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  • Is That REST API Really RPC? Roy Fielding Seems to Think So.

    - by Rich Apodaca
    A large amount of what I thought I knew about REST is apparently wrong - and I'm not alone. This question has a long lead-in, but it seems to be necessary because the information is a bit scattered. The actual question comes at the end if you're already familiar with this topic. From the first paragraph of Roy Fielding's REST APIs must be hypertext-driven, it's pretty clear he believes his work is being widely misinterpreted: I am getting frustrated by the number of people calling any HTTP-based interface a REST API. Today’s example is the SocialSite REST API. That is RPC. It screams RPC. There is so much coupling on display that it should be given an X rating. Fielding goes on to list several attributes of a REST API. Some of them seem to go against both common practice and common advice on SO and other forums. For example: A REST API should be entered with no prior knowledge beyond the initial URI (bookmark) and set of standardized media types that are appropriate for the intended audience (i.e., expected to be understood by any client that might use the API). ... A REST API must not define fixed resource names or hierarchies (an obvious coupling of client and server). ... A REST API should spend almost all of its descriptive effort in defining the media type(s) used for representing resources and driving application state, or in defining extended relation names and/or hypertext-enabled mark-up for existing standard media types. ... The idea of "hypertext" plays a central role - much more so than URI structure or what HTTP verbs mean. "Hypertext" is defined in one of the comments: When I [Fielding] say hypertext, I mean the simultaneous presentation of information and controls such that the information becomes the affordance through which the user (or automaton) obtains choices and selects actions. Hypermedia is just an expansion on what text means to include temporal anchors within a media stream; most researchers have dropped the distinction. Hypertext does not need to be HTML on a browser. Machines can follow links when they understand the data format and relationship types. I'm guessing at this point, but the first two points above seem to suggest that API documentation for a Foo resource that looks like the following leads to tight coupling between client and server and has no place in a RESTful system. GET /foos/{id} # read a Foo POST /foos/{id} # create a Foo PUT /foos/{id} # update a Foo Instead, an agent should be forced to discover the URIs for all Foos by, for example, issuing a GET request against /foos. (Those URIs may turn out to follow the pattern above, but that's beside the point.) The response uses a media type that is capable of conveying how to access each item and what can be done with it, giving rise to the third point above. For this reason, API documentation should focus on explaining how to interpret the hypertext contained in the response. Furthermore, every time a URI to a Foo resource is requested, the response contains all of the information needed for an agent to discover how to proceed by, for example, accessing associated and parent resources through their URIs, or by taking action after the creation/deletion of a resource. The key to the entire system is that the response consists of hypertext contained in a media type that itself conveys to the agent options for proceeding. It's not unlike the way a browser works for humans. But this is just my best guess at this particular moment. Fielding posted a follow-up in which he responded to criticism that his discussion was too abstract, lacking in examples, and jargon-rich: Others will try to decipher what I have written in ways that are more direct or applicable to some practical concern of today. I probably won’t, because I am too busy grappling with the next topic, preparing for a conference, writing another standard, traveling to some distant place, or just doing the little things that let me feel I have I earned my paycheck. So, two simple questions for the REST experts out there with a practical mindset: how do you interpret what Fielding is saying and how do you put it into practice when documenting/implementing REST APIs? Edit: this question is an example of how hard it can be to learn something if you don't have a name for what you're talking about. The name in this case is "Hypermedia as the Engine of Application State" (HATEOAS).

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  • Why do I get this error when I try to push my SQLite3 to Postgresql (via Taps) on Cedar Stack?

    - by rhodee
    I've done quite a bit of research on Heroku Dev Center and I am now looking to the community for help. Here is my problem. I can not push my db to Heroku Cedar Stack. I am trying to migrate a sqlite database to postgresql via Taps gem. When I am ready to deploy I run: bundle install --without production heroku run db:push I get the following result: Running db:seed attached to terminal... up, run.17 sh: db:seed: not found heroku run rake db:migrate And when I run the migration: heroku run rake db:migrate I get the following: Running rake db:migrate attached to terminal... up, run.18 rake aborted! No Rakefile found (looking for: rakefile, Rakefile, rakefile.rb, Rakefile.rb) /usr/local/lib/ruby/1.9.1/rake.rb:2367:in `raw_load_rakefile' /usr/local/lib/ruby/1.9.1/rake.rb:2007:in `block in load_rakefile' /usr/local/lib/ruby/1.9.1/rake.rb:2058:in `standard_exception_handling' /usr/local/lib/ruby/1.9.1/rake.rb:2006:in `load_rakefile' /usr/local/lib/ruby/1.9.1/rake.rb:1991:in `run' /usr/local/bin/rake:31:in `<main>' Everytime I push to Heroku (git push heroku master) it fails because my gem file is attempting to install sqlite3 gem-even though its inside of the development and test groups in my Gemfile. My database.yml production environment still points to sqlite adapter even after I have run the following command successfully: heroku config:add BUNDLE_WITHOUT="test development" --app app_name_on_heroku Out of ideas. Please help. If its useful I can post results of my gemfile, heroku ps and logs. Cheers UPDATE: After following @John's direction I now receive the following terminal message. Sending schema Schema: 100% |==========================================| Time: 00:00:07 Sending indexes schema_migrat: 100% |==========================================| Time: 00:00:00 Sending data 4 tables, 6 records schema_migrat: 0% | | ETA: --:--:-- Saving session to push_201111070749.dat.. !!! Caught Server Exception HTTP CODE: 500 Taps Server Error: LoadError: no such file to load -- sequel/adapters/ And the following warnings: ["/app/.bundle/gems/ruby/1.9.1/gems/sequel-3.20.0/lib/sequel/core.rb:249:in require'", "/app/.bundle/gems/ruby/1.9.1/gems/sequel-3.20.0/lib/sequel/core.rb:249:inblock in tsk_require'", "/app/.bundle/gems/ruby/1.9.1/gems/sequel-3.20.0/lib/sequel/core.rb:72:in block in check_requiring_thread'", "<internal:prelude>:10:insynchronize'", "/app/.bundle/gems/ruby/1.9.1/gems/sequel-3.20.0/lib/sequel/core.rb:69:in check_requiring_thread'", "/app/.bundle/gems/ruby/1.9.1/gems/sequel-3.20.0/lib/sequel/core.rb:249:intsk_require'", "/app/.bundle/gems/ruby/1.9.1/gems/sequel-3.20.0/lib/sequel/database/connecting.rb:25:in adapter_class'", "/app/.bundle/gems/ruby/1.9.1/gems/sequel-3.20.0/lib/sequel/database/connecting.rb:54:inconnect'", "/app/.bundle/gems/ruby/1.9.1/gems/sequel-3.20.0/lib/sequel/core.rb:119:in connect'", "/app/lib/taps/db_session.rb:14:inconn'", "/app/lib/taps/server.rb:91:in block in <class:Server>'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:865:incall'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:865:in block in route'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:521:ininstance_eval'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:521:in route_eval'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:500:inblock (2 levels) in route!'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:497:in catch'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:497:inblock in route!'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:476:in each'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:476:inroute!'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:601:in dispatch!'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:411:inblock in call!'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:566:in instance_eval'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:566:inblock in invoke'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:566:in catch'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:566:ininvoke'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:411:in call!'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:399:incall'", "/app/.bundle/gems/ruby/1.9.1/gems/rack-1.2.1/lib/rack/auth/basic.rb:25:in call'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:979:inblock in call'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:1005:in synchronize'", "/app/.bundle/gems/ruby/1.9.1/gems/sinatra-1.0/lib/sinatra/base.rb:979:incall'", "/home/heroku_rack/lib/static_assets.rb:9:in call'", "/home/heroku_rack/lib/last_access.rb:15:incall'", "/app/.bundle/gems/ruby/1.9.1/gems/rack-1.2.1/lib/rack/urlmap.rb:47:in block in call'", "/app/.bundle/gems/ruby/1.9.1/gems/rack-1.2.1/lib/rack/urlmap.rb:41:ineach'", "/app/.bundle/gems/ruby/1.9.1/gems/rack-1.2.1/lib/rack/urlmap.rb:41:in call'", "/home/heroku_rack/lib/date_header.rb:14:incall'", "/app/.bundle/gems/ruby/1.9.1/gems/rack-1.2.1/lib/rack/builder.rb:77:in call'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:76:inblock in pre_process'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:74:in catch'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:74:inpre_process'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:57:in process'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/connection.rb:42:inreceive_data'", "/app/.bundle/gems/ruby/1.9.1/gems/eventmachine-0.12.10/lib/eventmachine.rb:256:in run_machine'", "/app/.bundle/gems/ruby/1.9.1/gems/eventmachine-0.12.10/lib/eventmachine.rb:256:inrun'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/backends/base.rb:57:in start'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/server.rb:156:instart'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/controllers/controller.rb:80:in start'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/runner.rb:177:inrun_command'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/lib/thin/runner.rb:143:in run!'", "/app/.bundle/gems/ruby/1.9.1/gems/thin-1.2.7/bin/thin:6:in'", "/usr/ruby1.9.2/bin/thin:19:in load'", "/usr/ruby1.9.2/bin/thin:19:in'"]

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  • How to count each digit in a range of integers?

    - by Carlos Gutiérrez
    Imagine you sell those metallic digits used to number houses, locker doors, hotel rooms, etc. You need to find how many of each digit to ship when your customer needs to number doors/houses: 1 to 100 51 to 300 1 to 2,000 with zeros to the left The obvious solution is to do a loop from the first to the last number, convert the counter to a string with or without zeros to the left, extract each digit and use it as an index to increment an array of 10 integers. I wonder if there is a better way to solve this, without having to loop through the entire integers range. Solutions in any language or pseudocode are welcome. Edit: Answers review John at CashCommons and Wayne Conrad comment that my current approach is good and fast enough. Let me use a silly analogy: If you were given the task of counting the squares in a chess board in less than 1 minute, you could finish the task by counting the squares one by one, but a better solution is to count the sides and do a multiplication, because you later may be asked to count the tiles in a building. Alex Reisner points to a very interesting mathematical law that, unfortunately, doesn’t seem to be relevant to this problem. Andres suggests the same algorithm I’m using, but extracting digits with %10 operations instead of substrings. John at CashCommons and phord propose pre-calculating the digits required and storing them in a lookup table or, for raw speed, an array. This could be a good solution if we had an absolute, unmovable, set in stone, maximum integer value. I’ve never seen one of those. High-Performance Mark and strainer computed the needed digits for various ranges. The result for one millon seems to indicate there is a proportion, but the results for other number show different proportions. strainer found some formulas that may be used to count digit for number which are a power of ten. Robert Harvey had a very interesting experience posting the question at MathOverflow. One of the math guys wrote a solution using mathematical notation. Aaronaught developed and tested a solution using mathematics. After posting it he reviewed the formulas originated from Math Overflow and found a flaw in it (point to Stackoverflow :). noahlavine developed an algorithm and presented it in pseudocode. A new solution After reading all the answers, and doing some experiments, I found that for a range of integer from 1 to 10n-1: For digits 1 to 9, n*10(n-1) pieces are needed For digit 0, if not using leading zeros, n*10n-1 - ((10n-1) / 9) are needed For digit 0, if using leading zeros, n*10n-1 - n are needed The first formula was found by strainer (and probably by others), and I found the other two by trial and error (but they may be included in other answers). For example, if n = 6, range is 1 to 999,999: For digits 1 to 9 we need 6*105 = 600,000 of each one For digit 0, without leading zeros, we need 6*105 – (106-1)/9 = 600,000 - 111,111 = 488,889 For digit 0, with leading zeros, we need 6*105 – 6 = 599,994 These numbers can be checked using High-Performance Mark results. Using these formulas, I improved the original algorithm. It still loops from the first to the last number in the range of integers, but, if it finds a number which is a power of ten, it uses the formulas to add to the digits count the quantity for a full range of 1 to 9 or 1 to 99 or 1 to 999 etc. Here's the algorithm in pseudocode: integer First,Last //First and last number in the range integer Number //Current number in the loop integer Power //Power is the n in 10^n in the formulas integer Nines //Nines is the resut of 10^n - 1, 10^5 - 1 = 99999 integer Prefix //First digits in a number. For 14,200, prefix is 142 array 0..9 Digits //Will hold the count for all the digits FOR Number = First TO Last CALL TallyDigitsForOneNumber WITH Number,1 //Tally the count of each digit //in the number, increment by 1 //Start of optimization. Comments are for Number = 1,000 and Last = 8,000. Power = Zeros at the end of number //For 1,000, Power = 3 IF Power 0 //The number ends in 0 00 000 etc Nines = 10^Power-1 //Nines = 10^3 - 1 = 1000 - 1 = 999 IF Number+Nines <= Last //If 1,000+999 < 8,000, add a full set Digits[0-9] += Power*10^(Power-1) //Add 3*10^(3-1) = 300 to digits 0 to 9 Digits[0] -= -Power //Adjust digit 0 (leading zeros formula) Prefix = First digits of Number //For 1000, prefix is 1 CALL TallyDigitsForOneNumber WITH Prefix,Nines //Tally the count of each //digit in prefix, //increment by 999 Number += Nines //Increment the loop counter 999 cycles ENDIF ENDIF //End of optimization ENDFOR SUBROUTINE TallyDigitsForOneNumber PARAMS Number,Count REPEAT Digits [ Number % 10 ] += Count Number = Number / 10 UNTIL Number = 0 For example, for range 786 to 3,021, the counter will be incremented: By 1 from 786 to 790 (5 cycles) By 9 from 790 to 799 (1 cycle) By 1 from 799 to 800 By 99 from 800 to 899 By 1 from 899 to 900 By 99 from 900 to 999 By 1 from 999 to 1000 By 999 from 1000 to 1999 By 1 from 1999 to 2000 By 999 from 2000 to 2999 By 1 from 2999 to 3000 By 1 from 3000 to 3010 (10 cycles) By 9 from 3010 to 3019 (1 cycle) By 1 from 3019 to 3021 (2 cycles) Total: 28 cycles Without optimization: 2,235 cycles Note that this algorithm solves the problem without leading zeros. To use it with leading zeros, I used a hack: If range 700 to 1,000 with leading zeros is needed, use the algorithm for 10,700 to 11,000 and then substract 1,000 - 700 = 300 from the count of digit 1. Benchmark and Source code I tested the original approach, the same approach using %10 and the new solution for some large ranges, with these results: Original 104.78 seconds With %10 83.66 With Powers of Ten 0.07 A screenshot of the benchmark application: If you would like to see the full source code or run the benchmark, use these links: Complete Source code (in Clarion): http://sca.mx/ftp/countdigits.txt Compilable project and win32 exe: http://sca.mx/ftp/countdigits.zip Accepted answer noahlavine solution may be correct, but l just couldn’t follow the pseudo code, I think there are some details missing or not completely explained. Aaronaught solution seems to be correct, but the code is just too complex for my taste. I accepted strainer’s answer, because his line of thought guided me to develop this new solution.

