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  • Iterating ListView items in Android

    - by pocoa
    I want to iterate a list of items into a ListView. This code below is not enough to iterate all the items into the list because of the weird behaviour of getChildCount() function which only returns the visible item count. for (int i = 0; i < list.getChildCount(); i++) { item = (View)list.getChildAt(i); product = (Product)item.getTag(); // make some visual changes if product.id == someProductId } My screen displays 7 results and when there are more than 7 items into the list, it's not possible to access to the 8th item or so.. Only visible items.. Should I use ListIterator instead? Thanks.

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  • filtering itunes library items by file location

    - by Cawas
    The Problem I've got way more than 1000 duplicated items in my iTunes Library pointing to a non-existant place (the "where" under "get info" window), along with other duplicated items and other MIAs (Missing In Action). Is there any simple way to just delete all of them and only them? By that I mean some MIAs are pointing to /Volumes while some are pointing to .../music/Music/... or just .../music/.... I want to delete all pointing to /Volumes as to later I'll recover the rest. Check the image below. Some Background I tried searching for a specific key word on the path and creating smart play list, but with no result. Being able to just sort all library by path would be a perfect solution! I believe old iTunes could do that. PowerTunes can do it (sort by path) but I can't do anything with its list. Yes, all of the /Volumes look like that.

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  • Context.Items.Add on an XML return type?

    - by Scott Schluer
    So I have the following code contained within an HttpModule in an application I've been asked to support: app.Context.Response.ContentType = "text/xml"; app.Context.Items.Add("IpixRoomId", ipixRoomId); app.Context.Items.Add("IpixId", ipixId); app.Context.Response.Cache.SetCacheability(HttpCacheability.NoCache); app.Context.RewritePath(rewriteUrl, true); What's the purpose of adding data to Context.Items when the content type is XML? EDIT: For clarification, I'm calling up this URL: http://website.com/virtualtour/1971/6284/panorama2flash.swf I assume the SWF file (I know very little about Flash) makes another call to http://website.com/virtualtour/config.xml. The code I pasted above only executes on calls to config.xml. So since it's only the SWF file and config.xml being requested from the server, I'm a little confused. Can the .SWF file have access to HttpContext.Current.Items? Other than the HttpModule, there is no .NET involved in the code, it's a straight request to the SWF file which triggers a call to config.xml but it seems that those Context.Items contain the data needed to make the SWF file display the right virtual tour. I'm just missing where that link happens. It can't happen in the XML, so maybe in Flash?

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  • Equalizing Agent and Master Nagios on state change alone

    - by punith
    We have a setup where there are distributed Nagios running on multiple sites and are equalizing their data to the main Nagios server. The problem is it sends back the data to main Nagios server no matter if there is a state change in host or service. Is it possible to configure the slave Nagios to check the service/Host every 5 sec but send back the data only if there is a state change. Currently it is implemented by Obsess Over Hosts/Service which always runs the command which will equalize. Nagios version is 3 I am no administrator but a developer so I don't know the exact jargon so please bare with me.

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  • <a> with an inner <span> not triggering :active state in IE 8

    - by Adam Singer
    I want to style the :active state of a button that is represented by an <a> tag. The <a> tag has an inner <span> (beacuse I want to add an icon to this button). I notice the :active state is triggered properly in everything but Internet Explorer 8. In IE 8, it appears that the area around the <span> (the <a>’s padding) triggers the :active state, but when clicking directly on the text within the <span>, the :active state is not triggered. Is there a way to fix this without resorting to Javascript? HTML <a class="button" href="#"> <span>Add a link</span> </a> CSS a.button { some styles } a.button:active { some other styles }

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  • Component not listening to MainApp's state change

    - by tag
    I don't know if this is too difficult or too easy. My custom component is trying to listen to the main application's state changes using StateChangeEvent.CURRENT_STATE_CHANGE private function init(){ addEventListener(StateChangeEvent.CURRENT_STATE_CHANGE, function():void{ Alert.show("parent state changed"); }); } but as expected, it's reporting its own state changes not the main application's. I have 2 options: figure a way to tell it that I really mean the main application's state change not its own or configure the main application to dispatch a specific custom event that the component would listen for Any idea how I could do the first? or do I need the second option in this case?

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  • Freezing a listboxitem while items are being added

    - by siz
    We have a ListBox that has a number of items. Items are inserted into the ListBox via an ObservableCollection. Some of these items can be edited right in the ListBox. However, if an item is added at an index < the edited item's index, the entire content of the ListBox moves down. What we'd like to do is the following: if an item is in edit mode, we'd like to freeze its position on the screen. It is fine if items are added to the collection and the UI around the item changes. But the position of the item should remain constant on the screen. The only thing I've been able to do so far is attach to the ScrollChanged event and, at most, use either BringIntoView or ScrollIntoView methods to ensure that the item is always displayed somewhere in the UI, but I am unable to lock down its position. Has anyone done something like this and help out?

