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  • Opinions on Dual-Salt authentication for low sensitivity user accounts?

    - by Heleon
    EDIT - Might be useful for someone in the future... Looking around the bcrypt class in php a little more, I think I understand what's going on, and why bcrypt is secure. In essence, I create a random blowfish salt, which contains the number of crypt rounds to perform during the encryption step, which is then hashed using the crypt() function in php. There is no need for me to store the salt I used in the database, because it's not directly needed to decrypt, and the only way to gain a password match to an email address (without knowing the salt values or number of rounds) would be to brute force plain text passwords against the hash stored in the database using the crypt() function to verify, which, if you've got a strong password, would just be more effort than it's worth for the user information i'm storing... I am currently working on a web project requiring user accounts. The application is CodeIgniter on the server side, so I am using Ion Auth as the authentication library. I have written an authentication system before, where I used 2 salts to secure the passwords. One was a server-wide salt which sat as an environment variable in the .htaccess file, and the other was a randomly generated salt which was created at user signup. This was the method I used in that authentication system for hashing the password: $chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"; //create a random string to be used as the random salt for the password hash $size = strlen($chars); for($i = 0; $i < 22; $i++) { $str .= $chars[rand(0, $size - 1)]; } //create the random salt to be used for the crypt $r_blowfish_salt = "$2a$12$" . $str . "$"; //grab the website salt $salt = getenv('WEBSITE_SALT'); //combine the website salt, and the password $password_to_hash = $pwd . $salt; //crypt the password string using blowfish $password = crypt($password_to_hash, $r_blowfish_salt); I have no idea whether this has holes in it or not, but regardless, I moved over to Ion Auth for a more complete set of functions to use with CI. I noticed that Ion only uses a single salt as part of its hashing mechanism (although does recommend that encryption_key is set in order to secure the database session.) The information that will be stored in my database is things like name, email address, location by country, some notes (which will be recommended that they do not contain sensitive information), and a link to a Facebook, Twitter or Flickr account. Based on this, i'm not convinced it's necessary for me to have an SSL connection on the secure pages of my site. My question is, is there a particular reason why only 1 salt is being used as part as the Ion Auth library? Is it implied that I write my own additional salting in front of the functionality it provides, or am I missing something? Furthermore, is it even worth using 2 salts, or once an attacker has the random salt and the hashed password, are all bets off anyway? (I assume not, but worth checking if i'm worrying about nothing...)

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  • libgdx arrays onTouch() method and delays for objects

    - by johnny-b
    i am trying to create random bullets but it is not working for some reason. also how can i make a delay so the bullets come every 30 seconds or 1 minute???? also the onTouch method does not work and it is not taking the bullet away???? shall i put the array in the GameRender class? thanks public class GameWorld { public static Ball ball; private Bullet bullet1; private ScrollHandler scroller; private Array<Bullet> bullets = new Array<Bullet>(); public GameWorld() { ball = new Ball(280, 273, 32, 32); bullet = new Bullet(-300, 200); scroller = new ScrollHandler(0); bullets.add(new Bullet(bullet.getX(), bullet.getY())); bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 0.0f; float bulletY = 0.0f; for (int i=0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); bullets.add(bullet); } } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet1() { return bullet1; } } i also tried this and it is not working, i used this in the GameRender class Array<Bullet> enemies=new Array<Bullet>(); //in the constructor of the class enemies.add(new Bullet(bullet.getX(), bullet.getY())); // this throws an exception for some reason??? this is in the render method for(int i=0; i<bullet.size; i++) bullet.get(i).draw(batcher); //this i am using in any method that will allow me from the constructor to update to render for(int i=0; i<bullet.size; i++) bullet.get(i).update(delta); this is not taking the bullet out @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { for(int i=0; i<bullet.size; i++) if(bullet.get(i).getBounds().contains(screenX,screenY)) bullet.removeIndex(i--); return false; } thanks for the help anyone.

