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  • Unintentional run-in with C# thread concurrency

    - by geekrutherford
    For the first time today we began conducting load testing on a ASP.NET application already in production. Obviously you would normally want to load test prior to releasing to a production environment, but that isn't the point here.   We ran a test which simulated 5 users hitting the application doing the same actions simultaneously. The first few pages visited seemed fine and then things just hung for a while before the test failed. While the test was running I was viewing the performance counters on the server noting that the CPU was consistently pegged at 100% until the testing tool gave up.   Fortunately the application logs all exceptions including those unhandled to the database (thanks to log4net). I checked the log and low and behold the error was:   System.ArgumentException: An item with the same key has already been added. (The rest of the stack trace intentionally omitted)   Since the code was running with debug on the line number where the exception occured was also provided. I began inspecting the code and almost immediately it hit me, the section of code responsible for the exception is trying to initialize a static class. My next question was how is this code being hit multiple times when I have a rudimentary check already in place to prevent this kind of thing (i.e. a check on a public variable of the static class before entering the initializing routine). The answer...the check fails because the value is not set before other threads have already made it through.   Not being one who consistently works with threading I wasn't quite sure how to handle this problem. Fortunately a co-worker recalled having to lock a section of code in the past but couldn't recall exactly how. After a quick search on Google the solution is as follows:   Object objLock = new Object(); lock(objLock) { //logic requiring lock }   The lock statement takes an object and tells the .NET runtime that the current thread has exclusive access while the code within brackets is executing. Once the code completes, the lock is released for another thread to utilize.   In my case, I only need to execute the inner code once to initialize my static class. So within the brackets I have a check on a public variable to prevent it from being initialized again.

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  • Android - Force Close - Null Pointer on Canvas?

    - by user22241
    Please bear with me. I have a very odd problem. Basically, my app so far, has 3 activities (a main splash screen, an 'options/menu' screen and the main app). If I follow the very specific steps oulined below, I get a 'null pointer exception' in the 2nd activity) and the app force closes...... Here are the steps: Start the app (a game based on Surfaceview), tap through to the third activity so the game is running, then hit the home key so the game is paused and put to the background, the activity/app is ended through DDMS in the SDK then restarted on the device (all OK so far), now if I hit the back key on the device twice in quick succession, it happens. All other sequence of events is fine, even to the point of pressing the back key, waiting for the previous activity to show, then hitting back again - all OK. Only when the back key is pressed twice in quick succession following all the above steps does the problem occur. I'm assuming that the canvas isn't ready as it's showing as 'null' when this happens, but I'm not sure why this is happening as surely it's happening when I'm trying to go back to activity 1, but the logcat shows the error in activity 2. if I stop the activity running my 'doDraw' method (which referenced the canvas), then all is OK - so I can safely assume it is the canvas causing the problem. Also, if I skip my first activity (which is a very basic full-screen button which just displays a splashscreen and waits for the user to tap the screen), and make my 2nd activity the launch activity, again, it is OK. this is the part of the code that I think is probably relevant: @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { vheight = this.getHeight(); vwidth = this.getWidth(); } @Override public void surfaceCreated(SurfaceHolder holder) { vheight = this.getHeight(); vwidth = this.getWidth(); this.viewWidth = vwidth; this.viewHeight = vheight; if (runthread==false){ if (preThread.getState()==Thread.State.TERMINATED){ preThread = new OptionsThread(thisholder, thiscontext, thishandler); } preThread.setRunning(true); preThread.start();} } @Override public void surfaceDestroyed(SurfaceHolder holder) { preThread.setRunning(false); //Stop the loop boolean retry = true; //Stop the thread while (retry) { try { preThread.join(); retry = false; } catch (InterruptedException e) { } } Thank you all for any help you can offer

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • StringBuffer behavior in LWJGL

    - by Michael Oberlin
    Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract input polling to it, which (in theory) captures key presses from the Keyboard object and appends them to a StringBuilder/StringBuffer, then retrieves the completed string after receiving the ENTER key. The problem is, after I trigger the String return (currently with ESCAPE), and attempt to print it to System.out, I consistently get a blank line. I can get an appropriate string length, and I can even sample a single character out of it and get complete accuracy, but it never prints the actual string. I could swear that LWJGL slipped some kind of thread-safety trick in while I wasn't looking. Here's my code: static volatile StringBuffer command = new StringBuffer(); @Override public void chain(InputPoller poller) { this.chain = poller; } @Override public synchronized void poll() { //basic testing for modifier keys, to be used later on boolean shift = false, alt = false, control = false, superkey = false; if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) shift = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU)) alt = true; if(Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL)) control = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMETA) || Keyboard.isKeyDown(Keyboard.KEY_RMETA)) superkey = true; while(Keyboard.next()) if(Keyboard.getEventKeyState()) { command.append(Keyboard.getEventCharacter()); } if (Framework.isConsoleEnabled() && Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { System.out.println("Escape down"); System.out.println(command.length() + " characters polled"); //works System.out.println(command.toString().length()); //works System.out.println(command.toString().charAt(4)); //works System.out.println(command.toString().toCharArray()); //blank line! System.out.println(command.toString()); //blank line! Framework.disableConsole(); } //TODO: Add command construction and console management after that } } Maybe the answer's obvious and I'm just feeling tired, but I need to walk away from this for a while. If anyone sees the issue, please let me know. This machine is running the latest release of Java 7 on Ubuntu 12.04, Mate desktop environment. Many thanks.

