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  • Multi-part question about multi-threading, locks and multi-core processors (multi ^ 3)

    - by MusiGenesis
    I have a program with two methods. The first method takes two arrays as parameters, and performs an operation in which values from one array are conditionally written into the other, like so: void Blend(int[] dest, int[] src, int offset) { for (int i = 0; i < src.Length; i++) { int rdr = dest[i + offset]; dest[i + offset] = src[i] > rdr? src[i] : rdr; } } The second method creates two separate sets of int arrays and iterates through them such that each array of one set is Blended with each array from the other set, like so: void CrossBlend() { int[][] set1 = new int[150][75000]; // we'll pretend this actually compiles int[][] set2 = new int[25][10000]; // we'll pretend this actually compiles for (int i1 = 0; i1 < set1.Length; i1++) { for (int i2 = 0; i2 < set2.Length; i2++) { Blend(set1[i1], set2[i2], 0); // or any offset, doesn't matter } } } First question: Since this apporoach is an obvious candidate for parallelization, is it intrinsically thread-safe? It seems like no, since I can conceive a scenario (unlikely, I think) where one thread's changes are lost because a different threads ~simultaneous operation. If no, would this: void Blend(int[] dest, int[] src, int offset) { lock (dest) { for (int i = 0; i < src.Length; i++) { int rdr = dest[i + offset]; dest[i + offset] = src[i] > rdr? src[i] : rdr; } } } be an effective fix? Second question: If so, what would be the likely performance cost of using locks like this? I assume that with something like this, if a thread attempts to lock a destination array that is currently locked by another thread, the first thread would block until the lock was released instead of continuing to process something. Also, how much time does it actually take to acquire a lock? Nanosecond scale, or worse than that? Would this be a major issue in something like this? Third question: How would I best approach this problem in a multi-threaded way that would take advantage of multi-core processors (and this is based on the potentially wrong assumption that a multi-threaded solution would not speed up this operation on a single core processor)? I'm guessing that I would want to have one thread running per core, but I don't know if that's true.

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  • Colorbox class don't work with ajax/dom object

    - by almal
    i usually use colorbox tool for open "popup windows" in my page and all are fine. In my new project the situation is little different because i use js/ajax/dom for create dinamically my objects in handleRequestStateChange() function. After import js,jquery and css for colorbox, in the head of my js page i write: $(document).ready(function () { $(window).scroll(function () { //oP1 = document.createTextNode(posizione_menu.offsetTop); //divIpt.appendChild(oMtx1); $(".divHcss").css("position", "fixed").css("top", "0px").css("z-index", "999"); }); //Examples of how to assign the Colorbox event to elements $(".group1").colorbox({rel:'group1'}); $(".group2").colorbox({rel:'group2', transition:"fade"}); $(".group3").colorbox({rel:'group3', transition:"none", width:"75%", height:"75%"}); $(".group4").colorbox({rel:'group4', slideshow:true}); $(".ajax").colorbox(); $(".youtube").colorbox({iframe:true, innerWidth:640, innerHeight:390}); $(".vimeo").colorbox({iframe:true, innerWidth:500, innerHeight:409}); $(".iframe").colorbox({iframe:true, width:"80%", height:"80%"}); $(".inline").colorbox({inline:true, width:"50%"}); $(".callbacks").colorbox({ onOpen:function(){ alert('onOpen: colorbox is about to open'); }, onLoad:function(){ alert('onLoad: colorbox has started to load the targeted content'); }, onComplete:function(){ alert('onComplete: colorbox has displayed the loaded content'); }, onCleanup:function(){ alert('onCleanup: colorbox has begun the close process'); }, onClosed:function(){ alert('onClosed: colorbox has completely closed'); } }); $('.non-retina').colorbox({rel:'group5', transition:'none'}) $('.retina').colorbox({rel:'group5', transition:'none', retinaImage:true, retinaUrl:true}); //Example of preserving a JavaScript event for inline calls. $("#click").click(function(){ $('#click').css({"background-color":"#f00", "color":"#fff", "cursor":"inherit"}).text("Open this window again and this message will still be here."); return false; }); }); and after in handleRequestStateChange() i create my a element and assign to a div: var a = createElement('a'); //a.style.display = "block"; a.setAttribute('class','iframe'); a.setAttribute('href',"php/whois.php?P1="+oStxt.value); var divIp3 = createElement('div', 'divIp3', 'divIp3css'); var divIp31 = createElement('div', 'divIp31', 'divIp31css'); divIp3.appendChild(divIp31); divIp3.appendChild(a); a.appendChild(divIp31); The divIp31 become linkable but the href open page in a normal browser tab and not using attribute class for colorbox. Someone have an idea about? Thanks in advance AM

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  • Undefined symbols for C++0x lambdas?

    - by Austin Hyde
    I was just poking around into some new stuff in C++0x, when I hit a stumbling block: #include <list> #include <cstdio> using namespace std; template <typename T,typename F> void ForEach (list<T> l, F f) { for (typename list<T>::iterator it=l.begin();it!=l.end();++it) f(*it); } int main() { int arr[] = {1,2,3,4,5,6}; list<int> l (arr,arr+6); ForEach(l,[](int x){printf("%d\n",x);}); } does not compile. I get a load of undefined symbol errors. Here's make's output: i386-apple-darwin9-gcc-4.5.0 -std=c++0x -I/usr/local/include -o func main.cpp Undefined symbols: "___cxa_rethrow", referenced from: std::_List_node<int>* std::list<int, std::allocator<int> >::_M_create_node<int const&>(int const&&&) in ccPxxPwU.o "operator new(unsigned long)", referenced from: __gnu_cxx::new_allocator<std::_List_node<int> >::allocate(unsigned long, void const*) in ccPxxPwU.o "___gxx_personality_v0", referenced from: ___gxx_personality_v0$non_lazy_ptr in ccPxxPwU.o "___cxa_begin_catch", referenced from: std::_List_node<int>* std::list<int, std::allocator<int> >::_M_create_node<int const&>(int const&&&) in ccPxxPwU.o "operator delete(void*)", referenced from: __gnu_cxx::new_allocator<std::_List_node<int> >::deallocate(std::_List_node<int>*, unsigned long) in ccPxxPwU.o "___cxa_end_catch", referenced from: std::_List_node<int>* std::list<int, std::allocator<int> >::_M_create_node<int const&>(int const&&&) in ccPxxPwU.o "std::__throw_bad_alloc()", referenced from: __gnu_cxx::new_allocator<std::_List_node<int> >::allocate(unsigned long, void const*) in ccPxxPwU.o "std::_List_node_base::_M_hook(std::_List_node_base*)", referenced from: void std::list<int, std::allocator<int> >::_M_insert<int const&>(std::_List_iterator<int>, int const&&&) in ccPxxPwU.o ld: symbol(s) not found collect2: ld returned 1 exit status make: *** [func] Error 1 Why is this not working?

