.values[1] + ", y: " + event.values[2]); zViewO.setText("Orientation Z: " + event.values[0]); xViewO.setText("Orientation X: " + event.values[1]); yViewO.setText("Orientation Y: " + event.values[2]); } //face down if (event.values[2] > -11 && event.values[2] < -9){ mpAudioRetreat.start(); } else mpAudioRetreat.pause(); //face up if (event.values[2] < 11 && event.values[2] > 9){ mpAudioReveille.start(); } else mpAudioReveille.pause(); //standing if (event.values[0] > -10 && event.values[0] < -8){ mpAudioAttention.start(); } else mpAudioAttention.pause(); //left sideways if (event.values[1] < 11 && event.values[1] > 9){ mpAudioAssembly.start(); } else mpAudioAssembly.pause(); //right sideways if (event.values[1] > -11 && event.values[1] < -9){ mpAudioRecall.start(); } else mpAudioRecall.pause(); }

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  • Client side code snipets

    - by raghu.yadav
    function clientMethodCall(event) { component = event.getSource(); AdfCustomEvent.queue(component, "customEvent",{payload:component.getSubmittedValue()}, true); event.cancel(); } ]]-- <af:document>      <f:facet name="metaContainer">      <af:group>        <!--[CDATA[            <script>                function clientMethodCall(event) {                                       component = event.getSource();                    AdfCustomEvent.queue(component, "customEvent",{payload:component.getSubmittedValue()}, true);                                                     event.cancel();                                    }                 </script> ]]-->      </af:group>    </f:facet>      <af:form>        <af:panelformlayout>          <f:facet name="footer">          <af:inputtext label="Let me spy on you: Please enter your mail password">            <af:clientlistener method="clientMethodCall" type="keyUp">            <af:serverlistener type="customEvent" method="#{customBean.handleRequest}">          </af:serverlistener>bean code    public void handleRequest(ClientEvent event){                System.out.println("---"+event.getParameters().get("payload"));            } tree<af:tree id="tree1" value="#{bindings.DepartmentsView11.treeModel}" var="node" selectionlistener="#{bindings.DepartmentsView11.treeModel.makeCurrent}" rowselection="single">    <f:facet name="nodeStamp">      <af:outputtext value="#{node}">    </af:outputtext>    <af:clientlistener method="expandNode" type="selection">  </af:clientlistener></f:facet>   <f:facet name="metaContainer">        <af:group>          <!--[CDATA[            <script>                function expandNode(event){                    var _tree = event.getSource();                    rwKeySet = event.getAddedSet();                    var firstRowKey;                    for(rowKey in rwKeySet){                       firstRowKey  = rowKey;                        // we are interested in the first hit, so break out here                        break;                    }                    if (_tree.isPathExpanded(firstRowKey)){                         _tree.setDisclosedRowKey(firstRowKey,false);                    }                    else{                        _tree.setDisclosedRowKey(firstRowKey,true);                    }               }        </script> ]]-->        </af:group>      </f:facet>   </af:tree> </af:clientlistener></af:inputtext></f:facet></af:panelformlayout></af:form></af:document> bean code public void handleRequest(ClientEvent event){ System.out.println("---"+event.getParameters().get("payload")); } tree function expandNode(event){ var _tree = event.getSource(); rwKeySet = event.getAddedSet(); var firstRowKey; for(rowKey in rwKeySet){ firstRowKey = rowKey; // we are interested in the first hit, so break out here break; } if (_tree.isPathExpanded(firstRowKey)){ _tree.setDisclosedRowKey(firstRowKey,false); } else{ _tree.setDisclosedRowKey(firstRowKey,true); } } ]]--

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  • how to use serial port in UDK using windows DLL and DLLBind directive?

    - by Shayan Abbas
    I want to use serial port in UDK, For that purpose i use a windows DLL and DLLBind directive. I have a thread in windows DLL for serial port data recieve event. My problem is: this thread doesn't work properly. Please Help me. below is my code SerialPortDLL Code: // SerialPortDLL.cpp : Defines the exported functions for the DLL application. // #include "stdafx.h" #include "Cport.h" extern "C" { // This is an example of an exported variable //SERIALPORTDLL_API int nSerialPortDLL=0; // This is an example of an exported function. //SERIALPORTDLL_API int fnSerialPortDLL(void) //{ // return 42; //} CPort *sp; __declspec(dllexport) void Open(wchar_t* portName) { sp = new CPort(portName); //MessageBox(0,L"ha ha!!!",L"ha ha",0); //MessageBox(0,portName,L"ha ha",0); } __declspec(dllexport) void Close() { sp->Close(); MessageBox(0,L"ha ha!!!",L"ha ha",0); } __declspec(dllexport) wchar_t *GetData() { return sp->GetData(); } __declspec(dllexport) unsigned int GetDSR() { return sp->getDSR(); } __declspec(dllexport) unsigned int GetCTS() { return sp->getCTS(); } __declspec(dllexport) unsigned int GetRing() { return sp->getRing(); } } CPort class code: #include "stdafx.h" #include "CPort.h" #include "Serial.h" CSerial serial; HANDLE HandleOfThread; LONG lLastError = ERROR_SUCCESS; bool fContinue = true; HANDLE hevtOverlapped; HANDLE hevtStop; OVERLAPPED ov = {0}; //char szBuffer[101] = ""; wchar_t *szBuffer = L""; wchar_t *data = L""; DWORD WINAPI ThreadHandler( LPVOID lpParam ) { // Keep reading data, until an EOF (CTRL-Z) has been received do { MessageBox(0,L"ga ga!!!",L"ga ga",0); //Sleep(10); // Wait for an event lLastError = serial.WaitEvent(&ov); if (lLastError != ERROR_SUCCESS) { //LOG( " Unable to wait for a COM-port event" ); } // Setup array of handles in which we are interested HANDLE ahWait[2]; ahWait[0] = hevtOverlapped; ahWait[1] = hevtStop; // Wait until something happens switch (::WaitForMultipleObjects(sizeof(ahWait)/sizeof(*ahWait),ahWait,FALSE,INFINITE)) { case WAIT_OBJECT_0: { // Save event const CSerial::EEvent eEvent = serial.GetEventType(); // Handle break event if (eEvent & CSerial::EEventBreak) { //LOG( " ### BREAK received ###" ); } // Handle CTS event if (eEvent & CSerial::EEventCTS) { //LOG( " ### Clear to send %s ###", serial.GetCTS() ? "on":"off" ); } // Handle DSR event if (eEvent & CSerial::EEventDSR) { //LOG( " ### Data set ready %s ###", serial.GetDSR() ? "on":"off" ); } // Handle error event if (eEvent & CSerial::EEventError) { switch (serial.GetError()) { case CSerial::EErrorBreak: /*LOG( " Break condition" );*/ break; case CSerial::EErrorFrame: /*LOG( " Framing error" );*/ break; case CSerial::EErrorIOE: /*LOG( " IO device error" );*/ break; case CSerial::EErrorMode: /*LOG( " Unsupported mode" );*/ break; case CSerial::EErrorOverrun: /*LOG( " Buffer overrun" );*/ break; case CSerial::EErrorRxOver: /*LOG( " Input buffer overflow" );*/ break; case CSerial::EErrorParity: /*LOG( " Input parity error" );*/ break; case CSerial::EErrorTxFull: /*LOG( " Output buffer full" );*/ break; default: /*LOG( " Unknown" );*/ break; } } // Handle ring event if (eEvent & CSerial::EEventRing) { //LOG( " ### RING ###" ); } // Handle RLSD/CD event if (eEvent & CSerial::EEventRLSD) { //LOG( " ### RLSD/CD %s ###", serial.GetRLSD() ? "on" : "off" ); } // Handle data receive event if (eEvent & CSerial::EEventRecv) { // Read data, until there is nothing left DWORD dwBytesRead = 0; do { // Read data from the COM-port lLastError = serial.Read(szBuffer,33,&dwBytesRead); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to read from COM-port" ); } if( dwBytesRead == 33 && szBuffer[0]=='$' ) { // Finalize the data, so it is a valid string szBuffer[dwBytesRead] = '\0'; ////LOG( "\n%s\n", szBuffer ); data = szBuffer; } } while (dwBytesRead > 0); } } break; case WAIT_OBJECT_0+1: { // Set the continue bit to false, so we'll exit fContinue = false; } break; default: { // Something went wrong //LOG( "Error while calling WaitForMultipleObjects" ); } break; } } while (fContinue); MessageBox(0,L"kka kk!!!",L"kka ga",0); return 0; } CPort::CPort(wchar_t *portName) { // Attempt to open the serial port (COM2) //lLastError = serial.Open(_T(portName),0,0,true); lLastError = serial.Open(portName,0,0,true); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to open COM-port" ); } // Setup the serial port (115200,8N1, which is the default setting) lLastError = serial.Setup(CSerial::EBaud115200,CSerial::EData8,CSerial::EParNone,CSerial::EStop1); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port setting" ); } // Register only for the receive event lLastError = serial.SetMask(CSerial::EEventBreak | CSerial::EEventCTS | CSerial::EEventDSR | CSerial::EEventError | CSerial::EEventRing | CSerial::EEventRLSD | CSerial::EEventRecv); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port event mask" ); } // Use 'non-blocking' reads, because we don't know how many bytes // will be received. This is normally the most convenient mode // (and also the default mode for reading data). lLastError = serial.SetupReadTimeouts(CSerial::EReadTimeoutNonblocking); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port read timeout" ); } // Create a handle for the overlapped operations hevtOverlapped = ::CreateEvent(0,TRUE,FALSE,0);; if (hevtOverlapped == 0) { //LOG( "Unable to create manual-reset event for overlapped I/O" ); } // Setup the overlapped structure ov.hEvent = hevtOverlapped; // Open the "STOP" handle hevtStop = ::CreateEvent(0,TRUE,FALSE,_T("Overlapped_Stop_Event")); if (hevtStop == 0) { //LOG( "Unable to create manual-reset event for stop event" ); } HandleOfThread = CreateThread( NULL, 0, ThreadHandler, 0, 0, NULL); } CPort::~CPort() { //fContinue = false; //CloseHandle( HandleOfThread ); //serial.Close(); } void CPort::Close() { fContinue = false; CloseHandle( HandleOfThread ); serial.Close(); } wchar_t *CPort::GetData() { return data; } bool CPort::getCTS() { return serial.GetCTS(); } bool CPort::getDSR() { return serial.GetDSR(); } bool CPort::getRing() { return serial.GetRing(); } Unreal Script Code: class MyPlayerController extends GamePlayerController DLLBind(SerialPortDLL); dllimport final function Open(string portName); dllimport final function Close(); dllimport final function string GetData();