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  • Platformer Collision Error [closed]

    - by Connor
    I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get stuck INSIDE the world and you can't move until you jump. Here's what I mean: The player's feet are a few pixels below the ground level. However, this problem only occurs in 3 places throughout the map and only in those 3 select places. I'm assuming that the problem lies within my collision detection code but I'm not entirely sure, as I don't get an error when it happens. public boolean isCollidingWithBlock(Point pt1, Point pt2) { //Checks x for(int x = (int) (this.x / Tile.tileSize); x < (int) (this.x / Tile.tileSize + 4); x++) { //Checks y for(int y = (int) (this.y / Tile.tileSize); y < (int) (this.y / Tile.tileSize + 4); y++) { if(x >= 0 && y >= 0 && x < Component.dungeon.block.length && y < Component.dungeon.block[0].length) { //If the block is not air if(Component.dungeon.block[x][y].id != Tile.air) { //If the player is in contact with point one or two on the block if(Component.dungeon.block[x][y].contains(pt1) || Component.dungeon.block[x][y].contains(pt2)) { //Checks for specific blocks if(Component.dungeon.block[x][y].id == Tile.portalBlock) { Component.isLevelDone = true; } if(Component.dungeon.block[x][y].id == Tile.spike) { Health.health -= 1; Component.isJumping = true; if(Health.health == 0) { Component.isDead = true; } } return true; } } } } } return false; } What I'm asking is how I would fix the problem. I've looked over my code for quite a while and I'm not sure what's wrong with it. Also, if there's a more efficient way to do my collision checking then please let me know! I hope that is enough information, if it's not just tell me what you need and I'll be sure to add it. Thank you! [EDIT] Jump code: if(!isJumping && !isCollidingWithBlock(new Point((int) x + 2, (int) (y + height)), new Point((int) (x + width + 2), (int) (y + height)))) { y += fallSpeed; //sY is the screen's Y. The game is a side-scroller Component.sY += fallSpeed; } else { if(Component.isJumping) { isJumping = true; } } if(isJumping) { if(!isCollidingWithBlock(new Point((int) x + 2, (int) y), new Point((int) (x + width + 2), (int) y))) { if(jumpCount >= jumpHeight) { isJumping = false; jumpCount = 0; } else { y -= jumpSpeed; Component.sY -= jumpSpeed; jumpCount += 1; } } else { isJumping = false; jumpCount = 0; } }

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  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

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  • Silverlight and WCF caching

    - by subodhnpushpak
    There are scenarios where Silverlight client calls WCF (or REST) service for data. Now, if the data is cached on the WCF layer, the calls can take considerable resources at the server if NOT cached. Keeping that in mind along with the fact that cache is an cross-cutting aspect, and therefore it should be as easy as possible to put Cache wherever required. The good thing about the solution is that it caches based on the inputs. The input can be basic type of any complex type. If input changes the data is fetched and then cached for further used. If same input is provided again, data id fetched from the cache. The cache logic itself is implemented as PostSharp aspect, and it is as easy as putting an attribute over service call to switch on cache. Notice how clean the code is:        [OperationContract]       [CacheOnArgs(typeof(int))] // based on actual value of cache        public string DoWork(int value)        {            return string.Format("You entered: {0} @ cached time {1}", value, System.DateTime.Now);        } The cache is implemented as POST Sharp as below 1: public override void OnInvocation(MethodInvocationEventArgs eventArgs) 2: { 3: try 4: { 5: object value = new object(); 6: object[] args = eventArgs.GetArgumentArray(); 7: if (args != null || args.Count() > 0) 8: { 9:   10: string key = string.Format("{0}_{1}", eventArgs.Method.Name, XMLUtility<object>.GetDataContractXml(args[0], null));// Compute the cache key (details omitted). 11:   12: 13: value = GetFromCache(key); 14: if (value == null) 15: { 16: eventArgs.Proceed(); 17: value = XMLUtility<object>.GetDataContractXml(eventArgs.ReturnValue, null); 18: value = eventArgs.ReturnValue; 19: AddToCache(key, value); 20: return; 21: } 22:   23:   24: Log(string.Format("Data returned from Cache {0}",value)); 25: eventArgs.ReturnValue = value; 26: } 27: } 28: catch (Exception ex) 29: { 30: //ApplicationLogger.LogException(ex.Message, Source.UtilityService); 31: } 32: } 33:   34: private object GetFromCache(string inputKey) { if (ServerConfig.CachingEnabled) { return WCFCache.Current[inputKey]; } return null; }private void AddToCache(string inputKey,object outputValue) 35: { 36: if (ServerConfig.CachingEnabled) 37: { 38: if (WCFCache.Current.CachedItemsNumber < ServerConfig.NumberOfCachedItems) 39: { 40: if (ServerConfig.SlidingExpirationTime <= 0 || ServerConfig.SlidingExpirationTime == int.MaxValue) 41: { 42: WCFCache.Current[inputKey] = outputValue; 43: } 44: else 45: { 46: WCFCache.Current.Insert(inputKey, outputValue, new TimeSpan(0, 0, ServerConfig.SlidingExpirationTime), true); 47:   48: // _bw.DoWork += bw_DoWork; 49: //string arg = string.Format("{0}|{1}", inputKey,outputValue); 50: //_bw.RunWorkerAsync(inputKey ); 51: } 52: } 53: } 54: }     The cache class can be extended to support Velocity / memcahe / Nache. the attribute can be used over REST services as well. Hope the above helps. Here is the code base for the same.   Please do provide your inputs / comments.

