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  • Optimize a views drawing code

    - by xon1c
    Hi, in a simple drawing application I have a model which has a NSMutableArray curvedPaths holding all the lines the user has drawn. A line itself is also a NSMutableArray, containing the point objects. As I draw curved NSBezier paths, my point array has the following structure: linePoint, controlPoint, controlPoint, linePoint, controlPoint, controlPoint, etc... I thought having one array holding all the points plus control points would be more efficient than dealing with 2 or 3 different arrays. Obviously my view draws the paths it gets from the model, which leads to the actual question: Is there a way to optimize the following code (inside the view's drawRect method) in terms of speed? int lineCount = [[model curvedPaths] count]; // Go through paths for (int i=0; i < lineCount; i++) { // Get the Color NSColor *theColor = [model getColorOfPath:[[model curvedPaths] objectAtIndex:i]]; // Get the points NSArray *thePoints = [model getPointsOfPath:[[model curvedPaths] objectAtIndex:i]]; // Create a new path for performance reasons NSBezierPath *path = [[NSBezierPath alloc] init]; // Set the color [theColor set]; // Move to first point without drawing [path moveToPoint:[[thePoints objectAtIndex:0] myNSPoint]]; int pointCount = [thePoints count] - 3; // Go through points for (int j=0; j < pointCount; j+=3) { [path curveToPoint:[[thePoints objectAtIndex:j+3] myNSPoint] controlPoint1:[[thePoints objectAtIndex:j+1] myNSPoint] controlPoint2:[[thePoints objectAtIndex:j+2] myNSPoint]]; } // Draw the path [path stroke]; // Bye stuff [path release]; [theColor release]; } Thanks, xonic

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  • Handling inheritance with overriding efficiently

    - by Fyodor Soikin
    I have the following two data structures. First, a list of properties applied to object triples: Object1 Object2 Object3 Property Value O1 O2 O3 P1 "abc" O1 O2 O3 P2 "xyz" O1 O3 O4 P1 "123" O2 O4 O5 P1 "098" Second, an inheritance tree: O1 O2 O4 O3 O5 Or viewed as a relation: Object Parent O2 O1 O4 O2 O3 O1 O5 O3 O1 null The semantics of this being that O2 inherits properties from O1; O4 - from O2 and O1; O3 - from O1; and O5 - from O3 and O1, in that order of precedence. NOTE 1: I have an efficient way to select all children or all parents of a given object. This is currently implemented with left and right indexes, but hierarchyid could also work. This does not seem important right now. NOTE 2: I have tiggers in place that make sure that the "Object" column always contains all possible objects, even when they do not really have to be there (i.e. have no parent or children defined). This makes it possible to use inner joins rather than severely less effiecient outer joins. The objective is: Given a pair of (Property, Value), return all object triples that have that property with that value either defined explicitly or inherited from a parent. NOTE 1: An object triple (X,Y,Z) is considered a "parent" of triple (A,B,C) when it is true that either X = A or X is a parent of A, and the same is true for (Y,B) and (Z,C). NOTE 2: A property defined on a closer parent "overrides" the same property defined on a more distant parent. NOTE 3: When (A,B,C) has two parents - (X1,Y1,Z1) and (X2,Y2,Z2), then (X1,Y1,Z1) is considered a "closer" parent when: (a) X2 is a parent of X1, or (b) X2 = X1 and Y2 is a parent of Y1, or (c) X2 = X1 and Y2 = Y1 and Z2 is a parent of Z1 In other words, the "closeness" in ancestry for triples is defined based on the first components of the triples first, then on the second components, then on the third components. This rule establishes an unambigous partial order for triples in terms of ancestry. For example, given the pair of (P1, "abc"), the result set of triples will be: O1, O2, O3 -- Defined explicitly O1, O2, O5 -- Because O5 inherits from O3 O1, O4, O3 -- Because O4 inherits from O2 O1, O4, O5 -- Because O4 inherits from O2 and O5 inherits from O3 O2, O2, O3 -- Because O2 inherits from O1 O2, O2, O5 -- Because O2 inherits from O1 and O5 inherits from O3 O2, O4, O3 -- Because O2 inherits from O1 and O4 inherits from O2 O3, O2, O3 -- Because O3 inherits from O1 O3, O2, O5 -- Because O3 inherits from O1 and O5 inherits from O3 O3, O4, O3 -- Because O3 inherits from O1 and O4 inherits from O2 O3, O4, O5 -- Because O3 inherits from O1 and O4 inherits from O2 and O5 inherits from O3 O4, O2, O3 -- Because O4 inherits from O1 O4, O2, O5 -- Because O4 inherits from O1 and O5 inherits from O3 O4, O4, O3 -- Because O4 inherits from O1 and O4 inherits from O2 O5, O2, O3 -- Because O5 inherits from O1 O5, O2, O5 -- Because O5 inherits from O1 and O5 inherits from O3 O5, O4, O3 -- Because O5 inherits from O1 and O4 inherits from O2 O5, O4, O5 -- Because O5 inherits from O1 and O4 inherits from O2 and O5 inherits from O3 Note that the triple (O2, O4, O5) is absent from this list. This is because property P1 is defined explicitly for the triple (O2, O4, O5) and this prevents that triple from inheriting that property from (O1, O2, O3). Also note that the triple (O4, O4, O5) is also absent. This is because that triple inherits its value of P1="098" from (O2, O4, O5), because it is a closer parent than (O1, O2, O3). The straightforward way to do it is the following. First, for every triple that a property is defined on, select all possible child triples: select Children1.Id as O1, Children2.Id as O2, Children3.Id as O3, tp.Property, tp.Value from TriplesAndProperties tp -- Select corresponding objects of the triple inner join Objects as Objects1 on Objects1.Id = tp.O1 inner join Objects as Objects2 on Objects2.Id = tp.O2 inner join Objects as Objects3 on Objects3.Id = tp.O3 -- Then add all possible children of all those objects inner join Objects as Children1 on Objects1.Id [isparentof] Children1.Id inner join Objects as Children2 on Objects2.Id [isparentof] Children2.Id inner join Objects as Children3 on Objects3.Id [isparentof] Children3.Id But this is not the whole story: if some triple inherits the same property from several parents, this query will yield conflicting results. Therefore, second step is to select just one of those conflicting results: select * from ( select Children1.Id as O1, Children2.Id as O2, Children3.Id as O3, tp.Property, tp.Value, row_number() over( partition by Children1.Id, Children2.Id, Children3.Id, tp.Property order by Objects1.[depthInTheTree] descending, Objects2.[depthInTheTree] descending, Objects3.[depthInTheTree] descending ) as InheritancePriority from ... (see above) ) where InheritancePriority = 1 The window function row_number() over( ... ) does the following: for every unique combination of objects triple and property, it sorts all values by the ancestral distance from the triple to the parents that the value is inherited from, and then I only select the very first of the resulting list of values. A similar effect can be achieved with a GROUP BY and ORDER BY statements, but I just find the window function semantically cleaner (the execution plans they yield are identical). The point is, I need to select the closest of contributing ancestors, and for that I need to group and then sort within the group. And finally, now I can simply filter the result set by Property and Value. This scheme works. Very reliably and predictably. It has proven to be very powerful for the business task it implements. The only trouble is, it is awfuly slow. One might point out the join of seven tables might be slowing things down, but that is actually not the bottleneck. According to the actual execution plan I'm getting from the SQL Management Studio (as well as SQL Profiler), the bottleneck is the sorting. The problem is, in order to satisfy my window function, the server has to sort by Children1.Id, Children2.Id, Children3.Id, tp.Property, Parents1.[depthInTheTree] descending, Parents2.[depthInTheTree] descending, Parents3.[depthInTheTree] descending, and there can be no indexes it can use, because the values come from a cross join of several tables. EDIT: Per Michael Buen's suggestion (thank you, Michael), I have posted the whole puzzle to sqlfiddle here. One can see in the execution plan that the Sort operation accounts for 32% of the whole query, and that is going to grow with the number of total rows, because all the other operations use indexes. Usually in such cases I would use an indexed view, but not in this case, because indexed views cannot contain self-joins, of which there are six. The only way that I can think of so far is to create six copies of the Objects table and then use them for the joins, thus enabling an indexed view. Did the time come that I shall be reduced to that kind of hacks? The despair sets in.

