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  • ruby block and returning something from block

    - by dorelal
    I am using ruby 1.8.7. p = lambda { return 10;} def lab(block) puts 'before' puts block.call puts 'after' end lab p Above code output is before 10 after I refactored same code into this def lab(&block) puts 'before' puts block.call puts 'after' end lab { return 10; } Now I am getting LocalJumpError: unexpected return. To me both the code are doing same thing. Yes in the first case I am passing a proc and in the second case I am passing a block. But &block converts that block into proc. So proc.call should behave same. And yes I have seen this post http://stackoverflow.com/questions/2325471/using-return-in-a-ruby-block

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  • Are comonads a good fit for modeling the Wumpus world?

    - by Tim Stewart
    I'm trying to find some practical applications of a comonad and I thought I'd try to see if I could represent the classical Wumpus world as a comonad. I'd like to use this code to allow the Wumpus to move left and right through the world and clean up dirty tiles and avoid pits. It seems that the only comonad function that's useful is extract (to get the current tile) and that moving around and cleaning tiles would not use be able to make use of extend or duplicate. I'm not sure comonads are a good fit but I've seen a talk (Dominic Orchard: A Notation for Comonads) where comonads were used to model a cursor in a two-dimensional matrix. If a comonad is a good way of representing the Wumpus world, could you please show where my code is wrong? If it's wrong, could you please suggest a simple application of comonads? module Wumpus where -- Incomplete model of a world inhabited by a Wumpus who likes a nice -- tidy world but does not like falling in pits. import Control.Comonad -- The Wumpus world is made up of tiles that can be in one of three -- states. data Tile = Clean | Dirty | Pit deriving (Show, Eq) -- The Wumpus world is a one dimensional array partitioned into three -- values: the tiles to the left of the Wumpus, the tile occupied by -- the Wumpus, and the tiles to the right of the Wumpus. data World a = World [a] a [a] deriving (Show, Eq) -- Applies a function to every tile in the world instance Functor World where fmap f (World as b cs) = World (fmap f as) (f b) (fmap f cs) -- The Wumpus world is a Comonad instance Comonad World where -- get the part of the world the Wumpus currently occupies extract (World _ b _) = b -- not sure what this means in the Wumpus world. This type checks -- but does not make sense to me. extend f w@(World as b cs) = World (map world as) (f w) (map world cs) where world v = f (World [] v []) -- returns a world in which the Wumpus has either 1) moved one tile to -- the left or 2) stayed in the same place if the Wumpus could not move -- to the left. moveLeft :: World a -> World a moveLeft w@(World [] _ _) = w moveLeft (World as b cs) = World (init as) (last as) (b:cs) -- returns a world in which the Wumpus has either 1) moved one tile to -- the right or 2) stayed in the same place if the Wumpus could not move -- to the right. moveRight :: World a -> World a moveRight w@(World _ _ []) = w moveRight (World as b cs) = World (as ++ [b]) (head cs) (tail cs) initWorld = World [Dirty, Clean, Dirty] Dirty [Clean, Dirty, Pit] -- cleans the current tile cleanTile :: Tile -> Tile cleanTile Dirty = Clean cleanTile t = t Thanks!

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  • How to Block a HTTP Website along with Its All Subdomain using IPTABLE

