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  • masm division overflow

    - by Help I'm in college
    I'm trying divide two numbers in assembly. I'm working out of the Irvine assembly for intel computers book and I can't make division work for the life of me. Here's my code .code main PROC call division exit main ENDP division PROC mov eax, 4 mov ebx, 2 div ebx call WriteDec ret divison ENDP END main Where WriteDec should write whatever number is in the eax register (should be set to the quotient after the division call). Instead everytime I run it visual studio crashes (the program does compile however).

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • to stop trigger in jquery

    - by Alexander Corotchi
    Hi everybody , I have an AJAX call, which is doing this call every 5 seconds and when the call "succeed " I have a trigger success: function (msg) { ... $('#test').trigger('click'); return false; }, ... But i need to do this trigger just once , the first time, not every 5 second ! Can somebody suggest me how to stop this trigger, or maybe to use another stuff to trigger this "click " Thanks!

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  • Counting the number of visitors for a web page - JavaScript and Struts

    - by Dj
    Hi i am Dhananjay, I need to keep track of the number of visitors to a web page. I have planned like this: on load of the home page, I will call a javascript callCounter(); From javascript, I need then to call an action and update a record in database. Please help me with this. How do i call the action? I should be in the same home jsp after updating database. Thanks in advance, Dhananjay

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  • Run python file -- what function is main?

    - by Jasie
    I have simple python script, 'first.py': #first.py def firstFunctionEver() : print "hello" firstFunctionEver() I want to call this script using : python first.py and have it call the firstFunctionEver(). But, the script is ugly -- what function can I put the call to firstFunctionEver() in and have it run when the script is loaded?

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  • Erlang: How to view output of io:format/2 calls in processes spawned on remote nodes.

    - by jkndrkn
    Hello, I am working on a decentralized Erlang application. I am currently working on a single PC and creating multiple nodes by initializing erl with the -sname flag. When I spawn a process using spawn/4 on its home node, I can see output generated by calls io:format/2 within that process in its home erl instance. When I spawn a process remotely by using spawn/4 in combination with register_name, output of io:format/2 is sometimes redirected back to the erl instance where the remote spawn/4 call was made, and sometimes remains completely invisible. Similarly, when I use rpc:call/4, output of io:format/2 calls is redirected back to the erl instance where the `rpc:call/4' call is made. How do you get a process to emit debugging output back to its parent erl instance?

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  • Which cross threading invoke function is better for a control that is inherited?

    - by Stevoni
    I have a relatively simple question regarding the best way to call the DataGridView.Rows.Add function when it is inherited into the current control. Which is the best way to make the call to the inherited control? Call it directly in the invoke or call it using recursive-like function? They both seem to produce the same result, a row gets added and the quantity is returned, but which is the most efficient? The delegate: Private Delegate Function ReturnDelegate() As Object The two ways are: A) Private Overloads Function AddRow() As Integer If InvokeRequired Then Return CInt(Invoke(New ReturnDelegate(AddressOf AddRow))) Else Return Rows.Add() End If End Function Or B) Private Function RowsAdd() As Integer If Me.InvokeRequired Then Return CInt(Me.Invoke(New ReturnDelegate(AddressOf MyBase.Rows.Add))) Else Return MyBase.Rows.Add End If End Function

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  • Perform selector on parent NSOperation

    - by user326943
    I extend NSOperation (call it A) which contains NSOperationQueue for other NSOperations (which is another extended class different from A, call these operations B). When operation A is running (executing B operations) how do i call a specific function/method on operation A when certain event takes place on B operations? For example every operation B that finishes it calls a function on operation A returning itself? *Nested NSOperation and NSOperationQueue(s) Hope this mockup pseudo code can help to draw the picture. //My classes extended from NSOperation NSOperation ClassA NSOperation ClassB //MainApp -(void)applicationDidFinishLaunching:(NSNotification *)aNotification { ClassA A1; ClassA A2; NSOperationQueue Queue; Queue AddOperation: A1; Queue AddOperation: A2; } //Main of ClassA -(void)main { ClassB B1; ClassB B2; NSOperationQueue Queue; Queue AddOperation: B1; Queue AddOperation: B2; } //Main of ClassB -(void)main { //Do some work and when done call selector on ClassA above }

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  • C++ arithmetic with pointers

    - by user69514
    I am trying to add the following: I have an array of double pointers call A. I have another array of double pointers call it B, and I have an unsigned int call it C. So I want to do: A[i] = B[i] - C; how do I do it? I did: A[i] = &B[i] - C; I don't think I am doing this correctly.