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  • Why does PostgresQL query performance drop over time, but restored when rebuilding index

    - by Jim Rush
    According to this page in the manual, indexes don't need to be maintained. However, we are running with a PostgresQL table that has a continuous rate of updates, deletes and inserts that over time (a few days) sees a significant query degradation. If we delete and recreate the index, query performance is restored. We are using out of the box settings. The table in our test is currently starting out empty and grows to half a million rows. It has a fairly large row (lots of text fields). We are search is based of an index, not the primary key (I've confirmed the index is being used, at least under normal conditions) The table is being used as a persistent store for a single process. Using PostgresQL on Windows with a Java client I'm willing to give up insert and update performance to keep up the query performance. We are considering rearchitecting the application so that data is spread across various dynamic tables in a manner that allows us to drop and rebuild indexes periodically without impacting the application. However, as always, there is a time crunch to get this to work and I suspect we are missing something basic in our configuration or usage. We have considered forcing vacuuming and rebuild to run at certain times, but I suspect the locking period for such an action would cause our query to block. This may be an option, but there are some real-time (windows of 3-5 seconds) implications that require other changes in our code. Additional information: Table and index CREATE TABLE icl_contacts ( id bigint NOT NULL, campaignfqname character varying(255) NOT NULL, currentstate character(16) NOT NULL, xmlscheduledtime character(23) NOT NULL, ... 25 or so other fields. Most of them fixed or varying character fiel ... CONSTRAINT icl_contacts_pkey PRIMARY KEY (id) ) WITH (OIDS=FALSE); ALTER TABLE icl_contacts OWNER TO postgres; CREATE INDEX icl_contacts_idx ON icl_contacts USING btree (xmlscheduledtime, currentstate, campaignfqname); Analyze: Limit (cost=0.00..3792.10 rows=750 width=32) (actual time=48.922..59.601 rows=750 loops=1) - Index Scan using icl_contacts_idx on icl_contacts (cost=0.00..934580.47 rows=184841 width=32) (actual time=48.909..55.961 rows=750 loops=1) Index Cond: ((xmlscheduledtime < '2010-05-20T13:00:00.000'::bpchar) AND (currentstate = 'SCHEDULED'::bpchar) AND ((campaignfqname)::text = '.main.ee45692a-6113-43cb-9257-7b6bf65f0c3e'::text)) And, yes, I am aware there there are a variety of things we could do to normalize and improve the design of this table. Some of these options may be available to us. My focus in this question is about understanding how PostgresQL is managing the index and query over time (understand why, not just fix). If it were to be done over or significantly refactored, there would be a lot of changes.

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  • Catching an exception class within a template

    - by Todd Bauer
    I'm having a problem using the exception class Overflow() for a Stack template I'm creating. If I define the class regularly there is no problem. If I define the class as a template, I cannot make my call to catch() work properly. I have a feeling it's simply syntax, but I can't figure it out for the life of me. #include<iostream> #include<exception> using namespace std; template <class T> class Stack { private: T *stackArray; int size; int top; public: Stack(int size) { this->size = size; stackArray = new T[size]; top = 0; } ~Stack() { delete[] stackArray; } void push(T value) { if (isFull()) throw Overflow(); stackArray[top] = value; top++; } bool isFull() { if (top == size) return true; else return false; } class Overflow {}; }; int main() { try { Stack<double> Stack(5); Stack.push( 5.0); Stack.push(10.1); Stack.push(15.2); Stack.push(20.3); Stack.push(25.4); Stack.push(30.5); } catch (Stack::Overflow) { cout << "ERROR! The stack is full.\n"; } return 0; } The problem is in the catch (Stack::Overflow) statement. As I said, if the class is not a template, this works just fine. However, once I define it as a template, this ceases to work. I've tried all sorts of syntaxes, but I always get one of two sets of error messages from the compiler. If I use catch(Stack::Overflow): ch18pr01.cpp(89) : error C2955: 'Stack' : use of class template requires template argument list ch18pr01.cpp(13) : see declaration of 'Stack' ch18pr01.cpp(89) : error C2955: 'Stack' : use of class template requires template argument list ch18pr01.cpp(13) : see declaration of 'Stack' ch18pr01.cpp(89) : error C2316: 'Stack::Overflow' : cannot be caught as the destructor and/or copy constructor are inaccessible EDIT: I meant If I use catch(Stack<double>::Overflow) or any variety thereof: ch18pr01.cpp(89) : error C2061: syntax error : identifier 'Stack' ch18pr01.cpp(89) : error C2310: catch handlers must specify one type ch18pr01.cpp(95) : error C2317: 'try' block starting on line '75' has no catch handlers I simply can not figure this out. Does anyone have any idea?

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  • Can MFMailComposeViewController attach an XML doc to an HTML message?

    - by Luther Baker
    I am creating an email in MFMaiilComposeViewController and if I simply create some html snippets and assign them to the message body - all is well. The resulting email (in GMail and Yahoo) looks like the original HTML I sent. [mailMan_ setMessageBody:body isHTML:YES]; On the other hand, if I also include an XML attachment, my email reader renders everything as plain text … including, the XML inlined. IE: my mail client (GMail, Yahoo) shows the raw HTHML and XML tags - including html tags that I didn't supply - ie: the html, head, body tags the iPhone provides around the content: NSData *opmlData = [[NSData alloc] initWithData:[opml dataUsingEncoding:NSUTF8StringEncoding]]; NSString *fileName = [NSString stringWithFormat:@"%f.opml", [NSDate timeIntervalSinceReferenceDate]]; [mailMan_ addAttachmentData:opmlData mimeType:@"text/xml" fileName:fileName]; I pop3'd the mails to see what was happening and found that WITHOUT an attachment, the resulting html section of the email contains this block: --0-1682099714-1273329398=:59784 Content-Type: text/html; charset=us-ascii <html><body bgcolor="#FFFFFF"><div><h2 style="b while on the other hand, WITH the XML attachment, the iPhone is sending this: --0-881105825-1273328091=:50337 Content-Type: text/plain; charset=us-ascii <html><body bgcolor="#FFFFFF"><div><h2 style="bac Notice the difference? Look at the Content-Type … text/html vs text/plain. It looks like when I include an XML attachment, the iPhone is errantly tagging the HTML version of the body as plain text! Just to clarify, technically, both with and without the attachment, the iPhone also includes this: --0-881105825-1273328091=:50337 Content-Type: text/plain; charset=us-ascii Notebook Carpentry Bathroom floor tile Bathroom wall tile Scrape thinset But this obviously isn't where the problem lies. Am I doing something wrong? What must I do to actually "attach" XML without the iPhone labeling the entire HTML body as plain text. I tried reversing the assignments (attachment first and then body) but no luck. For what it's worth, the email looks perfect from the iPhone's sending interface. Indeed, the HTML renders correctly and the attachment looks like a little icon at the bottom of the message. This problem has more to do with what the iPhone is actually sending.