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  • ListItemCollection is limited to 127 items?

    - by HeavyWave
    I am trying to add a lot of item to ListItemCollection in the ListControl, but once the Count reaches 127 I can't add any more items. It doesn't throw any exceptions, just doesn't add the items. I have changed Capacity to 256, but it still won't add more than 127 items. Is there a hard-coded limit?

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  • Best way to manage the persistence of a form state, to and from a database

    - by Laurent.B
    In a JSP/Servlet webapp, I have to implement a functionality that allows a user to save or restore a form state, that latter containing for instance some search criteria. In other words, the user must be able to save or restore field values of a form, at any time. On the same page that contains that form, there's also another little form that allows him to name his form state before saving it. Then, later he'll be able to recall that state, via a combobox, and refill dynamically the form with the state he selected. I know how to implement that by hand but I would prefer not to reinvent the wheel then I'd like to know if there are some frameworks managing that kind of functionality ? A mix between JSP taglib, filter class, jQuery or other JavaScript frameworks... My research has not give anything yet. Thank you in advance.

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  • Shuffling algorithm with no "self-mapping"?

    - by OregonTrail
    To randomly shuffle an array, with no bias towards any particular permutation, there is the Knuth Fischer-Yeats algorithm. In Python: #!/usr/bin/env python import sys from random import randrange def KFYShuffle(items): i = len(items) - 1 while i > 0: j = randrange(i+1) # 0 <= j <= i items[j], items[i] = items[i], items[j] i = i - 1 return items print KFYShuffle(range(int(sys.argv[1]))) There is also Sattolo's algorithm, which produces random cycles. In Python: #!/usr/bin/env python import sys from random import randrange def SattoloShuffle(items): i = len(items) while i > 1: i = i - 1 j = randrange(i) # 0 <= j <= i-1 items[j], items[i] = items[i], items[j] return items print SattoloShuffle(range(int(sys.argv[1]))) I'm currently writing a simulation with the following specifications for a shuffling algorithm: The algorithm is unbiased. If a true random number generator was used, no permutation would be more likely than any other. No number ends up at its original index. The input to the shuffle will always be A[i] = i for i from 0 to N-1 Permutations are produced that are not cycles, but still meet specification 2. The cycles produced by Sattolo's algorithm meet specification 2, but not specification 1 or 3. I've been working at creating an algorithm that meets these specifications, what I came up with was equivalent to Sattolo's algorithm. Does anyone have an algorithm for this problem?

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  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Java OO design confusion: how to handle actions modified by states modified by actions...

    - by Arvanem
    Hi folks, Given an entity, whose action is potentially modified by states (of the entity and other entities) in turn potentially modified by other actions (of the entity and other entities) , what is the best way to code or design to handle the potential existence of the modifiers? Speaking metaphorically, I am coding a Java application representing a piano. As you know a piano has keys (which, when pressed, emit sound) and pedals (which, when pressed, modify the keys' sounds). My base class structure is as follows: Entity (for keys and pedals) State (this holds each entity's states, e.g. name such as "soft pedal", and boolean "Pressed"), Action (this holds each entity's actions, e.g. play sound when pressed, or modify others sounds). By composition, the Entity class has a copy of each of State and Action inside it. e.g.: public class Entity { State entityState = new State(); Action entityAction = new Action(); Thus I have coded a "C-Sharp" key Entity. When I "press" that entity (set its "Pressed" state to true), its action plays a "C-Sharp" sound and then sets its "Pressed" state to false. At the same time, if the "C-Sharp" key entity is not "tuned", its sound deviates from "C-Sharp". Meanwhile I have coded a "soft pedal" Entity. When that entity is "pressed", no sound plays but its action is to make softer the sound of the "C-Sharp" and other key entities. I have also coded a "sustain pedal" Entity. When that entity is "pressed", no sound plays but its action is to enable reverberation of the sound of the "C-Sharp" and other key entities. Both the "soft" and "sustain pedals" can be pressed at the same time with the result that keys entities become both softened and reverberating. In short, I do not understand how to make this simultaneous series of states and actions modify each other in a sensible OO way. I am wary of coding a massive series of "if" statements or "switches". Thanks in advance for any help or links you can offer.

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  • Sprite sheets, Clamp or Wrap?

