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  • What to do if I hate C++ header files?

    - by BlaXpirit
    I was always confused about header files. They are so strange: you include .h file which doesn't include .cpp but .cpp are somehow compiled too. NOTE: I UNDERSTAND EVERYTHING ABOUT THE HEADERS, PLEASE DON'T TELL ME I'M STUPID OR SHOULD USE OTHER LANGUAGE Recently I joined a team project, and of course, both .h and .cpp are used. I understand that this is very important, but I can't live with copy-pasting every function declaration in each of multiple classes we have. How do I handle the 2-file convention efficiently? Are there any tools to help with that, or automatically change one file that looks like example below to .h and .cpp? (specifically for MS VC++ 2010) class A { ... Type f(Type a,Type b) { //implementation here, not in another file! } ... }; Type f(Type a) { //implementation here } ...

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  • I cannot log in after theme change

    - by sssuizaaa
    After changing the gtk-theme in the gnome tweak took I was taken out of the session to the login screen and now I cannot log in. I can only log in using the guest account. So in the grub menu I selected the recovery mode and in the resulting menu I selected root-drop to root shell prompt. Once there I did a couple of things I've found in several pages and in the forums. 1.gsettings reset org.gnome.desktop.interface gtk-theme This is what I got: (process:642):WARNING: Command line 'dbus-launch –autolunch=4438d024dd45ef7fb2d3f4ab0000000f –binary-syntax --close-stderr' exited with non-zero exit status 1: Autolaunch error: X11 initialization failed.\n and nothing changes 2.gconftool-2 --type=string -s /desktop/gnome/interface/gtk_theme Radiance with this I was trying to change the gtk theme to the Radiance one. No strange message this time but it did not work either. I still cannot log in. Any ideas please?? sssuizaaa

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  • Syncing between computers / batch download

    - by Eric
    I have synced files from two different devices. Now I want to copy to contents of the synced files to the other device. Using the web interface, it seems only possible to download one file at a time. Is there a way to setup automatic sync or to download all the files in a folder with one step? Thanks in advance for your time. I was using the web interface to ubuntu, but an answer for Ubuntu One would also be ok.

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  • PC does not restart after last kernel update

    - by user180783
    I was using ubuntu 12.04 perfectly im my desktop until last kernel update (3.2.0-51). After the update proccess and reboot the system, the unity inteface didn' t start. The only way to login in the system is by tty. I have tried the last kernel versions available in the computer, but I can't use the graphycal interface. Until the text terminals is impossible to access the unity interface. If I don't encounter a solution I will re-install the whole system. Anybody can help me?

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  • Are there any third-party components that replicate OneNote?

    - by TomK
    I have a client that wants me to add a OneNote-like interface to a desktop .NET application I'm creating for him. We cannot be sure all users will have Microsoft's OneNote installed, so I can't use InterOp or the like. So I am looking for a third-party component that provides the same fluid/freeform interface as OneNote, for capturing images, text, lists, etc. Any suggestions? I'm surprised that not only can I find none with Google, I'm not even finding others like me asking the question. I can't be the only person who thinks this is functionality worth including in our programs.

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  • IronRuby 1.0 et IronPython 2.6.1, les implémentations de Ruby et de Python pour .NET sont disponible

    IronRuby 1.0 et IronPython 2.6.1 Les implémentations de Ruby et de Python pour .NET sont disponibles L'univers de .NET s'enrichit encore un peu plus avec l'arrivée de IronRuby 1.0. Comme l'explique très bien Thibaut Barrère sur son blog Développez, « IronRuby, c'est tout simplement ?Ruby pour .Net? » ou plus exactement « une implémentation de Ruby s'appuyant sur le runtime .Net. Le but affiché de ce projet est de fournir une implémentation de qualité, compatible Ruby 1.8.x, tout en permettant un bon niveau d'inter-opérabilité avec les librairies .Net ». Longtemps en projet, IronRuby 1.0 vient donc de sortir officiellement aujourd'hui en deux versions différent...