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  • What will be the better way for data retrieval on application that needs to handle limited amount of data.?

    - by Milanix
    This is not really a coding question since, I am not adding any code in here. Since, adding my code snippets itself would make this question really long. Instead, I am pretty interested in knowing a better ways for data retrieval on application that needs to handle limited amount of data which isn't updated regularly. Let's take this example: I am writing an application which gets a schedule as an XML from server. I have written a logic in order to parse XML version and update database only if the version is newer than the local version. Although the update is checked automatically/manually on daily basis based on user preference, the actual version update happens only once per few months or so. Since, this is done by some other authority which doesn't provide API but, rather inform publicly on their changes. The actual XML contains a "(n number of groups)(days in a week) (n number of schedule)" . The group is usually 6 and the number of schedule is usually 2. So basically there would usually be only around 100 strings. Now although I have used SQLite at the moment. I want to know how to make update on database. Should I show progress dialog that the application is updating and exit the app when it's done? Since, my updates are infrequent i don't think this will really harm user experience but, is there any better ways to do it? Because I don't want update to be made when user is searching which is done using database. This will cause an database already open exception. Atleast I have faced this problem before. Is it better to rather parse XML every time when user wants to view certain things or to use SQLite? Since, I make lots of use of adapter in my app to create lists, will that degrade the performance? It would really be a great help if anyone can give me better overview about it. Or may be counter argument against each. Many thanks!

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  • Checking timeouts made more readable

    - by Markus
    I have several situations where I need to control timeouts in a technical application. Either in a loop or as a simple check. Of course – handling this is really easy, but none of these is looking cute. To clarify, here is some C# (Pseudo) code: private DateTime girlWentIntoBathroom; girlWentIntoBathroom = DateTime.Now; do { // do something } while (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now); or if (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); Now I was inspired by something a saw in Ruby on StackOverflow: Now I’m wondering if this construct can be made more readable using extension methods. My goal is something that can be read like “If girlWentIntoBathroom is more than 10 seconds ago” 1st attempt if (girlWentIntoBathroom > (10).Seconds().Ago()) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); So I wrote an extension for integer that converts the integer into a TimeSpan public static TimeSpan Seconds(this int amount) { return new TimeSpan(0, 0, amount); } After that, I wrote an extension for TimeSpan like this: public static DateTime Ago(this TimeSpan diff) { return DateTime.Now.Add(-diff); } This works fine so far, but has a great disadvantage. The logic is inverted! Since girlWentIntoBathroom is a timestamp in the past, the right side of the equation needs to count backwards: impossible. Just inverting the equation is no solution, because it will invert the read sentence as well. 2nd attempt So I tried something new: if (girlWentIntoBathroom.IsMoreThan(10).SecondsAgo()) MessageBox.Show("Knock louder"); else MessageBox.Show("Wait a little longer"); IsMoreThan() needs to transport the past timestamp as well as the span for the extension SecondsAgo(). It could be: public static DateWithIntegerSpan IsMoreThan(this DateTime baseTime, int span) { return new DateWithIntegerSpan() { Date = baseTime, Span = span }; } Where DateWithIntegerSpan is simply: public class DateWithIntegerSpan { public DateTime Date {get; set;} public int Span { get; set; } } And SecondsAgo() is public static bool SecondsAgo(this DateWithIntegerSpan dateAndSpan) { return dateAndSpan.Date.Add(new TimeSpan(0, 0, dateAndSpan.Span)) < DateTime.Now; } Using this approach, the English sentence matches the expected behavior. But the disadvantage is, that I need a helping class (DateWithIntegerSpan). Has anyone an idea to make checking timeouts look more cute and closer to a readable sentence? Am I a little too insane thinking about something minor like this?

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  • Object Oriented Design of a Small Java Game

    - by user2733436
    This is the problem i am dealing with. I have to make a simple game of NIM. I am learning java using a book so far i have only coded programs that deal with 2 classes. This program would have about 4 classes i guess including the main class. My problem is i am having a difficult time designing classes how they will interact with each other. I really want to think and use a object oriented approach. So the first thing i did was design the Pile CLASS as it seemed the easiest and made the most sense to me in terms of what methods go in it. Here is what i have got down for the Pile Class so far. package Nim; import java.util.Random; public class Pile { private int initialSize; public Pile(){ } Random rand = new Random(); public void setPile(){ initialSize = (rand.nextInt(100-10)+10); } public void reducePile(int x){ initialSize = initialSize - x; } public int getPile(){ return initialSize; } public boolean hasStick(){ if(initialSize>0){ return true; } else { return false; } } } Now i need help in designing the Player Class. By that i mean i am not asking for anyone to write code for me as that defeats the purpose of learning i was just wondering how would i design the player class and what would go on it. My guess is that the player class would contain method for choosing move for computer and also receiving the move human user makes. Lastly i am guessing in the Game class i am guessing the turns would be handeled. I am really lost right now so i was wondering if someone can help me think through this problem it would be great. Starting with the player class would be appreciated. I know there are some solutions for this problem online but i refuse to look at because i want to develop my own approach to such problems and i am confident if i can get through this problem i can solve other problems. I apologize if this question is a bit poor but in specific i need help in designing the Player class.