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  • What Causes Boost Asio to Crash Like This?

    - by Scott Lawson
    My program appears to run just fine most of the time, but occasionally I get a segmentation fault. boost version = 1.41.0 running on RHEL 4 compiled with GCC 3.4.6 Backtrace: #0 0x08138546 in boost::asio::detail::posix_fd_set_adapter::is_set (this=0xb74ed020, descriptor=-1) at /home/scottl/boost_1_41_0/boost/asio/detail/posix_fd_set_adapter.hpp:57 __result = -1 'ÿ' #1 0x0813e1b0 in boost::asio::detail::reactor_op_queue::perform_operations_for_descriptors (this=0x97f3b6c, descriptors=@0xb74ed020, result=@0xb74ecec8) at /home/scottl/boost_1_41_0/boost/asio/detail/reactor_op_queue.hpp:204 op_iter = {_M_node = 0xb4169aa0} i = {_M_node = 0x97f3b74} #2 0x081382ca in boost::asio::detail::select_reactor::run (this=0x97f3b08, block=true) at /home/scottl/boost_1_41_0/boost/asio/detail/select_reactor.hpp:388 read_fds = {fd_set_ = {fds_bits = {16, 0 }}, max_descriptor_ = 65} write_fds = {fd_set_ = {fds_bits = {0 }}, max_descriptor_ = -1} retval = 1 lock = { = {}, mutex_ = @0x97f3b1c, locked_ = true} except_fds = {fd_set_ = {fds_bits = {0 }}, max_descriptor_ = -1} max_fd = 65 tv_buf = {tv_sec = 0, tv_usec = 710000} tv = (timeval *) 0xb74ecf88 ec = {m_val = 0, m_cat = 0x81f2c24} sb = { = {}, blocked_ = true, old_mask_ = {__val = {0, 0, 134590223, 3075395548, 3075395548, 3075395464, 134729792, 3075395360, 135890240, 3075395368, 134593920, 3075395544, 135890240, 3075395384, 134599542, 3020998404, 135890240, 3075395400, 134614095, 3075395544, 4, 3075395416, 134548135, 3021172996, 4294967295, 3075395432, 134692921, 3075395504, 0, 3075395448, 134548107, 3021172992}}} #3 0x0812eb45 in boost::asio::detail::task_io_service ::do_one (this=0x97f3a70, lock=@0xb74ed230, this_idle_thread=0xb74ed240, ec=@0xb74ed2c0) at /home/scottl/boost_1_41_0/boost/asio/detail/task_io_service.hpp:260 more_handlers = false c = {lock_ = @0xb74ed230, task_io_service_ = @0x97f3a70} h = (boost::asio::detail::handler_queue::handler *) 0x97f3aa0 polling = false task_has_run = true #4 0x0812765f in boost::asio::detail::task_io_service ::run (this=0x97f3a70, ec=@0xb74ed2c0) at /home/scottl/boost_1_41_0/boost/asio/detail/task_io_service.hpp:103 ctx = { = {}, owner_ = 0x97f3a70, next_ = 0x0} this_idle_thread = {wakeup_event = { = {}, cond_ = {__c_lock = { __status = 0, __spinlock = 22446}, __c_waiting = 0x2bd7, __padding = "\000\000\000\000×+\000\000\000\000\000\000×+\000\000\000\000\000\000\204:\177\t\000\000\000", __align = 0}, signalled_ = true}, next = 0x0} lock = { = {}, mutex_ = @0x97f3a84, locked_ = false} n = 11420 #5 0x08125e99 in boost::asio::io_service::run (this=0x97ebbcc) at /home/scottl/boost_1_41_0/boost/asio/impl/io_service.ipp:58 ec = {m_val = 0, m_cat = 0x81f2c24} s = 8 #6 0x08154424 in boost::_mfi::mf0::operator() (this=0x9800870, p=0x97ebbcc) at /home/scottl/boost_1_41_0/boost/bind/mem_fn_template.hpp:49 No locals. #7 0x08154331 in boost::_bi::list1 ::operator(), boost::_bi::list0 (this=0x9800878, f=@0x9800870, a=@0xb74ed337) at /home/scottl/boost_1_41_0/boost/bind/bind.hpp:236 No locals. #8 0x081541e5 in boost::_bi::bind_t, boost::_bi::list1 ::operator() (this=0x9800870) at /home/scottl/boost_1_41_0/boost/bind/bind_template.hpp:20 a = {} #9 0x08154075 in boost::detail::thread_data, boost::_bi::list1 ::run (this=0x98007a0) at /home/scottl/boost_1_41_0/boost/thread/detail/thread.hpp:56 No locals. #10 0x0816fefd in thread_proxy () at /usr/lib/gcc/i386-redhat-linux/3.4.6/../../../../include/c++/3.4.6/bits/locale_facets.tcc:2443 __ioinit = {static _S_refcount = , static _S_synced_with_stdio = } ---Type to continue, or q to quit--- typeinfo for common::RuntimeException = {} typeinfo name for common::RuntimeException = "N6common16RuntimeExceptionE" #11 0x00af23cc in start_thread () from /lib/tls/libpthread.so.0 No symbol table info available. #12 0x00a5c96e in __init_misc () from /lib/tls/libc.so.6 No symbol table info available.

