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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Large Object Heap Fragmentation

    - by Paul Ruane
    The C#/.NET application I am working on is suffering from a slow memory leak. I have used CDB with SOS to try to determine what is happening but the data does not seem to make any sense so I was hoping one of you may have experienced this before. The application is running on the 64 bit framework. It is continuously calculating and serialising data to a remote host and is hitting the Large Object Heap (LOH) a fair bit. However, most of the LOH objects I expect to be transient: once the calculation is complete and has been sent to the remote host, the memory should be freed. What I am seeing, however, is a large number of (live) object arrays interleaved with free blocks of memory, e.g., taking a random segment from the LOH: 0:000> !DumpHeap 000000005b5b1000 000000006351da10 Address MT Size ... 000000005d4f92e0 0000064280c7c970 16147872 000000005e45f880 00000000001661d0 1901752 Free 000000005e62fd38 00000642788d8ba8 1056 <-- 000000005e630158 00000000001661d0 5988848 Free 000000005ebe6348 00000642788d8ba8 1056 000000005ebe6768 00000000001661d0 6481336 Free 000000005f214d20 00000642788d8ba8 1056 000000005f215140 00000000001661d0 7346016 Free 000000005f9168a0 00000642788d8ba8 1056 000000005f916cc0 00000000001661d0 7611648 Free 00000000600591c0 00000642788d8ba8 1056 00000000600595e0 00000000001661d0 264808 Free ... Obviously I would expect this to be the case if my application were creating long-lived, large objects during each calculation. (It does do this and I accept there will be a degree of LOH fragmentation but that is not the problem here.) The problem is the very small (1056 byte) object arrays you can see in the above dump which I cannot see in code being created and which are remaining rooted somehow. Also note that CDB is not reporting the type when the heap segment is dumped: I am not sure if this is related or not. If I dump the marked (<--) object, CDB/SOS reports it fine: 0:015> !DumpObj 000000005e62fd38 Name: System.Object[] MethodTable: 00000642788d8ba8 EEClass: 00000642789d7660 Size: 1056(0x420) bytes Array: Rank 1, Number of elements 128, Type CLASS Element Type: System.Object Fields: None The elements of the object array are all strings and the strings are recognisable as from our application code. Also, I am unable to find their GC roots as the !GCRoot command hangs and never comes back (I have even tried leaving it overnight). So, I would very much appreciate it if anyone could shed any light as to why these small (<85k) object arrays are ending up on the LOH: what situations will .NET put a small object array in there? Also, does anyone happen to know of an alternative way of ascertaining the roots of these objects? Thanks in advance. Update 1 Another theory I came up with late yesterday is that these object arrays started out large but have been shrunk leaving the blocks of free memory that are evident in the memory dumps. What makes me suspicious is that the object arrays always appear to be 1056 bytes long (128 elements), 128 * 8 for the references and 32 bytes of overhead. The idea is that perhaps some unsafe code in a library or in the CLR is corrupting the number of elements field in the array header. Bit of a long shot I know... Update 2 Thanks to Brian Rasmussen (see accepted answer) the problem has been identified as fragmentation of the LOH caused by the string intern table! I wrote a quick test application to confirm this: static void Main() { const int ITERATIONS = 100000; for (int index = 0; index < ITERATIONS; ++index) { string str = "NonInterned" + index; Console.Out.WriteLine(str); } Console.Out.WriteLine("Continue."); Console.In.ReadLine(); for (int index = 0; index < ITERATIONS; ++index) { string str = string.Intern("Interned" + index); Console.Out.WriteLine(str); } Console.Out.WriteLine("Continue?"); Console.In.ReadLine(); } The application first creates and dereferences unique strings in a loop. This is just to prove that the memory does not leak in this scenario. Obviously it should not and it does not. In the second loop, unique strings are created and interned. This action roots them in the intern table. What I did not realise is how the intern table is represented. It appears it consists of a set of pages -- object arrays of 128 string elements -- that are created in the LOH. This is more evident in CDB/SOS: 0:000> .loadby sos mscorwks 0:000> !EEHeap -gc Number of GC Heaps: 1 generation 0 starts at 0x00f7a9b0 generation 1 starts at 0x00e79c3c generation 2 starts at 0x00b21000 ephemeral segment allocation context: none segment begin allocated size 00b20000 00b21000 010029bc 0x004e19bc(5118396) Large object heap starts at 0x01b21000 segment begin allocated size 01b20000 01b21000 01b8ade0 0x00069de0(433632) Total Size 0x54b79c(5552028) ------------------------------ GC Heap Size 0x54b79c(5552028) Taking a dump of the LOH segment reveals the pattern I saw in the leaking application: 0:000> !DumpHeap 01b21000 01b8ade0 ... 01b8a120 793040bc 528 01b8a330 00175e88 16 Free 01b8a340 793040bc 528 01b8a550 00175e88 16 Free 01b8a560 793040bc 528 01b8a770 00175e88 16 Free 01b8a780 793040bc 528 01b8a990 00175e88 16 Free 01b8a9a0 793040bc 528 01b8abb0 00175e88 16 Free 01b8abc0 793040bc 528 01b8add0 00175e88 16 Free total 1568 objects Statistics: MT Count TotalSize Class Name 00175e88 784 12544 Free 793040bc 784 421088 System.Object[] Total 1568 objects Note that the object array size is 528 (rather than 1056) because my workstation is 32 bit and the application server is 64 bit. The object arrays are still 128 elements long. So the moral to this story is to be very careful interning. If the string you are interning is not known to be a member of a finite set then your application will leak due to fragmentation of the LOH, at least in version 2 of the CLR. In our application's case, there is general code in the deserialisation code path that interns entity identifiers during unmarshalling: I now strongly suspect this is the culprit. However, the developer's intentions were obviously good as they wanted to make sure that if the same entity is deserialised multiple times then only one instance of the identifier string will be maintained in memory.

