Search Results

Search found 26697 results on 1068 pages for 'event store'.

Page 17/1068 | < Previous Page | 13 14 15 16 17 18 19 20 21 22 23 24  | Next Page >

  • Calendar gets saved successfully.but edit event force close error

    - by Jast Vacaty
    I am trying to add calendar events with my applicatiom. Event gets saved successfully. However when i try to edit that event in Calendar. I get Force Close error. String calId = ""; Cursor userCursor =getContentResolver().query(Uri.parse(content://com.android.calendar/calendars),null, null, null, null); if(userCursor.getCount() > 0){ userCursor.moveToFirst(); calId = userCursor.getString(userCursor.getColumnIndex("_id")); } ContentValues event = new ContentValues(); event.put("title", "title"); event.put("description", "description"); event.put("eventLocation", "Event Location"); event.put("allDay", 0); event.put("hasAlarm",0); event.put("calendar_id",calId); Calendar mCalendar = Calendar.getInstance(); mCalendar.set(2012, 2, 27,7,00,00); long start = mCalendar.getTimeInMillis(); mCalendar.set(2012, 2, 27,8,00,00); long end = mCalendar.getTimeInMillis(); event.put("dtstart", start); event.put("dtend", end); Uri newEvent = Uri.parse(content://com.android.calendar/events); getContentResolver().insert(newEvent, event); ContentValues values = new ContentValues(); userCursor.close(); But when I change event.put("allDay", 0); to event.put("allDay", 1); Event gets saved successfully and gets edited successfully. How do I fix it? Using 2.3.5 device. Appreciate any help. thanks.

    Read the article

  • Passing additional parameters to JQuery bind event function

    - by kazim sardar mehdi
    To pass the additional parameter to the event function pass an array of key value, as the second parameter to the bind event bind('click', { message: time }, onClick); e.g { message: time } and access it in the function using event(function parameter).data.message(key)   <div id="div1" style="border: 1px solid black; width: 100px; height: 100px">click me</div> <script type="text/javascript"> function onClick(event) { alert(event.data.message); } var time = "loaded at:" + new Date().toString(); $("div.#div1").bind('click', { message: time }, onClick); </script>

    Read the article

  • Ways of Gathering Event Information From the Internet

    - by Ciwan
    What are the best ways of gathering information on events (any type) from the internet ? Keeping in mind that different websites will present information in different ways. I was thinking 'smart' web crawlers, but that can turn out to be extremely challenging, simply because of the hugely varied ways that different sites present their information. Then I was thinking of sifting through the official twitter feeds of organisations, people with knowledge of events .. etc and look for the event hash tag, grab the tweet and dissect it to grab the relevant information about the event. Information I am interested in gathering is: Date and Time of Event, Address where Event is being held, and any Celebrities (or any famous people) attending the event (if any). The reason to ask here is my hope that experienced folk will open my eyes to things I've missed, which I am sure I have.