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  • Access: strange results with queries against MDB file

    - by Craig Johnston
    I am running the following SQL against an MDB file, a copy of which is located here: http://hotfile.com/dl/40641614/2353dfc/test.mdb.html (perfectly clean file, no macros or viruses) SELECT datediff("d", MAX(invoice.date), Now) As Date_Diff , MAX(invoice.date) AS max_invoice_date , customer.number AS customer_number FROM invoice INNER JOIN customer ON invoice.customer_number = customer.number GROUP BY customer.number If the the following was added: HAVING datediff("d", MAX(invoice.date), Now) > 365 would this simply exclude rows with Date_Diff <= 365? What should be the effect of the HAVING clause here?

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  • Why does my app crash when I add an row to the table view?

    - by mystify
    I'm adding a row like this, when a button is pressed. It must be the very first row in the first section: NSIndexPath *indexPath = [NSIndexPath indexPathForRow:0 inSection:0]; [self insertRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationFade]; I don't call anything else here. No -reloadData. I keep getting this: * Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Invalid update: invalid number of rows in section 0. The number of rows contained in an existing section after the update (6) must be equal to the number of rows contained in that section before the update (6), plus or minus the number of rows inserted or deleted from that section (1 inserted, 0 deleted).'

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • Snake Game Help

    - by MuhammadA
    I am making a snake game and learning XNA at the same time. I have 3 classes : Game.cs, Snake.cs and Apple.cs My problem is more of a conceptual problem, I want to know which class is really responsible for ... detecting collision of snake head on apple/itself/wall? which class should increase the snakes speed, size? It seems to me that however much I try and put the snake stuff into snake.cs that game.cs has to know a lot about the snake, like : -- I want to increase the score depending on size of snake, the score variable is inside game.cs, which means now I have to ask the snake its size on every hit of the apple... seems a bit unclean all this highly coupled code. or -- I DO NOT want to place the apple under the snake... now the apple suddenly has to know about all the snake parts, my head hurts when I think of that. Maybe there should be some sort of AppleLayer.cs class that should know about the snake... Whats the best approach in such a simple scenario? Any tips welcome. Game.cs : using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Design; namespace Snakez { public enum CurrentGameState { Playing, Paused, NotPlaying } public class Game1 : Microsoft.Xna.Framework.Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; private readonly Color _niceGreenColour = new Color(167, 255, 124); private KeyboardState _oldKeyboardState; private SpriteFont _scoreFont; private SoundEffect _biteSound, _crashSound; private Vector2 _scoreLocation = new Vector2(10, 10); private Apple _apple; private Snake _snake; private int _score = 0; private int _speed = 1; public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _scoreFont = Content.Load<SpriteFont>("Score"); _apple = new Apple(800, 480, Content.Load<Texture2D>("Apple")); _snake = new Snake(Content.Load<Texture2D>("BodyBlock")); _biteSound = Content.Load<SoundEffect>("Bite"); _crashSound = Content.Load<SoundEffect>("Crash"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { Content.Unload(); } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState newKeyboardState = Keyboard.GetState(); if (newKeyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); // Allows the game to exit } else if (newKeyboardState.IsKeyDown(Keys.Up) && !_oldKeyboardState.IsKeyDown(Keys.Up)) { _snake.SetDirection(Direction.Up); } else if (newKeyboardState.IsKeyDown(Keys.Down) && !_oldKeyboardState.IsKeyDown(Keys.Down)) { _snake.SetDirection(Direction.Down); } else if (newKeyboardState.IsKeyDown(Keys.Left) && !