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  • TcpListener is queuing connections faster than I can clear them

    - by Matthew Brindley
    As I understand it, TcpListener will queue connections once you call Start(). Each time you call AcceptTcpClient (or BeginAcceptTcpClient), it will dequeue one item from the queue. If we load test our TcpListener app by sending 1,000 connections to it at once, the queue builds far faster than we can clear it, leading (eventually) to timeouts from the client because it didn't get a response because its connection was still in the queue. However, the server doesn't appear to be under much pressure, our app isn't consuming much CPU time and the other monitored resources on the machine aren't breaking a sweat. It feels like we're not running efficiently enough right now. We're calling BeginAcceptTcpListener and then immediately handing over to a ThreadPool thread to actually do the work, then calling BeginAcceptTcpClient again. The work involved doesn't seem to put any pressure on the machine, it's basically just a 3 second sleep followed by a dictionary lookup and then a 100 byte write to the TcpClient's stream. Here's the TcpListener code we're using: // Thread signal. private static ManualResetEvent tcpClientConnected = new ManualResetEvent(false); public void DoBeginAcceptTcpClient(TcpListener listener) { // Set the event to nonsignaled state. tcpClientConnected.Reset(); listener.BeginAcceptTcpClient( new AsyncCallback(DoAcceptTcpClientCallback), listener); // Wait for signal tcpClientConnected.WaitOne(); } public void DoAcceptTcpClientCallback(IAsyncResult ar) { // Get the listener that handles the client request, and the TcpClient TcpListener listener = (TcpListener)ar.AsyncState; TcpClient client = listener.EndAcceptTcpClient(ar); if (inProduction) ThreadPool.QueueUserWorkItem(state => HandleTcpRequest(client, serverCertificate)); // With SSL else ThreadPool.QueueUserWorkItem(state => HandleTcpRequest(client)); // Without SSL // Signal the calling thread to continue. tcpClientConnected.Set(); } public void Start() { currentHandledRequests = 0; tcpListener = new TcpListener(IPAddress.Any, 10000); try { tcpListener.Start(); while (true) DoBeginAcceptTcpClient(tcpListener); } catch (SocketException) { // The TcpListener is shutting down, exit gracefully CheckBuffer(); return; } } I'm assuming the answer will be related to using Sockets instead of TcpListener, or at least using TcpListener.AcceptSocket, but I wondered how we'd go about doing that? One idea we had was to call AcceptTcpClient and immediately Enqueue the TcpClient into one of multiple Queue<TcpClient> objects. That way, we could poll those queues on separate threads (one queue per thread), without running into monitors that might block the thread while waiting for other Dequeue operations. Each queue thread could then use ThreadPool.QueueUserWorkItem to have the work done in a ThreadPool thread and then move onto dequeuing the next TcpClient in its queue. Would you recommend this approach, or is our problem that we're using TcpListener and no amount of rapid dequeueing is going to fix that?

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  • Problem with LINQ Generated class and IEnumerable to Excel

    - by mehmet6parmak
    Hi all, I wrote a method which exports values to excel file from an IEnumerable parameter. Method worked fine for my little test class and i was happy till i test my method with a LINQ class. Method: public static void IEnumerableToExcel<T>(IEnumerable<T> data, HttpResponse Response) { Response.Clear(); Response.ContentEncoding = System.Text.Encoding.Default; Response.Charset = "windows-1254"; // set MIME type to be Excel file. Response.ContentType = "application/vnd.ms-excel;charset=windows-1254"; // add a header to response to force download (specifying filename) Response.AddHeader("Content-Disposition", "attachment;filename=\"ResultFile.xls\""); Type typeOfT = typeof(T); List<string> result = new List<string>(); FieldInfo[] fields = typeOfT.GetFields(); foreach (FieldInfo info in fields) { result.Add(info.Name); } Response.Write(String.Join("\t", result.ToArray()) + "\n"); foreach (T t in data) { result.Clear(); foreach (FieldInfo f in fields) result.Add((typeOfT).GetField(f.Name).GetValue(t).ToString()); Response.Write(String.Join("\t", result.ToArray()) + "\n"); } Response.End(); } My Little Test Class: public class Mehmet { public string FirstName; public string LastName; } Two Usage: Success: Mehmet newMehmet = new Mehmet(); newMehmet.FirstName = "Mehmet"; newMehmet.LastName = "Altiparmak"; List<Mehmet> list = new List<Mehmet>(); list.Add(newMehmet); DeveloperUtility.Export.IEnumerableToExcel<Mehmet>(list, Response); Fail: ExtranetDataContext db = new ExtranetDataContext(); DeveloperUtility.Export.IEnumerableToExcel<User>(db.Users, Response); Fail Reason: When the code reaches the code block used to get the fields of the template(T), it can not find any field for the LINQ Generated User class. For my weird class it works fine. Why? Thanks...

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  • Is x a reserved keyword in Javascript FF/Safari not in IE?

    - by Marco Demaio
    A web page of a web application was showing a strange error. I regressively removed all the HTML/CSS/JS code and arrived to the basic and simple code below. <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html><head> <title>test</title> <script type="text/javascript"> var TestObj = { foo: function() {} } alert(x); //ok displays "undefined" var x = TestObj.foo; var z = TestObj.foo; </script> </head><body> <p onclick='alert(x);'>Click shows function foo!</p> <img onclick='alert(x);' alt='CRAZY click displays a number in FF/Safari not function foo' src='' style='display: block; width: 100px; height: 100px; border: 1px solid #00ff00;'> <p onclick='alert(x);'>Click shows function foo!</p> </body></html> It's crazy: when clicking on P elements the string "function(){}" is displaied as expected. But when clicking on IMG element it shows a number as if x function got in some way removed from memory or deinstantiated (it does not even show x as "undefined" but as a number). To let you test it quickly I placed the working test above also here. This can be reproduced on both Firefox 3.6 and Safari 4.0.4. Everything works properly only on IE7+. I'm really clueless, I was wondering if x is maybe a reserved keyword in JS Firefox/Safari. Thanks to anyone who could help! FYI: if you repalce x() with z() everything work prefectly in all browsers (this is even more crazy to me) adding a real image in src attribute does not fix the problem removing style in img does not fix the problem (i gave style to image only to help you clicking on image thus you can see the imnage border)

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  • understanding logic of dijit css and styles

    - by Tom
    Hi, I am trying to use dijit.InlineEditBox. I have put the following code in my HTML, using the example in the dojo docs: <script type="text/javascript"> dojo.require("dijit.InlineEditBox"); dojo.require("dojo.parser"); dojo.require("dijit.form.TextBox"); function editableHeaderOnChange(id, arg){ alert("details changed with id " + id + " and arguments "+arg); } </script> ... <span id="myText" dojoType="dijit.InlineEditBox" onChange="editableHeaderOnChange(this.id,arguments[0])" autoSave="true" title="My Text">click to edit me</span> I am using tundra theme. It works, however it doesn't look so good. The widget has its own style, which doesn't fit my CSS. I used firebug to locate the source of the problem. The widget creates many nested div/span elements, each has it's own style (element style in firebug): <span id="dijit__InlineEditor_0" class="dijitReset dijitInline" style="margin: 0px; position: absolute; visibility: hidden; display: block; opacity: 0;" ...> <input type="text" autocomplete="off" class="dijit dijitReset dijitLeft dijitTextBox" id="dijit_form_TextBox_0" style="line-height: 20px; font-weight: 400; font-family: Trebuchet MS,Helvetica,Arial,Verdana; font-size: 14.5167px; font-style: normal; width: 100%;"> ...> </span></span> (showing only the relevant parts...) to get the visual that I want, which will not break to a newline, I need to change the width of dijit_form_TextBox_0** to 50%, and the positioning of dijit__InlineEditor_0 to display: inline**; or to change the positioning of everything (most of my layout is floated, so position: absolute doesn't fit) I cannot address those span elements in my css to change the properties, because the element.style has priority, of course. I don't understand the logic in this system... why is dijit generating the style directly inside the element? how can I change these properties? Thanks Tom

