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  • iPhone SDK / Core Data usage scenario, similar to GAE data store?

    - by boliva
    Hi all, I am currently rewriting a map based App which I wrote in the past, specifically for 2.2.1 devices. Originally I wrote it to make use of SQLite databases but I would like to try and migrate it over Core Data, now that it's available on 3.X (for which I am rewriting to). I am fairly experienced in iPhone/Obj-C development, SQL and server backend technologies, but I have never had the chance to work with Core Data so IDK really if it's the appropiate tool for what I am trying to accomplish. The App works on a limited area in a map over which there are about 4000 placemarks, with different kinds of icons and sizes. Of course not all 4000 placemarks are shown at once but only those currently visible in the map viewport, and depending on the zoom level. What I am doing right now is, after the user moves the map in any way (panning or zooming) I am requesting from the backend server the required information for the placemarks that would be visible given the viewport coordinates boundaries and zoom level, however the process isn't as smooth as I'd like (the backend is sending its response in XML and I am compressing it using gzip), it takes anywhere from 1 to 3 seconds to update the display of the placemarks after the user ends moving the map. What I would like to do is to prefetch all the placemarks data at the App launch and use it all through the app life time - I don't mind storing it for later use because the data should be dynamic. The way I would do it right now is, after retrieving all the data, to store it on an SQLite db which I would query later, whenever the user moves the map, to return only the placemarks inside the viewport coordinate boundaries and specific to a given zoom level. Now, the question itself is, if is it possible to use some more 'native', object driven way to carry this queries process, which got me thinking about Core Data and if it is in any way similar to what Google App Engine offers through its datastore where you can fetch a number of objects from the backend given a certain query or criteria, without resorting to an SQL query itself. Like I said before I don't have any experience on Core Data but I have a pretty deep understanding of Obj-C and iPhone development, as well as SQL databases. Any guides on how to achieve what I'm trying (if possible at all) would be greatly appreciated.

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  • Tunnel over HTTPS

    - by ephemient
    At my workplace, the traffic blocker/firewall has been getting progressively worse. I can't connect to my home machine on port 22, and lack of ssh access makes me sad. I was previously able to use SSH by moving it to port 5050, but I think some recent filters now treat this traffic as IM and redirect it through another proxy, maybe. That's my best guess; in any case, my ssh connections now terminate before I get to log in. These days I've been using Ajaxterm over HTTPS, as port 443 is still unmolested, but this is far from ideal. (Sucky terminal emulation, lack of port forwarding, my browser leaks memory at an amazing rate...) I tried setting up mod_proxy_connect on top of mod_ssl, with the idea that I could send a CONNECT localhost:22 HTTP/1.1 request through HTTPS, and then I'd be all set. Sadly, this seems to not work; the HTTPS connection works, up until I finish sending my request; then SSL craps out. It appears as though mod_proxy_connect takes over the whole connection instead of continuing to pipe through mod_ssl, confusing the heck out of the HTTPS client. Is there a way to get this to work? I don't want to do this over plain HTTP, for several reasons: Leaving a big fat open proxy like that just stinks A big fat open proxy is not good over HTTPS either, but with authentication required it feels fine to me HTTP goes through a proxy -- I'm not too concerned about my traffic being sniffed, as it's ssh that'll be going "plaintext" through the tunnel -- but it's a lot more likely to be mangled than HTTPS, which fundamentally cannot be proxied Requirements: Must work over port 443, without disturbing other HTTPS traffic (i.e. I can't just put the ssh server on port 443, because I would no longer be able to serve pages over HTTPS) I have or can write a simple port forwarder client that runs under Windows (or Cygwin) Edit DAG: Tunnelling SSH over HTTP(S) has been pointed out to me, but it doesn't help: at the end of the article, they mention Bug 29744 - CONNECT does not work over existing SSL connection preventing tunnelling over HTTPS, exactly the problem I was running into. At this point, I am probably looking at some CGI script, but I don't want to list that as a requirement if there's better solutions available.

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  • JavaScript Image zoom with CSS3 Transforms, How to calculate Origin? (with example)

    - by Sunday Ironfoot
    I'm trying to implement an image zoom effect, a bit like how the zoom works with Google Maps, but with a grid of fix position images. I've uploaded an example of what I have so far here: http://www.dominicpettifer.co.uk/Files/MosaicZoom.html (uses CSS3 transforms so only works with Firefox, Opera, Chrome or Safari) Use your mouse wheel to zoom in/out. The HTML source is basically an outer div with an inner-div, and that inner-div contains 16 images arranged using absolute position. It's going to be a Photo Mosaic basically. I've got the zoom bit working using CSS3 transforms: $(this).find('div').css('-moz-transform', 'scale(' + scale + ')'); ...however, I'm relying on the mouse X/Y position on the outer div to zoom in on where the mouse cursor is, similar to how Google Maps functions. The problem is that if you zoom right in on an image, move the cursor to the bottom/left corner and zoom again, instead of zooming to the bottom/left corner of the image, it zooms to the bottom/left of the entire mosaic. This has the effect of appearing to jump about the mosaic as you zoom in closer while moving the mouse around, even slightly. That's basically the problem, I want the zoom to work exactly like Google Maps where it zooms exactly to where your mouse cursor position is, but I can't get my head around the Maths to calculate the transform-origin: X/Y values correctly. Please help, been stuck on this for 3 days now. Here is the full code listing for the mouse wheel event: var scale = 1; $("#mosaicContainer").mousewheel(function(e, delta) { if (delta > 0) { scale += 1; } else { scale -= 1; } scale = scale < 1 ? 1 : (scale > 40 ? 40 : scale); var x = e.pageX - $(this).offset().left; var y = e.pageY - $(this).offset().top; $(this).find('div').css('-moz-transform', 'scale(' + scale + ')') .css('-moz-transform-origin', x + 'px ' + y + 'px'); return false; });

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  • php adding images to another image, exact positioning

    - by user271619
    I have a cool snippet of code that works well, except one thing. The code will take an icon I want to add to an existing picture. I can position it where I want too! Which is exactly what I need to do. However, I'm stuck on one thing, concerning the placement. The code "starting position" (on the main image: navIcons.png) is from the Bottom Right. I have 2 variables: $move_left = 10; & $move_up = 8;. So, the means I can position the icon.png 10px left, and 8px up, from the bottom right corner. I really really want to start the positioning from the Top Left of the image, so I'm really moving the icon 10px right & 8px down, from the top left position of the main image. Can someone look at my code and see if I'm just missing something that inverts that starting position? function attachIcon($imgname) { $mark = imagecreatefrompng($imgname); imagesavealpha($mark, true); list($icon_width, $icon_height) = getimagesize($imgname); $img = imagecreatefrompng('images/sprites/navIcons.png'); imagesavealpha($img, true); $move_left = 10; $move_up = 9; list($mainpic_width, $mainpic_height) = getimagesize('images/sprites/navIcons.png'); imagecopy($img, $mark, $mainpic_width-$icon_width-$move_left, $mainpic_height-$icon_height-$move_up, 0, 0, $icon_width, $icon_height); imagepng($img); // display the image + positioned icon in the browser //imagepng($img,'newnavIcon.png'); // rewrite the image with icon attached. } header('Content-Type: image/png'); attachIcon('icon.png'); ? For those who are wondering why I'd even bother doing this. In a nutshell, I like to add 16x16 icons to 1 single image, while using css to display that individual icon. This does involve me downloading the image (sprite) and open photoshop, add the new icon (positioning it), and reuploading it to the server. Not a massive ordeal, but just having fun with php.