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  • OpenLDAP and SSL

    - by Stormshadow
    I am having trouble trying to connect to a secure OpenLDAP server which I have set up. On running my LDAP client code java -Djavax.net.debug=ssl LDAPConnector I get the following exception trace (java version 1.6.0_17) trigger seeding of SecureRandom done seeding SecureRandom %% No cached client session *** ClientHello, TLSv1 RandomCookie: GMT: 1256110124 bytes = { 224, 19, 193, 148, 45, 205, 108, 37, 101, 247, 112, 24, 157, 39, 111, 177, 43, 53, 206, 224, 68, 165, 55, 185, 54, 203, 43, 91 } Session ID: {} Cipher Suites: [SSL_RSA_WITH_RC4_128_MD5, SSL_RSA_WITH_RC4_128_SHA, TLS_RSA_WITH_AES_128_CBC_SHA, TLS_DHE_RSA_WITH_AES_128_CBC_SHA, TLS_DHE_DSS_WITH_AES_128_CBC_SHA, SSL_RSA_W ITH_3DES_EDE_CBC_SHA, SSL_DHE_RSA_WITH_3DES_EDE_CBC_SHA, SSL_DHE_DSS_WITH_3DES_EDE_CBC_SHA, SSL_RSA_WITH_DES_CBC_SHA, SSL_DHE_RSA_WITH_DES_CBC_SHA, SSL_DHE_DSS_WITH_DES_CBC_SH A, SSL_RSA_EXPORT_WITH_RC4_40_MD5, SSL_RSA_EXPORT_WITH_DES40_CBC_SHA, SSL_DHE_RSA_EXPORT_WITH_DES40_CBC_SHA, SSL_DHE_DSS_EXPORT_WITH_DES40_CBC_SHA] Compression Methods: { 0 } *** Thread-0, WRITE: TLSv1 Handshake, length = 73 Thread-0, WRITE: SSLv2 client hello message, length = 98 Thread-0, received EOFException: error Thread-0, handling exception: javax.net.ssl.SSLHandshakeException: Remote host closed connection during handshake Thread-0, SEND TLSv1 ALERT: fatal, description = handshake_failure Thread-0, WRITE: TLSv1 Alert, length = 2 Thread-0, called closeSocket() main, handling exception: javax.net.ssl.SSLHandshakeException: Remote host closed connection during handshake javax.naming.CommunicationException: simple bind failed: ldap.natraj.com:636 [Root exception is javax.net.ssl.SSLHandshakeException: Remote host closed connection during hands hake] at com.sun.jndi.ldap.LdapClient.authenticate(Unknown Source) at com.sun.jndi.ldap.LdapCtx.connect(Unknown Source) at com.sun.jndi.ldap.LdapCtx.<init>(Unknown Source) at com.sun.jndi.ldap.LdapCtxFactory.getUsingURL(Unknown Source) at com.sun.jndi.ldap.LdapCtxFactory.getUsingURLs(Unknown Source) at com.sun.jndi.ldap.LdapCtxFactory.getLdapCtxInstance(Unknown Source) at com.sun.jndi.ldap.LdapCtxFactory.getInitialContext(Unknown Source) at javax.naming.spi.NamingManager.getInitialContext(Unknown Source) at javax.naming.InitialContext.getDefaultInitCtx(Unknown Source) at javax.naming.InitialContext.init(Unknown Source) at javax.naming.InitialContext.<init>(Unknown Source) at javax.naming.directory.InitialDirContext.<init>(Unknown Source) at LDAPConnector.CallSecureLDAPServer(LDAPConnector.java:43) at LDAPConnector.main(LDAPConnector.java:237) Caused by: javax.net.ssl.SSLHandshakeException: Remote host closed connection during handshake at com.sun.net.ssl.internal.ssl.SSLSocketImpl.readRecord(Unknown Source) at com.sun.net.ssl.internal.ssl.SSLSocketImpl.performInitialHandshake(Unknown Source) at com.sun.net.ssl.internal.ssl.SSLSocketImpl.readDataRecord(Unknown Source) at com.sun.net.ssl.internal.ssl.AppInputStream.read(Unknown Source) at java.io.BufferedInputStream.fill(Unknown Source) at java.io.BufferedInputStream.read1(Unknown Source) at java.io.BufferedInputStream.read(Unknown Source) at com.sun.jndi.ldap.Connection.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: java.io.EOFException: SSL peer shut down incorrectly at com.sun.net.ssl.internal.ssl.InputRecord.read(Unknown Source) ... 9 more I am able to connect to the same secure LDAP server however if I use another version of java (1.6.0_14) I have created and installed the server certificates in the cacerts of both the JRE's as mentioned in this guide -- OpenLDAP with SSL When I run ldapsearch -x on the server I get # extended LDIF # # LDAPv3 # base <dc=localdomain> (default) with scope subtree # filter: (objectclass=*) # requesting: ALL # # localdomain dn: dc=localdomain objectClass: top objectClass: dcObject objectClass: organization o: localdomain dc: localdomain # admin, localdomain dn: cn=admin,dc=localdomain objectClass: simpleSecurityObject objectClass: organizationalRole cn: admin description: LDAP administrator # search result search: 2 result: 0 Success # numResponses: 3 # numEntries: 2 On running openssl s_client -connect ldap.natraj.com:636 -showcerts , I obtain the self signed certificate. My slapd.conf file is as follows ####################################################################### # Global Directives: # Features to permit #allow bind_v2 # Schema and objectClass definitions include /etc/ldap/schema/core.schema include /etc/ldap/schema/cosine.schema include /etc/ldap/schema/nis.schema include /etc/ldap/schema/inetorgperson.schema # Where the pid file is put. The init.d script # will not stop the server if you change this. pidfile /var/run/slapd/slapd.pid # List of arguments that were passed to the server argsfile /var/run/slapd/slapd.args # Read slapd.conf(5) for possible values loglevel none # Where the dynamically loaded modules are stored modulepath /usr/lib/ldap moduleload back_hdb # The maximum number of entries that is returned for a search operation sizelimit 500 # The tool-threads parameter sets the actual amount of cpu's that is used # for indexing. tool-threads 1 ####################################################################### # Specific Backend Directives for hdb: # Backend specific directives apply to this backend until another # 'backend' directive occurs backend hdb ####################################################################### # Specific Backend Directives for 'other': # Backend specific directives apply to this backend until another # 'backend' directive occurs #backend <other> ####################################################################### # Specific Directives for database #1, of type hdb: # Database specific directives apply to this databasse until another # 'database' directive occurs database hdb # The base of your directory in database #1 suffix "dc=localdomain" # rootdn directive for specifying a superuser on the database. This is needed # for syncrepl. rootdn "cn=admin,dc=localdomain" # Where the database file are physically stored for database #1 directory "/var/lib/ldap" # The dbconfig settings are used to generate a DB_CONFIG file the first # time slapd starts. They do NOT override existing an existing DB_CONFIG # file. You should therefore change these settings in DB_CONFIG directly # or remove DB_CONFIG and restart slapd for changes to take effect. # For the Debian package we use 2MB as default but be sure to update this # value if you have plenty of RAM dbconfig set_cachesize 0 2097152 0 # Sven Hartge reported that he had to set this value incredibly high # to get slapd running at all. See http://bugs.debian.org/303057 for more # information. # Number of objects that can be locked at the same time. dbconfig set_lk_max_objects 1500 # Number of locks (both requested and granted) dbconfig set_lk_max_locks 1500 # Number of lockers dbconfig set_lk_max_lockers 1500 # Indexing options for database #1 index objectClass eq # Save the time that the entry gets modified, for database #1 lastmod on # Checkpoint the BerkeleyDB database periodically in case of system # failure and to speed slapd shutdown. checkpoint 512 30 # Where to store the replica logs for database #1 # replogfile /var/lib/ldap/replog # The userPassword by default can be changed # by the entry owning it if they are authenticated. # Others should not be able to see it, except the # admin entry below # These access lines apply to database #1 only access to attrs=userPassword,shadowLastChange by dn="cn=admin,dc=localdomain" write by anonymous auth by self write by * none # Ensure read access to the base for things like # supportedSASLMechanisms. Without this you may # have problems with SASL not knowing what # mechanisms are available and the like. # Note that this is covered by the 'access to *' # ACL below too but if you change that as people # are wont to do you'll still need this if you # want SASL (and possible other things) to work # happily. access to dn.base="" by * read # The admin dn has full write access, everyone else # can read everything. access to * by dn="cn=admin,dc=localdomain" write by * read # For Netscape Roaming support, each user gets a roaming # profile for which they have write access to #access to dn=".*,ou=Roaming,o=morsnet" # by dn="cn=admin,dc=localdomain" write # by dnattr=owner write ####################################################################### # Specific Directives for database #2, of type 'other' (can be hdb too): # Database specific directives apply to this databasse until another # 'database' directive occurs #database <other> # The base of your directory for database #2 #suffix "dc=debian,dc=org" ####################################################################### # SSL: # Uncomment the following lines to enable SSL and use the default # snakeoil certificates. #TLSCertificateFile /etc/ssl/certs/ssl-cert-snakeoil.pem #TLSCertificateKeyFile /etc/ssl/private/ssl-cert-snakeoil.key TLSCipherSuite TLS_RSA_AES_256_CBC_SHA TLSCACertificateFile /etc/ldap/ssl/server.pem TLSCertificateFile /etc/ldap/ssl/server.pem TLSCertificateKeyFile /etc/ldap/ssl/server.pem My ldap.conf file is # # LDAP Defaults # # See ldap.conf(5) for details # This file should be world readable but not world writable. HOST ldap.natraj.com PORT 636 BASE dc=localdomain URI ldaps://ldap.natraj.com TLS_CACERT /etc/ldap/ssl/server.pem TLS_REQCERT allow #SIZELIMIT 12 #TIMELIMIT 15 #DEREF never