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  • Detect rotated rectangle collision

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game. I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks!

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  • Should Business Interfaces be part of the Model layer?

    - by Mik378
    In an oriented-services enterprise application, isn't it an antipattern to mix Service APIs (containing interface that external users depends on) with Model objects (entities, custom exceptions objects etc...) ? According to me, Services should only depends on Model layer but never mixed with it. In fact, my colleague told me that it doesn't make sense to separate it since client need both. (model and service interfaces) But I notice that everytime a client asks for some changes, like adding a new method in some interface (means a new service), Model layer has to be also delivered... Thus, client who has not interested by this "addition" is constrained to be concerned by this update of Model... and in a large enterprise application, this kind of delivery is known to be very risked... What is the best practice ? Separate services(only interfaces so) and model objects or mix it ?

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  • Overriding Object.Equals() instance method in C#; now Code Analysis / FxCop warning CA2218: "should

    - by Chris W. Rea
    I've got a complex class in my C# project on which I want to be able to do equality tests. It is not a trivial class; it contains a variety of scalar properties as well as references to other objects and collections (e.g. IDictionary). For what it's worth, my class is sealed. To enable a performance optimization elsewhere in my system (an optimization that avoids a costly network round-trip), I need to be able to compare instances of these objects to each other for equality – other than the built-in reference equality – and so I'm overriding the Object.Equals() instance method. However, now that I've done that, Visual Studio 2008's Code Analysis a.k.a. FxCop, which I keep enabled by default, is raising the following warning: warning : CA2218 : Microsoft.Usage : Since 'MySuperDuperClass' redefines Equals, it should also redefine GetHashCode. I think I understand the rationale for this warning: If I am going to be using such objects as the key in a collection, the hash code is important. i.e. see this question. However, I am not going to be using these objects as the key in a collection. Ever. Feeling justified to suppress the warning, I looked up code CA2218 in the MSDN documentation to get the full name of the warning so I could apply a SuppressMessage attribute to my class as follows: [SuppressMessage("Microsoft.Naming", "CA2218:OverrideGetHashCodeOnOverridingEquals", Justification="This class is not to be used as key in a hashtable.")] However, while reading further, I noticed the following: How to Fix Violations To fix a violation of this rule, provide an implementation of GetHashCode. For a pair of objects of the same type, you must ensure that the implementation returns the same value if your implementation of Equals returns true for the pair. When to Suppress Warnings ----- Do not suppress a warning from this rule. [arrow & emphasis mine] So, I'd like to know: Why shouldn't I suppress this warning as I was planning to? Doesn't my case warrant suppression? I don't want to code up an implementation of GetHashCode() for this object that will never get called, since my object will never be the key in a collection. If I wanted to be pedantic, instead of suppressing, would it be more reasonable for me to override GetHashCode() with an implementation that throws a NotImplementedException? Update: I just looked this subject up again in Bill Wagner's good book Effective C#, and he states in "Item 10: Understand the Pitfalls of GetHashCode()": If you're defining a type that won't ever be used as the key in a container, this won't matter. Types that represent window controls, web page controls, or database connections are unlikely to be used as keys in a collection. In those cases, do nothing. All reference types will have a hash code that is correct, even if it is very inefficient. [...] In most types that you create, the best approach is to avoid the existence of GetHashCode() entirely. ... that's where I originally got this idea that I need not be concerned about GetHashCode() always.

