Search Results

Search found 27144 results on 1086 pages for 'tail call optimization'.

Page 198/1086 | < Previous Page | 194 195 196 197 198 199 200 201 202 203 204 205  | Next Page >

  • Any porting avaiable of backtrace for uclibc?

    - by user303967
    We are running the uclibc linux on ARM 9. The problem is uclibc doesn't support backtrace. When core-dump happen, cannot grap the call stack. Anyone has good solution on that? For example, an existing porting of backtrace for uclibc? or any good method to grap call stack when call dump happen(uclibc+ARM+Linux)? thanks

    Read the article

  • 'Generic' ViewModel

    - by Ian MacPherson
    Using EF 4, I have several subtypes of a 'Business' entity (customers, suppliers, haulage companies etc). They DO need to be subtypes. I am building a general viewmodel which calls into a service from which a generic repository is accessed. As I have 4 subtypes, it would be good to have a 'generic' viewmodel used for all of these. Problem is of course is that I have to call a specific type into my generic repository, for example: BusinessToRetrieve = _repository .LoadEntity<Customer>(o => o.CustomerID == customerID); It would be good to be able to call <SomethingElse>, somethingElse being one or other of the subtypes), otherwise I shall have to create 4 near identical viemodels, which seems a waste of course! The subtype entity name is available to the viewmodel but I've been unable to figure out how to make the above call convert this into a type. An issue with achieving what I want is that presumably the lambda expression being passed in wouldn't be able to resolve on a 'generic' call ?

    Read the article

  • Scheduling a recurring alarm/event

    - by martinjd
    I have a class that extends Application. In the class I make a call to AlarmManager and pass in an intent. As scheduled my EventReceiver class, that extends BroadcastReceiver, processes the call in the onReceive method. How would I call the intent again from the onReceive method to schedule another event?

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

  • masm division overflow

    - by Help I'm in college
    I'm trying divide two numbers in assembly. I'm working out of the Irvine assembly for intel computers book and I can't make division work for the life of me. Here's my code .code main PROC call division exit main ENDP division PROC mov eax, 4 mov ebx, 2 div ebx call WriteDec ret divison ENDP END main Where WriteDec should write whatever number is in the eax register (should be set to the quotient after the division call). Instead everytime I run it visual studio crashes (the program does compile however).

    Read the article

  • to stop trigger in jquery

    - by Alexander Corotchi
    Hi everybody , I have an AJAX call, which is doing this call every 5 seconds and when the call "succeed " I have a trigger success: function (msg) { ... $('#test').trigger('click'); return false; }, ... But i need to do this trigger just once , the first time, not every 5 second ! Can somebody suggest me how to stop this trigger, or maybe to use another stuff to trigger this "click " Thanks!

    Read the article

  • Linked List Design

    - by Jim Scott
    The other day in a local .NET group I attend the following question came up: "Is it a valid interview question to ask about Linked Lists when hiring someone for a .NET development position?" Not having a computer sciense degree and being a self taught developer my response was that I did not feel it was appropriate as I in 5 years of developer with .NET had never been exposed to linked lists and did not hear any compeling reason for a use for one. However the person commented that it is a very common interview question so I decided when I left that I would do some reasearch on linked lists and see what I might be missing. I have read a number of posts on stack overflow and various google searches and decided the best way to learn about them was to write my own .NET classes to see how they worked from the inside out. Here is my class structure Single Linked List Constructor public SingleLinkedList(object value) Public Properties public bool IsTail public bool IsHead public object Value public int Index public int Count private fields not exposed to a property private SingleNode firstNode; private SingleNode lastNode; private SingleNode currentNode; Methods public void MoveToFirst() public void MoveToLast() public void Next() public void MoveTo(int index) public void Add(object value) public void InsertAt(int index, object value) public void Remove(object value) public void RemoveAt(int index) Questions I have: What are typical methods you would expect in a linked list? What is typical behaviour when adding new records? For example if I have 4 nodes and I am currently positioned in the second node and perform Add() should it be added after or before the current node? Or should it be added to the end of the list? Some of the designs I have seen explaining things seem to expose outside of the LinkedList class the Node object. In my design you simply add, get, remove values and know nothing about any node object. Should the Head and Tail be placeholder objects that are only used to define the head/tail of the list? I require my Linked List be instantiated with a value which creates the first node of the list which is essentially the head and tail of the list. Would you change that ? What should the rules be when it comes to removing nodes. Should someone be able to remove all nodes? Here is my Double Linked List Constructor public DoubleLinkedList(object value) Properties public bool IsHead public bool IsTail public object Value public int Index public int Count Private fields not exposed via property private DoubleNode currentNode; Methods public void AddFirst(object value) public void AddLast(object value) public void AddBefore(object existingValue, object value) public void AddAfter(object existingValue, object value) public void Add(int index, object value) public void Add(object value) public void Remove(int index) public void Next() public void Previous() public void MoveTo(int index)

