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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable?

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  • I'm using OpenAL, trying to load a .ogg file and having .dll troubles

    - by Brendan Webster
    I'm using OpenAL for my game's music, and it loads .wav files by default, but to load in Ogg files I had to download and setup a few .dlls and lib files. I have fixed all errors with dlls except for this: I need vorbis.dll, and it says it's missing vorbis_window. I just can't find the dll anywhere online that includes the vorbis_window, anyone have suggestions on how I should fix this problem with my dll?

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  • Looping in Python and keeping current line after sub routine [migrated]

    - by Brendan
    I've been trying to nut out an issue when looping in python 3. When returning from sub routine the "line" variable has not incremented. How do I get the script to return the latest readline from the subsroutine? Code below def getData(line): #print(line) #while line in sTSDP_data: while "/service/content/test" not in line: line = sTSDP_data.readline() import os, sys sFileTSDP = "d:/ess/redo/Test.log" sTSDP_data = open(sFileTSDP, "r") for line in sTSDP_data: if "MOBITV" in line: getData(line) #call sub routine print(line)

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  • AVAudioPlayer only initializes with some files

    - by Brendan
    Hi everyone, I'm having trouble playing some files with AVAudioPlayer. When I try to play a certain m4a, it works fine. It also works with an mp3 that I try. However it fails on one particular mp3 every time (15 Step, by Radiohead), regardless of the order in which I try to play them. The audio just does not play, though the view loading and everything that happens concurrently happens correctly. The code is below. I get the "Player loaded." log output on the other two songs, but not on 15 Step. I know the file path is correct (I have it log outputted earlier in the app, and it is correct). Any ideas? NSData *musicData = [NSData dataWithContentsOfURL:[[NSURL alloc] initFileURLWithPath:[[NSBundle mainBundle] pathForResource:[song filename] ofType:nil]]]; NSLog([[NSBundle mainBundle] pathForResource:[song filename] ofType:nil]); if(musicData) { NSLog(@"File found."); } self.songView.player = [[AVAudioPlayer alloc] initWithData:musicData error:nil]; if(self.songView.player) { NSLog(@"Player loaded."); } [self.songView.player play]; NSLog(@"You should be hearing something now."); Thanks, Brendan

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  • ERROR [01000] [Microsoft][ODBC SQL Server Driver][DBNETLIB]ConnectionOpen (Connect())

    - by Steven Morrison
    Our company had resently upgraded to a domain functionality from workgroup and now we get this error message shown below on the clients laptops. The software on the server is working as it was opening the SECWARE application and a successful login to the database is possible.But from our workstations we cannot access the database to get the login screen. error in DB_OpenDS: ERROR [08001] [Microsoft][ODBC SQL Server Driver][DBNETLIB]SQL Server does not exist or access denied. ERROR [01000] [Microsoft][ODBC SQL Server Driver][DBNETLIB]ConnectionOpen (Connect()). OpenFolder Error :ERROR [08001] [Microsoft][ODBC SQL Server Driver][DBNETLIB]SQL Server does not exist or access denied. ERROR [01000] [Microsoft][ODBC SQL Server Driver][DBNETLIB]ConnectionOpen (Connect()). exiting with error Cannot find table 0. exiting with error We have a network share that we used to get the login file from and that is accessible.

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  • Print jobs sent to server OK, but then get deleted

    - by Paul Morrison
    I have 2 HP computers, one running Win XP SP3, one running Win7. I have a Lexmark X4270 All-in-One printer attached to the Win7 machine via a USB port. I can print OK from the Win 7 machine, but when I print from the WinXP machine, the print job shows up in both print queues (showing the same number of bytes - which is good!), but then the status gets changed to "Deleting - Sent to printer", and that status shows up in both print queues. The print job then stays there until I do a cancel, followed by a system restart. FWIW the owner is shown as Guest, but I have permission for Everyone set to print... I believe I have up-to-date drivers; I don't believe it's a firewall problem. What I would like to see is the Win7 machine's reason for deleting my print jobs - is there a diagnostic tool available? Also, I notice that the port for this printer on the WinXP machine is set to USB001 - I would have thought something like \servername\sharedprinter would be more appropriate - and I can see that in the list of ports, but the system doesn't let me change the port name from USB001... Could someone shed some light? I have spent hours on this! TIA BTW I can do file sharing, no problem!

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  • Is there an SSL equivelent to an ssh agent?