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  • XSLT big integer (int64) handling msxml

    - by Farid Z
    When trying to do math on an big integer (int64) large number in xslt template I get the wrong result since there is no native 64-bit integer support in xslt (xslt number is 64-bit double). I am using msxml 6.0 on Windows XP SP3. Are there any work around for this on Windows? <tables> <table> <table_schem>REPADMIN</table_schem> <table_name>TEST_DESCEND_IDENTITY_BIGINT</table_name> <column> <col_name>COL1</col_name> <identity> <col_min_val>9223372036854775805</col_min_val> <col_max_val>9223372036854775805</col_max_val> <autoincrementvalue>9223372036854775807</autoincrementvalue> <autoincrementstart>9223372036854775807</autoincrementstart> <autoincrementinc>-1</autoincrementinc> </identity> </column> </table> </tables> This test returns true due to overflow (I am assuming) but actually is false if I could tell the xslt processor somehow to use int64 rather than the default 64-bit double for the data since big integer is the actual data type for the numbers in the xml input. <xsl:when test="autoincrementvalue = (col_min_val + autoincrementinc)"> <xsl:value-of select="''"/> </xsl:when> here is the complete template <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" > <!--Reseed Derby identity column--> <xsl:output omit-xml-declaration='yes' method='text' /> <xsl:param name="stmtsep">;</xsl:param> <xsl:param name="schemprefix"></xsl:param> <xsl:template match="tables"> <xsl:variable name="identitycount" select="count(table/column/identity)"></xsl:variable> <xsl:for-each select="table/column/identity"> <xsl:variable name="table_schem" select="../../table_schem"></xsl:variable> <xsl:variable name="table_name" select="../../table_name"></xsl:variable> <xsl:variable name="tablespec"> <xsl:if test="$schemprefix"> <xsl:value-of select="$table_schem"/>.</xsl:if><xsl:value-of select="$table_name"/></xsl:variable> <xsl:variable name="col_name" select="../col_name"></xsl:variable> <xsl:variable name="newstart"> <xsl:choose> <xsl:when test="autoincrementinc > 0"> <xsl:choose> <xsl:when test="col_max_val = '' and autoincrementvalue = autoincrementstart"> <xsl:value-of select="''"/> </xsl:when> <xsl:when test="col_max_val = ''"> <xsl:value-of select="autoincrementstart"/> </xsl:when> <xsl:when test="autoincrementvalue = (col_max_val + autoincrementinc)"> <xsl:value-of select="''"/> </xsl:when> <xsl:when test="(col_max_val + autoincrementinc) &lt; autoincrementstart"> <xsl:value-of select="autoincrementstart"/> </xsl:when> <xsl:otherwise> <xsl:value-of select="col_max_val + autoincrementinc"/> </xsl:otherwise> </xsl:choose> </xsl:when> <xsl:when test="autoincrementinc &lt; 0"> <xsl:choose> <xsl:when test="col_min_val = '' and autoincrementvalue = autoincrementstart"> <xsl:value-of select="''"/> </xsl:when> <xsl:when test="col_min_val = ''"> <xsl:value-of select="autoincrementstart"/> </xsl:when> <xsl:when test="autoincrementvalue = (col_min_val + autoincrementinc)"> <xsl:value-of select="''"/> </xsl:when> <xsl:when test="(col_min_val + autoincrementinc) > autoincrementstart"> <xsl:value-of select="autoincrementstart"/> </xsl:when> <xsl:otherwise> <xsl:value-of select="col_min_val + autoincrementinc"/> </xsl:otherwise> </xsl:choose> </xsl:when> </xsl:choose> </xsl:variable> <xsl:if test="not(position()=1)"><xsl:text> </xsl:text></xsl:if> <xsl:choose> <!--restart with ddl changes both the next identity value AUTOINCREMENTVALUE and the identity start number AUTOINCREMENTSTART eventhough in this casewe only want to change only the next identity number--> <xsl:when test="$newstart != '' and $newstart != autoincrementvalue">alter table <xsl:value-of select="$tablespec"/> alter column <xsl:value-of select="$col_name"/> restart with <xsl:value-of select="$newstart"/><xsl:if test="$identitycount>1">;</xsl:if></xsl:when> <xsl:otherwise>-- reseed <xsl:value-of select="$tablespec"/> is not necessary</xsl:otherwise> </xsl:choose> </xsl:for-each> </xsl:template> </xsl:stylesheet>

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  • strings and textfields, AS3

