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  • Is RIA Services right for our Silverlight app at this point?

    - by Alex
    Hi, I'm looking at Silverlight architectures and RIA Services looks interesting, but I am a bit concerned about its prelease status and how the feature set will change. We need our client app to be as responsive as possible over a slow network link, so a high priority is a solid sync system for pushing model state changes from the client back to the server. Will RIA Services help us in this regard or will I have to roll my own logic to do this ? Are there any other frameworks that can assist with this? Is the feature set involved in these requirements liable to change much in the next couple of months? If it makes any difference, our frontend is 100% Silverlight, so we dont need to worry about exposing SOAP APIs from the server or anything like that. It appears to me that RIA so far is a bit more mature for Silverlight use. Is this correct?

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  • How can Java assignment be made to point to an object instead of making a copy?

    - by Matthew Piziak
    In a class, I have: private Foo bar; public Constructor(Foo bar) { this.bar = bar; } Instead of creating a copy of bar from the object provided in the parameter, is it possible to include a pointer to bar in the constructor such that changing the original bar changes the field in this object? Another way of putting it: int x = 7; int y = x; x = 9; System.out.print(y); //Prints 7. It is possible to set it up so that printing y prints 9 instead of 7?

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  • c++: at what point should I start using "new char[N]" vs a static buffer "char[Nmax]"

    - by dan
    My question is with regard to C++ Suppose I write a function to return a list of items to the caller. Each item has 2 logical fields: 1) an int ID, and 2) some data whose size may vary, let's say from 4 bytes up to 16Kbytes. So my question is whether to use a data structure like: struct item { int field1; char field2[MAX_LEN]; OR, rather, to allocate field2 from the heap, and require the caller to destroy when he's done: struct item{ int field1; char *field2; // new char[N] -- destroy[] when done! Since the max size of field #2 is large, is makes sense that this would be allocated from the heap, right? So once I know the size N, I call field2 = new char[N], and populate it. Now, is this horribly inefficient? Is it worse in cases where N is always small, i.e. suppose I have 10000 items that have N=4?

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  • Any point in subclassing UIButton to create a custom looking button?

    - by glitch
    I want to create a set of buttons that would work and feel very much like the Metro-style tiles that are available on Windows Phones. I would like to allow the user to tap them to access their underlying functionality (open a modal or something or that sort). I'm concerned that subclassing UIButton will not get me there. I need square corners and dynamic content inside the tiles themselves. The posts I've found around SO seem to suggest that subclassing a UIButton would not be a good idea for several reasons and that I should instead use UIView. That reply is from 2010, and I have no idea if in the 2+ years since then there have been considerable changes to how one would achieve that effect. Most users these days will have iOS 5.1+ if not 6.0 soon. Let's say I do go the UIView route. Should I implement UIResponder's touch events or should I instead go the UITapGestureRecognizer route? What's the better practice in 2012? Thank you!

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  • How do i change everything behind a certain point in a Jagged array?

    - by Jack Null
    Say I have a jagged array, and position 2,3 is taken by int 3. Every other spot is filled with int 0. How would I fill all the positions behind 2,3 with a 4? 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 to this: 4 4 4 4 4 4 4 4 4 4 4 4 4 3 0 0 0 0 0 0 0 Ive tried variations of this: int a = 2; int b = 3; for (int x = 0; x < a; x++) { for (int y = 0; y < board.space[b].Length; y++) { board.space[x][y] = 4; } }

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  • How should I update my name server after I installed a new dedicated server?

    - by Jim Thio
    Say I got a dedi. The IP is 123.123.123.123 Now I got domain name domainname.com that will be the "main" domain name for that server. Should I? Set the name server of the domainname.com to ns1.domainname.com and ns2.domainname.com Add child nameserver ns1.domainname.com and ns2.domainname.com to point to that exact IP. or Should I? Point the name server to my registrar name server. Set an A address of the name server to point to my IP. Which one is right? Obviously I want ns1.domainname.com and ns2.domainname.com to point to my IP so I can then point hundreds of domains to that IP. But how exactly I should do that? Specifically I simply use cpanel. Centosh with cpanel.

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  • Weird y offset when using custom frag shader (Cocos2d-x)