    - by Matthew J Morrison
    Here is my situation: There are a number of developers who all need to have access to be able to install ruby gems and python eggs from a remote source. Currently, we have a server inside our firewall that hosts the gems and eggs. We now want the ability to be able to install things hosted on that server outside of our firewall. Since some of the gems and eggs that we host are proprietary I would like to somewhat lock access to that machine down, as unobtrusively as possible to the developers. My first thought was using something like ssh keys. So, I spent some time looking at SSL mutual authentication. I was able to get everything set up and working correctly, testing with curl, but the unfortunate thing was that I had to pass extra arguments to curl so it knows about the certificate, key and certificate authority. I was wondering if there is anything like the ssh agent that I can set up to provide that information automatically so that I can push the certificates and keys to the developer's machines so the developers don't have to log in or provide keys each time they try to install something. Another thing that I want to avoid is having to modify the 'gem' command and the 'pip' command to provide keys when they make the http connection. Any other suggestions that may solve this problem (not related to ssl mutual auth) are also welcome. EDIT: I've been continuing to research this and I came across stunnel. I think this may be what I'm looking for, any feedback regarding stunnel would also be great!

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  • MVVM - implementing 'IsDirty' functionality to a ModelView in order to save data

    - by Brendan
    Hi, Being new to WPF & MVVM I struggling with some basic functionality. Let me first explain what I am after, and then attach some example code... I have a screen showing a list of users, and I display the details of the selected user on the right-hand side with editable textboxes. I then have a Save button which is DataBound, but I would only like this button to display when data has actually changed. ie - I need to check for "dirty data". I have a fully MVVM example in which I have a Model called User: namespace Test.Model { class User { public string UserName { get; set; } public string Surname { get; set; } public string Firstname { get; set; } } } Then, the ViewModel looks like this: using System.Collections.ObjectModel; using System.Collections.Specialized; using System.Windows.Input; using Test.Model; namespace Test.ViewModel { class UserViewModel : ViewModelBase { //Private variables private ObservableCollection<User> _users; RelayCommand _userSave; //Properties public ObservableCollection<User> User { get { if (_users == null) { _users = new ObservableCollection<User>(); //I assume I need this Handler, but I am stuggling to implement it successfully //_users.CollectionChanged += HandleChange; //Populate with users _users.Add(new User {UserName = "Bob", Firstname="Bob", Surname="Smith"}); _users.Add(new User {UserName = "Smob", Firstname="John", Surname="Davy"}); } return _users; } } //Not sure what to do with this?!?! //private void HandleChange(object sender, NotifyCollectionChangedEventArgs e) //{ // if (e.Action == NotifyCollectionChangedAction.Remove) // { // foreach (TestViewModel item in e.NewItems) // { // //Removed items // } // } // else if (e.Action == NotifyCollectionChangedAction.Add) // { // foreach (TestViewModel item in e.NewItems) // { // //Added items // } // } //} //Commands public ICommand UserSave { get { if (_userSave == null) { _userSave = new RelayCommand(param => this.UserSaveExecute(), param => this.UserSaveCanExecute); } return _userSave; } } void UserSaveExecute() { //Here I will call my DataAccess to actually save the data } bool UserSaveCanExecute { get { //This is where I would like to know whether the currently selected item has been edited and is thus "dirty" return false; } } //constructor public UserViewModel() { } } } The "RelayCommand" is just a simple wrapper class, as is the "ViewModelBase". (I'll attach the latter though just for clarity) using System; using System.ComponentModel; namespace Test.ViewModel { public abstract class ViewModelBase : INotifyPropertyChanged, IDisposable { protected ViewModelBase() { } public event PropertyChangedEventHandler PropertyChanged; protected virtual void OnPropertyChanged(string propertyName) { PropertyChangedEventHandler handler = this.PropertyChanged; if (handler != null) { var e = new PropertyChangedEventArgs(propertyName); handler(this, e); } } public void Dispose() { this.OnDispose(); } protected virtual void OnDispose() { } } } Finally - the XAML <Window x:Class="Test.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:vm="clr-namespace:Test.ViewModel" Title="MainWindow" Height="350" Width="525"> <Window.DataContext> <vm:UserViewModel/> </Window.DataContext> <Grid> <ListBox Height="238" HorizontalAlignment="Left" Margin="12,12,0,0" Name="listBox1" VerticalAlignment="Top" Width="197" ItemsSource="{Binding Path=User}" IsSynchronizedWithCurrentItem="True"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel> <TextBlock Text="{Binding Path=Firstname}"/> <TextBlock Text="{Binding Path=Surname}"/> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> <Label Content="Username" Height="28" HorizontalAlignment="Left" Margin="232,16,0,0" Name="label1" VerticalAlignment="Top" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="323,21,0,0" Name="textBox1" VerticalAlignment="Top" Width="120" Text="{Binding Path=User/UserName}" /> <Label Content="Surname" Height="28" HorizontalAlignment="Left" Margin="232,50,0,0" Name="label2" VerticalAlignment="Top" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="323,52,0,0" Name="textBox2" VerticalAlignment="Top" Width="120" Text="{Binding Path=User/Surname}" /> <Label Content="Firstname" Height="28" HorizontalAlignment="Left" Margin="232,84,0,0" Name="label3" VerticalAlignment="Top" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="323,86,0,0" Name="textBox3" VerticalAlignment="Top" Width="120" Text="{Binding Path=User/Firstname}" /> <Button Content="Button" Height="23" HorizontalAlignment="Left" Margin="368,159,0,0" Name="button1" VerticalAlignment="Top" Width="75" Command="{Binding Path=UserSave}" /> </Grid> </Window> So basically, when I edit a surname, the Save button should be enabled; and if I undo my edit - well then it should be Disabled again as nothing has changed. I have seen this in many examples, but have not yet found out how to do it. Any help would be much appreciated! Brendan