    - by VideoDnd
    How do I get my text fields to populate correctly and show single digits? Description Each textfield receives a substring. This doesn't limit it's input, because the text fields shows extra numbers. See illustration. Ex A //Tweening method 'could substitute code with Tweener' import fl.transitions.Tween; import fl.transitions.easing.*; //Timer that will run a sec and repeat var timer:Timer = new Timer(1000); //Integer values var count:int = +220000000; var fcount:int = 0; //Events and starting timer timer.addEventListener(TimerEvent.TIMER, incrementCounter); addEventListener(Event.ENTER_FRAME, checkOdometerPosition); timer.start(); //Tween Variables var smoothLoop:int = 0; var originalYPosition:Number = 0; var upwardYPosition:Number = -99; //Formatting String function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //First Digit 'trigger set by using var upwardPosition as a constant' function checkOdometerPosition(event:Event):void{ if (seconds9.y <= upwardYPosition){ var toText:String = formatCount(fcount); //seconds9.firstDigit.text = formatCount(fcount); seconds9.firstDigit.text = toText.substr(9, 9); seconds9.y = originalYPosition; seconds8.firstDigit.text = toText.substr(8, 8); seconds8.y = originalYPosition; seconds7dec.firstDigit.text = toText.substr(7, 7); seconds7dec.y = originalYPosition; seconds6.firstDigit.text = toText.substr(6, 6); seconds6.y = originalYPosition; seconds5.firstDigit.text = toText.substr(5, 5); seconds5.y = originalYPosition; seconds5.firstDigit.text = toText.substr(4, 4); seconds5.y = originalYPosition; seconds3.firstDigit.text = toText.substr(3, 3); seconds3.y = originalYPosition; seconds2.firstDigit.text = toText.substr(2, 2); seconds2.y = originalYPosition; seconds1.firstDigit.text = toText.substr(1, 1); seconds1.y = originalYPosition; seconds1.firstDigit.text = toText.substr(1, 1); seconds1.y = originalYPosition; seconds0.firstDigit.text = toText.substr(0, 1); seconds0.y = originalYPosition; } } //Second Digit function incrementCounter(event:TimerEvent):void{ count++; fcount=int(count) if (smoothLoop < 9){ smoothLoop++; } else { smoothLoop = 0; } var lolly:String = formatCount(fcount-1); //seconds9.secondDigit.text = formatCount(fcount); seconds9.secondDigit.text = lolly.substr(9, 9); var addTween9:Tween = new Tween(seconds9, "y", Strong.easeOut,0,-222, .7, true); seconds8.secondDigit.text = lolly.substr(8, 8); var addTween8:Tween = new Tween(seconds8, "y", Strong.easeOut,0,-222, .7, true); seconds7dec.secondDigit.text = lolly.substr(7, 7); var addTween7dec:Tween = new Tween(seconds7dec, "y", Strong.easeOut,0,-222, .7, true); seconds6.secondDigit.text = lolly.substr(6, 6); var addTween6:Tween = new Tween(seconds6, "y", Strong.easeOut,0,-222, .7, true); seconds5.secondDigit.text = lolly.substr(5, 5); var addTween5:Tween = new Tween(seconds5, "y", Strong.easeOut,0,-222, .7, true); seconds4.secondDigit.text = lolly.substr(4, 4); var addTween4:Tween = new Tween(seconds4, "y", Strong.easeOut,0,-222, .7, true); seconds3.secondDigit.text = lolly.substr(3, 3); var addTween3:Tween = new Tween(seconds3, "y", Strong.easeOut,0,-222, .7, true); seconds2.secondDigit.text = lolly.substr(2, 2); var addTween2:Tween = new Tween(seconds2, "y", Strong.easeOut,0,-222, .7, true); seconds1.secondDigit.text = lolly.substr(1, 1); var addTween1:Tween = new Tween(seconds1, "y", Strong.easeOut,0,-222, .7, true); seconds0.secondDigit.text = lolly.substr(0, 1); var addTween0:Tween = new Tween(seconds0, "y", Strong.easeOut,0,-222, .7, true); } Ex A has 10 text objects, each with a pair of text fields. It’s move complex than Ex B, because it has a Y animation and pairs of numbers. The text objects are animated to create a scrolling effect. It moves vertically, and has a lead number and a catch up number contained in each symbol. See illustration for more description. The counters are set to 2,200,000.00, just to see if the numbers are populating. Ex B work fine! for example only //STRING SPLITTER COUNTER with nine individual text fields //Timer settings var delay:uint = 1000/100; var repeat:uint = 0; var timer:Timer; timer = new Timer(delay,repeat); timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); //Integer values var count:int = 0; var fcount:int = 0; //Format Count function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //Split strings off to individual text fields function incrementCounter(event:TimerEvent) { count++; fcount=int(count+220000000) var toText:String = formatCount(fcount); mytext9.text = toText.substr(9, 9); mytext8.text = toText.substr(8, 8); mytext7dec.text = toText.substr(7, 7); mytext6.text = toText.substr(6, 6); mytext5.text = toText.substr(5, 5); mytext4.text = toText.substr(4, 4); mytext3.text = toText.substr(3, 3); mytext2.text = toText.substr(2, 2); mytext1.text = toText.substr(1, 1); mytext0.text = toText.substr(0, 1); } Here's a link to the files

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  • Why isn't the background image showing up on my webpage?

    - by William
    okay, so I'm trying to set up a webpage with a div wrapping two other divs, and the wrapper div has a background, and the other two are transparent. How come this isn't working? here is the CSS: .posttext{ float: left; width: 70%; text-align: left; padding: 5px; background-color: !important #transparent; } .postavi{ float: left; width: 100px; height: 100%; text-align: left; background-color: #transparent; padding: 5px; } .postwrapper{ background-image:url('images/post_bg.png'); background-position:left top; background-repeat:repeat-y; } and here is the HTML: <div class="postwrapper"> <div class="postavi"><img src="http://prime.programming-designs.com/test_forum/images/avatars/hacker.png" alt="hacker"/></div><div class="posttext"><p style="color: #ff0066">You will have bad luck today.</p>lol</div> </div>

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  • Why is my simple recusive method for this game always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

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  • Why is my Pre to Postfix code not working?

    - by Anthony Glyadchenko
    For a class assignment, I have to use two stacks in C++ to make an equation to be converted to its left to right equivalent: 2+4*(3+4*8) -- 35*4+2 -- 142 Here is the main code: #include <iostream> #include <cstring> #include "ctStack.h" using namespace std; int main (int argc, char * const argv[]) { string expression = "2+4*2"; ctstack *output = new ctstack(expression.length()); ctstack *stack = new ctstack(expression.length()); bool previousIsANum = false; for(int i = 0; i < expression.length(); i++){ switch (expression[i]){ case '(': previousIsANum = false; stack->cmstackPush(expression[i]); break; case ')': previousIsANum = false; char x; while (x != '('){ stack->cmstackPop(x); output->cmstackPush(x); } break; case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': case '8': case '9': cout << "A number" << endl; previousIsANum = true; output->cmstackPush(expression[i]); break; case '+': previousIsANum = false; cout << "+" << endl; break; case '-': previousIsANum = false; cout << "-" << endl; break; case '*': previousIsANum = false; cout << "*" << endl; break; case '/': previousIsANum = false; cout << "/" << endl; break; default: break; } } char i = ' '; while (stack->ltopOfStack > 0){ stack->cmstackPop(i); output->cmstackPush(i); cout << i << endl; } return 0; } Here is the stack code (watch out!): #include <cstdio> #include <assert.h> #include <new.h> #include <stdlib.h> #include <iostream> class ctstack { private: long* lpstack ; // the stack itself long ltrue ; // constructor sets to 1 long lfalse ; // constructor sets to 0 // offset to top of the stack long lmaxEleInStack ; // maximum possible elements of stack public: long ltopOfStack ; ctstack ( long lnbrOfEleToAllocInStack ) { // Constructor lfalse = 0 ; // set to zero ltrue = 1 ; // set to one assert ( lnbrOfEleToAllocInStack > 0 ) ; // assure positive argument ltopOfStack = -1 ; // ltopOfStack is really an index lmaxEleInStack = lnbrOfEleToAllocInStack ; // set lmaxEleInStack to max ele lpstack = new long [ lmaxEleInStack ] ; // allocate stack assert ( lpstack ) ; // assure new succeeded } ~ctstack ( ) { // Destructor delete [ ] lpstack ; // Delete the stack itself } ctstack& operator= ( const ctstack& ctoriginStack) { // Assignment if ( this == &ctoriginStack ) // verify x not assigned to x return *this ; if ( this -> lmaxEleInStack < ctoriginStack . lmaxEleInStack ) { // if destination stack is smaller than delete [ ] this -> lpstack ; // original stack, delete dest and alloc this -> lpstack = // sufficient memory new long [ ctoriginStack . lmaxEleInStack ] ; assert ( this -> lpstack ) ; // assure new succeeded // reset stack size attribute this -> lmaxEleInStack = ctoriginStack . lmaxEleInStack ; } // copy original to destination stack for ( long i = 0 ; i < ctoriginStack . lmaxEleInStack ; i ++ ) *( this -> lpstack + i ) = *( ctoriginStack . lpstack + i ) ; this -> ltopOfStack = ctoriginStack . ltopOfStack ; // reset stack position attribute return *this ; } long cmstackPush (char lplaceInStack ) { // Push Method if ( ltopOfStack == lmaxEleInStack - 1 ) // stack is full can't add element return lfalse ; ltopOfStack ++ ; // acquire free slot *(lpstack + ltopOfStack ) = lplaceInStack ; // add element return ltrue ; // any number other than zero is true } long cmstackPop (char& lretrievedStackEle ) { // Pop Method if ( ltopOfStack < 0 ) { // stack has no elements lretrievedStackEle = -1 ; // dummy element return lfalse ; } lretrievedStackEle = *( lpstack + ltopOfStack ) ; // stack has element -- return it ltopOfStack -- ; // stack is pop'd return ltrue ; // any number other than zero is true } long cmstackLookAtTop (char& lretrievedStackEle ) { // Pop Method if ( ltopOfStack < 0 ) { // stack has no elements lretrievedStackEle = -1 ; // dummy element return lfalse ; } lretrievedStackEle = *( lpstack + ltopOfStack ) ; // stack has element -- return it return ltrue ; // any number other than zero is true } long cmstackHasAnEle (char& lretrievedTopOfStack ) { // Has element method lretrievedTopOfStack = ltopOfStack ; return ltopOfStack < 0 ? lfalse : ltrue ; // 0 - false stack does not have any ele } // 1 - true stack has at least one element long cmstackMaxNbrOfEle (char& lretrievedMaxStackEle ) { // Maximum element method lretrievedMaxStackEle = lmaxEleInStack ; // return stack size in reference var return ltrue ; // Return Maximum Size of Stack } } ; Thanks, Anthony.