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  • Nested functions not allowed in drawrect problem

    - by Martin
    I have a custom view onto which I draw some graphics from the drawrect function, which works fine. However I like to draw based on the contens of an array I pass on the the view just before I do a setNeedsDisplay. In the drawRect function I try to access the array but then I get a nested functions error which I do not understand. Here's my code: // // MyView.h // window // #import <UIKit/UIKit.h> @interface MyView : UIView { NSArray * nary; } @property (nonatomic, copy) NSArray *nary; @end // // MyView.m // window // #import "MyView.h" @implementation MyView @synthesize nary; CGContextRef c; CGFloat black[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)drawRect:(CGRect)rect { c = UIGraphicsGetCurrentContext(); CGContextSetStrokeColor(c, black); NSLog(@"mview"); NSArray *ns = [nary objectAtIndex:0]; } - (void)dealloc { [super dealloc]; } @end

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  • Avoiding repeated subqueries when 'WITH' is unavailable

    - by EloquentGeek
    MySQL v5.0.58. Tables, with foreign key constraints etc and other non-relevant details omitted for brevity: CREATE TABLE `fixture` ( `id` int(11) NOT NULL auto_increment, `competition_id` int(11) NOT NULL, `name` varchar(50) NOT NULL, `scheduled` datetime default NULL, `played` datetime default NULL, PRIMARY KEY (`id`) ); CREATE TABLE `result` ( `id` int(11) NOT NULL auto_increment, `fixture_id` int(11) NOT NULL, `team_id` int(11) NOT NULL, `score` int(11) NOT NULL, `place` int(11) NOT NULL, PRIMARY KEY (`id`) ); CREATE TABLE `team` ( `id` int(11) NOT NULL auto_increment, `name` varchar(50) NOT NULL, PRIMARY KEY (`id`) ); Where: A draw will set result.place to 0 result.place will otherwise contain an integer representing first place, second place, and so on The task is to return a string describing the most recently played result in a given competition for a given team. The format should be "def Team X,Team Y" if the given team was victorious, "lost to Team X" if the given team lost, and "drew with Team X" if there was a draw. And yes, in theory there could be more than two teams per fixture (though 1 v 1 will be the most common case). This works, but feels really inefficient: SELECT CONCAT( (SELECT CASE `result`.`place` WHEN 0 THEN "drew with" WHEN 1 THEN "def" ELSE "lost to" END FROM `result` WHERE `result`.`fixture_id` = (SELECT `fixture`.`id` FROM `fixture` LEFT JOIN `result` ON `result`.`fixture_id` = `fixture`.`id` WHERE `fixture`.`competition_id` = 2 AND `result`.`team_id` = 1 ORDER BY `fixture`.`played` DESC LIMIT 1) AND `result`.`team_id` = 1), ' ', (SELECT GROUP_CONCAT(`team`.`name`) FROM `fixture` LEFT JOIN `result` ON `result`.`fixture_id` = `fixture`.`id` LEFT JOIN `team` ON `result`.`team_id` = `team`.`id` WHERE `fixture`.`id` = (SELECT `fixture`.`id` FROM `fixture` LEFT JOIN `result` ON `result`.`fixture_id` = `fixture`.`id` WHERE `fixture`.`competition_id` = 2 AND `result`.`team_id` = 1 ORDER BY `fixture`.`played` DESC LIMIT 1) AND `team`.`id` != 1) ) Have I missed something really obvious, or should I simply not try to do this in one query? Or does the current difficulty reflect a poor table design?

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  • Python for statement giving an Invalid Syntax error with list

    - by Cold Diamondz
    I have some code in which is throwing an error (I'm using repl.it) import random students = ['s1:0','s2:0','s3:0'] while True: print'\n'*50 print'Ticket Machine'.center(80) print'-'*80 print'1. Clear Student Ticket Values'.center(80) print'2. Draw Tickets'.center(80) menu = raw_input('-'*80+'\nChoose an Option: ') if menu == '1': print'\n'*50 print'CLEARED!' students = ['s1:0','s2:0','s3:0'] raw_input('Press enter to return to the main menu!') elif menu == '2': tickets = [] print'\n'*50 times = int(raw_input('How many tickets to draw? ') for a in students: for i in range(a.split(':')[1]): tickets.append(a.split(':')[0]) for b in range(1,times+1): print str(b) + '. ' + random.choice(tickets) else: print'\n'*50 print'That was not an option!' raw_input('Press enter to return to the main menu!') But it is throwing this error: File "<stdin>", line 19 for a in students: ^ SyntaxError: invalid syntax I am planning on using this in a class, but I can't use it until the bug is fixed, also, student names have been removed for privacy reasons.

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  • How to do "map chunks", like terraria or minecraft maps?

    - by O'poil
    Due to performance issues, I have to cut my maps into chunks. I manage the maps in this way: listMap[x][y] = new Tile (x,y); I tried in vain to cut this list for several "chunk" to avoid loading all the map because the fps are not very high with large map. And yet, when I update or Draw I do it with a little tile range. Here is how I proceed: foreach (List<Tile> list in listMap) { foreach (Tile leTile in list) { if ((leTile.Position.X < screenWidth + hero.Pos.X) && (leTile.Position.X > hero.Pos.X - tileSize) && (leTile.Position.Y < screenHeight + hero.Pos.Y) && (leTile.Position.Y > hero.Pos.Y - tileSize) ) { leTile.Draw(spriteBatch, gameTime); } } } (and the same thing, for the update method). So I try to learn with games like minecraft or terraria, and any two manages maps much larger than mine, without the slightest drop of fps. And apparently, they load "chunks". What I would like to understand is how to cut my list in Chunk, and how to display depending on the position of my character. I try many things without success. Thank you in advance for putting me on the right track! Ps : Again, sorry for my English :'( Pps : I'm not an experimented developer ;)

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  • My program is spending most of its time in objc_msgSend. Does that mean that Objective-C has bad per

    - by Paperflyer
    Hello Stackoverflow. I have written an application that has a number of custom views and generally draws a lot of lines and bitmaps. Since performance is somewhat critical for the application, I spent a good amount of time optimizing draw performance. Now, activity monitor tells me that my application is usually using about 12% CPU and Instrument (the profiler) says that a whopping 10% CPU is spent in objc_msgSend (mostly in drawing related system calls). On the one hand, I am glad about this since it means that my drawing is about as fast as it gets and my optimizations where a huge success. On the other hand, it seems to imply that the only thing that is still using my CPU is the Objective-C overhead for messages (objc_msgSend). Hence, that if I had written the application in, say, Carbon, its performance would be drastically better. Now I am tempted to conclude that Objective-C is a language with bad performance, even though Cocoa seems to be awfully efficient since it can apparently draw faster than Objective-C can send messages. So, is Objective-C really a language with bad performance? What do you think about that?