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  • Looking for a better design: A readonly in-memory cache mechanism

    - by Dylan Lin
    Hi all, I have a Category entity (class), which has zero or one parent Category and many child Categories -- it's a tree structure. The Category data is stored in a RDBMS, so for better performance, I want to load all categories and cache them in memory while launching the applicaiton. Our system can have plugins, and we allow the plugin authors to access the Category Tree, but they should not modify the cached items and the tree(I think a non-readonly design might cause some subtle bugs in this senario), only the system knows when and how to refresh the tree. Here are some demo codes: public interface ITreeNode<T> where T : ITreeNode<T> { // No setter T Parent { get; } IEnumerable<T> ChildNodes { get; } } // This class is generated by O/R Mapping tool (e.g. Entity Framework) public class Category : EntityObject { public string Name { get; set; } } // Because Category is not stateless, so I create a cleaner view class for Category. // And this class is the Node Type of the Category Tree public class CategoryView : ITreeNode<CategoryView> { public string Name { get; private set; } #region ITreeNode Memebers public CategoryView Parent { get; private set; } private List<CategoryView> _childNodes; public IEnumerable<CategoryView> ChildNodes { return _childNodes; } #endregion public static CategoryView CreateFrom(Category category) { // here I can set the CategoryView.Name property } } So far so good. However, I want to make ITreeNode interface reuseable, and for some other types, the tree should not be readonly. We are not able to do this with the above readonly ITreeNode, so I want the ITreeNode to be like this: public interface ITreeNode<T> { // has setter T Parent { get; set; } // use ICollection<T> instead of IEnumerable<T> ICollection<T> ChildNodes { get; } } But if we make the ITreeNode writable, then we cannot make the Category Tree readonly, it's not good. So I think if we can do like this: public interface ITreeNode<T> { T Parent { get; } IEnumerable<T> ChildNodes { get; } } public interface IWritableTreeNode<T> : ITreeNode<T> { new T Parent { get; set; } new ICollection<T> ChildNodes { get; } } Is this good or bad? Are there some better designs? Thanks a lot! :)

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  • How do I use constructor dependency injection to supply Models from a collection to their ViewModels

    - by GraemeF
    I'm using constructor dependency injection in my WPF application and I keep running into the following pattern, so would like to get other people's opinion on it and hear about alternative solutions. The goal is to wire up a hierarchy of ViewModels to a similar hierarchy of Models, so that the responsibility for presenting the information in each model lies with its own ViewModel implementation. (The pattern also crops up under other circumstances but MVVM should make for a good example.) Here's a simplified example. Given that I have a model that has a collection of further models: public interface IPerson { IEnumerable<IAddress> Addresses { get; } } public interface IAddress { } I would like to mirror this hierarchy in the ViewModels so that I can bind a ListBox (or whatever) to a collection in the Person ViewModel: public interface IPersonViewModel { ObservableCollection<IAddressViewModel> Addresses { get; } void Initialize(); } public interface IAddressViewModel { } The child ViewModel needs to present the information from the child Model, so it's injected via the constructor: public class AddressViewModel : IAddressViewModel { private readonly IAddress _address; public AddressViewModel(IAddress address) { _address = address; } } The question is, what is the best way to supply the child Model to the corresponding child ViewModel? The example is trivial, but in a typical real case the ViewModels have more dependencies - each of which has its own dependencies (and so on). I'm using Unity 1.2 (although I think the question is relevant across the other IoC containers), and I am using Caliburn's view strategies to automatically find and wire up the appropriate View to a ViewModel. Here is my current solution: The parent ViewModel needs to create a child ViewModel for each child Model, so it has a factory method added to its constructor which it uses during initialization: public class PersonViewModel : IPersonViewModel { private readonly Func<IAddress, IAddressViewModel> _addressViewModelFactory; private readonly IPerson _person; public PersonViewModel(IPerson person, Func<IAddress, IAddressViewModel> addressViewModelFactory) { _addressViewModelFactory = addressViewModelFactory; _person = person; Addresses = new ObservableCollection<IAddressViewModel>(); } public ObservableCollection<IAddressViewModel> Addresses { get; private set; } public void Initialize() { foreach (IAddress address in _person.Addresses) Addresses.Add(_addressViewModelFactory(address)); } } A factory method that satisfies the Func<IAddress, IAddressViewModel> interface is registered with the main UnityContainer. The factory method uses a child container to register the IAddress dependency that is required by the ViewModel and then resolves the child ViewModel: public class Factory { private readonly IUnityContainer _container; public Factory(IUnityContainer container) { _container = container; } public void RegisterStuff() { _container.RegisterInstance<Func<IAddress, IAddressViewModel>>(CreateAddressViewModel); } private IAddressViewModel CreateAddressViewModel(IAddress model) { IUnityContainer childContainer = _container.CreateChildContainer(); childContainer.RegisterInstance(model); return childContainer.Resolve<IAddressViewModel>(); } } Now, when the PersonViewModel is initialized, it loops through each Address in the Model and calls CreateAddressViewModel() (which was injected via the Func<IAddress, IAddressViewModel> argument). CreateAddressViewModel() creates a temporary child container and registers the IAddress model so that when it resolves the IAddressViewModel from the child container the AddressViewModel gets the correct instance injected via its constructor. This seems to be a good solution to me as the dependencies of the ViewModels are very clear and they are easily testable and unaware of the IoC container. On the other hand, performance is OK but not great as a lot of temporary child containers can be created. Also I end up with a lot of very similar factory methods. Is this the best way to inject the child Models into the child ViewModels with Unity? Is there a better (or faster) way to do it in other IoC containers, e.g. Autofac? How would this problem be tackled with MEF, given that it is not a traditional IoC container but is still used to compose objects?