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  • Best practices for developing simple ASP.NET sites (built in controls or JQuery + scripts)

    - by Nix
    I was recently reviewing some code written by two different contractors, both were basic ASP.NET management sites. The sites allowed the user to view and edit data. Pretty much simple CRUD gateways. One group did their best to use built in ASP + AJAX Toolkit controls and did their best to use as many built in controls as possible. I found the code much easier to read and maintain. The other used jQuery and the code is heavily marked up with script blocks which are then used to build pages from javascript files. Which one is more common? The one that basically leveraged embedded HTML markup in scripts controled by javascript files screams readability and maintenance issues? Is this just the way of doing asp dev with jQuery? Assuming the second example happens a lot, are there tools that help facilitate jQuery development with visual studio? Do you think they generated the html somewhere else and just copied it in? Example Script block: <script id="HRPanel" type="text/html"> <table cellpadding='0' cellspacing='0' class="atable"><thead class="mHeader"><tr><th>Name</th><th>Description</th><th>Other</th></thead><tbody> <# for(var i=0; i < hrRows.length; i++) { var r = HRRows[i]; #> <tr><td><#=r.Name#></td><td><#=r.Description#></td><td class="taRight"><#=r.Other#></td></tr> <#}#> </tbody><tfoot><th></th><th></th><th></th></tfoot></table> </script> Then in a separate location (js file) you would see something like this. $("#HRPanel").html($("#HRPanel").parseTemplate({ HRRows: response.something.bah.bah }));

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  • Is O_NONBLOCK being set a property of the file descriptor or underlying file?

    - by Daniel Trebbien
    From what I have been reading on The Open Group website on fcntl, open, read, and write, I get the impression that whether O_NONBLOCK is set on a file descriptor, and hence whether non-blocking I/O is used with the descriptor, should be a property of that file descriptor rather than the underlying file. Being a property of the file descriptor means, for example, that if I duplicate a file descriptor or open another descriptor to the same file, then I can use blocking I/O with one and non-blocking I/O with the other. Experimenting with a FIFO, however, it appears that it is not possible to have a blocking I/O descriptor and non-blocking I/O descriptor to the FIFO simultaneously (so whether O_NONBLOCK is set is a property of the underlying file [the FIFO]): #include <errno.h> #include <fcntl.h> #include <stdio.h> #include <stdlib.h> #include <unistd.h> int main(int argc, char **argv) { int fds[2]; if (pipe(fds) == -1) { fprintf(stderr, "`pipe` failed.\n"); return EXIT_FAILURE; } int fd0_dup = dup(fds[0]); if (fd0_dup <= STDERR_FILENO) { fprintf(stderr, "Failed to duplicate the read end\n"); return EXIT_FAILURE; } if (fds[0] == fd0_dup) { fprintf(stderr, "`fds[0]` should not equal `fd0_dup`.\n"); return EXIT_FAILURE; } if ((fcntl(fds[0], F_GETFL) & O_NONBLOCK)) { fprintf(stderr, "`fds[0]` should not have `O_NONBLOCK` set.\n"); return EXIT_FAILURE; } if (fcntl(fd0_dup, F_SETFL, fcntl(fd0_dup, F_GETFL) | O_NONBLOCK) == -1) { fprintf(stderr, "Failed to set `O_NONBLOCK` on `fd0_dup`\n"); return EXIT_FAILURE; } if ((fcntl(fds[0], F_GETFL) & O_NONBLOCK)) { fprintf(stderr, "`fds[0]` should still have `O_NONBLOCK` unset.\n"); return EXIT_FAILURE; // RETURNS HERE } char buf[1]; if (read(fd0_dup, buf, 1) != -1) { fprintf(stderr, "Expected `read` on `fd0_dup` to fail immediately\n"); return EXIT_FAILURE; } else if (errno != EAGAIN) { fprintf(stderr, "Expected `errno` to be `EAGAIN`\n"); return EXIT_FAILURE; } return EXIT_SUCCESS; } This leaves me thinking: is it ever possible to have a non-blocking I/O descriptor and blocking I/O descriptor to the same file and if so, does it depend on the type of file (regular file, FIFO, block special file, character special file, socket, etc.)?

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  • How can a test script inform R CMD check that it should emit a custom message?

    - by mariotomo
    I'm writing a R package (delftfews) here at office. we are using svUnit for unit testing. our process for describing new functionality: we define new unit tests, initially marked as DEACTIVATED; one block of tests at a time we activate them and implement the function described by the tests. almost all the time we have a small amount of DEACTIVATED tests, relative to functions that might be dropped or will be implemented. my problem/question is: can I alter the doSvUnit.R so that R CMD check pkg emits a NOTE (i.e. a custom message "NOTE" instead of "OK") in case there are DEACTIVATED tests? as of now, we see only that the active tests don't give error: . . * checking for unstated dependencies in tests ... OK * checking tests ... Running ‘doSvUnit.R’ OK * checking PDF version of manual ... OK which is all right if all tests succeed, but less all right if there are skipped tests and definitely wrong if there are failing tests. In this case, I'd actually like to see a NOTE or a WARNING like the following: . . * checking for unstated dependencies in tests ... OK * checking tests ... Running ‘doSvUnit.R’ NOTE 6 test(s) were skipped. WARNING 1 test(s) are failing. * checking PDF version of manual ... OK As of now, we have to open the doSvUnit.Rout to check the real test results. I contacted two of the maintainers at r-forge and CRAN and they pointed me to the sources of R, in particular the testing.R script. if I understand it correctly, to answer this question we need patching the tools package: scripts in the tests directory are called using a system call, output (stdout and stderr) go to one single file, there are two possible outcomes: ok or not ok, so I opened a change request on R, proposing something like bit-coding the return status, bit-0 for ERROR (as it is now), bit-1 for WARNING, bit-2 for NOTE. with my modification, it would be easy producing this output: . . * checking for unstated dependencies in tests ... OK * checking tests ... Running ‘doSvUnit.R’ NOTE - please check doSvUnit.Rout. WARNING - please check doSvUnit.Rout. * checking PDF version of manual ... OK Brian Ripley replied "There are however several packages with properly written unit tests that do signal as required. Please do take this discussion elsewhere: R-bugs is not the place to ask questions." and closed the change request. anybody has hints?