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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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  • Binary Search Help

    - by aloh
    Hi, for a project I need to implement a binary search. This binary search allows duplicates. I have to get all the index values that match my target. I've thought about doing it this way if a duplicate is found to be in the middle: Target = G Say there is this following sorted array: B, D, E, F, G, G, G, G, G, G, Q, R S, S, Z I get the mid which is 7. Since there are target matches on both sides, and I need all the target matches, I thought a good way to get all would be to check mid + 1 if it is the same value. If it is, keep moving mid to the right until it isn't. So, it would turn out like this: B, D, E, F, G, G, G, G, G, G (MID), Q, R S, S, Z Then I would count from 0 to mid to count up the target matches and store their indexes into an array and return it. That was how I was thinking of doing it if the mid was a match and the duplicate happened to be in the mid the first time and on both sides of the array. Now, what if it isn't a match the first time? For example: B, D, E, F, G, G, J, K, L, O, Q, R, S, S, Z Then as normal, it would grab the mid, then call binary search from first to mid-1. B, D, E, F, G, G, J Since G is greater than F, call binary search from mid+1 to last. G, G, J. The mid is a match. Since it is a match, search from mid+1 to last through a for loop and count up the number of matches and store the match indexes into an array and return. Is this a good way for the binary search to grab all duplicates? Please let me know if you see problems in my algorithm and hints/suggestions if any. The only problem I see is that if all the matches were my target, I would basically be searching the whole array but then again, if that were the case I still would need to get all the duplicates. Thank you BTW, my instructor said we cannot use Vectors, Hash or anything else. He wants us to stay on the array level and get used to using them and manipulating them.

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  • Windows NT Service shutdown issues

    - by Jeremiah Gowdy
    I have developed middleware that provides RPC functionality to multiple client applications on multiple platforms within our organization. The middleware is written in C# and runs as a Windows NT Service. It handles things like file access to network shares, database access, etc. The middleware is hosted on two high end systems running Windows Server 2008 R2. When one of our server administrators goes to reboot the machine, primarily to do Windows Updates, there are serious problems with how the system behaves in regards to my NT Service. My service is designed to immediately stop listening for new connections, immediately start refusing new requests on existing connections, and otherwise shut down as rapidly as possible in the case of an OnStop or OnShutdown request from the SCM. Still, to maintain system integrity, operations that are currently in progress are allowed to continue for a reasonable time. Usually the server shuts down inside of 30 seconds (when the service is manually stopped for example). However, when the system is instructed to restart, my service immediately loses access to network drives and UNC paths, causing data integrity problems for any open files and partial writes to those locations. My service does list Workstation (and thus SMB Redirector) as a dependency, so I would think that my service would need to be stopped prior to Workstation/Redirector being stopped if Windows were honoring those dependencies. Basically, my application is forced to crash and burn, failing remote procedure calls and eventually being forced to terminate by the operating system after a timeout period has elapsed (seems to be on the order of 20-30 seconds). Unlike a Windows application, my Windows NT Service doesn't seem to have any power to stop a system shutdown in progress, delay the system shutdown, or even just the opportunity to save out any pending network share disk writes before being forcibly disconnected and shutdown. How is an NT Service developer supposed to have any kind of application integrity in this environment? Why is it that Forms Applications get all of the opportunity to finish their business prior to shutdown, while services seem to get no such benefits? I have tried: Calling SetProcessShutdownParameters via p/invoke to try to notify my application of the shutdown sooner to avoid Redirector shutting down before I do. Calling ServiceBase.RequestAdditionalTime with a value less than or equal to the two minute limit. Tweaking the WaitToKillServiceTimeout Everything I can think of to make my service shutdown faster. But in the end, I still get ~30 seconds of problematic time in which my service doesn't even seem to have been notified of an OnShutdown event yet, but requests are failing due to redirector no longer servicing my network share requests. How is this issue meant to be resolved? What can I do to delay or stop the shutdown, or at least be allowed to shut down my active tasks without Redirector services disappearing out from under me? I can understand what Microsoft is trying to do to prevent services from dragging their feet and showing shutdowns, but that seems like a great goal for Windows client operating systems, not for servers. I don't want my servers to shutdown fast, I want operational integrity and graceful shutdowns. Thanks in advance for any help you can provide. PS in regards to writing my own middleware, this is for a telephony application with sub-second "soft-realtime" response time requirements. It does make sense, and it's not a point I'm looking to debate. :)

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  • Why do jQuery fadeIn() and fadeOut() seem quirky in this example?