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  • NameNotFoundException when calling a EJB in Weblogic 10.3

    - by XpiritO
    First of all, I'd like to underline that I've already read other posts in StackOverflow (example) with similar questions, but unfortunately I didn't manage to solve this problem with the answers I saw on those posts. I have no intention to repost a question that has already been answered, so if that's the case, I apologize and I'd be thankful to whom points out where the solution is posted. Here is my question: I'm trying to deploy an EJB in WebLogic 10.3.2. The purpose is to use a specific WorkManager to execute work produced in the scope of this component. With this in mind, I've set up a WorkManager (named ResponseTimeReqClass-0) on my WebLogic configuration, using the web-based interface (Environment Work Managers New). Here is a screenshot: Here is my session bean definition and descriptors: OrquestratorRemote.java package orquestrator; import javax.ejb.Remote; @Remote public interface OrquestratorRemote { public void initOrquestrator(); } OrquestratorBean.java package orquestrator; import javax.ejb.Stateless; import com.siemens.ecustoms.orchestration.eCustomsOrchestrator; @Stateless(name = "OrquestratorBean", mappedName = "OrquestratorBean") public class OrquestratorBean implements OrquestratorRemote { public void initOrquestrator(){ eCustomsOrchestrator orquestrator = new eCustomsOrchestrator(); orquestrator.run(); } } META-INF\ejb-jar.xml <?xml version='1.0' encoding='UTF-8'?> <ejb-jar xmlns='http://java.sun.com/xml/ns/javaee' xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' metadata-complete='true'> <enterprise-beans> <session> <ejb-name>OrquestradorEJB</ejb-name> <mapped-name>OrquestratorBean</mapped-name> <business-remote>orquestrator.OrquestratorRemote</business-remote> <ejb-class>orquestrator.OrquestratorBean</ejb-class> <session-type>Stateless</session-type> <transaction-type>Container</transaction-type> </session> </enterprise-beans> <assembly-descriptor></assembly-descriptor> </ejb-jar> META-INF\weblogic-ejb-jar.xml (I've placed work manager configuration in this file, as I've seen on a tutorial on the internet) <weblogic-ejb-jar xmlns="http://www.bea.com/ns/weblogic/90" xmlns:j2ee="http://java.sun.com/xml/ns/j2ee" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.bea.com/ns/weblogic/90 http://www.bea.com/ns/weblogic/90/weblogic-ejb-jar.xsd"> <weblogic-enterprise-bean> <ejb-name>OrquestratorBean</ejb-name> <jndi-name>OrquestratorBean</jndi-name> <dispatch-policy>ResponseTimeReqClass-0</dispatch-policy> </weblogic-enterprise-bean> </weblogic-ejb-jar> I've compiled this into a JAR and deployed it on WebLogic, as a library shared by administrative server and all cluster nodes on my solution (it's in "Active" state). As I've seen in several tutorials and examples, I'm using this code on my application, in order to call the bean: InitialContext ic = null; try { Hashtable<String,String> env = new Hashtable<String,String>(); env.put(Context.INITIAL_CONTEXT_FACTORY, "weblogic.jndi.WLInitialContextFactory"); env.put(Context.PROVIDER_URL, "t3://localhost:7001"); ic = new InitialContext(env); } catch(Exception e) { System.out.println("\n\t Didn't get InitialContext: "+e); } // try { Object obj = ic.lookup("OrquestratorBean"); OrquestratorRemote remote =(OrquestratorRemote)obj; System.out.println("\n\n\t++ Remote => "+ remote.getClass()); System.out.println("\n\n\t++ initOrquestrator()"); remote.initOrquestrator(); } catch(Exception e) { System.out.println("\n\n\t WorkManager Exception => "+ e); e.printStackTrace(); } Unfortunately, this don't work. It throws an exception on runtime, as follows: WorkManager Exception = javax.naming.NameNotFoundException: Unable to resolve 'OrquestratorBean'. Resolved '' [Root exception is javax.naming.NameNotFoundException: Unable to resolve 'OrquestratorBean'. Resolved '']; remaining name 'OrquestratorBean' After seeing this, I've even tried changing this line Object obj = ic.lookup("OrquestratorBean"); to this: Object obj = ic.lookup("OrquestratorBean#orquestrator.OrquestratorBean"); but the result was the same runtime exception. Can anyone please help me detecting what am I doing wrong here? I'm having a bad time debugging this, as I don't know how to check out what may be causing this issue... Thanks in advance for your patience and help.

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  • Alpha Beta Search

    - by Becky
    I'm making a version of Martian Chess in java with AI and so far I THINK my move searching is semi-working, it seems to work alright for some depths but if I use a depth of 3 it returns a move for the opposite side...now the game is a bit weird because when a piece crosses half of the board, it becomes property of the other player so I think this is part of the problem. I'd be really greatful if someone could look over my code and point out any errors you think are there! (pls note that my evaluation function isn't nearly complete lol) MoveSearch.java public class MoveSearch { private Evaluation evaluate = new Evaluation(); private int blackPlayerScore, whitePlayerScore; public MoveContent bestMove; public MoveSearch(int blackScore, int whiteScore) { blackPlayerScore = blackScore; whitePlayerScore = whiteScore; } private Vector<Position> EvaluateMoves(Board board) { Vector<Position> positions = new Vector<Position>(); for (int i = 0; i < 32; i++) { Piece piece = null; if (!board.chessBoard[i].square.isEmpty()) { // store the piece piece = board.chessBoard[i].square.firstElement(); } // skip empty squares if (piece == null) { continue; } // skip the other players pieces if (piece.pieceColour != board.whosMove) { continue; } // generate valid moves for the piece PieceValidMoves validMoves = new PieceValidMoves(board.chessBoard, i, board.whosMove); validMoves.generateMoves(); // for each valid move for (int j = 0; j < piece.validMoves.size(); j++) { // store it as a position Position move = new Position(); move.startPosition = i; move.endPosition = piece.validMoves.elementAt(j); Piece pieceAttacked = null; if (!board.chessBoard[move.endPosition].square.isEmpty()) { // if the end position is not empty, store the attacked piece pieceAttacked = board.chessBoard[move.endPosition].square.firstElement(); } // if a piece is attacked if (pieceAttacked != null) { // append its value to the move score move.score += pieceAttacked.pieceValue; // if the moving pieces value is less than the value of the attacked piece if (piece.pieceValue < pieceAttacked.pieceValue) { // score extra points move.score += pieceAttacked.pieceValue - piece.pieceValue; } } // add the move to the set of positions positions.add(move); } } return positions; } // EvaluateMoves() private int SideToMoveScore(int score, PieceColour colour) { if (colour == PieceColour.Black){ return -score; } else { return score; } } public int AlphaBeta(Board board, int depth, int alpha, int beta) { //int best = -9999; // if the depth is 0, return the score of the current board if (depth <= 0) { board.printBoard(); System.out.println("Score: " + evaluate.EvaluateBoardScore(board)); System.out.println(""); int boardScore = evaluate.EvaluateBoardScore(board); return SideToMoveScore(boardScore, board.whosMove); } // fill the positions with valid moves Vector<Position> positions = EvaluateMoves(board); // if there are no available positions if (positions.size() == 0) { // and its blacks move if (board.whosMove == PieceColour.Black) { if (blackPlayerScore > whitePlayerScore) { // and they are winning, return a high number return 9999; } else if (whitePlayerScore == blackPlayerScore) { // if its a draw, lower number return 500; } else { // if they are losing, return a very low number return -9999; } } if (board.whosMove == PieceColour.White) { if (whitePlayerScore > blackPlayerScore) { return 9999; } else if (blackPlayerScore == whitePlayerScore) { return 500; } else { return -9999; } } } // for each position for (int i = 0; i < positions.size(); i++) { // store the position Position move = positions.elementAt(i); // temporarily copy the board Board temp = board.copyBoard(board); // make the move temp.makeMove(move.startPosition, move.endPosition); for (int x = 0; x < 32; x++) { if (!temp.chessBoard[x].square.isEmpty()) { PieceValidMoves validMoves = new PieceValidMoves(temp.chessBoard, x, temp.whosMove); validMoves.generateMoves(); } } // repeat the process recursively, decrementing the depth int val = -AlphaBeta(temp, depth - 1, -beta, -alpha); // if the value returned is better than the current best score, replace it if (val >= beta) { // beta cut-off return beta; } if (val > alpha) { alpha = val; bestMove = new MoveContent(alpha, move.startPosition, move.endPosition); } } // return the best score return alpha; } // AlphaBeta() } This is the makeMove method public void makeMove(int startPosition, int endPosition) { // quick reference to selected piece and attacked piece Piece selectedPiece = null; if (!(chessBoard[startPosition].square.isEmpty())) { selectedPiece = chessBoard[startPosition].square.firstElement(); } Piece attackedPiece = null; if (!(chessBoard[endPosition].square.isEmpty())) { attackedPiece = chessBoard[endPosition].square.firstElement(); } // if a piece is taken, amend score if (!(chessBoard[endPosition].square.isEmpty()) && attackedPiece != null) { if (attackedPiece.pieceColour == PieceColour.White) { blackScore = blackScore + attackedPiece.pieceValue; } if (attackedPiece.pieceColour == PieceColour.Black) { whiteScore = whiteScore + attackedPiece.pieceValue; } } // actually move the piece chessBoard[endPosition].square.removeAllElements(); chessBoard[endPosition].addPieceToSquare(selectedPiece); chessBoard[startPosition].square.removeAllElements(); // changing piece colour based on position if (endPosition > 15) { selectedPiece.pieceColour = PieceColour.White; } if (endPosition <= 15) { selectedPiece.pieceColour = PieceColour.Black; } //change to other player if (whosMove == PieceColour.Black) whosMove = PieceColour.White; else if (whosMove == PieceColour.White) whosMove = PieceColour.Black; } // makeMove()

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  • How to get rid of previous reflection when reflecting a UIImageView (with changing pictures)?

    - by epale
    Hi everyone, I have managed to use the reflection sample app from apple to create a reflection from a UIImageView. But the problem is that when I change the picture inside the UIImageView, the reflection from the previous displayed picture remains on the screen. The new reflection on the next picture then overlaps the previous reflection. How do I ensure that the previous reflection is removed when I change to the next picture? Thank you so much. I hope my question is not too basic. Here is the codes which i used so far: //reflection self.view.autoresizesSubviews = YES; self.view.userInteractionEnabled = YES; // create the reflection view CGRect reflectionRect = currentView.frame; // the reflection is a fraction of the size of the view being reflected reflectionRect.size.height = reflectionRect.size.height * kDefaultReflectionFraction; // and is offset to be at the bottom of the view being reflected reflectionRect = CGRectOffset(reflectionRect, 0, currentView.frame.size.height); reflectionView = [[UIImageView alloc] initWithFrame:reflectionRect]; // determine the size of the reflection to create NSUInteger reflectionHeight = currentView.bounds.size.height * kDefaultReflectionFraction; // create the reflection image, assign it to the UIImageView and add the image view to the containerView reflectionView.image = [self reflectedImage:currentView withHeight:reflectionHeight]; reflectionView.alpha = kDefaultReflectionOpacity; [self.view addSubview:reflectionView]; //reflection */ Then the codes below are used to form the reflection: CGImageRef CreateGradientImage(int pixelsWide, int pixelsHigh) { CGImageRef theCGImage = NULL; // gradient is always black-white and the mask must be in the gray colorspace CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray(); // create the bitmap context CGContextRef gradientBitmapContext = CGBitmapContextCreate(nil, pixelsWide, pixelsHigh, 8, 0, colorSpace, kCGImageAlphaNone); // define the start and end grayscale values (with the alpha, even though // our bitmap context doesn't support alpha the gradient requires it) CGFloat colors[] = {0.0, 1.0, 1.0, 1.0}; // create the CGGradient and then release the gray color space CGGradientRef grayScaleGradient = CGGradientCreateWithColorComponents(colorSpace, colors, NULL, 2); CGColorSpaceRelease(colorSpace); // create the start and end points for the gradient vector (straight down) CGPoint gradientStartPoint = CGPointZero; CGPoint gradientEndPoint = CGPointMake(0, pixelsHigh); // draw the gradient into the gray bitmap context CGContextDrawLinearGradient(gradientBitmapContext, grayScaleGradient, gradientStartPoint, gradientEndPoint, kCGGradientDrawsAfterEndLocation); CGGradientRelease(grayScaleGradient); // convert the context into a CGImageRef and release the context theCGImage = CGBitmapContextCreateImage(gradientBitmapContext); CGContextRelease(gradientBitmapContext); // return the imageref containing the gradient return theCGImage; } CGContextRef MyCreateBitmapContext(int pixelsWide, int pixelsHigh) { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); // create the bitmap context CGContextRef bitmapContext = CGBitmapContextCreate (nil, pixelsWide, pixelsHigh, 8, 0, colorSpace, // this will give us an optimal BGRA format for the device: (kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst)); CGColorSpaceRelease(colorSpace); return bitmapContext; } (UIImage *)reflectedImage:(UIImageView *)fromImage withHeight:(NSUInteger)height { if (!height) return nil; // create a bitmap graphics context the size of the image CGContextRef mainViewContentContext = MyCreateBitmapContext(fromImage.bounds.size.width, height); // offset the context - // This is necessary because, by default, the layer created by a view for caching its content is flipped. // But when you actually access the layer content and have it rendered it is inverted. Since we're only creating // a context the size of our reflection view (a fraction of the size of the main view) we have to translate the // context the delta in size, and render it. // CGFloat translateVertical= fromImage.bounds.size.height - height; CGContextTranslateCTM(mainViewContentContext, 0, -translateVertical); // render the layer into the bitmap context CALayer *layer = fromImage.layer; [layer renderInContext:mainViewContentContext]; // create CGImageRef of the main view bitmap content, and then release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); // create a 2 bit CGImage containing a gradient that will be used for masking the // main view content to create the 'fade' of the reflection. The CGImageCreateWithMask // function will stretch the bitmap image as required, so we can create a 1 pixel wide gradient CGImageRef gradientMaskImage = CreateGradientImage(1, height); // create an image by masking the bitmap of the mainView content with the gradient view // then release the pre-masked content bitmap and the gradient bitmap CGImageRef reflectionImage = CGImageCreateWithMask(mainViewContentBitmapContext, gradientMaskImage); CGImageRelease(mainViewContentBitmapContext); CGImageRelease(gradientMaskImage); // convert the finished reflection image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:reflectionImage]; // image is retained by the property setting above, so we can release the original CGImageRelease(reflectionImage); return theImage; } */