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  • Speed Problem with Wireless Connectivity on Cisco 877w

    - by Carl Crawley
    Having a bit of a weird one with my local LAN setup. I recently installed a Cisco 877W router on my DSL2+ connection and all is working really well.. Upgraded the IOS to 12.4 and my wired clients are streaming connectivity superfast at 1.3mb/s. However, there seems to be an issue with my wireless clients - I can't seem to stream any data across the local wireless connection (LAN) and using the Internet, whilst responsive enough isn't really comparable with the wired connection speed. For example, all devices are connected to an 8 Port Gb switch on FE0 from the Router with a NAS disk and on my wired clients, I can transfer/stream etc absolutely fine - however, transferring a local 700Mb file on my local LAN estimates 7-8 hours to transfer :( The Wireless config is as follows : interface Dot11Radio0 description WIRELESS INTERFACE no ip address ! encryption mode ciphers tkip ! ssid [MySSID] ! speed basic-1.0 basic-2.0 basic-5.5 6.0 9.0 basic-11.0 channel 2462 station-role root rts threshold 2312 world-mode dot11d country GB indoor bridge-group 1 bridge-group 1 subscriber-loop-control bridge-group 1 spanning-disabled bridge-group 1 block-unknown-source no bridge-group 1 source-learning no bridge-group 1 unicast-flooding All devices are connected to the Gb Switch which is connected to FE0 with the following: Hardware is Fast Ethernet, address is 0021.a03e.6519 (bia 0021.a03e.6519) Description: Uplink to Switch MTU 1500 bytes, BW 100000 Kbit/sec, DLY 100 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation ARPA, loopback not set Keepalive set (10 sec) Full-duplex, 100Mb/s ARP type: ARPA, ARP Timeout 04:00:00 Last input never, output never, output hang never Last clearing of "show interface" counters never Input queue: 0/75/0/0 (size/max/drops/flushes); Total output drops: 0 Queueing strategy: fifo Output queue: 0/40 (size/max) 5 minute input rate 14000 bits/sec, 19 packets/sec 5 minute output rate 167000 bits/sec, 23 packets/sec 177365 packets input, 52089562 bytes, 0 no buffer Received 919 broadcasts, 0 runts, 0 giants, 0 throttles 260 input errors, 260 CRC, 0 frame, 0 overrun, 0 ignored 0 input packets with dribble condition detected 156673 packets output, 106218222 bytes, 0 underruns 0 output errors, 0 collisions, 2 interface resets 0 babbles, 0 late collision, 0 deferred 0 lost carrier, 0 no carrier 0 output buffer failures, 0 output buffers swapped out Not sure why I'm having problems on the wireless and I've reached the end of my Cisco knowledge... Thanks for any pointers! Carl

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  • C# Finalize/Dispose pattern

    - by robUK
    Hello, C# 2008 I have been working on this for a while now. And I am still confused about some issues. My questions below 1) I know that you only need a finalizer if you are disposing of unmanaged resources. However, if you are using managed resources that make calls to unmanaged resources. Would you still need to implement a finalizer? 2) However, if you develop a class that doesn't use any unmanged resources directly or indirectly and you implement the IDisposable so that clients of your class can use the 'using statement'. Would it be acceptable to implement the IDisposable just so that clients of your class can use the using statement? using(myClass objClass = new myClass()) { // Do stuff here } 3) I have developed this simple code below to demostrate the Finalize/dispose pattern: public class NoGateway : IDisposable { private WebClient wc = null; public NoGateway() { wc = new WebClient(); wc.DownloadStringCompleted += wc_DownloadStringCompleted; } // Start the Async call to find if NoGateway is true or false public void NoGatewayStatus() { // Start the Async's download // Do other work here wc.DownloadStringAsync(new Uri(www.xxxx.xxx)); } private void wc_DownloadStringCompleted(object sender, DownloadStringCompletedEventArgs e) { // Do work here } // Dispose of the NoGateway object public void Dispose() { wc.DownloadStringCompleted -= wc_DownloadStringCompleted; wc.Dispose(); GC.SuppressFinalize(this); } } Question about the source code: 1) Here I have not added the finalizer. And normally the finalizer will be called by the GC, and the finalizer will call the Dispose. As I don't have the finalizer, when do I call the Dispose method? Is it the client of the class that has to call it? So my class in the example is called NoGateway and the client could use and dispose of the class like this: Would the Dispose method be automatically called when execution reaches the end of the using block? using(NoGateway objNoGateway = new NoGateway()) { // Do stuff here } Or does the client have to manually call the dispose method i.e.? NoGateway objNoGateway = new NoGateway(); // Do stuff with object objNoGateway.Dispose(); // finished with it Many thanks for helping with all these questions, 2) I am using the webclient class in my 'NoGateway' class. Because the webclient implements the IDisposable interface. Does this mean that the webclient indirectly uses unmanaged resources? Is there any hard and fast rule to follow about this. How do I know that a class uses unmanaged resources?

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  • c# Xna keydown with a delay of 1 sec

    - by bld
    Hi!. im writing a tetris in xna. i have a class with a method rotateBlocks. When i press the "Up" arrow key. i wanna have that when i hold the button down for 1 sec or more that it executes the arguments in the first else if(rotating the blocks fast) right now nothing is happening. i have declared oldState globally in the class. if i remove the gametime check in first the else if the block will rotate fast imedietley. if i try to step through the code with linebreaks the resolution get f****d up public void RotateBlocks(loadBlock lb, KeyboardState newState, GameTime gameTime) { _elapsedSeconds2 += (float)gameTime.ElapsedGameTime.TotalSeconds; if (lb._name.Equals("block1")) { if (newState.IsKeyDown(Keys.Up) && !oldState.IsKeyDown(Keys.Up)) { // the player just pressed Up if (_rotated) { lb._position[0].X -= 16; lb._position[0].Y -= 16; lb._position[2].X += 16; lb._position[2].Y += 16; lb._position[3].X += 32; lb._position[3].Y += 32; _rotated = false; } else if (!_rotated) { lb._position[0].X += 16; lb._position[0].Y += 16; lb._position[2].X -= 16; lb._position[2].Y -= 16; lb._position[3].X -= 32; lb._position[3].Y -= 32; _rotated = true; } } if (newState.IsKeyDown(Keys.Up) && oldState.IsKeyDown(Keys.Up)) { // the player is holding the key down if (gameTime.ElapsedGameTime.TotalSeconds >=1) { if (_rotated) { lb._position[0].X -= 16; lb._position[0].Y -= 16; lb._position[2].X += 16; lb._position[2].Y += 16; lb._position[3].X += 32; lb._position[3].Y += 32; _rotated = false; } else if (!_rotated) { lb._position[0].X += 16; lb._position[0].Y += 16; lb._position[2].X -= 16; lb._position[2].Y -= 16; lb._position[3].X -= 32; lb._position[3].Y -= 32; _rotated = true; } _elapsedSeconds2 = 0; } }

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  • Prototype JS swallows errors in dom:loaded, and ajax callbacks?

