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  • php : get file content and store file in particular folder

    - by Sanjay
    hi , i am getting file content from file_get_content funtion in php. and want to store that file in particular folder. how could i store that file in particular folder. $image = file_get_contents('http://www.affiliatewindow.com/logos/1961/logo.gif'); i want to save this image in particular folder. any idea abt it?

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  • How do I force specific permissions for new files/folders on Linux file server?

    - by humble_coder
    I'm having an issue with my install of Ubuntu 9.10 (file server) and its samba permissions. Logging in and reading works fine. However, creation of new directories by users restricts access for other users. For instance, if Bob (Windows user who maps the drive) creates a folder in the directory, Jane (Mac user that simply smb mounts) can read from it, but can't write to it -- and vice versa. I then must go CHMOD 777 the directory for everyone to be happy. I've tried editing the "create/directory mask", and "force" options in the smb.conf file but this doesn't seem to help. I'm about to resort to CRONTABing a recursive chmod routine, although I'm sure this isn't the fix. How do I get all new items to always be 777? Does anyone have any suggestions to fix this ever-occurring situation? Best

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  • Resuming File Downloads in Ruby on Rails

    - by jaycode
    Hi, this has been asked here: http://stackoverflow.com/questions/1840413/resuming-file-downloads-in-ruby-on-rails-range-header-support But there was no answer. I am having similar problem, could anybody help, please? Thanks before. Alright I am getting close. Seems like I need to setup header Content-Length or Content-Range, as described here: http://www.w3.org/Protocols/rfc2616/rfc2616-sec14.html#sec14.13. Haven't got an idea how. Anybody knows? Jay response.header["Content-Range"] = "20000-#{size}" send_file "#{Dir.pwd}/products/filename.zip", :type => 'application/zip', :size => (size - 20000) doesn't work

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  • NoSQL as file meta database

    - by fga
    I am trying to implement a virtual file system structure in front of an object storage (Openstack). For availability reasons we initially chose Cassandra, however while designing file system data model, it looked like a tree structure similar to a relational model. Here is the dilemma for availability and partition tolerance we need NoSQL, but our data model is relational. The intended file system must be able to handle filtered search based on date, name etc. as fast as possible. So what path should i take? Stick to relational with some indexing mechanism backed by 3 rd tools like Apache Solr or dig deeper into NoSQL and find a suitable model and database satisfying the model? P.S: Currently from NoSQL Cassandra or MongoDB are choices proposed by my colleagues.

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  • How to organize my site's file system properly?

    - by Wolfpack'08
    Doing some reading on Stack Overflow, I've found a lot of information suggesting that proper organization of a file system is crucial to a well-written web app. One of the key pieces of evidence is high-frequency references to "separation of concerns" in questions related to keeping programs organized. Now, I've found some information on organizing file systems (Filesystem Hierarchy Standard) from 2004. It raises only two concerns: first, the standard's a bit dated, so I believe it may be possible to do better given the changes in technology over the past 8 years; second, and most important, my application is very small compared to an entire Linux distro. I think that the file system should be organized very differently because of that. Here's what I'm looking at, currently: /scripts, /databases, /www -> /dev, /production -> login, router, admin pages, /sites -> content types, static pages /modules, /includes, /css, /media -> /module-specific-media

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  • Does this file format exist?

    - by Jon Chase
    Is there a file format that handles the following use case... I'd like to create a tar file (or whatever - I'm just using tar here b/c it's a well known file format for containing multiple files) that would be usable even if I only had access to specific chunks of said file. For example, say I tar up my mp3 and photo collection into a 100GB tar file, then put the file into some long term storage somewhere. Later, I want to access a specific mp3 file. I don't want to download the entire 100GB tar file just to get to one mp3. In fact, let's say I can't download the entire 100GB tar file. Instead, I'd like to say "give me megabytes 10 through 19 of the 100GB tar file" and then have the mp3 magically extracted from those 10 megabytes. Does a file format like this exist?