_oldKeyboardState.IsKeyDown(Keys.Left)) { _snake.SetDirection(Direction.Left); } else if (newKeyboardState.IsKeyDown(Keys.Right) && !_oldKeyboardState.IsKeyDown(Keys.Right)) { _snake.SetDirection(Direction.Right); } _oldKeyboardState = newKeyboardState; _snake.Update(); if (_snake.IsEating(_apple)) { _biteSound.Play(); _score += 10; _apple.Place(); } base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_niceGreenColour); float frameRate = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds; _spriteBatch.Begin(); _spriteBatch.DrawString(_scoreFont, "Score : " + _score, _scoreLocation, Color.Red); _apple.Draw(_spriteBatch); _snake.Draw(_spriteBatch); _spriteBatch.End(); base.Draw(gameTime); } } } Snake.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public enum Direction { Up, Down, Left, Right } public class Snake { private List<Rectangle> _parts; private readonly Texture2D _bodyBlock; private readonly int _startX = 160; private readonly int _startY = 120; private int _moveDelay = 100; private DateTime _lastUpdatedAt; private Direction _direction; private Rectangle _lastTail; public Snake(Texture2D bodyBlock) { _bodyBlock = bodyBlock; _parts = new List<Rectangle>(); _parts.Add(new Rectangle(_startX, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + bodyBlock.Width, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 2, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 3, _startY, _bodyBlock.Width, _bodyBlock.Height)); _direction = Direction.Right; _lastUpdatedAt = DateTime.Now; } public void Draw(SpriteBatch spriteBatch) { foreach (var p in _parts) { spriteBatch.Draw(_bodyBlock, new Vector2(p.X, p.Y), Color.White); } } public void Update() { if (DateTime.Now.Subtract(_lastUpdatedAt).TotalMilliseconds > _moveDelay) { //DateTime.Now.Ticks _lastTail = _parts.First(); _parts.Remove(_lastTail); /* add new head in right direction */ var lastHead = _parts.Last(); var newHead = new Rectangle(0, 0, _bodyBlock.Width, _bodyBlock.Height); switch (_direction) { case Direction.Up: newHead.X = lastHead.X; newHead.Y = lastHead.Y - _bodyBlock.Width; break; case Direction.Down: newHead.X = lastHead.X; newHead.Y = lastHead.Y + _bodyBlock.Width; break; case Direction.Left: newHead.X = lastHead.X - _bodyBlock.Width; newHead.Y = lastHead.Y; break; case Direction.Right: newHead.X = lastHead.X + _bodyBlock.Width; newHead.Y = lastHead.Y; break; } _parts.Add(newHead); _lastUpdatedAt = DateTime.Now; } } public void SetDirection(Direction newDirection) { if (_direction == Direction.Up && newDirection == Direction.Down) { return; } else if (_direction == Direction.Down && newDirection == Direction.Up) { return; } else if (_direction == Direction.Left && newDirection == Direction.Right) { return; } else if (_direction == Direction.Right && newDirection == Direction.Left) { return; } _direction = newDirection; } public bool IsEating(Apple apple) { if (_parts.Last().Intersects(apple.Location)) { GrowBiggerAndFaster(); return true; } return false; } private void GrowBiggerAndFaster() { _parts.Insert(0, _lastTail); _moveDelay -= (_moveDelay / 100)*2; } } } Apple.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public class Apple { private readonly int _maxWidth, _maxHeight; private readonly Texture2D _texture; private readonly Random random = new Random(); public Rectangle Location { get; private set; } public Apple(int screenWidth, int screenHeight, Texture2D texture) { _maxWidth = (screenWidth + 1) - texture.Width; _maxHeight = (screenHeight + 1) - texture.Height; _texture = texture; Place(); } public void Place() { Location = GetRandomLocation(_maxWidth, _maxHeight); } private Rectangle GetRandomLocation(int maxWidth, int maxHeight) { // x and y -- multiple of 20 int x = random.Next(1, maxWidth); var leftOver = x % 20; x = x - leftOver; int y = random.Next(1, maxHeight); leftOver = y % 20; y = y - leftOver; return new Rectangle(x, y, _texture.Width, _texture.Height); } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(_texture, Location, Color.White); } } }