    Read the article

  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

    Read the article

  • Metro: Creating an IndexedDbDataSource for WinJS

    - by Stephen.Walther
    The goal of this blog entry is to describe how you can create custom data sources which you can use with the controls in the WinJS library. In particular, I explain how you can create an IndexedDbDataSource which you can use to store and retrieve data from an IndexedDB database. If you want to skip ahead, and ignore all of the fascinating content in-between, I’ve included the complete code for the IndexedDbDataSource at the very bottom of this blog entry. What is IndexedDB? IndexedDB is a database in the browser. You can use the IndexedDB API with all modern browsers including Firefox, Chrome, and Internet Explorer 10. And, of course, you can use IndexedDB with Metro style apps written with JavaScript. If you need to persist data in a Metro style app written with JavaScript then IndexedDB is a good option. Each Metro app can only interact with its own IndexedDB databases. And, IndexedDB provides you with transactions, indices, and cursors – the elements of any modern database. An IndexedDB database might be different than the type of database that you normally use. An IndexedDB database is an object-oriented database and not a relational database. Instead of storing data in tables, you store data in object stores. You store JavaScript objects in an IndexedDB object store. You create new IndexedDB object stores by handling the upgradeneeded event when you attempt to open a connection to an IndexedDB database. For example, here’s how you would both open a connection to an existing database named TasksDB and create the TasksDB database when it does not already exist: var reqOpen = window.indexedDB.open(“TasksDB”, 2); reqOpen.onupgradeneeded = function (evt) { var newDB = evt.target.result; newDB.createObjectStore("tasks", { keyPath: "id", autoIncrement: true }); }; reqOpen.onsuccess = function () { var db = reqOpen.result; // Do something with db }; When you call window.indexedDB.open(), and the database does not already exist, then the upgradeneeded event is raised. In the code above, the upgradeneeded handler creates a new object store named tasks. The new object store has an auto-increment column named id which acts as the primary key column. If the database already exists with the right version, and you call window.indexedDB.open(), then the success event is raised. At that point, you have an open connection to the existing database and you can start doing something with the database. You use asynchronous methods to interact with an IndexedDB database. For example, the following code illustrates how you would add a new object to the tasks object store: var transaction = db.transaction(“tasks”, “readwrite”); var reqAdd = transaction.objectStore(“tasks”).add({ name: “Feed the dog” }); reqAdd.onsuccess = function() { // Tasks added successfully }; The code above creates a new database transaction, adds a new task to the tasks object store, and handles the success event. If the new task gets added successfully then the success event is raised. Creating a WinJS IndexedDbDataSource The most powerful control in the WinJS library is the ListView control. This is the control that you use to display a collection of items. If you want to display data with a ListView control, you need to bind the control to a data source. The WinJS library includes two objects which you can use as a data source: the List object and the StorageDataSource object. The List object enables you to represent a JavaScript array as a data source and the StorageDataSource enables you to represent the file system as a data source. If you want to bind an IndexedDB database to a ListView then you have a choice. You can either dump the items from the IndexedDB database into a List object or you can create a custom data source. I explored the first approach in a previous blog entry. In this blog entry, I explain how you can create a custom IndexedDB data source. Implementing the IListDataSource Interface You create a custom data source by implementing the IListDataSource interface. This interface contains the contract for the methods which the ListView needs to interact with a data source. The easiest way to implement the IListDataSource interface is to derive a new object from the base VirtualizedDataSource object. The VirtualizedDataSource object requires a data adapter which implements the IListDataAdapter interface. Yes, because of the number of objects involved, this is a little confusing. Your code ends up looking something like this: var IndexedDbDataSource = WinJS.Class.derive( WinJS.UI.VirtualizedDataSource, function (dbName, dbVersion, objectStoreName, upgrade, error) { this._adapter = new IndexedDbDataAdapter(dbName, dbVersion, objectStoreName, upgrade, error); this._baseDataSourceConstructor(this._adapter); }, { nuke: function () { this._adapter.nuke(); }, remove: function (key) { this._adapter.removeInternal(key); } } ); The code above is used to create a new class named IndexedDbDataSource which derives from the base VirtualizedDataSource class. In the constructor for the new class, the base class _baseDataSourceConstructor() method is called. A data adapter is passed to the _baseDataSourceConstructor() method. The code above creates a new method exposed by the IndexedDbDataSource named nuke(). The nuke() method deletes all of the objects from an object store. The code above also overrides a method named remove(). Our derived remove() method accepts any type of key and removes the matching item from the object store. Almost all of the work of creating a custom data source goes into building the data adapter class. The data adapter class implements the IListDataAdapter interface which contains the following methods: · change() · getCount() · insertAfter() · insertAtEnd() · insertAtStart() · insertBefore() · itemsFromDescription() · itemsFromEnd() · itemsFromIndex() · itemsFromKey() · itemsFromStart() · itemSignature() · moveAfter() · moveBefore() · moveToEnd() · moveToStart() · remove() · setNotificationHandler() · compareByIdentity Fortunately, you are not required to implement all of these methods. You only need to implement the methods that you actually need. In the case of the IndexedDbDataSource, I implemented the getCount(), itemsFromIndex(), insertAtEnd(), and remove() methods. If you are creating a read-only data source then you really only need to implement the getCount() and itemsFromIndex() methods. Implementing the getCount() Method The getCount() method returns the total number of items from the data source. So, if you are storing 10,000 items in an object store then this method would return the value 10,000. Here’s how I implemented the getCount() method: getCount: function () { var that = this; return new WinJS.Promise(function (complete, error) { that._getObjectStore().then(function (store) { var reqCount = store.count(); reqCount.onerror = that._error; reqCount.onsuccess = function (evt) { complete(evt.target.result); }; }); }); } The first thing that you should notice is that the getCount() method returns a WinJS promise. This is a requirement. The getCount() method is asynchronous which is a good thing because all of the IndexedDB methods (at least the methods implemented in current browsers) are also asynchronous. The code above retrieves an object store and then uses the IndexedDB count() method to get a count of the items in the object store. The value is returned from the promise by calling complete(). Implementing the itemsFromIndex method When a ListView displays its items, it calls the itemsFromIndex() method. By default, it calls this method multiple times to get different ranges of items. Three parameters are passed to the itemsFromIndex() method: the requestIndex, countBefore, and countAfter parameters. The requestIndex indicates the index of the item from the database to show. The countBefore