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  • XSLT multiple string replacement with recursion

    - by John Terry
    I have been attempting to perform multiple (different) string replacement with recursion and I have hit a roadblock. I have sucessfully gotten the first replacement to work, but the subsequent replacements never fire. I know this has to do with the recursion and how the with-param string is passed back into the call-template. I see my error and why the next xsl:when never fires, but I just cant seem to figure out exactly how to pass the complete modified string from the first xsl:when to the second xsl:when. Any help is greatly appreciated. <xsl:template name="replace"> <xsl:param name="string" select="." /> <xsl:choose> <xsl:when test="contains($string, '&#13;&#10;')"> <xsl:value-of select="substring-before($string, '&#13;&#10;')" /> <br/> <xsl:call-template name="replace"> <xsl:with-param name="string" select="substring-after($string, '&#13;&#10;')"/> </xsl:call-template> </xsl:when> <xsl:when test="contains($string, 'TXT')"> <xsl:value-of select="substring-before($string, '&#13;TXT')" /> <xsl:call-template name="replace"> <xsl:with-param name="string" select="substring-after($string, '&#13;')" /> </xsl:call-template> </xsl:when> <xsl:otherwise> <xsl:value-of select="$string"/> </xsl:otherwise> </xsl:choose> </xsl:template>

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  • Star-schema: Separate dimensions for clients and non-clients or shared dimension for attendants?

    - by celopes
    I'm new to modeling star schemas, fresh from reading the Data Warehouse Toolkit. I have a business process that has clients and non-clients calling into conference calls with some of our employees. My fact table, call it "Audience", will contain a measure of how long an attending person was connected to the call, and the cost per minute of this person's connection to the call. The grain is "individual connection to the conference call". Should I use my conformed Client dimension and create a non-client dimension (for the callers that are not yet clients) this way (omitting dimensions that are not part of this questions): Or would it be OK/better to have a non-conformed Attending dimension related to the conformed Client dimension in this manner: Or is there a better/standard mechanism to model business processes like this one?

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  • Assembly stack persistency

    - by user246100
    Hello. I would like to know if after calling functions the data I have in the stack is persistent. Like, I would like to know if (assuming cdecl convention) can I do this (independently of function X and independently of optimizations): push 1 push 2 push 3 call X call X call X add 12 esp ? Also, let's say that before the calls I save the address of where the pushed values are in a global variable. Can I, inside X, alter the values it contain by acessing the global variable? Like, for some reason I want that in X I'm able to alter the values in stack so that the second and third call to X receive different values.

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  • Changing the system time zone succeeds once and then no longer changes

    - by Adam Driscoll
    I'm using the WinAPI to set the time zone on a Windows XP SP3 box. I'm reading the time zone information from the HKLM\Software\Microsoft\WindowsNT\Time Zones\<time zone name> key and then setting the time zone to the specified time zone. I enumerate the keys under the Time Zones key, grab the TZI value and stuff it into a TIME_ZONE_INFORMATION struct to be passed to SetTimeZoneInformation. All seems to work on the first pass. The time zone changes, no error is returned. The second time I perform this operation (same user, new session, on login before userinit) the call succeeds but the system does not reflect the time zone change. Neither the clock nor time stamps on files are updated to the new time zone. When I navigate to: HKLM\System\CurrentControlSet\Control\TimeZoneInformation my new time zone information is present. A couple strange things are happening when I'm setting my time zone: Also when I parse the TZI binary value from the registry to store in my TIME_ZONE_INFORMATION struct I'm noticing the struct has the DaylightDate.wDay and StandardDate.wDay field always set to 0 I tried to call GetTimeZoneInformation right after I call SetTimeZoneInformation but the call fails with a 1300 error (Not all privileges or groups referenced are assigned to the caller. ) I'm also making sure to send a WM_BROADCAST message so Explorer knows whats going on. Think it's the parsing of the byte array to the TIME_ZONE_INFORMATION struct? Or am I missing some thing else important? EDIT: Found a document stating why this is happening: here. Privilege was introduced in Vista...thanks MSDN docs... Per the Microsoft documentation I'm enabling the SE_TIME_ZONE_NAME privilege for the current processes token. But when I attempt to call LookupPriviledgeValue for SE_TIME_ZONE_NAME I get a 1313 error (A specified privilege does not exist. ).