    - by Mister Guacamole
    I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-coordinate offset after passing through the shader. This is the init method of the sprite (GroundZone) I want to mask: bool GroundZone::initWithSize(Size size) { // [...] // Setup the mask of the sprite m_mask = RenderTexture::create(textureWidth, textureHeight); m_mask->retain(); m_mask->setKeepMatrix(true); Texture2D *maskTexture = m_mask->getSprite()->getTexture(); maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask // Load the custom frag shader with a default vert shader as the sprite’s program FileUtils *fileUtils = FileUtils::getInstance(); string vertexSource = ccPositionTextureA8Color_vert; string fragmentSource = fileUtils->getStringFromFile( fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh")); GLProgram *shader = new GLProgram; shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str()); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); shader->link(); CHECK_GL_ERROR_DEBUG(); shader->updateUniforms(); CHECK_GL_ERROR_DEBUG(); int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture"); shader->setUniformLocationWith1i(maskTexUniformLoc, 1); this->setShaderProgram(shader); shader->release(); // [...] } These are the custom drawing methods for actually drawing the mask over the sprite: You need to know that m_mask is modified externally by another class, the onDraw() method only render it. void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) { m_renderCommand.init(_globalZOrder); m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated); renderer->addCommand(&m_renderCommand); Sprite::draw(renderer, transform, transformUpdated); } void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) { GLProgram *shader = this->getShaderProgram(); shader->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName()); glActiveTexture(GL_TEXTURE0); } Below is the method (located in another class, GroundLayer) that modify the mask by drawing a line from point start to point end. Both points are in Cocos2d coordinates (Point (0,0) is down-left). void GroundLayer::drawTunnel(Point start, Point end) { // To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the // relative position of the start and end point in the zone's node space. Finally we use the custom shader to // draw a mask over the existing texture. for (auto it = _children.begin(); it != _children.end(); it++) { GroundZone *zone = static_cast<GroundZone *>(*it); Point nodeStart = zone->convertToNodeSpace(start); Point nodeEnd = zone->convertToNodeSpace(end); // Now that we have our two points converted to node space, it's easy to draw a mask that contains a line // going from the start point to the end point and that is then applied over the current texture. Size groundZoneSize = zone->getContentSize(); RenderTexture *rt = zone->getMask(); rt->begin(); { // Draw a line going from start and going to end in the texture, the line will act as a mask over the // existing texture DrawNode *line = DrawNode::create(); line->retain(); line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED); line->visit(); } rt->end(); } } Finally, here's the custom shader I wrote. #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_alphaMaskTexture; void main() { float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a; float texAlpha = texture2D(u_texture, v_texCoord).a; float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible vec3 texColor = texture2D(u_texture, v_texCoord).rgb; gl_FragColor = vec4(texColor, blendAlpha); return; } I got a problem with the y coordinates. Indeed, it seems that once it has passed through my custom shader, the sprite's texture is not at the right place: Without custom shader (the sprite is the brown thing): With custom shader: What's going on here? Thanks :) EDIT It looks like after passing through the shader when I set the position of the sprite I set it in points, with (0,0) being in the top-right. Indeed, when I do sprite->setPosition(320, 480), the sprite is perfectly placed at the top of the screen.

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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  • Convert a DVD Movie Directly to AVI with FairUse Wizard 2.9

    - by DigitalGeekery
    Are you looking for a way to backup your DVD movie collection to AVI?  Today we’ll show you how to rip a DVD movie directly to AVI with FairUse Wizard. About FairUse Wizard FairUse Wizard 2.9 uses the DivX, Xvid, or h.264 codec to convert DVD to an AVI file. It comes in both a free version and commercial version. The free, or “Light” version, can create files up 700MB while the commercial version can output a 1400MB file. This will allow you to back up your movies to CD, or even multiple movies on a single DVD. FairUse Wizard states that it does not work on copy protected discs, but we’ve seen it work on all but some of the most recent copy protection. For this tutorial we’re using the free Light Edition to convert a DVD to AVI. They also offer a commercial version that you can get for $29.99 and it offers even more encoding possibilities for converting video to you portable digital devices. Installation and Configuration Download and install FairUse Wizard. (Download link below). Once the install is complete, open FairUse Wizard by going to Start > All Programs >  FairUse Wizard 2 >  FairUse Wizard 2.   FairUse Wizard will open on the new project screen. Select “Create a new project” and type a project name into the text box. This will be used as the file output name.  Ex: A project name of Simpsons Movie will give you an output file of Simpsons Movie.avi.   Next, browse for a destination folder for the output file and temp files. Note that you will need a minimum of 6 GB of free disk space for the conversion process. Note: Much of that 6 GB will be used for temporary files that we will delete after the conversion process.   Click on the Options button at the bottom.   Under Preferences, choose your preferred video codec and file output size. XviD and x264 are installed by default. If you prefer to use DivX, you will have to install it separately. Also note the “Two pass” option. Checking the “Two pass” box will encode your video twice for higher quality, but will take more time. Un-checking the box will speed up the conversion process.   Under Audio track, note that English subtitles are enabled by default, so to remove the subtitles, you will need to change the dropdown list so it shows only a dash (-). You can also select “Use TV Mode” if your primary playback will be on a 4:3 TV screen. Click “Next.” Full Auto Mode vs. Manual Mode You should now be back to the initial screen. Next, we’ll need to determine whether or not we can use “Full Auto Mode” to convert the movie. The difference is that “Full Auto Mode” will automatically perform a few steps that you will otherwise have to do manually. If you choose the “Full Auto Mode” option, FairUse Wizard will look for the video on the DVD with the longest duration and assume it is the chain that it should convert to AVI. It’s possible, however, your disc may contain a few chains of similar size, such as a theatrical cut and director’s cut, and the longest chain may not be the one you wish to convert. Make sure that “Full auto mode” is not checked yet, and click “Next.”   FairUse Wizard will parse the IFO files and display all video chains longer than 60  seconds. In most cases, you will only find that the largest chain is the one closely matching the duration of the movie. In these instances, you can use “Full Auto Mode.” If you find more than one chain that are close in duration to the length of the movie, consult the literature on the DVD case, or search online, to find the actual running time of the movie. If the proper file chain is not the longest chain, you won’t be able to use “Full Auto Mode.”   Full Auto Mode To use “Full Auto Mode,” simply click the “Back” button to return to the initial screen Now, place a check in the “Full auto mode” check box. Click “Next.” You will then be prompted to chose your DVD drive, then click “OK.” FairUse Wizard will parse the IFO files… … and then prompt you to Select your drive that contains the DVD one more time before beginning the conversion process. Click “OK.”   Manual Mode If you cannot (or don’t wish to) use Full Auto Mode, choose the appropriate video chain and click “Next.” FairUse Wizard will first go through the process of indexing the video. Note: If you get a runtime error during this portion of the process, it likely means that FairUse Wizard cannot handle the copy protection, and thus cannot convert the DVD. FairUse Wizard will automatically detect a cropping region. If necessary, you can edit the cropping region by adjusting the cropping region settings to the left. Click “Next.” Next, click “Auto Detect” to choose the proper field combination. Click “OK” on the pop up window that displays your Field Mode. Then click “Next.” This next screen is mainly comprised of settings from the Options screen. You can make changes at this point such as codec or output size. Click “Next” when ready.   Video Conversion Now the video conversion process will begin. This may take a few hours depending on your system’s hardware. Note: There is a check box to “Shutdown computer when done” if you choose to run the conversion overnight or before leaving for work. The first phase will be video encoding… Then the audio… If you chose the “Two Pass” option, your video video will be encoded again on 2nd pass. Then you’re finished. Unfortunately, FairUse Wizard doesn’t clean up after itself very well. After the process is complete, you’ll want to browse to your output directory and delete all the temporary files as they take up a considerable amount of hard drive space. Now you’re ready to enjoy your movie. Conclusion FairUse Wizard is a nice way to backup your DVD movies to good quality .avi files. You can store them on your hard drive, watch them on a media PC, or burn them to disc. Many DVD players even allow for playback of DivX or XviD encoded video from a CD or DVD. For those of you with children, you can burn that AVI file to CD for your kids, and keep your original DVDs stored safely out of harms way. Download Download FairUse Wizard 2.9 LE Similar Articles Productive Geek Tips Kantaris is a Unique Media Player Based on VLCHow to Make/Edit a movie with Windows Movie Maker in Windows VistaAutomatically Mount and View ISO files in Windows 7 Media CenterTune Your ClearType Font Settings in Windows VistaAdd Images and Metadata to Windows 7 Media Center Movie Library TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier Design Your Web Pages Using the Golden Ratio Worldwide Growth of the Internet How to Find Your Mac Address Use My TextTools to Edit and Organize Text