and countAfter parameters represent hints. These are integer values which represent the number of items before and after the requestIndex to retrieve. Again, these are only hints and you can return as many items before and after the request index as you please. Here’s how I implemented the itemsFromIndex method: itemsFromIndex: function (requestIndex, countBefore, countAfter) { var that = this; return new WinJS.Promise(function (complete, error) { that.getCount().then(function (count) { if (requestIndex >= count) { return WinJS.Promise.wrapError(new WinJS.ErrorFromName(WinJS.UI.FetchError.doesNotExist)); } var startIndex = Math.max(0, requestIndex - countBefore); var endIndex = Math.min(count, requestIndex + countAfter + 1); that._getObjectStore().then(function (store) { var index = 0; var items = []; var req = store.openCursor(); req.onerror = that._error; req.onsuccess = function (evt) { var cursor = evt.target.result; if (index < startIndex) { index = startIndex; cursor.advance(startIndex); return; } if (cursor && index < endIndex) { index++; items.push({ key: cursor.value[store.keyPath].toString(), data: cursor.value }); cursor.continue(); return; } results = { items: items, offset: requestIndex - startIndex, totalCount: count }; complete(results); }; }); }); }); } In the code above, a cursor is used to iterate through the objects in an object store. You fetch the next item in the cursor by calling either the cursor.continue() or cursor.advance() method. The continue() method moves forward by one object and the advance() method moves forward a specified number of objects. Each time you call continue() or advance(), the success event is raised again. If the cursor is null then you know that you have reached the end of the cursor and you can return the results. Some things to be careful about here. First, the return value from the itemsFromIndex() method must implement the IFetchResult interface. In particular, you must return an object which has an items, offset, and totalCount property. Second, each item in the items array must implement the IListItem interface. Each item should have a key and a data property. Implementing the insertAtEnd() Method When creating the IndexedDbDataSource, I wanted to go beyond creating a simple read-only data source and support inserting and deleting objects. If you want to support adding new items with your data source then you need to implement the insertAtEnd() method. Here’s how I implemented the insertAtEnd() method for the IndexedDbDataSource: insertAtEnd:function(unused, data) { var that = this; return new WinJS.Promise(function (complete, error) { that._getObjectStore("readwrite").done(function(store) { var reqAdd = store.add(data); reqAdd.onerror = that._error; reqAdd.onsuccess = function (evt) { var reqGet = store.get(evt.target.result); reqGet.onerror = that._error; reqGet.onsuccess = function (evt) { var newItem = { key:evt.target.result[store.keyPath].toString(), data:evt.target.result } complete(newItem); }; }; }); }); } When implementing the insertAtEnd() method, you need to be careful to return an object which implements the IItem interface. In particular, you should return an object that has a key and a data property. The key must be a string and it uniquely represents the new item added to the data source. The value of the data property represents the new item itself. Implementing the remove() Method Finally, you use the remove() method to remove an item from the data source. You call the remove() method with the key of the item which you want to remove. Implementing the remove() method in the case of the IndexedDbDataSource was a little tricky. The problem is that an IndexedDB object store uses an integer key and the VirtualizedDataSource requires a string key. For that reason, I needed to override the remove() method in the derived IndexedDbDataSource class like this: var IndexedDbDataSource = WinJS.Class.derive( WinJS.UI.VirtualizedDataSource, function (dbName, dbVersion, objectStoreName, upgrade, error) { this._adapter = new IndexedDbDataAdapter(dbName, dbVersion, objectStoreName, upgrade, error); this._baseDataSourceConstructor(this._adapter); }, { nuke: function () { this._adapter.nuke(); }, remove: function (key) { this._adapter.removeInternal(key); } } ); When you call remove(), you end up calling a method of the IndexedDbDataAdapter named removeInternal() . Here’s what the removeInternal() method looks like: setNotificationHandler: function (notificationHandler) { this._notificationHandler = notificationHandler; }, removeInternal: function(key) { var that = this; return new WinJS.Promise(function (complete, error) { that._getObjectStore("readwrite").done(function (store) { var reqDelete = store.delete (key); reqDelete.onerror = that._error; reqDelete.onsuccess = function (evt) { that._notificationHandler.removed(key.toString()); complete(); }; }); }); } The removeInternal() method calls the IndexedDB delete() method to delete an item from the object store. If the item is deleted successfully then the _notificationHandler.remove() method is called. Because we are not implementing the standard IListDataAdapter remove() method, we need to notify the data source (and the ListView control bound to the data source) that an item has been removed. The way that you notify the data source is by calling the _notificationHandler.remove() method. Notice that we get the _notificationHandler in the code above by implementing another method in the IListDataAdapter interface: the setNotificationHandler() method. You can raise the following types of notifications using the _notificationHandler: · beginNotifications() · changed() · endNotifications() · inserted() · invalidateAll() · moved() · removed() · reload() These methods are all part of the IListDataNotificationHandler interface in the WinJS library. Implementing the nuke() Method I wanted to implement a method which would remove all of the items from an object store. Therefore, I created a method named nuke() which calls the IndexedDB clear() method: nuke: function () { var that = this; return new WinJS.Promise(function (complete, error) { that._getObjectStore("readwrite").done(function (store) { var reqClear = store.clear(); reqClear.onerror = that._error; reqClear.onsuccess = function (evt) { that._notificationHandler.reload(); complete(); }; }); }); } Notice that the nuke() method calls the _notificationHandler.reload() method to notify the ListView to reload all of the items from its data source. Because we are implementing a custom method here, we need to use the _notificationHandler to send an update. Using the IndexedDbDataSource To illustrate how you can use the IndexedDbDataSource, I created a simple task list app. You can add new tasks, delete existing tasks, and nuke all of the tasks. You delete an item by selecting an item (swipe or right-click) and clicking the Delete button. Here’s the HTML page which contains the ListView, the form for adding new tasks, and the buttons for deleting and nuking tasks: <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>DataSources</title> <!-- WinJS references --> <link href="//Microsoft.WinJS.1.0.RC/css/ui-dark.css" rel="stylesheet" /> <script src="//Microsoft.WinJS.1.0.RC/js/base.js"></script> <script src="//Microsoft.WinJS.1.0.RC/js/ui.js"></script> <!