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  • Drawing lines between views in a TableLayout

    - by RiThBo
    Firstly - sorry if you saw my other question which I deleted. My question was flawed. Here is a better version If I have two views, how do I draw a (straight) line between them when one of them is touched? The line needs to be dynamic so it can follow the finger until it reaches the second view where it "locks on". So, when view1 is touched a straight line is drawn which then follows the finger until it reaches view2. I created a LineView class that extends view, but I don't how to proceed. I read some tutorials but none show how to do this. I think I need to get the coordinates of both view, and then create a path which "updates" on MotionEvent. I can get the coordinates and the ids of the views I want to draw a line between, but the line that I try to draw between them either goes above it, or the line does not reach past the width and height of the view. Any advice/code/clarity would be much appreciated! Here is some code: My layout. I want to draw a line between two views contained in theTableLayout.# <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/activity_game_relative_layout" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <TableLayout android:layout_marginTop="35dp" android:layout_marginBottom="35dp" android:id="@+id/tableLayout1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" > <TableRow android:id="@+id/table_row_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_3" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> <TableRow android:id="@+id/table_row_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_7" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_8" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.dotte.DotView android:id="@+id/game_dot_9" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> </TableLayout> </RelativeLayout> This is my LineView class. I use this to try and draw the actual line between the points. public class LineView extends View { Paint paint = new Paint(); float startingX, startingY, endingX, endingY; public LineView(Context context) { super(context); // TODO Auto-generated constructor stub paint.setColor(Color.BLACK); paint.setStrokeWidth(10); } public void setPoints(float startX, float startY, float endX, float endY) { startingX = startX; startingY = startY; endingX = endX; endingY = endY; invalidate(); } @Override public void onDraw(Canvas canvas) { canvas.drawLine(startingX, startingY, endingX, endingY, paint); } } And this is my Activity. public class Game extends Activity { DotView dv1, dv2, dv3, dv4, dv5, dv6, dv7; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_game); getWindow().getDecorView().setSystemUiVisibility( View.SYSTEM_UI_FLAG_LOW_PROFILE); findDotIds(); RelativeLayout rl = (RelativeLayout) findViewById(R.id.activity_game_relative_layout); LineView lv = new LineView(this); lv.setPoints(dv1.getLeft(), dv1.getTop(), dv7.getLeft(), dv7.getTop()); rl.addView(lv); // TODO: Get the coordinates of all the dots in the TableLayout. Use view tree observer. } private void findDotIds() { // TODO Auto-generated method stub dv1 = (DotView) findViewById(R.id.game_dot_1); dv2 = (DotView) findViewById(R.id.game_dot_2); dv3 = (DotView) findViewById(R.id.game_dot_3); dv4 = (DotView) findViewById(R.id.game_dot_4); dv5 = (DotView) findViewById(R.id.game_dot_5); dv6 = (DotView) findViewById(R.id.game_dot_6); dv7 = (DotView) findViewById(R.id.game_dot_7); } } The views I want to draw lines between are in the TableLayout.

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  • Parsing "true" and "false" using Boost.Spirit.Lex and Boost.Spirit.Qi

    - by Andrew Ross
    As the first stage of a larger grammar using Boost.Spirit I'm trying to parse "true" and "false" to produce the corresponding bool values, true and false. I'm using Spirit.Lex to tokenize the input and have a working implementation for integer and floating point literals (including those expressed in a relaxed scientific notation), exposing int and float attributes. Token definitions #include <boost/spirit/include/lex_lexertl.hpp> namespace lex = boost::spirit::lex; typedef boost::mpl::vector<int, float, bool> token_value_type; template <typename Lexer> struct basic_literal_tokens : lex::lexer<Lexer> { basic_literal_tokens() { this->self.add_pattern("INT", "[-+]?[0-9]+"); int_literal = "{INT}"; // To be lexed as a float a numeric literal must have a decimal point // or include an exponent, otherwise it will be considered an integer. float_literal = "{INT}(((\\.[0-9]+)([eE]{INT})?)|([eE]{INT}))"; literal_true = "true"; literal_false = "false"; this->self = literal_true | literal_false | float_literal | int_literal; } lex::token_def<int> int_literal; lex::token_def<float> float_literal; lex::token_def<bool> literal_true, literal_false; }; Testing parsing of float literals My real implementation uses Boost.Test, but this is a self-contained example. #include <string> #include <iostream> #include <cmath> #include <cstdlib> #include <limits> bool parse_and_check_float(std::string const & input, float expected) { typedef std::string::const_iterator base_iterator_type; typedef lex::lexertl::token<base_iterator_type, token_value_type > token_type; typedef lex::lexertl::lexer<token_type> lexer_type; basic_literal_tokens<lexer_type> basic_literal_lexer; base_iterator_type input_iter(input.begin()); float actual; bool result = lex::tokenize_and_parse(input_iter, input.end(), basic_literal_lexer, basic_literal_lexer.float_literal, actual); return result && std::abs(expected - actual) < std::numeric_limits<float>::epsilon(); } int main(int argc, char *argv[]) { if (parse_and_check_float("+31.4e-1", 3.14)) { return EXIT_SUCCESS; } else { return EXIT_FAILURE; } } Parsing "true" and "false" My problem is when trying to parse "true" and "false". This is the test code I'm using (after removing the Boost.Test parts): bool parse_and_check_bool(std::string const & input, bool expected) { typedef std::string::const_iterator base_iterator_type; typedef lex::lexertl::token<base_iterator_type, token_value_type > token_type; typedef lex::lexertl::lexer<token_type> lexer_type; basic_literal_tokens<lexer_type> basic_literal_lexer; base_iterator_type input_iter(input.begin()); bool actual; lex::token_def<bool> parser = expected ? basic_literal_lexer.literal_true : basic_literal_lexer.literal_false; bool result = lex::tokenize_and_parse(input_iter, input.end(), basic_literal_lexer, parser, actual); return result && actual == expected; } but compilation fails with: boost/spirit/home/qi/detail/assign_to.hpp: In function ‘void boost::spirit::traits::assign_to(const Iterator&, const Iterator&, Attribute&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Attribute = bool]’: boost/spirit/home/lex/lexer/lexertl/token.hpp:434: instantiated from ‘static void boost::spirit::traits::assign_to_attribute_from_value<Attribute, boost::spirit::lex::lexertl::token<Iterator, AttributeTypes, HasState>, void>::call(const boost::spirit::lex::lexertl::token<Iterator, AttributeTypes, HasState>&, Attribute&) [with Attribute = bool, Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, AttributeTypes = boost::mpl::vector<int, float, bool, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na, mpl_::na>, HasState = mpl_::bool_<true>]’ ... backtrace of instantiation points .... boost/spirit/home/qi/detail/assign_to.hpp:79: error: no matching function for call to ‘boost::spirit::traits::assign_to_attribute_from_iterators<bool, __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, void>::call(const __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >&, const __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >&, bool&)’ boost/spirit/home/qi/detail/construct.hpp:64: note: candidates are: static void boost::spirit::traits::assign_to_attribute_from_iterators<bool, Iterator, void>::call(const Iterator&, const Iterator&, char&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >] My interpretation of this is that Spirit.Qi doesn't know how to convert a string to a bool - surely that's not the case? Has anyone else done this before? If so, how?

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  • Asp.net Google Charts SSL handler for GeoMap

    - by Ian
    Hi All, I am trying to view Google charts in a site using SSL. Google Charts do not support SSL so if we use the standard charts, we get warning messages. My plan is to create a ASHX handler that is co9ntained in the secure site that will retrieve the content from Google and serve this to the page the user is viewing. Using VS 2008 SP1 and the included web server, my idea works perfectly for both Firefox and IE 8 & 9(Preview) and I am able to see my geomap displayed on my page as it should be. But my problem is when I publish to IIS7 the page using my handler to generate the geomap works in Firefox but not IE(every version). There are no errors anywhere or in any log files, but when i right click in IE in the area where the map should be displayed, I see the message in the context menu saying "movie not loaded" Below is the code from my handler and the aspx page. I have disabled compression in my web.config. Even in IE I am hitting all my break points and when I use the IE9 Developer tools, the web page is correctly generated with all the correct code, url's and references. If you have any better ways to accomplish this or how i can fix my problem, I will appreciate it. Thanks Ian Handler(ASHX) public void ProcessRequest(HttpContext context) { String url = "http://charts.apis.google.com/jsapi"; string query = context.Request.QueryString.ToString(); if (!string.IsNullOrEmpty(query)) { url = query; } HttpWebRequest request = (HttpWebRequest)HttpWebRequest.Create(new Uri(HttpUtility.UrlDecode(url))); request.UserAgent = context.Request.UserAgent; WebResponse response = request.GetResponse(); string PageContent = string.Empty; StreamReader Reader; Stream webStream = response.GetResponseStream(); string contentType = response.ContentType; context.Response.BufferOutput = true; context.Response.ContentType = contentType; context.Response.Cache.SetCacheability(HttpCacheability.NoCache); context.Response.Cache.SetNoServerCaching(); context.Response.Cache.SetMaxAge(System.TimeSpan.Zero); string newUrl = IanLearning.Properties.Settings.Default.HandlerURL; //"https://localhost:444/googlesecurecharts.ashx?"; if (response.ContentType.Contains("javascript")) { Reader = new StreamReader(webStream); PageContent = Reader.ReadToEnd(); PageContent = PageContent.Replace("http://", newUrl + "http://"); PageContent = PageContent.Replace("charts.apis.google.com", newUrl + "charts.apis.google.com"); PageContent = PageContent.Replace(newUrl + "http://maps.google.com/maps/api/", "http://maps.google.com/maps/api/"); context.Response.Write(PageContent); } else { { byte[] bytes = ReadFully(webStream); context.Response.BinaryWrite(bytes); } } context.Response.Flush(); response.Close(); webStream.Close(); context.Response.End(); context.ApplicationInstance.CompleteRequest(); } ASPX Page <%@ Page Title="" Language="C#" MasterPageFile="~/Site2.Master" AutoEventWireup="true" CodeBehind="googlechart.aspx.cs" Inherits="IanLearning.googlechart" %> <asp:Content ID="Content1" ContentPlaceHolderID="head" runat="server"> <script type='text/javascript' src='~/googlesecurecharts.ashx?'></script> <script type='text/javascript'> google.load('visualization', '1', { 'packages': ['geomap'] }); google.setOnLoadCallback(drawMap); var geomap; function drawMap() { var data = new google.visualization.DataTable(); data.addRows(6); data.addColumn('string', 'City'); data.addColumn('number', 'Sales'); data.setValue(0, 0, 'ZA'); data.setValue(0, 1, 200); data.setValue(1, 0, 'US'); data.setValue(1, 1, 300); data.setValue(2, 0, 'BR'); data.setValue(2, 1, 400); data.setValue(3, 0, 'CN'); data.setValue(3, 1, 500); data.setValue(4, 0, 'IN'); data.setValue(4, 1, 600); data.setValue(5, 0, 'ZW'); data.setValue(5, 1, 700); var options = {}; options['region'] = 'world'; options['dataMode'] = 'regions'; options['showZoomOut'] = false; var container = document.getElementById('map_canvas'); geomap = new google.visualization.GeoMap(container); google.visualization.events.addListener( geomap, 'regionClick', function(e) { drillDown(e['region']); }); geomap.draw(data, options); }; function drillDown(regionData) { alert(regionData); } </script> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="ContentPlaceHolder1" runat="server"> <div id='map_canvas'> </div> </asp:Content>

