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  • SharePoint State Machine Workflow walkthrough

    - by d-frag
    I haven't seen an actual SharePoint state machine workflow example on here, but figured this post, How to create a SharePoint State Machine Workflow, is as thorough as it gets. Its a 6-part series. It has a step-by-step approach so even a 9 year old could just follow along and do it. It shows exactly how to use InfoPath to create the initiation form and task form, how to create the state machine workflow (with both C# and VB code), and also how to add workflow history logging and task notification emails. It does not go into modification forms, but does everything else, pretty much. Hope someone finds this useful.

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  • Sun Oracle Database Machine a román Banca Transilvaniánál

    - by Fekete Zoltán
    Oracle sajtóhír: Banca Transilvania, first institution in Romania to use Sun Oracle Database Machine (English version) Sikersztori, ügyféltörténet pdf-ben. Az Database Machine V2 megjelenését 2009 szeptemberben jelentette az Oracle. A világon az elso bank, ahol már élesben muködik a Database Machine V2, a romániai Banca Transilvania! Olvassa el a sajtóhírt. A Banca Transilvania 1,5 milló ügyféllel rendelkezik. "This system, product of Oracle and Sun, is the fastest server in the world for data storage, online transactions processing and data warehousing applications." Robert C. Rekkers, Banca Transilvania CEO, ezt nyilatkozta:"Business information is accessed 30 times faster using the new system, leading to quicker decisions and a better data base segmentation", azaz a Database Machine segítségével az üzleti kérséseket 30-szor gyorsabban tudják megválaszolni, mint a korábbi rendszerrel. Leontin Toderici, Banca Transilvania COO mondta a következot: "The acquisition price was excellent, as the costs were below those of an ordinary system", azaz a rendszer ára kiváló volt, kisebb volt a kötsége, mint a hagyományos rendszereké. Sorin Mindrutescu, az Oracle Romania vezetoje büszke arra, hogy egy romániai cég is az innovatív rendszer felhasználói között lehet.: "Oracle Exadata V2 is the result of over 30 years of experience in hardware and software development of two leader companies. I am glad that a top Romanian company is amongst the first in the world to use this innovative product." Az Exadata termékcsalád és a Database Machine kiváló eszköz OLTP rendszerek, adattárházak, konszolidációs megoldások adatbázisainak futtatására. Egy csomagban a tartalmazza a szoftvert és az "okos" hardvert, az adatfeldoldozó, a tároló (storage) komponenseket, mindezt az extrém gyors Infiniband kapcsolatokkal összekötve. A Banca Transilvani az Oracle readingi (Nagy-Britannia) központjában tesztelte a Database Machine rendszert, s a korábbi rendszernél tízszer, néhol hetvenkettoször gyorsabb teljesítményt kaptak, 10-72-szeres teljesítménynövekedés!, említette Tudor Iliescu, Trend Import - Export CEO. A központi Oracle sajtóhír: Customers Select Oracle® Exadata for Extreme Performance of Data Warehouse and OLTP Applications

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  • Can't get FTP to work on centOS 5.6