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  • Building a Store Locator ASP.NET Application Using Google Maps API

    The past couple of projects I've been working on have included the use of the Google Maps API and geocoding service in websites for various reasons. I decided to tie together some of the lessons learned, build an ASP.NETstore locator demo, and write about it on 4Guys. Last week I published the first article in what I think will be a three-part series: Building a Store Locator ASP.NET Application Using Google Maps (Part 1). Part 1 walks through creating a demo where a user can type in an address and any stores within a (roughly) 15 mile area will be displayed in a grid.The article begins with a look at the database used to power the store locator (namely, a single table that contains one row for every location, with each location storing its store number, address, and, most important, latitude and longitude coordinates) and then turns to usingGoogle's geocoding service to translatea user-entered address into latitude and longitude coordinates. The latitude and longitude coordinates are used to find nearby stores, which are then displayed in a grid. Part 2 looks at enhancing the search results to include a map with markers indicating the position of each nearby store location. The Google Maps API, along with a bit of client-side script and server-side logic, make this actually pretty straightforward and easy to implement. Here's a screen shot of the improved store locator results. Part 3, which I plan on publishing next week, looks at how to enhance the map by using information windows to display address information when clicking a marker. Additionally, I'll show how to use custom icons for the markers so that instead of having the same marker for each nearby location the markers will be images numbered 1, 2, 3, and so on, which will correspond to a number assigned to each search result in the grid. The idea here is that by numbering the search results in the grid and the markers on the map visitors will quickly be able to see what marker corresponds to what search result. This article and demo has been a lot of fun to write and create, and I hope you enjoy reading it, too. Building a Store Locator ASP.NET Application Using Google Maps API (Part 1) Building a Store Locator ASP.NET Application Using Google Maps API (Part 2) Happy Programming!Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

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  • HOW TO: Change Internet Expenses Cost Center Prompt

    - by rveliche
    The cost center segment on the General Information page in Oracle Internet Expenses derives its label from the Prompt entered on the KFF setup. Changing this is not possible with the simple personalization, the details below provide the instructions to change the Prompt. Create a custom class, I call it CustomHeaderKffCO.java in the package oracle.apps.ap.oie.entry.header.webui  (or any other). This class will have to extend from oracle.apps.ap.oie.entry.header.webui.HeaderKffCO. Add the following logic to your custom class. package oracle.apps.ap.oie.entry.header.webui; import oracle.apps.fnd.framework.webui.OAPageContext; import oracle.apps.fnd.framework.webui.beans.OAWebBean; import oracle.apps.fnd.framework.webui.beans.message.OAMessageLayoutBean; import oracle.apps.fnd.framework.webui.OAControllerImpl; public class CustomHeaderKffCO extends HeaderKffCO {   public void processRequest(OAPageContext pageContext, OAWebBean webBean)   {      super.processRequest(pageContext, webBean);     OAMessageLayoutBean layoutBean = (OAMessageLayoutBean) webBean.findChildRecursive("KffSEGMENT2MessageLayout");    if(layoutBean != null)   {     // You should use messages/lookups to avoid translation issues.     layoutBean.setLabel("Cost Center");   }   } } KffSEGMENT2MessageLayout is for illustration only, my Chart Of Accounts has SEGMENT2 as the cost center segment. Please change this to a segment being used eg.Segment6 should be KFFSEGMENT6MessageLayout Note that super.processRequest(pageContext, webBean); is a must and should always be the first statement. Once the class is compiled, copy the class to an appropriate directory, in my case I used $JAVA_TOP/oracle/apps/ap/oie/entry/header/webui. Navigate to the General Information page, click on "Personalize General Information Page".Click on Personalize icon next to Message Component Layout: (OIEGeneralInformationMsgCLayout)In the controller class section update the new controller at the appropriate levelIf the Link "Personalize General Information Page" is not visible on your instance, check your personalization profiles.

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  • Imperative vs. component based programming [closed]

    - by AlexW
    I've been thinking about how programming and more specifically the teaching of programming is advocated amongst the community (online). Often I've heard that Ruby and RoR is an ideal platform for learning to program. I completely disagree... RoR and Ruby are based on the application of the component based paradigm, which means they are ideal for rapid application development. This is much like the MVC model in PHP and ASP.NET But, learning a proper imperative language like Java or C/C++ (or even Perl and PHP) is the only way for a new programmer to explore logic itself, and not get too bogged down in architectural concerns like the need for separation of concerns, and the preference for components. Maybe it's a personal preference thing. I rather think that the most interesting aspects to programming are the procedural bits of code I write that actually do stuff rather than the project planning, and modelling that comes about from fully object oriented engineering or simply using the MVC model. I know this may sound confused to some of you. I feel strongly though that the best way for programming to be taught is through imperative and procedural methods. Architectural (component) methods come later, if at all. After all, none of the amazing algorithms that exist were based on OOP practice! It's all procedural code when it comes to the 'magic'. OOP is useful in creating products and utilities. Algorithms are what makes things happen, and move data around, and so imperative (and/or procedural) code are what matters most. When I see programmers recommending Ruby on Rails to newbie developers, I think it's just so wrong. Just because you write less code with Ruby does not make it easier to do! It's the opposite... you have to know loads more to appreciate its succinct nature. New coders who really want to understand the nuts and bolts of coding need to go away and figure out writing methods/functions (i.e. imperative programming) and working in procedural style, in order to grasp the fundamentals, first, before looking into architectural ways of working. So, my question is: should Ruby ever be recommended as a first language? I think no (obviously)... what arguments are there for it?