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  • Audio queue start failed

    - by mobapps99
    Hi , i'm developing a project which has both audio streaming and playing audio from file. For audio streaming i'm using AudioStreamer and for playing from file i'm using avaudioplayer. Both streaming and playing works perfectly as long as the app is not interrupted by a phone call or sms. But when a call/sms comes after dismissing the call when i try to restart streaming i'm getting the error "Audio queue start failed" . This happens only when i have used avaudioplayer at least once and after that used streaming. When the avaudioplayer obeject is not created , in this scenario the there is no problem with resuming streaming after dismissing the call. My guess is that some thing is wrong with audioqueue. Help is very much appreciated.......

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  • PocketPC c++ windows message processing recursion problem

    - by user197350
    Hello, I am having a problem in a large scale application that seems related to windows messaging on the Pocket PC. What I have is a PocketPC application written in c++. It has only one standard message loop. while (GetMessage (&msg, NULL, 0, 0)) { { TranslateMessage (&msg); DispatchMessage (&msg); } } We also have standard dlgProc's. In the switch of the dlgProc, we will call a proprietary 3rd party API. This API uses a socket connection to communicate with another process. The problem I am seeing is this: whenever two of the same messages come in quickly (from the user clicking the screen twice too fast and shouldn't be) it seems as though recursion is created. Windows begins processing the first message, gets the api into a thread safe state, and then jumps to process the next (identical ui) message. Well since the second message also makes the API call, the call fails because it is locked. Because of the design of this legacy system, the API will be locked until the recursion comes back out (which also is triggered by the user; so it could be locked the entire working day). I am struggling to figure out exactly why this is happening and what I can do about it. Is this because windows recognizes the socket communication will take time and preempts it? Is there a way I can force this API call to complete before preemption? Is there a way I can slow down the message processing or re-queue the message to ensure the first will execute (capturing it and doing a PostMessage back to itself didnt work). We don't want to lock the ui down while the first call completes. Any insight is greatly appreciated! Thanks!!

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  • Passing arguments to commandline with directories having spaces

    - by superstar
    Hi guys, I am making a system call from perl for ContentCheck.pl and passing parameters with directories (having spaces). So I pass them in quotes, but they are not being picked up in the ContentCheck.pl file Random.pm my $call = "$perlExe $contentcheck -t $target_path -b $base_path -o $output_path -s $size_threshold"; print "\ncall: ".$call."\n"; system($call); Contentcheck.pl use vars qw($opt_t $opt_b $opt_o $opt_n $opt_s $opt_h); # initialize getopts('t:b:o:n:s:h') or do{ print "*** Error: Invalid command line option. Use option -h for help.\a\n"; exit 1}; if ($opt_h) {print $UsagePage; exit; } my $tar; if ($opt_t) {$tar=$opt_t; print "\ntarget ".$tar."\n";} else { print " in target"; print "*** Error: Invalid command line option. Use option -h for help.\a\n"; exit 1;} my $base; if ($opt_b) {$base=$opt_b;} else { print "\nin base\n"; print "*** Error: Invalid command line option. Use option -h for help.\a\n"; exit 1;} This is the output in the commandline call: D:\tools\PacketCreationTool/bin/perl/winx64/bin/perl.exe D:/tools/PacketCr eationTool/scripts/ContentCheck.pl -t "C:/Documents and Settings/pkkonath/Deskto p/saved/myMockName.TGZ" -b "input file/myMockName.TGZ" -o myMockName.validate -s 10 target C:/Documents in base *** Error: Invalid command line option. Use option -h for help. Any suggestions are welcome! Thanks.

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  • I like the way they Design/Architecture it but how do I implement this

    - by Rachel
    Summary: I have different components on homepage and each components shows some promotion to the user. I have Cart as one Component and depending upon content of the cart promotion are show. I have to track user online activities and send that information to Omniture for Report Generation. Now my components are loaded asynchronously basically are loaded when AjaxRequest is fired up and so there is not fix pattern or rather information on when components will appear on the webpages. Now in order to pass information to Omniture I need to call track function on $(document).(ready) and append information for each components(7 parameters are required by Omniture for each component). So in the init:config function of each component am calling Omniture and passing paramters but now no. of Omniture calls is directly proportional to no. of Components on the webpage but this is not acceptable as each call to Omniture is very expensive. Now I am looking for a way where in I can club the information about 7 parameters and than make one Call to Omniture wherein I pass those information. Points to note is that I do not know when the components are loaded and so there is no pre-defined time or no. of components that would be loaded. The thing is am calling track function when document is ready but components are loaded after call to Omniture has been made and so my question is Q: How can I collect the information for all the components and than just make one call to Omniture to send those information ? As mentioned, I do not know when the components are loaded as they are done on the Ajax Request. Hope I am able to explain my challenge and would appreciate if some one can provide from Design/Architect Solutions for the Challenge.