    - by josi
    Hi guys I have been trying for a few hours to install and get FTP to work... I did yum install ftp and yum install vsftpd They all installed and are running but when I try to use filezilla or some other client I just can't connect....I've tried connecting on port 21 and port 990 ....nothing! These are my iptables # Firewall configuration written by system-config-securitylevel # Manual customization of this file is not recommended. *filter :INPUT ACCEPT [0:0] :FORWARD ACCEPT [0:0] :OUTPUT ACCEPT [0:0] :RH-Firewall-1-INPUT - [0:0] -A INPUT -j RH-Firewall-1-INPUT -A FORWARD -j RH-Firewall-1-INPUT -A RH-Firewall-1-INPUT -i lo -j ACCEPT -A RH-Firewall-1-INPUT -p icmp --icmp-type any -j ACCEPT -A RH-Firewall-1-INPUT -p 50 -j ACCEPT -A RH-Firewall-1-INPUT -p 51 -j ACCEPT -A RH-Firewall-1-INPUT -p esp -j ACCEPT -A RH-Firewall-1-INPUT -p ah -j ACCEPT -A RH-Firewall-1-INPUT -d 224.0.0.251 -p udp -m udp --dport 5353 -j ACCEPT -A RH-Firewall-1-INPUT -p udp -m udp --dport 631 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m tcp --dport 631 -j ACCEPT -A RH-Firewall-1-INPUT -m state --state RELATED,ESTABLISHED -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 22 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 80 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 443 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 21 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 25 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 53 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 80 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 110 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 990 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 443 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 465 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 646 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 993 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 995 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 3306 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 10009 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 7778 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 5000 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 25566 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 80 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 8765 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 8192 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 8123 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 20 -j ACCEPT -A RH-Firewall-1-INPUT -p udp -m state --state NEW -m udp --dport 23877 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 9091 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 51413 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 10011 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m state --state NEW -m tcp --dport 30033 -j ACCEPT -A RH-Firewall-1-INPUT -p udp --dport 5353 -d 224.0.0.251 -j ACCEPT -A RH-Firewall-1-INPUT -p udp -m udp --dport 631 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m tcp --dport 631 -j ACCEPT -A RH-Firewall-1-INPUT -m state --state ESTABLISHED,RELATED -j ACCEPT -A RH-Firewall-1-INPUT -m state --state NEW -m tcp -p tcp --dport 22 -j ACCEPT -A RH-Firewall-1-INPUT -j REJECT --reject-with icmp-host-prohibited COMMIT Any help would be much appreciated! If I do lsof -i :21 without the "." it shows nothing. [root@ks3000420 ~]# lsof -i :21 . COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME bash 9964 root cwd DIR 8,1 4096 483329 . bash 11608 root cwd DIR 8,1 4096 483329 . bash 13550 root cwd DIR 8,1 4096 483329 . vi 14117 root cwd DIR 8,1 4096 483329 . sftp-serv 15261 root cwd DIR 8,1 4096 483329 . sftp-serv 15477 root cwd DIR 8,1 4096 483329 . bash 19074 root cwd DIR 8,1 4096 483329 . lsof 19100 root cwd DIR 8,1 4096 483329 . lsof 19101 root cwd DIR 8,1 4096 483329 .

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  • "Virtual Machine Manager" and "Virtual Machine Server" setup manual

    - by urtihu
    Is there a manual available that covers the proper setup of a "Virtual Machine Server" with no GUI with an Ubuntu Workstation with a GUI and "Virtual Machine Manager" installed? Both are 12.04 version. I get the following error message: unable to connect to libvirt Verify that -The libvirt-bin package is installed -The libvirt daemon has been started -you are a member of the libvirtd group the package is installed for some reason starting the daemon seems to crash libvirtd start info: libvirt version 0.9.8 error: virExecWithHook:328 : cannot find 'pm-is-supported' in path: No such file or directory also qemucapsInit:856: Failed to get host power management capabilities So I guess I did not set the server up correctly. All manuals I found do not mention "Virtual Machine Manager". I only chose the packages to connect with SSH remotely and the "Virtual Machine Server" for the server installation. So I would like to find a manual that covers this combo or then covered only GUI machines that have both on the same machine, which will not really help with system performance as a hypervisor.

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  • Session State with MVP and Application Controller patterns

    - by Graham Bunce
    Hi, I've created an MVP (passive view) framework for development and decided to go for an Application Controller pattern to manage the navigation between views. This is targeted at WinForms, ASP.NET and WPF interfaces. Although I'm not 100% convinced that these view technologies really swappable, that's my aim at the moment so my MVP framework is quite lightweight. What I'm struggling to fit in is the concept of a "Business Conversation" that needs state information to be either (a) maintained for the lifetime of the View or, more likely, (b) maintained across several views for the lifetime of a use case (business conversation). I want state management to be part of the framework as I don't want developers to worry about it. All they need to do is to "start" a conversation, "Register" objects and the framework does the rest until the "end" a conversation. Has anybody got any thoughts (patterns) to how to fit this into MVP? I was thinking it may be part of the Application Controller responsibility (delegating to a Conversation Manager object) as it knows about current state in order to send the user to the next view.... but then I thought it may be up to the Presenter to start and end the conversation so then it comes down the presenters to manage conversations and the objects registered for the that conversation. Unfortunately that means presenters can't be used in different conversations... so that idea doesn't seem right. As you can see, I don't think there is an easy answer (and I've looked for a while). So anybody else got any thoughts?

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  • Knowing state of game in real time

    - by evthim
    I'm trying to code a tic tac toe game in java and I need help figuring out how to efficiently and without freezing the program check if someone won the game. I'm only in the design stages now, I haven't started programming anything but I'm wondering how would I know at all times the state of the game and exactly when someone wins? Response to MarkR: (note: had to place comment here, it was too long for comment section) It's not a homework problem, I'm trying to get more practice programming GUI's which I've only done once as a freshman in my second introductory programming course. I understand I'll have a 2D array. I plan to have a 2D integer array where x would equal 1 and o would equal 0. However, won't it take too much time if I check after every move if someone won the game? Is there a way or a data structure or algorithm I can use so that the program will know the state (when I say state I mean not just knowing every position on the board, the int array will take care of that, I mean knowing that user 1 will win if he places x on this block) of the game at all times and thus can know automatically when someone won?