    - by David
    I'm using a combination of sprite sheets for well, sprites and individual textures for infinite tiling. For the tiling textures I'm obviously using Wrap to draw the entire surface in one call but up until now I've been making a seperate batch using Clamp for drawing sprites from the sprite sheets. The sprite sheets include a border (repeating the edge pixels of each sprite) and my code uses the correct source coordinates for sprites. But since I'm never giving coordinates outside of the texture when drawing sprites (and indeed the border exists to prevent bleed over when filtering) it's struck me that I'd be better off just using Wrap so that I can combine everything into one batch. I just want to be sure that I haven't overlooked something obvious. Is there any reason that Wrap would be harmful when used with a sprite sheet?

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  • Why does F. Wagner consider "NOT (AI_LARGER_THAN_8.1)" to be ambiguous?

    - by oosterwal
    In his article on Virtual Environments (a part of his VFSM specification method) Ferdinand Wagner describes some new ways of thinking about Boolean Algebra as a software design tool. On page 4 of this PDF article, when describing operators in his system he says this: Control statements need Boolean values. Hence, the names must be used to produce Boolean results. To achieve this we want to combine them together using Boolean operators. There is nothing wrong with usage of AND and OR operators with their Boolean meaning. For instance, we may write: DI_ON OR AI_LARGER_THAN_8.1 AND TIMER_OVER to express the control situation: digital input is on or analog input is larger than 8.1 and timer is over. We cannot use the NOT operator, because the result of the Boolean negation makes sense only for true Boolean values. The result of, for instance, NOT (AI_LARGER_THAN_8.1) would be ambiguous. If "AI_LARGER_THAN_8.1" is acceptable, why would he consider "NOT (AI_LARGER_THAN_8.1)" to be ambiguous?

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  • Side effect-free interface on top of a stateful library

    - by beta
    In an interview with John Hughes where he talks about Erlang and Haskell, he has the following to say about using stateful libraries in Erlang: If I want to use a stateful library, I usually build a side effect-free interface on top of it so that I can the use it safely in the rest of my code. What does he mean by this? I am trying to think of an example of how this would look, but my imagination and/or knowledge is failing me.

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  • How to test issues in a local development environment that can only be introduced by clustering in production?

    - by Brian Reindel
    We recently clustered an application, and it came to light that because of how we're doing SSL offloading via the load balancer in production it didn't work right. I had to mimic this functionality on my local machine by SSL offloading Apache with a proxy, but it still isn't a 1-to-1 comparison. Similar issues can arise when dealing with stateful applications and sticky sessions. What would be the industry standard for testing this kind of production "black box" scenario in a local environment, especially as it relates to clustering?

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  • Saving an interface instance into a Bundle

    - by user22241
    All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle. When re-launching, I am restoring all my states and all is OK - however, I can't figure out how to save my 'Scene', thus when I return, it always starts at the default screen which is the 'Main Menu'. How would I go about saving my 'Scene' (into a Bundle)? Code import android.view.MotionEvent; public interface Scene{ void render(); void updateLogic(); boolean onTouchEvent(MotionEvent event); } I assume the interface is the relevant piece of code which is why I've posted that snippet. I set my scene like so: ('options' is an object of my Options class which extends MainMenu (Another custom class) which, in turn implements the interface 'Scene') SceneManager.getInstance().setCurrentScene(options); //Current scene is optionscreen

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  • Why does a proportional controller have a steady state error?

    - by Qantas 94 Heavy
    I've read about feedback loops, how much this steady state error is for a given gain and what to do to remove this steady state error (add integral and/or derivative gains to the controller), but I don't understand at all why this steady state error occurs in the first place. If I understand how a proportional control works correctly, the output is equal to the current output plus the error, multiplied by the proportional gain (Kp). However, wouldn't the error slowly diminish over time as it is added (reaching 0 at infinite time), not have a steady state error? From my confusion, it seems I'm completely misunderstanding how it works - a proper explanation of how this steady state error eventuates would be fantastic.

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  • HLSL: An array of textures and sampler states

    - by nate142
    The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have created my array of textures and can select a texture based on the Alpha value of the pixel. But how do I create an Array of SamplerStates and link it to my array of textures? I attempted to treat the SamplerState as a function by adding the (int i) but that didn't work. Also I can't use Texture.Sample since this is shader model 2.0. //shader model 2.0 (DX9) texture subTextures[255]; SamplerState MeshTextureSampler(int i) { Texture = (subTextures[i]); }; float4 SampleCompoundTexture(float2 texCoord, float4 diffuse) { float4 SelectedColor = SAMPLE_TEXTURE(Texture, texCoord); int i = SelectedColor.a; texture SelectedTx = subTextures[i]; return tex2D(MeshTextureSampler(i), texCoord) * diffuse; }

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  • XNA Monogame GameState Management not deserilaizing