    - by Ben McCormack
    I've been playing with jQuery in an ASP.NET project and am finding some odd behavior with the .fadeIn() and fadeOut() functions. In the below example, a click on the button (ID Button1) is supposed to cause both the span of text with ID Label1 and the the button with the ID TextBox1 to do the following things: Fade Out Change the text of both the text box and the span of text to be You clicked the button Fade In Based on the browser I'm using, I get 3 different scenarios, and each element functions differently in each situation. Here's what happens when I actually click the button: TextBox1: In IE8, the text box fades out, changes text, then fades back in In IE8 Compatibility View, the text box fades out, changes text, then fades back in. However, the text in the box looks a little different than before the button was clicked. In FireFox 3.5.8, the text box doesn't fade out (but it does "pause" for the amount of time the fade would take), does change the text, then seems to "pause" again where it would be fading in. Label1: In IE8, the label doesn't fade out (but it does "pause" for the amount of time the fade would take), does change the text, then seems to "pause" again where it would be fading in. In IE8 Compatibility View, the label does fade out, change text, and fades back in, but the text looks a little different than before the button was clicked. In FireFox 3.5.8, the label doesn't fade out (but it does "pause" for the amount of time the fade would take), does change the text, then seems to "pause" again where it would be fading in. Two questions: What's going in to make each element to behave differently in different browsers? Is there a better way to get the functionality I'm looking for across multiple platforms? Here's the source code of the file: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head><title> </title> <script src="http://ajax.microsoft.com/ajax/jQuery/jquery-1.4.1-vsdoc.js" type="text/javascript"></script> <script type="text/javascript"> $(document).ready(function() { $("#Button1").click(function(event) { $("#Label1").fadeOut("slow", function() { $(this).text("You clicked the button"); $(this).fadeIn("slow"); }); $("#TextBox1").fadeOut("slow", function() { $(this).val("You clicked the button").fadeIn("slow"); $(this).fadeIn("slow"); }); event.preventDefault(); }); $("a").click(function(event) { $("#Label1").text("You clicked the link"); $("#TextBox1").val("You clicked the link"); event.preventDefault(); }); }); </script> </head> <body> <form name="form1" method="post" action="Default.aspx" id="form1"> <div> <input type="hidden" name="__VIEWSTATE" id="__VIEWSTATE" value="/wEPDwUJNTQwMjM5ODcyZGT6OfedWuFhLrSUyp+gwkCEueddvg==" /> </div> <div> <input type="hidden" name="__EVENTVALIDATION" id="__EVENTVALIDATION" value="/wEWAwK56uWtBwLs0bLrBgKM54rGBotkyyA5RRsPBGNaPTPCe7F5ARwv" /> </div> <div> <span id="Label1" style="color:#009900;">Type Something Here:</span> &nbsp; <a href="http://www.google.com">This is a test Link</a> <input name="TextBox1" type="text" value="test" id="TextBox1" style="width:258px;" /> <br /> <br /> <input type="submit" name="Button1" value="Button" id="Button1" /> </div> </form> </body> </html>

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  • Error using `loess.smooth` but not `loess` or `lowess`

    - by Sandy
    I need to smooth some simulated data, but occasionally run into problems when the simulated ordinates to be smoothed are mostly the same value. Here is a small reproducible example of the simplest case. > x <- 0:50 > y <- rep(0,51) > loess.smooth(x,y) Error in simpleLoess(y, x, w, span, degree, FALSE, FALSE, normalize = FALSE, : NA/NaN/Inf in foreign function call (arg 1) loess(y~x), lowess(x,y), and their analogue in MATLAB produce the expected results without error on this example. I am using loess.smooth here because I need the estimates evaluated at a set number of points. According to the documentation, I believe loess.smooth and loess are using the same estimation functions, but the former is an "auxiliary function" to handle the evaluation points. The error seems to come from a C function: > traceback() 3: .C(R_loess_raw, as.double(pseudovalues), as.double(x), as.double(weights), as.double(weights), as.integer(D), as.integer(N), as.double(span), as.integer(degree), as.integer(nonparametric), as.integer(order.drop.sqr), as.integer(sum.drop.sqr), as.double(span * cell), as.character(surf.stat), temp = double(N), parameter = integer(7), a = integer(max.kd), xi = double(max.kd), vert = double(2 * D), vval = double((D + 1) * max.kd), diagonal = double(N), trL = double(1), delta1 = double(1), delta2 = double(1), as.integer(0L)) 2: simpleLoess(y, x, w, span, degree, FALSE, FALSE, normalize = FALSE, "none", "interpolate", control$cell, iterations, control$trace.hat) 1: loess.smooth(x, y) loess also calls simpleLoess, but with what appears to be different arguments. Of course, if you vary enough of the y values to be nonzero, loess.smooth runs without error, but I need the program to run in even the most extreme case. Hopefully, someone can help me with one and/or all of the following: Understand why only loess.smooth, and not the other functions, produces this error and find a solution for this problem. Find a work-around using loess but still evaluating the estimate at a specified number of points that can differ from the vector x. For example, I might want to use only x <- seq(0,50,10) in the smoothing, but evaluate the estimate at x <- 0:50. As far as I know, using predict with a new data frame will not properly handle this situation, but please let me know if I am missing something there. Handle the error in a way that doesn't stop the program from moving onto the next simulated data set. Thanks in advance for any help on this problem.

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  • Build a gem with native extension (Gem::Installer::ExtensionBuildError)