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  • jQuery CSS Custom Flyout Menu Styling Issue

    - by aherrick
    I'm close to nailing this flyout menu I have been working on, just have a couple of current pain points. I'm trying to get left/right padding on my submenu items, as you can see I am not quite there. Also when the first submenu is displayed, I want to create a bit of a gap between the first row of list items and the child. Below is my current code and a screen shot displaying what I want. Based on my current CSS, any thoughts on how to get this done in a clean way? <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <title></title> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript"> function mainmenu() { $("#nav ul").css({ display: "none" }); // Opera Fix $("#nav li").hover(function() { $(this).find('ul:first').css({ visibility: "visible", display: "none" }).show(400); }, function() { $(this).find('ul:first').css({ visibility: "hidden" }); }); } $(document).ready(function() { mainmenu(); }); </script> <style type="text/css"> * { padding: 0px; margin: 0px; } body { font-size: 0.85em; font-family: Verdana, Arial, Helvetica, sans-serif; } #nav, #nav ul { margin: 0; padding: 0; list-style-type: none; list-style-position: outside; position: relative; } #nav a { display: block; padding: 4px 0px 4px 0px; color: #dfca90; text-decoration: none; background-color: #ECE9D8; font-size: 9px; font-weight: bold; font: bold 15px Palatino, 'Palatino Linotype' , Georgia, serif; } #nav > li > a { font-size: 16px; font-variant: small-caps; border-right: 1px solid #dfca90; padding-right: 10px; padding-left: 10px; padding-bottom: 6px; padding-top: 6px; background-color: #fff; color: #dfca90; } #nav li ul li a:hover { color: #999; } #nav li { float: left; position: relative; } #nav ul { position: absolute; display: none; width: 170px; border: 2px solid #dfca90; } #nav ul li { } #nav li ul a { width: 170px; height: auto; float: left; } #nav ul ul { top: -2px; } #nav li ul ul { left: 170px; background-color: #ECE9D8; } #nav li:hover ul ul, #nav li:hover ul ul ul, #nav li:hover ul ul ul ul { display: none; } #nav li:hover ul, #nav li li:hover ul, #nav li li li:hover ul, #nav li li li li:hover ul { display: block; } </style> </head> <body> <ul id="nav"> <li><a href="#">1 HTML</a></li> <li><a href="#">2 CSS</a></li> <li><a href="#">3 Javascript </a> <ul> <li><a href="#">3.1 jQuery</a> <ul> <li><a href="#">3.1.1 Download</a> </li> <li><a href="#">3.1.2 Tutorial</a> </li> </ul> </li> <li><a href="#">3.2 Mootools</a></li> <li><a href="#">3.3 Prototype</a></li> </ul> </li> </ul> </body> </html>

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  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

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  • What add-in/workbench framework is the best .NET alternative to Eclipse RCP?

    - by Winston Fassett
    I'm looking for a plugin-based application framework that is comparable to the Eclipse Plugin Framework, which to my simple mind consists of: a core plugin management framework (Equinox / OSGI), which provides the ability to declare extension endpoints and then discover and load plugins that service those endpoints. (this is different than Dependency Injection, but admittedly the difference is subtle - configuration is highly de-centralized, there are versioning concerns, it might involve an online plugin repository, and most importantly to me, it should be easy for the user to add plugins without needing to know anything about the underlying architecture / config files) many layers of plugins that provide a basic workbench shell with concurrency support, commands, preference sheets, menus, toolbars, key bindings, etc. That is just scratching the surface of the RCP, which itself is meant to serve as the foundation of your application, which you build by writing / assembling even more plugins. Here's what I've gleaned from the internet in the past couple of days... As far as I can tell, there is nothing in the .NET world that remotely approaches the robustness and maturity of the Eclipse RCP for Java but there are several contenders that do either #1 or #2 pretty well. (I should also mention that I have not made a final decision on WinForms vs WPF, so I'm also trying to understand the level of UI coupling in any candidate framework. I'm also wondering about platform coupling and source code licensing) I must say that the open-source stuff is generally less-documented but easier to understand, while the MS stuff typically has more documentation but is less accessible, so that with many of the MS technologies, I'm left wondering what they actually do, in a practical sense. These are the libraries I have found: SharpDevelop The first thing I looked at was SharpDevelop, which does both #1 and also #2 in a basic way (no insult to SharpDevelop, which is admirable - I just mean more basic than Eclipse RCP). However, SharpDevelop is an application more than a framework, and there are basic assumptions and limitations there (i.e. being somewhat coupled to WinForms). Still, there are some articles on CodeProject explaining how to use it as the foundation for an application. System.Addins It appears that System.Addins is meant to provide a robust add-in loading framework, with some sophisticated options for loading assemblies with varying levels of trusts and even running the out of process. It appears to be primarily code-based, and pretty code-heavy, with lots of assemblies that serve to insulate against versioning issues., using Guidance Automation to generate a good deal of code. So far I haven't found many System.AddIns articles that illustrate how it could be used to build something like an Eclipse RCP, and many people seem to be wringing their hands about its complexity. Mono.Addins It appears that Mono.Addins was influenced by System.Addins, SharpDevelop, and MonoDevelop. It seems to provide the basics from System.Addins, with less sophisticated options for plugin loading, but more simplicity, with attribute-based registration, XML manifests, and the infrastructure for online plugin repositories. It has a pretty good FAQ and documentation, as well as a fairly robust set of examples that really help paint a picture of how to develop an architecture like that of SharpDevelop or Eclipse. The examples use GTK for UI, but the framework itself is not coupled to GTK. So it appears to do #1 (add-in loading) pretty well and points the way to #2 (workbench framework). It appears that Mono.Addins was derived from MonoDevelop, but I haven't actually looked at whether MonoDevelop provides a good core workbench framework. Managed Extensibility Framework This is what everyone's talking about at the moment, and it's slowly getting clearer what it does, but I'm still pretty fuzzy, even after reading several posts on SO. The official word is that it "can live side-by-side" with System.Addins. However, it doesn't reference it and it appears to reproduce some of its functionality. It seems to me, then, that it is a simpler, more accessible alternative to System.Addins. It appears to be more like Mono.Addins in that it provides attribute-based wiring. It provides "catalogs" that can be attribute-based or directory-based. It does not seem to provide any XML or manifest-based wiring. So far I haven't found much documentation and the examples seem to be kind of "magical" and more reminiscent of attribute-based DI, despite the clarifications that MEF is not a DI container. Its license just got opened up, but it does reference WindowsBase -- not sure if that means it's coupled to Windows. Acropolis I'm not sure what this is. Is it MEF, or something that is still coming? Composite Application Blocks There are WPF and Winforms Composite Application blocks that seem to provide much more of a workbench framework. I have very little experience with these but they appear to rely on Guidance Automation quite a bit are obviously coupled with the UI layers. There are a few examples of combining MEF with these application blocks. I've done the best I could to answer my own question here, but I'm really only scratching the surface, and I don't have experience with any of these frameworks. Hopefully some of you can add more detail about the frameworks you have experience with. It would be great if we could end up with some sort of comparison matrix.

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  • NSOutlineView not refreshing when objects added to managed object context from NSOperations

    - by John Gallagher
    Background Cocoa app using core data Two processes - daemon and a main UI Daemon constantly writing to a data store UI process reads from same data store NSOutlineView in UI is bound to an NSTreeController which is bound to Application with key path of delegate.interpretedMOC What I want When the UI is activated, the outline view should update with the latest data inserted by the daemon. The Problem Main Thread Approach I fetch all the entities I'm interested in, then iterate over them, doing refreshObject:mergeChanges:YES. This works OK - the items get refreshed correctly. However, this is all running on the main thread, so the UI locks up for 10-20 seconds whilst it refreshes. Fine, so let's move these refreshes to NSOperations that run in the background instead. NSOperation Multithreaded Approach As soon as I move the refreshObject:mergeChanges: call into an NSOperation, the refresh no longer works. When I add logging messages, it's clear that the new objects are loaded in by the NSOperation subclass and refreshed. Not only that, but they are What I've tried I've messed around with this for 2 days solid and tried everything I can think of. Passing objectIDs to the NSOperation to refresh instead of an entity name. Resetting the interpretedMOC at various points - after the data refresh and before the outline view reload. I'd subclassed NSOutlineView. I discarded my subclass and set the view back to being an instance of NSOutlineView, just in case there was any funny goings on here. Added a rearrangeObjects call to the NSTreeController before reloading the NSOutlineView data. Made sure I had set the staleness interval to 0 on all managed object contexts I was using. I've got a feeling this problem is somehow related to caching core data objects in memory. But I've totally exhausted all my ideas on how I get this to work. I'd be eternally grateful of any ideas anyone else has. Code Main Thread Approach // In App Delegate -(void)applicationDidBecomeActive:(NSNotification *)notification { // Delay to allow time for the daemon to save [self performSelector:@selector(refreshTrainingEntriesAndGroups) withObject:nil afterDelay:3]; } -(void)refreshTrainingEntriesAndGroups { NSSet *allTrainingGroups = [[[NSApp delegate] interpretedMOC] fetchAllObjectsForEntityName:kTrainingGroup]; for(JGTrainingGroup *thisTrainingGroup in allTrainingGroups) [interpretedMOC refreshObject:thisTrainingGroup mergeChanges:YES]; NSError *saveError = nil; [interpretedMOC save:&saveError]; [windowController performSelectorOnMainThread:@selector(refreshTrainingView) withObject:nil waitUntilDone:YES]; } // In window controller class -(void)refreshTrainingView { [trainingViewTreeController rearrangeObjects]; // Didn't really expect this to have any effect. And it didn't. [trainingView reloadData]; } NSOperation Multithreaded Approach // In App Delegate -(void)refreshTrainingEntriesAndGroups { JGRefreshEntityOperation *trainingGroupRefresh = [[JGRefreshEntityOperation alloc] initWithEntityName:kTrainingGroup]; NSOperationQueue *refreshQueue = [[NSOperationQueue alloc] init]; [refreshQueue setMaxConcurrentOperationCount:1]; [refreshQueue addOperation:trainingGroupRefresh]; while ([[refreshQueue operations] count] > 0) { [[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:0.05]]; [windowController performSelectorOnMainThread:@selector(refreshTrainingView) withObject:nil waitUntilDone:YES]; } // JGRefreshEntityOperation.m @implementation JGRefreshEntityOperation @synthesize started; @synthesize executing; @synthesize paused; @synthesize finished; -(void)main { [self startOperation]; NSSet *allEntities = [imoc fetchAllObjectsForEntityName:entityName]; for(id thisEntity in allEntities) [imoc refreshObject:thisEntity mergeChanges:YES]; [self finishOperation]; } -(void)startOperation { [self willChangeValueForKey:@"isExecuting"]; [self willChangeValueForKey:@"isStarted"]; [self setStarted:YES]; [self setExecuting:YES]; [self didChangeValueForKey:@"isExecuting"]; [self didChangeValueForKey:@"isStarted"]; imoc = [[NSManagedObjectContext alloc] init]; [imoc setStalenessInterval:0]; [imoc setUndoManager:nil]; [imoc setPersistentStoreCoordinator:[[NSApp delegate] interpretedPSC]]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(mergeChanges:) name:NSManagedObjectContextDidSaveNotification object:imoc]; } -(void)finishOperation { saveError = nil; [imoc save:&saveError]; if (saveError) { NSLog(@"Error saving. %@", saveError); } imoc = nil; [self willChangeValueForKey:@"isExecuting"]; [self willChangeValueForKey:@"isFinished"]; [self setExecuting:NO]; [self setFinished:YES]; [self didChangeValueForKey:@"isExecuting"]; [self didChangeValueForKey:@"isFinished"]; } -(void)mergeChanges:(NSNotification *)notification { NSManagedObjectContext *mainContext = [[NSApp delegate] interpretedMOC]; [mainContext performSelectorOnMainThread:@selector(mergeChangesFromContextDidSaveNotification:) withObject:notification waitUntilDone:YES]; } -(id)initWithEntityName:(NSString *)entityName_ { [super init]; [self setStarted:false]; [self setExecuting:false]; [self setPaused:false]; [self setFinished:false]; [NSThread setThreadPriority:0.0]; entityName = entityName_; return self; } @end // JGRefreshEntityOperation.h @interface JGRefreshEntityOperation : NSOperation { NSString *entityName; NSManagedObjectContext *imoc; NSError *saveError; BOOL started; BOOL executing; BOOL paused; BOOL finished; } @property(readwrite, getter=isStarted) BOOL started; @property(readwrite, getter=isPaused) BOOL paused; @property(readwrite, getter=isExecuting) BOOL executing; @property(readwrite, getter=isFinished) BOOL finished; -(void)startOperation; -(void)finishOperation; -(id)initWithEntityName:(NSString *)entityName_; -(void)mergeChanges:(NSNotification *)notification; @end

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  • Representing robot's elbow angle in 3-D