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  • Foremost custom file type not accepted by -t argument

    - by Channel72
    I'm trying to recover a deleted file on an ext3 file system using the foremost utility. The file I want to recover is a hpp C++ source code file. However, foremost does not automatically support the hpp file extension, so I have to add it to the config file. So, following the instructions on the man page, I add the following line to the config file: hpp n 50000 include include ASCII Then I run foremost as follows: $foremost -v -T -t hpp -i /dev/md0 -o /home/recover/ Instead of doing anything, it just displays the help message. If I change the hpp to htm or jpg, it works. So apparently foremost isn't accepting the custom file type I added into the config file. But I've looked over this dozens of times now, and I can't see what I'm doing wrong. I'm following the instructions exactly. Why doesn't foremost recognize the new file type I added to the config file?

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  • Virtual Machine Manager Error - Error determing default hypervisor

    - by dallasclark
    I have Fedora 11 and trying to get Xen working (which I think it is already) but the Virtual Machine Manager cannot find the hypervisor. When starting Virtual Machine Manager, I receive the following error Error determining default hypervisor. Could not populate a default connection. Make sure the appropriate virtualization packages are installed (kvm, qemu, etc.) and that libvirtd has been restarted to notice the change. A hypervisor connection can be manually added via File - Add Connection I've restarted libvirtd a few times and tried connecting manually but can't work it out. Some useful information: # lsof | grep xen libvirtd 2962 root mem REG 253,0 19776 13379 /usr/lib/libxenstore.so.3.0.0 # service libvirtd status libvirtd (pid 2962) is running...

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  • "Mem Usage" higher than "VM Size" in WinXP Task Manager

    - by Frederick
    In my Windows XP Task Manager, some processes display a higher value in the Mem Usage column than the VMSize. My Firefox instance, for example shows 111544 K as mem usage and 100576 K as VMSize. According to the help file of Task Manager Mem Usage is the working set of the process and VMSize is the committed memory in the Virtual address space. My question is, if the number of committed pages for a process is A and the number of pages in physical memory for the same process is B, shouldn't it always be B = A? Isn't the number of pages in physical memory per process a subset of the committed pages? Or is this something to do with sharing of memory among processes? Please explain. (Perhaps my definition of 'Working Set' is off the mark). Thanks.

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  • Blackberry custom slideshow-style BitmapField manager

    - by Diego Tori
    Right now, I'm trying to figure out how to implement the following: Suppose I have a custom Manager that has about 10 or so BitmapFields layed out in a horizontal manner (similar to a slideshow contained in a HFM ) . What I want to achieve is to be able to move the image HFM via touchEvent horizontally, where a BitmapField would take focus on the left-hand side of the custom Manager. In other words, will I have to give a value to setHorizontalScroll and if so, is it a matter of just incrementing that value when the user makes a left or right touch event. Also, how can I get the focus of a Field within a given position on the screen (i.e. the left-most Field on the HFM) when the HFM is scrolling sideways via touchEvent?

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  • Caching for a Custom Repositiory Adapter for WebSphere Portal Virtual Member Manager

    - by Spike Williams
    I'm looking at writing a custom repository adapter to interact with Virtual Member Manager on WebSphere Portal 6.1. Basically, its a layer that takes a request in the form of a commonj.sco.DataObject and passes that on to an external web service, to get various information on our logged in users that is not otherwise available in LDAP. I'm concerned about the performance hit of going to a service every time we want to pull some permission from the back end. My question is, can the Virtual Member Manager handle caching of data going in and out of the custom repository adapters, or is that something I'm going to have to build into the adapter myself?

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  • Error with SQL Server Setup 2012 on Windows 2012