    - by netnovice
    I run a small HTTP web proxy site . We can not modify anything there in Proxy program. Few users mainly use Yahoo Web mail for Spamming and We need to block yahoo web mail access only ( complete yahoo website is also Ok) through our proxy . specially .mail.yahoo.com.. Like - we need to block URL like - http://uk-mg61.mail.yahoo.com http://in-mg61.mail.yahoo.com etc. etc. Note : We generaly open http://mail.yahoo.com in browser - but after loggin in it forwards it to Urls like above but all those are subdomain of mail.yahoo.com My target is if we can get all IP list for all available subdomain of mail.yahoo.com I can block it totally . We can only use IPTABLE ...I know using proxy itself we can check HTTP header and check Host field for .mail.yahoo.com. and block it. Solution : Follwoign what I did using IPtable . I collected IP CIDR block for yahoo mainly for yahoo web mail ( mail.yahoo.com ) as much as possible ( using linux host and whois command ) [ like 66.163.160.0/19 nd 98.136.0.0/14 etc ] and applied follwing command Like iptables -A OUTPUT -p tcp -d 66.163.160.0/19 -m state --state NEW -j DROP etc. Things are working fine. user can not access yahoo mail BUT the problem is I need to be updated with the avaialble CIDR YAHOO IP list ... I am ready to do it every week. I collected many from Net... You know theer are countles subdomain of mail.yahoo.com and seems every week Yahoo adding new IP... But what I observed some time user can bypass our rule and the reason obvously all the avaialble Ips are not entered in IPtable yet. What we need to do is enter all Ips of mail.yahoo.co But where do I find all subdomain for mail.yahoo.com I know we can get it from DNS but I must not be allowed to make DNS axfr query. Also doing reverse DNS will have performance issue. I want to know all subdomain of .mail.yahoo.c Can I get it from yahoo site. I have the list of all YAHOO smtp IP....but I need webmail Ip... ( http://public.yahoo.com/carloc/ymail.html ) Can you please share your Idea. Thank you

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  • Block a URL at browser level

    - by Farseeker
    Does anyone have a solution (that doesn't involve editing the hosts file) to block a particular URL from FireFox? Basic back story is that I'm trying to discipline myself. I'm spending FAR too much time over at Server Fault that I want to genuinely block the site from my work PC so that every time I find myself flicking to it during work time I can't see it, but I'd like to be able to disable it during my lunch break. (So I only spend 40 minutes a day there, rather than 4 hours). That said I don't want to block it at the router, nor for anyone else.

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  • export block device over network without root

    - by dschatz
    I'm trying to export a file as a block device over the network. I do not have root access on the machine where the file exists. I do have root access on the machine(s) where I will mount the block device. I've seen ATA-Over-Ethernet and ISCSI but there don't seem to be any implementations which allow me to export the block without root at least (some even require kernel modules). Is there an implementation of either of these or some other protocol that doesn't require root? Perhaps I can tunnel ethernet over IP to do this?

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  • Block With Given ID Does Not Exist - Minecraft Mod

    - by inixsoftware
    I have tried to make my own Minecraft Block using Forge, but for some reason, when I use /give Playerxxx 1000 1 the game says, There is no block with id '1000' My Block Code: package net.minecraft.blockr; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class Basalt extends Block { public Basalt(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); } } Mod code: package net.minecraft.blockr; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; @Mod(modid="blockr", name="Blockr Mod", version="PreAlpha v0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BlockrMod { public static Block basalt; @Init public void load() { basalt = new Basalt(1000, Material.ground).setUnlocalizedName("basalt"); GameRegistry.registerBlock(basalt, basalt.getUnlocalizedName()); LanguageRegistry.addName(basalt, "Basalt Block"); } public String getVersion() { return "0.0.1"; } } What exactly is going wrong? My package is blockr (as my mod is called blockr) I know my mod was loaded as I see in Forge under Mods I see my mod

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  • Projection matrix + world plane ~> Homography from image plane to world plane

    - by B3ret
    I think I have my wires crossed on this, it should be quite easy. I have a projection matrix from world coordinates to image coordinates (4D homogeneous to 3D homgeneous), and therefore I also have the inverse projection matrix from image coordinates to world "rays". I want to project points of the image back onto a plane within the world (which is given of course as 4D homogeneous vector). The needed homography should be uniquely identified, yet I can not figure out how to compute it. Of course I could also intersect the back-projected rays with the world plane, but this seems not a good way, knowing that there MUST be a homography doing this for me. Thanks in advance, Ben

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  • How to block a sub-site in windows?