    - by WishCow
    I can't figure out why prototype suppressess the error messages in the dom:loaded event, and in AJAX handlers. Given the following piece of HTML: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Conforming XHTML 1.1 Template</title> <script type="text/javascript" src="prototype.js"></script> <script type="text/javascript"> document.observe('dom:loaded', function() { console.log('domready'); console.log(idontexist); }); </script> </head> <body> </body> </html> The domready event fires, I see the log in the console, but there is no indication of any errors whatsoever. If you move the console.log(idontexist); line out of the handler, you get the idontexist is not defined error in the console. I find it a little weird, that in other event handlers, like 'click', you get the error message, it seems that it's only the dom:loaded that has this problem. The same goes for AJAX handlers: new Ajax.Request('/', { method: 'get', onComplete: function(r) { console.log('xhr complete'); alert(youwontseeme); } }); You won't see any errors. This is with prototype.js 1.6.1, and I can't find any indication of this behavior in the docs, nor a way to enable error reporting in these handlers. I have tried stepping through the code with FireBug's debugger, and it seems to jump to a function on line 53 named K, when it encounters the missing variable in the dom:loaded handler: K: function(x) { return x } But how? Why? When? I can't see any try/catch block there, how does the program flow end up there? I know that I can make the errors visible by packing my dom:ready handler(s) in try/catch blocks, but that's not a very comfortable option. Same goes for registering a global onException handler for the AJAX calls. Why does it even suppress the errors? Did someone encounter this before?

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  • Display label character by character using javascript

    - by Muhammad Sajid
    Hi, I am creating Hang a Man using PHP, MySQL & Javascript. Every thing is going perfect, I get a word randomly from DB show it as a label apply it a class where display = none. Now when I click on a Character that character become disable fine which i actually want but the label-character does not show. My code is: <link href="style.css" rel="stylesheet" type="text/css" media="screen" /> <?php include( 'config.php' ); $question = questions(); // Get question. $alpha = alphabats(); // Get alphabets. ?> <script language="javascript"> function clickMe( name ){ var question = '<?php echo $question; ?>'; var questionLen = <?php echo strlen($question); ?>; for ( var i = 0; i < questionLen; i++ ){ if ( question[i] == name ){ var link = document.getElementById( name ); link.style.display = 'none'; var label = document.getElementById( 'questionLabel' + i ); label.style.display = 'block'; } } } </script> <div> <table align="center" style="border:solid 1px"> <tr> <?php for ( $i = 0; $i < 26; $i++ ) { echo "<td><a href='#' id=$alpha[$i] name=$alpha[$i] onclick=clickMe('$alpha[$i]');>". $alpha[$i] ."</a>&nbsp;</td>"; } ?> </tr> </table> <br/> <table align="center" style="border:solid 1px"> <tr> <?php for ( $i = 0; $i < strlen($question); $i++ ) { echo "<td class='question'><label id=questionLabel$i >". $question[$i] ."</label></td>"; } ?> </tr> </table> </div>

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  • Delay keyboard input help

    - by Stradigos
    I'm so close! I'm using the XNA Game State Management example found here and trying to modify how it handles input so I can delay the key/create an input buffer. In GameplayScreen.cs I've declared a double called elapsedTime and set it equal to 0. In the HandleInput method I've changed the Key.Right button press to: if (keyboardState.IsKeyDown(Keys.Left)) movement.X -= 50; if (keyboardState.IsKeyDown(Keys.Right)) { elapsedTime -= gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsedTime <= 0) { movement.X += 50; elapsedTime = 10; } } else { elapsedTime = 0; } The pseudo code: If the right arrow key is not pressed set elapsedTime to 0. If it is pressed, the elapsedTime equals itself minus the milliseconds since the last frame. If the difference then equals 0 or less, move the object 50, and then set the elapsedTime to 10 (the delay). If the key is being held down elapsedTime should never be set to 0 via the else. Instead, after elapsedTime is set to 10 after a successful check, the elapsedTime should get lower and lower because it's being subtracted by the TotalMilliseconds. When that reaches 0, it successfully passes the check again and moves the object once more. The problem is, it moves the object once per press but doesn't work if you hold it down. Can anyone offer any sort of tip/example/bit of knowledge towards this? Thanks in advance, it's been driving me nuts. In theory I thought this would for sure work. CLARIFICATION Think of a grid when your thinking about how I want the block to move. Instead of just fluidly moving across the screen, it's moving by it's width (sorta jumping) to the next position. If I hold down the key, it races across the screen. I want to slow this whole process down so that holding the key creates an X millisecond delay between it 'jumping'/moving by it's width. EDIT: Turns out gameTime.ElapsedGameTime.TotalMilliseconds is returning 0... all of the time. I have no idea why.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • CDI SessionScoped Bean instance remains unchanged when login with different user