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  • New cast exception with VS2010/.Net 4

    - by Trevor
    [ Updated 25 May 2010 ] I've recently upgraded from VS2008 to VS2010, and at the same time upgraded to .Net 4. I've recompiled an existing solution of mine and I'm encountering a Cast exception I did not have before. The structure of the code is simple (although the actual implementation somewhat more complicated). Basically I have: public class SomeClass : ISomeClass { // Stuff } public static class ClassFactory { public static IInterface GetClassInstance<IInterface>(Type classType) { return (IInterface)Activator.CreateInstance(classType); // This throws a cast exception } } // Call the factory with: ISomeClass anInstance = ClassFactory.GetClassInstance<ISomeClass>(typeof(SomeClass)); Ignore the 'sensibleness' of the above - its provides just a representation of the issue rather than the specifics of what I'm doing (e.g. constructor parameters have been removed). The marked line throws the exception: Unable to cast object of type 'Namespace.SomeClass' to type 'Namespace.ISomeClass'. I suspect it may have something to do with the additional DotNet security (and in particular, explicit loading of assemblies, as this is something my app does). The reason I suspect this is that I have had to add to the config file the setting: <runtime> <loadFromRemoteSources enabled="true" /> </runtime> .. but I'm unsure if this is related. Update I see (from comments) that my basic code does not reproduce the issue by itself. Not surprising I suppose. It's going to be tricky to identify which part of a largish 3-tier CQS system is relevant to this problem. One issue might be that there are multiple assemblies involved. My static class is actually a factory provider, and the 'SomeClass' is a class factory (relevant in that the factories are 'registered' within the app via explicit assembly/type loading - see below) . Upfront I use reflection to 'register' all factories (i.e. classes that implement a particular interface) and that I do this when the app starts by identifying the relevant assemblies, loading them and adding them to a cache using (in essence): Loop over (file in files) { Assembly assembly = Assembly.LoadFile(file); baseAssemblyList.Add(assembly); } Then I cache the available types in these assemblies with: foreach (Assembly assembly in _loadedAssemblyList) { Type[] assemblyTypes = assembly.GetTypes(); _loadedTypesCache.AddRange(assemblyTypes); } And then I use this cache to do a variety of reflection operations, including 'registering' of factories, which involves looping through all loaded (cached) types and finding those that implement the (base) Factory interface. I've experienced what may be a similar problem in the past (.Net 3.5, so not exactly the same) with an architecture that involved dynamically creating classes on the server and streaming the compiled binary of those classes to the client app. The problem came when trying to deserialize an instance of the dynamic class on the client from a remote call: the exception said the class type was not know, even though the source and destination types were exactly the same name (including namespace). Basically the cross boundry versions of the class were not recognised as being the same. I solved that by intercepting the deserialization process and explicitly defining the deseriazation class type in the context of the local assemblies. This experience is what makes me think the types are considered mismatched because (somehow) the interface of the actual SomeClass object, and the interface of passed into the Generic method are not considered the same type. So (possibly) my question for those more knowledgable about C#/DotNet is: How does the class loading work that somehow my app thinks there are two versions/types of the interface type and how can I fit that? [ whew ... anyone who got here is quite patient .. thanks ]