    - by Creedy
    How can i block a sub-site of a website as e.g. http://example.com/someSite unfortunately the hosts file is not an option since you can only block whole domains there and any "/" just destroys these rules. this is just for my personal protection against visiting some sites too often, while i still have to be able to get to the other sites of that domain (as e.g. example.com/someOtherSite) would be great if someone knows a solution regarding this topic

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  • How to block a sub-domain in windows?

    - by Creedy
    How can i block a sub-site of a website as e.g. http://example.com/someSite unfortunately the hosts file is not an option since you can only block whole domains there and any "/" just destroys these rules. this is just for my personal protection against visiting some sites too often, while i still have to be able to get to the other sites of that domain (as e.g. example.com/someOtherSite) would be great if someone knows a solution regarding this topic

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  • What language has the longest "Hello world" program?

    - by Kip
    In most scripting languages, a "Hello world!" application is very short: print "Hello world" In C++, it is a little more complicated, requiring at least 46 non-whitespace characters: #include <cstdio> int main() { puts("Hello world"); } Java, at 75 non-whitespace characters, is even more verbose: class A { public static void main(String[] args) { System.out.print("Hello world"); } } Are there any languages that require even more non-whitespace characters than Java? Which language requires the most? Notes: I'm asking about the length of the shortest possible "hello world" application in a given language. A newline after "Hello world" is not required. I'm not counting whitespace, but I know there is some language that uses only whitespace characters. If you use that one you can count the whitespace characters.

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  • Ruby - Possible to pass a block as a param as an actual block to another function?

    - by Markus O'Reilly
    This is what I'm trying to do: def call_block(in_class = "String", &block) instance = eval("#{in_class}.new") puts "instance class: #{instance.class}" instance.instance_eval{ block.call } end # --- TEST EXAMPLE --- # This outputs "class: String" every time "sdlkfj".instance_eval { puts "class: #{self.class}" } # This will only output "class: Object" every time # I'm trying to get this to output "class: String" though call_block("String") { puts "class: #{self.class}" } On the line where it says "instance.instance_eval{ block.call }", I'm trying to find another way to make the new instance variable run instance eval on the block. The only way I can think of to get it to do that is to pass instance_eval the original block, not as a variable or anything, but as a real block like in the test example. Any tips?

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  • Block p2p downloading in my office?

    - by Andrew
    I work in an education office in a third world country. We pay for internet by the megabyte (no other choice) and have lately been using an incredible amount of bandwidth. This is because the office staff have found out about p2p sharing. As far as I know, Limewire is the only program they're using, but I'm sure it's just a matter of time before they discover the more general world of bittorrent. Using only a linksys router (that I could flash), is there any way for me prevent the office from destroying our bandwidth cap by downloading personal items (against policy). Even semi-fixes would be better than nothing.

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  • Blocking a country (mass iP Ranges), best practice for the actual block

    - by kwiksand
    Hi all, This question has obviously been asked many times in many different forms, but I can't find an actual answer to the specific plan I've got. We run a popular European Commercial deals site, and are getting a large amount of incoming registrations/traffic from countries who cannot even take part in the deals we offer (and many of the retailers aren't even known outside Western Europe). I've identified the problem area to block a lot of this traffic, but (as expected) there are thousands of ip ranges required. My question now (finally!). On a test server, I created a script to block each range within iptables, but the amount of time it took to add the rules was large, and then iptables was unresponsive after this (especially when attempting a iptables -L). What is the most efficient way of blocking large numbers of ip ranges: iptables? Or a plugin where I can preload them efficiantly? hosts.deny? .htaccess (nasty as I'd be running it in apache on every load balanced web server)? Cheers

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  • Postfix block senders outside from local domains

    - by Tibor Peter Toth
    I would like to block every mail that is coming in from a domain that is running on my server. Example: I have domain1.com on my mail server and I'm getting a mail from outside with an email address of [email protected] Then I know it's a Spam, because domain1.com is on my server, so the sender cannot come from outside. I want postfix to check for this, and simply block these kind of emails. I know this is a function in postfix, just don't know which one. Thanks.