    - by Arnaud Leymet
    I have the following configuration: uname -a : Linux 2.6.24.2 i686 GNU/Linux (Ubuntu) ruby -v : ruby 1.9.0 (2007-12-25 revision 14709) [i486-linux] rails -v : Rails 3.0.0.beta3 gem -v : 1.3.5 rake --version : rake, version 0.8.7 make -v : GNU Make 3.81 gem env : RUBYGEMS VERSION: 1.3.5 RUBY VERSION: 1.9.0 (2007-12-25 patchlevel 0) [i486-linux] INSTALLATION DIRECTORY: /usr/lib/ruby1.9/gems/1.9.0 RUBY EXECUTABLE: /usr/bin/ruby1.9 EXECUTABLE DIRECTORY: /usr/bin RUBYGEMS PLATFORMS: ruby x86-linux GEM PATHS: /usr/lib/ruby1.9/gems/1.9.0 /root/.gem/ruby/1.9.0 GEM CONFIGURATION: :update_sources = true :verbose = true :benchmark = false :backtrace = false :bulk_threshold = 1000 REMOTE SOURCES: http://gems.rubyforge.org/ And when I try this simple command: gem install nokogiri Here is what I get: # gem install nokogiri Building native extensions. This could take a while... ERROR: Error installing nokogiri: ERROR: Failed to build gem native extension. /usr/bin/ruby1.9 extconf.rb checking for iconv.h in /opt/local/include/,/opt/local/include/libxml2,/opt/local/include,/opt/local/include,/opt/local/include/libxml2,/usr/local/include,/usr/local/include/libxml2,/usr/include,/usr/include/libxml2,/usr/include,/usr/include/libxml2... yes checking for libxml/parser.h in /opt/local/include/,/opt/local/include/libxml2,/opt/local/include,/opt/local/include,/opt/local/include/libxml2,/usr/local/include,/usr/local/include/libxml2,/usr/include,/usr/include/libxml2,/usr/include,/usr/include/libxml2... yes checking for libxslt/xslt.h in /opt/local/include/,/opt/local/include/libxml2,/opt/local/include,/opt/local/include,/opt/local/include/libxml2,/usr/local/include,/usr/local/include/libxml2,/usr/include,/usr/include/libxml2,/usr/include,/usr/include/libxml2... yes checking for libexslt/exslt.h in /opt/local/include/,/opt/local/include/libxml2,/opt/local/include,/opt/local/include,/opt/local/include/libxml2,/usr/local/include,/usr/local/include/libxml2,/usr/include,/usr/include/libxml2,/usr/include,/usr/include/libxml2... yes checking for xmlParseDoc() in -lxml2... yes checking for xsltParseStylesheetDoc() in -lxslt... yes checking for exsltFuncRegister() in -lexslt... yes checking for xmlRelaxNGSetParserStructuredErrors()... yes checking for xmlRelaxNGSetParserStructuredErrors()... yes checking for xmlRelaxNGSetValidStructuredErrors()... yes checking for xmlSchemaSetValidStructuredErrors()... yes checking for xmlSchemaSetParserStructuredErrors()... yes creating Makefile make cc -I. -I/usr/include/libxml2 -I/usr/include -I/usr/include/ruby-1.9.0/i486-linux -I/usr/include/ruby-1.9.0 -I. -DHAVE_XMLRELAXNGSETPARSERSTRUCTUREDERRORS -DHAVE_XMLRELAXNGSETPARSERSTRUCTUREDERRORS -DHAVE_XMLRELAXNGSETVALIDSTRUCTUREDERRORS -DHAVE_XMLSCHEMASETVALIDSTRUCTUREDERRORS -DHAVE_XMLSCHEMASETPARSERSTRUCTUREDERRORS -I/opt/local/include/ -I/opt/local/include/libxml2 -I/opt/local/include -D_FILE_OFFSET_BITS=64 -fPIC -fno-strict-aliasing -g -fPIC -g -DXP_UNIX -O3 -Wall -Wcast-qual -Wwrite-strings -Wconversion -Wmissing-noreturn -Winline -o xml_document_fragment.o -c xml_document_fragment.c In the included file starting at ./nokogiri.h:75, From ./xml_document_fragment.h:4, From xml_document_fragment.c:1: ./xml_document.h:5:16: error: st.h : No file or folder with this type make: *** [xml_document_fragment.o] Error 1 Gem files will remain installed in /usr/lib/ruby1.9/gems/1.9.0/gems/nokogiri-1.4.1 for inspection. Results logged to /usr/lib/ruby1.9/gems/1.9.0/gems/nokogiri-1.4.1/ext/nokogiri/gem_make.out The "gem_make.out" file contains the exact same information as described above. If I try with another gem: gem install gherkin Here is what I get: u# gem install gherkin Building native extensions. This could take a while... ERROR: Error installing gherkin: ERROR: Failed to build gem native extension. /usr/bin/ruby1.9 extconf.rb checking for main() in -lc... yes creating Makefile make cc -I. -I/usr/include/ruby-1.9.0/i486-linux -I/usr/include/ruby-1.9.0 -I. -D_FILE_OFFSET_BITS=64 -fPIC -fno-strict-aliasing -g -fPIC -o gherkin_lexer_ar.o -c gherkin_lexer_ar.c /Users/aslakhellesoy/scm/gherkin/tasks/../ragel/i18n/ar.c.rl:11:16: erreur: re.h : Aucun fichier ou dossier de ce type make: *** [gherkin_lexer_ar.o] Erreur 1 Gem files will remain installed in /usr/lib/ruby1.9/gems/1.9.0/gems/gherkin-1.0.30 for inspection. Results logged to /usr/lib/ruby1.9/gems/1.9.0/gems/gherkin-1.0.30/ext/gherkin_lexer_ar/gem_make.out In fact whenever I try to install a gem with native extension, I get the same type of error. Would that ring a bell to anyone?

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  • My listview is not gaining the keyboard focus in Qt

    - by Solitaire
    Hi, i am trying to operate the listview itesm through keyboard focus, its not moving.. can you folks suggest where i am wrong. if i click on the listview from mouse, listview is gaining the focus. i dont no what is wrong. #include <QtGui> #include <QApplication> class Newlist : public QListView { public: Newlist(QWidget *parent = 0); ~Newlist(){}; public: QListView *list; QStringListModel *model; }; Newlist::Newlist(QWidget *parent) : QListView(parent) { list = new QListView(this); list->setViewMode(QListView::ListMode); list->setSelectionMode(QAbstractItemView::SingleSelection); list->setMinimumSize(300,500); model = new QStringListModel(this); QStringList strlist; strlist<<"Test"<<"fest"<<"mest"; list->setModel(model); model->setStringList(strlist); QModelIndex index = model->index(1,0); list->setCurrentIndex(index); QVBoxLayout *layout = new QVBoxLayout(this); layout->addWidget(list); setLayout(layout); list->setFocus(); } class Test : public QMainWindow { public: Test(QWidget *parent = 0); ~Test(){}; private: Mylistview *newlist; QVBoxLayout *layout; }; Test::Test(QWidget *parent) : QMainWindow(parent) { layout = new QVBoxLayout(); newlist = new Mylistview(); this->setCentralWidget(newlist); } int main(int argc, char *argv[]) { QApplication a(argc, argv); Test test; test.showMaximized(); return a.exec(); } Thanks in advance

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  • Hibernate + Spring : cascade deletion ignoring non-nullable constraints

    - by E.Benoît
    Hello, I seem to be having one weird problem with some Hibernate data classes. In a very specific case, deleting an object should fail due to existing, non-nullable relations - however it does not. The strangest part is that a few other classes related to the same definition behave appropriately. I'm using HSQLDB 1.8.0.10, Hibernate 3.5.0 (final) and Spring 3.0.2. The Hibernate properties are set so that batch updates are disabled. The class whose instances are being deleted is: @Entity( name = "users.Credentials" ) @Table( name = "credentials" , schema = "users" ) public class Credentials extends ModelBase { private static final long serialVersionUID = 1L; /* Some basic fields here */ /** Administrator credentials, if any */ @OneToOne( mappedBy = "credentials" , fetch = FetchType.LAZY ) public AdminCredentials adminCredentials; /** Active account data */ @OneToOne( mappedBy = "credentials" , fetch = FetchType.LAZY ) public Account activeAccount; /* Some more reverse relations here */ } (ModelBase is a class that simply declares a Long field named "id" as being automatically generated) The Account class, which is one for which constraints work, looks like this: @Entity( name = "users.Account" ) @Table( name = "accounts" , schema = "users" ) public class Account extends ModelBase { private static final long serialVersionUID = 1L; /** Credentials the account is linked to */ @OneToOne( optional = false ) @JoinColumn( name = "credentials_id" , referencedColumnName = "id" , nullable = false , updatable = false ) public Credentials credentials; /* Some more fields here */ } And here is the AdminCredentials class, for which the constraints are ignored. @Entity( name = "admin.Credentials" ) @Table( name = "admin_credentials" , schema = "admin" ) public class AdminCredentials extends ModelBase { private static final long serialVersionUID = 1L; /** Credentials linked with an administrative account */ @OneToOne( optional = false ) @JoinColumn( name = "credentials_id" , referencedColumnName = "id" , nullable = false , updatable = false ) public Credentials credentials; /* Some more fields here */ } The code that attempts to delete the Credentials instances is: try { if ( account.validationKey != null ) { this.hTemplate.delete( account.validationKey ); } this.hTemplate.delete( account.languageSetting ); this.hTemplate.delete( account ); } catch ( DataIntegrityViolationException e ) { return false; } Where hTemplate is a HibernateTemplate instance provided by Spring, its flush mode having been set to EAGER. In the conditions shown above, the deletion will fail if there is an Account instance that refers to the Credentials instance being deleted, which is the expected behaviour. However, an AdminCredentials instance will be ignored, the deletion will succeed, leaving an invalid AdminCredentials instance behind (trying to refresh that instance causes an error because the Credentials instance no longer exists). I have tried moving the AdminCredentials table from the admin DB schema to the users DB schema. Strangely enough, a deletion-related error is then triggered, but not in the deletion code - it is triggered at the next query involving the table, seemingly ignoring the flush mode setting. I've been trying to understand this for hours and I must admit I'm just as clueless now as I was then.