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  • Cancelling Route Navigation in AngularJS Controllers

    - by dwahlin
    If you’re new to AngularJS check out my AngularJS in 60-ish Minutes video tutorial or download the free eBook. Also check out The AngularJS Magazine for up-to-date information on using AngularJS to build Single Page Applications (SPAs). Routing provides a nice way to associate views with controllers in AngularJS using a minimal amount of code. While a user is normally able to navigate directly to a specific route, there may be times when a user triggers a route change before they’ve finalized an important action such as saving data. In these types of situations you may want to cancel the route navigation and ask the user if they’d like to finish what they were doing so that their data isn’t lost. In this post I’ll talk about a technique that can be used to accomplish this type of routing task.   The $locationChangeStart Event When route navigation occurs in an AngularJS application a few events are raised. One is named $locationChangeStart and the other is named $routeChangeStart (there are other events as well). At the current time (version 1.2) the $routeChangeStart doesn’t provide a way to cancel route navigation, however, the $locationChangeStart event can be used to cancel navigation. If you dig into the AngularJS core script you’ll find the following code that shows how the $locationChangeStart event is raised as the $browser object’s onUrlChange() function is invoked:   $browser.onUrlChange(function (newUrl) { if ($location.absUrl() != newUrl) { if ($rootScope.$broadcast('$locationChangeStart', newUrl, $location.absUrl()).defaultPrevented) { $browser.url($location.absUrl()); return; } $rootScope.$evalAsync(function () { var oldUrl = $location.absUrl(); $location.$$parse(newUrl); afterLocationChange(oldUrl); }); if (!$rootScope.$$phase) $rootScope.$digest(); } }); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The key part of the code is the call to $broadcast. This call broadcasts the $locationChangeStart event to all child scopes so that they can be notified before a location change is made. To handle the $locationChangeStart event you can use the $rootScope.on() function. For this example I’ve added a call to $on() into a function that is called immediately after the controller is invoked:   function init() { //initialize data here.. //Make sure they're warned if they made a change but didn't save it //Call to $on returns a "deregistration" function that can be called to //remove the listener (see routeChange() for an example of using it) onRouteChangeOff = $rootScope.$on('$locationChangeStart', routeChange); } This code listens for the $locationChangeStart event and calls routeChange() when it occurs. The value returned from calling $on is a “deregistration” function that can be called to detach from the event. In this case the deregistration function is named onRouteChangeOff (it’s accessible throughout the controller). You’ll see how the onRouteChangeOff function is used in just a moment.   Cancelling Route Navigation The routeChange() callback triggered by the $locationChangeStart event displays a modal dialog similar to the following to prompt the user:     Here’s the code for routeChange(): function routeChange(event, newUrl) { //Navigate to newUrl if the form isn't dirty if (!$scope.editForm.$dirty) return; var modalOptions = { closeButtonText: 'Cancel', actionButtonText: 'Ignore Changes', headerText: 'Unsaved Changes', bodyText: 'You have unsaved changes. Leave the page?' }; modalService.showModal({}, modalOptions).then(function (result) { if (result === 'ok') { onRouteChangeOff(); //Stop listening for location changes $location.path(newUrl); //Go to page they're interested in } }); //prevent navigation by default since we'll handle it //once the user selects a dialog option event.preventDefault(); return; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Looking at the parameters of routeChange() you can see that it accepts an event object and the new route that the user is trying to navigate to. The event object is used to prevent navigation since we need to prompt the user before leaving the current view. Notice the call to event.preventDefault() at the end of the function. The modal dialog is shown by calling modalService.showModal() (see my previous post for more information about the custom modalService that acts as a wrapper around Angular UI Bootstrap’s $modal service). If the user selects “Ignore Changes” then their changes will be discarded and the application will navigate to the route they intended to go to originally. This is done by first detaching from the $locationChangeStart event by calling onRouteChangeOff() (recall that this is the function returned from the call to $on()) so that we don’t get stuck in a never ending cycle where the dialog continues to display when they click the “Ignore Changes” button. A call is then made to $location.path(newUrl) to handle navigating to the target view. If the user cancels the operation they’ll stay on the current view. Conclusion The key to canceling routes is understanding how to work with the $locationChangeStart event and cancelling it so that route navigation doesn’t occur. I’m hoping that in the future the same type of task can be done using the $routeChangeStart event but for now this code gets the job done. You can see this code in action in the Customer Manager application available on Github (specifically the customerEdit view). Learn more about the application here.

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  • flash blocking javascript events

    - by jedierikb
    this is an edit of the original post now that I better understand the problem. now with source code! In IE, if body (or another html div has focus), then you keypress & click on flash at the same time, then release... a keyup event is never fired. It is not fired in javascript or in flash. Where is this keyup event? This is the order of event firing you get instead: javascriptKeyEvent:bodyDn ** currentFocuedElement: body javascriptKeyEvent:docDn ** currentFocuedElement: body actionScriptEvent::activate ** currentFocuedElement: [object] actionScriptEvent::mouseDown ** currentFocuedElement: [object] actionScriptEvent::mouseUp ** currentFocuedElement: [object] Subsequent keyup and keydown events are captured by flash, but that initial keyUp is never fired.. anywhere. And I need that keyup! Here is the html/javascript: <html> <head> <script type="text/javascript" src="p.js"></script> <script type="text/javascript" src="swfobject.js"></script> <script> function ic( evt ) { Event.observe( $("f1"), 'keyup', onKeyHandler.bindAsEventListener( this, "f1Up" ) ); Event.observe( $("f2"), 'keyup', onKeyHandler.bindAsEventListener( this, "f2Up" ) ); Event.observe( document, 'keyup', onKeyHandler.bindAsEventListener( this, "docUp" ) ); Event.observe( $("body"), 'keyup', onKeyHandler.bindAsEventListener( this, "bodyUp" ) ); Event.observe( window, 'keyup', onKeyHandler.bindAsEventListener( this, "windowUp" ) ); Event.observe( $("f1"), 'keydown', onKeyHandler.bindAsEventListener( this, "f1Dn" ) ); Event.observe( $("f2"), 'keydown', onKeyHandler.bindAsEventListener( this, "f2Dn" ) ); Event.observe( document, 'keydown', onKeyHandler.bindAsEventListener( this, "docDn" ) ); Event.observe( $("body"), 'keydown', onKeyHandler.bindAsEventListener( this, "bodyDn" ) ); Event.observe( window, 'keydown', onKeyHandler.bindAsEventListener( this, "windowDn" ) ); Event.observe( "clr", "mousedown", clearHandler.bindAsEventListener( this ) ); swfobject.embedSWF( "tmp.swf", "f2", "100%", "20px", "9.0.0.0", null, {}, {}, {} ); } function clearHandler( evt ) { clear( ); } function clear( ) { $("log").innerHTML = ""; } function onKeyHandler( evt, dn ) { logIt( "javascriptKeyEvent:"+dn ); } function AS2JS( wha ) { logIt( "actionScriptEvent::" + wha ); } function logIt( k ) { var id = document.activeElement; if (id.identify) { id = id.identify(); } $("log").innerHTML = k + " ** focuedElement: " + id + "<br>" + $("log").innerHTML; } Event.observe( window, 'load', ic.bindAsEventListener(this) ); </script> </head> <body id="body"> <div id="f1"><div id="f2" style="width:100%;height:20px; position:absolute; bottom:0px;"></div></div> <div id="clr" style="color:blue;">clear</div> <div id="log" style="overflow:auto;height:200px;width:500px;"></div> </body> </html> Here is the as3 code: package { import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.Event; import flash.external.ExternalInterface; public class tmpa extends Sprite { public function tmpa( ):void { extInt("flashInit"); stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; stage.addEventListener( KeyboardEvent.KEY_DOWN, keyDnCb, false, 0, true ); stage.addEventListener( KeyboardEvent.KEY_UP, keyUpCb, false, 0, true ); stage.addEventListener( MouseEvent.MOUSE_DOWN, mDownCb, false, 0, true ); stage.addEventListener( MouseEvent.MOUSE_UP, mUpCb, false, 0, true ); addEventListener( Event.ACTIVATE, activateCb, false, 0, true ); addEventListener( Event.DEACTIVATE, dectivateCb, false, 0, true ); } private function activateCb( evt:Event ):void { extInt("activate"); } private function dectivateCb( evt:Event ):void { extInt("deactivate"); } private function mDownCb( evt:MouseEvent ):void { extInt("mouseDown"); } private function mUpCb( evt:MouseEvent ):void { extInt("mouseUp"); } private function keyDnCb( evt:KeyboardEvent ):void { extInt( "keyDn" ); } private function keyUpCb( evt:KeyboardEvent ):void { extInt( "keyUp" ); } private function extInt( wha:String ):void { try { ExternalInterface.call( "AS2JS", wha ); } catch (ex:Error) { trace('ex: ' + ex); } } } }