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  • State changes in entities or components

    - by GriffinHeart
    I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity component system; just with state in entities/components. Drawing from Orcs Must Die as an example, I have my MainCharacter and Trap entities which only have their components like PositionComponent, RenderComponent, PhysicsComponent. On each update the Entity will call update on its components. I also have a generic EventManager with listeners for different event types. Now I need to be able to place the traps: first select the trap and trap position then place the trap. When placing a trap it should appear in front of the MainCharacter, rendered in a different way and following it around. When placed it should just respond to collisions and be rendered in the normal way. How is this usually handled in component based systems? (This example is specific but can help figure out the general way to deal with entities states.)

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  • Implementing a State Machine in Angular.js to control routing

    - by ldn_tech_exec
    Can anyone help me with integrating a state machine to control routing? What's the best method to do this? Create a service? I need to basically intercept every $location request, run the state machine and let it figure out what the next $location.path should be. Think of the problem like a bank of questions that get added and removed over time. The user visits once in a while, passes in the user's answers object to the statemachine, and the statemachine figures out which question to load. This is my pseudocode, but i need to figure out where to put this or what event I can hook into to make sure all route requests are passed through the machine. Do I need a specific stateMachine controller? Do I create a service? Where do I use the service? Do I need to override $locationProvider? $scope.user.answers = [{ id: 32, answer: "whatever" }, { id:33, answer: "another answer" }] $scope.questions = [{ id:32, question:"what is your name?", path:"/question/1" },{ id:34, question:"how old are you?", path:"/question/2" }] var questions = $scope.questions; angular.forEach(questions, function(question) { if(question.id !exist in $scope.user.answers.id) { $location.path = question.path break; }); Thanks

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  • Unable to make the session state request to the session state server

    - by Angry_IT_Guru
    For about 4-5 months now, I seem to be having this sporadic issue--mainly during our busiest time of the day between 10:30-11:45AM, where all my Windows 2003 web servers in a Microsoft NLB cluster start throwing session state server errors. A sample error is below. System.Web.HttpException: Unable to make the session state request to the session state server. Please ensure that the ASP.NET State service is started and that the client and server ports are the same. If the server is on a remote machine, please ensure that it accepts remote requests by checking the value of HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\aspnet_state\Parameters\AllowRemoteConnection. If the server is on the local machine, and if the before mentioned registry value does not exist or is set to 0, then the state server connection string must use either 'localhost' or '127.0.0.1' as the server name. at System.Web.SessionState.OutOfProcSessionStateStore.MakeRequest(StateProtocolVerb verb, String id, StateProtocolExclusive exclusiveAccess, Int32 extraFlags, Int32 timeout, Int32 lockCookie, Byte[] buf, Int32 cb, Int32 networkTimeout, SessionNDMakeRequestResults& results) at System.Web.SessionState.OutOfProcSessionStateStore.SetAndReleaseItemExclusive(HttpContext context, String id, SessionStateStoreData item, Object lockId, Boolean newItem) at System.Web.SessionState.SessionStateModule.OnReleaseState(Object source, EventArgs eventArgs) at System.Web.HttpApplication.SyncEventExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() at System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) Now I'm using ASP.NET State service on a centralized back-end Windows 2003 server that all servers communicate to. I was originally using SQL Server state for a couple years as well prior to having this issue. The problem with SQL wqas that when the issue occurred, it created a blocking situation which essentially impacted all users across all servers. The product company recommended that I use the standard ASP.NET State service as that was what they technically supported. Why this would make a difference is beyond me -- but I had no choice but to try it! I have attempted to create multiple application pools, adding additional servers, chaning TCP/IP timeout from 20 to 30 seconds, and even calling Microsoft ASP.NET product support, with very little success. I even recommended that they review whether they are using read-only session state instead of read/write per page request -- as I understand that this basically causes every page to make round-trips to state server even if state isn't being used on the page. Unfortunately, the application is developed by our product company and they insist that it is something with my environment because other clients do not have these sort of issues. However, I've talked to other clients and they tell me when they've seen issues like they, they've basically had to create another web farm. This issue almost seems like I've simply reached some architectural limit within the application... Microsoft's position on the issue is that the session state needs to be reduced and the returncode being reported back from the state server indicates buffers are full. To better understand the scope of issues (rather than wait for customers to call and complain), I installed ELMAH and configured it to send me e-mails when unhandled exceptions occur. I basically get 500-1000 e-mails during the time period of high activity! If any one has any other ideas I could try or better ways to troubleshoot, I'd appreciate it.