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  • Find location using only distance and range?

    - by pinnacler
    Triangulation works by checking your angle to three KNOWN targets. "I know the that's the Lighthouse of Alexandria, it's located here (X,Y) on a map, and it's to my right at 90 degrees." Repeat 2 more times for different targets and angles. Trilateration works by checking your distance from three KNOWN targets. "I know the that's the Lighthouse of Alexandria, it's located here (X,Y) on a map, and I'm 100 meters away from that." Repeat 2 more times for different targets and ranges. But both of those methods rely on knowing WHAT you're looking at. Say you're in a forest and you can't differentiate between trees, but you know where key trees are. These trees have been hand picked as "landmarks." You have a robot moving through that forest slowly. Do you know of any ways to determine location based solely off of angle and range, exploiting geometry between landmarks? Note, you will see other trees as well, so you won't know which trees are key trees. Ignore the fact that a target may be occluded. Our pre-algorithm takes care of that. 1) If this exists, what's it called? I can't find anything. 2) What do you think the odds are of having two identical location 'hits?' I imagine it's fairly rare. 3) If there are two identical location 'hits,' how can I determine my exact location after I move the robot next. (I assume the chances of having 2 occurrences of EXACT angles in a row, after I reposition the robot, would be statistically impossible, barring a forest growing in rows like corn). Would I just calculate the position again and hope for the best? Or would I somehow incorporate my previous position estimate into my next guess? If this exists, I'd like to read about it, and if not, develop it as a side project. I just don't have time to reinvent the wheel right now, nor have the time to implement this from scratch. So if it doesn't exist, I'll have to figure out another way to localize the robot since that's not the aim of this research, if it does, lets hope it's semi-easy.

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  • "Emulating" Application.Run using Application.DoEvents

    - by Luca
    I'm getting in trouble. I'm trying to emulate the call Application.Run using Application.DoEvents... this sounds bad, and then I accept also alternative solutions to my question... I have to handle a message pump like Application.Run does, but I need to execute code before and after the message handling. Here is the main significant snippet of code. // Create barrier (multiple kernels synchronization) sKernelBarrier = new KernelBarrier(sKernels.Count); foreach (RenderKernel k in sKernels) { // Create rendering contexts (one for each kernel) k.CreateRenderContext(); // Start render kernel kernels k.mThread = new Thread(RenderKernelMain); k.mThread.Start(k); } while (sKernelBarrier.KernelCount > 0) { // Wait untill all kernel loops has finished sKernelBarrier.WaitKernelBarrier(); // Do application events Application.DoEvents(); // Execute shared context services foreach (RenderKernelContextService s in sContextServices) s.Execute(sSharedContext); // Next kernel render loop sKernelBarrier.ReleaseKernelBarrier(); } This snippet of code is execute by the Main routine. Pratically I have a list of Kernel classes, which runs in separate threads, these threads handle a Form for rendering in OpenGL. I need to synchronize all the Kernel threads using a barrier, and this work perfectly. Of course, I need to handle Form messages in the main thread (Main routine), for every Form created, and indeed I call Application.DoEvents() to do the job. Now I have to modify the snippet above to have a common Form (simple dialog box) without consuming the 100% of CPU calling Application.DoEvents(), as Application.Run does. The goal should be to have the snippet above handle messages when arrives, and issue a rendering (releasing the barrier) only when necessary, without trying to get the maximum FPS; there should be the possibility to switch to a strict loop to render as much as possible. How could it be possible? Note: the snippet above must be executed in the Main routine, since the OpenGL context is created on the main thread. Moving the snippet in a separated thread and calling Application.Run is quite unstable and buggy...

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  • How to delete multiple files with msbuild/web deployment project?

    - by Alex
    I have an odd issue with how msbuild is behaving with a VS2008 Web Deployment Project and would like to know why it seems to randomly misbehave. I need to remove a number of files from a deployment folder that should only exist in my development environment. The files have been generated by the web application during dev/testing and are not included in my Visual Studio project/solution. The configuration I am using is as follows: <!-- Partial extract from Microsoft Visual Studio 2008 Web Deployment Project --> <ItemGroup> <DeleteAfterBuild Include="$(OutputPath)data\errors\*.xml" /> <!-- Folder 1: 36 files --> <DeleteAfterBuild Include="$(OutputPath)data\logos\*.*" /> <!-- Folder 2: 2 files --> <DeleteAfterBuild Include="$(OutputPath)banners\*.*" /> <!-- Folder 3: 1 file --> </ItemGroup> <Target Name="AfterBuild"> <Message Text="------ AfterBuild process starting ------" Importance="high" /> <Delete Files="@(DeleteAfterBuild)"> <Output TaskParameter="DeletedFiles" PropertyName="deleted" /> </Delete> <Message Text="DELETED FILES: $(deleted)" Importance="high" /> <Message Text="------ AfterBuild process complete ------" Importance="high" /> </Target> The problem I have is that when I do a build/rebuild of the Web Deployment Project it "sometimes" removes all the files but other times it will not remove anything! Or it will remove only one or two of the three folders in the DeleteAfterBuild item group. There seems to be no consistency in when the build process decides to remove the files or not. When I've edited the configuration to include only Folder 1 (for example), it removes all the files correctly. Then adding Folder 2 and 3, it starts removing all the files as I want. Then, seeming at random times, I'll rebuild the project and it won't remove any of the files! I have tried moving these items to the ExcludeFromBuild item group (which is probably where it should be) but it gives me the same unpredictable result. Has anyone experienced this? Am I doing something wrong? Why does this happen?

