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  • DevConnections VS 2010 Issue

    The latest issue of DevConnections is focused around the Visual Studio 2010 launch. One of the ads is a brand new Visual Studio ad (click to expand).  Looks like the infinite loop is everywhere. var addthis_pub="guybarrette";...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • DevConnections VS 2010 Issue

    - by guybarrette
    The latest issue of DevConnections is focused around the Visual Studio 2010 launch. One of the ads is a brand new Visual Studio ad (click to expand).  Looks like the infinite loop is everywhere. var addthis_pub="guybarrette";

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  • 2D animation example in pyglet (python) looping through 2 images/sprites every x seconds

    - by Bentley4
    Suppose you have two images: step1.png and step2.png . Can anyone show me a very simple example in pyglet how to loop through those 2 images say every 0.5 seconds? The character doesn't have to move, just a simple black screen with a fixed region wherein the two images continually change every 0.5 secs. I know how to make a character move, shoot projectiles etc. but I just can't figure out how to control the looping speed of the images.

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  • Web Development Services - Contribution of Programming and Testing

    Web Development Services include development of basic websites to highly complex and structured websites. Earlier local personal computer revolutionized the market and started offering application to cater all user needs but their mission and vision lacked the flexibility. Hence loop was filled after World Wide Web invented.

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  • Rendering another screen on top of main game screen in fullscreen mode

    - by wolf
    my game runs in fullscreen mode and uses active rendering. The graphics are drawn on the fullscreen window in each game loop: public void render() { Window w = screen.getFullScreenWindow(); Graphics2D g = screen.getGraphics(); renderer.render(g, level, w.getWidth(), w.getHeight()); g.dispose(); screen.update(); } This is the screen.update() method: public void update(){ Window w = device.getFullScreenWindow(); if(w != null){ BufferStrategy s = w.getBufferStrategy(); if(!s.contentsLost()){ s.show(); } } } I want to display another screen on my main game screen (menu, inventory etc). Lets say I have a JPanel inventory, which has a grid of inventory cells (manually drawn) and some Swing components like JPopupMenu. So i tried adding that to my window and repainting it in the game loop, which worked okay most of the time... but sometimes the panel wouldn't get displayed. Blindly moving things around in the inventory worked, but it just didn't display. When i alt-tabbed out and back again, it displayed properly. I also tried drawing the rest of the inventory on my full screen window and using a JPanel to display only the buttons and popupmenus. The inventory displayed properly, but the Swing components keep flickering. I'm guessing this is because I don't know how to combine active and passive rendering. public void render() { Graphics2D g = screen.getGraphics(); invManager.render(g); g.dispose(); screen.update(); invPanel.repaint(); } Should i use something else instead of a JPanel? I don't really need active rendering for these screens, but I don't understand why they sometimes just don't display. Or maybe I should just make my own custom components instead of using Swing? I also read somewhere that using multiple panels/frames in a game is bad practice so should I draw everything on one window/frame/panel? If I CAN use JPanels for this, should I add and remove them every time the inventory is toggled? Or just change their visibility?

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  • PTLQueue : a scalable bounded-capacity MPMC queue