    Read the article

  • Counting the number of visitors for a web page - JavaScript and Struts

    - by Dj
    Hi i am Dhananjay, I need to keep track of the number of visitors to a web page. I have planned like this: on load of the home page, I will call a javascript callCounter(); From javascript, I need then to call an action and update a record in database. Please help me with this. How do i call the action? I should be in the same home jsp after updating database. Thanks in advance, Dhananjay

    Read the article

  • Erlang: How to view output of io:format/2 calls in processes spawned on remote nodes.

    - by jkndrkn
    Hello, I am working on a decentralized Erlang application. I am currently working on a single PC and creating multiple nodes by initializing erl with the -sname flag. When I spawn a process using spawn/4 on its home node, I can see output generated by calls io:format/2 within that process in its home erl instance. When I spawn a process remotely by using spawn/4 in combination with register_name, output of io:format/2 is sometimes redirected back to the erl instance where the remote spawn/4 call was made, and sometimes remains completely invisible. Similarly, when I use rpc:call/4, output of io:format/2 calls is redirected back to the erl instance where the `rpc:call/4' call is made. How do you get a process to emit debugging output back to its parent erl instance?

    Read the article

  • Run python file -- what function is main?

    - by Jasie
    I have simple python script, 'first.py': #first.py def firstFunctionEver() : print "hello" firstFunctionEver() I want to call this script using : python first.py and have it call the firstFunctionEver(). But, the script is ugly -- what function can I put the call to firstFunctionEver() in and have it run when the script is loaded?

    Read the article

  • Which cross threading invoke function is better for a control that is inherited?

    - by Stevoni
    I have a relatively simple question regarding the best way to call the DataGridView.Rows.Add function when it is inherited into the current control. Which is the best way to make the call to the inherited control? Call it directly in the invoke or call it using recursive-like function? They both seem to produce the same result, a row gets added and the quantity is returned, but which is the most efficient? The delegate: Private Delegate Function ReturnDelegate() As Object The two ways are: A) Private Overloads Function AddRow() As Integer If InvokeRequired Then Return CInt(Invoke(New ReturnDelegate(AddressOf AddRow))) Else Return Rows.Add() End If End Function Or B) Private Function RowsAdd() As Integer If Me.InvokeRequired Then Return CInt(Me.Invoke(New ReturnDelegate(AddressOf MyBase.Rows.Add))) Else Return MyBase.Rows.Add End If End Function

    Read the article

  • Convert perl one-liner into a script

    - by Stefan Lasiewski
    I find alot of perl one-liners online. Sometimes I want to convert these one-liners into a script, because otherwise I'll forget the syntax of the one-liner. For example, I'm using the following command (from nagios.com): tail -f /var/log/nagios/nagios.log | perl -pe 's/(\d+)/localtime/e' I'd to replace it with something like this: tail -f /var/log/nagios/nagios.log | ~/bin/nagiostime.pl However, I can't figure out the best way to quickly throw this stuff into a script. Does anyone have a quick way to throw these one-liners into a Bash or Perl script?