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  • Android OpenGL es "glDrawTexfOES" draws upside down

    - by Alle
    I'm using OpenGL for Android to draw my 2D images. Whenever I draw something using the code: gl.glViewport(aspectRatioOffset, 0, screenWidth, screenHeight); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, aspectRatioOffset, screenWidth + aspectRatioOffset,screenHeight, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glBindTexture(GL10.GL_TEXTURE_2D, myScene.neededGraphics.get(ID).get(animationID).get(animationIndex)); crop[0] = 0; crop[1] = 0; crop[2] = width; crop[3] = height; ((GL11Ext)gl).glDrawTexfOES(x, y, z, width, height) I get an upside down result. I'v seen people solve this through doing: crop[0] = 0; crop[1] = height; crop[2] = width; crop[3] = -height; This does however hurt the logic in my application, so I would like the result to not be flipped upside down. Does anyone know why it happen, and any way of avoiding or solving it?

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  • iOS - is it possible to cache CGContextDrawImage?

    - by woot586
    I used the timing profile tool to identify that 95% of the time is spent calling the function CGContextDrawImage. In my app there are a lot of duplicate images repeatably being chopped from a sprite map and drawn to the screen. I was wondering if it was possible to cache the output of CGContextDrawImage in an NSMutableDictionay, then if the same sprite is requested again it can be just pull it from the cache rather than doing all the work of clipping and rendering it again. This is what i’ve got but I have not been to successful: Definitions if(cache == NULL) cache = [[NSMutableDictionary alloc]init]; //Identifier based on the name of the sprite and location within the sprite. NSString* identifier = [NSString stringWithFormat:@"%@-%d",filename,frame]; Adding to cache CGRect clippedRect = CGRectMake(0, 0, clipRect.size.width, clipRect.size.height); CGContextClipToRect( context, clippedRect); //create a rect equivalent to the full size of the image //offset the rect by the X and Y we want to start the crop //from in order to cut off anything before them CGRect drawRect = CGRectMake(clipRect.origin.x * -1, clipRect.origin.y * -1, atlas.size.width, atlas.size.height); //draw the image to our clipped context using our offset rect CGContextDrawImage(context, drawRect, atlas.CGImage); [cache setValue:UIGraphicsGetImageFromCurrentImageContext() forKey:identifier]; UIGraphicsEndImageContext(); Rendering a cached sprite There is probably a better way to render CGImage which is my ultimate caching goal but at the moment I’m just looking to successfully render the cached image out however this has not been successful. UIImage* cachedImage = [cache objectForKey:identifier]; if(cachedImage){ NSLog(@"Cached %@",identifier); CGRect imageRect = CGRectMake(0, 0, cachedImage.size.width, cachedImage.size.height); if (NULL != UIGraphicsBeginImageContextWithOptions) UIGraphicsBeginImageContextWithOptions(imageRect.size, NO, 0); else UIGraphicsBeginImageContext(imageRect.size); //Use draw for now just to see if the image renders out ok CGContextDrawImage(context, imageRect, cachedImage.CGImage); UIGraphicsEndImageContext(); }

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  • problem with a very simple tile based game

    - by newbieguy
    Hello, I am trying to create a pacman-like game. I have an array that looks like this: array: 1111111111111 1000000000001 1111110111111 1000000000001 1111111111111 1 = Wall, 0 = Empty space I use this array to draw tiles that are 16x16 in size. The Game character is 32x32. Initially I represented the character's position in array indexes, [1,1] etc. I would update his position if array[character.new_y][charater.new_x] == 0 Then I translated these array coordinates to pixels, [y*16, x*16] to draw him. He was lining up nicely, wouldn't go into walls, but I noticed that since I was updating him by 16 pixels each, he was moving very fast. I decided to do it in reverse, to store the game character's position in pixels instead, so that he could use less than 16 pixels per move. I thought that a simple if statement such as this: if array[(character.new_pixel_y)/16][(character.new_pixel_x)/16] == 0 would prevent him from going into walls, but unfortunately he eats a bit of the bottom and right side walls. Any ideas how would I properly translate pixel position to the array indexes? I guess this is something simple, but I really can't figure it out :(

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  • How would you update 100+ variables if something is changed in a different class?

    - by N. Lucas
    I have a class Grid which produces a graph paper like grid on in the drawing area. I then have 5 other classes for different shapes to draw with; Line, Polygon, Ellipse, Curve, Arc Now, these 5 classes use an instance of Grid because Grid has a resolution and a scale. Inside Grid I have: public function set resolution(x:Number):void { _gap = (modBy10(x) / 10); _scale = (modBy10(x) / (this.resolution * _scale)); draw(); } public function get resolution():Number { return (_gap * 10); } public function set scale(x:Number):void { _scale = (this.resolution / x); } public function get scale():Number { return _scale; } /**/ public function scaleLength(x:Number):Number { return (x * this.scale); } public function scaleLengthDown(x:Number):Number { return (x / this.scale); } public function scaleArea(x:Number):Number { return (x / Math.pow(this.scale, 2)); } I'm just lost for a solution on how to update every instance of my 5 drawing classes when Grid is changed. For instance, Polygon is made up of multiple instances of Line, Line(length, angle) where "length" is in either in, ft, cm, or m. If the user wishes to change the scale from say 10ft per 100px resolution.. Is there an easier way than re-drawing every Line inside Polygon?

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  • PHP checking/refreashing functions

    - by user1284360
    ok i have a main document that displays a chatbox, what i want is for the chatbox to refreash on everyone who is logged in's screen whenever someone posts a new message... ive tried many methods including sleep timers and new functions that call then sleep and get recalled but this just generates an endless line of the same or little diffrent data making the form unusable until error... this is my code <?php // set error reporting level if (version_compare(phpversion(), "5.3.0", ">=") == 1) error_reporting(E_ALL & ~E_NOTICE & ~E_DEPRECATED); else error_reporting(E_ALL & ~E_NOTICE); require_once('inc/login.inc.php'); require_once('inc/chat.inc.php'); // initialization of login system and generation code $oSimpleLoginSystem = new SimpleLoginSystem(); $oSimpleChat = new SimpleChat(); // draw login box echo $oSimpleLoginSystem->getLoginBox(); // draw chat application $sChatResult = '<font color="0x99000"> <a href="Register_form.html">New Account</a><br> login to send a message<br> or register for a new account</font>'; if ($_COOKIE['member_name'] && $_COOKIE['member_pass']) { if ($oSimpleLoginSystem->check_login($_COOKIE['member_name'], $_COOKIE['member_pass'])) { $sChatResult = ""; if($oSimpleLoginSystem->check_privledges($_COOKIE['member_name']) >= 2) { $sChatResult .= "<br>privledge check Working<br>"; } $sChatResult .= "<form action=$_SERVER[PHP_SELF] method='post'> <input type='hidden' name='foo' value='<?= $foo ?>' /> <input type='submit' name='submit' value='Refresh Messages' /> </form>"; $sChatResult .= $oSimpleChat->acceptMessages(); $sChatResult .= "<br><br>"; $sChatResult .= $oSimpleChat->getMessages(); } } echo $sChatResult; ?>

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  • Build OpenGL model in parallel?