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  • MAA a Database Machine-nel, maximális rendelkezésre állás

    - by Fekete Zoltán
    Néhány napja jelent meg egy, a maximális rendelkezésre állást boncolgató Oracle fehérpapír :): Oracle Data Guard: Disaster Recovery for Sun Oracle Database Machine. Ez a dokumentum az Exadata környezetben az Oracle Data Guard használatát elemzi. Az utolsó oldalakon néhány rendkívül hasznos linket is találunk. Mire is használható a Data Guard? - katasztrófa helyzet kezelése - adatbázis gördülo upgrade - egy megoldás az Exadata környezetre migrálásra - a standby adatbázis kihasználása A Sun Oracle Database Machine háromféle konfigurációban kapható: Full Rack, Half Rack és Quarter Rack, azaz teljes, fél és negyed szekrény kiépítésben. Felfelé upgrade-elheto és akár sok Full Rack összekapcsolva is egyetlen gépként tud muködni. A határ tehát a csillagos ég! :) Hiszen a nap a legfontosabb csillagunk. A Database Machine már önmagában is magas rendelkezésreállást biztosít, hiszen minden - a muködés szempontjából fontos - minden komponense legalább duplikált! Természetesen ez az adatokra is vonatkozik. A Database Machine ideális gyors környezet mind OLTP, mind DW futtatására, mind adatbázis konszolidációra. A tranzakciós (OLTP) rendszereknél régóta fontos követelmény, hogy az elsodleges site mögött legyen egy katasztrófa site, mely át tudja venni az adatbázis-kezelés feladatát, ha árvíz, tuz, vagy más szomorú katasztrófa történne az elsodleges site-on. Manapság már az adattárházak (DW) üzemeltetésében is fontos szerepet kap az MAA architektúra, azaz a Maximum Availability Architecture. Innen letöltheto a pdf: Oracle Data Guard: Disaster Recovery for Sun Oracle Database Machine.

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  • Finite state machine in C++

    - by Electro
    So, I've read a lot about using FSMs to do game state management, things like what and FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing an actual, well-designed implementation of an FSM for that purpose. Specifically, how does one cleanly resolve the problem of transitioning between states, (how) should a state be able to use data from other states, and so on. Does anyone have any tips on designing and writing a implementation in C++, or better yet, code examples?

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  • Throwing exception from a property when my object state is invalid

    - by Rumi P.
    Microsoft guidelines say: "Avoid throwing exceptions from property getters", and I normally follow that. But my application uses Linq2SQL, and there is the case where my object can be in invalid state because somebody or something wrote nonsense into the database. Consider this toy example: [Table(Name="Rectangle")] public class Rectangle { [Column(Name="ID", IsPrimaryKey = true, IsDbGenerated = true)] public int ID {get; set;} [Column(Name="firstSide")] public double firstSide {get; set;} [Column(Name="secondSide")] public double secondSide {get; set;} public double sideRatio { get { return firstSide/secondSide; } } } Here, I could write code which ensures that my application never writes a Rectangle with a zero-length side into the database. But no matter how bulletproof I make my own code, somebody could open the database with a different application and create an invalid Rectangle, especially one with a 0 for secondSide. (For this example, please forget that it is possible to design the database in a way such that writing a side length of zero into the rectangle table is impossible; my domain model is very complex and there are constraints on model state which cannot be expressed in a relational database). So, the solution I am gravitating to is to change the getter to: get { if(firstSide > 0 && secondSide > 0) return firstSide/secondSide; else throw new System.InvalidOperationException("All rectangle sides should have a positive length"); } The reasoning behind not throwing exceptions from properties is that programmers should be able to use them without having to make precautions about catching and handling them them. But in this case, I think that it is OK to continue to use this property without such precautions: if the exception is thrown because my application wrote a non-zero rectangle side into the database, then this is a serious bug. It cannot and shouldn't be handled in the application, but there should be code which prevents it. It is good that the exception is visibly thrown, because that way the bug is caught. if the exception is thrown because a different application changed the data in the database, then handling it is outside of the scope of my application. So I can't do anything about it if I catch it. Is this a good enough reasoning to get over the "avoid" part of the guideline and throw the exception? Or should I turn it into a method after all? Note that in the real code, the properties which can have an invalid state feel less like the result of a calculation, so they are "natural" properties, not methods.