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  • How to convert binary, OCT, HEX to calculate in Java?

    - by user316751
    Write an application that inputs one number consisting of FIVE digits from the user, separates the number into its individual digits and prints the digits separated from one another by three spaces each. For example, if the user types in the number 12345, the program should print 1 2 3 4 5 The following screen dump of result is for your reference. Input a digit: 12345 Digits in 12345 = 1 2 3 4 5 How to convert binary, OCT, HEX to calculate the question?

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  • python script to download xml files on my server

    - by Blankman
    I need a python script that will do the following: connect to a URL, and that URL will return a number like 1200. Use the number, to download xml files named: 1 to x where x is the number from #1. store the files in a particular directory. Sorry I've never written a python script, so if you could guide me along that would be great (maybe with a some comments). I will be running this as a cron job if that matters.

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  • Customise a control in dynamics crm

    - by webturner
    I've written code that can make a phone dial a number from a function call, that's done and dusted. What I would like to achieve is adding a Dial button to each phone number field on the forms in Dynamics CRM. Eventually this could also create a new phone record fill in the basic details and show it to the user to enter notes and an outcome for the phone call, and perhaps some other workflow bits to schedule the next call. Can I put a custom control on a standard form in place of the standard control. I'm assuming it would have to be an IFrame to an asp.net page, that pulls in the record id, and the field name, looks up the number to show in a text box, and passes the number to the DialNumber function. Hey presto... I assume its not going to be that easy... Has anyone tried this before, what's the process, what are the gotchas?

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  • Does WCF use the ThreadPool to bring up new instances for a PerCall service?

    - by theburningmonk
    Hi, for a PerCall WCF service whose throttling has been set to be high (say, 200 max concurrent calls) would WCF bring up a new instance and invoke the request on a threadpool thread? If it does, then does this have an impact on the total number of concurrent calls allowed? I ask because I don't seem to ever hit the max number of concurrent calls I've set in the service throttling config but instead a fraction of that number - up to 50 on a 100 MaxConcurrentCalls setting and 160 on a 200 MaxConcurrentCalls setting. Thanks,

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  • Using GA in GUI

    - by AlexT
    Sorry if this isn't clear as I'm writing this on a mobile device and I'm trying to make it quick. I've written a basic Genetic Algorithm with a binary encoding (genes) that builds a fitness value and evolves through several iterations using tournament selection, mutation and crossover. As a basic command-line example it seems to work. The problem I've got is with applying a genetic algorithm within a GUI as I am writing a maze-solving program that uses the GA to find a method through a maze. How do I turn my random binary encoded genes and fitness function (add all the binary values together) into a method to control a bot around a maze? I have built a basic GUI in Java consisting of a maze of labels (like a grid) with the available routes being in blue and the walls being in black. To reiterate my GA performs well and contains what any typical GA would (fitness method, get and set population, selection, crossover, etc) but now I need to plug it into a GUI to get my maze running. What needs to go where in order to get a bot that can move in different directions depending on what the GA says? Rough pseudocode would be great if possible As requested, an Individual is built using a separate class (Indiv), with all the main work being done in a Pop class. When a new individual is instantiated an array of ints represent the genes of said individual, with the genes being picked at random from a number between 0 and 1. The fitness function merely adds together the value of these genes and in the Pop class handles selection, mutation and crossover of two selected individuals. There's not much else to it, the command line program just shows evolution over n generations with the total fitness improving over each iteration. EDIT: It's starting to make a bit more sense now, although there are a few things that are bugging me... As Adamski has suggested I want to create an "Agent" with the options shown below. The problem I have is where the random bit string comes into play here. The agent knows where the walls are and has it laid out in a 4 bit string (i.e. 0111), but how does this affect the random 32 bit string? (i.e. 10001011011001001010011011010101) If I have the following maze (x is the start place, 2 is the goal, 1 is the wall): x 1 1 1 1 0 0 1 0 0 1 0 0 0 2 If I turn left I'm facing the wrong way and the agent will move completely off the maze if it moves forward. I assume that the first generation of the string will be completely random and it will evolve as the fitness grows but I don't get how the string will work within a maze. So, to get this straight... The fitness is the result of when the agent is able to move and is by a wall. The genes are a string of 32 bits, split into 16 sets of 2 bits to show the available actions and for the robot to move the two bits need to be passed with four bits from the agent showings its position near the walls. If the move is to go past a wall the move isn't made and it is deemed invalid and if the move is made and if a new wall is found then the fitness goes up. Is that right?

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  • Aggregate Functions and Group By Problems

    - by David Stein
    If we start with the following simple SQL statement which works. SELECT sor.FPARTNO, sum(sor.FUNETPRICE) FROM sorels sor GROUP BY sor.FPARTNO FPartNo is the part number and the Funetprice is obviously the net price. The user also wants the description and this causes a problem. If I follow up with this: SELECT sor.FPARTNO, sor.fdesc, sum(sor.FUNETPRICE) FROM sorels sor GROUP BY sor.FPARTNO, sor.fdesc If there are multiple variations of the description for that part number, typically very small variations in the text, then I don't actually aggregate on the part number. Make sense? I'm sure this must be simple. How can I return the first fdesc that corresponds to the part number? Any of the description variations would suffice as they are almost entirely identical. Edit: The description is a text field.