    - by Dave
    Title: Fast concurrent MPMC queue -- I've used the following concurrent queue algorithm enough that it warrants a blog entry. I'll sketch out the design of a fast and scalable multiple-producer multiple-consumer (MPSC) concurrent queue called PTLQueue. The queue has bounded capacity and is implemented via a circular array. Bounded capacity can be a useful property if there's a mismatch between producer rates and consumer rates where an unbounded queue might otherwise result in excessive memory consumption by virtue of the container nodes that -- in some queue implementations -- are used to hold values. A bounded-capacity queue can provide flow control between components. Beware, however, that bounded collections can also result in resource deadlock if abused. The put() and take() operators are partial and wait for the collection to become non-full or non-empty, respectively. Put() and take() do not allocate memory, and are not vulnerable to the ABA pathologies. The PTLQueue algorithm can be implemented equally well in C/C++ and Java. Partial operators are often more convenient than total methods. In many use cases if the preconditions aren't met, there's nothing else useful the thread can do, so it may as well wait via a partial method. An exception is in the case of work-stealing queues where a thief might scan a set of queues from which it could potentially steal. Total methods return ASAP with a success-failure indication. (It's tempting to describe a queue or API as blocking or non-blocking instead of partial or total, but non-blocking is already an overloaded concurrency term. Perhaps waiting/non-waiting or patient/impatient might be better terms). It's also trivial to construct partial operators by busy-waiting via total operators, but such constructs may be less efficient than an operator explicitly and intentionally designed to wait. A PTLQueue instance contains an array of slots, where each slot has volatile Turn and MailBox fields. The array has power-of-two length allowing mod/div operations to be replaced by masking. We assume sensible padding and alignment to reduce the impact of false sharing. (On x86 I recommend 128-byte alignment and padding because of the adjacent-sector prefetch facility). Each queue also has PutCursor and TakeCursor cursor variables, each of which should be sequestered as the sole occupant of a cache line or sector. You can opt to use 64-bit integers if concerned about wrap-around aliasing in the cursor variables. Put(null) is considered illegal, but the caller or implementation can easily check for and convert null to a distinguished non-null proxy value if null happens to be a value you'd like to pass. Take() will accordingly convert the proxy value back to null. An advantage of PTLQueue is that you can use atomic fetch-and-increment for the partial methods. We initialize each slot at index I with (Turn=I, MailBox=null). Both cursors are initially 0. All shared variables are considered "volatile" and atomics such as CAS and AtomicFetchAndIncrement are presumed to have bidirectional fence semantics. Finally T is the templated type. I've sketched out a total tryTake() method below that allows the caller to poll the queue. tryPut() has an analogous construction. Zebra stripping : alternating row colors for nice-looking code listings. See also google code "prettify" : https://code.google.com/p/google-code-prettify/ Prettify is a javascript module that yields the HTML/CSS/JS equivalent of pretty-print. -- pre:nth-child(odd) { background-color:#ff0000; } pre:nth-child(even) { background-color:#0000ff; } border-left: 11px solid #ccc; margin: 1.7em 0 1.7em 0.3em; background-color:#BFB; font-size:12px; line-height:65%; " // PTLQueue : Put(v) : // producer : partial method - waits as necessary assert v != null assert Mask = 1 && (Mask & (Mask+1)) == 0 // Document invariants // doorway step // Obtain a sequence number -- ticket // As a practical concern the ticket value is temporally unique // The ticket also identifies and selects a slot auto tkt = AtomicFetchIncrement (&PutCursor, 1) slot * s = &Slots[tkt & Mask] // waiting phase : // wait for slot's generation to match the tkt value assigned to this put() invocation. // The "generation" is implicitly encoded as the upper bits in the cursor // above those used to specify the index : tkt div (Mask+1) // The generation serves as an epoch number to identify a cohort of threads // accessing disjoint slots while s-Turn != tkt : Pause assert s-MailBox == null s-MailBox = v // deposit and pass message Take() : // consumer : partial method - waits as necessary auto tkt = AtomicFetchIncrement (&TakeCursor,1) slot * s = &Slots[tkt & Mask] // 2-stage waiting : // First wait for turn for our generation // Acquire exclusive "take" access to slot's MailBox field // Then wait for the slot to become occupied while s-Turn != tkt : Pause // Concurrency in this section of code is now reduced to just 1 producer thread // vs 1 consumer thread. // For a given queue and slot, there will be most one Take() operation running // in this section. // Consumer waits for producer to arrive and make slot non-empty // Extract message; clear mailbox; advance Turn indicator // We have an obvious happens-before relation : // Put(m) happens-before corresponding Take() that returns that same "m" for T v = s-MailBox if v != null : s-MailBox = null ST-ST barrier s-Turn = tkt + Mask + 1 // unlock slot to admit next producer and consumer return v Pause tryTake() : // total method - returns ASAP with failure indication for auto tkt = TakeCursor slot * s = &Slots[tkt & Mask] if s-Turn != tkt : return null T v = s-MailBox // presumptive return value if v == null : return null // ratify tkt and v values and commit by advancing cursor if CAS (&TakeCursor, tkt, tkt+1) != tkt : continue s-MailBox = null ST-ST barrier s-Turn = tkt + Mask + 1 return v The basic idea derives from the Partitioned Ticket Lock "PTL" (US20120240126-A1) and the MultiLane Concurrent Bag (US8689237). The latter is essentially a circular ring-buffer where the elements themselves are queues or concurrent collections. You can think of the PTLQueue as a partitioned ticket lock "PTL" augmented to pass values from lock to unlock via the slots. Alternatively, you could conceptualize of PTLQueue as a degenerate MultiLane bag where each slot or "lane" consists of a simple single-word MailBox instead of a general queue. Each lane in PTLQueue also has a private Turn field which acts like the Turn (Grant) variables found in PTL. Turn enforces strict FIFO ordering and restricts concurrency on the slot mailbox field to at most one simultaneous put() and take() operation. PTL uses a single "ticket" variable and per-slot Turn (grant) fields while MultiLane has distinct PutCursor and TakeCursor cursors and abstract per-slot sub-queues. Both PTL and MultiLane advance their cursor and ticket variables with atomic fetch-and-increment. PTLQueue borrows from both PTL and MultiLane and has distinct put and take cursors and per-slot Turn fields. Instead of a per-slot queues, PTLQueue uses a simple single-word MailBox field. PutCursor and TakeCursor act like a pair of ticket locks, conferring "put" and "take" access to a given slot. PutCursor, for instance, assigns an incoming put() request to a slot and serves as a PTL "Ticket" to acquire "put" permission to that slot's MailBox field. To better explain the operation of PTLQueue we deconstruct the operation of put() and take() as follows. Put() first increments PutCursor obtaining a new unique ticket. That ticket value also identifies a slot. Put() next waits for that slot's Turn field to match that ticket value. This is tantamount to using a PTL to acquire "put" permission on the slot's MailBox field. Finally, having obtained exclusive "put" permission on the slot, put() stores the message value into the slot's MailBox. Take() similarly advances TakeCursor, identifying a slot, and then acquires and secures "take" permission on a slot by waiting for Turn. Take() then waits for the slot's MailBox to become non-empty, extracts the message, and clears MailBox. Finally, take() advances the slot's Turn field, which releases both "put" and "take" access to the slot's MailBox. Note the asymmetry : put() acquires "put" access to the slot, but take() releases that lock. At any given time, for a given slot in a PTLQueue, at most one thread has "put" access and at most one thread has "take" access. This restricts concurrency from general MPMC to 1-vs-1. We have 2 ticket locks -- one for put() and one for take() -- each with its own "ticket" variable in the form of the corresponding cursor, but they share a single "Grant" egress variable in the form of the slot's Turn variable. Advancing the PutCursor, for instance, serves two purposes. First, we obtain a unique ticket which identifies a slot. Second, incrementing the cursor is the doorway protocol step to acquire the per-slot mutual exclusion "put" lock. The cursors and operations to increment those cursors serve double-duty : slot-selection and ticket assignment for locking the slot's MailBox field. At any given time