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  • Requiring Multiple Roles in Web.config Authorization

    - by Derek Morrison
    Is it possible to specify that multiple roles are required inside the authorization element of the web.config file? I currently have this block in one web.config of my site for a specific directory: <authorization> <allow roles="Global, Region" /> <deny users="*" /> </authorization> I've just identified a special case where a person with two lower-level permissions than Global and Region should also have access to this directory. Roughly, I want something like this: <authorization> <allow roles="GlobalManager, RegionManager, SiteManager && FooSite" /> <deny users="*" /> </authorization> Any ideas? I realize I probably should have a new role for this scenario, but I'd like to avoid that. Thanks!

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  • iCloud + Storage of media in iPhone Documents folder

    - by Michael Morrison
    I, like many developers, got an email from Apple recently that stated we should move our data from the documents directory into another folder to permit more streamlined backup to iCloud. In recent testing it appears that [your app] stores a fair amount of data in its Documents folder. Since iCloud backups are performed daily over Wi-Fi for each user's iOS device, it's important to ensure the best possible user experience by minimizing the amount of data being stored by your app. Marco Arment, of instapaper fame, has a good take on the issue, which is that the recommended location for storing downloadable files is in /Library/Caches. However, the problem is that both /tmp and /Caches can be 'cleaned' anytime the OS decides that the device is running low on storage. If your app is cleaned then the data downloaded by your app and stored by your user is gone. Naturally, the user will blame you and not Apple. What to do?

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  • Creating and using a static lib in xcode (MacOSX)

    - by Alasdair Morrison
    I am trying to create a static library in xcode and link to that static library from another program. So as a test i have created a BSD static C library project and just added the following code: //Test.h int testFunction(); //Test.cpp #include "Test.h" int testFunction() { return 12; } This compiles fine and create a .a file (libTest.a). Now i want to use it in another program so I create a new xcode project (cocoa application) Have the following code: //main.cpp #include <iostream> #include "Testlib.h" int main (int argc, char * const argv[]) { // insert code here... std::cout << "Result:\n" <<testFunction(); return 0; } //Testlib.h extern int testFunction(); I right clicked on the project - add - existing framework - add other Selected the .a file and it added it into the project view. I always get this linker error: Build TestUselibrary of project TestUselibrary with configuration Debug Ld build/Debug/TestUselibrary normal x86_64 cd /Users/myname/location/TestUselibrary setenv MACOSX_DEPLOYMENT_TARGET 10.6 /Developer/usr/bin/g++-4.2 -arch x86_64 -isysroot /Developer/SDKs/MacOSX10.6.sdk -L/Users/myname/location/TestUselibrary/build/Debug -L/Users/myname/location/TestUselibrary/../Test/build/Debug -F/Users/myname/location/TestUselibrary/build/Debug -filelist /Users/myname/location/TestUselibrary/build/TestUselibrary.build/Debug/TestUselibrary.build/Objects-normal/x86_64/TestUselibrary.LinkFileList -mmacosx-version-min=10.6 -lTest -o /Users/myname/location/TestUselibrary/build/Debug/TestUselibrary Undefined symbols: "testFunction()", referenced from: _main in main.o ld: symbol(s) not found collect2: ld returned 1 exit status I am new to macosx development and fairly new to c++. I am probably missing something fairly obvious, all my experience comes from creating dlls on the windows platform. I really appreciate any help.