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  • JSF2 - Problems with Composite Components and Validatiors

    - by Shadowman
    I've created some Facelets to make developing our pages easier. Particularly, I've created a series of Facelets for input components. I have 1 Facelet, <xxx:input /> that displays a label around the input field. Beyond that, I have Facelets like <xxx:inputText /> and <xxx:inputSecret /> that render the actual input field. Each of these makes use of <xxx:input /> to display the label. The Facelet looks something like this: <html ...> <composite:interface> ... </composite:interface> <composite:implementation> <label><h:outputText value="#{cc.attrs.labelText}" /></label> <composite:insertChildren /> </composite:implementation> </html> The <xxx:inputText /> Facelet would then look like this... <html ...> <composite:interface> ... </composite:interface> <composite:implementation> <xxx:input labelText=...> <h:inputText id="myinput" ... /> </xxx:input> </composite:implementation> </html> Everything renders just fine, but I am having troubles when trying to add <f:validator /> or other validation tags. From what I've read, I have to add a tag to my Facelet. So, I added <composite:editableValueHolder name="myinput" targets="myinput" /> line in the interface section. However, I still do not see my validator being fired. I have something like this in my .xhtml file... ... <xxx:inputText value="..."> <f:validateLength minimum="10" /> </xxx:inputText> ... Regardless of the input I enter, the validator never seems to fire and I never get an error message. A coworker suggested that it is due to the target ID I am using and the fact that it is wrapped by the <xxx:input /> Facelet. Do I need to incorporate the parent component ID in my target definition? Is there something else that I'm missing? It works just fine if I exclude the <xxx:input /> Facelet, so I'm assuming it's something related to that, but don't know how to solve it. Any help you can provide is GREATLY appreciated.

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  • 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)

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  • Problems with cross forest authentication in SQL Reporting

    - by chunkyb2002
    We're currently running an SQL 2008 R2 Cluster with Reporting Services running, all for use with System Center Operations Manager 2007 R2 (RU3). Our users are on a different domains to the SCOM and SQL servers (we have two domains as we are in the process of a domain migration) We have no problems at all with users accessing reports via the SCOM Console or the Web interface if they are on the new domain which runs at 2008 R2 functional level. However users on the old domain (which runs at a 2003 functional level) cannot access reports on SCOM or via the web interface (http://sqlserver/reports) The error we get is: An error occurred when invoking the authorization extension. (rsAuthorizationExtensionError) For more information about this error navigate to the report server on the local server machine, or enable remote errors Taking the errors advise we logged on to the SQL server as a user on the old domain (which works fine!) and then try to authenticate with the reporting via the web interface which produces this most useful of errors: An error occurred when invoking the authorization extension. (rsAuthorizationExtensionError) The creator of this fault did not specify a Reason. Things we've tried: Recreating the trust between domains Ensuring the SQL Reporting service account was a member of Windows Authorization Access Group on the 2003 domain Added users on the 2003 domain explicitly to the Reporting Users group on the SQL Server Has anyone come across this issue before perhaps in a different scenario? If so how was it resolved? Thanks in advance for any help.

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