    - by Jeff
    I am trying to install SQL Server on Windows 2012. I was able to finally get the wizard up and running after making some changes on the server, but now it fails no matter what I do with the following error: TITLE: SQL Server Setup failure. SQL Server Setup has encountered the following error: There is an error in XML document (108, 148).. For help, click: http://go.microsoft.com/fwlink?LinkID=20476&ProdName=Microsoft%20SQL%20Server&EvtSrc=setup.rll&EvtID=50000&EvtType=0x066FCAFD%25400x5539C151 LinkID: 20476 Product Name: Microsoft SQL Server Message Source setup.rll Message ID: 50000 EvtType: 0x066FCAFD%400x5539C151 What I've tried: Installing from commandline with /q Result from CL installation: Error result: -2147467259 Result facility code: 0 Result error code: 16389 Please review the summary.txt log for further details The Verbose CL installation reveals: Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_1033: NotInstalled Sco: File 'C:\SQL Install\1036_FRA_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\1036_FRA_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_1036: NotInstalled Sco: File 'C:\SQL Install\1040_ITA_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\1040_ITA_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_1040: NotInstalled Sco: File 'C:\SQL Install\1041_JPN_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\1041_JPN_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_1041: NotInstalled Sco: File 'C:\SQL Install\1042_KOR_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\1042_KOR_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_1042: NotInstalled Sco: File 'C:\SQL Install\1046_PTB_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\1046_PTB_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_1046: NotInstalled Sco: File 'C:\SQL Install\1049_RUS_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\1049_RUS_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_1049: NotInstalled Sco: File 'C:\SQL Install\2052_CHS_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\2052_CHS_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_2052: NotInstalled Sco: File 'C:\SQL Install\3082_ESN_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\3082_ESN_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_3082: NotInstalled Sco: File 'C:\SQL Install\1053_SVE_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Sco: File 'C:\SQL Install\1053_SVE_LP\x64\setup\x64\sql_bids_loc.msi' does not exist Package ID sql_bids_loc_Cpu64_1053: NotInstalled Sco: File 'C:\SQL Install\x64\setup\x64\sql_ssms.msi' does not exist Sco: File 'C:\SQL Install\x64\setup\x64\sql_ssms.msi' does not exist Package ID sql_ssms_Cpu64: NotInstalled Sco: File 'C:\SQL Install\1028_CHT_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1028_CHT_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1028: NotInstalled Sco: File 'C:\SQL Install\1031_DEU_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1031_DEU_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1031: NotInstalled Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1033: NotInstalled Sco: File 'C:\SQL Install\1036_FRA_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1036_FRA_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1036: NotInstalled Sco: File 'C:\SQL Install\1040_ITA_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1040_ITA_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1040: NotInstalled Sco: File 'C:\SQL Install\1041_JPN_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1041_JPN_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1041: NotInstalled Sco: File 'C:\SQL Install\1042_KOR_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1042_KOR_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1042: NotInstalled Sco: File 'C:\SQL Install\1046_PTB_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1046_PTB_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1046: NotInstalled Sco: File 'C:\SQL Install\1049_RUS_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1049_RUS_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1049: NotInstalled Sco: File 'C:\SQL Install\2052_CHS_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\2052_CHS_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_2052: NotInstalled Sco: File 'C:\SQL Install\3082_ESN_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\3082_ESN_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_3082: NotInstalled Sco: File 'C:\SQL Install\1053_SVE_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Sco: File 'C:\SQL Install\1053_SVE_LP\x64\setup\x64\sql_ssms_loc.msi' does not exist Package ID sql_ssms_loc_Cpu64_1053: NotInstalled Sco: File 'C:\SQL Install\x64\setup\sql_common_core_msi\x64\sql_common_core.msi' does not e Sco: File 'C:\SQL Install\x64\setup\sql_common_core_msi\x64\sql_common_core.msi' does not e Package ID sql_common_core_Cpu64: NotInstalled Sco: File 'C:\SQL Install\1028_CHT_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1028_CHT_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1028: NotInstalled Sco: File 'C:\SQL Install\1031_DEU_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1031_DEU_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1031: NotInstalled Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1033: NotInstalled Sco: File 'C:\SQL Install\1036_FRA_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1036_FRA_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1036: NotInstalled Sco: File 'C:\SQL Install\1040_ITA_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1040_ITA_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1040: NotInstalled Sco: File 'C:\SQL Install\1041_JPN_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1041_JPN_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1041: NotInstalled Sco: File 'C:\SQL Install\1042_KOR_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1042_KOR_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1042: NotInstalled Sco: File 'C:\SQL Install\1046_PTB_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1046_PTB_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1046: NotInstalled Sco: File 'C:\SQL Install\1049_RUS_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1049_RUS_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1049: NotInstalled Sco: File 'C:\SQL Install\2052_CHS_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\2052_CHS_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_2052: NotInstalled Sco: File 'C:\SQL Install\3082_ESN_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\3082_ESN_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_3082: NotInstalled Sco: File 'C:\SQL Install\1053_SVE_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Sco: File 'C:\SQL Install\1053_SVE_LP\x64\setup\sql_common_core_loc_msi\x64\sql_common_core Package ID sql_common_core_loc_Cpu64_1053: NotInstalled Sco: File 'C:\Users\Administrator\AppData\Local\Temp\2\SQL Server 2012\Setup\1033_ENU_LP\x6 lSupport.msi' does not exist Sco: File 'C:\Users\Administrator\AppData\Local\Temp\2\SQL Server 2012\Setup\1033_ENU_LP\x6 lSupport.msi' does not exist Package ID SqlSupport_Cpu64: NotInstalled Sco: File 'C:\SQL Install\redist\watson\x86\dw20shared.msi' does not exist Sco: File 'C:\SQL Install\redist\watson\x86\dw20shared.msi' does not exist Package ID WatsonX86_Cpu32: NotInstalled Package ID sqlncli_Cpu64: NotInstalled Package ID SqlLocalDB_Cpu64: NotInstalled Package ID SqlLocalDB_CTP3_Cpu64: NotInstalled Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\x86\SSDTStub.msi' does not exist Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\x86\SSDTStub.msi' does not exist Package ID SSDTStub_Cpu32: NotInstalled Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\x86\SSDTDBSvcExternals.msi' does not exist Sco: File 'C:\SQL Install\1033_ENU_LP\x64\setup\x86\SSDTDBSvcExternals.msi' does not exist What does this mean?