    - by Onkar Deshpande
    I am given coordinates of two points in 3-D viz. shoulder point and object point(to which I am supposed to reach). I am also given the length from my shoulder-to-elbow arm and the length of my forearm. I am trying to solve for the unknown position(the position of the joint elbow). I am using cosine rule to find out the elbow angle. Here is my code - #include <stdio.h> #include <math.h> #include <stdlib.h> struct point { double x, y, z; }; struct angles { double clock_wise; double counter_clock_wise; }; double max(double a, double b) { return (a > b) ? a : b; } /* * Check if the combination can make a triangle by considering the fact that sum * of any two sides of a triangle is greater than the remaining side. The * overlapping condition of links is handled separately in main(). */ int valid_triangle(struct point p0, double l0, struct point p1, double l1) { double dist = sqrt(pow((fabs(p1.z - p0.z)), 2) + pow((fabs(p1.y - p0.y)), 2) + pow((fabs(p1.x - p0.x)), 2)); if((max(dist, l0) == dist) && max(dist, l1) == dist) { return (dist < (l0 + l1)); } else if((max(dist, l0) == l0) && (max(l0, l1) == l0)) { return (l0 < (dist + l1)); } else { return (l1 < (dist + l0)); } } /* * Cosine rule is used to find the elbow angle. Positive value indicates a * counter clockwise angle while negative value indicates a clockwise angle. * Since this problem has at max 2 solutions for any given position of P0 and * P1, I am returning a structure of angles which can be used to consider angles * from both direction viz. clockwise-negative and counter-clockwise-positive */ void return_config(struct point p0, double l0, struct point p1, double l1, struct angles *a) { double dist = sqrt(pow((fabs(p1.z - p0.z)), 2) + pow((fabs(p1.y - p0.y)), 2) + pow((fabs(p1.x - p0.x)), 2)); double degrees = (double) acos((l0 * l0 + l1 * l1 - dist * dist) / (2 * l0 * l1)) * (180.0f / 3.1415f); a->clock_wise = -degrees; a->counter_clock_wise = degrees; } int main() { struct point p0, p1; struct angles a; p0.x = 15, p0.y = 4, p0.z = 0; p1.x = 20, p1.y = 4, p1.z = 0; double l0 = 5, l1 = 8; if(valid_triangle(p0, l0, p1, l1)) { printf("Three lengths can make a valid configuration \n"); return_config(p0, l0, p1, l1, &a); printf("Angle of the elbow point (clockwise) = %lf, (counter clockwise) = %lf \n", a.clock_wise, a.counter_clock_wise); } else { double dist = sqrt(pow((fabs(p1.z - p0.z)), 2) + pow((fabs(p1.y - p0.y)), 2) + pow((fabs(p1.x - p0.x)), 2)); if((dist <= (l0 + l1)) && (dist > l0)) { a.clock_wise = -180.0f; a.counter_clock_wise = 180.0f; printf("Angle of the elbow point (clockwise) = %lf, (counter clockwise) = %lf \n", a.clock_wise, a.counter_clock_wise); } else if((dist <= fabs(l0 - l1)) && (dist < l0)){ a.clock_wise = -0.0f; a.counter_clock_wise = 0.0f; printf("Angle of the elbow point (clockwise) = %lf, (counter clockwise) = %lf \n", a.clock_wise, a.counter_clock_wise); } else printf("Given combination cannot make a valid configuration\n"); } return 0; } However, this solution makes sense only in 2-D. Because clockwise and counter-clockwise are meaningless without an axis and direction of rotation. Returning only an angle is technically correct but it leaves a lot of work for the client of this function to use the result in meaningful way. How can I make the changes to get the axis and direction of rotation ? Also, I want to know how many possible solution could be there for this problem. Please let me know your thoughts ! Any help is highly appreciated ...

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  • Prim's MST algorithm implementation with Java

    - by user1290164
    I'm trying to write a program that'll find the MST of a given undirected weighted graph with Kruskal's and Prim's algorithms. I've successfully implemented Kruskal's algorithm in the program, but I'm having trouble with Prim's. To be more precise, I can't figure out how to actually build the Prim function so that it'll iterate through all the vertices in the graph. I'm getting some IndexOutOfBoundsException errors during program execution. I'm not sure how much information is needed for others to get the idea of what I have done so far, but hopefully there won't be too much useless information. This is what I have so far: I have a Graph, Edge and a Vertex class. Vertex class mostly just an information storage that contains the name (number) of the vertex. Edge class can create a new Edge that has gets parameters (Vertex start, Vertex end, int edgeWeight). The class has methods to return the usual info like start vertex, end vertex and the weight. Graph class reads data from a text file and adds new Edges to an ArrayList. The text file also tells us how many vertecis the graph has, and that gets stored too. In the Graph class, I have a Prim() -method that's supposed to calculate the MST: public ArrayList<Edge> Prim(Graph G) { ArrayList<Edge> edges = G.graph; // Copies the ArrayList with all edges in it. ArrayList<Edge> MST = new ArrayList<Edge>(); Random rnd = new Random(); Vertex startingVertex = edges.get(rnd.nextInt(G.returnVertexCount())).returnStartingVertex(); // This is just to randomize the starting vertex. // This is supposed to be the main loop to find the MST, but this is probably horribly wrong.. while (MST.size() < returnVertexCount()) { Edge e = findClosestNeighbour(startingVertex); MST.add(e); visited.add(e.returnStartingVertex()); visited.add(e.returnEndingVertex()); edges.remove(e); } return MST; } The method findClosesNeighbour() looks like this: public Edge findClosestNeighbour(Vertex v) { ArrayList<Edge> neighbours = new ArrayList<Edge>(); ArrayList<Edge> edges = graph; for (int i = 0; i < edges.size() -1; ++i) { if (edges.get(i).endPoint() == s.returnVertexID() && !visited(edges.get(i).returnEndingVertex())) { neighbours.add(edges.get(i)); } } return neighbours.get(0); // This is the minimum weight edge in the list. } ArrayList<Vertex> visited and ArrayList<Edges> graph get constructed when creating a new graph. Visited() -method is simply a boolean check to see if ArrayList visited contains the Vertex we're thinking about moving to. I tested the findClosestNeighbour() independantly and it seemed to be working but if someone finds something wrong with it then that feedback is welcome also. Mainly though as I mentioned my problem is with actually building the main loop in the Prim() -method, and if there's any additional info needed I'm happy to provide it. Thank you. Edit: To clarify what my train of thought with the Prim() method is. What I want to do is first randomize the starting point in the graph. After that, I will find the closest neighbor to that starting point. Then we'll add the edge connecting those two points to the MST, and also add the vertices to the visited list for checking later, so that we won't form any loops in the graph. Here's the error that gets thrown: Exception in thread "main" java.lang.IndexOutOfBoundsException: Index: 0, Size: 0 at java.util.ArrayList.rangeCheck(Unknown Source) at java.util.ArrayList.get(Unknown Source) at Graph.findClosestNeighbour(graph.java:203) at Graph.Prim(graph.java:179) at MST.main(MST.java:49) Line 203: return neighbour.get(0); in findClosestNeighbour() Line 179: Edge e = findClosestNeighbour(startingVertex); in Prim()

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  • Reverse engineering windows mobile live search CellID location awareness protocol (yikes)...

    - by Jean-Charles
    I wasn't sure of how to form the question so I apologize if the title is misleading. Additionally, you may want to get some coffee and take a seat for this one ... It's long. Basically, I'm trying to reverse engineer the protocol used by the Windows Mobile Live Search application to get location based on cellID. Before I go on, I am aware of other open source services (such as OpenCellID) but this is more for the sake of education and a bit for redundancy. According to the packets I captured, a POST request is made to ... mobile.search.live.com/positionlookupservice_1/service.aspx ... with a few specific headers (agent, content-length, etc) and no body. Once this goes through, the server sends back a 100-Continue response. At this point, the application submits this data (I chopped off the packet header): 00 00 00 01 00 00 00 05 55 54 ........UT 46 2d 38 05 65 6e 2d 55 53 05 65 6e 2d 55 53 01 F-8.en-US.en-US. 06 44 65 76 69 63 65 05 64 75 6d 6d 79 01 06 02 .Device.dummy... 50 4c 08 0e 52 65 76 65 72 73 65 47 65 6f 63 6f PL..ReverseGeoco 64 65 01 07 0b 47 50 53 43 68 69 70 49 6e 66 6f de...GPSChipInfo 01 20 06 09 43 65 6c 6c 54 6f 77 65 72 06 03 43 . ..CellTower..C 47 49 08 03 4d 43 43 b6 02 07 03 4d 4e 43 03 34 GI..MCC....MNC.4 31 30 08 03 4c 41 43 cf 36 08 02 43 49 fd 01 00 10..LAC.6..CI... 00 00 00 ... And receives this in response (packet and HTTP response headers chopped): 00 00 00 01 00 00 00 00 01 06 02 50 4c ...........PL 06 08 4c 6f 63 61 6c 69 74 79 06 08 4c 6f 63 61 ..Locality..Loca 74 69 6f 6e 07 03 4c 61 74 09 34 32 2e 33 37 35 tion..Lat.42.375 36 32 31 07 04 4c 6f 6e 67 0a 2d 37 31 2e 31 35 621..Long.-71.15 38 39 33 38 00 07 06 52 61 64 69 75 73 09 32 30 8938...Radius.20 30 30 2e 30 30 30 30 00 42 07 0c 4c 6f 63 61 6c 00.0000.B..Local 69 74 79 4e 61 6d 65 09 57 61 74 65 72 74 6f 77 ityName.Watertow 6e 07 16 41 64 6d 69 6e 69 73 74 72 61 74 69 76 n..Administrativ 65 41 72 65 61 4e 61 6d 65 0d 4d 61 73 73 61 63 eAreaName.Massac 68 75 73 65 74 74 73 07 10 50 6f 73 74 61 6c 43 husetts..PostalC 6f 64 65 4e 75 6d 62 65 72 05 30 32 34 37 32 07 odeNumber.02472. 0b 43 6f 75 6e 74 72 79 4e 61 6d 65 0d 55 6e 69 .CountryName.Uni 74 65 64 20 53 74 61 74 65 73 00 00 00 ted States... Now, here is what I've determined so far: All strings are prepended with one byte that is the decimal equivalent of their length. There seem to be three different casts that are used throughout the request and response. They show up as one byte before the length byte. I've concluded that the three types map out as follows: 0x06 - parent element (subsequent values are children, closed with 0x00) 0x07 - string 0x08 - int? Based on these determinations, here is what the request and response look like in a more readable manner (values surrounded by brackets denote length and values surrounded by parenthesis denote a cast): \0x00\0x00\0x00\0x01\0x00\0x00\0x00 [5]UTF-8 [5]en-US [5]en-US \0x01 [6]Device [5]dummy \0x01 (6)[2]PL (8)[14]ReverseGeocode\0x01 (7)[11]GPSChipInfo[1]\0x20 (6)[9]CellTower (6)[3]CGI (8)[3]MCC\0xB6\0x02 //310 (7)[3]MNC[3]410 //410 (8)[3]LAC\0xCF\0x36 //6991 (8)[2]CI\0xFD\0x01 //259 \0x00 \0x00 \0x00 \0x00 and.. \0x00\0x00\0x00\0x01\0x00\0x00\0x00 \0x00\0x01 (6)[2]PL (6)[8]Locality (6)[8]Location (7)[3]Lat[9]42.375621 (7)[4]Long[10]-71.158938 \0x00 (7)[6]Radius[9]2000.0000 \0x00 \0x42 //"B" ... Has to do with GSM (7)[12]LocalityName[9]Watertown (7)[22]AdministrativeAreaName[13]Massachusetts (7)[16]PostalCodeNumber[5]02472 (7)[11]CountryName[13]United States \0x00 \0x00\0x00 My analysis seems to work out pretty well except for a few things: The 0x01s throughout confuse me ... At first I thought they were some sort of base level element terminators but I'm not certain. I'm not sure the 7-byte header is, in fact, a seven byte header. I wonder if it's maybe 4 bytes and that the three remaining 0x00s are of some other significance. The trailing 0x00s. Why is it that there is only one on the request but two on the response? The type 8 cast mentioned above ... I can't seem to figure out how those values are being encoded. I added comments to those lines with what the values should correspond to. Any advice on these four points will be greatly appreciated. And yes, these packets were captured in Watertown, MA. :)

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  • "The usage of semaphores is subtly wrong"