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  • Project Euler 7 Scala Problem

    - by Nishu
    I was trying to solve Project Euler problem number 7 using scala 2.8 First solution implemented by me takes ~8 seconds def problem_7:Int = { var num = 17; var primes = new ArrayBuffer[Int](); primes += 2 primes += 3 primes += 5 primes += 7 primes += 11 primes += 13 while (primes.size < 10001){ if (isPrime(num, primes)) primes += num if (isPrime(num+2, primes)) primes += num+2 num += 6 } return primes.last; } def isPrime(num:Int, primes:ArrayBuffer[Int]):Boolean = { // if n == 2 return false; // if n == 3 return false; var r = Math.sqrt(num) for (i <- primes){ if(i <= r ){ if (num % i == 0) return false; } } return true; } Later I tried the same problem without storing prime numbers in array buffer. This take .118 seconds. def problem_7_alt:Int = { var limit = 10001; var count = 6; var num:Int = 17; while(count < limit){ if (isPrime2(num)) count += 1; if (isPrime2(num+2)) count += 1; num += 6; } return num; } def isPrime2(n:Int):Boolean = { // if n == 2 return false; // if n == 3 return false; var r = Math.sqrt(n) var f = 5; while (f <= r){ if (n % f == 0) { return false; } else if (n % (f+2) == 0) { return false; } f += 6; } return true; } I tried using various mutable array/list implementations in Scala but was not able to make solution one faster. I do not think that storing Int in a array of size 10001 can make program slow. Is there some better way to use lists/arrays in scala?

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  • C++ scoping error

    - by Pat Murray
    I have the following code: #include "Student.h" #include "SortedList.h" using namespace std; int main() { // points to the sorted list object SortedList *list = new SortedList; //This is line 17 // array to hold 100 student objects Student create[100]; int num = 100000; // holds different ID numbers // fills an array with 100 students of various ID numbers for (Student &x : create) { x = new Student(num); num += 100; } // insert all students into the sorted list for (Student &x : create) list->insert(&x); delete list; return 0; } And I keep getting the compile time error: main.cpp: In function ‘int main()’: main.cpp:17: error: ‘SortedList’ was not declared in this scope main.cpp:17: error: ‘list’ was not declared in this scope main.cpp:17: error: expected type-specifier before ‘SortedList’ main.cpp:17: error: expected `;' before ‘SortedList’ main.cpp:20: error: ‘Student’ was not declared in this scope main.cpp:20: error: expected primary-expression before ‘]’ token main.cpp:20: error: expected `;' before ‘create’ main.cpp:25: error: expected `;' before ‘x’ main.cpp:31: error: expected primary-expression before ‘for’ main.cpp:31: error: expected `;' before ‘for’ main.cpp:31: error: expected primary-expression before ‘for’ main.cpp:31: error: expected `)' before ‘for’ main.cpp:31: error: expected `;' before ‘x’ main.cpp:34: error: type ‘<type error>’ argument given to ‘delete’, expected pointer main.cpp:35: error: expected primary-expression before ‘return’ main.cpp:35: error: expected `)' before ‘return’ My Student.cpp and SortedList.cpp files compile just fine. They both also include .h files. I just do not understand why I get an error on that line. It seems to be a small issue though. Any insight would be appreciated. UPDATE1: I originally had .h files included, but i changed it when trying to figure out the cause of the error. The error remains with the .h files included though. UPDATE2: SortedList.h #ifndef SORTEDLIST_H #define SORTEDLIST_H #include "Student.h" /* * SortedList class * * A SortedList is an ordered collection of Students. The Students are ordered * from lowest numbered student ID to highest numbered student ID. */ class SortedList { public: SortedList(); // Constructs an empty list. SortedList(const SortedList & l); // Constructs a copy of the given student object ~SortedList(); // Destructs the sorted list object const SortedList & operator=(const SortedList & l); // Defines the assignment operator between two sorted list objects bool insert(Student *s); // If a student with the same ID is not already in the list, inserts // the given student into the list in the appropriate place and returns // true. If there is already a student in the list with the same ID // then the list is not changed and false is returned. Student *find(int studentID); // Searches the list for a student with the given student ID. If the // student is found, it is returned; if it is not found, NULL is returned. Student *remove(int studentID); // Searches the list for a student with the given student ID. If the // student is found, the student is removed from the list and returned; // if no student is found with the given ID, NULL is returned. // Note that the Student is NOT deleted - it is returned - however, // the removed list node should be deleted. void print() const; // Prints out the list of students to standard output. The students are // printed in order of student ID (from smallest to largest), one per line private: // Since Listnodes will only be used within the SortedList class, // we make it private. struct Listnode { Student *student; Listnode *next; }; Listnode *head; // pointer to first node in the list static void freeList(Listnode *L); // Traverses throught the linked list and deallocates each node static Listnode *copyList(Listnode *L); // Returns a pointer to the first node within a particular list }; #endif #ifndef STUDENT_H #define STUDENT_H Student.h #ifndef STUDENT_H #define STUDENT_H /* * Student class * * A Student object contains a student ID, the number of credits, and an * overall GPA. */ class Student { public: Student(); // Constructs a default student with an ID of 0, 0 credits, and 0.0 GPA. Student(int ID); // Constructs a student with the given ID, 0 credits, and 0.0 GPA. Student(int ID, int cr, double grPtAv); // Constructs a student with the given ID, number of credits, and GPA.\ Student(const Student & s); // Constructs a copy of another student object ~Student(); // Destructs a student object const Student & operator=(const Student & rhs); // Defines the assignment operator between two student objects // Accessors int getID() const; // returns the student ID int getCredits() const; // returns the number of credits double getGPA() const; // returns the GPA // Other methods void update(char grade, int cr); // Updates the total credits and overall GPA to take into account the // additions of the given letter grade in a course with the given number // of credits. The update is done by first converting the letter grade // into a numeric value (A = 4.0, B = 3.0, etc.). The new GPA is // calculated using the formula: // // (oldGPA * old_total_credits) + (numeric_grade * cr) // newGPA = --------------------------------------------------- // old_total_credits + cr // // Finally, the total credits is updated (to old_total_credits + cr) void print() const; // Prints out the student to standard output in the format: // ID,credits,GPA // Note: the end-of-line is NOT printed after the student information private: int studentID; int credits; double GPA; }; #endif