a slot MailBox field can be in one of the following states: empty with no pending operations -- neutral state; empty with one or more waiting take() operations pending -- deficit; occupied with no pending operations; occupied with one or more waiting put() operations -- surplus; empty with a pending put() or pending put() and take() operations -- transitional; or occupied with a pending take() or pending put() and take() operations -- transitional. The partial put() and take() operators can be implemented with an atomic fetch-and-increment operation, which may confer a performance advantage over a CAS-based loop. In addition we have independent PutCursor and TakeCursor cursors. Critically, a put() operation modifies PutCursor but does not access the TakeCursor and a take() operation modifies the TakeCursor cursor but does not access the PutCursor. This acts to reduce coherence traffic relative to some other queue designs. It's worth noting that slow threads or obstruction in one slot (or "lane") does not impede or obstruct operations in other slots -- this gives us some degree of obstruction isolation. PTLQueue is not lock-free, however. The implementation above is expressed with polite busy-waiting (Pause) but it's trivial to implement per-slot parking and unparking to deschedule waiting threads. It's also easy to convert the queue to a more general deque by replacing the PutCursor and TakeCursor cursors with Left/Front and Right/Back cursors that can move either direction. Specifically, to push and pop from the "left" side of the deque we would decrement and increment the Left cursor, respectively, and to push and pop from the "right" side of the deque we would increment and decrement the Right cursor, respectively. We used a variation of PTLQueue for message passing in our recent OPODIS 2013 paper. ul { list-style:none; padding-left:0; padding:0; margin:0; margin-left:0; } ul#myTagID { padding: 0px; margin: 0px; list-style:none; margin-left:0;} -- -- There's quite a bit of related literature in this area. I'll call out a few relevant references: Wilson's NYU Courant Institute UltraComputer dissertation from 1988 is classic and the canonical starting point : Operating System Data Structures for Shared-Memory MIMD Machines with Fetch-and-Add. Regarding provenance and priority, I think PTLQueue or queues effectively equivalent to PTLQueue have been independently rediscovered a number of times. See CB-Queue and BNPBV, below, for instance. But Wilson's dissertation anticipates the basic idea and seems to predate all the others. Gottlieb et al : Basic Techniques for the Efficient Coordination of Very Large Numbers of Cooperating Sequential Processors Orozco et al : CB-Queue in Toward high-throughput algorithms on many-core architectures which appeared in TACO 2012. Meneghin et al : BNPVB family in Performance evaluation of inter-thread communication mechanisms on multicore/multithreaded architecture Dmitry Vyukov : bounded MPMC queue (highly recommended) Alex Otenko : US8607249 (highly related). John Mellor-Crummey : Concurrent queues: Practical fetch-and-phi algorithms. Technical Report 229, Department of Computer Science, University of Rochester Thomasson : FIFO Distributed Bakery Algorithm (very similar to PTLQueue). Scott and Scherer : Dual Data Structures I'll propose an optimization left as an exercise for the reader. Say we wanted to reduce memory usage by eliminating inter-slot padding. Such padding is usually "dark" memory and otherwise unused and wasted. But eliminating the padding leaves us at risk of increased false sharing. Furthermore lets say it was usually the case that the PutCursor and TakeCursor were numerically close to each other. (That's true in some use cases). We might still reduce false sharing by incrementing the cursors by some value other than 1 that is not trivially small and is coprime with the number of slots. Alternatively, we might increment the cursor by one and mask as usual, resulting in a logical index. We then use that logical index value to index into a permutation table, yielding an effective index for use in the slot array. The permutation table would be constructed so that nearby logical indices would map to more distant effective indices. (Open question: what should that permutation look like? Possibly some perversion of a Gray code or De Bruijn sequence might be suitable). As an aside, say we need to busy-wait for some condition as follows : "while C == 0 : Pause". Lets say that C is usually non-zero, so we typically don't wait. But when C happens to be 0 we'll have to spin for some period, possibly brief. We can arrange for the code to be more machine-friendly with respect to the branch predictors by transforming the loop into : "if C == 0 : for { Pause; if C != 0 : break; }". Critically, we want to restructure the loop so there's one branch that controls entry and another that controls loop exit. A concern is that your compiler or JIT might be clever enough to transform this back to "while C == 0 : Pause". You can sometimes avoid this by inserting a call to a some type of very cheap "opaque" method that the compiler can't elide or reorder. On Solaris, for instance, you could use :"if C == 0 : { gethrtime(); for { Pause; if C != 0 : break; }}". It's worth noting the obvious duality between locks and queues. If you have strict FIFO lock implementation with local spinning and succession by direct handoff such as MCS or CLH,then you can usually transform that lock into a queue. Hidden commentary and annotations - invisible : * And of course there's a well-known duality between queues and locks, but I'll leave that topic for another blog post. * Compare and contrast : PTLQ vs PTL and MultiLane * Equivalent : Turn; seq; sequence; pos; position; ticket * Put = Lock; Deposit Take = identify and reserve slot; wait; extract & clear; unlock * conceptualize : Distinct PutLock and TakeLock implemented as ticket lock or PTL Distinct arrival cursors but share per-slot "Turn" variable provides exclusive role-based access to slot's mailbox field put() acquires exclusive access to a slot for purposes of "deposit" assigns slot round-robin and then acquires deposit access rights/perms to that slot take() acquires exclusive access to slot for purposes of "withdrawal" assigns slot round-robin and then acquires withdrawal access rights/perms to that slot At any given time, only one thread can have withdrawal access to a slot at any given time, only one thread can have deposit access to a slot Permissible for T1 to have deposit access and T2 to simultaneously have withdrawal access * round-robin for the purposes of; role-based; access mode; access role mailslot; mailbox; allocate/assign/identify slot rights; permission; license; access permission; * PTL/Ticket hybrid Asymmetric usage ; owner oblivious lock-unlock pairing K-exclusion add Grant cursor pass message m from lock to unlock via Slots[] array Cursor performs 2 functions : + PTL ticket + Assigns request to slot in round-robin fashion Deconstruct protocol : explication put() : allocate slot in round-robin fashion acquire PTL for "put" access store message into slot associated with PTL index take() : Acquire PTL for "take" access // doorway step seq = fetchAdd (&Grant, 1) s = &Slots[seq & Mask] // waiting phase while s-Turn != seq : pause Extract : wait for s-mailbox to be full v = s-mailbox s-mailbox = null Release PTL for both "put" and "take" access s-Turn = seq + Mask + 1 * Slot round-robin assignment and lock "doorway" protocol leverage the same cursor and FetchAdd operation on that cursor FetchAdd (&Cursor,1) + round-robin slot assignment and dispersal + PTL/ticket lock "doorway" step waiting phase is via "Turn" field in slot * PTLQueue uses 2 cursors -- put and take. Acquire "put" access to slot via PTL-like lock Acquire "take" access to slot via PTL-like lock 2 locks : put and take -- at most one thread can access slot's mailbox Both locks use same "turn" field Like multilane : 2 cursors : put and take slot is simple 1-capacity mailbox instead of queue Borrow per-slot turn/grant from PTL Provides strict FIFO Lock slot : put-vs-put take-vs-take at most one put accesses slot at any one time at most one put accesses take at any one time reduction to 1-vs-1 instead of N-vs-M concurrency Per slot locks for put/take Release put/take by advancing turn * is instrumental in ... * P-V Semaphore vs lock vs K-exclusion * See also : FastQueues-excerpt.java dice-etc/queue-mpmc-bounded-blocking-circular-xadd/ * PTLQueue is the same as PTLQB - identical * Expedient return; ASAP; prompt; immediately * Lamport's Bakery algorithm : doorway step then waiting phase Threads arriving at doorway obtain a unique ticket number Threads enter in ticket order * In the terminology of Reed and Kanodia a ticket lock corresponds to the busy-wait implementation of a semaphore using an eventcount and a sequencer It can also be thought of as an optimization of Lamport's bakery lock was designed for fault-tolerance rather than performance Instead of spinning on the release counter, processors using a bakery lock repeatedly examine the tickets of their peers --