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  • How to get lng lat value from query results of geoalchemy2

    - by user2213606
    For exammple, class Lake(Base): __tablename__ = 'lake' id = Column(Integer, primary_key=True) name = Column(String) geom = Column(Geometry('POLYGON')) point = Column(Geometry('Point')) lake = Lake(name='Orta', geom='POLYGON((3 0,6 0,6 3,3 3,3 0))', point="POINT(2 9)") query = session.query(Lake).filter(Lake.geom.ST_Contains('POINT(4 1)')) for lake in query: print lake.point it returned <WKBElement at 0x2720ed0; '010100000000000000000000400000000000002240'> I also tried to do lake.point.ST_X() but it didn't give the expected latitude neither What is the correct way to transform the value from WKBElement to readable and useful format, say (lng, lat)? Thanks

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  • touchesBegan doesnt get detected

    - by Muniraj
    I have a viewcontroller like the following. But the touchsBegan doestnt get detected. Can anyone plz tell me what is wrong. - (id)init { if (self = [super init]) self.view = [[[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]] autorelease]; return self; } -(void) viewWillAppear:(BOOL)animated { overlay = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"overlay.png"]] autorelease]; [self.view addSubview:overlay]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { // Detect touch anywhere UITouch *touch = [touches anyObject]; // Where is the point touched CGPoint point = [touch locationInView:self.view]; NSLog(@"pointx: %f pointy:%f", point.x, point.y); // Was a tab touched, if so, which one... if (CGRectContainsPoint(CGRectMake(1, 440, 106, 40), point)) NSLog(@"tab 1 touched"); else if (CGRectContainsPoint(CGRectMake(107, 440, 106, 40), point)) NSLog(@"tab 2 touched"); else if (CGRectContainsPoint(CGRectMake(214, 440, 106, 40), point)) NSLog(@"tab 3 touched"); }

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  • google maps clicking inside a polygon

    - by amarsh-anand
    The following javascript snippet is supposed to do the following: As the user clicks on the map, initialize headMarker and draw a circle (polygon) around it As the user clicks inside the circle, initialize tailMarker and draw the path between these two markers 1 is happening as expected. But as the user clicks inside the circle, overlay is non-null while point is null in the function(overlay,point) . Can someone tell me a way out. GEvent.addListener(map, "click", function(overlay,point) { if (isCreateHeadPoint) { // add the head marker headMarker = new GMarker(point,{icon:redIcon,title:'0'}); map.addOverlay(headMarker); isCreateHeadPoint = false; // draw the circle drawMapCircle(point.lat(),point.lng(),1,'#cc0000',2,0.8,'#0',0.1); } else { // add the tail marker tailMarker = new GMarker(point,{icon:greenIcon,title:''}); map.addOverlay(tailMarker); isCreateHeadPoint = true; // load thes path from head to tail direction.load("from:" + headMarker.getPoint().lat()+ ", " + headMarker.getPoint().lng()+ " to:" + tailMarker.getPoint().lat() + "," + tailMarker.getPoint().lng(), {getPolyline:true}); } });

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  • how to cout a vector of structs (that's a class member, using extraction operator)