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  • Generic Aggregation of C++ Objects by Attribute When Attribute Name is Unknown at Runtime

    - by stretch
    I'm currently implementing a system with a number of class's representing objects such as client, business, product etc. Standard business logic. As one might expect each class has a number of standard attributes. I have a long list of essentially identical requirements such as: the ability to retrieve all business' whose industry is manufacturing. the ability to retrieve all clients based in London Class business has attribute sector and client has attribute location. Clearly this a relational problem and in pseudo SQL would look something like: SELECT ALL business in business' WHERE sector == manufacturing Unfortunately plugging into a DB is not an option. What I want to do is have a single generic aggregation function whose signature would take the form: vector<generic> genericAggregation(class, attribute, value); Where class is the class of object I want to aggregate, attribute and value being the class attribute and value of interest. In my example I've put vector as return type, but this wouldn't work. Probably better to declare a vector of relevant class type and pass it as an argument. But this isn't the main problem. How can I accept arguments in string form for class, attribute and value and then map these in a generic object aggregation function? Since it's rude not to post code, below is a dummy program which creates a bunch of objects of imaginatively named classes. Included is a specific aggregation function which returns a vector of B objects whose A object is equal to an id specified at the command line e.g. .. $ ./aggregations 5 which returns all B's whose A objects 'i' attribute is equal to 5. See below: #include <iostream> #include <cstring> #include <sstream> #include <vector> using namespace std; //First imaginativly names dummy class class A { private: int i; double d; string s; public: A(){} A(int i, double d, string s) { this->i = i; this->d = d; this->s = s; } ~A(){} int getInt() {return i;} double getDouble() {return d;} string getString() {return s;} }; //second imaginativly named dummy class class B { private: int i; double d; string s; A *a; public: B(int i, double d, string s, A *a) { this->i = i; this->d = d; this->s = s; this->a = a; } ~B(){} int getInt() {return i;} double getDouble() {return d;} string getString() {return s;} A* getA() {return a;} }; //Containers for dummy class objects vector<A> a_vec (10); vector<B> b_vec;//100 //Util function, not important.. string int2string(int number) { stringstream ss; ss << number; return ss.str(); } //Example function that returns a new vector containing on B objects //whose A object i attribute is equal to 'id' vector<B> getBbyA(int id) { vector<B> result; for(int i = 0; i < b_vec.size(); i++) { if(b_vec.at(i).getA()->getInt() == id) { result.push_back(b_vec.at(i)); } } return result; } int main(int argc, char** argv) { //Create some A's and B's, each B has an A... //Each of the 10 A's are associated with 10 B's. for(int i = 0; i < 10; ++i) { A a(i, (double)i, int2string(i)); a_vec.at(i) = a; for(int j = 0; j < 10; j++) { B b((i * 10) + j, (double)j, int2string(i), &a_vec.at(i)); b_vec.push_back(b); } } //Got some objects so lets do some aggregation //Call example aggregation function to return all B objects //whose A object has i attribute equal to argv[1] vector<B> result = getBbyA(atoi(argv[1])); //If some B's were found print them, else don't... if(result.size() != 0) { for(int i = 0; i < result.size(); i++) { cout << result.at(i).getInt() << " " << result.at(i).getA()->getInt() << endl; } } else { cout << "No B's had A's with attribute i equal to " << argv[1] << endl; } return 0; } Compile with: g++ -o aggregations aggregations.cpp If you wish :) Instead of implementing a separate aggregation function (i.e. getBbyA() in the example) I'd like to have a single generic aggregation function which accounts for all possible class attribute pairs such that all aggregation requirements are met.. and in the event additional attributes are added later, or additional aggregation requirements, these will automatically be accounted for. So there's a few issues here but the main one I'm seeking insight into is how to map a runtime argument to a class attribute. I hope I've provided enough detail to adequately describe what I'm trying to do...

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  • doubt regarding carrying data in custom events using actionscript

    - by user267530
    Hi I am working on actionscript to generate a SWF dynamically using JSON data coming from an HTTP request. I receive the data on creationComplete and try to generate a tree like structure. I don’t create the whole tree at the same time. I create 2 levels, level 1 and level 2. My goal is to attach custom events on the panels which represent tree nodes. When users click the panels, it dispatches custom events and try to generate the next level. So, it goes like this : On creation complete - get JSON- create top tow levels - click on level 2- create the level 2 and level 3 - click on level 3- create level 3 and 4. …and so on and so on. I am attaching my code with this email. Please take a look at it and if you have any hints on how you would do this if you need to paint a tree having total level number = “n” where( 0 import com.iwobanas.effects.*; import flash.events.MouseEvent; import flash.filters.BitmapFilterQuality; import flash.filters.BitmapFilterType; import flash.filters.GradientGlowFilter; import mx.controls.Alert; private var roundedMask:Sprite; private var panel:NewPanel; public var oldPanelIds:Array = new Array(); public var pages:Array = new Array();//cleanup public var delPages:Array = new Array(); public function DrawPlaybook(pos:Number,title:String,chld:Object):void { panel = new NewPanel(chld); panel.title = title; panel.name=title; panel.width = 100; panel.height = 80; panel.x=pos+5; panel.y=40; // Define a gradient glow. var gradientGlow:GradientGlowFilter = new GradientGlowFilter(); gradientGlow.distance = 0; gradientGlow.angle = 45; gradientGlow.colors = [0xFFFFF0, 0xFFFFFF]; gradientGlow.alphas = [0, 1]; gradientGlow.ratios = [0, 255]; gradientGlow.blurX = 10; gradientGlow.blurY = 10; gradientGlow.strength = 2; gradientGlow.quality = BitmapFilterQuality.HIGH; gradientGlow.type = BitmapFilterType.OUTER; panel.filters =[gradientGlow]; this.rawChildren.addChild(panel); pages.push(panel); panel.addEventListener(MouseEvent.CLICK, function(e:MouseEvent){onClickHandler(e,title,chld)}); this.addEventListener(CustomPageClickEvent.PANEL_CLICKED, function(e:CustomPageClickEvent){onCustomPanelClicked(e,title)}); } public function onClickHandler(e:MouseEvent,title:String,chld:Object):void { //var panel:Panel; for each(var stp1:NewPanel in pages){ if(stp1.title==title){ var eventObj:CustomPageClickEvent = new CustomPageClickEvent("panelClicked"); eventObj.panelClicked = stp1; dispatchEvent(eventObj); } } } private function onCustomPanelClicked(e:CustomPageClickEvent,title:String):void { //cleanup itself Alert.show("onCustomPanelClicked" + title); var panel:NewPanel; for each(var stp:NewPanel in pages){ startAnimation(e,stp); } if(title == e.panelClicked.title){ panel = new NewPanel(null); panel.title = title; panel.name=title; panel.width = 150; panel.height = 80; panel.x=100; panel.y=40; this.rawChildren.addChild(panel); // var slideRight:SlideRight = new SlideRight(); slideRight.target=panel; slideRight.duration=750; slideRight.showTarget=true; slideRight.play(); //draw the steps var jsonData = this.map.getValue(title); var posX:Number = 50; var posY:Number = 175; for each ( var pnl:NewPanel in pages){ pages.pop(); } for each ( var stp1:Object in jsonData.children){ //Alert.show("map step=" + stp.text ); panel = new NewPanel(null); panel.title = stp1.text; panel.name=stp1.id; panel.width = 100; panel.id=stp1.id; panel.height = 80; panel.x = posX; panel.y=posY; posX+=150; var s:String="hi" + stp1.text; panel.addEventListener(MouseEvent.CLICK, function(e:MouseEvent){onChildClick(e,s);}); this.addEventListener(CustomPageClickEvent.PANEL_CLICKED, function(e:CustomPageClickEvent){onCustomPnlClicked(e)}); this.rawChildren.addChild(panel); // Alert.show("map step=" + this.getChildIndex(panel) ); // oldPanelIds.push(panel); pages.push(panel); //this.addEventListener(CustomPageClickEvent.PANEL_CLICKED, //function(e:CustomPageClickEvent){onCustomPanelClicked(e,title)}); var slide:SlideUp = new SlideUp(); slide.target=panel; slide.duration=1500; slide.showTarget=false; slide.play(); } } } public function onChildClick(e:MouseEvent,s:String):void { //var panel:Panel; //Alert.show(e.currentTarget.title); for each(var stp1:NewPanel in pages){ if(stp1.title==e.currentTarget.title){ var eventObj:CustomPageClickEvent = new CustomPageClickEvent("panelClicked"); eventObj.panelClicked = stp1; dispatchEvent(eventObj); } } } private function onCustomPnlClicked(e:CustomPageClickEvent):void { for each ( var pnl:NewPanel in pages){ pages.pop(); } //onCustomPanelClicked(e,e.currentTarget.title); //Alert.show("hi from cstm" + e.panelClicked.title); } private function fadePanel(event:Event,panel:NewPanel):void{ panel.alpha -= .005; if (panel.alpha <= 0){ //Alert.show(panel.title); panel.removeEventListener(Event.ENTER_FRAME, function(e:Event){fadePanel(e,panel);}); }; panel.title=""; } private function startAnimation(event:CustomPageClickEvent,panel:NewPanel):void{ panel.addEventListener(Event.ENTER_FRAME, function(e:Event){fadePanel(e,panel)}); } Thanks in advance. Palash