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  • Modeling player mechanics with a finite state machine

    - by K..
    I have three states standing walking jumping When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves. When I release D walking transitions back to standing, which sets the velocity back to 0. When I press W and the state is walking it transitions to jumping, but when the player hits the ground, it goes back to standing. jumping has a transition land that always leads to standing because a state doesn't know about its previous states. Since standing sets a velocity of 0 the player stops walking, when he hits the ground. How do I prevent this?

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  • Code Golf: Finite-state machine!

    - by Adam Matan
    Finite state machine A deterministic finite state machine is a simple computation model, widely used as an introduction to automata theory in basic CS courses. It is a simple model, equivalent to regular expression, which determines of a certain input string is Accepted or Rejected. Leaving some formalities aside, A run of a finite state machine is composed of: alphabet, a set of characters. states, usually visualized as circles. One of the states must be the start state. Some of the states might be accepting, usually visualized as double circles. transitions, usually visualized as directed arches between states, are directed links between states associated with an alphabet letter. input string, a list of alphabet characters. A run on the machine begins at the starting state. Each letter of the input string is read; If there is a transition between the current state and another state which corresponds to the letter, the current state is changed to the new state. After the last letter was read, if the current state is an accepting state, the input string is accepted. If the last state was not an accepting state, or a letter had no corresponding arch from a state during the run, the input string is rejected. Note: This short descruption is far from being a full, formal definition of a FSM; Wikipedia's fine article is a great introduction to the subject. Example For example, the following machine tells if a binary number, read from left to right, has an even number of 0s: The alphabet is the set {0,1}. The states are S1 and S2. The transitions are (S1, 0) -> S2, (S1, 1) -> S1, (S2, 0) -> S1 and (S2, 1) -> S2. The input string is any binary number, including an empty string. The rules: Implement a FSM in a language of your choice. Input The FSM should accept the following input: <States> List of state, separated by space mark. The first state in the list is the start state. Accepting states begin with a capital letter. <transitions> One or more lines. Each line is a three-tuple: origin state, letter, destination state) <input word> Zero or more characters, followed by a newline. For example, the aforementioned machine with 1001010 as an input string, would be written as: S1 s2 S1 0 s2 S1 1 S1 s2 0 S1 s2 1 s2 1001010 Output The FSM's run, written as <State> <letter> -> <state>, followed by the final state. The output for the example input would be: S1 1 -> S1 S1 0 -> s2 s2 0 -> S1 S1 1 -> S1 S1 0 -> s2 s2 1 -> s2 s2 0 -> S1 ACCEPT For the empty input '': S1 ACCEPT For 101: S1 1 -> S1 S1 0 -> s2 s2 1 -> s2 REJECT For '10X': S1 1 -> S1 S1 0 -> s2 s2 X REJECT Prize A nice bounty will be given to the most elegant and short solution. Reference implementation A reference Python implementation will be published soon.

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  • What methods should save/load a game state

    - by vedi
    There are a lot of articles about how to save a state of a game and they are pretty good. But I have one conceptual misunderstanding where should I save the state? My game has number of screens and pair of them are MainMenuScreen and MainSceneScreen these are inherited from Screen class. MainMenuScreen is shown at start of the game the MainSceneScreen little later. What is the problem? I navigated to MainSceneScreen, forced Android to stop the application (I change a language settings on the device to achieve it, please let me know if I'm wrong). After that I select the application again and I can see MainMenuScreen is shown. But I want MainSceneScreen to be shown. I suppose I should override resume method. But what class I should override? I have class PsGame that extends Game class of libgdx. I put breakpoints to its resume method and it turned out that method was not called. I investigated the problem and I've found little strange code in onResume method of AndroidApplication class of libgdx: if (!firstResume) graphics.resume(); else firstResume = false; My debugger said firstResume was true and didn't go to *graphics.resume()*line. Sorry for a lot of words but could you answer following question: What did I do wrong? What methods should I override? Thank you in advance.

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  • Sharing ASP.NET State databases between multiple apps

    - by MikeWyatt
    Is it better for a collection of ASP.NET web apps to share the same session database, or should each one have its own? If there is no significant difference, having a single database would be preferable due to easier maintenance. Background My team has an assortment of ASP.NET web apps, all written in either Monorail 1.1 or ASP.NET MVC 1.0. Each app currently uses a dedicated session state database. I'm working on adding a new site to that list, and am debating whether I should create another new session database, or just share an existing one with another app.