    - by Julz
    hi, i'm trying to simply cout the elements of a vector using an overloaded extraction operator. the vector contians Point, which is just a struct containing two doubles. the vector is a private member of a class called Polygon, so heres my Point.h #ifndef POINT_H #define POINT_H #include <iostream> #include <string> #include <sstream> struct Point { double x; double y; //constructor Point() { x = 0.0; y = 0.0; } friend std::istream& operator >>(std::istream& stream, Point &p) { stream >> std::ws; stream >> p.x; stream >> p.y; return stream; } friend std::ostream& operator << (std::ostream& stream, Point &p) { stream << p.x << p.y; return stream; } }; #endif my Polygon.h #ifndef POLYGON_H #define POLYGON_H #include "Segment.h" #include <vector> class Polygon { //insertion operator needs work friend std::istream & operator >> (std::istream &inStream, Polygon &vertStr); // extraction operator friend std::ostream & operator << (std::ostream &outStream, const Polygon &vertStr); public: //Constructor Polygon(const std::vector<Point> &theVerts); //Default Constructor Polygon(); //Copy Constructor Polygon(const Polygon &polyCopy); //Accessor/Modifier methods inline std::vector<Point> getVector() const {return vertices;} //Return number of Vector elements inline int sizeOfVect() const {return vertices.size();} //add Point elements to vector inline void setVertices(const Point &theVerts){vertices.push_back (theVerts);} private: std::vector<Point> vertices; }; and Polygon.cc using namespace std; #include "Polygon.h" // Constructor Polygon::Polygon(const vector<Point> &theVerts) { vertices = theVerts; } //Default Constructor Polygon::Polygon(){} istream & operator >> (istream &inStream, Polygon::Polygon &vertStr) { inStream >> ws; inStream >> vertStr; return inStream; } // extraction operator ostream & operator << (ostream &outStream, const Polygon::Polygon &vertStr) { outStream << vertStr.vertices << endl; return outStream; } i figure my Point insertion/extraction is right, i can insert and cout using it and i figure i should be able to just...... cout << myPoly[i] << endl; in my driver? (in a loop) or even... cout << myPoly[0] << endl; without a loop? i've tried all sorts of myPoly.at[i]; myPoly.vertices[i]; etc etc also tried all veriations in my extraction function outStream << vertStr.vertices[i] << endl; within loops, etc etc. when i just create a... vector<Point> myVect; in my driver i can just... cout << myVect.at(i) << endl; no problems. tried to find an answer for days, really lost and not through lack of trying!!! thanks in advance for any help. please excuse my lack of comments and formatting also there's bits and pieces missing but i really just need an answer to this problem thanks again

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  • C# Count registry keys existing using a partial value

    - by cheeseman
    Microsoft.Win32.RegistryKey registryPath = Microsoft.Win32.Registry.LocalMachine.OpenSubKey(@"SOFTWARE\Wow6432Node\Testing"); Microsoft.Win32.RegistryKey entryKey = registryPath.OpenSubKey("Entry Point"); I have a lot of keys in Testing, in the format: "Entry Point 011", "Entry Point 123" - so Entry Point with random numbers after it. Would I be able to search the registryPath variable above and get a count of the number of keys containing the "Entry Point" keyword? Assuming that there are also other keys existing without this keyword. At the moment I have been using a for loop and looping for all possible combinations to get a count of all the keys, checking if the key exists or not, but as there are keys as high as "Entry Point 9000" having a for loop execute 9000 times is very inefficient. for (int i = 0; i <= highestEntryPointValue; i++) { Microsoft.Win32.RegistryKey entryKey = steamApps64.OpenSubKey("Entry Point " + Convert.ToString(i)); if (entryKey != null) { count++; } }

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  • How to delete object with a mouse click ?

    - by Meko
    Hi all. I made a simple FlowChat Editor that creates rectangles and triangles and connects them to each other and shows the way from up to down. I can move this elements on screen too. I am now trying to create a button to delete the element which I clicked. There is problem that I can delete MyTriangle objects, but I can't delete MyRectangle objects. It deletes but not object which I clicked. I delete from first object to last. Here is my code: if (deleteObj) { if (rectsList.size() != 0) { for (int i = 0; i < rectsList.size(); i++) { MyRect rect = (MyRect) rectsList.get(i); if (e.getX() <= rect.c.x + 50 && e.getX() >= rect.c.x - 50 && e.getY() <= rect.c.y + 15 && e.getY() >= rect.c.y - 15) { rectsList.remove(rect); System.out.println("This is REctangle DELETED\n"); } } } if (triangleList.size() != 0) { for (int j = 0; j < triangleList.size(); j++) { MyTriangle trian = (MyTriangle) triangleList.get(j); if (e.getX() <= trian.c.x + 20 && e.getX() >= trian.c.x - 20 && e.getY() <= trian.c.y + 20 && e.getY() >= trian.c.y - 20) { triangleList.remove(trian); System.out.println("This is Triangle Deleted\n"); } } } Edit Here MyRectangle and MyTriangle classes public class MyRect extends Ellipse2D.Double { Point c; Point in; Point out; int posX; int posY; int width = 100; int height = 30; int count; public MyRect(Point center, Point input, Point output,int counter) { c = center; in = input; out = output; count=counter; } void drawMe(Graphics g) { // in.x=c.x+20; int posX = c.x; int posY = c.y; int posInX = in.x; int posInY = in.y; int posOutX = out.x; int posOutY = out.y; g.setColor(Color.MAGENTA); g.drawString(" S "+count ,posX-5, posY+5); g.setColor(Color.black); g.drawRect(posX-50, posY-15, width, height); g.setColor(Color.green); g.drawRect(posInX-3, posInY-9, 6, 6); g.setColor(Color.blue); g.drawRect(posOutX-3, posOutY+3, 6, 6); } } public class MyTriangle { Point c; Point in ; Point outYES ; Point outNO ; int posX; int posY; int count; public MyTriangle(Point center,Point input,Point outputYES,Point outputNO,int counter) { c = center; in = input; outYES = outputYES; outNO = outputNO; count=counter; } void drawMe(Graphics g) { int posX = c.x; int posY = c.y; int posInX=in.x; int posInY=in.y; int posOutYESX=outYES.x; int posOutYESY=outYES.y; int posOutNOX=outNO.x; int posOutNOY=outNO.y; int[] xPoints = {posX - 50, posX, posX + 50, posX}; int[] yPoints = {posY, posY - 30, posY, posY + 30}; g.setColor(Color.MAGENTA); g.drawString(" T "+count,posX-5, posY+5); g.setColor(Color.black); g.drawPolygon(xPoints, yPoints, 4); // draw input g.setColor(Color.green); g.drawRect(posInX-3,posInY-9, 6, 6); g.setColor(Color.blue); g.drawRect(posOutYESX-9,posOutYESY-3 , 6, 6); g.setColor(Color.red); g.drawRect(posOutNOX-3,posOutNOY+3 , 6, 6); } }