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  • Need a solution to store images (1 billion, 1000,000,000) which users will upload to a website via php or javascript upload [on hold]

    - by wish_you_all_peace
    I need a solution to store images (1 billion) which users will upload to a website via PHP or Javascript upload (website will have 1 billion page views a month using Linux Debian distros) assuming 20 photos per user maximum (10 thumbnails of size 90px by 90px and 10 large, script resized images of having maximum width 500px or maximum height 500px depending on shape of image, meaning square, rectangle, horizontal, vertical etc). Assume this to be a LEMP-stack (Linux Nginx MySQL PHP) social-media or social-matchmaking type application whose content will be text and images. Since everyone knows storing tons of images (website users uploaded images in this case) are bad inside a single directory or NFS etc, please explain all the details about the architecture and configuration of the entire setup of storage solution, to store 1 billion images on any method you recommend (no third-party cloud storage like S3 etc. It has to be within the private data center using our own hardware and resources.). The solution has to include both the storage solution and organizing the images uploaded by users. How will we organize the users images if a single user will not have more than 20 images (10 thumbs and 10 large of having either width or height 500px)? Please consider that this has to be organized in a structural way so we can fetch a single user's images via PHP/Javascript or API programmatically through some type of user's unique identifier(s).

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  • Windows 8 Task Manager

    - by Daniel Moth
    If you are a user of Task Manager (btw, make sure you've read my Task Manager shortcut tips), you must read the blog post on the overhaul coming to Task Manager in Windows 8 – coo stuff! Also, long time readers of my blog will know that back in 2008 I wrote about Windows Vista and Windows 7 number_of_cores support, and in 2009 I shared a widely borrowed screenshot of Task Manager from one of our 128-core machines. So I was excited to just read on the Windows 8 blog that Windows 8 will support up to 640 cores. They shared a screenshot of a 160-core machine, so there goes my record ;-) Comments about this post by Daniel Moth welcome at the original blog.

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  • Project Management, Developer being project managers manager

    - by marabutt
    I am in the planning stages of a project and am looking to hire a project manager. I want be doing some coding and keeping an eye on all parts of the project but feel a project manager will get better results than I could. I can project manage the project and not code and hire another coder or code myself and hire a project manager. I am worried that the project manager will fell impeded by having the project owner as part of the development team. If I run the project, the team might fall apart causing the project to fail. To stick within budget, I have to be involved in one capacity or another. Does anyone have experience with this situation or suggestions?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. 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  • Oracle Enterprise Manager Ops Center 12c is now available for download at Oracle technology Network

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