    Read the article

  • Perform selector on parent NSOperation

    - by user326943
    I extend NSOperation (call it A) which contains NSOperationQueue for other NSOperations (which is another extended class different from A, call these operations B). When operation A is running (executing B operations) how do i call a specific function/method on operation A when certain event takes place on B operations? For example every operation B that finishes it calls a function on operation A returning itself? *Nested NSOperation and NSOperationQueue(s) Hope this mockup pseudo code can help to draw the picture. //My classes extended from NSOperation NSOperation ClassA NSOperation ClassB //MainApp -(void)applicationDidFinishLaunching:(NSNotification *)aNotification { ClassA A1; ClassA A2; NSOperationQueue Queue; Queue AddOperation: A1; Queue AddOperation: A2; } //Main of ClassA -(void)main { ClassB B1; ClassB B2; NSOperationQueue Queue; Queue AddOperation: B1; Queue AddOperation: B2; } //Main of ClassB -(void)main { //Do some work and when done call selector on ClassA above }

    Read the article

  • C++ arithmetic with pointers

    - by user69514
    I am trying to add the following: I have an array of double pointers call A. I have another array of double pointers call it B, and I have an unsigned int call it C. So I want to do: A[i] = B[i] - C; how do I do it? I did: A[i] = &B[i] - C; I don't think I am doing this correctly.

    Read the article

  • Star-schema: Separate dimensions for clients and non-clients or shared dimension for attendants?

    - by celopes
    I'm new to modeling star schemas, fresh from reading the Data Warehouse Toolkit. I have a business process that has clients and non-clients calling into conference calls with some of our employees. My fact table, call it "Audience", will contain a measure of how long an attending person was connected to the call, and the cost per minute of this person's connection to the call. The grain is "individual connection to the conference call". Should I use my conformed Client dimension and create a non-client dimension (for the callers that are not yet clients) this way (omitting dimensions that are not part of this questions): Or would it be OK/better to have a non-conformed Attending dimension related to the conformed Client dimension in this manner: Or is there a better/standard mechanism to model business processes like this one?

    Read the article

  • Scheme sorting a list

    - by John
    Okay so I am trying to take in a list and sort it from greatest to smallest. Example: > (maxheap (list 5 6 2 1 18 7)) ;output: > (18 7 6 5 2 1) So here's what I got so far: (define (mkmaxheap heaplist) (let ((max (mymax(heaplist)))) ;mymax is a func that returns max number, it works (let (( head (car heaplist)) (tail (cdr heaplist))) (if (null? tail) newlist)))) Thats all I could get to compile, all the other code I wrote failed. Any help on solving this would be much appreciated.

    Read the article

  • PocketPC c++ windows message processing recursion problem

    - by user197350
    Hello, I am having a problem in a large scale application that seems related to windows messaging on the Pocket PC. What I have is a PocketPC application written in c++. It has only one standard message loop. while (GetMessage (&msg, NULL, 0, 0)) { { TranslateMessage (&msg); DispatchMessage (&msg); } } We also have standard dlgProc's. In the switch of the dlgProc, we will call a proprietary 3rd party API. This API uses a socket connection to communicate with another process. The problem I am seeing is this: whenever two of the same messages come in quickly (from the user clicking the screen twice too fast and shouldn't be) it seems as though recursion is created. Windows begins processing the first message, gets the api into a thread safe state, and then jumps to process the next (identical ui) message. Well since the second message also makes the API call, the call fails because it is locked. Because of the design of this legacy system, the API will be locked until the recursion comes back out (which also is triggered by the user; so it could be locked the entire working day). I am struggling to figure out exactly why this is happening and what I can do about it. Is this because windows recognizes the socket communication will take time and preempts it? Is there a way I can force this API call to complete before preemption? Is there a way I can slow down the message processing or re-queue the message to ensure the first will execute (capturing it and doing a PostMessage back to itself didnt work). We don't want to lock the ui down while the first call completes. Any insight is greatly appreciated! Thanks!!

    Read the article

  • Assembly stack persistency

    - by user246100
    Hello. I would like to know if after calling functions the data I have in the stack is persistent. Like, I would like to know if (assuming cdecl convention) can I do this (independently of function X and independently of optimizations): push 1 push 2 push 3 call X call X call X add 12 esp ? Also, let's say that before the calls I save the address of where the pushed values are in a global variable. Can I, inside X, alter the values it contain by acessing the global variable? Like, for some reason I want that in X I'm able to alter the values in stack so that the second and third call to X receive different values.