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  • How to chain actions/animations together and delay their execution?

    - by codinghands
    I'm trying to build a simple game with a number of screens - 'TitleScreen', 'LoadingScreen', 'PlayScreen', 'HighScoreScreen' - each of which has it's own draw & update logic methods, sprites, other useful fields, etc. This works well for me as a game dev beginner, and it runs. However, on my 'PlayScreen' I want to run some animations before the player gets control - dropping in some artwork, playing some sound effects, generally prettifying things a little. However, I'm not sure what the best way to chain animations / sound effects / other timed general events is. I could make an intermediary screen, 'PrePlayScreen', which simply has all of this hardcoded like so: Update(){ Animation anim1 = new Animation(.....); Animation anim2 = new Animation(.....); anim1.Run(); if(anim1.State == AnimationState.Complete) anim2.Run(); if(anim2.State == AnimationState.Complete) // Load 'PlayScreen' screen } But this doesn't seem so great - surely their must be a better way? I then thought, 'Hey - an AnimationManager! That'd be awesome!'. But then that creeping OOP panic set in as I thought about it some more. If I create the Animation in my Screen, then add it to the AnimationManager (which may or may not be a GameComponent hooked up to Update/Draw), how can I get 'back' to it? To signal commands like start / end / repeat? I'd still need to keep a reference to the object in my Screen so that I could still communicate with it once it's buried in the bosom of a List in my AnimationManager. This seems bad. I've also tried using events - call 'Update' on all the animations in the PlayScreen update loop, but crucially all of the animations have a bool flag ('Active') which determines whether they should begin. The first animation has this set to 'true', all others 'false'. On completion the first animation raises an event, which sets animation 2's bool flag to true (and so it then runs). Once animation 2 is complete another 'anim complete' event is raised, and the screen state changes. Considering the game I'm making is basically as simple as it gets I know I'm overthinking this... it's just the paradigm shift from web - game development is making me break out in a serious case of the stupids.

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  • Application workflow

    - by manseuk
    I am in the planning process for a new application, the application will be written in PHP (using the Symfony 2 framework) but I'm not sure how relevant that is. The application will be browser based, although there will eventually be API access for other systems to interact with the data stored within the application, again probably not relavent at this point. The application manages SIM cards for lots of different providers - each SIM card belongs to a single provider but a single customer might have many SIM cards across many providers. The application allows the user to perform actions against the SIM card - for example Activate it, Barr it, Check on its status etc Some of the providers provide an API for doing this - so a single access point with multiple methods eg activateSIM, getStatus, barrSIM etc. The method names differ for each provider and some providers offer methods for extra functions that others don't. Some providers don't have APIs but do offer these methods by sending emails with attachments - the attachments are normally a CSV file that contains the SIM reference and action required - the email is processed by the provider and replied to once the action has been complete. To give you an example - the front end of my application will provide a customer with a list of SIM cards they own and give them access to the actions that are provided by the provider of each specific SIM card - some methods may require extra data which will either be stored in the backend or collected from the user frontend. Once the user has selected their action and added any required data I will handle the process in the backend and provide either instant feedback, in the case of the providers with APIs, or start the process off by sending an email and waiting for its reply before processing it and updating the backend so that next time the user checks the SIM card its status is correct (ie updated by a backend process). My reason for creating this question is because I'm stuck !! I'm confused about how to approach the actual workflow logic. I was thinking about creating a Provider Interface with the most common methods getStatus, activateSIM and barrSIM and then implementing that interface for each provider. So class Provider1 implements Provider - Then use a Factory to create the required class depending on user selected SIM card and invoking the method selected. This would work fine if all providers offered the same methods but they don't - there are a subset which are common but some providers offer extra methods - how can I implement that flexibly ? How can I deal with the processes where the workflow is different - ie some methods require and API call and value returned and some require an email to be sent and the next stage of the process doesn't start until the email reply is recieved ... Please help ! (I hope this is a readable question and that this is the correct place to be asking) Update I guess what I'm trying to avoid is a big if or switch / case statement - some design pattern that gives me a flexible approach to implementing this kind of fluid workflow .. anyone ?

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  • Where i set touch effect when a spawn Srite are comming on the screen?

    - by shihab_returns
    I just create a scene where create a spawn spirit that comes from above screen height in Landscape mode. Now i want to remove spirits when i touch on it. I tried but seems the code not works and crashed also after a while. here is my code: /** TimerHandler for collision detection and cleaning up */ IUpdateHandler detect = new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(float pSecondsElapsed) { Iterator<AnimatedSprite> targets = targetLL.iterator(); AnimatedSprite _target; while (targets.hasNext()) { _target = targets.next(); if (_target.getY() >= cameraHeight) { // removeSprite(_target, targets); tPool.recyclePoolItem(_target); targets.remove(); Log.d("ok", "---------Looop Inside-----"); // fail(); break; } } targetLL.addAll(TargetsToBeAdded); TargetsToBeAdded.clear(); } }; /** adds a target at a random location and let it move along the y-axis */ public void addTarget() { Random rand = new Random(); int minX = mTargetTextureRegion.getWidth(); int maxX = (int) (mCamera.getWidth() - mTargetTextureRegion.getWidth()); int rangeX = maxX - minX; Log.d("----point----", "minX:" + minX + "maxX:" + maxX + "rangeX:" + rangeX); int rX = rand.nextInt(rangeX) + minX; int rY = (int) mCamera.getHeight() + mTargetTextureRegion.getHeight(); Log.d("---Random x----", "Random x" + rX + "Random y" + rY); target = tPool.obtainPoolItem(); target.setPosition(rX, rY); target.animate(100); mMainScene.attachChild(target, 1); mMainScene.registerTouchArea(target); int minDuration = 2; int maxDuration = 32; int rangeDuration = maxDuration - minDuration; int actualDuration = rand.nextInt(rangeDuration) + minDuration; // MoveXModifier mod = new MoveXModifier(actualDuration, target.getX(), // -target.getWidth()); MoveYModifier mody = new MoveYModifier(actualDuration, -target.getHeight(), cameraHeight + 10); target.registerEntityModifier(mody.deepCopy()); TargetsToBeAdded.add(target); } @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { if (pTouchArea == target) { Toast.makeText(getApplicationContext(), "Yoooooooo", Toast.LENGTH_LONG).show(); } return true; } ** My question is where i implements IOnAreaTouchListener in My code. ? ** Thanks in Advance.