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  • SaaS Architecture Question from Newbie

    - by user226767
    I have developed a number of departmental client-server applications, and am now ready to begin working on moving one of these applications to a SaaS model. I have done some basic web development, but I'm a newbie when it comes to SaaS architectures. One of the first questions that comes to mind as I try to design the architecture is the question of single vs. multi tenancy. The pros and cons of each vary significantly depending on the type of application and scale required, so I'd like to describe my application and scale needs below, and hope others can comment on how I should get started with the architecture. The client-server application currently consists of a Firebird database and a Windows application. The database contains about 20 tables containing a few thousand records in 4 primary tables, and a few hundred records in various lookup and related tables. Although the number of records is small, the size can get large, as the database can contain large BLOBS. Each customer sets up their own database and has a handful of users within the organization connected to it. When I update the db schema, a new windows application is released, and it checks the db schema and then applies the updates as needed. For the SaaS application, I am designing for 100's (not 1000's or millions) of new customers per year. My first thought was to go with a multi tenancy model to make updates easy (shut down apply the updates to one database, and then start up). On the other hand, a single tenancy model would provide a means to roll updates out to a group of customers at a time, and spread the risk of data corruption - i.e. if something goes wrong with a database, it will impact one customer instead of all customers. With this idea, I was thinking of having a single web front-end which would connect to a single customer database upon login. Thus, when a new customer creates an account, a new database would be created (each customer would have their own db with multiple users as needed for the customer). In this model, a db update would require either a process to go through each db to apply schema changes, or a trigger upon logging in to initiate a schema update similar to the client-server model currently in use. Can anyone point me to information for similar applications which have been ported from client-server to SaaS? Or provide any pointers to consider? Basically I'm looking for architecture examples of taking a departmental application and making it available as a self service website for multiple customers. Thanks for any suggestions, resources, etc.

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  • Is it too early to start designing for Task Parallel Library?

    - by Joe Erickson
    I have been following the development of the .NET Task Parallel Library (TPL) with great interest since Microsoft first announced it. There is no doubt in my mind that we will eventually take advantage of TPL. What I am questioning is whether it makes sense to start taking advantage of TPL when Visual Studio 2010 and .NET 4.0 are released, or whether it makes sense to wait a while longer. Why Start Now? The .NET 4.0 Task Parallel Library appears to be well designed and some relatively simple tests demonstrate that it works well on today's multi-core CPUs. I have been very interested in the potential advantages of using multiple lightweight threads to speed up our software since buying my first quad processor Dell Poweredge 6400 about seven years ago. Experiments at that time indicated that it was not worth the effort, which I attributed largely to the overhead of moving data between each CPU's cache (there was no shared cache back then) and RAM. Competitive advantage - some of our customers can never get enough performance and there is no doubt that we can build a faster product using TPL today. It sounds fun. Yes, I realize that some developers would rather poke themselves in the eye with a sharp stick, but we really enjoy maximizing performance. Why Wait? Are today's Intel Nehalem CPUs representative of where we are going as multi-core support matures? You can purchase a Nehalem CPU with 4 cores which share a single level 3 cache today, and most likely a 6 core CPU sharing a single level 3 cache by the time Visual Studio 2010 / .NET 4.0 are released. Obviously, the number of cores will go up over time, but what about the architecture? As the number of cores goes up, will they still share a cache? One issue with Nehalem is the fact that, even though there is a very fast interconnect between the cores, they have non-uniform memory access (NUMA) which can lead to lower performance and less predictable results. Will future multi-core architectures be able to do away with NUMA? Similarly, will the .NET Task Parallel Library change as it matures, requiring modifications to code to fully take advantage of it? Limitations Our core engine is 100% C# and has to run without full trust, so we are limited to using .NET APIs.

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  • jQuery - draggable images on iPad / iPhone - how to integrate event.preventDefault();?

    - by Tim
    Hello! I use jQuery, jQuery UI and jQuery mobile to build a web application for iPhone / iPad. Now I create images and they should be draggable, so I did this: <!DOCTYPE html> <html> <head> <meta http-equiv="Content-type" content="text/html; charset=utf-8"> <title>Drag - Test</title> <link rel="stylesheet" href="http://code.jquery.com/mobile/1.0a2/jquery.mobile-1.0a2.min.css" /> <script src="http://code.jquery.com/jquery-1.4.4.min.js"></script> <script src="http://code.jquery.com/mobile/1.0a2/jquery.mobile-1.0a2.min.js"></script> <script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.8.7/jquery-ui.min.js"></script> </head> <body> <div> <div style="width:500px;height:500px;border:1px solid red;"> <img src="http://upload.wikimedia.org/wikipedia/en/thumb/9/9e/JQuery_logo.svg/200px-JQuery_logo.svg.png" class="draggable" alt="jQuery logo" /> <img src="http://upload.wikimedia.org/wikipedia/en/a/ab/Apple-logo.png" class="draggable" alt="Apple Inc. logo" /> </div> </div> </body> <script type="text/javascript"> $(document).ready(function() { $(".draggable").draggable(); }); </script> </html> Here you can see the live example: http://jsbin.com/igena4/ The problem is, that the whole page want to scroll. I searched in Apple's HTML5 examples and found this to prevent the scrolling of the page, so that the image is draggable: ... onDragStart: function(event) { // stop page from panning on iPhone/iPad - we're moving a note, not the page event.preventDefault(); ... } But the problem is for me, how can I include this into my jQuery? Where do I get event? Best Regards.