    - by Brendan Long
    I have a program which draws some terrain and simulates water flowing over it (in a cheap and easy way). Updating the water was easy to parallelize using OpenMP, so I can do ~50 updates per second. The problem is that even with a small amounts of water, my draws per second are very very low (starts at 5 and drops to around 2 once there's a significant amount of water). It's not a problem with the video card because the terrain is more complicated and gets drawn so quickly that boost::timer tells me that I get infinity draws per second if I turn the water off. It may be related to memory bandwidth though (since I assume the model stays on the card and doesn't have to be transfered every time). What I'm concerned about is that on every draw, I'm calling glVertex3f() about a million times (max size is 450*600, 4 vertices each), and it's done entirely sequentially because Glut won't let me call anything in parallel. So.. is if there's some way of building the list in parallel and then passing it to OpenGL all at once? Or some other way of making it draw this faster? Am I using the wrong method (besides the obvious "use less vertices")?

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  • How do I access abstract private data from derived class without friend or 'getter' functions in C++?

    - by John
    So, I am caught up in a dilemma right now. How am I suppose to access a pure abstract base class private member variable from a derived class? I have heard from a friend that it is possible to access it through the base constructor, but he didn't explain. How is it possible? There are some inherited classes from base class. Is there any way to gain access to the private variables ? class Base_button { private: bool is_vis; Rect rButton; public: // Constructors Base_button(); Base_button( const Point &corner, double height, double width ); // Destructor virtual ~ Base_button(); // Accessors virtual void draw() const = 0; bool clicked( const Point &click ) const; bool is_visible() const; // Mutators virtual void show(); virtual void hide(); void move( const Point &loc ); }; class Button : public Base_button { private: Message mButton; public: // Constructors Button(); Button( const Point &corner, const string &label ); // Acessors virtual void draw() const; // Mutators virtual void show(); virtual void hide(); }; I want to be able access Rect and bool in the base class from the subclass

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  • Moving a high quality line on a panel c#

    - by user1787601
    I want to draw a line on a panel and then move it as the mouse moves. To do so, I draw the line and when the mouse moves I redraw the line to the new location and remove the previous line by drawing a line with the background color on it. It works fine if I do not use the high quality smoothing mode. But if use high quality smoothing mode, it leave traces on the panel. Does anybody know how to fix this? Thank you. Here is the code int x_previous = 0; int y_previous = 0; private void panel1_MouseMove(object sender, MouseEventArgs e) { Pen pen1 = new System.Drawing.Pen(Color.Black, 3); Pen pen2 = new System.Drawing.Pen(panel1.BackColor, 3); Graphics g = panel1.CreateGraphics(); g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; g.DrawLine(pen2, new Point(0, 0), new Point(x_previous, y_previous)); g.DrawLine(pen1, new Point(0, 0), new Point(e.Location.X, e.Location.Y)); x_previous = e.Location.X; y_previous = e.Location.Y; } Here is the snapshot with SmoothingMode Here is the snapshot without SmoothingMode

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  • How: Start an Activity inside a Thread and use finish() to get back.

    - by Kirk Becker
    Hello, I am programming a game on android. I'm using a Thread while calling a Surface View class to update and draw my game. Inside the update I wanted to start an activity based on if the game has just started and this would launch my MENUS. My Thread for the most part.. while (myThreadRun) { Canvas c = null; try { gameTime = System.currentTimeMillis(); c = myThreadSurfaceHolder.lockCanvas(null); synchronized (myThreadSurfaceHolder) { // Update Game. myThreadSurfaceView.onUpdate(); // Draw Game. myThreadSurfaceView.onDraw(c); You can see there where I am updating the game... here is onUpdate(); protected void onUpdate() { // Test if menu needs to be displayed. while (thread.getMenu()) { // Test if menu activity has been started. if (thread.getMenuRunning() == false) { Intent menuIntent = new Intent(this.getContext(), MyMenu.class); ((Activity) cxt).startActivityForResult(menuIntent, 1); thread.setMenuRunning(true); } } I am using a while loop because if I didn't use it the thread just keeps going. Basically I just don't know how to implement my menus using a thread as a game loop. Everywhere I look it seems like that's best practice. In my menu activity I just display the menu layout and a few buttons and when the person wants to start the game it uses finish() to go back to my thread where they play the game. I am very new to this so any insight will be helpful, Thanks

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  • Combine Arbitrary number of polygons together

    - by Jakobud
    I have an arbitrary number of polygons (hexes in this case) that are arranged randomly, but they are all touching another hex. Each individual hex has 6 x,y vertices. The vertex's are known for all the hexes. Can anyone point me in the direction of an algorithm that will combine all the hexes into a single polygon? Essentially I'm just looking for a function that spits out an array of vertex locations that are ordered in a way that when drawing lines from one to the next, it forms the polygon. This is my method so far: Create array of all the vertices for all the hexes. Determine the number of times a vertex occurs in the array If vertex is in the array 3+ times, delete the vertices from the array. If vertex is in the array 2 times, delete one of them. The next step is tricky though. I'm using canvas to draw out these polygons, which essentially involves drawing a line from one vertex to the next. So the order of the vertices in the final array is important. It can't be sorted arbitrarily. Also, I'm not looking for a "convex hull" algorithm, as that would not draw the polygon correctly. Are there any functions out there that do something like this? Am I on the right track or is there a better more efficient way?

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  • OpenLayers eraseFeatures doesn't erase features from map screen.

    - by Jenny
    I'm using OpenLayers, and have a layer for my Map, and a single Vector Layer. In this vector layer, I am using the DrawFeature control to draw a square. I have a listener waiting for a feature to be added, and then deleting any existing features (I only want one square at a time), like so: polygonLayer.events.register("beforefeatureadded", feature, function(evt){ console.log("Clearing existing polygons"); console.log(polygonLayer.features.length); polygonLayer.destroyFeatures(); polygonLayer.redraw(); });//end attempt at events registration When I check my layer.features.size, I can see that it's always 1, just like I expect, but the squares on the screen are still displayed. Even when I call .redraw() on the layer, the squares are still there. Is there some extra step I'm missing? Edit: You can find my code here: http://pastie.org/909644 Edit: Just realized: If I draw a square from previously existing coordinates, I can clear it just fine. It seems to be just the squares drawn from the controller that are an issue?

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  • Forcing size of a complex Flash object.

    - by John
    As I've found recently, setting width/height properties on a Sprite only forces the Sprite to fit the given dimensions by scaling the actual size, which is calculated by Flash based on the rendered content. This leaves me confused. If I have a custom Sprite subclass which draws using Graphics, how can I do layout before an initial render - the size will be zero until it is first drawn? For a more complex issue, let's say I have a 2D game world with objects spread over a wide area with world coordinates from (0,0) to (5000,5000), where each object has a size of maybe up to 100x100. I want to have a Flash component which is the "game window", and has a fixed size like 400x300, rendering part of the game world. So how do I force the game window size to 400x300 pixels? I can draw a 400x300 rectangle to get the size correct but then if I draw any objects which are partly in-view, they can screw this up. Is the right approach to provide a custom setSize(w,h) method which is used rather than width & height setters? But even so, is there no way to make a Sprite force to the size I want? Do you really have to catch it every render and re-scale it?