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  • Versioned RDF store

    - by Mat
    Let me try rephrasing this: I am looking for a robust RDF store or library with the following features: Named graphs, or some other form of reification. Version tracking (probably at the named graph level). Privacy between groups of users, either at named graph or triple level. Human-readable data input and output, e.g. TriG parser and serialiser. I've played with Jena, Sesame, Boca, RDFLib, Redland and one or two others some time ago but each had its problems. Have any improved in the above areas recently? Can anything else do what I want, or is RDF not yet ready for prime-time? Reading around the subject a bit more, I've found that: Jena, nothing further Sesame, nothing further Boca does not appear to be maintained any more and seems only really designed for DB2. OpenAnzo, an open-source fork, appears more promising. RDFLib, nothing further Redland, nothing further Talis Platform appears to support changesets (wiki page and reference in Kniblet Tutorial Part 5) but it's a hosted-only service. Still may look into it though. SemVersion sounded promising, but appears to be stale.

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  • c# webbrowser | pushed realtime quotes

    - by Eric
    Hi, I am programmer and share trader. Before I have written a day trading application. Until last week it was possible to fetch realtime quotes from http://aktien.boerse.de/aktien_startseite.php?view=2&order=name%20asc&liste=prime&page=0 . Every time the site was surfed the quotes had changed. The HTML contents could then be decoded with regular expressions (regex). Problem They have stopped this service by today. Now the quotes are not realtime when surfing on the page. The only way to get stock quotes now is to use pushed quotes "Push starten"-Button. However I do not know how to basically fetch them in C#. When I create a webbrowser element the only way which I know to get the push quotes out of it is to give the webbrowser element the focus send key ctrl+A and ctrl+C and insert the data some where for decoding. This is not desired since the control is moved away from the user and in case some other control is clicked during the process this may result in unexpected behaviour. Question So is there a proper way to decode push stock quotes in C#? Thanks a lot in advance, --eric

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  • Casting an object using 'as' returns null: myObject = newObject as MyObject; // null

    - by John Russell
    I am trying to create a custom object in AS3 to pass information to and from a server, which in this case will be Red5. In the below screenshots you will see that I am able to send a request for an object from as3, and receive it successfully from the java server. However, when I try to cast the received object to my defined objectType using 'as', it takes the value of null. It is my understanding that that when using "as" your checking to see if your variable is a member of the specified data type. If the variable is not, then null will be returned. This screenshot illustrates that I am have successfully received my object 'o' from red5 and I am just about to cast it to the (supposedly) identical datatype testObject of LobbyData: However, when testObject = o as LobbyData; runs, it returns null. :( Below you will see my specifications both on the java server and the as3 client. I am confident that both objects are identical in every way, but for some reason flash does not think so. I have been pulling my hair out for a long time, does anyone have any thoughts? AS3 Object: import flash.utils.IDataInput; import flash.utils.IDataOutput; import flash.utils.IExternalizable; import flash.net.registerClassAlias; [Bindable] [RemoteClass(alias = "myLobbyData.LobbyData")] public class LobbyData implements IExternalizable { private var sent:int; // java sentinel private var u:String; // red5 username private var sen:int; // another sentinel? private var ui:int; // fb uid private var fn:String; // fb name private var pic:String; // fb pic private var inb:Boolean; // is in the table? private var t:int; // table number private var s:int; // seat number public function setSent(sent:int):void { this.sent = sent; } public function getSent():int { return sent; } public function setU(u:String):void { this.u = u; } public function getU():String { return u; } public function setSen(sen:int):void { this.sen = sen; } public function getSen():int { return sen; } public function setUi(ui:int):void { this.ui = ui; } public function getUi():int { return ui; } public function setFn(fn:String):void { this.fn = fn; } public function getFn():String { return fn; } public function setPic(pic:String):void { this.pic = pic; } public function getPic():String { return pic; } public function setInb(inb:Boolean):void { this.inb = inb; } public function getInb():Boolean { return inb; } public function setT(t:int):void { this.t = t; } public function getT():int { return t; } public function setS(s:int):void { this.s = s; } public function getS():int { return s; } public function readExternal(input:IDataInput):void { sent = input.readInt(); u = input.readUTF(); sen = input.readInt(); ui = input.readInt(); fn = input.readUTF(); pic = input.readUTF(); inb = input.readBoolean(); t = input.readInt(); s = input.readInt(); } public function writeExternal(output:IDataOutput):void { output.writeInt(sent); output.writeUTF(u); output.writeInt(sen); output.writeInt(ui); output.writeUTF(fn); output.writeUTF(pic); output.writeBoolean(inb); output.writeInt(t); output.writeInt(s); } } Java Object: package myLobbyData; import org.red5.io.amf3.IDataInput; import org.red5.io.amf3.IDataOutput; import org.red5.io.amf3.IExternalizable; public class LobbyData implements IExternalizable { private static final long serialVersionUID = 115280920; private int sent; // java sentinel private String u; // red5 username private int sen; // another sentinel? private int ui; // fb uid private String fn; // fb name private String pic; // fb pic private Boolean inb; // is in the table? private int t; // table number private int s; // seat number public void setSent(int sent) { this.sent = sent; } public int getSent() { return sent; } public void setU(String u) { this.u = u; } public String getU() { return u; } public void setSen(int sen) { this.sen = sen; } public int getSen() { return sen; } public void setUi(int ui) { this.ui = ui; } public int getUi() { return ui; } public void setFn(String fn) { this.fn = fn; } public String getFn() { return fn; } public void setPic(String pic) { this.pic = pic; } public String getPic() { return pic; } public void setInb(Boolean inb) { this.inb = inb; } public Boolean getInb() { return inb; } public void setT(int t) { this.t = t; } public int getT() { return t; } public void setS(int s) { this.s = s; } public int getS() { return s; } @Override public void readExternal(IDataInput input) { sent = input.readInt(); u = input.readUTF(); sen = input.readInt(); ui = input.readInt(); fn = input.readUTF(); pic = input.readUTF(); inb = input.readBoolean(); t = input.readInt(); s = input.readInt(); } @Override public void writeExternal(IDataOutput output) { output.writeInt(sent); output.writeUTF(u); output.writeInt(sen); output.writeInt(ui); output.writeUTF(fn); output.writeUTF(pic); output.writeBoolean(inb); output.writeInt(t); output.writeInt(s); } } AS3 Client: public function refreshRoom(event:Event) { var resp:Responder=new Responder(handleResp,null); ncLobby.call("getLobbyData", resp, null); } public function handleResp(o:Object):void { var testObject:LobbyData=new LobbyData; testObject = o as LobbyData; trace(testObject); } Java Client public LobbyData getLobbyData(String param) { LobbyData lobbyData1 = new LobbyData(); lobbyData1.setSent(5); lobbyData1.setU("lawlcats"); lobbyData1.setSen(5); lobbyData1.setUi(5); lobbyData1.setFn("lulz"); lobbyData1.setPic("lulzagain"); lobbyData1.setInb(true); lobbyData1.setT(5); lobbyData1.setS(5); return lobbyData1; }