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  • Creating and using a static lib in xcode

    - by Alasdair Morrison
    I am trying to create a static library in xcode and link to that static library from another program. So as a test i have created a BSD static C library project and just added the following code: //Test.h int testFunction(); //Test.cpp #include "Test.h" int testFunction() { return 12; } This compiles fine and create a .a file (libTest.a). Now i want to use it in another program so I create a new xcode project (cocoa application) Have the following code: //main.cpp #include <iostream> #include "Testlib.h" int main (int argc, char * const argv[]) { // insert code here... std::cout << "Result:\n" <<testFunction(); return 0; } //Testlib.h extern int testFunction(); I right clicked on the project - add - existing framework - add other Selected the .a file and it added it into the project view. I always get this linker error: Build TestUselibrary of project TestUselibrary with configuration Debug Ld build/Debug/TestUselibrary normal x86_64 cd /Users/myname/location/TestUselibrary setenv MACOSX_DEPLOYMENT_TARGET 10.6 /Developer/usr/bin/g++-4.2 -arch x86_64 -isysroot /Developer/SDKs/MacOSX10.6.sdk -L/Users/myname/location/TestUselibrary/build/Debug -L/Users/myname/location/TestUselibrary/../Test/build/Debug -F/Users/myname/location/TestUselibrary/build/Debug -filelist /Users/myname/location/TestUselibrary/build/TestUselibrary.build/Debug/TestUselibrary.build/Objects-normal/x86_64/TestUselibrary.LinkFileList -mmacosx-version-min=10.6 -lTest -o /Users/myname/location/TestUselibrary/build/Debug/TestUselibrary Undefined symbols: "testFunction()", referenced from: _main in main.o ld: symbol(s) not found collect2: ld returned 1 exit status I am new to macosx development and fairly new to c++. I am probably missing something fairly obvious, all my experience comes from creating dlls on the windows platform. I really appreciate any help.

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  • TFS 2010 Build gives WorkItemStore error when Create Work Item on Failure is enabled

    - by Derek Morrison
    I'm using TFS 2010 Build. I have a build definition that uses the DefaultTemplate.xaml template that's stock in TFS 2010, and the Create Work Item on Failure property is set to True in the build definition. I deliberately made a change in my project that breaks the build. When the build runs, I see the compilation error reflected in the TFS Build log within Visual Studio, but I get the error "Value cannot be null. Parameter name: WorkItemStore" when TFS Build next tries to generate a Work Item for the broken build. I tracked down the activity in DefaultTemplate.xaml (see the rather lengthy path to it below) where the Work Item is created for a broken build, and I see it uses the Microsoft.TeamFoundation.Build.Workflow.Activities.OpenWorkItem class to create the Work Item. The appropriate values seemed to be filled out in the Properties window for the Create Work Item activity, so I don't see where I can pass WorkItemStore to it and I don't even know appropriate values for this setting. Path to the Create Work Item activity: Process Sequence Run On Agent Try Compile, Test, and Associate Changesets and Work Items Sequence Compile, Test, and Associate Changesets and Work Items Try Compile and Test Compile and Test For Each Configuration in BuildSettings.PlatformConfigurations Compile and Test for Configuration If BuildSettings.HasProjectsToBuild For Each Project in BuildSettings.ProjectsToBuild Try to Compile the Project Handle Exception If CreateWorkItem Create Work Item for non-Shelveset Builds Create Work Item

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  • Unnecessary Java context switches