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  • The DOS DEBUG Environment

    - by MarkPearl
    Today I thought I would go back in time and have a look at the DEBUG command that has been available since the beginning of dawn in DOS, MS-DOS and Microsoft Windows. up to today I always knew it was there, but had no clue on how to use it so for those that are interested this might be a great geek party trick to pull out when you want the awe the younger generation and want to show them what “real” programming is about. But wait, you will have to do it relatively quickly as it seems like DEBUG was finally dumped from the Windows group in Windows 7. Not to worry, pull out that Windows XP box which will get you even more geek points and you can still poke DEBUG a bit. So, for those that are interested and want to find out a bit about the history of DEBUG read the wiki link here. That all put aside, lets get our hands dirty.. How to Start DEBUG in Windows Make sure your version of Windows supports DEBUG. Open up a console window Make a directory where you want to play with debug – in my instance I called it C221 Enter the directory and type Debug You will get a response with a – as illustrated in the image below…   The commands available in DEBUG There are several commands available in DEBUG. The most common ones are A (Assemble) R (Register) T (Trace) G (Go) D (Dump or Display) U (Unassemble) E (Enter) P (Proceed) N (Name) L (Load) W (Write) H (Hexadecimal) I (Input) O (Output) Q (Quit) I am not going to cover all these commands, but what I will do is go through a few of them briefly. A is for Assemble Command (to write code) The A command translates assembly language statements into machine code. It is quite useful for writing small assembly programs. Below I have written a very basic assembly program. The code typed out is as follows mov ax,0015 mov cx,0023 sub cx,ax mov [120],al mov cl,[120]A nop R is for Register (to jump to a point in memory) The r command turns out to be one of the most frequent commands you will use in DEBUG. It allows you to view the contents of registers and to change their values. It can be used with the following combinations… R – Displays the contents of all the registers R f – Displays the flags register R register_name – Displays the contents of a specific register All three methods are illustrated in the image above T is for Trace (To execute a program step by step) The t command allows us to execute the program step by step. Before we can trace the program we need to point back to the beginning of the program. We do this by typing in r ip, which moves us back to memory point 100. We then type trace which executes the first line of code (line 100) (As shown in the image below starting from the red arrow). You can see from the above image that the register AX now contains 0015 as per our instruction mov ax,0015 You can also see that the IP points to line 0103 which has the MOV CX,0023 command If we type t again it will now execute the second line of the program which moves 23 in the cx register. Again, we can see that the line of code was executed and that the CX register now holds the value of 23. What I would like to highlight now is the section underlined in red. These are the status flags. The ones we are going to look at now are 1st (NV), 4th (PL), 5th (NZ) & 8th (NC) NV means no overflow, the alternate would be OV PL means that the sign of the previous arithmetic operation was Plus, the alternate would be NG (Negative) NZ means that the results of the previous arithmetic operation operation was Not Zero, the alternate would be ZR NC means that No final Carry resulted from the previous arithmetic operation. CY means that there was a final Carry. We could now follow this process of entering the t command until the entire program is executed line by line. G is for Go (To execute a program up to a certain line number) So we have looked at executing a program line by line, which is fine if your program is minuscule BUT totally unpractical if we have any decent sized program. A quicker way to run some lines of code is to use the G command. The ‘g’ command executes a program up to a certain specified point. It can be used in connection with the the reset IP command. You would set your initial point and then run the G command with the line you want to end on. P is for Proceed (Similar to trace but slightly more streamlined) Another command similar to trace is the proceed command. All that the p command does is if it is called and it encounters a CALL, INT or LOOP command it terminates the program execution. In the example below I modified our example program to include an int 20 at the end of it as illustrated in the image below… Then when executing the code when I encountered the int 20 command I typed the P command and the program terminated normally (illustrated below). D is for Dump (or for those more polite Display) So, we have all these assembly lines of code, but if you have ever opened up an exe or com file in a text/hex editor, it looks nothing like assembly code. The D command is a way that we can see what our code looks like in memory (or in a hex editor). If we examined the image above, we can see that Debug is storing our assembly code with each instruction following immediately after the previous one. For instance in memory address 110 we have int and 111 we have 20. If we examine the dump of memory we can see at memory point 110 CD is stored and at memory point 111 20 is stored. U is for Unassemble (or Convert Machine code to Assembly Code) So up to now we have gone through a bunch of commands, but probably one of the most useful is the U command. Let’s say we don’t understand machine code so well and so instead we want to see it in its equivalent assembly code. We can type the U command followed by the start memory point, followed by the end memory point and it will show us the assembly code equivalent of the machine code. E is for a bunch of things… The E command can be used for a bunch of things… One example is to enter data or machine code instructions directly into memory. It can also be used to display the contents of memory locations. I am not going to worry to much about it in this post. N / L / W is for Name, Load & Write So we have written out assembly code in debug, and now we want to save it to disk, or write it as a com file or load it. This is where the N, L & W command come in handy. The n command is used to give a name to the executable program file and is pretty simple to use. The w command is a bit trickier. It saves to disk all the memory between point bx and point cx so you need to specify the bx memory address and the cx memory address for it to write your code. Let’s look at an example illustrated below. You do this by calling the r command followed by the either bx or cx. We can then go to the directory where we were working and will see the new file with the name we specified. The L command is relatively simple. You would first specify the name of the file you would like to load using the N command, and then call the L command. Q is for Quit The last command that I am going to write about in this post is the Q command. Simply put, calling the Q command exits DEBUG. Commands we did not Cover Out of the standard DEBUG commands we covered A, T, G, D, U, E, P, R, N, L & W. The ones we did not cover were H, I & O – I might make mention of these in a later post, but for the basics they are not really needed. Some Useful Resources Please note this post is based on the COS2213 handouts for UNISA A Guide to DEBUG - http://mirror.href.com/thestarman/asm/debug/debug.htm#NT