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  • Pass a data.frame column name to a function

    - by Kevin Middleton
    I'm trying to write a function to accept a data.frame (x) and a column from it. The function performs some calculations on x and later returns another data.frame. I'm stuck on the best-practices method to pass the column name to the function. The two minimal examples fun1 and fun2 below produce the desired result, being able to perform operations on x$column, using max() as an example. However, both rely on the seemingly (at least to me) inelegant (1) call to substitute() and possibly eval() and (2) the need to pass the column name as a character vector. fun1 <- function(x, column){ do.call("max", list(substitute(x[a], list(a = column)))) } fun2 <- function(x, column){ max(eval((substitute(x[a], list(a = column))))) } df <- data.frame(A = 1:20, B = rnorm(10)) fun1(df, "B") fun2(df, "B") I would like to be able to call the function as fun(df, B), for example. Other options I have considered but have not tried: Pass column as an integer of the column number. I think this would avoid substitute(). Ideally, the function could accept either. with(x, get(column)), but, even if it works, I think this would still require substitute Make use of formula() and match.call(), neither of which I have much experience with. Subquestion: Is do.call() preferred over eval()? Thanks, Kevin

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  • how to push a string address to stack with assembly, machine code

    - by Yigit
    Hi all, I am changing minesweeper.exe in order to have an understanding of how code injection works. Simply, I want the minesweeper to show a message box before starting. So, I find a "cave" in the executable and then define the string to show in messagebox and call the messagebox. Additionally of course, I have to change the value at module entry point of the executable and first direct it to my additional code, then continue its own code. So at the cave what I do; "hello starbuck",0 push 0 //arg4 of MessageBoxW function push the address of my string //arg3, must be title push the address of my string //arg2, must be the message push 0 //arg1 call MessageBoxW ... Now since the memory addresses of codes in the executable change everytime it is loaded in the memory, for calling the MessageBoxW function, I give the offset of the address where MessageBoxW is defined in Import Address Table. For instance, if MessageBoxW is defined at address1 in the IAT and the instruction just after call MessageBoxW is at address2 instead of writing call MessageBoxW, I write call address2 - address1. So my question is, how do I do it for pushing the string's address to the stack? For example, if I do these changes via ollydbg, I give the immediate address of "hello starbuck" for pushing and it works. But after reloading the executable or starting it outside of ollydbg, it naturally fails, since the immediate addresses change. Thanks in advance, Yigit.

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  • MySQL Stored Procedures not working with SELECT (basic question)

    - by TMG
    Hello, I am using a platform (perfectforms) that requires me to use stored procedures for most of my queries, and having never used stored procedures, I can't figure out what I'm doing wrong. The following statement executes without error: DELIMITER // DROP PROCEDURE IF EXISTS test_db.test_proc// CREATE PROCEDURE test_db.test_proc() SELECT 'foo'; // DELIMITER ; But when I try to call it using: CALL test_proc(); I get the following error: #1312 - PROCEDURE test_db.test_proc can't return a result set in the given context I am executing these statements from within phpmyadmin 3.2.4, PHP Version 5.2.12 and the mysql server version is 5.0.89-community. When I write a stored procedure that returns a parameter, and then select it, things work fine (e.g.): DELIMITER // DROP PROCEDURE IF EXISTS test_db.get_sum// CREATE PROCEDURE test_db.get_sum(out total int) BEGIN SELECT SUM(field1) INTO total FROM test_db.test_table; END // DELIMITER ; works fine, and when I call it: CALL get_sum(@t); SELECT @t; I get the sum no problem. Ultimately, what I need to do is have a fancy SELECT statement wrapped up in a stored procedure, so I can call it, and return multiple rows of multiple fields. For now I'm just trying to get any select working. Any help is greatly appreciated.

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  • Using Session Bean provided data on JSF welcome page

    - by takachgeza
    I use JSF managed beans calling EJB methods that are provide data from database. I want to use some data already on the welcome page of the application. What is the best solution for it? EJBs are injected into JSF managed beans and it looks like the injection is done after executing the constructor. So I am not able to call EJB methods in the constructor. The normal place for EJB call is in the JSF action methods but how to call such a method prior to loding the first page of the application? A possible solution would be to call the EJB method conditionally in a getter that is used on the welcome page, for example: public List getProductList(){ if (this.productList == null) this.productList = myEJB.getProductList(); return this.productList; } Is there any better solution? For example, in some config file?

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