    - by Hoonose
    This past semester I was taking an OS practicum in C, in which the first project involved making a threads package, then writing a multiple producer-consumer program to demonstrate the functionality. However, after getting grading feedback, I lost points for "The usage of semaphores is subtly wrong" and "The program assumes preemption (e.g. uses yield to change control)" (We started with a non-preemptive threads package then added preemption later. Note that the comment and example contradict each other. I believe it doesn't assume either, and would work in both environments). This has been bugging me for a long time - the course staff was kind of overwhelmed, so I couldn't ask them what's wrong with this over the semester. I've spent a long time thinking about this and I can't see the issues. If anyone could take a look and point out the error, or reassure me that there actually isn't a problem, I'd really appreciate it. I believe the syntax should be pretty standard in terms of the thread package functions (minithreads and semaphores), but let me know if anything is confusing. #include <stdio.h> #include <stdlib.h> #include "minithread.h" #include "synch.h" #define BUFFER_SIZE 16 #define MAXCOUNT 100 int buffer[BUFFER_SIZE]; int size, head, tail; int count = 1; int out = 0; int toadd = 0; int toremove = 0; semaphore_t empty; semaphore_t full; semaphore_t count_lock; // Semaphore to keep a lock on the // global variables for maintaining the counts /* Method to handle the working of a student * The ID of a student is the corresponding minithread_id */ int student(int total_burgers) { int n, i; semaphore_P(count_lock); while ((out+toremove) < arg) { n = genintrand(BUFFER_SIZE); n = (n <= total_burgers - (out + toremove)) ? n : total_burgers - (out + toremove); printf("Student %d wants to get %d burgers ...\n", minithread_id(), n); toremove += n; semaphore_V(count_lock); for (i=0; i<n; i++) { semaphore_P(empty); out = buffer[tail]; printf("Student %d is taking burger %d.\n", minithread_id(), out); tail = (tail + 1) % BUFFER_SIZE; size--; toremove--; semaphore_V(full); } semaphore_P(count_lock); } semaphore_V(count_lock); printf("Student %d is done.\n", minithread_id()); return 0; } /* Method to handle the working of a cook * The ID of a cook is the corresponding minithread_id */ int cook(int total_burgers) { int n, i; printf("Creating Cook %d\n",minithread_id()); semaphore_P(count_lock); while ((count+toadd) <= arg) { n = genintrand(BUFFER_SIZE); n = (n <= total_burgers - (count + toadd) + 1) ? n : total_burgers - (count + toadd) + 1; printf("Cook %d wants to put %d burgers into the burger stack ...\n", minithread_id(),n); toadd += n; semaphore_V(count_lock); for (i=0; i<n; i++) { semaphore_P(full); printf("Cook %d is putting burger %d into the burger stack.\n", minithread_id(), count); buffer[head] = count++; head = (head + 1) % BUFFER_SIZE; size++; toadd--; semaphore_V(empty); } semaphore_P(count_lock); } semaphore_V(count_lock); printf("Cook %d is done.\n", minithread_id()); return 0; } /* Method to create our multiple producers and consumers * and start their respective threads by fork */ void starter(int* c){ int i; for (i=0;i<c[2];i++){ minithread_fork(cook, c[0]); } for (i=0;i<c[1];i++){ minithread_fork(student, c[0]); } } /* The arguments are passed as command line parameters * argv[1] is the no of students * argv[2] is the no of cooks */ void main(int argc, char *argv[]) { int pass_args[3]; pass_args[0] = MAXCOUNT; pass_args[1] = atoi(argv[1]); pass_args[2] = atoi(argv[2]); size = head = tail = 0; empty = semaphore_create(); semaphore_initialize(empty, 0); full = semaphore_create(); semaphore_initialize(full, BUFFER_SIZE); count_lock = semaphore_create(); semaphore_initialize(count_lock, 1); minithread_system_initialize(starter, pass_args); }

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  • Thread 1: Program received signal:"Sigbart"

    - by user813678
    When i try to run my app on my iPhone, I get " Thread 1: Program received signal:"Sigbart" xCode say that points to [self.navigationController pushViewController:detailViewController animated:YES]; import "RootViewController.h" import "global.h" import "golfbaner.h" @implementation RootViewController @synthesize banenavn; (void)viewDidLoad { [super viewDidLoad]; NSArray *temp = [[NSArray alloc] initWithObjects: @"Alsten Golfklubb", @"Arendal og Omegn Golfklubb", @"Asker Golfklubb", @"Askim Golfklubb", @"Atlungstad Golfklubb", @"Aurskog Golfpark", @"Ballerud Golfklubb", @"Bamble Golfklubb", @"Bergen Golfklubb", @"Bjorli Golfklubb", @"Bjørnefjorden Golfklubb", @"Bjaavann Golfklubb", @"Bodø Golfbane", @"Borre Golfbane", @"Borregaard Golfklubb", @"Brønnøysund Golfklubb", @"Byneset Golfklubb", @"Bærum Golfklubb", @"Drammen Golfklubb", @"Drøbak Golfklubb", @"Egersund Golfklubb", @"Eidskog Golfklubb", @"Eiker Golfklubb", @"Ekholt Golfklubb", @"Elverum Golfklubb", @"Fana Golfklubb", @"Fet Golfklubb", @"Frosta Golfklubb", @"Geilo Golfklubb", @"Giske Golfklubb", @"Gjerdrum Golfpark", @"Gjersjøen Golfklubb", @"Gjøvik og Toten Golfklubb", @"Gran Golfklubb", @"Grenland Golfklubb", @"Grimstad Golfklubb", @"Grini Golfklubb", @"Groruddalen Golfklubb", @"Grønmo Golfklubb", @"Hafjell Golfklubb", @"Haga Golfpark", @"Hakadal Golfklubb", @"Halden Golfklubb", @"Hallingdal Golfklubb", @"Hammerfest og Kvalsund Golfklubb", @"Hardanger Golfklubb", @"Harstad Golfklubb", @"Haugaland Golfklubb", @"Hauger Golf", @"Haugesund Golfklubb", @"Helgeland Golfklubb", @"Hemsedal Golfklubb", @"Herdla Golfklubb", @"Hitra Golfklubb", @"Hof Golfklubb", @"Holtsmark Golfklubb", @"Hovden Golfklubb", @"Hurum Golfklubb", @"Huseby og Hankø Golfklubb", @"Hvaler Golfklubb", @"Hvam Golfklubb", @"Jæren Golfklubb", @"Karasjok Golfklubb", @"Karmøy Golfklubb", @"Kjekstad Golfklubb", @"Klæbu Golfklubb", @"Kongsberg Golfklubb", @"Kongsvinger Golfklubb", @"Kragerø Golfklubb", @"Kristiansand Golfklubb", @"Kristiansund og Omegn Golfklubb", @"Krokhol Golfklubb", @"Kvinesdal og Omegn Golfklubb", @"Kvinnherad Golfklubb", @"Kvitfjell", @"Larvik Golfklubb", @"Lillehammer Golf Park", @"Lillestrøm Golfklubb", @"Lofoten Golf Links", @"Lommedalen Golfklubb", @"Losby Golfklubb", @"Lærdal Golfklubb", @"Lønne Golfklubb", @"Mandal Golfklubb", @"Meland Golfklubb", @"Midt-Troms Golfklubb", @"Miklagard Golfklubb", @"Mjøsen Golfklubb", @"Moa Golfklubb", @"Modum Golfklubb", @"Molde Golfklubb", @"Moss og Rygge Golfklubb", @"Mørk Golfklubb", @"Namdal Golfklubb", @"Namsos Golfklubb", @"Narvik Golfklubb", @"Nes Golfklubb", @"Nittedal Golfklubb", @"Nordfjord Golfklubb", @"Nordvegen Golfklubb", @"Norefjell Golfklubb", @"Norsjø og Omegn Golfklubb", @"North Cape Golf Club", @"Nærøysund Golfklubb", @"Nøtterøy Golfklubb", @"Odda Golfklubb", @"Ogna Golfklubb", @"Onsøy Golfklubb", @"Oppdal Golfklubb", @"Oppegård Golfklubb", @"Oslo Golfklubb", @"Oustøen Country Club", @"Polarsirkelen Golf", @"Preikestolen Golfklubb", @"Randaberg Golfklubb", @"Randsfjorden Golfklubb", @"Rauma Golfklubb", @"Re Golfklubb", @"Ringerike Golfklubb", @"Rygge Flystasjon Golf Club", @"Røros Golfklubb", @"Salten Golfklubb", @"Sandane Golfklubb", @"Sande Golfklubb", @"Sandefjord Golfklubb", @"Sandnes Golfklubb", @"Sauda Golfklubb", @"Selbu Golfklubb", @"Selje Golfklubb", @"Setesdal Golfklubb", @"Skei Golfklubb", @"Ski Golfklubb", @"Skjeberg Golfklubb", @"Smøla Golfklubb", @"Sola Golfklubb", @"Solastranden Golfklubb", @"Solum Golfklubb", @"Soon Golfklubb", @"Sorknes Golfklubb", @"Sotra Golfklubb", @"Stavanger Golfklubb", @"Steinkjer Golfklubb", @"Stiklestad Golfklubb", @"Stjørdal Golfklubb", @"Stord Golfklubb", @"Stranda Golfklubb", @"Stryn Golfklubb", @"Sunndal Golfklubb", @"Sunnfjord Golfklubb", @"Sunnmøre Golfklubb", @"Surnadal Golfklubb", @"Tjøme Golfklubb", @"Tromsø Golfklubb", @"Trondheim Golfklubb", @"Trysil Golfklubb", @"Tyrifjord Golfklubb", @"Ullensaker Golfklubb", @"Valdres Golfklubb", @"Vanylven Golfklubb", @"Varanger Golfklubb", @"Vesterålen Golfklubb", @"Vestfold Golfklubb", @"Vildmarken Golfklubb", @"Volda Golfklubb", @"Voss Golfklubb", @"Vrådal Golfklubb", @"Østmarka Golfklubb", @"Øya Golfpark", @"Ålesund Golfklubb", nil]; self.banenavn = temp; [temp release]; self.title = @"Golfbaner i Norge"; self.navigationController.navigationBar.barStyle = UIBarStyleBlackTranslucent; } (void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; } (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; } (void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; } (void)viewDidDisappear:(BOOL)animated { [super viewDidDisappear:animated]; } /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations. return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ // Customize the number of sections in the table view. - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return 1; } (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return [banenavn count]; } // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } cell.textLabel.text = [banenavn objectAtIndex:indexPath.row]; return cell; } /* // Override to support conditional editing of the table view. - (BOOL)tableView:(UITableView *)tableView canEditRowAtIndexPath:(NSIndexPath *)indexPath { // Return NO if you do not want the specified item to be editable. return YES; } */ /* // Override to support editing the table view. - (void)tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath { if (editingStyle == UITableViewCellEditingStyleDelete) { // Delete the row from the data source. [tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationFade]; } else if (editingStyle == UITableViewCellEditingStyleInsert) { // Create a new instance of the appropriate class, insert it into the array, and add a new row to the table view. } } */ /* // Override to support rearranging the table view. - (void)tableView:(UITableView *)tableView moveRowAtIndexPath:(NSIndexPath *)fromIndexPath toIndexPath:(NSIndexPath *)toIndexPath { } */ /* // Override to support conditional rearranging of the table view. - (BOOL)tableView:(UITableView *)tableView canMoveRowAtIndexPath:(NSIndexPath *)indexPath { // Return NO if you do not want the item to be re-orderable. return YES; } */ (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { golf = [banenavn objectAtIndex:indexPath.row]; golfbaner *detailViewController = [[golfbaner alloc] initWithNibName:@"Golfbaner" bundle:nil]; [self.navigationController pushViewController:detailViewController animated:YES]; [detailViewController release]; } (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Relinquish ownership any cached data, images, etc that aren't in use. } (void)viewDidUnload { [super viewDidUnload]; // Relinquish ownership of anything that can be recreated in viewDidLoad or on demand. // For example: self.myOutlet = nil; } (void)dealloc { [super dealloc]; } @end

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  • When building a web Application project, TFS 2008 Builds two spearate projects in the _PublishedFold

    - by Steve Johnson
    Hi all, I am trying to a perform build automation on one of web application projects built using VS 2008. The _PublishedWebSites contains two folders: Web and Deploy. I just want the TFS 2008 to generate only the Deploy Folder and Not the Web Folder. Here is my TFSBuild.proj File <Project ToolsVersion="3.5" DefaultTargets="Compile" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\Microsoft\VisualStudio\TeamBuild\Microsoft.TeamFoundation.Build.targets" /> <Import Project="$(MSBuildExtensionsPath)\Microsoft\WebDeployment\v9.0\Microsoft.WebDeployment.targets" /> <ItemGroup> <SolutionToBuild Include="$(BuildProjectFolderPath)/../../Development/Main/MySoftware.sln"> <Targets></Targets> <Properties></Properties> </SolutionToBuild> </ItemGroup> <ItemGroup> <ConfigurationToBuild Include="Release|AnyCPU"> <FlavorToBuild>Release</FlavorToBuild> <PlatformToBuild>Any CPU</PlatformToBuild> </ConfigurationToBuild> </ItemGroup> <!--<ItemGroup> <SolutionToBuild Include="$(BuildProjectFolderPath)/../../Development/Main/MySoftware.sln"> <Targets></Targets> <Properties></Properties> </SolutionToBuild> </ItemGroup> <ItemGroup> <ConfigurationToBuild Include="Release|x64"> <FlavorToBuild>Release</FlavorToBuild> <PlatformToBuild>x64</PlatformToBuild> </ConfigurationToBuild> </ItemGroup>--> <ItemGroup> <AdditionalReferencePath Include="C:\3PR" /> </ItemGroup> <Target Name="GetCopyToOutputDirectoryItems" Outputs="@(AllItemsFullPathWithTargetPath)" DependsOnTargets="AssignTargetPaths;_SplitProjectReferencesByFileExistence"> <!-- Get items from child projects first. --> <MSBuild Projects="@(_MSBuildProjectReferenceExistent)" Targets="GetCopyToOutputDirectoryItems" Properties="%(_MSBuildProjectReferenceExistent.SetConfiguration); %(_MSBuildProjectReferenceExistent.SetPlatform)" Condition="'@(_MSBuildProjectReferenceExistent)'!=''"> <Output TaskParameter="TargetOutputs" ItemName="_AllChildProjectItemsWithTargetPathNotFiltered"/> </MSBuild> <!-- Remove duplicates. --> <RemoveDuplicates Inputs="@(_AllChildProjectItemsWithTargetPathNotFiltered)"> <Output TaskParameter="Filtered" ItemName="_AllChildProjectItemsWithTargetPath"/> </RemoveDuplicates> <!-- Target outputs must be full paths because they will be consumed by a different project. --> <CreateItem Include="@(_AllChildProjectItemsWithTargetPath->'%(FullPath)')" Exclude= "$(BuildProjectFolderPath)/../../Development/Main/Web/Bin*.pdb; *.refresh; *.vshost.exe; *.manifest; *.compiled; $(BuildProjectFolderPath)/../../Development/Main/Web/Auth/MySoftware.dll; $(BuildProjectFolderPath)/../../Development/Main/Web/BinApp_Web_*.dll;" Condition="'%(_AllChildProjectItemsWithTargetPath.CopyToOutputDirectory)'=='Always' or '%(_AllChildProjectItemsWithTargetPath.CopyToOutputDirectory)'=='PreserveNewest'" > <Output TaskParameter="Include" ItemName="AllItemsFullPathWithTargetPath"/> <Output TaskParameter="Include" ItemName="_SourceItemsToCopyToOutputDirectoryAlways" Condition="'%(_AllChildProjectItemsWithTargetPath.CopyToOutputDirectory)'=='Always'"/> <Output TaskParameter="Include" ItemName="_SourceItemsToCopyToOutputDirectory" Condition="'%(_AllChildProjectItemsWithTargetPath.CopyToOutputDirectory)'=='PreserveNewest'"/> </CreateItem> </Target> <!-- To modify your build process, add your task inside one of the targets below and uncomment it. Other similar extension points exist, see Microsoft.WebDeployment.targets. <Target Name="BeforeBuild"> </Target> <Target Name="BeforeMerge"> </Target> <Target Name="AfterMerge"> </Target> <Target Name="AfterBuild"> </Target> --> </Project> I want to build everything that the builtin Deploy project is doing for me. But i dont want the generated Web Project as it conatains App_Web_xxxx.dll assemblies instead of a single compiled assembly. Please help. Thanks