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  • Scala puts precedence on implicit conversion over "natural" operations... Why? Is this a bug? Or am

    - by Alex R
    This simple test, of course, works as expected: scala var b = 2 b: Int = 2 scala b += 1 scala b res3: Int = 3 Now I bring this into scope: class A(var x: Int) { def +=(y:Int) { this.x += y } } implicit def int2A(i:Int) : A = new A(i) I'm defining a new class and a += operation on it. I never expected this would affect the way my regular Ints behave. But it does: scala var b:Int = 0 b: Int = 0 scala b += 1 scala b res29: Int = 0 scala b += 2 scala b res31: Int = 0 Scala seems to prefer the implicit conversion over the natural += that is already defined to Ints. That leads to several questions... Why? Is this a bug? Is it by design? Is there a work-around (other than not using "+=")? Thanks

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  • Points on lines where the two lines are the closest together

    - by James Bedford
    Hey guys, I'm trying to find the points on two lines where the two lines are the closest. I've implemented the following method (Points and Vectors are as you'd expect, and a Line consists of a Point on the line and a non-normalized direction Vector from that point): void CDClosestPointsOnTwoLines(Line line1, Line line2, Point* closestPoints) { closestPoints[0] = line1.pointOnLine; closestPoints[1] = line2.pointOnLine; Vector d1 = line1.direction; Vector d2 = line2.direction; float a = d1.dot(d1); float b = d1.dot(d2); float e = d2.dot(d2); float d = a*e - b*b; if (d != 0) // If the two lines are not parallel. { Vector r = Vector(line1.pointOnLine) - Vector(line2.pointOnLine); float c = d1.dot(r); float f = d2.dot(r); float s = (b*f - c*e) / d; float t = (a*f - b*c) / d; closestPoints[0] = line1.positionOnLine(s); closestPoints[1] = line2.positionOnLine(t); } else { printf("Lines were parallel.\n"); } } I'm using OpenGL to draw three lines that move around the world, the third of which should be the line that most closely connects the other two lines, the two end points of which are calculated using this function. The problem is that the first point of closestPoints after this function is called will lie on line1, but the second point won't lie on line2, let alone at the closest point on line2! I've checked over the function many times but I can't see where the mistake in my implementation is. I've checked my dot product function, scalar multiplication, subtraction, positionOnLine() etc. etc. So my assumption is that the problem is within this method implementation. If it helps to find the answer, this is function supposed to be an implementation of section 5.1.8 from 'Real-Time Collision Detection' by Christer Ericson. Many thanks for any help!

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  • Extreme Optimization –Mathematical Constants and Basic Functions

    - by JoshReuben
    Machine constants The MachineConstants class - contains constants for floating-point arithmetic because the CLS System.Single and Double floating-point types do not follow the standard conventions and are useless. machine constants for the Double type: machine precision: Epsilon , SqrtEpsilon CubeRootEpsilon largest possible value: MaxDouble , SqrtMaxDouble, LogMaxDouble smallest Double-precision floating point number that is greater than zero: MinDouble , SqrtMinDouble , LogMinDouble A similar set of constants is available for the Single Datatype  Mathematical Constants The Constants class contains static fields for many mathematical constants and common expressions involving small integers – if you are doing thousands of iterations, you wouldn't want to calculate OneOverSqrtTwoPi , Sqrt17 or Log17 !!! Fundamental constants E - The base for the natural logarithm, e (2.718...). EulersConstant - (0.577...). GoldenRatio - (1.618...). Pi - the ratio between the circumference and the diameter of a circle (3.1415...). Expressions involving fundamental constants: TwoPi, PiOverTwo, PiOverFour, LogTwoPi, PiSquared, SqrPi, SqrtTwoPi, OneOverSqrtPi, OneOverSqrtTwoPi Square roots of small integers: Sqrt2, Sqrt3, Sqrt5, Sqrt7, Sqrt17 Logarithms of small integers: Log2, Log3, Log10, Log17, InvLog10  Elementary Functions The IterativeAlgorithm<T> class in the Extreme.Mathematics namespace defines many elementary functions that are missing from System.Math. Hyperbolic Trig Functions: Cosh, Coth, Csch, Sinh, Sech, Tanh Inverse Hyperbolic Trig Functions: Acosh, Acoth, Acsch, Asinh, Asech, Atanh Exponential, Logarithmic and Miscellaneous Functions: ExpMinus1 - The exponential function minus one, ex-1. Hypot - The hypotenuse of a right-angled triangle with specified sides. LambertW - Lambert's W function, the (real) solution W of x=WeW. Log1PlusX - The natural logarithm of 1+x. Pow - A number raised to an integer power.