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  • Network is not working anymore - Ubuntu 12.04

    - by Jonathan
    Network is not working anymore - Ubuntu 12.04 Hello, I have a problem with my network connection. I have been using the same laptop with Ubuntu and the same connection for more than a year, and suddenly yesterday the connection stopped working (both wireless and wired). I've tested with another computer and the connection is fine (both wireless and wired). I've been reading similar posts but I haven't found a solution yet. I tried a few commands that I'm posting here (my system is in spanish, so I have traslated it to english, maybe the terms are not accurate): grep -i eth /var/log/syslog | tail Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): now managed Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): device state change: unmanaged - unavailable (reason 'managed') [10 20 2] Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): bringing up device. Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): preparing device. Jun 3 18:45:40 vanesa-pc kernel: [ 7351.845743] forcedeth 0000:00:0a.0: irq 41 for MSI/MSI-X Jun 3 18:45:40 vanesa-pc kernel: [ 7351.845984] forcedeth 0000:00:0a.0: eth0: no link during initialization Jun 3 18:45:40 vanesa-pc kernel: [ 7351.847103] ADDRCONF(NETDEV_UP): eth0: link is not ready Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: (eth0): deactivating device (reason 'managed') [2] Jun 3 18:45:40 vanesa-pc NetworkManager[3584]: Added default wired connection 'Wired connection 1' for /sys/devices/pci0000:00/0000:00:0a.0/net/eth0 Jun 3 18:45:40 vanesa-pc kernel: [ 7351.848817] ADDRCONF(NETDEV_UP): eth0: link is not ready ifconfig -a eth0 Link encap:Ethernet addressHW 00:1b:24:fc:a8:d1 ACTIVE BROADCAST MULTICAST MTU:1500 Metric:1 Packages RX:0 errors:16 lost:0 overruns:0 frame:16 Packages TX:123 errors:0 lost:0 overruns:0 carrier:0 colissions:0 length.tailTX:1000 Bytes RX:0 (0.0 B) TX bytes:26335 (26.3 KB) Interruption:41 Base address: 0x2000 lo Link encap:Local loop Inet address:127.0.0.1 Mask:255.0.0.0 Inet6 address: ::1/128 Scope:Host ACTIVE LOOP WORKING MTU:16436 Metrics:1 Packages RX:1550 errors:0 lost:0 overruns:0 frame:0 Packages TX:1550 errors:0 lost:0 overruns:0 carrier:0 colissions:0 long.tailTX:0 Bytes RX:125312 (125.3 KB) TX bytes:125312 (125.3 KB) iwconfig lo no wireless extensions. eth0 no wireless extensions. sudo lshw -C network *-network description: Ethernet interface product: MCP67 Ethernet manufacturer: NVIDIA Corporation Physical id: a bus information: pci@0000:00:0a.0 logical name: eth0 version: a2 series: 00:1b:24:fc:a8:d1 capacity: 100Mbit/s width: 32 bits clock: 66MHz capacities: pm msi ht bus_master cap_list ethernet physical mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=forcedeth driverversion=0.64 latency=0 link=no maxlatency=20 mingnt=1 multicast=yes port=MII resources: irq:41 memoria:f6288000-f6288fff ioport:30f8(size=8) memoria:f6289c00-f6289cff memoria:f6289800-f628980f lsmod Module Size Used by usbhid 41906 0 hid 77367 1 usbhid rfcomm 38139 0 parport_pc 32114 0 ppdev 12849 0 bnep 17830 2 bluetooth 158438 10 rfcomm,bnep binfmt_misc 17292 1 joydev 17393 0 hp_wmi 13652 0 sparse_keymap 13658 1 hp_wmi nouveau 708198 3 ttm 65344 1 nouveau drm_kms_helper 45466 1 nouveau drm 197692 5 nouveau,ttm,drm_kms_helper i2c_algo_bit 13199 1 nouveau psmouse 87213 0 mxm_wmi 12859 1 nouveau serio_raw 13027 0 k8temp 12905 0 i2c_nforce2 12906 0 wmi 18744 2 hp_wmi,mxm_wmi video 19068 1 nouveau mac_hid 13077 0 lp 17455 0 parport 40930 3 parport_pc,ppdev,lp forcedeth 58096 0 Let me know if I can give you more information. Thank you very much in advance, Jonathan