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  • Advice for Architecture Design Logic for software application

    - by Prasad
    Hi, I have a framework of basic to complex set of objects/classes (C++) running into around 500. With some rules and regulations - all these objects can communicate with each other and hence can cover most of the common queries in the domain. My Dream: I want to provide these objects as icons/glyphs (as I learnt recently) on a workspace. All these objects can be dragged/dropped into the workspace. They have to communicate only through their methods(interface) and in addition to few iterative and conditional statements. All these objects are arranged finally to execute a protocol/workflow/dataflow/process. After drawing the flow, the user clicks the Execute/run button. All the user interaction should be multi-touch enabled. The best way to show my dream is : Jeff Han's Multitouch Video. consider Jeff is playing with my objects instead of the google maps. :-) it should be like playing a jigsaw puzzle. Objective: how can I achieve the following while working on this final product: a) the development should be flexible to enable provision for web services b) the development should enable easy web application development c) The development should enable client-server architecture - d) further it should also enable mouse based drag/drop desktop application like Adobe programs etc. I mean to say: I want to economize on investments. Now I list my efforts till now in design : a) Created an Editor (VB) where the user writes (manually) the object / class code b) On Run/Execute, the code is copied into a main() function and passed to interpreter. c) Catch the output and show it in the console. The interpreter can be separated to become a server and the Editor can become the client. This needs lot of standard client-server architecture work. But some how I am not comfortable in the tightness of this system. Without interpreter is there much faster and better embeddable solution to this? - other than writing a special compiler for these objects. Recently learned about AXIS-C++ can help me - looks like - a friend suggested. Is that the way to go ? Here are my questions: (pl. consider me a self taught programmer and NOT my domain) a) From the stage of C++ objects to multi-touch product, how can I make sure I will develop the parallel product/service models as well.? What should be architecture aspects I should consider ? b) What technologies are best suited for this? c) If I am thinking of moving to Cloud Computing, how difficult/ how redundant / how unnecessary my efforts will be ? d) How much time in months would it take to get the first beta ? I take the liberty to ask if any of the experts here are interested in this project, please email me: [email protected] Thank you for any help. Looking forward.

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  • Dynamically adding values to a form with JQuery/Javascript

    - by bigstylee
    I am creating a private message system to allow users to communicate between one another within the context of the website (ie, not emails). I have created this function to handle all my form submissions. I would like to achieve a solution without modifying this function (ideally). $("form.reload").submit(function(){ alert($(this).serialize()); /* Debugging */ $.post($(this).attr("action"), $(this).serialize() ,function(data){ if(data){ $("#error").html(data); }else{ location.reload(); }; }); return false; }); Within my form I am using JQuery Autocomplete to find usernames. This function works perfectly. My first solution was to add buttons within the form with the necessary values. select: function(event, ui) { $("#message_to").append("<input type=\"button\" class=\"recipient\" name=\"recipients[]\" value=\"" + ui.item.label + "\" onclick=\"$(this).remove()\" />"); } <form method="post" action="/messages-create"> <div id="message_to"></div> </div> For some reason the values of recipients are not getting posted. My second solution was to add to a post array that already existed in the form select: function(event, ui) { $(input[name=recipeients[]).val = ui.item.label; /* Need to add to array, not replace! */ $("#message_to").append("<input type=\"button\" class=\"recipient\" name=\"recipient\" value=\"" + ui.item.label + "\" onclick=\"$(this).remove(); /* Remove from recipients */\" />"); } <form method="post" action="/messages-create" class="reload"> <input type="hidden" name="recipients[]" value="" /> <div id="message_to"></div> </div> This works ok, but I have been unable to work out how to append to the recipients[] array only replace with the new label. Moving on from this, I also need to know how to then remove this value from the array. Thanks in advance!

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  • Observer pattern used with decorator pattern

    - by icelated
    I want to make a program that does an order entry system for beverages. ( i will probably do description, cost) I want to use the Decorator pattern and the observer pattern. I made a UML drawing and saved it as a pic for easy viewing. This site wont let me upload as a word doc so i have to upload a pic - i hope its easily viewable.... I need to know if i am doing the UML / design patterns correctly before moving on to the coding part. Beverage is my abstract component class. Espresso, houseblend, darkroast are my concrete subject classes.. I also have a condiment decorator class milk,mocha,soy,whip. would be my observer? because they would be interested in data changes to cost? Now, would the espresso,houseblend etc, be my SUBJECT and the condiments be my observer? My theory is that Cost is a changes and that the condiments need to know the changes? So, subject = esspresso,houseblend,darkroast,etc.. // they hold cost() Observer = milk,mocha,soy,whip? // they hold cost() would be the concrete components and the milk,mocha,soy,whip? would be the decorator! So, following good software engineering practices "design to an interface and not implementation" or "identify things that change from those that dont" would i need a costbehavior interface? If you look at the UML you will see where i am going with this and see if i am implementing observer + Decorator pattern correctly? I think the decorator is correct. since, the pic is not very viewable i will detail the classes here: Beverage class(register observer, remove observer, notify observer, description) these classes are the concrete beverage classes espresso, houseblend,darkroast, decaf(cost,getdescription,setcost,costchanged) interface observer class(update) // cost? interface costbehavior class(cost) // since this changes? condiment decorator class( getdescription) concrete classes that are linked to the 2 interface s and decorator are: milk,mocha,soy,whip(cost,getdescription,update) these are my decorator/ wrapper classes. Thank you.. Is there a way to make this picture bigger?

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  • Animating gradient displays line artifacts in ActionScript

    - by TheDarkIn1978
    i've programatically created a simple gradient (blue to red) sprite rect using my own basic class called GradientRect, but moving or animation the sprite exhibits line artifacts. when the sprite is rotating, it kind of resembles bad reception of an old television set. i'm almost certain the cause is because each line slice of the gradient is vector so there are gaps between the lines - this is visible when the sprite is zoomed in. var colorPickerRect:GradientRect = new GradientRect(200, 200, 0x0000FF, 0xFF0000); addChild(colorPickerRect); colorPickerRect.cacheAsBitmap = true; colorPickerRect.x = colorPickerRect.y = 100; colorPickerRect.addEventListener(Event.ENTER_FRAME, rotate); function rotate(evt:Event):void { evt.target.rotation += 1; } ________________________ //CLASS PACKAGE package { import flash.display.CapsStyle; import flash.display.GradientType; import flash.display.LineScaleMode; import flash.display.Sprite; import flash.geom.Matrix; public class GradientRect extends Sprite { public function GradientRect(gradientRectWidth:Number, gradientRectHeight:Number, ...leftToRightColors) { init(gradientRectWidth, gradientRectHeight, leftToRightColors); } private function init(gradientRectWidth:Number, gradientRectHeight:Number, leftToRightColors:Array):void { var leftToRightAlphas:Array = new Array(); var leftToRightRatios:Array = new Array(); var leftToRightPartition:Number = 255 / (leftToRightColors.length - 1); var pixelColor:Number; var i:int; //Push arrays for (i = 0; i < leftToRightColors.length; i++) { leftToRightAlphas.push(1); leftToRightRatios.push(i * leftToRightPartition); } //Graphics matrix and lineStyle var leftToRightColorsMatrix:Matrix = new Matrix(); leftToRightColorsMatrix.createGradientBox(gradientRectWidth, 1); graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); for (i = 0; i < gradientRectWidth; i++) { graphics.lineGradientStyle(GradientType.LINEAR, leftToRightColors, leftToRightAlphas, leftToRightRatios, leftToRightColorsMatrix); graphics.moveTo(i, 0); graphics.lineTo(i, gradientRectHeight); } } } } how can i solve this problem?