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  • Insert new relationship data in core data

    - by michael
    Hoping someone can shed some light on what I might be doing wrong here. Trying to add an "event" to a list of events, represented by a one to many (inverse) relationship: MyEvents <--- Event This is the code: MyEvents *myEvents = (MyEvents *)[NSEntityDescription insertNewObjectForEntityForName:@"MyEvents" inManagedObjectContext:context]; NSLog(@"MYEVENTS: %@", myEvents); NSLog(@"EVENT: %@", event); [myEvents addEventObject:event]; My context is fine, and both the myEvents and event print perfectly valid information. When I try to add the event that I have (which is passed into this view controller, having been retrieved from core data previously) with this code [myEvents addEventObject:event]; It falls over with *** -[NSComparisonPredicate evaluateWithObject:]: message sent to deallocated instance MyEvents and Event are just the default generated code. MyEvents contains only the relationship to event. Thanks.

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  • C#/.NET Little Wonders &ndash; Cross Calling Constructors

    - by James Michael Hare
    Just a small post today, it’s the final iteration before our release and things are crazy here!  This is another little tidbit that I love using, and it should be fairly common knowledge, yet I’ve noticed many times that less experienced developers tend to have redundant constructor code when they overload their constructors. The Problem – repetitive code is less maintainable Let’s say you were designing a messaging system, and so you want to create a class to represent the properties for a Receiver, so perhaps you design a ReceiverProperties class to represent this collection of properties. Perhaps, you decide to make ReceiverProperties immutable, and so you have several constructors that you can use for alternative construction: 1: // Constructs a set of receiver properties. 2: public ReceiverProperties(ReceiverType receiverType, string source, bool isDurable, bool isBuffered) 3: { 4: ReceiverType = receiverType; 5: Source = source; 6: IsDurable = isDurable; 7: IsBuffered = isBuffered; 8: } 9: 10: // Constructs a set of receiver properties with buffering on by default. 11: public ReceiverProperties(ReceiverType receiverType, string source, bool isDurable) 12: { 13: ReceiverType = receiverType; 14: Source = source; 15: IsDurable = isDurable; 16: IsBuffered = true; 17: } 18:  19: // Constructs a set of receiver properties with buffering on and durability off. 20: public ReceiverProperties(ReceiverType receiverType, string source) 21: { 22: ReceiverType = receiverType; 23: Source = source; 24: IsDurable = false; 25: IsBuffered = true; 26: } Note: keep in mind this is just a simple example for illustration, and in same cases default parameters can also help clean this up, but they have issues of their own. While strictly speaking, there is nothing wrong with this code, logically, it suffers from maintainability flaws.  Consider what happens if you add a new property to the class?  You have to remember to guarantee that it is set appropriately in every constructor call. This can cause subtle bugs and becomes even uglier when the constructors do more complex logic, error handling, or there are numerous potential overloads (especially if you can’t easily see them all on one screen’s height). The Solution – cross-calling constructors I’d wager nearly everyone knows how to call your base class’s constructor, but you can also cross-call to one of the constructors in the same class by using the this keyword in the same way you use base to call a base constructor. 1: // Constructs a set of receiver properties. 2: public ReceiverProperties(ReceiverType receiverType, string source, bool isDurable, bool isBuffered) 3: { 4: ReceiverType = receiverType; 5: Source = source; 6: IsDurable = isDurable; 7: IsBuffered = isBuffered; 8: } 9: 10: // Constructs a set of receiver properties with buffering on by default. 11: public ReceiverProperties(ReceiverType receiverType, string source, bool isDurable) 12: : this(receiverType, source, isDurable, true) 13: { 14: } 15:  16: // Constructs a set of receiver properties with buffering on and durability off. 17: public ReceiverProperties(ReceiverType receiverType, string source) 18: : this(receiverType, source, false, true) 19: { 20: } Notice, there is much less code.  In addition, the code you have has no repetitive logic.  You can define the main constructor that takes all arguments, and the remaining constructors with defaults simply cross-call the main constructor, passing in the defaults. Yes, in some cases default parameters can ease some of this for you, but default parameters only work for compile-time constants (null, string and number literals).  For example, if you were creating a TradingDataAdapter that relied on an implementation of ITradingDao which is the data access object to retreive records from the database, you might want two constructors: one that takes an ITradingDao reference, and a default constructor which constructs a specific ITradingDao for ease of use: 1: public TradingDataAdapter(ITradingDao dao) 2: { 3: _tradingDao = dao; 4:  5: // other constructor logic 6: } 7:  8: public TradingDataAdapter() 9: { 10: _tradingDao = new SqlTradingDao(); 11:  12: // same constructor logic as above 13: }   As you can see, this isn’t something we can solve with a default parameter, but we could with cross-calling constructors: 1: public TradingDataAdapter(ITradingDao dao) 2: { 3: _tradingDao = dao; 4:  5: // other constructor logic 6: } 7:  8: public TradingDataAdapter() 9: : this(new SqlTradingDao()) 10: { 11: }   So in cases like this where you have constructors with non compiler-time constant defaults, default parameters can’t help you and cross-calling constructors is one of your best options. Summary When you have just one constructor doing the job of initializing the class, you can consolidate all your logic and error-handling in one place, thus ensuring that your behavior will be consistent across the constructor calls. This makes the code more maintainable and even easier to read.  There will be some cases where cross-calling constructors may be sub-optimal or not possible (if, for example, the overloaded constructors take completely different types and are not just “defaulting” behaviors). You can also use default parameters, of course, but default parameter behavior in a class hierarchy can be problematic (default values are not inherited and in fact can differ) so sometimes multiple constructors are actually preferable. Regardless of why you may need to have multiple constructors, consider cross-calling where you can to reduce redundant logic and clean up the code.   Technorati Tags: C#,.NET,Little Wonders

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  • action script on behalf of xml problem.