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  • Update to 13.10: blank screen and repeated suspend on wake from suspend

    - by user208026
    After updating from 13.04 to 13.10, intermittently when awaking from suspend, my screen will blink to black screen a few times, offer a login screen, and then go back to suspend unexpectedly. This will repeat each time I subsequently awake it from suspend. Only a restart will escape the suspend loop. This issue arose in tandem with the already raised issue regarding networking not restarting on wake from suspend, though appears to be distinct from that issue.

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  • Bin packing part 6: Further improvements

    - by Hugo Kornelis
    In part 5 of my series on the bin packing problem, I presented a method that sits somewhere in between the true row-by-row iterative characteristics of the first three parts and the truly set-based approach of the fourth part. I did use iteration, but each pass through the loop would use a set-based statement to process a lot of rows at once. Since that statement is fairly complex, I am sure that a single execution of it is far from cheap – but the algorithm used is efficient enough that the entire...(read more)

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  • How to utilize miniMax algorithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • Only draw visible objects to the camera in 2D

    - by Deukalion
    I have Map, each map has an array of Ground, each Ground consists of an array of VertexPositionTexture and a texture name reference so it renders a texture at these points (as a shape through triangulation). Now when I render my map I only want to get a list of all objects that are visible in the camera. (So I won't loop through more than I have to) Structs: public struct Map { public Ground[] Ground { get; set; } } public struct Ground { public int[] Indexes { get; set; } public VertexPositionNormalTexture[] Points { get; set; } public Vector3 TopLeft { get; set; } public Vector3 TopRight { get; set; } public Vector3 BottomLeft { get; set; } public Vector3 BottomRight { get; set; } } public struct RenderBoundaries<T> { public BoundingBox Box; public T Items; } when I load a map: foreach (Ground ground in CurrentMap.Ground) { Boundaries.Add(new RenderBoundaries<Ground>() { Box = BoundingBox.CreateFromPoints(new Vector3[] { ground.TopLeft, ground.TopRight, ground.BottomLeft, ground.BottomRight }), Items = ground }); } TopLeft, TopRight, BottomLeft, BottomRight are simply the locations of each corner that the shape make. A rectangle. When I try to loop through only the objects that are visible I do this in my Draw method: public int Draw(GraphicsDevice device, ICamera camera) { BoundingFrustum frustum = new BoundingFrustum(camera.View * camera.Projection); // Visible count int count = 0; EffectTexture.World = camera.World; EffectTexture.View = camera.View; EffectTexture.Projection = camera.Projection; foreach (EffectPass pass in EffectTexture.CurrentTechnique.Passes) { pass.Apply(); foreach (RenderBoundaries<Ground> render in Boundaries.Where(m => frustum.Contains(m.Box) != ContainmentType.Disjoint)) { // Draw ground count++; } } return count; } When I try adding just one ground, then moving the camera so the ground is out of frame it still returns 1 which means it still gets draw even though it's not within the camera's view. Am I doing something or wrong or can it be because of my Camera? Any ideas why it doesn't work?

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  • The worst anti-patterns you have came across.

    - by ?????????
    What are the worst anti-patterns you have came across in your career as a programmer? I'm mostly involved in java, although it is probably language-independent. I think the worst of it is what I call the main anti-pattern. It means program consisting of single, extremely big class (sometimes accompanied with a pair of little classes) which contains all logic. Typically with a big loop in which all business logic is contained, sometimes having tens of thousands of lines of code.

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  • Keyword Research - The Foundation For Your Website!

    With the proliferation of the use of the Internet as a form of marketing, it is so important to be familiar with the common terms and practices used in this new marketing medium in order to be in the loop. Keyword research is the use of search engine optimization experts in finding out what keywords are popularly used by Internet users when they use search engines to obtain information.

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  • Why you need to learn async in .NET