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  • C++ SDL State Machine Segfault

    - by user1602079
    The code compiles and builds fine, but it immediately segfaults. I've looked at this for a while and have no idea why. Any help is appreciated. Thank you! Here's the code: main.cpp #include "SDL/SDL.h" #include "Globals.h" #include "Core.h" #include "GameStates.h" #include "Introduction.h" int main(int argc, char** args) { if(core.Initilize() == false) { SDL_Quit(); } while(core.desiredstate != core.Quit) { currentstate->EventHandling(); currentstate->Logic(); core.ChangeState(); currentstate->Render(); currentstate->Update(); } SDL_Quit(); } Core.h #ifndef CORE_H #define CORE_H #include "SDL/SDL.h" #include <string> class Core { public: SDL_Surface* Load(std::string filename); void ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination); void SetState(int newstate); void ChangeState(); enum state { Intro, STATES_NULL, Quit }; int desiredstate, stateID; bool Initilize(); }; #endif Core.cpp #include "Core.h" #include "SDL/SDL.h" #include "Globals.h" #include "Introduction.h" #include <string> /* Initilizes SDL subsystems */ bool Core::Initilize() { //Inits subsystems, reutrns false upon error if(SDL_Init(SDL_INIT_EVERYTHING) == -1) { return false; } SDL_WM_SetCaption("Game", NULL); return true; } /* Loads surfaces and optimizes them */ SDL_Surface* Core::Load(std::string filename) { //The surface to be optimized SDL_Surface* original = SDL_LoadBMP(filename.c_str()); //The optimized surface SDL_Surface* optimized = NULL; //Optimizes the image if it loaded properly if(original != NULL) { optimized = SDL_DisplayFormat(original); SDL_FreeSurface(original); } else { //returns NULL upon error return NULL; } return optimized; } /* Blits surfaces */ void Core::ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination) { //Stores the coordinates of the surface SDL_Rect offsets; offsets.x = X; offsets.y = Y; //Bits the surface if both surfaces are present if(source != NULL && destination != NULL) { SDL_BlitSurface(source, NULL, destination, &offsets); } } /* Sets desiredstate to newstate */ void Core::SetState(int newstate) { if(desiredstate != Quit) { desiredstate = newstate; } } /* Changes the game state */ void Core::ChangeState() { if(desiredstate != STATES_NULL && desiredstate != Quit) { delete currentstate; switch(desiredstate) { case Intro: currentstate = new Introduction(); break; } stateID = desiredstate; desiredstate = core.STATES_NULL; } } Globals.h #ifndef GLOBALS_H #define GLOBALS_H #include "SDL/SDL.h" #include "Core.h" #include "GameStates.h" extern SDL_Surface* screen; extern Core core; extern GameStates* currentstate; #endif Globals.cpp #include "Globals.h" #include "SDL/SDL.h" #include "GameStates.h" SDL_Surface* screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); Core core; GameStates* currentstate = NULL; GameStates.h #ifndef GAMESTATES_H #define GAMESTATES_H class GameStates { public: virtual void EventHandling() = 0; virtual void Logic() = 0; virtual void Render() = 0; virtual void Update() = 0; }; #endif Introduction.h #ifndef INTRODUCTION_H #define INTRODUCTION_H #include "GameStates.h" #include "Globals.h" class Introduction : public GameStates { public: Introduction(); private: void EventHandling(); void Logic(); void Render(); void Update(); ~Introduction(); SDL_Surface* test; }; #endif Introduction.cpp #include "SDL/SDL.h" #include "Core.h" #include "Globals.h" #include "Introduction.h" /* Loads all the assets */ Introduction::Introduction() { test = core.Load("test.bmp"); } void Introduction::EventHandling() { SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: core.SetState(core.Quit); break; } } } void Introduction::Logic() { //to be coded } void Introduction::Render() { core.ApplySurface(30, 30, test, screen); } void Introduction::Update() { SDL_Flip(screen); } Introduction::~Introduction() { SDL_FreeSurface(test); } Sorry if the formatting is a bit off... Having to put four spaces for it to be put into a code block offset it a bit. I ran it through gdb and this is what I got: Program received signal SIGSEGV, Segmentation fault. 0x0000000000400e46 in main () Which isn't incredibly useful... Any help is appreciated. Thank you!