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  • Architecture or Pattern for handling properties with custom setter/getter?

    - by Shelby115
    Current Situation: I'm doing a simple MVC site for keeping journals as a personal project. My concern is I'm trying to keep the interaction between the pages and the classes simplistic. Where I run into issues is the password field. My setter encrypts the password, so the getter retrieves the encrypted password. public class JournalBook { private IEncryptor _encryptor { get; set; } private String _password { get; set; } public Int32 id { get; set; } public String name { get; set; } public String description { get; set; } public String password { get { return this._password; } set { this.setPassword(this._password, value, value); } } public List<Journal> journals { get; set; } public DateTime created { get; set; } public DateTime lastModified { get; set; } public Boolean passwordProtected { get { return this.password != null && this.password != String.Empty; } } ... } I'm currently using model-binding to submit changes or create new JournalBooks (like below). The problem arises that in the code below book.password is always null, I'm pretty sure this is because of the custom setter. [HttpPost] public ActionResult Create(JournalBook book) { // Create the JournalBook if not null. if (book != null) this.JournalBooks.Add(book); return RedirectToAction("Index"); } Question(s): Should I be handling this not in the property's getter/setter? Is there a pattern or architecture that allows for model-binding or another simple method when properties need to have custom getters/setters to manipulate the data? To summarize, how can I handle the password storing with encryption such that I have the following, Robust architecture I don't store the password as plaintext. Submitting a new or modified JournalBook is as easy as default model-binding (or close to it).

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  • Want to make RTS strategy game, good starting point...?

    - by NOLANDI
    everybody! I find this community because I did research about game developing topics. So I decide to register on this community and ask for your opinion. I am not begineer in computer stuffs, and I know logic of programming language. I have little knowlegde of C, C++, Started to learn C#...but I was always oriented about other areas of IT. Amateur for game making but not in IT general! I am interested to make RTS strategy video game, isometric camera view (like PC GAME COMMANDOS for example)...so I started to read many books about DirectX, XNA, OpenGL, C#, AI programming...so I want to know where is good starting point for making this game genre. I want to use C# for this project, not C++, since I always had trouble with it, because it is too complicated. I see good oportunity for learning C#, since it has more object-oriented concept, with much less code and easy readible code for writing. Beside of that I know that C++ is the more powerful language until today. So I want to use DirectX and C# for my project. But it will required more time for sure, to learn it. I have trouble with finding books for c# & DirectX (I found just one), but in every next book, it is programming in c++! I read many web sites and they mentioned Slim DX, and in generaly, other articles which I read tells that it is possible to make good game with combination c# and directX, but...I don't have enough information about all this stuffs, so I became confused! It is really hard to have wish to learn c++ from scratch, since I started c# and I like it really...I don't try OpenGL, but I am already familiar with DirectX (some beginning stuffs), and I think that it is good and interesting. So, I decide to choose between maybe Unity3d and XNA first. XNA...hm, it sound that it is not bad solution, but I heard that it is already overcome technology, and I think that it is better to wait with XNA, until I try to make something with DirectX and C#, at first. But I dont know it is possible to make strategy game in XNA?! Maybe I am wrong. I also, find Unity 3D game engine and I find that I could programming there in C#, but many all examples are written in Javascript (Digital tutors videos)...But I generaly have wish to learn it too, because it allows to export games to mobile phones, there a lot of documentations, it is free, etc... I want to find best way to learn C# and DirectX, and make this game, but I dont know if it's possible to combine?! But maybe is good to first try Unity and XNA, because I am beginner?! Thank you all! I am willing to hear your expirience.