    - by Jason Yang
    I've been looking for the workaround of this problem for rather plenty of time and no result, so I ask question here. Simply speaking, I'm using a CDI SessionScoped Bean User in my project to manage user information and display them on jsf pages. Also container-managed j_security_check is used to resolve authentication issue. Everything is fine if first logout with session.invalidate() and then login in the same browser tab with a different user. But when I tried to directly login (through login.jsf) with a new user without logout beforehand, I found the user information remaining unchanged. I debugged and found the User bean, as well as the HttpSession instance, always remaining the same if login with different users in the same browser, as long as session.invalidate() not invoked. But oddly, the session id did modified, and I've both checked in Java code and Firebug. org.apache.catalina.session.StandardSessionFacade@5d7b4092 StandardSession[c69a71d19f369d08b5dddbea2ef0] attrName = org.jboss.weld.context.conversation.ConversationIdGenerator : attrValue=org.jboss.weld.context.conversation.ConversationIdGenerator@583c9dd8 attrName = org.jboss.weld.context.ConversationContext.conversations : attrValue = {} attrName = org.jboss.weld.context.http.HttpSessionContext#org.jboss.weld.bean-Discipline-ManagedBean-class com.netease.qa.discipline.profile.User : attrValue = Bean: Managed Bean [class com.netease.qa.discipline.profile.User] with qualifiers [@Any @Default @Named]; Instance: com.netease.qa.discipline.profile.User@c497c7c; CreationalContext: org.jboss.weld.context.CreationalContextImpl@739efd29 attrName = javax.faces.request.charset : attrValue = UTF-8 org.apache.catalina.session.StandardSessionFacade@5d7b4092 StandardSession[c6ab4b0c51ee0a649ef696faef75] attrName = org.jboss.weld.context.conversation.ConversationIdGenerator : attrValue = org.jboss.weld.context.conversation.ConversationIdGenerator@583c9dd8 attrName = com.sun.faces.renderkit.ServerSideStateHelper.LogicalViewMap : attrValue = {-4968076393130137442={-7694826198761889564=[Ljava.lang.Object;@43ff5d6c}} attrName = org.jboss.weld.context.ConversationContext.conversations : attrValue = {} attrName = org.jboss.weld.context.http.HttpSessionContext#org.jboss.weld.bean-Discipline-ManagedBean-class com.netease.qa.discipline.profile.User : attrValue = Bean: Managed Bean [class com.netease.qa.discipline.profile.User] with qualifiers [@Any @Default @Named]; Instance: com.netease.qa.discipline.profile.User@c497c7c; CreationalContext: org.jboss.weld.context.CreationalContextImpl@739efd29 attrName = javax.faces.request.charset : attrValue = UTF-8 Above block contains two successive logins and their Session info. We can see that the instance(1st row) the same while session id(2nd row) different. Seems that session object is reused to contain different session id and CDI framework manages session bean life cycle in accordance with the session object only(?). I'm wondering whether there could be only one server-side session object within the same browser unless invalidated? Since I'm adopting j_security_check I fancy intercepting it and invalidating old session is not so easy. So is it possible to accomplish the goal without altering the CDI+JSF+j_security_check design that one can relogin with different account in the same or different tab within the same browser? Really look forward for your response. More info: Glassfish v3.1 is my appserver.

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  • bbPress Loop help

    - by Cameron
    Hi I have the following code: <?php if ( bb_forums() ) : ?> <?php while ( bb_forum() ) : ?> <div class="box"> <?php if (bb_get_forum_is_category()) : ?> <h3><a href="<?php forum_link(); ?>"><?php forum_name(); ?></a></h3> <?php continue; endif; ?> <ol> <li class="arrow f_unread"> <a href="<?php forum_link(); ?>"> <strong><?php forum_name(); ?></strong><br /> <?php forum_topics(); ?> Topics / <?php forum_posts(); ?> Replies </a> </li> </ol> </div> <?php endwhile; ?> <?php endif; // bb_forums() ?> Struggling to get it to work how I want which is basically like this: for each category do this: <div class="box"> <h3>CAT</h3> <ol> <li>Forum</li> <li>Forum</li> </ol> </div> so that div should be repeated for each block. if a set of forums has not category, then all of the code would be above would run but just no h3. can anyone help thanks.

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  • jQuery: .toggle() doesnt work properly on two different elements.

    - by Marius
    Hello there, This is my markup: <table class="col1table" cellspacing="0" cellpadding="0"> <tr> <td><a class="tips_trigger" href="#"><img src="/img/design/icon_tips_venn.png" /></a></td> <td><a class="facebook_trigger" href="#"><img src="/img/design/icon_facebook.png" /></a></td> <td><a class="twitter_trigger" href="#"><img src="/img/design/icon_twitter.png" /></a></td> <td><a class="myspace_trigger" href="#"><img src="/img/design/icon_myspace.png" /></a></td> </tr> <tr> <td><a class="tips_trigger" href="#">TIPS EN VENN</a></td> <td><a class="facebook_trigger" href="#">FACEBOOK</a></td> <td><a class="twitter_trigger" href="#">TWITTER</a></td> <td><a class="myspace_trigger" href="#">MYSPACE</a></td> </tr> </table> This is the mark-up for a tool-tip: <div id="message_tips" class="toolTip">Lorem ipsum dolor sit amet.<br /><br /><br /><br /><br /><br />Lorem ipsum dolor sit amet.</div> This is my code to hide/unhide tooltip for .tips_trigger (the tooltip has id: "#message_tips"). Notice that there is one .tips_trigger on each row in the table. And there will be one tooltip per "..._trigger-class". $('.tips_trigger').toggle(function(event){ event.preventDefault(); $('#message_tips').css('display', 'block'); }, function(event){ $('#message_tips').css('display', 'none'); }); I have two problems: 1. Each of the tips_trigger-classes seems to work the script independatly. What I mean by that is if I click tips_trigger in the first row, it displays the tool-tip. If i click tips_trigger in the second row straight after, it displays the tool-tip again. I have to click the exact same tips_trigger-class istance twice for it to hide it. How can I overcome this problem? 2. Each of the "..._trigger"-classes will have a tool-tip, not just ".tips_trigger". Is there a way to alter my current script so that it works for multiple unhides/hides instead of writing one script per class? Kind regards, Marius

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  • Display the form again ?

    - by noralain
    Hi all, I want to ask about the form in javascript .. I want to do a game that the user enter the correct word, then alert message will apeared for correct word.. When the user do the first word correctly, the program will display another word (to be corrected) .. but the problem which i faced that i can't make the form display again to continue play the game .. i used : var d = document.getElementById("form1"); d.style.visibility = "visible"; but it doesn't work !! This is my code: <title>Word Decoder</title> <script type="text/javascript"> function checkWord(word, score){ var ok = words[score].valueOf(); var ok1 = document.getElementById("wordid"); if(ok1.value == ok){ score ++; alert("Correct, your score is: " + score); var d = document.getElementById("form1"); d.style.visibility = "visible"; return false; } else { alert("Wrong Spelling"); return false; } } </script> </head> <body> <script type="text/javascript"> var words = new Array ("apple", "orange", "banana", "manago", "table"); var reWords = new Array ("alpep", "ergano", "aaabnn", "goamna", "lbeat"); var count = 0; var score = 0; "</br>"; </script> <form id="form1"> <br> <dir id="displayForm" style="position: relative; visibility: visible; display: block"> <h3><b> <script> document.write(reWords[score]);</script> </b></h3> <br> Enter the correct word: <input type="text" value="" id="wordid"/> <input type="submit" value="Check Answer ??" onclick="return checkWord(wordid, score);" /> </dir> </form> </body> Can help me to solve the problem? Again: I want the game will display a scrambled word and the user must unscrambled the word to move to the other word. The problem is i can't display the form again to make the user unscrambled the second, third ..etc words..

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