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  • -(void)... does not work/appeal (iOS)

    - by user1012535
    Hi I've got a problem with my -(void) in my Xcode project for iOS. First of all here is the code ViewController.h #import <UIKit/UIKit.h> @interface ViewController : UIViewController { IBOutlet UIWebView *webview; IBOutlet UIActivityIndicatorView *active; UIAlertView *alert_start; UIAlertView *alert_error; } -(IBAction)tele_button:(id)sender; -(IBAction)mail_button:(id)sender; -(IBAction)web_button:(id)sender; -(IBAction)news_button:(id)sender; @end ViewController.m #import "ViewController.h" @implementation ViewController - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } #pragma mark - View lifecycle - (void)viewDidLoad { [super viewDidLoad]; //Stop Bounce for WebView for (id subview in webview.subviews) if ([[subview class] isSubclassOfClass: [UIScrollView class]]) ((UIScrollView *)subview).bounces = NO; //First Start Alert [alert_start show]; NSLog(@"first alert"); NSString *start_alert = [[NSUserDefaults standardUserDefaults] objectForKey:@"alert_start"]; if(start_alert == nil) { [[NSUserDefaults standardUserDefaults] setValue:@"1" forKey:@"alert_start"]; [[NSUserDefaults standardUserDefaults] synchronize]; UIAlertView *alert_start = [[UIAlertView alloc] initWithTitle:@"iOptibelt" message:@"On some points this application need a internet connection." delegate:self cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert_start show]; [alert_start release]; } // Do any additional setup after loading the view, typically from a nib. [webview loadRequest:[NSURLRequest requestWithURL:[NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"home-de" ofType:@"html"]isDirectory:NO]]]; NSLog(@"webview fertig"); } -(void)webViewDidStartLoad:(UIWebView *) webview { [UIApplication sharedApplication].networkActivityIndicatorVisible = YES; [active startAnimating]; NSLog(@"lade"); } -(void)webViewDidFinishLoad:(UIWebView *) webview { [UIApplication sharedApplication].networkActivityIndicatorVisible = NO; [active stopAnimating]; NSLog(@"fertig"); } -(void)webView: (UIWebView *) webview didFailLoadWithError:(NSError *)error{ NSLog(@"lade error"); UIAlertView *alert_error = [[UIAlertView alloc] initWithTitle:@"Error" message:@"Can't connect. Please check your internet Connection" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert_error show]; [alert_error release]; }; - (IBAction)tele_button:(id)sender{ NSLog(@"it's connected!"); //Local HTML Call Button NSURLRequest *theRequest = [NSURLRequest requestWithURL:[NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"phone" ofType:@"html"]isDirectory:NO]]; [webview loadRequest:theRequest]; } - (IBAction)mail_button:(id)sender{ NSLog(@"it's connected!"); //Mail App Mail Button [[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"mailto://[email protected]"]]; } - (IBAction)web_button:(id)sender{ NSLog(@"it's connected!"); //Local HTML Button NSURLRequest *theRequest = [NSURLRequest requestWithURL:[NSURL URLWithString: @"http://optibelt.com"]]; [webview loadRequest:theRequest]; } - (IBAction)news_button:(id)sender{ NSLog(@"it's connected!"); //local Home Button NSURLRequest *theRequest = [NSURLRequest requestWithURL:[NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"home-de" ofType:@"html"]isDirectory:NO]]; [webview loadRequest:theRequest]; } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; } - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; } - (void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; } - (void)viewDidDisappear:(BOOL)animated { [super viewDidDisappear:animated]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end At last my 3. -(void) does not work and i ve no more idea what could be the problem.... -(void)webViewDidStartLoad:(UIWebView *) webview { [UIApplication sharedApplication].networkActivityIndicatorVisible = YES; [active startAnimating]; NSLog(@"lade"); } -(void)webViewDidFinishLoad:(UIWebView *) webview { [UIApplication sharedApplication].networkActivityIndicatorVisible = NO; [active stopAnimating]; NSLog(@"fertig"); } -(void)webView: (UIWebView *) webview didFailLoadWithError:(NSError *)error{ NSLog(@"lade error"); UIAlertView *alert_error = [[UIAlertView alloc] initWithTitle:@"Error" message:@"Can't connect. Please check your internet Connection" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert_error show]; [alert_error release];

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  • Trouble with copying dictionaries and using deepcopy on an SQLAlchemy ORM object

    - by Az
    Hi there, I'm doing a Simulated Annealing algorithm to optimise a given allocation of students and projects. This is language-agnostic pseudocode from Wikipedia: s ? s0; e ? E(s) // Initial state, energy. sbest ? s; ebest ? e // Initial "best" solution k ? 0 // Energy evaluation count. while k < kmax and e > emax // While time left & not good enough: snew ? neighbour(s) // Pick some neighbour. enew ? E(snew) // Compute its energy. if enew < ebest then // Is this a new best? sbest ? snew; ebest ? enew // Save 'new neighbour' to 'best found'. if P(e, enew, temp(k/kmax)) > random() then // Should we move to it? s ? snew; e ? enew // Yes, change state. k ? k + 1 // One more evaluation done return sbest // Return the best solution found. The following is an adaptation of the technique. My supervisor said the idea is fine in theory. First I pick up some allocation (i.e. an entire dictionary of students and their allocated projects, including the ranks for the projects) from entire set of randomised allocations, copy it and pass it to my function. Let's call this allocation aOld (it is a dictionary). aOld has a weight related to it called wOld. The weighting is described below. The function does the following: Let this allocation, aOld be the best_node From all the students, pick a random number of students and stick in a list Strip (DEALLOCATE) them of their projects ++ reflect the changes for projects (allocated parameter is now False) and lecturers (free up slots if one or more of their projects are no longer allocated) Randomise that list Try assigning (REALLOCATE) everyone in that list projects again Calculate the weight (add up ranks, rank 1 = 1, rank 2 = 2... and no project rank = 101) For this new allocation aNew, if the weight wNew is smaller than the allocation weight wOld I picked up at the beginning, then this is the best_node (as defined by the Simulated Annealing algorithm above). Apply the algorithm to aNew and continue. If wOld < wNew, then apply the algorithm to aOld again and continue. The allocations/data-points are expressed as "nodes" such that a node = (weight, allocation_dict, projects_dict, lecturers_dict) Right now, I can only perform this algorithm once, but I'll need to try for a number N (denoted by kmax in the Wikipedia snippet) and make sure I always have with me, the previous node and the best_node. So that I don't modify my original dictionaries (which I might want to reset to), I've done a shallow copy of the dictionaries. From what I've read in the docs, it seems that it only copies the references and since my dictionaries contain objects, changing the copied dictionary ends up changing the objects anyway. So I tried to use copy.deepcopy().These dictionaries refer to objects that have been mapped with SQLA. Questions: I've been given some solutions to the problems faced but due to my über green-ness with using Python, they all sound rather cryptic to me. Deepcopy isn't playing nicely with SQLA. I've been told thatdeepcopy on ORM objects probably has issues that prevent it from working as you'd expect. Apparently I'd be better off "building copy constructors, i.e. def copy(self): return FooBar(....)." Can someone please explain what that means? I checked and found out that deepcopy has issues because SQLAlchemy places extra information on your objects, i.e. an _sa_instance_state attribute, that I wouldn't want in the copy but is necessary for the object to have. I've been told: "There are ways to manually blow away the old _sa_instance_state and put a new one on the object, but the most straightforward is to make a new object with __init__() and set up the attributes that are significant, instead of doing a full deep copy." What exactly does that mean? Do I create a new, unmapped class similar to the old, mapped one? An alternate solution is that I'd have to "implement __deepcopy__() on your objects and ensure that a new _sa_instance_state is set up, there are functions in sqlalchemy.orm.attributes which can help with that." Once again this is beyond me so could someone kindly explain what it means? A more general question: given the above information are there any suggestions on how I can maintain the information/state for the best_node (which must always persist through my while loop) and the previous_node, if my actual objects (referenced by the dictionaries, therefore the nodes) are changing due to the deallocation/reallocation taking place? That is, without using copy?

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  • Cobol: science and fiction

    - by user847
    There are a few threads about the relevance of the Cobol programming language on this forum, e.g. this thread links to a collection of them. What I am interested in here is a frequently repeated claim based on a study by Gartner from 1997: that there were around 200 billion lines of code in active use at that time! I would like to ask some questions to verify or falsify a couple of related points. My goal is to understand if this statement has any truth to it or if it is totally unrealistic. I apologize in advance for being a little verbose in presenting my line of thought and my own opinion on the things I am not sure about, but I think it might help to put things in context and thus highlight any wrong assumptions and conclusions I have made. Sometimes, the "200 billion lines" number is accompanied by the added claim that this corresponded to 80% of all programming code in any language in active use. Other times, the 80% merely refer to so-called "business code" (or some other vague phrase hinting that the reader is not to count mainstream software, embedded systems or anything else where Cobol is practically non-existent). In the following I assume that the code does not include double-counting of multiple installations of the same software (since that is cheating!). In particular in the time prior to the y2k problem, it has been noted that a lot of Cobol code is already 20 to 30 years old. That would mean it was written in the late 60ies and 70ies. At that time, the market leader was IBM with the IBM/370 mainframe. IBM has put up a historical announcement on his website quoting prices and availability. According to the sheet, prices are about one million dollars for machines with up to half a megabyte of memory. Question 1: How many mainframes have actually been sold? I have not found any numbers for those times; the latest numbers are for the year 2000, again by Gartner. :^( I would guess that the actual number is in the hundreds or the low thousands; if the market size was 50 billion in 2000 and the market has grown exponentially like any other technology, it might have been merely a few billions back in 1970. Since the IBM/370 was sold for twenty years, twenty times a few thousand will result in a couple of ten-thousands of machines (and that is pretty optimistic)! Question 2: How large were the programs in lines of code? I don't know how many bytes of machine code result from one line of source code on that architecture. But since the IBM/370 was a 32-bit machine, any address access must have used 4 bytes plus instruction (2, maybe 3 bytes for that?). If you count in operating system and data for the program, how many lines of code would have fit into the main memory of half a megabyte? Question 3: Was there no standard software? Did every single machine sold run a unique hand-coded system without any standard software? Seriously, even if every machine was programmed from scratch without any reuse of legacy code (wait ... didn't that violate one of the claims we started from to begin with???) we might have O(50,000 l.o.c./machine) * O(20,000 machines) = O(1,000,000,000 l.o.c.). That is still far, far, far away from 200 billion! Am I missing something obvious here? Question 4: How many programmers did we need to write 200 billion lines of code? I am really not sure about this one, but if we take an average of 10 l.o.c. per day, we would need 55 million man-years to achieve this! In the time-frame of 20 to 30 years this would mean that there must have existed two to three million programmers constantly writing, testing, debugging and documenting code. That would be about as many programmers as we have in China today, wouldn't it? Question 5: What about the competition? So far, I have come up with two things here: 1) IBM had their own programming language, PL/I. Above I have assumed that the majority of code has been written exclusively using Cobol. However, all other things being equal I wonder if IBM marketing had really pushed their own development off the market in favor of Cobol on their machines. Was there really no relevant code base of PL/I? 2) Sometimes (also on this board in the thread quoted above) I come across the claim that the "200 billion lines of code" are simply invisible to anybody outside of "governments, banks ..." (and whatnot). Actually, the DoD had funded their own language in order to increase cost effectiveness and reduce the proliferation of programming language. This lead to their use of Ada. Would they really worry about having so many different programming languages if they had predominantly used Cobol? If there was any language running on "government and military" systems outside the perception of mainstream computing, wouldn't that language be Ada? I hope someone can point out any flaws in my assumptions and/or conclusions and shed some light on whether the above claim has any truth to it or not.