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  • Designing small comparable objects

    - by Thomas Ahle
    Intro Consider you have a list of key/value pairs: (0,a) (1,b) (2,c) You have a function, that inserts a new value between two current pairs, and you need to give it a key that keeps the order: (0,a) (0.5,z) (1,b) (2,c) Here the new key was chosen as the average between the average of keys of the bounding pairs. The problem is, that you list may have milions of inserts. If these inserts are all put close to each other, you may end up with keys such to 2^(-1000000), which are not easily storagable in any standard nor special number class. The problem How can you design a system for generating keys that: Gives the correct result (larger/smaller than) when compared to all the rest of the keys. Takes up only O(logn) memory (where n is the number of items in the list). My tries First I tried different number classes. Like fractions and even polynomium, but I could always find examples where the key size would grow linear with the number of inserts. Then I thought about saving pointers to a number of other keys, and saving the lower/greater than relationship, but that would always require at least O(sqrt) memory and time for comparison. Extra info: Ideally the algorithm shouldn't break when pairs are deleted from the list.

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  • Getting wierd issue with TO_NUMBER function in Oracle

    - by Fazal
    I have been getting an intermittent issue when executing to_number function in the where clause on a varchar2 column if number of records exceed a certain number n. I used n as there is no exact number of records on which it happens. On one DB it happens after n was 1 million on another when it was 0.1. million. E.g. I have a table with 10 million records say Table Country which has field1 varchar2 containing numberic data and Id If I do a query as an example select * from country where to_number(field1) = 23 and id 1 and id < 100000 This works But if i do the query select * from country where to_number(field1) = 23 and id 1 and id < 100001 It fails saying invalid number Next I try the query select * from country where to_number(field1) = 23 and id 2 and id < 100001 It works again As I only got invalid number it was confusing, but in the log file it said Memory Notification: Library Cache Object loaded into SGA Heap size 3823K exceeds notification threshold (2048K) KGL object name :with sqlplan as ( select c006 object_owner, c007 object_type,c008 object_name from htmldb_collections where COLLECTION_NAME='HTMLDB_QUERY_PLAN' and c007 in ('TABLE','INDEX','MATERIALIZED VIEW','INDEX (UNIQUE)')), ws_schemas as( select schema from wwv_flow_company_schemas where security_group_id = :flow_security_group_id), t as( select s.object_owner table_owner,s.object_name table_name, d.OBJECT_ID from sqlplan s,sys.dba_objects d It seems its related to SGA size, but google did not give me much help on this. Does anyone have any idea about this issue with TO_NUMBER or oracle functions for large data?

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  • Strings Generation

    - by sikas
    Hi,I would like to know how can I create various string from some given characters eg: given characters: a, b I would like to generate the following strings: aa ab ba bb What I have thought of is having (for 2 inputs only) two for-loops one inside another, and then loop each to the number of inputs which in this case is 2 and the output strings will be 2*2 = 4 strings and as the number increases the number of output strings will increase by multiplying n*n (n-times)

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  • A* algorithm works OK, but not perfectly. What's wrong?

    - by Bart van Heukelom
    This is my grid of nodes: I'm moving an object around on it using the A* pathfinding algorithm. It generally works OK, but it sometimes acts wrongly: When moving from 3 to 1, it correctly goes via 2. When going from 1 to 3 however, it goes via 4. When moving between 3 and 5, it goes via 4 in either direction instead of the shorter way via 6 What can be wrong? Here's my code (AS3): public static function getPath(from:Point, to:Point, grid:NodeGrid):PointLine { // get target node var target:NodeGridNode = grid.getClosestNodeObj(to.x, to.y); var backtrace:Map = new Map(); var openList:LinkedSet = new LinkedSet(); var closedList:LinkedSet = new LinkedSet(); // begin with first node openList.add(grid.getClosestNodeObj(from.x, from.y)); // start A* var curNode:NodeGridNode; while (openList.size != 0) { // pick a new current node if (openList.size == 1) { curNode = NodeGridNode(openList.first); } else { // find cheapest node in open list var minScore:Number = Number.MAX_VALUE; var minNext:NodeGridNode; openList.iterate(function(next:NodeGridNode, i:int):int { var score:Number = curNode.distanceTo(next) + next.distanceTo(target); if (score < minScore) { minScore = score; minNext = next; return LinkedSet.BREAK; } return 0; }); curNode = minNext; } // have not reached if (curNode == target) break; else { // move to closed openList.remove(curNode); closedList.add(curNode); // put connected nodes on open list for each (var adjNode:NodeGridNode in curNode.connects) { if (!openList.contains(adjNode) && !closedList.contains(adjNode)) { openList.add(adjNode); backtrace.put(adjNode, curNode); } } } } // make path var pathPoints:Vector.<Point> = new Vector.<Point>(); pathPoints.push(to); while(curNode != null) { pathPoints.unshift(curNode.location); curNode = backtrace.read(curNode); } pathPoints.unshift(from); return new PointLine(pathPoints); } NodeGridNode::distanceTo() public function distanceTo(o:NodeGridNode):Number { var dx:Number = location.x - o.location.x; var dy:Number = location.y - o.location.y; return Math.sqrt(dx*dx + dy*dy); }