-- DataSources references --> <link href="indexedDb.css" rel="stylesheet" /> <script type="text/javascript" src="indexedDbDataSource.js"></script> <script src="indexedDb.js"></script> </head> <body> <div id="tmplTask" data-win-control="WinJS.Binding.Template"> <div class="taskItem"> Id: <span data-win-bind="innerText:id"></span> <br /><br /> Name: <span data-win-bind="innerText:name"></span> </div> </div> <div id="lvTasks" data-win-control="WinJS.UI.ListView" data-win-options="{ itemTemplate: select('#tmplTask'), selectionMode: 'single' }"></div> <form id="frmAdd"> <fieldset> <legend>Add Task</legend> <label>New Task</label> <input id="inputTaskName" required /> <button>Add</button> </fieldset> </form> <button id="btnNuke">Nuke</button> <button id="btnDelete">Delete</button> </body> </html> And here is the JavaScript code for the TaskList app: /// <reference path="//Microsoft.WinJS.1.0.RC/js/base.js" /> /// <reference path="//Microsoft.WinJS.1.0.RC/js/ui.js" /> function init() { WinJS.UI.processAll().done(function () { var lvTasks = document.getElementById("lvTasks").winControl; // Bind the ListView to its data source var tasksDataSource = new DataSources.IndexedDbDataSource("TasksDB", 1, "tasks", upgrade); lvTasks.itemDataSource = tasksDataSource; // Wire-up Add, Delete, Nuke buttons document.getElementById("frmAdd").addEventListener("submit", function (evt) { evt.preventDefault(); tasksDataSource.beginEdits(); tasksDataSource.insertAtEnd(null, { name: document.getElementById("inputTaskName").value }).done(function (newItem) { tasksDataSource.endEdits(); document.getElementById("frmAdd").reset(); lvTasks.ensureVisible(newItem.index); }); }); document.getElementById("btnDelete").addEventListener("click", function () { if (lvTasks.selection.count() == 1) { lvTasks.selection.getItems().done(function (items) { tasksDataSource.remove(items[0].data.id); }); } }); document.getElementById("btnNuke").addEventListener("click", function () { tasksDataSource.nuke(); }); // This method is called to initialize the IndexedDb database function upgrade(evt) { var newDB = evt.target.result; newDB.createObjectStore("tasks", { keyPath: "id", autoIncrement: true }); } }); } document.addEventListener("DOMContentLoaded", init); The IndexedDbDataSource is created and bound to the ListView control with the following two lines of code: var tasksDataSource = new DataSources.IndexedDbDataSource("TasksDB", 1, "tasks", upgrade); lvTasks.itemDataSource = tasksDataSource; The IndexedDbDataSource is created with four parameters: the name of the database to create, the version of the database to create, the name of the object store to create, and a function which contains code to initialize the new database. The upgrade function creates a new object store named tasks with an auto-increment property named id: function upgrade(evt) { var newDB = evt.target.result; newDB.createObjectStore("tasks", { keyPath: "id", autoIncrement: true }); } The Complete Code for the IndexedDbDataSource Here’s the complete code for the IndexedDbDataSource: (function () { /************************************************ * The IndexedDBDataAdapter enables you to work * with a HTML5 IndexedDB database. *************************************************/ var IndexedDbDataAdapter = WinJS.Class.define( function (dbName, dbVersion, objectStoreName, upgrade, error) { this._dbName = dbName; // database name this._dbVersion = dbVersion; // database version this._objectStoreName = objectStoreName; // object store name this._upgrade = upgrade; // database upgrade script this._error = error || function (evt) { console.log(evt.message); }; }, { /******************************************* * IListDataAdapter Interface Methods ********************************************/ getCount: function () { var that = this; return new WinJS.Promise(function (complete, error) { that._getObjectStore().then(function (store) { var reqCount = store.count(); reqCount.onerror = that._error; reqCount.onsuccess = function (evt) { complete(evt.target.result); }; }); }); }, itemsFromIndex: function (requestIndex, countBefore, countAfter) { var that = this; return new WinJS.Promise(function (complete, error) { that.getCount().then(function (count) { if (requestIndex >= count) { return WinJS.Promise.wrapError(new WinJS.ErrorFromName(WinJS.UI.FetchError.doesNotExist)); } var startIndex = Math.max(0, requestIndex - countBefore); var endIndex = Math.min(count, requestIndex + countAfter + 1); that._getObjectStore().then(function (store) { var index = 0; var items = []; var req = store.openCursor(); req.onerror = that._error; req.onsuccess = function (evt) { var cursor = evt.target.result; if (index < startIndex) { index = startIndex; cursor.advance(startIndex); return; } if (cursor && index < endIndex) { index++; items.push({ key: cursor.value[store.keyPath].toString(), data: cursor.value }); cursor.continue(); return; } results = { items: items, offset: requestIndex - startIndex, totalCount: count }; complete(results); }; }); }); }); }, insertAtEnd:function(unused, data) { var that = this; return new WinJS.Promise(function (complete, error) { that._getObjectStore("readwrite").done(function(store) { var reqAdd = store.add(data); reqAdd.onerror = that._error; reqAdd.onsuccess = function (evt) { var reqGet = store.get(evt.target.result); reqGet.onerror = that._error; reqGet.onsuccess = function (evt) { var newItem = { key:evt.target.result[store.keyPath].toString(), data:evt.target.result } complete(newItem); }; }; }); }); }, setNotificationHandler: function (notificationHandler) { this._notificationHandler = notificationHandler; }, /***************************************** * IndexedDbDataSource Method ******************************************/ removeInternal: function(key) { var that = this; return new WinJS.Promise(function (complete, error) { that._getObjectStore("readwrite").done(function (store) { var reqDelete = store.delete (key); reqDelete.onerror = that._error; reqDelete.onsuccess = function (evt) { that._notificationHandler.removed(key.toString()); complete(); }; }); }); }, nuke: function () { var that = this; return new WinJS.Promise(function (complete, error) { that._getObjectStore("readwrite").done(function (store) { var reqClear = store.clear(); reqClear.onerror = that._error; reqClear.onsuccess = function (evt) { that._notificationHandler.reload(); complete(); }; }); }); }, /******************************************* * Private Methods ********************************************/ _ensureDbOpen: function () { var that = this; // Try to get cached Db if (that._cachedDb) { return WinJS.Promise.wrap(that._cachedDb); } // Otherwise, open the database return new WinJS.Promise(function (complete, error, progress) { var reqOpen = window.indexedDB.open(that._dbName, that._dbVersion); reqOpen.onerror = function (evt) { error(); }; reqOpen.onupgradeneeded = function (evt) { that._upgrade(evt); that._notificationHandler.invalidateAll(); }; reqOpen.onsuccess = function () { that._cachedDb = reqOpen.result; complete(that._cachedDb); }; }); }, _getObjectStore: function (type) { type = type || "readonly"; var that = this; return new WinJS.Promise(function (complete, error) { that._ensureDbOpen().then(function (db) { var transaction = db.transaction(that._objectStoreName, type); complete(transaction.objectStore(that._objectStoreName)); }); }); }, _get: function (key) { return new WinJS.Promise(function (complete, error) { that._getObjectStore().done(function (store) { var reqGet = store.get(key); reqGet.onerror = that._error; reqGet.onsuccess = function (item) { complete(item); }; }); }); } } ); var IndexedDbDataSource = WinJS.Class.derive( WinJS.UI.VirtualizedDataSource, function (dbName, dbVersion, objectStoreName, upgrade, error) { this._adapter = new IndexedDbDataAdapter(dbName, dbVersion, objectStoreName, upgrade, error); this._baseDataSourceConstructor(this._adapter); }, { nuke: function () { this._adapter.nuke(); }, remove: function (key) { this._adapter.removeInternal(key); } } ); WinJS.Namespace.define("DataSources", { IndexedDbDataSource: IndexedDbDataSource }); })(); Summary In this blog post, I provided an overview of how you can create a new data source which you can use with the WinJS library. I described how you can create an IndexedDbDataSource which you can use to bind a ListView control to an IndexedDB database. While describing how you can create a custom data source, I explained how you can implement the IListDataAdapter interface. You also learned how to raise notifications — such as a removed or invalidateAll notification — by taking advantage of the methods of the IListDataNotificationHandler interface.