    - by sabuj
    import fl.transitions.easing.; import fl.transitions.; var xml:XML; var xmlList:XMLList; var xmlLoader:URLLoader = new URLLoader (); var productLoader:URLLoader = new URLLoader(); var imageLoader:Loader; var bigImage:Loader = new Loader(); var imageText:TextField = new TextField(); xmlLoader.load(new URLRequest("http://localhost/shopmajik/flash/shopdata")); xmlLoader.addEventListener(Event.COMPLETE, xmlLoaded); function xmlLoaded(e:Event):void { xml=new XML(e.target.data); XML.ignoreWhitespace = true; xmlList = xml.children(); trace(xmlList); imageLoader = new Loader(); imageLoader.load(new URLRequest(xmlList.elements("shopbanner").attribute("src"))); imageLoader.x = -220; imageLoader.y = -187; addChild(imageLoader); } imgLoader.alpha = 0; textLoader.alpha = 0; imgLoader2.alpha = 0; imgLoader3.alpha = 0; imgLoader4.alpha = 0; imgLoader5.alpha = 0; //Item button is working here... btnProduct.addEventListener(MouseEvent.CLICK, showProduct); function showProduct(event:Event):void { imgLoader.alpha = 0; textLoader.alpha = 0; imgLoader3.alpha = 0; imgLoader4.alpha = 0; imgLoader5.alpha = 0; imgLoader2.alpha = 0; var productLoader:URLLoader = new URLLoader(); productLoader.load(new URLRequest("http://localhost/shopmajik/flash/productdata")); productLoader.addEventListener(Event.COMPLETE , onProductLoad); function onProductLoad(e:Event):void { var productLoader:XML = new XML(e.target.data); xmlList = productLoader.children(); textLoader.text = xmlList.elements("productname"); textLoader.alpha =0; } } //Item button is working here... btnItem.addEventListener(MouseEvent.CLICK, showItem); //btnItem.addEventListener(Event:event, showItem); function showItem(event:Event):void { imgLoader.alpha =0; textLoader.alpha=0; imgLoader3.alpha=0; imgLoader4.alpha=0; imgLoader5.alpha=0; imgLoader2.alpha=0; var itemLoader:URLLoader = new URLLoader(); itemLoader.load(new URLRequest("http://localhost/shopmajik/flash/productdata")); itemLoader.addEventListener(Event.COMPLETE , onItemLoad); function onItemLoad(e:Event):void { var myLoader:XML = new XML(e.target.data); xmlList = myLoader.children(); textLoader.text = xmlList.elements("productname"); textLoader.alpha =0; } } //Details button workings... btnDetails.addEventListener(MouseEvent.CLICK, showDetails); function showDetails(event:Event):void { imgLoader.alpha=0; textLoader.alpha=0; imgLoader3.alpha=0; imgLoader4.alpha=0; imgLoader5.alpha=0; imgLoader2.alpha=0; var detailsLoader:URLLoader = new URLLoader(); detailsLoader.load(new URLRequest("http://localhost/shopmajik/flash/productdata")); detailsLoader.addEventListener(Event.COMPLETE , onDetailsLoad); function onDetailsLoad(e:Event):void { var myLoader:XML = new XML(e.target.data); xmlList = myLoader.children(); textLoader.text = xmlList.elements("productdescription"); textLoader.alpha =0; } } btnImages.addEventListener(MouseEvent.CLICK, showImages); function showImages(event:Event):void { textLoader.alpha=0; textLoader.text=""; imgLoader2.alpha= 1; var imagesLoader:URLLoader = new URLLoader(); imagesLoader.load(new URLRequest("http://localhost/shopmajik/flash/productdata")); imagesLoader.addEventListener(Event.COMPLETE , onImagesLoad); function onImagesLoad(e:Event):void { var xml:XML = new XML(e.target.data); xmlList = xml.children(); imgLoader2.x=-155; imgLoader2.y= -50; imgLoader2.load(new URLRequest(xmlList.elements("productimage").attribute("src"))); } } btnPay.addEventListener(MouseEvent.CLICK , showPage); function showPage(e:MouseEvent):void { navigateToURL(new URLRequest("https://www.paypal.com/")); } This is the source code. It works very fine in locally. But in server it shows the bellow error ---- TypeError: Error #1088: The markup in the document following the root element must be well-formed. at bgfin_fla::Main_1/xmlLoaded() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.net::URLLoader/onComplete() someone please show me the path. How i should go over this?

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  • action script xml parsing failed.

    - by sabuj
    TypeError: Error #1088: The markup in the document following the root element must be well-formed. action script read xml from a codeigniter controller function but it shows the upper error. what should be done. bellow is my full coding structure - import fl.transitions.easing.; import fl.transitions.; var xml:XML; var xmlList:XMLList; var xmlLoader:URLLoader = new URLLoader (); var productLoader:URLLoader = new URLLoader(); var imageLoader:Loader; var bigImage:Loader = new Loader(); var imageText:TextField = new TextField(); xmlLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/shopdata")); xmlLoader.addEventListener(Event.COMPLETE, xmlLoaded); function xmlLoaded(e:Event):void { xml=new XML(e.target.data); xmlList = xml.children(); imageLoader = new Loader(); imageLoader.load(new URLRequest(xmlList.elements("shopbanner").attribute("src"))); imageLoader.x = -220; imageLoader.y = -187; addChild(imageLoader); } imgLoader.alpha = 0; textLoader.alpha = 0; imgLoader2.alpha = 0; imgLoader3.alpha = 0; imgLoader4.alpha = 0; imgLoader5.alpha = 0; //Item button is working here... btnProduct.addEventListener(MouseEvent.CLICK, showProduct); function showProduct(event:Event):void { imgLoader.alpha = 0; textLoader.alpha = 0; imgLoader3.alpha = 0; imgLoader4.alpha = 0; imgLoader5.alpha = 0; imgLoader2.alpha = 0; var productLoader:URLLoader = new URLLoader(); productLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/productdata")); productLoader.addEventListener(Event.COMPLETE , onProductLoad); function onProductLoad(e:Event):void { var productLoader:XML = new XML(e.target.data); xmlList = productLoader.children(); textLoader.text = xmlList.elements("productname"); textLoader.alpha =0; } } //Item button is working here... btnItem.addEventListener(MouseEvent.CLICK, showItem); //btnItem.addEventListener(Event:event, showItem); function showItem(event:Event):void { imgLoader.alpha =0; textLoader.alpha=0; imgLoader3.alpha=0; imgLoader4.alpha=0; imgLoader5.alpha=0; imgLoader2.alpha=0; var itemLoader:URLLoader = new URLLoader(); itemLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/productdata")); itemLoader.addEventListener(Event.COMPLETE , onItemLoad); function onItemLoad(e:Event):void { var myLoader:XML = new XML(e.target.data); xmlList = myLoader.children(); textLoader.text = xmlList.elements("productname"); textLoader.alpha =0; } } //Details button workings... btnDetails.addEventListener(MouseEvent.CLICK, showDetails); function showDetails(event:Event):void { imgLoader.alpha=0; textLoader.alpha=0; imgLoader3.alpha=0; imgLoader4.alpha=0; imgLoader5.alpha=0; imgLoader2.alpha=0; var detailsLoader:URLLoader = new URLLoader(); detailsLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/productdata")); detailsLoader.addEventListener(Event.COMPLETE , onDetailsLoad); function onDetailsLoad(e:Event):void { var myLoader:XML = new XML(e.target.data); xmlList = myLoader.children(); textLoader.text = xmlList.elements("productdescription"); textLoader.alpha =0; } } btnImages.addEventListener(MouseEvent.CLICK, showImages); function showImages(event:Event):void { textLoader.alpha=0; textLoader.text=""; imgLoader2.alpha= 1; var imagesLoader:URLLoader = new URLLoader(); imagesLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/productdata")); imagesLoader.addEventListener(Event.COMPLETE , onImagesLoad); function onImagesLoad(e:Event):void { var xml:XML = new XML(e.target.data); xmlList = xml.children(); imgLoader2.x=-155; imgLoader2.y= -50; imgLoader2.load(new URLRequest(xmlList.elements("productimage").attribute("src"))); } } btnPay.addEventListener(MouseEvent.CLICK , showPage); function showPage(e:MouseEvent):void { navigateToURL(new URLRequest("https://www.paypal.com/")); }

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  • How can I link axes of imshow plots for zooming and panning?

    - by Adam Fraser
    Suppose I have a figure canvas with 3 plots... 2 are images of the same dimensions plotted with imshow, and the other is some other kind of subplot. I'd like to be able to link the x and y axes of the imshow plots so that when I zoom in one (using the zoom tool provided by the NavigationToolbar), the other zooms to the same coordinates, and when I pan in one, the other pans as well. Subplot methods such as scatter and histogram can be passed kwargs specifying an axes for sharex and sharey, but imshow has no such configuration. I started hacking my way around this by subclassing NavigationToolbar2WxAgg (shown below)... but there are several problems here. 1) This will link the axes of all plots in a canvas since all I've done is get rid of the checks for a.in_axes() 2) This worked well for panning, but zooming caused all subplots to zoom from the same global point, rather than from the same point in each of their respective axes. Can anyone suggest a workaround? Much thanks! -Adam from matplotlib.backends.backend_wxagg import NavigationToolbar2WxAgg class MyNavToolbar(NavigationToolbar2WxAgg): def __init__(self, canvas, cpfig): NavigationToolbar2WxAgg.__init__(self, canvas) # overrided # As mentioned in the code below, the only difference here from overridden # method is that this one doesn't check a.in_axes(event) when deciding which # axes to start the pan in... def press_pan(self, event): 'the press mouse button in pan/zoom mode callback' if event.button == 1: self._button_pressed=1 elif event.button == 3: self._button_pressed=3 else: self._button_pressed=None return x, y = event.x, event.y # push the current view to define home if stack is empty if self._views.empty(): self.push_current() self._xypress=[] for i, a in enumerate(self.canvas.figure.get_axes()): # only difference from overridden method is that this one doesn't # check a.in_axes(event) if x is not None and y is not None and a.get_navigate(): a.start_pan(x, y, event.button) self._xypress.append((a, i)) self.canvas.mpl_disconnect(self._idDrag) self._idDrag=self.canvas.mpl_connect('motion_notify_event', self.drag_pan) # overrided def press_zoom(self, event): 'the press mouse button in zoom to rect mode callback' if event.button == 1: self._button_pressed=1 elif event.button == 3: self._button_pressed=3 else: self._button_pressed=None return x, y = event.x, event.y # push the current view to define home if stack is empty if self._views.empty(): self.push_current() self._xypress=[] for i, a in enumerate(self.canvas.figure.get_axes()): # only difference from overridden method is that this one doesn't # check a.in_axes(event) if x is not None and y is not None and a.get_navigate() and a.can_zoom(): self._xypress.append(( x, y, a, i, a.viewLim.frozen(), a.transData.frozen())) self.press(event)