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  • Android onFling not responding

    - by Kevin Moore
    I am new to android first of all so think of any newbie mistakes first I am trying to add a fling function in my code. public class MainGamePanel extends SurfaceView implements SurfaceHolder.Callback, OnGestureListener { private MainThread thread; private Droid droid; private Droid droid2; private static final String TAG = gameView.class.getSimpleName(); private GestureDetector gestureScanner; public MainGamePanel(Context context){ super(context); getHolder().addCallback(this); droid = new Droid(BitmapFactory.decodeResource(getResources(), R.drawable.playerbox2), 270, 300); droid2 = new Droid(BitmapFactory.decodeResource(getResources(), R.drawable.playerbox2), 50, 300); thread = new MainThread(getHolder(), this); setFocusable(true); gestureScanner = new GestureDetector(this); } public boolean onTouchEvent(MotionEvent event){ return gestureScanner.onTouchEvent(event); } @Override protected void onDraw(Canvas canvas){ canvas.drawColor(Color.BLACK); droid.draw(canvas); droid2.draw(canvas); } @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { droid.setX(50); droid.setY(50); Log.d(TAG, "Coords: x=" + e1.getX() + ",y=" + e2.getY()); return true; } @Override public boolean onDown(MotionEvent e) { droid2.setX((int)e.getX()); droid2.setY((int)e.getY()); Log.d(TAG, "Coords: x=" + e.getX() + ",y=" + e.getY()); return false; } I got the gestureListener to work with: onDown, onLongPress, and onShowPress. But i can't get any response with onFling, onSingleTapUp, and onScroll. What mistake am I making? does it have to do with views? I don't know what code would be useful to see.... so any suggestions would be much appreciated. Thank You!

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  • Effective simulation of compound poisson process in Matlab

    - by Henrik
    I need to simulate a huge bunch of compound poisson processes in Matlab on a very fine grid so I am looking to do it most effectively. I need to do a lot of simulations on the same random numbers but with parameters changing so it is practical to draw the uniforms and normals beforehand even though it means i have to draw a lot more than i will probably need and won't matter much because it will only need to be done once compared to in the order 500*n repl times the actual compound process generation. My method is the following: Let T be for how long i need to simulate and N the grid points, then my grid is: t=linspace(1,T,N); Let nrepl be the number of processes i need then I simulate P=poissrnd(lambda,nrepl,1); % Number of jumps for each replication U=(T-1)*rand(10000,nrepl)+1; % Set of uniforms on (1,T) for jump times N=randn(10000,nrepl); % Set of normals for jump size Then for replication j: Poiss=P(j); % Jumps for replication Uni=U(1:Poiss,j);% Jump times Norm=mu+sigma*N(1:Poiss,j);% Jump sizes Then this I guess is where I need your advice, I use this one-liner but it seems very slow: CPP_norm=sum(bsxfun(@times,bsxfun(@gt,t,Uni),Norm),1); In the inner for each jump it creates a series of same length as t with 0 until jump and then 1 after, multiplying this will create a grid with zeroes until jump has arrived and then the jump size and finally adding all these will produce the entire jump process on the grid. How can this be done more effectively? Thank you very much.

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  • Zoom in on a point (using scale and translate)

    - by csiz
    I want to be able to zoom in on the point under the mouse in canvas with the mouse whell, like when zooming on maps.google. I'd like straight code as I've been working on this for 5h+ Something to start with: <canvas id="canvas" width="800" height="600"></canvas> <script type="text/javascript"> var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d"); var scale = 1; var originx = 0; var originy = 0; function draw(){ context.fillStyle = "white"; context.fillRect(originx,originy,800/scale,600/scale); context.fillStyle = "black"; context.fillRect(50,50,100,100); } setInterval(draw,100); canvas.onmousewheel = function (event){ var mousex = event.clientX - canvas.offsetLeft; var mousey = event.clientY - canvas.offsetTop; var wheel = event.wheelDelta/120;//n or -n var zoom = 1 + wheel/2; scale *= zoom; originx += 0;//??? originy += 0;//??? context.scale(zoom,zoom); context.translate(0,0);//??? } </script>

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  • Very different I/O performance in C++ on Windows