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • std::map for storing static const Objects

    - by Sean M.
    I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they declare a bunch of static final Block objects and initialize them, and then the constructor of each block puts a reference of that block into whatever the Java equivalent of a std::map is, so there is a central place to get ids and the Blocks with those ids. The problem is, that I am making my game in C++, and trying to do the exact same thing. In Block.h, I am declaring the Blocks like so: //Block.h public: static const Block Vacuum; static const Block Test; And in Block.cpp I am initializing them like so: //Block.cpp const Block Block::Vacuum = Block("Vacuum", 0, 0); const Block Block::Test = Block("Test", 1, 0); The block constructor looks like this: Block::Block(std::string name, uint16 id, uint8 tex) { //Check for repeat ids if (IdInUse(id)) { fprintf(stderr, "Block id %u is already in use!", (uint32)id); throw std::runtime_error("You cannot reuse block ids!"); } _id = id; //Check for repeat names if (NameInUse(name)) { fprintf(stderr, "Block name %s is already in use!", name); throw std::runtime_error("You cannot reuse block names!"); } _name = name; _tex = tex; //fprintf(stdout, "Using texture %u\n", _tex); _transparent = false; _solidity = 1.0f; idMap[id] = this; nameMap[name] = this; } And finally, the maps that I'm using to store references of Blocks in relation to their names and ids are declared as such: std::map<uint16, Block*> Block::idMap = std::map<uint16, Block*>(); //The map of block ids std::map<std::string, Block*> Block::nameMap = std::map<std::string, Block*>(); //The map of block names The problem comes when I try to get the Blocks in the maps using a method called const Block* GetBlock(uint16 id), where the last line is return idMap.at(id);. This line returns a Block with completely random values like _visibility = 0xcccc and such like that, found out through debugging. So my question is, is there something wrong with the blocks being declared as const obejcts, and then stored at pointers and accessed later on? The reason I cant store them as Block& is because that makes a copy of the Block when it is entered, so the block wouldn't have any of the attributes that could be set afterwards in the constructor of any child class, so I think I need to store them as a pointer. Any help is greatly appreciated, as I don't fully understand pointers yet. Just ask if you need to see any other parts of the code.

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • ZooZoo’s Are Back! Watch & Download ICC Cricket World Cup 2011 ZooZoo Ads

    - by Gopinath
    For the past couple of years VodaFone ZooZoo’s are integral part of major Cricket events. We have seen them as part of IPL 2 and IPL 3 and now as part of the on going ICC Cricket World Cup 2011 new ZooZoo ads are back on Televisions.  ZooZoos are adorable and they are my favourite videos to watch to relax. So here I’m going to post all the ZooZoo ads that are being aired on televisions as part of ICC Cricket World Cup 2011. If you love to keep the ZooZoo ads collections on you PC, you can click the download link next to each ad and save the videos. Downloads are available in FLV (for viewing on computers) and MP4 (for mobile phones) . Have Fun! Excited girl Zoozoo Interview [Download It] Pilot ZooZoo Interview [Download It] Angry Zoozoo Interview [Download It] Two ZooZoos Interview [Download It] This article titled,ZooZoo’s Are Back! Watch & Download ICC Cricket World Cup 2011 ZooZoo Ads, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Shared block device file system (cluster file system without networking)

    - by fungs
    Is there any file system that can be mounted multiple times and supports concurrent file access for Linux? Basically I want something like a cluster file system but without the need to have a running network for a distributed lock manager. That can be very handy in connection with virtual machines that can share data with the host or another VM without the need to create a network link. This I want to avoid to keep the network architecture secure (virtual machine in DMZ) but share large files. No need to scale it up, just two machines that mount the same block device. Shouldn't it be possible to have file locking information right on the disk?

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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