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  • Windows Server 2003 W3SVC Failing, Brute Force attack possibly the cause

    - by Roaders
    This week my website has disappeared twice for no apparent reason. I logged onto my server (Windows Server 2003 Service Pack 2) and restarted the World Web Publishing service, website still down. I tried restarting a few other services like DNS and Cold Fusion and the website was still down. In the end I restarted the server and the website reappeared. Last night the website went down again. This time I logged on and looked at the event log. SCARY STUFF! There were hundreds of these: Event Type: Information Event Source: TermService Event Category: None Event ID: 1012 Date: 30/01/2012 Time: 15:25:12 User: N/A Computer: SERVER51338 Description: Remote session from client name a exceeded the maximum allowed failed logon attempts. The session was forcibly terminated. At a frequency of around 3 -5 a minute. At about the time my website died there was one of these: Event Type: Information Event Source: W3SVC Event Category: None Event ID: 1074 Date: 30/01/2012 Time: 19:36:14 User: N/A Computer: SERVER51338 Description: A worker process with process id of '6308' serving application pool 'DefaultAppPool' has requested a recycle because the worker process reached its allowed processing time limit. Which is obviously what killed the web service. There were then a few of these: Event Type: Error Event Source: TermDD Event Category: None Event ID: 50 Date: 30/01/2012 Time: 20:32:51 User: N/A Computer: SERVER51338 Description: The RDP protocol component "DATA ENCRYPTION" detected an error in the protocol stream and has disconnected the client. Data: 0000: 00 00 04 00 02 00 52 00 ......R. 0008: 00 00 00 00 32 00 0a c0 ....2..À 0010: 00 00 00 00 32 00 0a c0 ....2..À 0018: 00 00 00 00 00 00 00 00 ........ 0020: 00 00 00 00 00 00 00 00 ........ 0028: 92 01 00 00 ... With no more of the first error type. I am concerned that someone is trying to brute force their way into my server. I have disabled all the accounts apart from the IIS ones and Administrator (which I have renamed). I have also changed the password to an even more secure one. I don't know why this brute force attack caused the webservice to stop and I don't know why restarting the service didn't fix the problem. What should I do to make sure my server is secure and what should I do to make sure the webserver doesn't go down any more? Thanks.

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  • Streamed mp3 only plays for 1 second