    - by Mr.Gate
    Hi all, I'm a new user and my english is not so good so I hope to be clear. We're facing a performance problem using large files (1GB or more) expecially (as it seems) when you try to grow them in size. Anyway... to verify our sensations we tryed the following (on Win 7 64Bit, 4core, 8GB Ram, 32 bit code compiled with VC2008) a) Open an unexisting file. Write it from the beginning up to 1Gb in 1Mb slots. Now you have a 1Gb file. Now randomize 10000 positions within that file, seek to that position and write 50 bytes in each position, no matter what you write. Close the file and look at the results. Time to create the file is quite fast (about 0.3"), time to write 10000 times is fast all the same (about 0.03"). Very good, this is the beginnig. Now try something else... b) Open an unexisting file, seek to 1Gb-1byte and write just 1 byte. Now you have another 1Gb file. Follow the next steps exactly same way of case 'a', close the file and look at the results. Time to create the file is the faster you can imagine (about 0.00009") but write time is something you can't believe.... about 90"!!!!! b.1) Open an unexisting file, don't write any byte. Act as before, ramdomizing, seeking and writing, close the file and look at the result. Time to write is long all the same: about 90"!!!!! Ok... this is quite amazing. But there's more! c) Open again the file you crated in case 'a', don't truncate it... randomize again 10000 positions and act as before. You're fast as before, about 0,03" to write 10000 times. This sounds Ok... try another step. d) Now open the file you created in case 'b', don't truncate it... randomize again 10000 positions and act as before. You're slow again and again, but the time is reduced to... 45"!! Maybe, trying again, the time will reduce. I actually wonder why... Any Idea? The following is part of the code I used to test what I told in previuos cases (you'll have to change someting in order to have a clean compilation, I just cut & paste from some source code, sorry). The sample can read and write, in random, ordered or reverse ordered mode, but write only in random order is the clearest test. We tryed using std::fstream but also using directly CreateFile(), WriteFile() and so on the results are the same (even if std::fstream is actually a little slower). Parameters for case 'a' = -f_tempdir_\casea.dat -n10000 -t -p -w Parameters for case 'b' = -f_tempdir_\caseb.dat -n10000 -t -v -w Parameters for case 'b.1' = -f_tempdir_\caseb.dat -n10000 -t -w Parameters for case 'c' = -f_tempdir_\casea.dat -n10000 -w Parameters for case 'd' = -f_tempdir_\caseb.dat -n10000 -w Run the test (and even others) and see... // iotest.cpp : Defines the entry point for the console application. // #include <windows.h> #include <iostream> #include <set> #include <vector> #include "stdafx.h" double RealTime_Microsecs() { LARGE_INTEGER fr = {0, 0}; LARGE_INTEGER ti = {0, 0}; double time = 0.0; QueryPerformanceCounter(&ti); QueryPerformanceFrequency(&fr); time = (double) ti.QuadPart / (double) fr.QuadPart; return time; } int main(int argc, char* argv[]) { std::string sFileName ; size_t stSize, stTimes, stBytes ; int retval = 0 ; char *p = NULL ; char *pPattern = NULL ; char *pReadBuf = NULL ; try { // Default stSize = 1<<30 ; // 1Gb stTimes = 1000 ; stBytes = 50 ; bool bTruncate = false ; bool bPre = false ; bool bPreFast = false ; bool bOrdered = false ; bool bReverse = false ; bool bWriteOnly = false ; // Comsumo i parametri for(int index=1; index < argc; ++index) { if ( '-' != argv[index][0] ) throw ; switch(argv[index][1]) { case 'f': sFileName = argv[index]+2 ; break ; case 's': stSize = xw::str::strtol(argv[index]+2) ; break ; case 'n': stTimes = xw::str::strtol(argv[index]+2) ; break ; case 'b':stBytes = xw::str::strtol(argv[index]+2) ; break ; case 't': bTruncate = true ; break ; case 'p' : bPre = true, bPreFast = false ; break ; case 'v' : bPreFast = true, bPre = false ; break ; case 'o' : bOrdered = true, bReverse = false ; break ; case 'r' : bReverse = true, bOrdered = false ; break ; case 'w' : bWriteOnly = true ; break ; default: throw ; break ; } } if ( sFileName.empty() ) { std::cout << "Usage: -f<File Name> -s<File Size> -n<Number of Reads and Writes> -b<Bytes per Read and Write> -t -p -v -o -r -w" << std::endl ; std::cout << "-t truncates the file, -p pre load the file, -v pre load 'veloce', -o writes in order mode, -r write in reverse order mode, -w Write Only" << std::endl ; std::cout << "Default: 1Gb, 1000 times, 50 bytes" << std::endl ; throw ; } if ( !stSize || !stTimes || !stBytes ) { std::cout << "Invalid Parameters" << std::endl ; return -1 ; } size_t stBestSize = 0x00100000 ; std::fstream fFile ; fFile.open(sFileName.c_str(), std::ios_base::binary|std::ios_base::out|std::ios_base::in|(bTruncate?std::ios_base::trunc:0)) ; p = new char[stBestSize] ; pPattern = new char[stBytes] ; pReadBuf = new char[stBytes] ; memset(p, 0, stBestSize) ; memset(pPattern, (int)(stBytes&0x000000ff), stBytes) ; double dTime = RealTime_Microsecs() ; size_t stCopySize, stSizeToCopy = stSize ; if ( bPre ) { do { stCopySize = std::min(stSizeToCopy, stBestSize) ; fFile.write(p, stCopySize) ; stSizeToCopy -= stCopySize ; } while (stSizeToCopy) ; std::cout << "Creating time is: " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; } else if ( bPreFast ) { fFile.seekp(stSize-1) ; fFile.write(p, 1) ; std::cout << "Creating Fast time is: " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; } size_t stPos ; ::srand((unsigned int)dTime) ; double dReadTime, dWriteTime ; stCopySize = stTimes ; std::vector<size_t> inVect ; std::vector<size_t> outVect ; std::set<size_t> outSet ; std::set<size_t> inSet ; // Prepare vector and set do { stPos = (size_t)(::rand()<<16) % stSize ; outVect.push_back(stPos) ; outSet.insert(stPos) ; stPos = (size_t)(::rand()<<16) % stSize ; inVect.push_back(stPos) ; inSet.insert(stPos) ; } while (--stCopySize) ; // Write & read using vectors if ( !bReverse && !bOrdered ) { std::vector<size_t>::iterator outI, inI ; outI = outVect.begin() ; inI = inVect.begin() ; stCopySize = stTimes ; dReadTime = 0.0 ; dWriteTime = 0.0 ; do { dTime = RealTime_Microsecs() ; fFile.seekp(*outI) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++outI ; if ( !bWriteOnly ) { dTime = RealTime_Microsecs() ; fFile.seekg(*inI) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++inI ; } } while (--stCopySize) ; std::cout << "Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " (Ave: " << xw::str::itoa(dWriteTime/stTimes, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { std::cout << "Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " (Ave: " << xw::str::itoa(dReadTime/stTimes, 10, 'f') << ")" << std::endl ; } } // End // Write in order if ( bOrdered ) { std::set<size_t>::iterator i = outSet.begin() ; dWriteTime = 0.0 ; stCopySize = 0 ; for(; i != outSet.end(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekp(stPos) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Ordered Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dWriteTime/stCopySize, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { i = inSet.begin() ; dReadTime = 0.0 ; stCopySize = 0 ; for(; i != inSet.end(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekg(stPos) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Ordered Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dReadTime/stCopySize, 10, 'f') << ")" << std::endl ; } }// End // Write in reverse order if ( bReverse ) { std::set<size_t>::reverse_iterator i = outSet.rbegin() ; dWriteTime = 0.0 ; stCopySize = 0 ; for(; i != outSet.rend(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekp(stPos) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Reverse ordered Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dWriteTime/stCopySize, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { i = inSet.rbegin() ; dReadTime = 0.0 ; stCopySize = 0 ; for(; i != inSet.rend(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekg(stPos) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Reverse ordered Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dReadTime/stCopySize, 10, 'f') << ")" << std::endl ; } }// End dTime = RealTime_Microsecs() ; fFile.close() ; std::cout << "Flush/Close Time is " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; std::cout << "Program Terminated" << std::endl ; } catch(...) { std::cout << "Something wrong or wrong parameters" << std::endl ; retval = -1 ; } if ( p ) delete []p ; if ( pPattern ) delete []pPattern ; if ( pReadBuf ) delete []pReadBuf ; return retval ; }

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  • Very different IO performance in C/C++