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  • Java: How to manage UDP client-server state

    - by user92947
    I am trying to write a Java application that works similar to MapReduce. There is a server and several workers. Workers may come and go as they please and the membership to the group has a soft-state. To become a part of the group, the worker must send a UDP datagram to the server, but to continue to be part of the group, the worker must send the UDP datagram to the server every 5 minutes. In order to accommodate temporary errors, a worker is allowed to miss as many as two consecutive periodic UDP datagrams. So, the server must keep track of the current set of workers as well as the last time each worker had sent a UDP datagram. I've implemented a class called WorkerListener that implements Runnable and listens to UDP datagrams on a particular UDP port. Now, to keep track of active workers, this class may maintain a HashSet (or HashMap). When a datagram is received, the server may query the HashSet to check if it is a new member. If so, it can add the new worker to the group by adding an entry into the HashSet. If not, it must reset a "timer" for the worker, noting that it has just heard from the corresponding worker. I'm using the word timer in a generic sense. It doesn't have to be a clock of sorts. Perhaps this could also be implemented using int or long variables. Also, the server must run a thread that continuously monitors the timers for the workers to see that a client that times out on two consecutive datagram intervals, it is removed from the HashSet. I don't want to do this in the WorkerListener thread because it would be blocking on the UDP datagram receive() function. If I create a separate thread to monitor the worker HashSet, it would need to be a different class, perhaps WorkerRegistrar. I must share the HashSet with that thread. Mutual exclusion must also be implemented, then. My question is, what is the best way to do this? Pointers to some sample implementation would be great. I want to use the barebones JDK implementation, and not some fancy state maintenance API that takes care of everything, because I want this to be a useful demonstration for a class that I am teaching. Thanks

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  • Make Your Own Paper-Craft Enigma Machine [DIY Project]

    - by Asian Angel
    If you love tinkering around with ciphers and want a fun DIY project for the upcoming weekend, then we have just the thing for you. Using common household items you can construct your own personal Enigma machine that will be completely compatible with all the settings of a real Enigma machine (models I, M1, M2 and M3). Visit the second link below for the step-by-step instructions and enjoy putting together this awesome DIY project! PDF Templates for the Enigma Machine Note: This is a direct link for the PDF file itself and the templates are sized for printing on 2 A4 sheets of paper. Enigma/Paper Enigma Instruction Homepage [via BoingBoing] HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • Resources for Virtual Machine programming

    - by good_computer
    I am a beginner (a little more than that) programmer of C. I am really interested in the field of Virtual Machines. When I read about the Python VM, the PyPy project, the advancements in JVM technology, Google V8, the Erlang VM, I really get excited about these amazing pieces of technology, and really want to get my hands dirty building them or contributing to one of these projects. I need to know.. what are the things (language, concepts, algorithms, math, etc?) I need to know/learn to be able to build a virtual machine any books or other resources that will be helpful career prospects for a virtual machine engineer (but this is least important for me for now) (one more side question: somewhere I'd read something like JVM is on the cutting edge of virtual machine technology -- that it is the most advanced VM so far -- is that true?) Please give me a LONG answer detailing all that you know.

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  • Resources on learning to program in machine code?

    - by AceofSpades
    I'm a student, fresh into programming and loving it, from Java to C++ and down to C. I moved backwards to the barebones and thought to go further down to Assembly. But, to my surprise, a lot of people said it's not as fast as C and there is no use. They suggested learning either how to program a kernel or writing a C compiler. My dream is to learn to program in binary (machine code) or maybe program bare metal (program micro-controller physically) or write bios or boot loaders or something of that nature. The only possible thing I heard after so much research is that a hex editor is the closest thing to machine language I could find in this age and era. Are there other things I'm unaware of? Are there any resources to learn to program in machine code? Preferably on a 8-bit micro-controller/microprocessor. This question is similar to mine, but I'm interested in practical learning first and then understanding the theory.