    Read the article

  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

    Read the article

  • How to store an object in Riak with the Java client?

    - by Jonas
    I have setup Riak on a Ubuntu machine, and it seam to work if I do riak ping. Now I would like to use the Riak Java client to store an object, but it doesn't work. I get com.basho.riak.client.response.RiakIORuntimeException when I try to store an object. What am I doing wrong? Is there a way to test if I can access riak from my java client? Do I have to create a Bucket first? how? import com.basho.riak.client.RiakClient; import com.basho.riak.client.RiakObject; import com.basho.riak.client.response.FetchResponse; public class RiakTest { public static void main(String[] args) { // connect RiakClient riak = new RiakClient("http://192.168.1.107:8098/riak"); // create object RiakObject o = new RiakObject("mybucket", "mykey", "myvalue"); // store riak.store(o); } }

    Read the article

  • How to detect the active iTunes store on the iPhone/iPod Touch/iPad?

    - by Paul
    I'd like to be able to determine which store the user connects to from inside my app, so that I can direct them to some appropriate content for their device AND store. Does anyone know how to get this information? Basically, if the user is in the UK, and connects to the UK store, I want my function/method to return GB, if in Korea, I want KR, Australia = AU etc. Any help would be appreciated.

    Read the article

  • Hands-on: Ubuntu One music store will rock in Lucid Lynx

    <b>ars Technica:</b> "Canonical, the company behind the Ubuntu Linux distribution, has announced the official launch of the Ubuntu One music store. Integrated into the Rhythmbox music player in the upcoming Ubuntu 10.04 release, the store allows users to purchase downloadable songs and albums."

    Read the article

  • Workshop de desarrollo de aplicaciones Windows Store

    - by MarianoS
    La semana próxima con mi compañero de Lagash, RodoF, estaremos dando un Workshop de desarrollo de aplicaciones Windows Store en el MUG los dias 10, 11, y 12 de Octubre.Durante esos 3 dias haremos un repaso de la plataforma Windows 8, el diseño de aplicaciones Modern UI, y las herramientas y lenguajes que tenemos disponibles para desarrollarlas, todo esto con mucha practica.!Y como bonus al final del workshop se ofrecerá la posibilidad e subir las aplicaciones que se desarrollen al Windows Store!Aquí pueden ver el detalle del curso y registrarse.Los esperamos!!