    - by Roberto Tirabassi
    Hi all, I'm a new user and my english is not so good so I hope to be clear. We're facing a performance problem using large files (1GB or more) expecially (as it seems) when you try to grow them in size. Anyway... to verify our sensations we tryed the following (on Win 7 64Bit, 4core, 8GB Ram, 32 bit code compiled with VC2008) a) Open an unexisting file. Write it from the beginning up to 1Gb in 1Mb slots. Now you have a 1Gb file. Now randomize 10000 positions within that file, seek to that position and write 50 bytes in each position, no matter what you write. Close the file and look at the results. Time to create the file is quite fast (about 0.3"), time to write 10000 times is fast all the same (about 0.03"). Very good, this is the beginnig. Now try something else... b) Open an unexisting file, seek to 1Gb-1byte and write just 1 byte. Now you have another 1Gb file. Follow the next steps exactly same way of case 'a', close the file and look at the results. Time to create the file is the faster you can imagine (about 0.00009") but write time is something you can't believe.... about 90"!!!!! b.1) Open an unexisting file, don't write any byte. Act as before, ramdomizing, seeking and writing, close the file and look at the result. Time to write is long all the same: about 90"!!!!! Ok... this is quite amazing. But there's more! c) Open again the file you crated in case 'a', don't truncate it... randomize again 10000 positions and act as before. You're fast as before, about 0,03" to write 10000 times. This sounds Ok... try another step. d) Now open the file you created in case 'b', don't truncate it... randomize again 10000 positions and act as before. You're slow again and again, but the time is reduced to... 45"!! Maybe, trying again, the time will reduce. I actually wonder why... Any Idea? The following is part of the code I used to test what I told in previuos cases (you'll have to change someting in order to have a clean compilation, I just cut & paste from some source code, sorry). The sample can read and write, in random, ordered or reverse ordered mode, but write only in random order is the clearest test. We tryed using std::fstream but also using directly CreateFile(), WriteFile() and so on the results are the same (even if std::fstream is actually a little slower). Parameters for case 'a' = -f_tempdir_\casea.dat -n10000 -t -p -w Parameters for case 'b' = -f_tempdir_\caseb.dat -n10000 -t -v -w Parameters for case 'b.1' = -f_tempdir_\caseb.dat -n10000 -t -w Parameters for case 'c' = -f_tempdir_\casea.dat -n10000 -w Parameters for case 'd' = -f_tempdir_\caseb.dat -n10000 -w Run the test (and even others) and see... // iotest.cpp : Defines the entry point for the console application. // #include <windows.h> #include <iostream> #include <set> #include <vector> #include "stdafx.h" double RealTime_Microsecs() { LARGE_INTEGER fr = {0, 0}; LARGE_INTEGER ti = {0, 0}; double time = 0.0; QueryPerformanceCounter(&ti); QueryPerformanceFrequency(&fr); time = (double) ti.QuadPart / (double) fr.QuadPart; return time; } int main(int argc, char* argv[]) { std::string sFileName ; size_t stSize, stTimes, stBytes ; int retval = 0 ; char *p = NULL ; char *pPattern = NULL ; char *pReadBuf = NULL ; try { // Default stSize = 1<<30 ; // 1Gb stTimes = 1000 ; stBytes = 50 ; bool bTruncate = false ; bool bPre = false ; bool bPreFast = false ; bool bOrdered = false ; bool bReverse = false ; bool bWriteOnly = false ; // Comsumo i parametri for(int index=1; index < argc; ++index) { if ( '-' != argv[index][0] ) throw ; switch(argv[index][1]) { case 'f': sFileName = argv[index]+2 ; break ; case 's': stSize = xw::str::strtol(argv[index]+2) ; break ; case 'n': stTimes = xw::str::strtol(argv[index]+2) ; break ; case 'b':stBytes = xw::str::strtol(argv[index]+2) ; break ; case 't': bTruncate = true ; break ; case 'p' : bPre = true, bPreFast = false ; break ; case 'v' : bPreFast = true, bPre = false ; break ; case 'o' : bOrdered = true, bReverse = false ; break ; case 'r' : bReverse = true, bOrdered = false ; break ; case 'w' : bWriteOnly = true ; break ; default: throw ; break ; } } if ( sFileName.empty() ) { std::cout << "Usage: -f<File Name> -s<File Size> -n<Number of Reads and Writes> -b<Bytes per Read and Write> -t -p -v -o -r -w" << std::endl ; std::cout << "-t truncates the file, -p pre load the file, -v pre load 'veloce', -o writes in order mode, -r write in reverse order mode, -w Write Only" << std::endl ; std::cout << "Default: 1Gb, 1000 times, 50 bytes" << std::endl ; throw ; } if ( !stSize || !stTimes || !stBytes ) { std::cout << "Invalid Parameters" << std::endl ; return -1 ; } size_t stBestSize = 0x00100000 ; std::fstream fFile ; fFile.open(sFileName.c_str(), std::ios_base::binary|std::ios_base::out|std::ios_base::in|(bTruncate?std::ios_base::trunc:0)) ; p = new char[stBestSize] ; pPattern = new char[stBytes] ; pReadBuf = new char[stBytes] ; memset(p, 0, stBestSize) ; memset(pPattern, (int)(stBytes&0x000000ff), stBytes) ; double dTime = RealTime_Microsecs() ; size_t stCopySize, stSizeToCopy = stSize ; if ( bPre ) { do { stCopySize = std::min(stSizeToCopy, stBestSize) ; fFile.write(p, stCopySize) ; stSizeToCopy -= stCopySize ; } while (stSizeToCopy) ; std::cout << "Creating time is: " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; } else if ( bPreFast ) { fFile.seekp(stSize-1) ; fFile.write(p, 1) ; std::cout << "Creating Fast time is: " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; } size_t stPos ; ::srand((unsigned int)dTime) ; double dReadTime, dWriteTime ; stCopySize = stTimes ; std::vector<size_t> inVect ; std::vector<size_t> outVect ; std::set<size_t> outSet ; std::set<size_t> inSet ; // Prepare vector and set do { stPos = (size_t)(::rand()<<16) % stSize ; outVect.push_back(stPos) ; outSet.insert(stPos) ; stPos = (size_t)(::rand()<<16) % stSize ; inVect.push_back(stPos) ; inSet.insert(stPos) ; } while (--stCopySize) ; // Write & read using vectors if ( !bReverse && !bOrdered ) { std::vector<size_t>::iterator outI, inI ; outI = outVect.begin() ; inI = inVect.begin() ; stCopySize = stTimes ; dReadTime = 0.0 ; dWriteTime = 0.0 ; do { dTime = RealTime_Microsecs() ; fFile.seekp(*outI) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++outI ; if ( !bWriteOnly ) { dTime = RealTime_Microsecs() ; fFile.seekg(*inI) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++inI ; } } while (--stCopySize) ; std::cout << "Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " (Ave: " << xw::str::itoa(dWriteTime/stTimes, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { std::cout << "Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " (Ave: " << xw::str::itoa(dReadTime/stTimes, 10, 'f') << ")" << std::endl ; } } // End // Write in order if ( bOrdered ) { std::set<size_t>::iterator i = outSet.begin() ; dWriteTime = 0.0 ; stCopySize = 0 ; for(; i != outSet.end(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekp(stPos) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Ordered Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dWriteTime/stCopySize, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { i = inSet.begin() ; dReadTime = 0.0 ; stCopySize = 0 ; for(; i != inSet.end(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekg(stPos) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Ordered Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dReadTime/stCopySize, 10, 'f') << ")" << std::endl ; } }// End // Write in reverse order if ( bReverse ) { std::set<size_t>::reverse_iterator i = outSet.rbegin() ; dWriteTime = 0.0 ; stCopySize = 0 ; for(; i != outSet.rend(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekp(stPos) ; fFile.write(pPattern, stBytes) ; dWriteTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Reverse ordered Write time is " << xw::str::itoa(dWriteTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dWriteTime/stCopySize, 10, 'f') << ")" << std::endl ; if ( !bWriteOnly ) { i = inSet.rbegin() ; dReadTime = 0.0 ; stCopySize = 0 ; for(; i != inSet.rend(); ++i) { stPos = *i ; dTime = RealTime_Microsecs() ; fFile.seekg(stPos) ; fFile.read(pReadBuf, stBytes) ; dReadTime += RealTime_Microsecs() - dTime ; ++stCopySize ; } std::cout << "Reverse ordered Read time is " << xw::str::itoa(dReadTime, 5, 'f') << " in " << xw::str::itoa(stCopySize) << " (Ave: " << xw::str::itoa(dReadTime/stCopySize, 10, 'f') << ")" << std::endl ; } }// End dTime = RealTime_Microsecs() ; fFile.close() ; std::cout << "Flush/Close Time is " << xw::str::itoa(RealTime_Microsecs()-dTime, 5, 'f') << std::endl ; std::cout << "Program Terminated" << std::endl ; } catch(...) { std::cout << "Something wrong or wrong parameters" << std::endl ; retval = -1 ; } if ( p ) delete []p ; if ( pPattern ) delete []pPattern ; if ( pReadBuf ) delete []pReadBuf ; return retval ; }

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  • TFS 2010 SDK: Connecting to TFS 2010 Programmatically&ndash;Part 1