    - by angel6
    Hi, I'm using the plaympeg.c (modified) code of smpeg as a media player. I've got ffserver running as a streaming server. I'm a streaming an mp3 file over http. But when I run plaympeg.c, it plays the streamed file only for a second. When I run plaympeg again, it starts off from where it left and plays for 1 second. Does anyone know why this happens an how to fix it? I've tested it out on WMP and it plays the entire file in one go. So, i guess it's not a problem with the streaming or ffserver.conf include include include include /* #ifdef unix */ include include include include include include include define NET_SUPPORT /* General network support */ define HTTP_SUPPORT /* HTTP support */ ifdef NET_SUPPORT include include include include endif include "smpeg.h" ifdef NET_SUPPORT int tcp_open(char * address, int port) { struct sockaddr_in stAddr; struct hostent * host; int sock; struct linger l; memset(&stAddr,0,sizeof(stAddr)); stAddr.sin_family = AF_INET ; stAddr.sin_port = htons(port); if((host = gethostbyname(address)) == NULL) return(0); stAddr.sin_addr = *((struct in_addr *) host-h_addr_list[0]) ; if((sock = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP)) < 0) return(0); l.l_onoff = 1; l.l_linger = 5; if(setsockopt(sock, SOL_SOCKET, SO_LINGER, (char*) &l, sizeof(l)) < 0) return(0); if(connect(sock, (struct sockaddr *) &stAddr, sizeof(stAddr)) < 0) return(0); return(sock); } ifdef HTTP_SUPPORT int http_open(char * arg) { char * host; int port; char * request; int tcp_sock; char http_request[1024]; char c; printf("\nin http_open passed parameter = %s\n",arg); /* Check for URL syntax */ if(strncmp(arg, "http://", strlen("http://"))) return(0); /* Parse URL */ port = 80; host = arg + strlen("http://"); if((request = strchr(host, '/')) == NULL) return(0); request++ = 0; if(strchr(host, ':') != NULL) / port is specified */ { port = atoi(strchr(host, ':') + 1); *strchr(host, ':') = 0; } /* Open a TCP socket */ if(!(tcp_sock = tcp_open(host, port))) { perror("http_open"); return(0); } /* Send HTTP GET request */ sprintf(http_request, "GET /%s HTTP/1.0\r\n" "User-Agent: Mozilla/2.0 (Win95; I)\r\n" "Pragma: no-cache\r\n" "Host: %s\r\n" "Accept: /\r\n" "\r\n", request, host); send(tcp_sock, http_request, strlen(http_request), 0); /* Parse server reply */ do read(tcp_sock, &c, sizeof(char)); while(c != ' '); read(tcp_sock, http_request, 4*sizeof(char)); http_request[4] = 0; if(strcmp(http_request, "200 ")) { fprintf(stderr, "http_open: "); do { read(tcp_sock, &c, sizeof(char)); fprintf(stderr, "%c", c); } while(c != '\r'); fprintf(stderr, "\n"); return(0); } return(tcp_sock); } endif endif void update(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h) { if ( screen-flags & SDL_DOUBLEBUF ) { SDL_Flip(screen); } } /* Flag telling the UI that the movie or song should be skipped */ int done; void next_movie(int sig) { done = 1; } int main(int argc, char *argv[]) { int use_audio, use_video; int fullscreen; int scalesize; int scale_width, scale_height; int loop_play; int i, pause; int volume; Uint32 seek; float skip; int bilinear_filtering; SDL_Surface *screen; SMPEG *mpeg; SMPEG_Info info; char *basefile; SDL_version sdlver; SMPEG_version smpegver; int fd; char buf[32]; int status; printf("\nchecking command line options "); /* Get the command line options */ use_audio = 1; use_video = 1; fullscreen = 0; scalesize = 1; scale_width = 0; scale_height = 0; loop_play = 0; volume = 100; seek = 0; skip = 0; bilinear_filtering = 0; fd = 0; for ( i=1; argv[i] && (argv[i][0] == '-') && (argv[i][1] != 0); ++i ) { if ( strcmp(argv[i], "--fullscreen") == 0 ) { fullscreen = 1; } else if ((strcmp(argv[i], "--seek") == 0)||(strcmp(argv[i], "-S") == 0)) { ++i; if ( argv[i] ) { seek = atol(argv[i]); } } else if ((strcmp(argv[i], "--volume") == 0)||(strcmp(argv[i], "-v") == 0)) { ++i; if (i >= argc) { fprintf(stderr, "Please specify volume when using --volume or -v\n"); return(1); } if ( argv[i] ) { volume = atoi(argv[i]); } if ( ( volume < 0 ) || ( volume 100 ) ) { fprintf(stderr, "Volume must be between 0 and 100\n"); volume = 100; } } else { fprintf(stderr, "Warning: Unknown option: %s\n", argv[i]); } } printf("\nuse video = %d, use audio = %d\n",use_video, use_audio); printf("\ngoing to check input parameters\n"); if defined(linux) || defined(FreeBSD) /* Plaympeg doesn't need a mouse */ putenv("SDL_NOMOUSE=1"); endif /* Play the mpeg files! */ status = 0; for ( ; argv[i]; ++i ) { /* Initialize SDL */ if ( use_video ) { if ((SDL_Init(SDL_INIT_VIDEO) < 0) || !SDL_VideoDriverName(buf, 1)) { fprintf(stderr, "Warning: Couldn't init SDL video: %s\n", SDL_GetError()); fprintf(stderr, "Will ignore video stream\n"); use_video = 0; } printf("\ninitialised video\n"); } if ( use_audio ) { if ((SDL_Init(SDL_INIT_AUDIO) < 0) || !SDL_AudioDriverName(buf, 1)) { fprintf(stderr, "Warning: Couldn't init SDL audio: %s\n", SDL_GetError()); fprintf(stderr, "Will ignore audio stream\n"); use_audio = 0; } } /* Allow Ctrl-C when there's no video output */ signal(SIGINT, next_movie); printf("\nchecking defined supports\n"); /* Create the MPEG stream */ ifdef NET_SUPPORT printf("\ndefined NET_SUPPORT\n"); ifdef HTTP_SUPPORT printf("\ndefined HTTP_SUPPORT\n"); /* Check if source is an http URL */ printf("\nabout to call http_open\n"); printf("\nhere we go\n"); if((fd = http_open(argv[i])) != 0) mpeg = SMPEG_new_descr(fd, &info, use_audio); else endif endif { if(strcmp(argv[i], "-") == 0) /* Use stdin for input */ mpeg = SMPEG_new_descr(0, &info, use_audio); else mpeg = SMPEG_new(argv[i], &info, use_audio); } if ( SMPEG_error(mpeg) ) { fprintf(stderr, "%s: %s\n", argv[i], SMPEG_error(mpeg)); SMPEG_delete(mpeg); status = -1; continue; } SMPEG_enableaudio(mpeg, use_audio); SMPEG_enablevideo(mpeg, use_video); SMPEG_setvolume(mpeg, volume); /* Print information about the video */ basefile = strrchr(argv[i], '/'); if ( basefile ) { ++basefile; } else { basefile = argv[i]; } if ( info.has_audio && info.has_video ) { printf("%s: MPEG system stream (audio/video)\n", basefile); } else if ( info.has_audio ) { printf("%s: MPEG audio stream\n", basefile); } else if ( info.has_video ) { printf("%s: MPEG video stream\n", basefile); } if ( info.has_video ) { printf("\tVideo %dx%d resolution\n", info.width, info.height); } if ( info.has_audio ) { printf("\tAudio %s\n", info.audio_string); } if ( info.total_size ) { printf("\tSize: %d\n", info.total_size); } if ( info.total_time ) { printf("\tTotal time: %f\n", info.total_time); } /* Set up video display if needed */ if ( info.has_video && use_video ) { const SDL_VideoInfo *video_info; Uint32 video_flags; int video_bpp; int width, height; /* Get the "native" video mode */ video_info = SDL_GetVideoInfo(); switch (video_info->vfmt->BitsPerPixel) { case 16: case 24: case 32: video_bpp = video_info->vfmt->BitsPerPixel; break; default: video_bpp = 16; break; } if ( scale_width ) { width = scale_width; } else { width = info.width; } width *= scalesize; if ( scale_height ) { height = scale_height; } else { height = info.height; } height *= scalesize; video_flags = SDL_SWSURFACE; if ( fullscreen ) { video_flags = SDL_FULLSCREEN|SDL_DOUBLEBUF|SDL_HWSURFACE; } video_flags |= SDL_ASYNCBLIT; video_flags |= SDL_RESIZABLE; screen = SDL_SetVideoMode(width, height, video_bpp, video_flags); if ( screen == NULL ) { fprintf(stderr, "Unable to set %dx%d video mode: %s\n", width, height, SDL_GetError()); continue; } SDL_WM_SetCaption(argv[i], "plaympeg"); if ( screen->flags & SDL_FULLSCREEN ) { SDL_ShowCursor(0); } SMPEG_setdisplay(mpeg, screen, NULL, update); SMPEG_scaleXY(mpeg, screen->w, screen->h); } else { SDL_QuitSubSystem(SDL_INIT_VIDEO); } /* Set any special playback parameters */ if ( loop_play ) { SMPEG_loop(mpeg, 1); } /* Seek starting position */ if(seek) SMPEG_seek(mpeg, seek); /* Skip seconds to starting position */ if(skip) SMPEG_skip(mpeg, skip); /* Play it, and wait for playback to complete */ SMPEG_play(mpeg); done = 0; pause = 0; while ( ! done && ( pause || (SMPEG_status(mpeg) == SMPEG_PLAYING) ) ) { SDL_Event event; while ( use_video && SDL_PollEvent(&event) ) { switch (event.type) { case SDL_VIDEORESIZE: { SDL_Surface *old_screen = screen; SMPEG_pause(mpeg); screen = SDL_SetVideoMode(event.resize.w, event.resize.h, screen->format->BitsPerPixel, screen->flags); if ( old_screen != screen ) { SMPEG_setdisplay(mpeg, screen, NULL, update); } SMPEG_scaleXY(mpeg, screen-w, screen-h); SMPEG_pause(mpeg); } break; case SDL_KEYDOWN: if ( (event.key.keysym.sym == SDLK_ESCAPE) || (event.key.keysym.sym == SDLK_q) ) { // Quit done = 1; } else if ( event.key.keysym.sym == SDLK_RETURN ) { // toggle fullscreen if ( event.key.keysym.mod & KMOD_ALT ) { SDL_WM_ToggleFullScreen(screen); fullscreen = (screen-flags & SDL_FULLSCREEN); SDL_ShowCursor(!fullscreen); } } else if ( event.key.keysym.sym == SDLK_UP ) { // Volume up if ( volume < 100 ) { if ( event.key.keysym.mod & KMOD_SHIFT ) { // 10+ volume += 10; } else if ( event.key.keysym.mod & KMOD_CTRL ) { // 100+ volume = 100; } else { // 1+ volume++; } if ( volume 100 ) volume = 100; SMPEG_setvolume(mpeg, volume); } } else if ( event.key.keysym.sym == SDLK_DOWN ) { // Volume down if ( volume 0 ) { if ( event.key.keysym.mod & KMOD_SHIFT ) { volume -= 10; } else if ( event.key.keysym.mod & KMOD_CTRL ) { volume = 0; } else { volume--; } if ( volume < 0 ) volume = 0; SMPEG_setvolume(mpeg, volume); } } else if ( event.key.keysym.sym == SDLK_PAGEUP ) { // Full volume volume = 100; SMPEG_setvolume(mpeg, volume); } else if ( event.key.keysym.sym == SDLK_PAGEDOWN ) { // Volume off volume = 0; SMPEG_setvolume(mpeg, volume); } else if ( event.key.keysym.sym == SDLK_SPACE ) { // Toggle play / pause if ( SMPEG_status(mpeg) == SMPEG_PLAYING ) { SMPEG_pause(mpeg); pause = 1; } else { SMPEG_play(mpeg); pause = 0; } } else if ( event.key.keysym.sym == SDLK_RIGHT ) { // Forward if ( event.key.keysym.mod & KMOD_SHIFT ) { SMPEG_skip(mpeg, 100); } else if ( event.key.keysym.mod & KMOD_CTRL ) { SMPEG_skip(mpeg, 50); } else { SMPEG_skip(mpeg, 5); } } else if ( event.key.keysym.sym == SDLK_LEFT ) { // Reverse if ( event.key.keysym.mod & KMOD_SHIFT ) { } else if ( event.key.keysym.mod & KMOD_CTRL ) { } else { } } else if ( event.key.keysym.sym == SDLK_KP_MINUS ) { // Scale minus if ( scalesize > 1 ) { scalesize--; } } else if ( event.key.keysym.sym == SDLK_KP_PLUS ) { // Scale plus scalesize++; } else if ( event.key.keysym.sym == SDLK_f ) { // Toggle filtering on/off if ( bilinear_filtering ) { SMPEG_Filter *filter = SMPEGfilter_null(); filter = SMPEG_filter( mpeg, filter ); filter-destroy(filter); bilinear_filtering = 0; } else { SMPEG_Filter *filter = SMPEGfilter_bilinear(); filter = SMPEG_filter( mpeg, filter ); filter-destroy(filter); bilinear_filtering = 1; } } break; case SDL_QUIT: done = 1; break; default: break; } } SDL_Delay(1000/2); } SMPEG_delete(mpeg); } SDL_Quit(); if defined(HTTP_SUPPORT) if(fd) close(fd); endif return(status); }

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  • SQLAuthority News – Author Visit – SQL Server 2008 R2 Launch