    - by PSteele
    I had an opportunity to teach a quick class yesterday about what’s new in .NET 4.0.  One of the topics was the TPL (Task Parallel Library) and how it can make async programming easier.  I also stressed that this is the direction Microsoft is going with for C# 5.0 and learning the TPL will greatly benefit their understanding of the new async stuff.  We had a little time left over and I was able to show some code that uses the Async CTP to accomplish some stuff, but it wasn’t a simple demo that you could jump in to and understand so I thought I’d thrown one together and put it in a blog post. The entire solution file with all of the sample projects is located here. A Simple Example Let’s start with a super-simple example (WindowsApplication01 in the solution). I’ve got a form that displays a label and a button.  When the user clicks the button, I want to start displaying the current time for 15 seconds and then stop. What I’d like to write is this: lblTime.ForeColor = Color.Red; for (var x = 0; x < 15; x++) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); Thread.Sleep(1000); } lblTime.ForeColor = SystemColors.ControlText; (Note that I also changed the label’s color while counting – not quite an ILM-level effect, but it adds something to the demo!) As I’m sure most of my readers are aware, you can’t write WinForms code this way.  WinForms apps, by default, only have one thread running and it’s main job is to process messages from the windows message pump (for a more thorough explanation, see my Visual Studio Magazine article on multithreading in WinForms).  If you put a Thread.Sleep in the middle of that code, your UI will be locked up and unresponsive for those 15 seconds.  Not a good UX and something that needs to be fixed.  Sure, I could throw an “Application.DoEvents()” in there, but that’s hacky. The Windows Timer Then I think, “I can solve that.  I’ll use the Windows Timer to handle the timing in the background and simply notify me when the time has changed”.  Let’s see how I could accomplish this with a Windows timer (WindowsApplication02 in the solution): public partial class Form1 : Form { private readonly Timer clockTimer; private int counter;   public Form1() { InitializeComponent(); clockTimer = new Timer {Interval = 1000}; clockTimer.Tick += UpdateLabel; }   private void UpdateLabel(object sender, EventArgs e) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); counter++; if (counter == 15) { clockTimer.Enabled = false; lblTime.ForeColor = SystemColors.ControlText; } }   private void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; counter = 0; clockTimer.Start(); } } Holy cow – things got pretty complicated here.  I use the timer to fire off a Tick event every second.  Inside there, I can update the label.  Granted, I can’t use a simple for/loop and have to maintain a global counter for the number of iterations.  And my “end” code (when the loop is finished) is now buried inside the bottom of the Tick event (inside an “if” statement).  I do, however, get a responsive application that doesn’t hang or stop repainting while the 15 seconds are ticking away. But doesn’t .NET have something that makes background processing easier? The BackgroundWorker Next I try .NET’s BackgroundWorker component – it’s specifically designed to do processing in a background thread (leaving the UI thread free to process the windows message pump) and allows updates to be performed on the main UI thread (WindowsApplication03 in the solution): public partial class Form1 : Form { private readonly BackgroundWorker worker;   public Form1() { InitializeComponent(); worker = new BackgroundWorker {WorkerReportsProgress = true}; worker.DoWork += StartUpdating; worker.ProgressChanged += UpdateLabel; worker.RunWorkerCompleted += ResetLabelColor; }   private void StartUpdating(object sender, DoWorkEventArgs e) { var workerObject = (BackgroundWorker) sender; for (int x = 0; x < 15; x++) { workerObject.ReportProgress(0); Thread.Sleep(1000); } }   private void UpdateLabel(object sender, ProgressChangedEventArgs e) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); }   private void ResetLabelColor(object sender, RunWorkerCompletedEventArgs e) { lblTime.ForeColor = SystemColors.ControlText; }   private void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; worker.RunWorkerAsync(); } } Well, this got a little better (I think).  At least I now have my simple for/next loop back.  Unfortunately, I’m still dealing with event handlers spread throughout my code to co-ordinate all of this stuff in the right order. Time to look into the future. The async way Using the Async CTP, I can go back to much simpler code (WindowsApplication04 in the solution): private async void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; for (var x = 0; x < 15; x++) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); await TaskEx.Delay(1000); } lblTime.ForeColor = SystemColors.ControlText; } This code will run just like the Timer or BackgroundWorker versions – fully responsive during the updates – yet is way easier to implement.  In fact, it’s almost a line-for-line copy of the original version of this code.  All of the async plumbing is handled by the compiler and the framework.  My code goes back to representing the “what” of what I want to do, not the “how”. I urge you to download the Async CTP.  All you need is .NET 4.0 and Visual Studio 2010 sp1 – no need to set up a virtual machine with the VS2011 beta (unless, of course, you want to dive right in to the C# 5.0 stuff!).  Starting playing around with this today and see how much easier it will be in the future to write async-enabled applications.

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • Create Outlook Appointments from PowerShell

    - by BuckWoody
    I've been toying around with a script to create a special set of calendar objects in Outlook that show when my SQL Server Agent Jobs are scheduled to run. I haven't finished yet, but I thought I would share the part that creates the Outlook Appointments.I have yet to fill a variable with the start and end times, and then loop through that to create the appointments. I'm thinking I'll make the script below into a function, and feed it those variables in a loop. The script below creates a whole new Calendar Folder in Outlook called "SQL Server Agent Jobs". I also use categories quite a bit, so you'll see that too. Caution: If you plan to play with this script, do it on an isolated workstation, not on your "regular" Outlook calendar. Otherwise, you'll have lots of appointments in there that you don't care about!  # Add a new calendar item to a new Outlook folder called "SQL Server Agent Jobs" $outlook = new-object -com Outlook.Application $calendar = $outlook.Session.folders.Item(1).Folders.Item("SQL Server Agent Jobs") $appt = $calendar.Items.Add(1) # == olAppointmentItem $appt.Start = [datetime]"03/11/2010 11:00" $appt.End = [datetime]"03/11/2009 12:00" $appt.Subject = "JobName" $appt.Location = "ServerName" $appt.Body = "Job Details" $appt.Categories = "SQL server Agent Job" $appt.Save()   Script Disclaimer, for people who need to be told this sort of thing: Never trust any script, including those that you find here, until you understand exactly what it does and how it will act on your systems. Always check the script on a test system or Virtual Machine, not a production system. All scripts on this site are performed by a professional stunt driver on a closed course. Your mileage may vary. Void where prohibited. Offer good for a limited time only. Keep out of reach of small children. Do not operate heavy machinery while using this script. If you experience blurry vision, indigestion or diarrhea during the operation of this script, see a physician immediately.   Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • music for an arcade game?

    - by user717572
    I'm thinking about music for my brick breaker game, but I don't know how to choose any. If I'd make a loop from a few seconds, I think it would get annoying very quickly. I also found some longer length tracks (about 2 minutes), but when this is over, it's going to be repeated anyway, just like when you'd select a new level, you'd have to listen to the same beginning of the song again. I can't put an hour of music in my application, so what would you recommend I'd do for the music?