    Read the article

  • Going Inside the Store

    - by David Dorf
    Location was the first "killer-tech" for smartphones, and innovators have found several ways to use it. For retail, apps exist to find nearby stores, provide coupons, and give directions to the front door. But once you enter the store, location-finding ceases to work. That's because your location is usually found by finding GPS satellites in they sky, and the store's roof blocks the signal. But it won't take technology long to solve that problem. The first problem to solve is a lack of indoor maps. Navteq and others provide very accurate maps of the outdoors, enabling navigation for cars and pedestrians. Micello is building a business creating digital maps of indoor locations like malls, convention centers, office buildings. They have over 500 live maps, including maps of IKEA stores. They claim it took them only four hours to create a map of the Stanford Shopping Center in Palo Alto with its 1.4 million square feet and 140 retail stores. And within stores, retailers are producing more accurate plan-o-grams. I'm always impressed watching demos of our space planning from AVT. It uses CAD software to allow you to walk the virtual store and see products on the shelves. The second problem is being able to determine location inside the store so it can be overlayed on the map. There are several goals for this endeavor. Your smartphone might direct you straight to particular products, it might summon a sales associate to your location for immediate assistance, and it might send you coupons based on the aisle you're viewing. Companies like Nearbuy, ZuluTime, and Skyhook are working to master indoor location using a combination of GPS signals, WiFi, and cell tower positioning to calculate a location. (Skyhook calls this WPS, as depicted in the chart.) Today they can usually hit 10 meters accuracy, but that number is improving all the time. When it gets inside 3 meters some the goals mentioned earlier will be in easy reach. I for one can't wait until the time my iPhone leads me directly to the sprinkler heads in Lowes and Home Depot.

    Read the article

  • Is it wise to store a big lump of json on a database row

    - by Ieyasu Sawada
    I have this project which stores product details from amazon into the database. Just to give you an idea on how big it is: [{"title":"Genetic Engineering (Opposing Viewpoints)","short_title":"Genetic Engineering ...","brand":"","condition":"","sales_rank":"7171426","binding":"Book","item_detail_url":"http://localhost/wordpress/product/?asin=0737705124","node_list":"Books > Science & Math > Biological Sciences > Biotechnology","node_category":"Books","subcat":"","model_number":"","item_url":"http://localhost/wordpress/wp-content/ecom-plugin-redirects/ecom_redirector.php?id=128","details_url":"http://localhost/wordpress/product/?asin=0737705124","large_image":"http://localhost/wordpress/wp-content/plugins/ecom/img/large-notfound.png","medium_image":"http://localhost/wordpress/wp-content/plugins/ecom/img/medium-notfound.png","small_image":"http://localhost/wordpress/wp-content/plugins/ecom/img/small-notfound.png","thumbnail_image":"http://localhost/wordpress/wp-content/plugins/ecom/img/thumbnail-notfound.png","tiny_img":"http://localhost/wordpress/wp-content/plugins/ecom/img/tiny-notfound.png","swatch_img":"http://localhost/wordpress/wp-content/plugins/ecom/img/swatch-notfound.png","total_images":"6","amount":"33.70","currency":"$","long_currency":"USD","price":"$33.70","price_type":"List Price","show_price_type":"0","stars_url":"","product_review":"","rating":"","yellow_star_class":"","white_star_class":"","rating_text":" of 5","reviews_url":"","review_label":"","reviews_label":"Read all ","review_count":"","create_review_url":"http://localhost/wordpress/wp-content/ecom-plugin-redirects/ecom_redirector.php?id=132","create_review_label":"Write a review","buy_url":"http://localhost/wordpress/wp-content/ecom-plugin-redirects/ecom_redirector.php?id=19186","add_to_cart_action":"http://localhost/wordpress/wp-content/ecom-plugin-redirects/add_to_cart.php","asin":"0737705124","status":"Only 7 left in stock.","snippet_condition":"in_stock","status_class":"ninstck","customer_images":["http://localhost/wordpress/wp-content/uploads/2013/10/ecom_images/51M2vvFvs2BL.jpg","http://localhost/wordpress/wp-content/uploads/2013/10/ecom_images/31FIM-YIUrL.jpg","http://localhost/wordpress/wp-content/uploads/2013/10/ecom_images/51M2vvFvs2BL.jpg","http://localhost/wordpress/wp-content/uploads/2013/10/ecom_images/51M2vvFvs2BL.jpg"],"disclaimer":"","item_attributes":[{"attr":"Author","value":"Greenhaven Press"},{"attr":"Binding","value":"Hardcover"},{"attr":"EAN","value":"9780737705126"},{"attr":"Edition","value":"1"},{"attr":"ISBN","value":"0737705124"},{"attr":"Label","value":"Greenhaven Press"},{"attr":"Manufacturer","value":"Greenhaven Press"},{"attr":"NumberOfItems","value":"1"},{"attr":"NumberOfPages","value":"224"},{"attr":"ProductGroup","value":"Book"},{"attr":"ProductTypeName","value":"ABIS_BOOK"},{"attr":"PublicationDate","value":"2000-06"},{"attr":"Publisher","value":"Greenhaven Press"},{"attr":"SKU","value":"G0737705124I2N00"},{"attr":"Studio","value":"Greenhaven Press"},{"attr":"Title","value":"Genetic Engineering (Opposing Viewpoints)"}],"customer_review_url":"http://localhost/wordpress/wp-content/ecom-customer-reviews/0737705124.html","flickr_results":["http://localhost/wordpress/wp-content/uploads/2013/10/ecom_images/5105560852_06c7d06f14_m.jpg"],"freebase_text":"No around the web data available yet","freebase_image":"http://localhost/wordpress/wp-content/plugins/ecom/img/freebase-notfound.jpg","ebay_related_items":[{"title":"Genetic Engineering (Introducing Issues With Opposing Viewpoints), , Good Book","image":"http://localhost/wordpress/wp-content/uploads/2013/10/ecom_images/140.jpg","url":"http://localhost/wordpress/wp-content/ecom-plugin-redirects/ecom_redirector.php?id=12165","currency_id":"$","current_price":"26.2"},{"title":"Genetic Engineering Opposing Viewpoints by DAVID BENDER - 1964 Hardcover","image":"http://localhost/wordpress/wp-content/uploads/2013/10/ecom_images/140.jpg","url":"http://localhost/wordpress/wp-content/ecom-plugin-redirects/ecom_redirector.php?id=130","currency_id":"AUD","current_price":"11.99"}],"no_follow":"rel=\"nofollow\"","new_tab":"target=\"_blank\"","related_products":[],"super_saver_shipping":"","shipping_availability":"","total_offers":"7","added_to_cart":""}] So the structure for the table is: asin title details (the product details in json) Will the performance suffer if I have to store like 10,000 products? Is there any other way of doing this? I'm thinking of the following, but the current setup is really the most convenient one since I also have to use the data on the client side: store the product details in a file. So something like ASIN123.json store the product details in one big file. (I'm guessing it will be a drag to extract data from this file) store each of the fields in the details in its own table field Thanks in advance!