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  • High Availability Configuration using Heartbeat and Pacemaker

    - by pradeepchhetri
    I have the following setup: I have configured high availability between two load balancers (HAProxy) so that if HAProxy1 get down, the floating IP gets transferred to the other load balancer HAProxy2, hence all the clients will get the response from HAProxy2, which at the back-end is doing LB among the sme two webserver. This is for removing the single point of failure in case of only one HAProxy. Whenever I stops the hearbeat in HAProxy1, the floating IP goes to HAProxy2. But I want to configure such that whenever the process haproxy goes down, the floating IP should get assigned to HAProxy2. Can someone tell me how to implement it ?

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  • autostart app with tag in awm

    - by nonsenz
    while giving awm a try i encounter some problems. i want to autostart some apps when awm is started with specific tags. here's the relevant config i use for that. first my tags with layouts: tags = { names = {"mail", "www", "video", "files", 5, 6, 7, 8, 9}, layout = {layouts[11], layouts[11], layouts[11], layouts[11], layouts[1], layouts[1], layouts[1], layouts[1], layouts[1]} } for s = 1, screen.count() do -- Each screen has its own tag table. tags[s] = awful.tag(tags.names, s, tags.layout) end now the app-autostart stuff: awful.util.spawn("chromium-browser") awful.util.spawn("firefox") awful.util.spawn("vlc") awful.util.spawn_with_shell("xterm -name files -e mc") awful.util.spawn_with_shell("xterm -name 5term") awful.util.spawn_with_shell("xterm -name 5term") awful.util.spawn_with_shell("xterm -name 5term") awful.util.spawn_with_shell("xterm -name 5term") awful.util.spawn_with_shell("xfce4-power-manager") i use xterm with the -name param to give them custom classes (for custom tags via rules). and now some rules to connect apps with tags: awful.rules.rules = { -- All clients will match this rule. { rule = { }, properties = { border_width = beautiful.border_width, border_color = beautiful.border_normal, focus = true, keys = clientkeys, buttons = clientbuttons } }, { rule = { class = "MPlayer" }, properties = { floating = true } }, { rule = { class = "pinentry" }, properties = { floating = true } }, { rule = { class = "gimp" }, properties = { floating = true } }, -- Set Firefox to always map on tags number 2 of screen 1. -- { rule = { class = "Firefox" }, -- properties = { tag = tags[1][2] } }, { rule = { class = "Firefox" }, properties = { tag = tags[1][2] } }, { rule = { class = "Chromium-browser" }, properties = { tag = tags[1][1] } }, { rule = { class = "Vlc"}, properties = { tag = tags[1][3] } }, { rule = { class = "files"}, properties = { tag = tags[1][4] } }, { rule = { class = "5term"}, properties = { tag = tags[1][5] } }, } it works for chromium, firefox and vlc but not for the xterms with the "-name" param. when i check the xterms after they started with xprop i can see: WM_CLASS(STRING) = "5term", "XTerm" i think that sould work, but the xterms are placed on the first workspace/tag.

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  • Current SPARC Architectures

    - by Darryl Gove
    Different generations of SPARC processors implement different architectures. The architecture that the compiler targets is controlled implicitly by the -xtarget flag and explicitly by the -arch flag. If an application targets a recent architecture, then the compiler gets to play with all the instructions that the new architecture provides. The downside is that the application won't work on older processors that don't have the new instructions. So for developer's there is a trade-off between performance and portability. The way we have solved this in the compiler is to assume a "generic" architecture, and we've made this the default behaviour of the compiler. The only flag that doesn't make this assumption is -fast which tells the compiler to assume that the build machine is also the deployment machine - so the compiler can use all the instructions that the build machine provides. The -xtarget=generic flag tells the compiler explicitly to use this generic model. We work hard on making generic code work well across all processors. So in most cases this is a very good choice. It is also of interest to know what processors support the various architectures. The following Venn diagram attempts to show this: A textual description is as follows: The T1 and T2 processors, in addition to most other SPARC processors that were shipped in the last 10+ years supported V9b, or sparcvis2. The SPARC64 processors from Fujitsu, used in the M-series machines, added support for the floating point multiply accumulate instruction in the sparcfmaf architecture. Support for this instruction also appeared in the T3 - this is called sparcvis3 Later SPARC64 processors added the integer multiply accumulate instruction, this architecture is sparcima. Finally the T4 includes support for both the integer and floating point multiply accumulate instructions in the sparc4 architecture. So the conclusion should be: Floating point multiply accumulate is supported in both the T-series and M-series machines, so it should be a relatively safe bet to start using it. The T4 is a very good machine to deploy to because it supports all the current instruction sets.