    - by pinaldave
    June 11, 2010 was a wonderful day because I attended the very first SQL Server 2008 R2 Launch event held by Microsoft at Mumbai. I traveled to Mumbai from my home town, Ahmedabad. The event was located at one of the best hotels in Mumbai,”The Leela”. SQL Server R2 Launch was an evening event that had a few interesting talks. SQL PASS is associated with this event as one of the partners and its goal is to increase the awareness of the Community about SQL Server. I met many interesting people and had a great networking opportunity at the event. This event was kicked off with an awesome laser show and a “Welcome” video, which was followed by a Microsoft Executive session wherein there were several interesting demo. The very first demo was about Powerpivot. I knew beforehand that there will be Powerpivot demos because it is a very popular subject; however, I was really hoping to see other interesting demos from SQL Server 2008 R2. And believe me; I was happier to see the later demos. There were demos from SQL Server Utility Control Point, as well an integration of Bing Map with Reporting Servers. I really enjoyed the interactive and informative session by Shivaram Venkatesh. He had excellent presentation skills as well as ample technical knowledge to keep the audience attentive. I really liked his presentations skills wherein he did not read the whole slide deck; rather, he picked one point and using that point he told the story of the whole slide deck. I also enjoyed my conversation with Afaq Choonawala, who is one of the “gem guys” in Microsoft. I also want to acknowledge Ashwin Kini and Mohit Panchal for their excellent support to this event. Mumbai IT Pro is a user group which you can really count on for any kind of help. After excellent demos and a vibrant start of the event, all the audience was jazzed up. There were two vendors’ sessions right after the first session. Intel had 15 minutes to present; however, Intel’s representative, who had good knowledge of the subject, had nearly 30+ slides in his presentation, so he had to rush a bit to cover the whole slide deck. Intel presentations were followed up by another vendor presentation from NetApp. I have previously heard about this tool. After I saw the demo which did not work the first time the Net App presenter demonstrated it, I started to have a doubt on this product. I personally went to clarify my doubt to the demo booth after the presentation was over, but I realize the NetApp presenter or booth owner had absolutely a POOR KNOWLEDGE of SQL Server and even of their own NetApp product. The NetApp people tried to misguide us and when we argued, they started to say different things against what they said earlier. At one point in their presentation, they claimed their application does something very fast, which did not really happen in front of all the audience. They blamed SQL Server R2 DBCC CHECKDB command for their product’s failed demonstration. I know that NetApp has many great products; however, this one was not conveyed clearly and even created a negative impression to all of us. Well, let us not judge the potential, fun, education and enigma of the launch event through a small glitch. This event was jam-packed and extremely well-received by everybody who attended it. As what I said, average demos and good presentations by MS folks were really something to cheer about. Any launch event is considered as successful if it achieves its goal to excite users with its cutting edge technology; just like this event that left a very deep impression on me. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority Author Visit, SQLAuthority News, T SQL, Technology Tagged: PASS, SQLPASS

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  • Simple MVVM Walkthrough – Refactored

    - by Sean Feldman
    JR has put together a good introduction post into MVVM pattern. I love kick start examples that serve the purpose well. And even more than that I love examples that also can pass the real world projects check. So I took the sample code and refactored it slightly for a few aspects that a lot of developers might raise a brow. Michael has mentioned model (entity) visibility from view. I agree on that. A few other items that don’t settle are using property names as string (magical strings) and Saver class internal casting of a parameter (custom code for each Saver command). Fixing a property names usage is a straight forward exercise – leverage expressions. Something simple like this would do the initial job: class PropertyOf<T> { public static string Resolve(Expression<Func<T, object>> expression) { var member = expression.Body as MemberExpression; return member.Member.Name; } } With this, refactoring of properties names becomes an easy task, with confidence that an old property name string will not get left behind. An updated Invoice would look like this: public class Invoice : INotifyPropertyChanged { private int id; private string receiver; public event PropertyChangedEventHandler PropertyChanged; private void OnPropertyChanged(string propertyName) { if (PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public int Id { get { return id; } set { if (id != value) { id = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Id)); } } } public string Receiver { get { return receiver; } set { receiver = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Receiver)); } } } For the saver, I decided to change it a little so now it becomes a “view-model agnostic” command, one that can be used for multiple commands/view-models. Updated Saver code now accepts an action at construction time and executes that action. No more black magic internal class Command : ICommand { private readonly Action executeAction; public Command(Action executeAction) { this.executeAction = executeAction; } public bool CanExecute(object parameter) { return true; } public event EventHandler CanExecuteChanged; public void Execute(object parameter) { // no more black magic executeAction(); } } Change in InvoiceViewModel is instantiation of Saver command and execution action for the specific command. public ICommand SaveCommand { get { if (saveCommand == null) saveCommand = new Command(ExecuteAction); return saveCommand; } set { saveCommand = value; } } private void ExecuteAction() { DisplayMessage = string.Format("Thanks for creating invoice: {0} {1}", Invoice.Id, Invoice.Receiver); } This way internal knowledge of InvoiceViewModel remains in InvoiceViewModel and Command (ex-Saver) is view-model agnostic. Now the sample is not only a good introduction, but also has some practicality in it. My 5 cents on the subject. Sample code MvvmSimple2.zip

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • How do I stop a datagrid's first-row itemRenderer from instantiating/adding/initializing/etc twice?

    - by Michael Prescott
    In a Flex DataGrid's first row, the itemRenderer will initialize twice. Tracing the results reveals that the flex framework is possibly creating two instances of the first row's itemRenderer. In a more complex application, where the itemRenderer contains a data-bound ColorPicker, we're seeing an infinite loop occur because of this problem. Only the first row's itemRenderer is initialized twice. Is there a way to override flex's behavior and stop this from occurring? The following code demonstrates the problem: Main Application: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" initialize="on_initialize(event);"> <mx:Script> <![CDATA[ /** * This experiment shows how the first row's itemrenderer is instantiated/added/initialized twice. * We've never even noticed this before we found that a data-bound ColorPicker enters a infinite * loop when it is within an itemRenderer. */ import mx.collections.ArrayCollection; import mx.events.FlexEvent; private var dg_array:Array; private var dg_arrayCollection:ArrayCollection; private function on_initialize(event:FlexEvent):void { dg_array = new Array(); dg_arrayCollection = new ArrayCollection(); dg_arrayCollection.addItem("item 1"); dg_arrayCollection.addItem("item 2"); dg.dataProvider = dg_arrayCollection; } ]]> </mx:Script> <mx:DataGrid id="dg" width="100%" height="100%" rowCount="5"> <mx:columns> <mx:DataGridColumn headerText="Name" itemRenderer="SimpleItemRenderer"/> </mx:columns> </mx:DataGrid> </mx:Application> SimpleItemRenderer: <?xml version="1.0" encoding="utf-8"?> <mx:Canvas xmlns:mx="http://www.adobe.com/2006/mxml" width="400" height="300" initialize="//on_initialize(event);"> <mx:Script> <![CDATA[ import mx.events.FlexEvent; [Bindable] override public function set data(value:Object):void { _data = value; } override public function get data():Object { return _data; } private var _data:Object; private function on_initialize_textInput(event:FlexEvent):void { trace("initialize:event.target="+event.target+", " + _data); // runs twice, for the first item only } private function on_creationComplete_textInput(event:FlexEvent):void { trace("creationComplete:event.target="+event.target+", " + _data); // runs twice, for the first item only } ]]> </mx:Script> <mx:TextInput text="{data}" id="textInput" initialize="on_initialize_textInput(event);" creationComplete="on_creationComplete_textInput(event);"/> </mx:Canvas> Abbreviated Output: initialize:event.target=ItemRenderers0.dg...SimpleItemRenderer12.textInput, null initialize:event.target=ItemRenderers0.dg...SimpleItemRenderer24.textInput, null creationComplete:event.target=ItemRenderers0.dg...SimpleItemRenderer24.textInput, item 1 initialize:event.target=ItemRenderers0.dg...SimpleItemRenderer29.textInput, null creationComplete:event.target=ItemRenderers0.dg...SimpleItemRenderer29.textInput, item 2 creationComplete:event.target=ItemRenderers0.dg...SimpleItemRenderer12.textInput, item 1

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  • Memory Troubles with UIImagePicker