    - by Paul Morrison
    I have a network of Java Threads (Flow-Based Programming) communicating via fixed-capacity channels - running under WindowsXP. What we expected, based on our experience with "green" threads (non-preemptive), would be that threads would switch context less often (thus reducing CPU time) if the channels were made bigger. However, we found that increasing channel size does not make any difference to the run time. What seems to be happening is that Java decides to switch threads even though channels aren't full or empty (i.e. even though a thread doesn't have to suspend), which costs CPU time for no apparent advantage. Also changing Thread priorities doesn't make any observable difference. My question is whether there is some way of persuading Java not to make unnecessary context switches, but hold off switching until it is really necessary to switch threads - is there some way of changing Java's dispatching logic? Or is it reacting to something I didn't pay attention to?! Or are there other asynchronism mechanisms, e.g. Thread factories, Runnable(s), maybe even daemons (!). The answer appears to be non-obvious, as so far none of my correspondents has come up with an answer (including most recently two CS profs). Or maybe I'm missing something that's so obvious that people can't imagine my not knowing it... I've added the send and receive code here - not very elegant, but it seems to work...;-) In case you are wondering, I thought the goLock logic in 'send' might be causing the problem, but removing it temporarily didn't make any difference. I have added the code for send and receive... public synchronized Packet receive() { if (isDrained()) { return null; } while (isEmpty()) { try { wait(); } catch (InterruptedException e) { close(); return null; } if (isDrained()) { return null; } } if (isDrained()) { return null; } if (isFull()) { notifyAll(); // notify other components waiting to send } Packet packet = array[receivePtr]; array[receivePtr] = null; receivePtr = (receivePtr + 1) % array.length; //notifyAll(); // only needed if it was full usedSlots--; packet.setOwner(receiver); if (null == packet.getContent()) { traceFuncs("Received null packet"); } else { traceFuncs("Received: " + packet.toString()); } return packet; } synchronized boolean send(final Packet packet, final OutputPort op) { sender = op.sender; if (isClosed()) { return false; } while (isFull()) { try { wait(); } catch (InterruptedException e) { indicateOneSenderClosed(); return false; } sender = op.sender; } if (isClosed()) { return false; } try { receiver.goLock.lockInterruptibly(); } catch (InterruptedException ex) { return false; } try { packet.clearOwner(); array[sendPtr] = packet; sendPtr = (sendPtr + 1) % array.length; usedSlots++; // move this to here if (receiver.getStatus() == StatusValues.DORMANT || receiver.getStatus() == StatusValues.NOT_STARTED) { receiver.activate(); // start or wake up if necessary } else { notifyAll(); // notify receiver // other components waiting to send to this connection may also get // notified, // but this is handled by while statement } sender = null; Component.network.active = true; } finally { receiver.goLock.unlock(); } return true; }

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  • Using nodereference + views to create combined view

    - by Ian Silber
    I'm trying to set up a relational View but not sure how to do it. Here's an example of what I'm going for using the node types Artist and Song. Artist Song Length Bob Dylan Like a Rolling Stone 2:00 Bruce Springsteen Atlantic City 4:00 Burce Springsteen Born to Run 5:24 Van Morrison Domino 3:22 Van Morrison Brown Eyed Girl 4:30 Assuming I have an Artist node type that has a node reference to Song (set to unlimited) and a Song data type with an additional field for length, how would I go about configuring the view to output this view? Thanks! Ian

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  • execute a string of PHP code on the command line

    - by Matthew J Morrison
    I'd like to be able to run a line of PHP code on the command line similar to how the following options work: :~> perl -e "print 'hi';" :~> python -c "print 'hi'" :~> ruby -e "puts 'hi'" I'd like to be able to do: :~> php "echo 'hi';" I've read that there is a -r option that can do what I need for php, however it doesn't appear to be available when I try to use it. I've tried using PHP 5.2.13 and PHP 4.4.9 and neither have an -r option available. I wrote this script (that I called run_php.php) - which works, but I'm not a huge fan of it just because I feel like there should be a more "correct" way to do it. #!/usr/bin/php5 -q <?php echo eval($argv[1]); ?> My question is: is there a -r option? If so, why is it not available when I run --help? If there is no -r option, what is the best way to do this (without writing an intermediary script if possible)? Thanks!

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  • Is Spring.Threading.Helpers still supported?

    - by Paul Morrison
    I am converting some old C# code, and it has a CountDownLatch using a package called Spring.Threading.Helpers. The odd thing is that I can't find this package on Google - so a) is it still supported? And, if so, where is it documented? b) What I really want to do is wait for a count to get to zero, but interrupt every so many msecs. Would it just be simpler to set up another thread, and do WaitOnes on an Event specifying an interval? TIA

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  • Adding google.maps.latlng within a loop