    - by Tarun Arora
    Technorati Tags: Team Foundation Server 2010,TFS 2010 SDK,TFS API,TFS Programming,TFS ALM   Download Working Demo Great! You have reached that point where you would like to extend TFS 2010. The first step is to connect to TFS programmatically. 1. Download TFS 2010 SDK => http://visualstudiogallery.msdn.microsoft.com/25622469-19d8-4959-8e5c-4025d1c9183d?SRC=VSIDE 2. Alternatively you can also download this from the visual studio extension manager 3. Create a new Windows Forms Application project and add reference to TFS Common and client dlls Note - If Microsoft.TeamFoundation.Client and Microsoft.TeamFoundation.Common do not appear on the .NET tab of the References dialog box, use the Browse tab to add the assemblies. You can find them at %ProgramFiles%\Microsoft Visual Studio 10.0\Common7\IDE\ReferenceAssemblies\v2.0. using Microsoft.TeamFoundation.Client; using Microsoft.TeamFoundation.Framework.Client; using Microsoft.TeamFoundation.Framework.Common;   4. There are several ways to connect to TFS, the two classes of interest are, Option 1 – Class – TfsTeamProjectCollectionClass namespace Microsoft.TeamFoundation.Client { public class TfsTeamProjectCollection : TfsConnection { public TfsTeamProjectCollection(RegisteredProjectCollection projectCollection); public TfsTeamProjectCollection(Uri uri); public TfsTeamProjectCollection(RegisteredProjectCollection projectCollection, IdentityDescriptor identityToImpersonate); public TfsTeamProjectCollection(Uri uri, ICredentials credentials); public TfsTeamProjectCollection(Uri uri, ICredentialsProvider credentialsProvider); public TfsTeamProjectCollection(Uri uri, IdentityDescriptor identityToImpersonate); public TfsTeamProjectCollection(RegisteredProjectCollection projectCollection, ICredentials credentials, ICredentialsProvider credentialsProvider); public TfsTeamProjectCollection(Uri uri, ICredentials credentials, ICredentialsProvider credentialsProvider); public TfsTeamProjectCollection(RegisteredProjectCollection projectCollection, ICredentials credentials, ICredentialsProvider credentialsProvider, IdentityDescriptor identityToImpersonate); public TfsTeamProjectCollection(Uri uri, ICredentials credentials, ICredentialsProvider credentialsProvider, IdentityDescriptor identityToImpersonate); public override CatalogNode CatalogNode { get; } public TfsConfigurationServer ConfigurationServer { get; internal set; } public override string Name { get; } public static Uri GetFullyQualifiedUriForName(string name); protected override object GetServiceInstance(Type serviceType, object serviceInstance); protected override object InitializeTeamFoundationObject(string fullName, object instance); } } Option 2 – Class – TfsConfigurationServer namespace Microsoft.TeamFoundation.Client { public class TfsConfigurationServer : TfsConnection { public TfsConfigurationServer(RegisteredConfigurationServer application); public TfsConfigurationServer(Uri uri); public TfsConfigurationServer(RegisteredConfigurationServer application, IdentityDescriptor identityToImpersonate); public TfsConfigurationServer(Uri uri, ICredentials credentials); public TfsConfigurationServer(Uri uri, ICredentialsProvider credentialsProvider); public TfsConfigurationServer(Uri uri, IdentityDescriptor identityToImpersonate); public TfsConfigurationServer(RegisteredConfigurationServer application, ICredentials credentials, ICredentialsProvider credentialsProvider); public TfsConfigurationServer(Uri uri, ICredentials credentials, ICredentialsProvider credentialsProvider); public TfsConfigurationServer(RegisteredConfigurationServer application, ICredentials credentials, ICredentialsProvider credentialsProvider, IdentityDescriptor identityToImpersonate); public TfsConfigurationServer(Uri uri, ICredentials credentials, ICredentialsProvider credentialsProvider, IdentityDescriptor identityToImpersonate); public override CatalogNode CatalogNode { get; } public override string Name { get; } protected override object GetServiceInstance(Type serviceType, object serviceInstance); public TfsTeamProjectCollection GetTeamProjectCollection(Guid collectionId); protected override object InitializeTeamFoundationObject(string fullName, object instance); } }   Note – The TeamFoundationServer class is obsolete. Use the TfsTeamProjectCollection or TfsConfigurationServer classes to talk to a 2010 Team Foundation Server. In order to talk to a 2005 or 2008 Team Foundation Server use the TfsTeamProjectCollection class. 5. Sample code for programmatically connecting to TFS 2010 using the TFS 2010 API How do i know what the URI of my TFS server is, Note – You need to be have Team Project Collection view details permission in order to connect, expect to receive an authorization failure message if you do not have sufficient permissions. Case 1: Connect by Uri string _myUri = @"https://tfs.codeplex.com:443/tfs/tfs30"; TfsConfigurationServer configurationServer = TfsConfigurationServerFactory.GetConfigurationServer(new Uri(_myUri)); Case 2: Connect by Uri, prompt for credentials string _myUri = @"https://tfs.codeplex.com:443/tfs/tfs30"; TfsConfigurationServer configurationServer = TfsConfigurationServerFactory.GetConfigurationServer(new Uri(_myUri), new UICredentialsProvider()); configurationServer.EnsureAuthenticated(); Case 3: Connect by Uri, custom credentials In order to use this method of connectivity you need to implement the interface ICredentailsProvider public class ConnectByImplementingCredentialsProvider : ICredentialsProvider { public ICredentials GetCredentials(Uri uri, ICredentials iCredentials) { return new NetworkCredential("UserName", "Password", "Domain"); } public void NotifyCredentialsAuthenticated(Uri uri) { throw new ApplicationException("Unable to authenticate"); } } And now consume the implementation of the interface, string _myUri = @"https://tfs.codeplex.com:443/tfs/tfs30"; ConnectByImplementingCredentialsProvider connect = new ConnectByImplementingCredentialsProvider(); ICredentials iCred = new NetworkCredential("UserName", "Password", "Domain"); connect.GetCredentials(new Uri(_myUri), iCred); TfsConfigurationServer configurationServer = TfsConfigurationServerFactory.GetConfigurationServer(new Uri(_myUri), connect); configurationServer.EnsureAuthenticated();   6. Programmatically query TFS 2010 using the TFS SDK for all Team Project Collections and retrieve all Team Projects and output the display name and description of each team project. CatalogNode catalogNode = configurationServer.CatalogNode; ReadOnlyCollection<CatalogNode> tpcNodes = catalogNode.QueryChildren( new Guid[] { CatalogResourceTypes.ProjectCollection }, false, CatalogQueryOptions.None); // tpc = Team Project Collection foreach (CatalogNode tpcNode in tpcNodes) { Guid tpcId = new Guid(tpcNode.Resource.Properties["InstanceId"]); TfsTeamProjectCollection tpc = configurationServer.GetTeamProjectCollection(tpcId); // Get catalog of tp = 'Team Projects' for the tpc = 'Team Project Collection' var tpNodes = tpcNode.QueryChildren( new Guid[] { CatalogResourceTypes.TeamProject }, false, CatalogQueryOptions.None); foreach (var p in tpNodes) { Debug.Write(Environment.NewLine + " Team Project : " + p.Resource.DisplayName + " - " + p.Resource.Description + Environment.NewLine); } }   Output   You can download a working demo that uses TFS SDK 2010 to programmatically connect to TFS 2010. Screen Shots of the attached demo application, Share this post :

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