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  • How to make bash script run with a latency (i.e. wait 1 sec at each iterations)?

    - by user2413
    I have this bash script; for (( i = 1 ; i <= 160 ; i++ )); do qsub myccomputations"${i}".pbs done Basically, I would prefer if there was a 1 second delay between each iteration. The reason is that at each iterations, it sends the program file mycomputation"${i}$.pbs to a core node for solving. Solving in this instance involves the use of pseudo random numbers. I suspect the RNG I use (R's) uses CPU time as seed because as things are now I get repeating pseudo random numbers (at the rate of approx 1 out of 100). So how to you ask bash to for (( i = 1 ; i <= 160 ; i++ )); do wait 1 sec qsub myccomputations"${i}".pbs done

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • Queue-like data structure with fast search and insertion

    - by Max
    I need a datastructure with the following properties: It contains integer numbers, no duplicates. After it reaches the maximal size the first element is removed. So if the capacity is 3, then this is how it would look when putting in it sequential numbers: {}, {1}, {1, 2}, {1, 2, 3}, {2, 3, 4}, {3, 4, 5} etc. Only two operations are needed: inserting a number into this container (INSERT) and checking if the number is already in the container (EXISTS). The number of EXISTS operations is expected to be approximately 2 * number of INSERT operations. I need these operations to be as fast as possible. What would be the fastest data structure or combination of data structures for this scenario?

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  • An Actor "queue" ?

    - by synic
    In Java, to write a library that makes requests to a server, I usually implement some sort of dispatcher (not unlike the one found here in the Twitter4J library: http://github.com/yusuke/twitter4j/blob/master/twitter4j-core/src/main/java/twitter4j/internal/async/DispatcherImpl.java) to limit the number of connections, to perform asynchronous tasks, etc. The idea is that N number of threads are created. A "Task" is queued and all threads are notified, and one of the threads, when it's ready, will pop an item from the queue, do the work, and then return to a waiting state. If all the threads are busy working on a Task, then the Task is just queued, and the next available thread will take it. This keeps the max number of connections to N, and allows at most N Tasks to be operating at the same time. I'm wondering what kind of system I can create with Actors that will accomplish the same thing? Is there a way to have N number of Actors, and when a new message is ready, pass it off to an Actor to handle it - and if all Actors are busy, just queue the message?

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  • I Don't Understand Anything About Randomly Generated Worlds [closed]

    - by Alex Larsen
    What tools do I need to make a Minecraft-like generated world? I heard about Perlin noise and Simplex, but I don't understand anything about them. So far all I found on the internet was a Simplex version for C#, and all it has is functions, and this is what I get: Console.WriteLine(Noise.Generate(SomeNumber, SomeNumber, SumNumber)); Outputs random floats. I'm really lost. I don't understand the whole random generated worlds concept. Can someone help me? And if I use the noise thing I don't understand how to use it.

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  • problems with scanf

    - by lego69
    hello, I've got some problems with this snippet of the code while(scanf("%d",&numOfPlayers)!=1){ printf("Please enter the right number of players"); } my purpose is to take the number from the user but if number is not int, I must ask him one more time, when I check this snippet and print 'r' for example I receive eternal loop, what may be the problem, how can I improve it? thanks in advance

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