    Read the article

  • Secure Store Service Application not available in SharePoint 2010 Standard

    - by Haseeb Akhtar
    We have migrated from SharePoint 2010 foundation to SharePoint 2010 standard. Now, the problem is we are looking for Secure Store Service on 'Services on Server' page in Central Administration, but we didn't see it. We have another server where SharePoint 2010 standard is installed and there we can see Secure Store Service available. Please let me know what needs to be done for the same. Thanks in Advance

    Read the article

  • Saw a Windows Popup store in Galleria, St. Louis

    - by Kevin Shyr
    It was on first floor near the Apple store (Apple store is on 2nd floor).  But since I was with wife and kids, I didn't linger...Mary Jo Foley, as always, had the scoop:  http://www.zdnet.com/microsoft-goes-public-with-plans-for-32-holiday-pop-up-stores-7000003986/Now the question is whether to wait for the intel-based one; I guess the question before that one is whom I'm getting this tablet for.Still sworn off smartphone...

    Read the article

  • AdvanceTimePolicy and Point Event Streams In StreamInsight.

    There are a number of ways to issues CTIs (Current Time Increments) into your StreamInsight streams but a quite useful way is to do it declaratively on your source factory like this public AdapterAdvanceTimeSettings DeclareAdvanceTimeProperties<TPayload>(InputConfig configInfo, EventShape eventShape) {     return new AdapterAdvanceTimeSettings(         new AdvanceTimeGenerationSettings(configInfo.CtiFrequency, TimeSpan.FromTicks(-1)),         AdvanceTimePolicy.Adjust); } This will issue a CTI after every event and allows no delay (for delayed events) by stamping the CTI with the timestamp of the last event minus 1 tick. The very last statement "AdvanceTimePolicy.Adjust" tells the adapter what to do with events that violate the policy (arrive late).  From BOL "Events that violate the inserted CTI are moved in time if their lifetime overlaps with the CTI timestamp. That is, the start timestamp of the events is set to the most recent CTI timestamp, which renders those events valid. If both start and end time of an event fall before the CTI timestamp, then the event is dropped." This means that if you are using this method of inserting CTIs for a Point event stream and have specified "AdvanceTimePolicy.Adjust" for the violation policy, this setting will be ignored and instead it will use "AdvanceTimePolicy.Drop" because a Point event can never straddle a CTI.

    Read the article

  • Ethics of soliciting App store app reviews?

    - by hotpaw2
    I see more than a few developers soliciting 5-star ratings and good reviews for their App store apps, in their blogs, websites, app store descriptions, even dialogs that pop-up in the app after you've used them for awhile. What do people consider to be the ethical guidelines regarding such review and ratings solicitations? What's over the line? (Besides obviously evil stuff, such as paying to have someone forge multiple negative reviews about your competitor's apps, etc.)

    Read the article

  • Start Time & Calculated Column Wonkiness in a SharePoint Event Calendar

    - by _zekeMouseOver
    I was creating some custom rollups on some of our event calendars and came across a very odd bug when trying to grab only the date component of the built-in Start Time field. One's first inclination will be to create a calculated column and give it the formula... =[Start Time]... and then assign its output type to be "Date Only." This works well until a user adds an All Day Event. For reasons unexplainable, the All Day Event flag causes your =[Start Time] to display the date minus one day. Here is an example of this in action:  Start Date and Time, Duration, Start Date Value and Start Day are all calculated fields. Notice how the Start Date and Time (=[Start Time]) is reporting 6:00PM of the previous day. The Start Date Value (=[Start Time] - Output Type: Number) confirms this (.75 = 6:00 PM.) Curiously enough, the Duration (=[End Time]-[Start Time]) is properly reporting the duration between 12:00AM and 11:59PM. Why? I don't know. Perhaps it's somehow bound to the regional settings on the site, but I'm not interested in changing a global site setting for the sake of one calculated field.With this information at our disposal, our calculated column to display the date part of the start date needs to be modified to add one day to the [Start Time] field if an All Day Event is selected. To determine this, we use the Duration above to assume the item is an all-day event and change our formula to be:=IF(TEXT(([End Time]-[Start Time])-TRUNC(([End Time]-[Start Time]),0),"0.000000000")="0.999305556",[Start Time] + 1, [Start Time])This will work, but what happens when the user de-selects the "All Day Event" checkbox? The duration stays the same, but all other values begin reporting the correct time: Since our formula above is strictly based on an expected duration, it will add one to the correct date, causing the date 5/11/2010 to appear. Notice though that the raw value of the start time (in this case) is a non-fractional number (40,308) whereas the all-day event was being represented as 6:00 PM (.75) of the previous day. We can use this to add one more nested branch of logic to our calculation:=IF(TEXT(([End Time]-[Start Time])-TRUNC(([End Time]-[Start Time]),0),"0.000000000")="0.999305556",IF([Start Time]=ROUND([Start Time],0),[Start Time],[Start Time]+1),[Start Time]) I feel somewhat... dirty about having to resort to this kind of calculation in what SHOULD have been a simple =[Start Time] to extract the date part of the Start Time field, but there you have it. Make sure to shower extra longer after having used it.