    - by Pectus Excavatum
    I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager etc). Then I am serializing my screen manager component and all associated screens in the OnDeactivated method: protected override void OnDeactivated(Object sender, EventArgs args) { foreach (GameplayScreen screen in mScreenManager.GetScreens()) { DataManager.SaveData(screen.Level.LevelData); } mScreenManager.SerializeState(); } The Save data bit is to do with something else. Then I then override OnActivated to de serialize protected override void OnActivated(Object sender, EventArgs args) { //System.Diagnostics.Debug.WriteLine("here activating"); mScreenManager.DeserializeState(); } However, when this runs it just loads a blank screen - it goes into the game initialize and the game draw method, but doesnt go down into the screens initialize or draw methods. I have no idea why this might be - any help would be greatly appreciated. I am not the only one who has encountered this - I found this post also - https://monogame.codeplex.com/discussions/391117

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  • processing gamestate with a window of commands across time?

    - by rook2pawn
    I have clients sending client updates at a 100ms intervals. i pool the command inputs and create a client command frame. the commands come into the server in these windows and i tag them across time as they come in. when i do a server tick i intend to process this list of commands i.e. [ {command:'duck',timestamp:350,player:'a'}, {command:'shoot',timestamp:395,player:'b'}, {command:'move', timestamp:410,player:'c'} {command:'cover',timestamp:420,player:'a'} ] how would i efficiently update the gamestate based on this list? the two solutions i see are 1) simulate time via direct equation to figure out how far everyone would move or change as if the real gameupdate was ticking on the worldtick..but then unforseen events that would normally trigger during real update would not get triggered such as powerups or collissions 2) prepare to run the worldupdate multiple times and figure out which commands get sent to which worldupdate. this seems better but a little more costly is there a canonical way to do this?

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  • Representing server state with a metric

    - by Sal
    I'm using Microsoft's Performance Monitor to dump logs of RAM, CPU, network, and disk usage from multiple servers. I'd like to get a single metric that captures the state of a given variable to a good extent. For instance, disk usage is pretty stable, so if I take a single reading that says I have 50% remaining disk space, that reading will give me an accurate measure for the day. (The servers aren't doing heavy IO writing.) However, the tricky part here is monitoring CPU and network usage. The logs currently dump the % CPU usage every ten seconds. If I take a straight average of the numbers, it may not represent reality, as % CPU will be much lower during the night than day. (We host websites that sell appliance items.) I'd like to get an average over a span during peak hours (about 5 hours in the day) and present a daily peak hour metric. Of course, there are most likely some readings that will come in as overly spiked (if multiple users pinged the server at once) or no use (a momentary idle state). Is there a standard distribution/test industries use in these situation?

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  • Removing a device in "removed" state from Linux software RAID array

    - by Sahasranaman MS
    My workstation has two disks(/dev/sd[ab]), both with similar partitioning. /dev/sdb failed, and cat /proc/mdstat stopped showing the second sdb partition. I ran mdadm --fail and mdadm --remove for all partitions from the failed disk on the arrays that use them, although all such commands failed with mdadm: set device faulty failed for /dev/sdb2: No such device mdadm: hot remove failed for /dev/sdb2: No such device or address Then I hot swapped the failed disk, partitioned the new disk and added the partitions to the respective arrays. All arrays got rebuilt properly except one, because in /dev/md2, the failed disk doesn't seem to have been removed from the array properly. Because of this, the new partition keeps getting added as a spare to the partition, and its status remains degraded. Here's what mdadm --detail /dev/md2 shows: [root@ldmohanr ~]# mdadm --detail /dev/md2 /dev/md2: Version : 1.1 Creation Time : Tue Dec 27 22:55:14 2011 Raid Level : raid1 Array Size : 52427708 (50.00 GiB 53.69 GB) Used Dev Size : 52427708 (50.00 GiB 53.69 GB) Raid Devices : 2 Total Devices : 2 Persistence : Superblock is persistent Intent Bitmap : Internal Update Time : Fri Nov 23 14:59:56 2012 State : active, degraded Active Devices : 1 Working Devices : 2 Failed Devices : 0 Spare Devices : 1 Name : ldmohanr.net:2 (local to host ldmohanr.net) UUID : 4483f95d:e485207a:b43c9af2:c37c6df1 Events : 5912611 Number Major Minor RaidDevice State 0 8 2 0 active sync /dev/sda2 1 0 0 1 removed 2 8 18 - spare /dev/sdb2 To remove a disk, mdadm needs a device filename, which was /dev/sdb2 originally, but that no longer refers to device number 1. I need help with removing device number 1 with 'removed' status and making /dev/sdb2 active.

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