    - by Dan Ray
    I'm building an app that has several different sections to it, all of which are pretty image-heavy. It ties in with my client's website and they're a "high-design" type outfit. One piece of the app is images uploaded from the camera or the library, and a tableview that shows a grid of thumbnails. Pretty reliably, when I'm dealing with the camera version of UIImagePickerControl, I get hit for low memory. If I bounce around that part of the app for a while, I occasionally and non-repeatably crash with "status:10 (SIGBUS)" in the debugger. On low memory warning, my root view controller for that aspect of the app goes to my data management singleton, cruises through the arrays of cached data, and kills the biggest piece, the image associated with each entry. Thusly: - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Low Memory Warning" message:@"Cleaning out events data" delegate:nil cancelButtonTitle:@"All right then." otherButtonTitles:nil]; [alert show]; [alert release]; NSInteger spaceSaved; DataManager *data = [DataManager sharedDataManager]; for (Event *event in data.eventList) { spaceSaved += [(NSData *)UIImagePNGRepresentation(event.image) length]; event.image = nil; spaceSaved -= [(NSData *)UIImagePNGRepresentation(event.image) length]; } NSString *titleString = [NSString stringWithFormat:@"Saved %d on event images", spaceSaved]; for (WondrMark *mark in data.wondrMarks) { spaceSaved += [(NSData *)UIImagePNGRepresentation(mark.image) length]; mark.image = nil; spaceSaved -= [(NSData *)UIImagePNGRepresentation(mark.image) length]; } NSString *messageString = [NSString stringWithFormat:@"And total %d on event and mark images", spaceSaved]; NSLog(@"%@ - %@", titleString, messageString); // Relinquish ownership any cached data, images, etc that aren't in use. } As you can see, I'm making a (poor) attempt to eyeball the memory space I'm freeing up. I know it's not telling me about the actual memory footprint of the UIImages themselves, but it gives me SOME numbers at least, so I can see that SOMETHING'S happening. (Sorry for the hamfisted way I build that NSLog message too--I was going to fire another UIAlertView, but realized it'd be more useful to log it.) Pretty reliably, after toodling around in the image portion of the app for a while, I'll pull up the camera interface and get the low memory UIAlertView like three or four times in quick succession. Here's the NSLog output from the last time I saw it: 2010-05-27 08:55:02.659 EverWondr[7974:207] Saved 109591 on event images - And total 1419756 on event and mark images wait_fences: failed to receive reply: 10004003 2010-05-27 08:55:08.759 EverWondr[7974:207] Saved 4 on event images - And total 392695 on event and mark images 2010-05-27 08:55:14.865 EverWondr[7974:207] Saved 4 on event images - And total 873419 on event and mark images 2010-05-27 08:55:14.969 EverWondr[7974:207] Saved 4 on event images - And total 4 on event and mark images 2010-05-27 08:55:15.064 EverWondr[7974:207] Saved 4 on event images - And total 4 on event and mark images And then pretty soon after that we get our SIGBUS exit. So that's the situation. Now my specific questions: THE time I see this happening is when the UIPickerView's camera iris shuts. I click the button to take the picture, it does the "click" animation, and Instruments shows my memory footprint going from about 10mb to about 25mb, and sitting there until the image is delivered to my UIViewController, where usage drops back to 10 or 11mb again. If we make it through that without a memory warning, we're golden, but most likely we don't. Anything I can do to make that not be so expensive? Second, I have NSZombies enabled. Am I understanding correctly that that's actually preventing memory from being freed? Am I subjecting my app to an unfair test environment? Third, is there some way to programmatically get my memory usage? Or at least the usage for a UIImage object? I've scoured the docs and don't see anything about that.

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  • Problem with socket communication between C# and Flex

    - by Chris Lee
    Hi all, I am implementing a simulated b/s stock data system. I am using flex and c# for client and server sides. I found flash has a security policy and I handled the policy-file-request in my server code. But seems it doesn't work, because the code jumped out at "socket.Receive(b)" after connection. I've tried sending message on client in the connection handler, in that case the server can receive correct message. But the auto-generated "policy-file-request" can never be received, and the client can get no data sending from server. Here I put my code snippet. my ActionScript code: public class StockClient extends Sprite { private var hostName:String = "192.168.84.103"; private var port:uint = 55555; private var socket:XMLSocket; public function StockClient() { socket = new XMLSocket(); configureListeners(socket); socket.connect(hostName, port); } public function send(data:Object) : void{ socket.send(data); } private function configureListeners(dispatcher:IEventDispatcher):void { dispatcher.addEventListener(Event.CLOSE, closeHandler); dispatcher.addEventListener(Event.CONNECT, connectHandler); dispatcher.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); dispatcher.addEventListener(ProgressEvent.PROGRESS, progressHandler); dispatcher.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler); dispatcher.addEventListener(ProgressEvent.SOCKET_DATA, dataHandler); } private function closeHandler(event:Event):void { trace("closeHandler: " + event); } private function connectHandler(event:Event):void { trace("connectHandler: " + event); //following testing message can be received, but client can't invoke data handler //send("<policy-file-request/>"); } private function dataHandler(event:ProgressEvent):void { //never fired trace("dataHandler: " + event); } private function ioErrorHandler(event:IOErrorEvent):void { trace("ioErrorHandler: " + event); } private function progressHandler(event:ProgressEvent):void { trace("progressHandler loaded:" + event.bytesLoaded + " total: " + event.bytesTotal); } private function securityErrorHandler(event:SecurityErrorEvent):void { trace("securityErrorHandler: " + event); } } my C# code: const int PORT_NUMBER = 55555; const String BEGIN_REQUEST = "begin"; const String END_REQUEST = "end"; const String POLICY_REQUEST = "<policy-file-request/>\u0000"; const String POLICY_FILE = "<?xml version=\"1.0\"?>\n" + "<!DOCTYPE cross-domain-policy SYSTEM \"http://www.adobe.com/xml/dtds/cross-domain-policy.dtd\">\n" + "<cross-domain-policy> \n" + " <allow-access-from domain=\"*\" to-ports=\"55555\"/> \n" + "</cross-domain-policy>\u0000"; ................ private void startListening() { provider = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); provider.Bind(new IPEndPoint(IPAddress.Parse("192.168.84.103"), PORT_NUMBER)); provider.Listen(10); isListened = true; while (isListened) { Socket socket = provider.Accept(); Console.WriteLine("connect!"); byte[] b = new byte[1024]; int receiveLength = 0; try { // code jump out at this statement receiveLength = socket.Receive(b); } catch (Exception e) { Debug.WriteLine(e.ToString()); } String request = System.Text.Encoding.UTF8.GetString(b, 0, receiveLength); Console.WriteLine("request:"+request); if (request == POLICY_REQUEST) { socket.Send(Encoding.UTF8.GetBytes(POLICY_FILE)); Console.WriteLine("response:" + POLICY_FILE); } else if (request == END_REQUEST) { Dispose(socket); } else { StartSocket(socket); break; } } } Sorry for the long code, please someone help with it, thanks a million

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  • flash as3, fade in/out layering problem

    - by Jackson Smith
    Ok, what im trying to do is make a day to night cycle behind my landscape. There is a sun and a moon, they rotate in a circle on opposite sides. (i.e. the sun is up when the moon is down and vice versa) when the sun is coming up it should fade from the night movieclip to the dawn movieclip, then when the sun is up a little bit more, fade into the day moviclip, this works quite well, but, for some reason, when it gets to the sunset, it just wont work :/ and the same goes for when it goes from the sunset to night :/ any and all healp is greatly appreciated, ive spent 5 hours trying to figure this out and cant! please help! stage.addEventListener(Event.ENTER_FRAME, daynightcycle) //setChildIndex(night, getChildIndex(day)); setChildIndex(sunset, 0); setChildIndex(day, 1); setChildIndex(dawn, 2); setChildIndex(night, 3); function daynightcycle(e:Event):void { if(sun.currentLabel == "dawn") { setChildIndex(sunset, 0); setChildIndex(day, 1); setChildIndex(dawn, 2); setChildIndex(night, 3); stage.addEventListener(Event.ENTER_FRAME, nightTdawn); }else if(sun.currentLabel == "sunset") { setChildIndex(dawn, 0); setChildIndex(night, 1); setChildIndex(sunset, 2); setChildIndex(day, 3); stage.addEventListener(Event.ENTER_FRAME, dayTsunset); }else if(sun.currentLabel == "night") { setChildIndex(day, 0); setChildIndex(dawn, 1); setChildIndex(night, 2); setChildIndex(sunset, 3); stage.addEventListener(Event.ENTER_FRAME, sunsetTnight); }else if(sun.currentLabel == "day") { setChildIndex(night, 0); setChildIndex(sunset, 1); setChildIndex(day, 2); setChildIndex(dawn, 3); stage.addEventListener(Event.ENTER_FRAME, dawnTday); }else if(sun.currentLabel == "switch") { stage.addEventListener(Event.ENTER_FRAME, switchLayers); } } function nightTdawn(e:Event):void { if(night.alpha != 0) { night.alpha -= 0.01; }else { stage.removeEventListener(Event.ENTER_FRAME, nightTdawn); night.alpha = 100; //setChildIndex(night, getChildIndex(sunset)); } } function dayTsunset(e:Event):void { if(day.alpha != 0) { day.alpha -= 0.01; }else { stage.removeEventListener(Event.ENTER_FRAME, dayTsunset); day.alpha = 100; //setChildIndex(day, getChildIndex(dawn)); } //day.visible = false; //sunset.visible = true; } function sunsetTnight(e:Event):void { if(sunset.alpha != 0) { sunset.alpha -= 0.01; }else{ stage.removeEventListener(Event.ENTER_FRAME, sunsetTnight); sunset.alpha = 100; //setChildIndex(sunset, (getChildIndex(day))); } //sunset.visible = false; //night.visible = true; } function dawnTday(e:Event):void { sunset.visible = true; day.visible = true; if(dawn.alpha != 0) { dawn.alpha -= 0.01; }else{ stage.removeEventListener(Event.ENTER_FRAME, dawnTday); dawn.alpha = 100; //setChildIndex(dawn, (getChildIndex(night))); } } function switchLayers(e:Event):void { setChildIndex(dawn, 0); setChildIndex(night, 1); setChildIndex(sunset, 2); setChildIndex(day, 3); night.alpha = 100; sunset.alpha = 100; day.alpha = 100; dawn.alpha = 100; stage.removeEventListener(Event.ENTER_FRAME, switchLayers); }

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