    Read the article

  • Silverlight MouseLeftButtonDown event not firing

    - by Matt
    For the life of me, I can not get this to work. I can get MouseEnter, MouseLeave, and Click events to fire, but not MouseLeftButtonDown or MouseLeftButtonUp. Here's my XAML <UserControl x:Class="Dive.Map.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" > <Canvas x:Name="LayoutRoot" MouseLeftButtonDown="LayoutRoot_MouseLeftButtonDown"> <Button x:Name="btnTest" Content="asdf" Background="Transparent" MouseLeftButtonDown="btnTest_MouseLeftButtonDown"></Button> </Canvas> </UserControl> And here's my code public partial class MainPage : UserControl { public MainPage() { InitializeComponent(); } private void btnTest_MouseLeftButtonDown( object sender, MouseButtonEventArgs e ) { btnTest.Content = DateTime.Now.ToString(); } private void LayoutRoot_MouseLeftButtonDown( object sender, MouseButtonEventArgs e ) { e.Handled = false; } } What am I doing wrong?

    Read the article

  • Event taps: Varying results with CGEventPost, kCGSessionEventTap, kCGAnnotatedSessionEventTap, CGEve

    - by kevingessner
    I'm running into a thorny problem with posting an event from an event tap. I'm tapping for NSSystemDefined at kCGHIDEventTap, then replacing the event with a new one. The problem I'm running in to is that depending on how I post the event, it's being seen only by some applications. My test applications are Opera, Firefox, Quicksilver, and Xcode. Here are the different techniques I've tried within my event tap callback, with results. I'm expecting an action (the "correct response") from each app; "system beep" means the nothing-is-bound-to-that-key system sound. Create a new event, and return it from the callback. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep Create a new event, post to kCGSessionEventTap with CGEventPost, return null. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep Create a new event, post to kCGAnnotatedSessionEventTap with CGEventPost, return null. Opera: correct response, Firefox: correct response, Quicksilver: no response/system beep, Xcode: no response/system beep Create a new event, post with CGEventTapPostEvent, return null. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep Create a new event, post to kCGSessionEventTap with CGEventPost, and return new event. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep Create a new event, post to kCGAnnotatedSessionEventTap with CGEventPost, and return new event. Opera: correct response and system beep, Firefox: correct response and system beep, Quicksilver: correct response and system beep, Xcode: no response/double system beep Create a new event, post with CGEventTapPostEvent, and return new event. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep (6) is the best, but users are complaining about the extra system beep on correct responses, which I'm guessing is coming from the double-posting of the event. I'm not sure of other combinations to try, or where else to look. Can anyone offer any guidance? Is there any way to get the results of both returning the event from my callback and posting to the annotated tap without doing both? Sorry for the lengthy question; I've been doing a lot of experimenting. Thanks in advance Update: this is the code I use to create the event tap: CFMachPortRef eventTap; eventTap = CGEventTapCreate(kCGHIDEventTap, kCGHeadInsertEventTap, 0,CGEventMaskBit(NX_SYSDEFINED) | (1 << kCGEventKeyDown) | (1 << kCGEventKeyUp), myCGEventCallback, (void *)hidEventQueue);

    Read the article

  • Click event keeps firing

    - by Ben Shelock
    I have absolutely no idea why this is happening but the following code seems to be executed a huge ammount of times in all browsers. $('#save_albums').click(function(){ for(var i = 1; i <= 5; i++){ html = $('#your_albums ol li').eq(i).html(); alert(html); } }); Looks fairly innocent to me... Here's the code in it's entirety $(function(){ $('#query').keyup(function(){ var text = encodeURI($(this).val()); if(text.length > 3){ $('#results').load('search.php?album='+text, function(){ $('.album').hover(function(){ $(this).css('outline', '1px solid black') },function(){ $(this).css('outline', 'none') }); $('.album').click(function(){ $('#fores').remove(); $('#yours').show(); if($('#your_albums ol li').length <= 4){ albumInfo = '<li><div class="album">' + $(this).html() + '</div></li>'; if($('#your_albums ol li').length >= 1){ $('#your_albums ol li').last().after(albumInfo); } else{ $('#your_albums ol').html(albumInfo); } } else{ alert('No more than 5 please'); } }); $('#clear_albums').click(function(e){ e.preventDefault; $('#your_albums ol li').remove(); }); $('#save_albums').click(function(){ for(var i = 1; i <= 5; i++){ html = $('#your_albums ol li').eq(i).html(); alert(html); } }); }); } else{ $('#results').text('Query must be more than 3 characters'); } }); });

    Read the article

< Previous Page | 13 14 15 16 17 18 19 20 21 22 23 24  | Next Page >