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  • How to move a google doc into a folder using Zend Gdata

    - by Andre
    Hi Guys I am really struggling with moving a document from my root folder to another folder using zend gdata here is how i am trying to do it, but its not working. $service = Zend_Gdata_Docs::AUTH_SERVICE_NAME; $client = Zend_Gdata_ClientLogin::getHttpClient($gUser, $gPass, $service); $link = "https://docs.google.com/feeds/documents/private/full/spreadsheet:0AUFNVEpLOVg2U0E"; // Not real id for privacy purposes $docs = new Zend_GData_Docs($client); // Attach a category object of folder to this entry // I have tried many variations of this including attaching label categories $cat = new Zend_Gdata_App_Extension_Category('My Folder Name','http://schemas.google.com/docs/2007#folder'); $entry = $docs->getDocumentListEntry($link); $entry->setCategory(array($cat)); $return = $docs->updateEntry($entry,$entry->getEditLink()->href); When I run this I get No errors, but nothing seems to change, and the return data does not contain the new category. EDIT: Ok I realised that its not the category but the link that decides which "collection" (folder) a resource belongs too. https://developers.google.com/google-apps/documents-list/#managing_collections_and_their_contents says that each resource has as et of parent links, so I tried changing my code to do set link instead of set category, but this did not work. $folder = "https://docs.google.com/feeds/documents/private/full/folder%3A0wSFA2WHc"; $rel = "http://schemas.google.com/docs/2007#parent"; $linkObj = new Zend_Gdata_App_Extension_Link($folder,$rel,'application/atom+xml', NULL,'Folder Name'); $links = $entry->getLink(); array_push($links,$linkObj); $entry->setLink($links); $return = $docs->updateEntry($entry,$entry->getEditLink()->href); EDIT: SOLVED [nearly] OK Here is how to move/copy, sort of, from one folder to another: simpler than initially thought, but problem is it creates a reference and NOT a move! It now in both places at the same time.... // Folder you wnat to move too $folder = "https://docs.google.com/feeds/folders/private/full/folder%asdsad"; $data = $docs->insertDocument($entry, $folder); // Entry is the entry you want moved using insert automatically assigns link & category for you...

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  • How to find relation between change in latitudes at centre of map and top/bottom

    - by Imran
    Hi, Im having little trouble finding a relation between the movement at centre and edge of a circle, Im doing for panning world map,my map extent is 180,89:-180,-89, my map pans by adding change(dx,dY) to its extents and not its centre. Now a situation has arrrised where I have to move the map to a specific centre, to calculate the change in longitudes is very easy and simple, but its the change in lattitudes that has caused problem. It seems the change in centreY of map is more than the change at edge of the mapY, or simply if I have to move the map centre from 0long,0lat to 73long,33lat, for dX I simply get 73, but for dY apparently it looks 33 but if i add 33 to top of map that is 89 , it will be 122 which is incorrect since Latitudes are between 90 and -90 . It seems a case a projection of a circle on 2D plane where the edge of circle since is moving backward due to angle expereinces less change and the centre expereinces more change, now is there a relation between these two factors? I tried converting the difference between OriginY and destinationY into radians and then add to Top and Bottom of Map, but it did'nt really work for me. Please note that the map is project on a virtual canvas whose width starts from 256 and increases by 256*2^z , z=0 is default and whole world is visible at that extent of canvas code: public void moveMapTo(double destinationLongitude,double destinationLattitude) // moves map to the new centre { double dXLong=destinationLongitude-centreLongitude; double atanhsinO = atanh(Math.sin(destinationLattitude * Math.PI / 180.00)); double atanhsinD = atanh(Math.sin(centreLatitude * Math.PI / 180.00)); double atanhCentre = (atanhsinD + atanhsinO) / 2; double latitudeSpan =destinationLattitude - centreLatitude; double radianOfCentreLatitude = Math.atan(Math.sinh(atanhCentre)); double dXLat=latitudeSpan / Math.cos(radianOfCentreLatitude); dXLat*=getLattitudeSpan()*(Math.PI/180); <--- HERE IS THE PORBLEM System.out.println("dxLong:"+dXLong+"_dxLat:"+dXLat); mapLeft+=dXLong; mapRight+=dXLong; mapTop+=dXLat; mapBottom+=dXLat; } ////latitude span function private double getLattitudeSpan() { double latitudeSpan = mapTop - mapBottom; latitudeSpan = latitudeSpan / Math.cos(radianOfCentreLatitude); return Math.abs(latitudeSpan); } //ht

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  • Is there any "modern" text editor with command-line/minibuffer?

    - by Pedro Morte Rolo
    A command line in a text editor is a wonderful feature. It allows the user to explore the editor's functionality and learn it's shortcuts in a textual way. It's much faster than using the mouse, and it is much easier to memorise "shortcuts" this way. Emacs and VI provide this, though, emacs and vi are not "modern". By "modern", I mean one that is original built to cope with the modern de-facto standards of selecting, copying, pasting, cutting, undoing, redoing and auto-completing. Cream/vi or Emacs/CUA are not valid options, since there are loads of things built over them that conflict with the mentioned stuff. It would be nice if there was an editor that would cope with the modern de-facto standards out-off-the-box, but still provide a command-line/minibuffer to perform/explore the commands and learn its shortcuts. Is there such a thing? I do not intend to use the "modern" term as derrogatory. I love both Emacs and VI, but I hate their keyboard-shortcut historical baggage. When I reffer to de-facto standards, I am not talking about Windows vs Whatever. Kate, gedit, Eclipse, Intelij or Textmate also follow the norm I am talking about and are not Windows editors. Please do not advertise Vim and Emacs, that's not answering the question. I am asking for alternatives. Why don't I like emacs and vi: Emacs: Despite CUA mode, emacs has loads of modes that conflict with this (e.g. slime, ruby-mode, etc...) It would be nice to have something that would work out-off-the-box. VI: I do not like that it is Visual/Insert-based. I do not know how to browse the text-editor's commands. I do not like that it is so much tought for the terminal. I believe that it has the same problem that I mentioned for emacs. This question is starting to look like requirement analysis.. As de-facto standards I mean: Ctrol-XCV for cut-copy-paste Ctrol-A for select-all Contrl-Z for Undo Ctrol-Y for Redo Control-F for Searching Contrl-Space for auto-complete Shift-arrow for selection Control-arrow for word-navigation Alt-Arrow for moving

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