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  • Bash script won't stay open in background after running through while

    - by jfreak53
    I can't get the following bash script to stay open after the first message is received from NC: #!/bin/bash port=3333 nc -l $port | while read msg; do notify-send Alert "$msg"; done After the first message it exits. I want it to stay open and continue monitoring for new messages from NC. I know that if I launch nc -l port without the while loop it stays open and I can chat away between the two connections even disconnect from the connected host. I am sending the message using: echo 'done' | nc IP port

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  • isometric background that covers the viewport [on hold]

    - by Richard
    The background image should cover the viewport. The technique I use now is a loop with an innerloop that draws diamond shaped images on a canvas element, but it looks like a rotated square. This is a nice example: ,that covers the whole viewport. I have heard something about clickthrough maps, but what more ways are there that are most efficient with mobile devices and javascript? Any advice in grid design out there?.

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  • D2K to OA Framework Transition

    - by PRajkumar
    What is the difference between D2K form and OA Framework? It is a very innocent but important question for someone that desires to make transition from D2K to OA Framework. I hope you have already read and implemented OA Framework Getting Started. I will re-visit my own experience of implementing HelloWorld program in "OA Framework". When I implemented HelloWorld a year ago, I had no clue as to what I was doing & why I was doing those steps. I merely copied the steps from Oracle Tutorial without understanding them. Hence in this blog, I will try to explain in simple manner the meaning of OA Framework HelloWorld Program and compare the steps to D2K form [where possible]. To keep things simple, only basics will be discussed. Following key Steps were needed for HelloWorld Step 1 Create a new Workspace and a new Project as dictated by Oracle's tutorial. When defining project, you will specify a default package, which in this case was oracle.apps.ak.hello This means the following: - ak is the short name of the Application in Oracle           [means fnd_applications.short_name] hello is the name of your project Step 2 Next, you will create a OA Page within hello project Think OA Page as the fmx file itself in D2K. I am saying so because this page gets attached to the form function. This page will be created within hello project, hence the package name oracle.apps.ak.hello.webui Note the webui, it is a convention to have page in webui, means this page represents the Web User Interface You will assign the default AM [OAApplicationModule]. Think of AM "Connection Manager" and "Transaction State Manager" for your page          I can't co-relate this to anything in D2k, as there is no concept of Connection Pooling and that D2k is not stateless. Reason being that as soon as you kick off a D2K Form, it connects to a single session of Oracle and sticks to that single Oracle database session. So is not the case in OAF, hence AM is needed. Step 3 You create Region within the Page. ·         Region is what will store your fields. Text input fields will be of type messageTextInput. Think of Canvas in D2K. You can have nested regions. Stacked Canvas in D2K comes the closest to this component of OA Framework Step 4 Add a button to one of the nested regions The itemStyle should be submitButton, in case you want the page to be submitted when this button is clicked There is no WHEN-BUTTON-PRESSED trigger in OAF. In Framework, you will add a controller java code to handle events like Form Submit button clicks. JDeveloper generates the default code for you. Primarily two functions [should I call methods] will be created processRequest [for UI Rendering Handling] and processFormRequest          Think of processRequest as WHEN-NEW-FORM-INSTANCE, though processRequest is very restrictive. Note What is the difference between processRequest and processFormRequest? These two methods are available in the Default Controller class that gets created. processFormRequest This method is commonly used to react/respond to the event that has taken place, for example click of a button. Some examples are if(oapagecontext.getParameter("Cancel") != null) (Do your processing for Cancellation/ Rollback) if(oapagecontext.getParameter("Submit") != null) (Do your validations and commit here) if(oapagecontext.getParameter("Update") != null) (Do your validations and commit here) In the above three examples, you could be calling oapagecontext.forwardImmediately to re-direct the page navigation to some other page if needed. processRequest In this method, usually page rendering related code is written. Effectively, each GUI component is a bean that gets initialised during processRequest. Those who are familiar with D2K forms, something like pre-query may be written in this method. Step 5 In the controller to access the value in field "HelloName" the command is String userContent = pageContext.getParameter("HelloName"); In D2k, we used :block.field. In OAFramework, at submission of page, all the field values get passed into to OAPageContext object. Use getParameter to access the field value To set the value of the field, use OAMessageTextInputBean field HelloName = (OAMessageTextInputBean)webBean.findChildRecursive("HelloName"); fieldHelloName.setText(pageContext,"Setting the default value" ); Note when setting field value in controller: Note 1. Do not set the value in processFormRequest Note 2. If the field comes from View Object, then do not use setText in controller Note 3. For control fields [that are not based on View Objects], you can use setText to assign values in processRequest method Lets take some notes to expand beyond the HelloWorld Project Note 1 In D2K-forms we sort of created a Window, attached to Canvas, and then fields within that Canvas. However in OA Framework, think of Page being fmx/Window, think of Region being a Canvas, and fields being within Regions. This is not a formal/accurate understanding of analogy between D2k and Framework, but is close to being logical. Note 2 In D2k, your Forms fmb file was compiled to fmx. It was fmx file that was deployed on mid-tier. In case of OAF, your OA Page is nothing but a XML file. We call this MDS [meta data]. Whatever name you give to "Page" in OAF, an XML file of the same name gets created. This xml file must then be loaded into database by using XML Importer command. Note 3 Apart from MDS XML file, almost everything else is merely deployed to your mid-tier. Usually this is underneath $JAVA_TOP/oracle/apps/../.. All java files will go underneath java top/oracle/apps/../.. etc. Note 4 When building tutorial, ignore the steps for setting "Attribute Sets". These are not mandatory. Oracle might just have developed their tutorials without including these. Think of these like Visual Attributes of D2K forms Note 5 Controller is where you will write any java code in OA Framework. You can create a Controller per Page or have a different Controller for each of the Regions with the same Page. Note 6 In the method processFormRequest of the Controller, you can access the values of the page by using notation pageContext.getParameter("<fieldname here>"). This method processFormRequest is executed when the OAF Screen/Page is submitted by click of a button. Note 7 Inside the controller, all the Database Related interactions for example interaction with View Objects happen via Application Module. But why so? Because Application Module Manages the transaction state of the Application. OAApplicationModuleImpl oaapplicationmoduleimpl = OAApplicationModuleImpl)oapagecontext.getApplicationModule(oawebbean); OADBTransaction oadbtransaction = OADBTransaction)oaapplicationmoduleimpl.getDBTransaction(); Note 8 In D2K, we have control block or a block based on database view. Similarly, in OA Framework, if the field does not have view Object attached, then it is like a control field. Hence in HelloWorld example, field HelloName is a control field [in D2K terminology]. A view Object can either be based on a view/table, synonym or on a SQL statement. Note 9 I wish to access the fields in multi record block that is based on view Object. Can I do this in Controller? Sure you can. To traverse through those records, do the below ·         Get the reference to the View Object using (OAViewObject)oapagecontext.getApplicationModule(oawebbean).findViewObject("VO Name Here") ·         Loop through the records in View Objects using count returned from oaviewobject.getFetchedRowCount() ·         For each record, fetch the value of the fields within the loop as oracle.jbo.Row row = oaviewobject.getRowAtRangeIndex(loop index here); (String)row.getAttribute("Column name of VO here ");