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  • RK4 Bouncing a Ball

    - by Jonathan Dickinson
    I am trying to wrap my head around RK4. I decided to do the most basic 'ball with gravity that bounces' simulation. I have implemented the following integrator given Glenn Fiedler's tutorial: /// <summary> /// Represents physics state. /// </summary> public struct State { // Also used internally as derivative. // S: Position // D: Velocity. /// <summary> /// Gets or sets the Position. /// </summary> public Vector2 X; // S: Position // D: Acceleration. /// <summary> /// Gets or sets the Velocity. /// </summary> public Vector2 V; } /// <summary> /// Calculates the force given the specified state. /// </summary> /// <param name="state">The state.</param> /// <param name="t">The time.</param> /// <param name="acceleration">The value that should be updated with the acceleration.</param> public delegate void EulerIntegrator(ref State state, float t, ref Vector2 acceleration); /// <summary> /// Represents the RK4 Integrator. /// </summary> public static class RK4 { private const float OneSixth = 1.0f / 6.0f; private static void Evaluate(EulerIntegrator integrator, ref State initial, float t, float dt, ref State derivative, ref State output) { var state = new State(); // These are a premature optimization. I like premature optimization. // So let's not concentrate on that. state.X.X = initial.X.X + derivative.X.X * dt; state.X.Y = initial.X.Y + derivative.X.Y * dt; state.V.X = initial.V.X + derivative.V.X * dt; state.V.Y = initial.V.Y + derivative.V.Y * dt; output = new State(); output.X.X = state.V.X; output.X.Y = state.V.Y; integrator(ref state, t + dt, ref output.V); } /// <summary> /// Performs RK4 integration over the specified state. /// </summary> /// <param name="eulerIntegrator">The euler integrator.</param> /// <param name="state">The state.</param> /// <param name="t">The t.</param> /// <param name="dt">The dt.</param> public static void Integrate(EulerIntegrator eulerIntegrator, ref State state, float t, float dt) { var a = new State(); var b = new State(); var c = new State(); var d = new State(); Evaluate(eulerIntegrator, ref state, t, 0.0f, ref a, ref a); Evaluate(eulerIntegrator, ref state, t + dt * 0.5f, dt * 0.5f, ref a, ref b); Evaluate(eulerIntegrator, ref state, t + dt * 0.5f, dt * 0.5f, ref b, ref c); Evaluate(eulerIntegrator, ref state, t + dt, dt, ref c, ref d); a.X.X = OneSixth * (a.X.X + 2.0f * (b.X.X + c.X.X) + d.X.X); a.X.Y = OneSixth * (a.X.Y + 2.0f * (b.X.Y + c.X.Y) + d.X.Y); a.V.X = OneSixth * (a.V.X + 2.0f * (b.V.X + c.V.X) + d.V.X); a.V.Y = OneSixth * (a.V.Y + 2.0f * (b.V.Y + c.V.Y) + d.V.Y); state.X.X = state.X.X + a.X.X * dt; state.X.Y = state.X.Y + a.X.Y * dt; state.V.X = state.V.X + a.V.X * dt; state.V.Y = state.V.Y + a.V.Y * dt; } } After reading over the tutorial I noticed a few things that just seemed 'out' to me. Notably how the entire simulation revolves around t at 0 and state at 0 - considering that we are working out a curve over the duration it seems logical that RK4 wouldn't be able to handle this simple scenario. Never-the-less I forged on and wrote a very simple Euler integrator: static void Integrator(ref State state, float t, ref Vector2 acceleration) { if (state.X.Y > 100 && state.V.Y > 0) { // Bounce vertically. acceleration.Y = -state.V.Y * t; } else { acceleration.Y = 9.8f; } } I then ran the code against a simple fixed-time step loop and this is what I got: 0.05 0.20 0.44 0.78 1.23 1.76 ... 74.53 78.40 82.37 86.44 90.60 94.86 99.23 103.05 105.45 106.94 107.86 108.42 108.76 108.96 109.08 109.15 109.19 109.21 109.23 109.23 109.24 109.24 109.24 109.24 109.24 109.24 109.24 109.24 109.24 109.24 109.24 109.24 109.24 109.24 ... As I said, I was expecting it to break - however I am unsure of how to fix it. I am currently looking into keeping the previous state and time, and working from that - although at the same time I assume that will defeat the purpose of RK4. How would I get this simulation to print the expected results?

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  • Change players state and controls in-game

    - by Samurai Fox
    I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than the ice cube. Another great example would be: Player is human being and has normal FPS controls. On press of a button human transforms into birds and now has completely different controls. Now, my question is, what would be easier and better: make one object with animation transition and to stay in that state of anim. until button is pressed again make two object: ice and water. Ice has an animation of turning into water. So replace ice (with animation) with water object And if anyone knows this one too: how to switch between 2 different types of player controls.

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  • Database Machine, 11gR2 és a Tivoli Data Protection is együttmuködik

    - by Fekete Zoltán
    Felmerült a kérdés, hogy a Database Machine környezetben végezhetjük-e a mentéseket Tivoli Data Protection for Oracle szoftverrel. A válasz: IGEN. Az IBM Tivoli Data Protection for Oracle V5.5.2 on Linux x86_64 immár bevizsgáltatott az Oracle 11gR2 RAC-cal. Az aktuális support információ itt található: A V5.5.2-re kattintva megtaláljátok a következo adatokat: Oracle Enterprise Linux 5 with any of the following Oracle releases: * 64-bit Oracle Standard or Enterprise Server 10gR2, 11g, or 11gR2 * 64-bit Real Application Clusters (RAC) 10gR2, 11g, or 11gR2 Ez az információ elegendo és remek :), mivel a Database Machine komponensek Oracle Enterprise Linux operációs rendszeren muködnek, 64 bites architektúrában és az Oracle RMAN (Recovery Manager) elemet tudja használni a TDP.

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