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  • Errors Event 7888, 6102, 6641 MOSS

    - by Mayra Gonzalez
    I'm getting this errors on my Server. Version MOSS 2007, on Windows Server Standar 2008 and this message appear every minute. Next, you can find its descriptions: Can any one help me with this? Thanks Event ID 7888 A runtime exception was detected. Details follow. Message: Attempted to perform an unauthorized operation. Techinal Details: System.UnauthorizedAccessException: Attempted to perform an unauthorized operation. at Microsoft.Office.Server.Infrastructure.SharedServiceAccessControlList.AccessCheckThrowIfUnauthorized(SharedServiceRights rights) at Microsoft.Office.Server.Infrastructure.SharedServiceAccessControlList.Microsoft.Office.Server.Administration.ISerializableSharedObject.GetObjectData(SharedObjectSerializationContext context) at Microsoft.Office.Server.Administration.SharedObjectFormatter.Serialize(XmlWriter writer, SharedObject sharedObject) at Microsoft.Office.Server.Administration.SharedObjectStore.PutObject(SharedObject sharedObject) at Microsoft.Office.Server.Administration.SharedObject.Update() at Microsoft.Office.Server.Infrastructure.SharedServiceAccessControlList.EnsureFullPermissionSet(String principalName) at Microsoft.Office.Server.Administration.SharedResourceProvider.SynchronizeSharedServiceAccessControlList() at Microsoft.Office.Server.Administration.SharedResourceProvider.Microsoft.Office.Server.Administration.ISharedComponent.Synchronize() Event ID 6641 The SSP Timer Job Distribution List Import Job was not run. Reason: Index was outside the bounds of the array. Technical Support Details: System.IndexOutOfRangeException: Index was outside the bounds of the array. at Microsoft.Office.Server.Utilities.WindowsSecurity.GetUserTokenFromCredentials(String userDomainName, String password, LogonType logonType) at Microsoft.Office.Server.Utilities.WindowsSecurity.GetUserTokenFromCredentials(String userDomainName, String password) at Microsoft.Office.Server.Administration.JobHandler.Execute(Object state, Boolean timedOut) Event ID 6102: LoadBalancer.RegisterLauncher failed: Unable to connect to the remote server

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  • Issues with ProxyPass and ProxyPassReverse when proxying to localhost and a different TCP port

    - by mbrownnyc
    I am attempting to use ProxyPass and ProxyPassReverse to proxy requests through Apache to another server instance that is bound to the localhost on a different TCP port that the Vhost exists (VHost is bound to :80, when the target is bound to :5000). However, I am repeatedly receiving HTTP 503 when accessing the Location. According to the ProxyPass documentation... <VirtualHost *:80> ServerName apacheserver.domain.local DocumentRoot /var/www/redmine/public ErrorLog logs/redmine_error <Directory /var/www/redmine/public> Allow from all Options -MultiViews Order allow,deny AllowOverride all </Directory> </VirtualHost> PassengerTempDir /tmp/passenger <Location /rhodecode> ProxyPass http://127.0.0.1:5000/rhodecode ProxyPassReverse http://127.0.0.1:5000/rhodecode SetEnvIf X-Url-Scheme https HTTPS=1 </Location> I have tested binding the alternate server to the interface IP address, and the same issue occurs. The server servicing request is an instance of python paste:httpserver, and it has been configured to use the /rhodecode suffix (as I saw this to be mentioned in other posts about ProxyPass). The documentation from the project itself, Rhodecode, reports to use the above. The issue is persistent if I target another server that is serving on a different port. Does ProxyPass allow proxying to a different TCP port? [update] I won't delete this, in case someone comes across the same issue. I had set an ErrorLog, and in that ErrorLog the following error was reported: [Wed Nov 09 11:36:35 2011] [error] (13)Permission denied: proxy: HTTP: attempt to connect to 127.0.0.1:5000 (192.168.100.100) failed [Wed Nov 09 11:36:35 2011] [error] ap_proxy_connect_backend disabling worker for (192.168.100.100) After some more research, I attempted to set SELinux to permissive (echo 0 >/selinux/enforce), and try again. It turns out the SELinux boolean httpd_can_network_connect must be set to 1. For persistence on reboot: setsebool -P httpd_can_network_connect=1

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  • bonding module parameters are not shown in /sys/module/bonding/parameters/

    - by c4f4t0r
    I have a server with Suse 11 sp1 kernel 2.6.32.54-0.3-default, with modinfo bonding i see all parameters, but under /sys/module/bonding/parameters/ not modinfo bonding | grep ^parm parm: max_bonds:Max number of bonded devices (int) parm: num_grat_arp:Number of gratuitous ARP packets to send on failover event (int) parm: num_unsol_na:Number of unsolicited IPv6 Neighbor Advertisements packets to send on failover event (int) parm: miimon:Link check interval in milliseconds (int) parm: updelay:Delay before considering link up, in milliseconds (int) parm: downdelay:Delay before considering link down, in milliseconds (int) parm: use_carrier:Use netif_carrier_ok (vs MII ioctls) in miimon; 0 for off, 1 for on (default) (int) parm: mode:Mode of operation : 0 for balance-rr, 1 for active-backup, 2 for balance-xor, 3 for broadcast, 4 for 802.3ad, 5 for balance-tlb, 6 for balance-alb (charp) parm: primary:Primary network device to use (charp) parm: lacp_rate:LACPDU tx rate to request from 802.3ad partner (slow/fast) (charp) parm: ad_select:803.ad aggregation selection logic: stable (0, default), bandwidth (1), count (2) (charp) parm: xmit_hash_policy:XOR hashing method: 0 for layer 2 (default), 1 for layer 3+4 (charp) parm: arp_interval:arp interval in milliseconds (int) parm: arp_ip_target:arp targets in n.n.n.n form (array of charp) parm: arp_validate:validate src/dst of ARP probes: none (default), active, backup or all (charp) parm: fail_over_mac:For active-backup, do not set all slaves to the same MAC. none (default), active or follow (charp) in /sys/module/bonding/parameters ls -l /sys/module/bonding/parameters/ total 0 -rw-r--r-- 1 root root 4096 2013-10-17 11:22 num_grat_arp -rw-r--r-- 1 root root 4096 2013-10-17 11:22 num_unsol_na I found some of this parameters under /sys/class/net/bond0/bonding/, but when i try to change one i got the following error echo layer2+3 > /sys/class/net/bond0/bonding/xmit_hash_policy -bash: echo: write error: Operation not permitted