    - by Mick Morrison
    I am new to Java Script. I am using it, in combination with Java Server Faces. I want to add some points to define a Polilyne using GoogleMaps Apiv3. My problem is that I can't add a FOR statement to the javascript, because it dumps. If I comment this FOR loop, it also dumps. The dump I am getting is: "javax.servlet.ServletException: null source". Has anyone any suggestion to solve this? Thanks in advance, Emanuel <script type="text/javascript"> function initialize() { var longit = "${dateRange.longitude}" ; var lat = "${dateRange.latitude}" ; var latlng = new google.maps.LatLng(lat, longit); var myOptions = { zoom: 15, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP }; var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); var points = []; var cadena1 = "${dateRange.latArray}" ; var cadena2 = "${dateRange.longArray}" ; var latArray = cadena1.split('?'); var longArray = cadena2.split('?'); /* The code Below is the one that fails */ for (var i=0; i < latArray.length; i++) { points.push(new google.maps.LatLng(latArray[i], longArray[i])); } /* Finish of the error code */ // The Polilyne is created var mapPath = new google.maps.Polyline ({ path: points, strokeColor: "#FF0000", strokeOpacity: 1.0, strokeWeight: 4 }); mapPath.setMap(map); } </script> </head> <body onload="initialize()"> <h:graphicImage url="http://localhost:8080/gps_tracking/faces/resources/images/logo.jpg"> </h:graphicImage> <h1 align="center">Sol-Tech</h1><br /> <hr></hr> <div id="map_canvas" style="width:100%; height:100%"></div> </body>

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  • Managing Data Prefetching and Dependencies with .NET Typed Datasets

    - by Derek Morrison
    I'm using .NET typed datasets on a project, and I often get into situations where I prefetch data from several tables into a dataset and then pass that dataset to several methods for processing. It seems cleaner to let each method decide exactly which data it needs and then load the data itself. However, several of the methods work with the same data, and I want the performance benefit of loading data in the beginning only once. My problem is that I don't know of a good way or pattern to use for managing dependencies (I want to be sure I load all the data that I'm going to need for each class/method that will use the dataset). Currently, I just end up looking through the code for the various classes that will use the dataset to make sure I'm loading everything appropriately. What are good approaches or patterns to use in this situation? Am I doing something fundamentally wrong? Although I'm using typed datasets, this seems like it would be a common situation where prefetching data is used. Thanks!

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  • Cannot change the height of a combo box in the VS Dialog Editor

    - by Hamish Morrison
    Any combo box I create seems to be stuck at 12 dialog units in height. Microsoft's guidelines for spacing and sizing of controls in dialog boxes state that a combo box should be 14 dialog units high. I have even tried editing the resource file in notepad and recompiling in Visual Studio without opening the resource editor - but the combo boxes are still the wrong size! Any ideas?

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  • How to use YT thumb in plugin

    - by Frank Morrison
    I'm using two plugins on my wordpress site: Auto post youtube Pulls a youtube video then drafts it for me. I use this on my index page beside the post code and the thumbnail appears great: <?php tern_wp_youtube_image(); ?> Top Ten Which I use to display the most viewed posts on a page. Not looking great at the moment, but will fix styling later. This is the code to display popular posts: <?php if(function_exists('tptn_show_pop_posts')) tptn_show_pop_posts(); ?> Is it possible for me to use the youtube image in the popular post function? Or is it because they are seperate they cannot work together without a lot of code? Thanks in advance! Some links incase anybody wants to check them out http://wordpress.org/extend/plugins/top-10/ http://www.ternstyle.us/products/plugins/wordpress/wordpress-automatic-youtube-video-posts/wordpress-automatic-youtube-video-posts-functions

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  • Possibility of initiating playback of flash video on headless server through the terminal

    - by brendan morrison
    Hey so I have a website which has video's gathered from places around the web, primarily youtube but a few other's as well. Now I am wondering if there is some way to check link's to make sure they are still available through a unix shell. (My idea is to run a cron to check videos are still available and if not delete them.) I am aware i could use user to do this but it always bothered me and was wondering if there is somehow to check the playback of a flash video though the terminal . Any insight into this would be awesome as I haven't found much on the web. Also note ideally the tech. will work on all video type's including html5. update So it's occured to me that through the you tube api, I could check the status of the video's coming from youtube (which is a start). But I would love to know if there's something else that is not player specific but rather just calls the video to play similar to how a user would.

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  • Snow Leopard on Core Duo

    - by Brendan Foote
    The first run of MacBook Pros have Core Duo processors, whereas all the ones after that have Core 2 Duos. Apple says Snow Leopard only requires an Intel processor, but will a first-gen MacBook Pro get enough of the improvements to be worth upgrading? This is similar to the question about Snow Leopard on an old iBook, but it differs because this processor is supported by Apple, but seems counter to the 64-bit theme of the upgrade.

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