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  • Pointers to Derived Class Objects Losing vfptr

    - by duckworthd
    To begin, I am trying to write a run-of-the-mill, simple Ray Tracer. In my Ray Tracer, I have multiple types of geometries in the world, all derived from a base class called "SceneObject". I've included the header for it here. /** Interface for all objects that will appear in a scene */ class SceneObject { public: mat4 M, M_inv; Color c; SceneObject(); ~SceneObject(); /** The transformation matrix to be applied to all points of this object. Identity leaves the object in world frame. */ void setMatrix(mat4 M); void setMatrix(MatrixStack mStack); void getMatrix(mat4& M); /** The color of the object */ void setColor(Color c); void getColor(Color& c); /** Alter one portion of the color, leaving the rest as they were. */ void setDiffuse(vec3 rgb); void setSpecular(vec3 rgb); void setEmission(vec3 rgb); void setAmbient(vec3 rgb); void setShininess(double s); /** Fills 'inter' with information regarding an intersection between this object and 'ray'. Ray should be in world frame. */ virtual void intersect(Intersection& inter, Ray ray) = 0; /** Returns a copy of this SceneObject */ virtual SceneObject* clone() = 0; /** Print information regarding this SceneObject for debugging */ virtual void print() = 0; }; As you can see, I've included a couple virtual functions to be implemented elsewhere. In this case, I have only two derived class -- Sphere and Triangle, both of which implement the missing member functions. Finally, I have a Parser class, which is full of static methods that do the actual "Ray Tracing" part. Here's a couple snippets for relevant portions void Parser::trace(Camera cam, Scene scene, string outputFile, int maxDepth) { int width = cam.getNumXPixels(); int height = cam.getNumYPixels(); vector<vector<vec3>> colors; colors.clear(); for (int i = 0; i< width; i++) { vector<vec3> ys; for (int j = 0; j<height; j++) { Intersection intrsct; Ray ray; cam.getRay(ray, i, j); vec3 color; printf("Obtaining color for Ray[%d,%d]\n", i,j); getColor(color, scene, ray, maxDepth); ys.push_back(color); } colors.push_back(ys); } printImage(colors, width, height, outputFile); } void Parser::getColor(vec3& color, Scene scene, Ray ray, int numBounces) { Intersection inter; scene.intersect(inter,ray); if(inter.isIntersecting()){ Color c; inter.getColor(c); c.getAmbient(color); } else { color = vec3(0,0,0); } } Right now, I've forgone the true Ray Tracing part and instead simply return the color of the first object hit, if any. As you have no doubt noticed, the only way the computer knows that a ray has intersected an object is through Scene.intersect(), which I also include. void Scene::intersect(Intersection& i, Ray r) { Intersection result; result.setDistance(numeric_limits<double>::infinity()); result.setIsIntersecting(false); double oldDist; result.getDistance(oldDist); /* Cycle through all objects, making result the closest one */ for(int ind=0; ind<objects.size(); ind++){ SceneObject* thisObj = objects[ind]; Intersection betterIntersect; thisObj->intersect(betterIntersect, r); double newDist; betterIntersect.getDistance(newDist); if (newDist < oldDist){ result = betterIntersect; oldDist = newDist; } } i = result; } Alright, now for the problem. I begin by creating a scene and filling it with objects outside of the Parser::trace() method. Now for some odd reason, I cast Ray for i=j=0 and everything works wonderfully. However, by the time the second ray is cast all of the objects stored in my Scene no longer recognize their vfptr's! I stepped through the code with a debugger and found that the information to all the vfptr's are lost somewhere between the end of getColor() and the continuation of the loop. However, if I change the arguments of getColor() to use a Scene& instead of a Scene, then no loss occurs. What crazy voodoo is this?

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  • When building a web application project, TFS 2008 builds two separate projects in _PublishedFolder.

    - by Steve Johnson
    I am trying to perform build automation on one of my web application projects built using VS 2008. The _PublishedWebSites contains two folders: Web and Deploy. I want TFS 2008 to generate only the deploy folder and not the web folder. Here is my TFSBuild.proj file: <Project ToolsVersion="3.5" DefaultTargets="Compile" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\Microsoft\VisualStudio\TeamBuild\Microsoft.TeamFoundation.Build.targets" /> <Import Project="$(MSBuildExtensionsPath)\Microsoft\WebDeployment\v9.0\Microsoft.WebDeployment.targets" /> <ItemGroup> <SolutionToBuild Include="$(BuildProjectFolderPath)/../../Development/Main/MySoftware.sln"> <Targets></Targets> <Properties></Properties> </SolutionToBuild> </ItemGroup> <ItemGroup> <ConfigurationToBuild Include="Release|AnyCPU"> <FlavorToBuild>Release</FlavorToBuild> <PlatformToBuild>Any CPU</PlatformToBuild> </ConfigurationToBuild> </ItemGroup> <!--<ItemGroup> <SolutionToBuild Include="$(BuildProjectFolderPath)/../../Development/Main/MySoftware.sln"> <Targets></Targets> <Properties></Properties> </SolutionToBuild> </ItemGroup> <ItemGroup> <ConfigurationToBuild Include="Release|x64"> <FlavorToBuild>Release</FlavorToBuild> <PlatformToBuild>x64</PlatformToBuild> </ConfigurationToBuild> </ItemGroup>--> <ItemGroup> <AdditionalReferencePath Include="C:\3PR" /> </ItemGroup> <Target Name="GetCopyToOutputDirectoryItems" Outputs="@(AllItemsFullPathWithTargetPath)" DependsOnTargets="AssignTargetPaths;_SplitProjectReferencesByFileExistence"> <!-- Get items from child projects first. --> <MSBuild Projects="@(_MSBuildProjectReferenceExistent)" Targets="GetCopyToOutputDirectoryItems" Properties="%(_MSBuildProjectReferenceExistent.SetConfiguration); %(_MSBuildProjectReferenceExistent.SetPlatform)" Condition="'@(_MSBuildProjectReferenceExistent)'!=''"> <Output TaskParameter="TargetOutputs" ItemName="_AllChildProjectItemsWithTargetPathNotFiltered"/> </MSBuild> <!-- Remove duplicates. --> <RemoveDuplicates Inputs="@(_AllChildProjectItemsWithTargetPathNotFiltered)"> <Output TaskParameter="Filtered" ItemName="_AllChildProjectItemsWithTargetPath"/> </RemoveDuplicates> <!-- Target outputs must be full paths because they will be consumed by a different project. --> <CreateItem Include="@(_AllChildProjectItemsWithTargetPath->'%(FullPath)')" Exclude= "$(BuildProjectFolderPath)/../../Development/Main/Web/Bin*.pdb; *.refresh; *.vshost.exe; *.manifest; *.compiled; $(BuildProjectFolderPath)/../../Development/Main/Web/Auth/MySoftware.dll; $(BuildProjectFolderPath)/../../Development/Main/Web/BinApp_Web_*.dll;" Condition="'%(_AllChildProjectItemsWithTargetPath.CopyToOutputDirectory)'=='Always' or '%(_AllChildProjectItemsWithTargetPath.CopyToOutputDirectory)'=='PreserveNewest'" > <Output TaskParameter="Include" ItemName="AllItemsFullPathWithTargetPath"/> <Output TaskParameter="Include" ItemName="_SourceItemsToCopyToOutputDirectoryAlways" Condition="'%(_AllChildProjectItemsWithTargetPath.CopyToOutputDirectory)'=='Always'"/> <Output TaskParameter="Include" ItemName="_SourceItemsToCopyToOutputDirectory" Condition="'%(_AllChildProjectItemsWithTargetPath.CopyToOutputDirectory)'=='PreserveNewest'"/> </CreateItem> </Target> <!-- To modify your build process, add your task inside one of the targets below and uncomment it. Other similar extension points exist, see Microsoft.WebDeployment.targets. <Target Name="BeforeBuild"> </Target> <Target Name="BeforeMerge"> </Target> <Target Name="AfterMerge"> </Target> <Target Name="AfterBuild"> </Target> --> </Project> I want to build everything that the builtin Deploy project is doing for me. But I don't want the generated web project as it contains App_Web_xxxx.dll assemblies instead of a single compiled assembly. How can I do this?

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  • Is there a better way to avoid an infinite loop using winforms?

    - by Hamish Grubijan
    I am using .Net 3.5 for now. Right now I am using a using trick to disable and enable events around certain sections of code. The user can change either days, hours, minutes or total minutes, and that should not cause an infinite cascade of events (e.g. minutes changing total, total changing minutes, etc.) While the code does what I want, there might be a better / more straight-forward way. Do you know of any? For brawny points: This control will be used by multiple teams - I do not want to make it embarrassing. I suspect that I do not need to reinvent the wheel when defining hours in a day, days in week, etc. Some other standard .Net library out there must have it. Any other remarks regarding code? This using (EventHacker.DisableEvents(this)) business - that must be a common pattern in .Net ... changing the setting temporarily. What is the name of it? I'd like to be able to refer to it in a comment and also read up more on current implementations. In the general case not only a handle to the thing being changed needs to be remembered, but also the previous state (in this case previous state does not matter - events are turned on and off unconditionally). Then there is also a possibility of multi-threaded hacking. One could also utilize generics to make the code arguably cleaner. Figuring all this out can lead to a multi-page blog post. I'd be happy to hear some of the answers. P.S. Does it seem like I suffer from obsessive compulsive disorder? Some people like to get things finished and move on; I like to keep them open ... there is always a better way. // Corresponding Designer class is omitted. using System; using System.Windows.Forms; namespace XYZ // Real name masked { interface IEventHackable { void EnableEvents(); void DisableEvents(); } public partial class PollingIntervalGroupBox : GroupBox, IEventHackable { private const int DAYS_IN_WEEK = 7; private const int MINUTES_IN_HOUR = 60; private const int HOURS_IN_DAY = 24; private const int MINUTES_IN_DAY = MINUTES_IN_HOUR * HOURS_IN_DAY; private const int MAX_TOTAL_DAYS = 100; private static readonly decimal MIN_TOTAL_NUM_MINUTES = 1; // Anything faster than once per minute can bog down our servers. private static readonly decimal MAX_TOTAL_NUM_MINUTES = (MAX_TOTAL_DAYS * MINUTES_IN_DAY) - 1; // 99 days should be plenty. // The value above was chosen so to not cause an overflow exception. // Watch out for it - numericUpDownControls each have a MaximumValue setting. public PollingIntervalGroupBox() { InitializeComponent(); InitializeComponentCustom(); } private void InitializeComponentCustom() { this.m_upDownDays.Maximum = MAX_TOTAL_DAYS - 1; this.m_upDownHours.Maximum = HOURS_IN_DAY - 1; this.m_upDownMinutes.Maximum = MINUTES_IN_HOUR - 1; this.m_upDownTotalMinutes.Maximum = MAX_TOTAL_NUM_MINUTES; this.m_upDownTotalMinutes.Minimum = MIN_TOTAL_NUM_MINUTES; } private void m_upDownTotalMinutes_ValueChanged(object sender, EventArgs e) { setTotalMinutes(this.m_upDownTotalMinutes.Value); } private void m_upDownDays_ValueChanged(object sender, EventArgs e) { updateTotalMinutes(); } private void m_upDownHours_ValueChanged(object sender, EventArgs e) { updateTotalMinutes(); } private void m_upDownMinutes_ValueChanged(object sender, EventArgs e) { updateTotalMinutes(); } private void updateTotalMinutes() { this.setTotalMinutes( MINUTES_IN_DAY * m_upDownDays.Value + MINUTES_IN_HOUR * m_upDownHours.Value + m_upDownMinutes.Value); } public decimal TotalMinutes { get { return m_upDownTotalMinutes.Value; } set { m_upDownTotalMinutes.Value = value; } } public decimal TotalHours { set { setTotalMinutes(value * MINUTES_IN_HOUR); } } public decimal TotalDays { set { setTotalMinutes(value * MINUTES_IN_DAY); } } public decimal TotalWeeks { set { setTotalMinutes(value * DAYS_IN_WEEK * MINUTES_IN_DAY); } } private void setTotalMinutes(decimal nTotalMinutes) { if (nTotalMinutes < MIN_TOTAL_NUM_MINUTES) { setTotalMinutes(MIN_TOTAL_NUM_MINUTES); return; // Must be carefull with recursion. } if (nTotalMinutes > MAX_TOTAL_NUM_MINUTES) { setTotalMinutes(MAX_TOTAL_NUM_MINUTES); return; // Must be carefull with recursion. } using (EventHacker.DisableEvents(this)) { // First set the total minutes this.m_upDownTotalMinutes.Value = nTotalMinutes; // Then set the rest this.m_upDownDays.Value = (int)(nTotalMinutes / MINUTES_IN_DAY); nTotalMinutes = nTotalMinutes % MINUTES_IN_DAY; // variable reuse. this.m_upDownHours.Value = (int)(nTotalMinutes / MINUTES_IN_HOUR); nTotalMinutes = nTotalMinutes % MINUTES_IN_HOUR; this.m_upDownMinutes.Value = nTotalMinutes; } } // Event magic public void EnableEvents() { this.m_upDownTotalMinutes.ValueChanged += this.m_upDownTotalMinutes_ValueChanged; this.m_upDownDays.ValueChanged += this.m_upDownDays_ValueChanged; this.m_upDownHours.ValueChanged += this.m_upDownHours_ValueChanged; this.m_upDownMinutes.ValueChanged += this.m_upDownMinutes_ValueChanged; } public void DisableEvents() { this.m_upDownTotalMinutes.ValueChanged -= this.m_upDownTotalMinutes_ValueChanged; this.m_upDownDays.ValueChanged -= this.m_upDownDays_ValueChanged; this.m_upDownHours.ValueChanged -= this.m_upDownHours_ValueChanged; this.m_upDownMinutes.ValueChanged -= this.m_upDownMinutes_ValueChanged; } // We give as little info as possible to the 'hacker'. private sealed class EventHacker : IDisposable { IEventHackable _hackableHandle; public static IDisposable DisableEvents(IEventHackable hackableHandle) { return new EventHacker(hackableHandle); } public EventHacker(IEventHackable hackableHandle) { this._hackableHandle = hackableHandle; this._hackableHandle.DisableEvents(); } public void Dispose() { this._hackableHandle.EnableEvents(); } } } }

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