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  • Modifying a gedit syntax highlighting file

    - by Oscar Saleta Reig
    I am trying to change a highlighting file from Gedit. I have modified the file /usr/share/gtksourceview-3.0/language-specs/fortran.lang because I want to change the cases in which the editor takes a statement as a comment. The problem I have is that when I choose the new highlighting scheme nothing highlights, it just remains as plain text. The file fortran.lang was opened with su permissions and I just copy-pasted everything into a new Gedit file and later saved it as fortran_enhanced.lang in the same folder. The changes I've done to the original file are these: Original fortran.lang file: <language id="fortran" _name="Fortran 95" version="2.0" _section="Sources"> <metadata> <property name="mimetypes">text/x-fortran</property> <property name="globs">*.f;*.f90;*.f95;*.for</property> <property name="line-comment-start">!</property> </metadata> <styles> <style id="comment" _name="Comment" map-to="def:comment"/> <style id="floating-point" _name="Floating Point" map-to="def:floating-point"/> <style id="keyword" _name="Keyword" map-to="def:keyword"/> <style id="intrinsic" _name="Intrinsic function" map-to="def:builtin"/> <style id="boz-literal" _name="BOZ Literal" map-to="def:base-n-integer"/> <style id="decimal" _name="Decimal" map-to="def:decimal"/> <style id="type" _name="Data Type" map-to="def:type"/> </styles> <default-regex-options case-sensitive="false"/> <definitions> <!-- Note: contains an hack to avoid considering ^COMMON a comment --> <context id="line-comment" style-ref="comment" end-at-line-end="true" class="comment" class-disabled="no-spell-check"> <start>!|(^[Cc](\b|[^OoAaYy]))</start> <include> <context ref="def:escape"/> <context ref="def:in-line-comment"/> </include> </context> (...) Modified fortran_enhanced.lang file: <!-- Note: changed language id and name --> <language id="fortran_enhanced" _name="Fortran 95 2.0" version="2.0" _section="Sources"> <metadata> <property name="mimetypes">text/x-fortran</property> <!-- Note: removed *.f and *.for from file extensions --> <property name="globs">*.f90;*.f95;</property> <property name="line-comment-start">!</property> </metadata> <styles> <style id="comment" _name="Comment" map-to="def:comment"/> <style id="floating-point" _name="Floating Point" map-to="def:floating-point"/> <style id="keyword" _name="Keyword" map-to="def:keyword"/> <style id="intrinsic" _name="Intrinsic function" map-to="def:builtin"/> <style id="boz-literal" _name="BOZ Literal" map-to="def:base-n-integer"/> <style id="decimal" _name="Decimal" map-to="def:decimal"/> <style id="type" _name="Data Type" map-to="def:type"/> </styles> <default-regex-options case-sensitive="false"/> <definitions> <!-- Note: I want comments only beginning with !, not C --> <context id="line-comment" style-ref="comment" end-at-line-end="true" class="comment" class-disabled="no-spell-check"> <start>!</start> <include> <context ref="def:escape"/> <context ref="def:in-line-comment"/> </include> </context> (...) I have read this question [ Custom gedit Syntax Highlighting for Dummies? ] and I tried to make the new fortran_enhanced.lang file readable with $ cd /usr/share/gtksourceview-3.0/language-specs $ sudo chmod 0644 fortran_enhanced.lang but it doesn't seem that made some difference. I have to say that I have never done a thing like this before and I don't even understand most of the language file, so I am open to every criticism, as I have been guided purely by intuition. Thank you in advanced!

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  • Raspberry Pi and Java SE: A Platform for the Masses

    - by Jim Connors
    One of the more exciting developments in the embedded systems world has been the announcement and availability of the Raspberry Pi, a very capable computer that is no bigger than a credit card.  At $35 US, initial demand for the device was so significant, that very long back orders quickly ensued. After months of patiently waiting, mine finally arrived.  Those initial growing pains appear to have been fixed, so availability now should be much more reasonable. At a very high level, here are some of the important specs: Broadcom BCM2835 System on a chip (SoC) ARM1176JZFS, with floating point, running at 700MHz Videocore 4 GPU capable of BluRay quality playback 256Mb RAM 2 USB ports and Ethernet Boots from SD card Linux distributions (e.g. Debian) available So what's taking place taking place with respect to the Java platform and Raspberry Pi? A Java SE Embedded binary suitable for the Raspberry Pi is available for download (Arm v6/7) here.  Note, this is based on the armel architecture, a variety of Arm designed to support floating point through a compatibility library that operates on more platforms, but can hamper performance.  In order to use this Java SE binary, select the available Debian distribution for your Raspberry Pi. The more recent Raspbian distribution is based on the armhf (hard float) architecture, which provides for more efficient hardware-based floating point operations.  However armhf is not binary compatible with armel.  As of the writing of this blog, Java SE Embedded binaries are not yet publicly available for the armhf-based Raspbian distro, but as mentioned in Henrik Stahl's blog, an armhf release is in the works. As demonstrated at the just-completed JavaOne 2012 San Francisco event, the graphics processing unit inside the Raspberry Pi is very capable indeed, and makes for an excellent candidate for JavaFX.  As such, plans also call for a Pi-optimized version of JavaFX in a future release too. A thriving community around the Raspberry Pi has developed at light speed, and as evidenced by the packed attendance at Pi-specific sessions at Java One 2012, the interest in Java for this platform is following suit. So stay tuned for more developments...

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