    Read the article

  • Changing the system time zone succeeds once and then no longer changes

    - by Adam Driscoll
    I'm using the WinAPI to set the time zone on a Windows XP SP3 box. I'm reading the time zone information from the HKLM\Software\Microsoft\WindowsNT\Time Zones\<time zone name> key and then setting the time zone to the specified time zone. I enumerate the keys under the Time Zones key, grab the TZI value and stuff it into a TIME_ZONE_INFORMATION struct to be passed to SetTimeZoneInformation. All seems to work on the first pass. The time zone changes, no error is returned. The second time I perform this operation (same user, new session, on login before userinit) the call succeeds but the system does not reflect the time zone change. Neither the clock nor time stamps on files are updated to the new time zone. When I navigate to: HKLM\System\CurrentControlSet\Control\TimeZoneInformation my new time zone information is present. A couple strange things are happening when I'm setting my time zone: Also when I parse the TZI binary value from the registry to store in my TIME_ZONE_INFORMATION struct I'm noticing the struct has the DaylightDate.wDay and StandardDate.wDay field always set to 0 I tried to call GetTimeZoneInformation right after I call SetTimeZoneInformation but the call fails with a 1300 error (Not all privileges or groups referenced are assigned to the caller. ) I'm also making sure to send a WM_BROADCAST message so Explorer knows whats going on. Think it's the parsing of the byte array to the TIME_ZONE_INFORMATION struct? Or am I missing some thing else important? EDIT: Found a document stating why this is happening: here. Privilege was introduced in Vista...thanks MSDN docs... Per the Microsoft documentation I'm enabling the SE_TIME_ZONE_NAME privilege for the current processes token. But when I attempt to call LookupPriviledgeValue for SE_TIME_ZONE_NAME I get a 1313 error (A specified privilege does not exist. ).

    Read the article

  • Audio queue start failed

    - by mobapps99
    Hi , i'm developing a project which has both audio streaming and playing audio from file. For audio streaming i'm using AudioStreamer and for playing from file i'm using avaudioplayer. Both streaming and playing works perfectly as long as the app is not interrupted by a phone call or sms. But when a call/sms comes after dismissing the call when i try to restart streaming i'm getting the error "Audio queue start failed" . This happens only when i have used avaudioplayer at least once and after that used streaming. When the avaudioplayer obeject is not created , in this scenario the there is no problem with resuming streaming after dismissing the call. My guess is that some thing is wrong with audioqueue. Help is very much appreciated.......

    Read the article

  • Passing arguments to commandline with directories having spaces

    - by superstar
    Hi guys, I am making a system call from perl for ContentCheck.pl and passing parameters with directories (having spaces). So I pass them in quotes, but they are not being picked up in the ContentCheck.pl file Random.pm my $call = "$perlExe $contentcheck -t $target_path -b $base_path -o $output_path -s $size_threshold"; print "\ncall: ".$call."\n"; system($call); Contentcheck.pl use vars qw($opt_t $opt_b $opt_o $opt_n $opt_s $opt_h); # initialize getopts('t:b:o:n:s:h') or do{ print "*** Error: Invalid command line option. Use option -h for help.\a\n"; exit 1}; if ($opt_h) {print $UsagePage; exit; } my $tar; if ($opt_t) {$tar=$opt_t; print "\ntarget ".$tar."\n";} else { print " in target"; print "*** Error: Invalid command line option. Use option -h for help.\a\n"; exit 1;} my $base; if ($opt_b) {$base=$opt_b;} else { print "\nin base\n"; print "*** Error: Invalid command line option. Use option -h for help.\a\n"; exit 1;} This is the output in the commandline call: D:\tools\PacketCreationTool/bin/perl/winx64/bin/perl.exe D:/tools/PacketCr eationTool/scripts/ContentCheck.pl -t "C:/Documents and Settings/pkkonath/Deskto p/saved/myMockName.TGZ" -b "input file/myMockName.TGZ" -o myMockName.validate -s 10 target C:/Documents in base *** Error: Invalid command line option. Use option -h for help. Any suggestions are welcome! Thanks.

    Read the article

< Previous Page | 194 195 196 197 198 199 200 201 202 203 204 205  | Next Page >