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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  • how to dbkg-preconfigure login manager

    - by Josh
    I've written a script that installs several desktops with a menu loop. I have also redirecteed the output to /dev/null, Now every Time when it comes to dpk login manager selection the script doesn't continue. What could I du to preconfigure the login mangager that should be choosen. How do the lines for dpkg preconfigure look for lightdm gdm Kdm mdm debconf-set-selections <<< ' ' would be grate, too. Thank you folks!

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  • Issues with LVM partition size in Server 13.04

    - by Michael
    I am new to ubuntu and a little confused about how hard drive partitions and LVM works. I remember setting up Ubuntu server 13.04 and telling to to use 1TB of a 3TB server. Well I have maxed that out with blu-ray rips and want the rest of the drive for space. On log-in it says: System load: 2.24 Processes: 179 Usage of /: 88.7% of 912.89GB Users logged in: 0 Memory usage: 6% IP address for p5p1: 192.168.0.100 Swap usage: 0% => / is using 88.7% of 912.89GB lvdisplay outputs: --- Logical volume --- LV Path /dev/DeathStar-vg/root LV Name root VG Name DeathStar-vg LV Write Access read/write LV Creation host, time DeathStar, 2013-05-18 22:21:11 -0400 LV Status available # open 1 LV Size 2.70 TiB Current LE 707789 Segments 2 Allocation inherit Read ahead sectors auto - currently set to 256 Block device 252:0 --- Logical volume --- LV Path /dev/DeathStar-vg/swap_1 LV Name swap_1 VG Name DeathStar-vg LV Write Access read/write LV Creation host, time DeathStar, 2013-05-18 22:21:11 -0400 LV Status available # open 2 LV Size 3.75 GiB Current LE 959 Segments 1 Allocation inherit Read ahead sectors auto - currently set to 256 Block device 252:1 vgdisplay outputs: VG Name DeathStar-vg System ID Format lvm2 Metadata Areas 1 Metadata Sequence No 4 VG Access read/write VG Status resizable MAX LV 0 Cur LV 2 Open LV 2 Max PV 0 Cur PV 1 Act PV 1 VG Size 2.73 TiB PE Size 4.00 MiB Total PE 715335 Alloc PE / Size 708748 / 2.70 TiB Free PE / Size 6587 / 25.73 GiB df outputs: Filesystem 1K-blocks Used Available Use% Mounted on /dev/mapper/DeathStar--vg-root 957238932 848972636 59634696 94% / none 4 0 4 0% /sys/fs/cgroup udev 1864716 4 1864712 1% /dev tmpfs 374968 1060 373908 1% /run none 5120 4 5116 1% /run/lock none 1874824 148 1874676 1% /run/shm none 102400 24 102376 1% /run/user /dev/sda2 234153 56477 165184 26% /boot And fdisk /dev/sda -l outputs: Disk /dev/sda: 3000.6 GB, 3000592982016 bytes 255 heads, 63 sectors/track, 364801 cylinders, total 5860533168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System /dev/sda1 1 4294967295 2147483647+ ee GPT Partition 1 does not start on physical sector boundary. I just don't know what to make of all this and am not sure how I can make it use all 2.73TBs. Thanks in advance for any help. EDIT-- Yes I did make changes to the LVM Config, but it didnt do anything. As requested, output of parted -l /dev/sda Model: ATA WDC WD30EFRX-68A (scsi) Disk /dev/sda: 3001GB Sector size (logical/physical): 512B/4096B Partition Table: gpt Number Start End Size File system Name Flags 1 1049kB 2097kB 1049kB bios_grub 2 2097kB 258MB 256MB ext2 3 258MB 3001GB 3000GB lvm Model: ATA WDC WD30EFRX-68A (scsi) Disk /dev/sdb: 3001GB Sector size (logical/physical): 512B/4096B Partition Table: msdos Number Start End Size Type File system Flags Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/DeathStar--vg-swap_1: 4022MB Sector size (logical/physical): 512B/4096B Partition Table: loop Number Start End Size File system Flags 1 0.00B 4022MB 4022MB linux-swap(v1) Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/DeathStar--vg-root: 2969GB Sector size (logical/physical): 512B/4096B Partition Table: loop Number Start End Size File system Flags 1 0.00B 2969GB 2969GB ext4

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  • How to utilize miniMax algorrithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • Animate multiple entities

    - by Robert
    I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think problem is there). What's the best way to animate multiple entities (with different animation ofc) in OpenGL? I think I can try build one VBO / entity for better performances but I don't think it's the best way to do it.

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