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  • Query Execution Failed in Reporting Services reports

    - by Chris Herring
    I have some reporting services reports that talk to Analysis Services and at times they fail with the following error: An error occurred during client rendering. An error has occurred during report processing. Query execution failed for dataset 'AccountManagerAccountManager'. The connection cannot be used while an XmlReader object is open. This occurs sometimes when I change selections in the filter. It also occurs when the machine has been under heavy load and then will consistently error until SSAS is restarted. The log file contains the following error: processing!ReportServer_0-18!738!04/06/2010-11:01:14:: e ERROR: Throwing Microsoft.ReportingServices.ReportProcessing.ReportProcessingException: Query execution failed for dataset 'AccountManagerAccountManager'., ; Info: Microsoft.ReportingServices.ReportProcessing.ReportProcessingException: Query execution failed for dataset 'AccountManagerAccountManager'. ---> System.InvalidOperationException: The connection cannot be used while an XmlReader object is open. at Microsoft.AnalysisServices.AdomdClient.XmlaClient.CheckConnection() at Microsoft.AnalysisServices.AdomdClient.XmlaClient.ExecuteStatement(String statement, IDictionary connectionProperties, IDictionary commandProperties, IDataParameterCollection parameters, Boolean isMdx) at Microsoft.AnalysisServices.AdomdClient.AdomdConnection.XmlaClientProvider.Microsoft.AnalysisServices.AdomdClient.IExecuteProvider.ExecuteTabular(CommandBehavior behavior, ICommandContentProvider contentProvider, AdomdPropertyCollection commandProperties, IDataParameterCollection parameters) at Microsoft.AnalysisServices.AdomdClient.AdomdCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.AnalysisServices.AdomdClient.AdomdCommand.System.Data.IDbCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.ReportingServices.DataExtensions.AdoMdCommand.ExecuteReader(CommandBehavior behavior) at Microsoft.ReportingServices.OnDemandProcessing.RuntimeDataSet.RunDataSetQuery() Can anyone shed light on this issue?

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  • svchost consuming more than 50% CPU all the time in windows 7

    - by claws
    Hello, I'm using windows 7 ultimate. svchost containing DCOM Server Process Launcher Plug and Play Power services is consuming more than 50% of CPU for most of the time. I found this blog post: http://blog.hansmelis.be/2007/06/17/windows-vista-long-delay-when-switching-songs-in-media-player/ That process is associated with two services: DCOM Server Process Launcher and Plug and Play. For the Vulcans among us, all logic stops there for a second. What do those two services have to do with WMP? The answer is provided by Vista's new audio engine. The new engine supports several audio "enhancements". But for the enhancements to work, the engine needs to determine if your hardware is up to the task. And when does it check that? Each time a sound output device is accessed. That's pretty nice if you can do a hot swap of sound hardware, but I don't see me doing that anytime soon. Anyways, it does provide us with the link to the correct service because checking hardware is done by the "Plug and Play" service. One might think that deactivating each enhancement would solve the problem, but that's wishful thinking. The configuration of the enhancements is located in the properties of the sound hardware. When opening the tab, I found out that no enhancements were active. Hmmm... so why does it check the hardware? Well, it does that in case you actually enable an enhancement. To completely stop the hardware checking, you have to tick the box labelled Disable all enhancements. As soon as you do that, Vista finally understands you don't want to use them buts thats for vista. Is it the same case with windows 7 too? and I couldn't find any "Disable all enhancements" in my controlpanelsounds (mmsys.cpl). Where can I find this option in windows 7? How to solve this?

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  • Apache ProxyPass with SSL

    - by BBonifield
    I have a QA setup that consists of multiple internal development servers and one world-accessible provisioning machine that is setup to proxy pass the web traffic. Everything works fine for non-SSL requests, but I'm having a hard time getting the SSL logic working as well. Here's a few example vhost blocks. <VirtualHost 192.168.168.101:443> ProxyPreserveHost On SSLProxyEngine On ProxyPass / https://192.168.168.111/ ServerName dev1.site.com </VirtualHost> <VirtualHost 192.168.168.101:80> ProxyPreserveHost On ProxyPass / http://192.168.168.111/ ServerName dev1.site.com </VirtualHost> <VirtualHost 192.168.168.101:443> ProxyPreserveHost On SSLProxyEngine On ProxyPass / https://192.168.168.111/ ServerName dev2.site.com </VirtualHost> <VirtualHost 192.168.168.101:80> ProxyPreserveHost On ProxyPass / http://192.168.168.111/ ServerName dev2.site.com </VirtualHost> I end up seeing the following error in the provisioner's error log. [Fri Jan 28 12:50:59 2011] [warn] [client 1.2.3.4] proxy: no HTTP 0.9 request (with no host line) on incoming request and preserve host set forcing hostname to be dev1.site.com for uri / As well as the following entry in the destination QA machine's access log. 192.168.168.101 - - [22/Feb/2011:08:34:56 -0600] "\x16\x03\x01 / HTTP/1.1" 301 326 "-" "-"

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