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  • Why is graphviz drawing two arrows, and using a weird order?

    - by dmd
    Why is graphviz drawing two arrows from uncap_spike to peel, and why is it drawing peel to the right of hang? I want uncap_spike - peel - hang - spike, in that order, with one edge between each. digraph hangers { compound=true fontname="Gill Sans" node [fontname="Gill Sans" shape=box fillcolor=white style="rounded, filled"] edge [fontname="Gill Sans"] subgraph cluster_prep { style="filled" label=Prep gather [shape=Mrecord label="{gather | EtOH swab\nvented tubing}"] uncap_bottle [label="uncap bottle"] uncap_spike [label="uncap spike"] swab [shape=Mrecord label="{swab EtOH | wait 30 seconds for sterility}"] gather -> uncap_bottle -> swab -> uncap_spike {rank=same gather uncap_bottle swab uncap_spike} } subgraph cluster_hang { style=filled label=Hang {rank=same peel hang} } {rank=same uncap_spike -> peel -> hang -> spike -> prime} hang -> rip [color=firebrick] rip [label="eyelet\nripped" style="filled" shape=octagon regular fontcolor=white fontsize=10 width=.5 fixedsize color=firebrick fillcolor=firebrick ] swab -> not_sterile [color=firebrick] not_sterile [label="not\nsterile" style="filled" shape=octagon regular fontcolor=white fontsize=10 width=.5 fixedsize color=firebrick fillcolor=firebrick ] }

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  • Does isEmpty method in Stream evaluate the whole Stream?

    - by abhin4v
    In Scala, does calling isEmtpy method on an instance of Stream class cause the stream to be evaluated completely? My code is like this: import Stream.cons private val odds: Stream[Int] = cons(3, odds.map(_ + 2)) private val primes: Stream[Int] = cons(2, odds filter isPrime) private def isPrime(n: Int): Boolean = n match { case 1 => false case 2 => true case 3 => true case 5 => true case 7 => true case x if n % 3 == 0 => false case x if n % 5 == 0 => false case x if n % 7 == 0 => false case x if (x + 1) % 6 == 0 || (x - 1) % 6 == 0 => true case x => primeDivisors(x) isEmpty } import Math.{sqrt, ceil} private def primeDivisors(n: Int) = primes takeWhile { _ <= ceil(sqrt(n))} filter {n % _ == 0 } So, does the call to isEmpty on the line case x => primeDivisors(x) isEmpty cause all the prime divisors to be evaluated or only the first one?

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  • Refresh a Div that has a Google ad inside it

    - by Abs
    Hello all, I have a div that holds a google ad. My website is mostly AJAX and there is no need for a browser refresh. That means my ads will not refresh either, which isnt ideal, a user staring at one ad all day. So I wanted a way to refresh a particular div on a page. I found many solutions but they didnt work. For example, using JQuery's html function: $("#ads").html("google ad script here"); This managed to refresh the whole page no idea how. I can also make an AJAX request to a HTML page that contains the google ad but I am guessing it will have the same effect as the above attempt. I do not want to use iFrames. Is there any other option open to me? My pea brain can not think of anymore. :) Thanks you for any help. EDIT: It is allowed since I will be initiating the refresh only when a user clicks a link. A prime example is Yahoo Mail - their new AJAX mailbox uses this same method, when a user clicks a link then a new ad is shown.

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  • Why is my simple recusive method's final return value always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

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  • What is the best anti-crack scheme for your trial or subscription software?

    - by gmatt
    Writing code takes time and effort and just like any other human being we need to live by making an income (save for the few that are actually self sustainable.) Here are 3 general schemes to make a living: Independent developers can offer a trial then purchase scheme. An alternative is an open source base application with pay extensions. A last (probably least popular with customers) scheme is to enforce some kind of subscription. Then the price of the software pales in comparison to the long term subscription fees. So, my question would be a hypothetical one. Suppose that you invest thousands of hours into developing an application. Now suppose you can choose any one of the three options to make a living off this application--or any other option you want--and suppose you have a very real fear of loosing 80% of your revenue to a cracked version if one can be made. To be clear this application does not require the internet to perform all its useful functions, that is, your application is a prime candidate to be a cracked release on some website. Which option would you feel most comfortable with defending yourself against this possible situation and briefly describe why this option would be the best.

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  • "Priming" a whole database in MSSQL for first-hit speed

    - by David Spillett
    For a particular apps I have a set of queries that I run each time the database has been restarted for any reason (server reboot usually). These "prime" SQL Server's page cache with the common core working set of the data so that the app is not unusually slow the first time a user logs in afterwards. One instance of the app is running on an over-specced arrangement where the SQL box has more RAM than the size of the database (4Gb in the machine, the DB is under 1.5Gb currently and unlikely to grow too much relative to that in the near future). Is there a neat/easy way of telling SQL Server to go away and load everything into RAM? It could be done the hard way by having a script scan sysobjects & sysindexes and running SELECT * FROM <table> WITH(INDEX(<index_name>)) ORDER BY <index_fields> for every key and index found, which should cause every used page to be read at least once and so be in RAM, but is there a cleaner or more efficient way? All planned instances where the database server is stopped are out-of-normal-working-hours (all the users are at most one timezone away and unlike me none of them work at silly hours) so such a process (until complete) slowing down users more than the working set not being primed at all would is not an issue.

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Project Euler problem 214, How can i make it more efficient?

    - by Once
    I am becoming more and more addicted to the Project Euler problems. However since one week I am stuck with the #214. Here is a short version of the problem: PHI() is Euler's totient function, i.e. for any given integer n, PHI(n)=numbers of k<=n for which gcd(k,n)=1. We can iterate PHI() to create a chain. For example starting from 18: PHI(18)=6 = PHI(6)=2 = PHI(2)=1. So starting from 18 we get a chain of length 4 (18,6,2,1) The problem is to calculate the sum of all primes less than 40e6 which generate a chain of length 25. I built a function that calculates the chain length of any number and I tested it for small values: it works well and fast. sum of all primes<=20 which generate a chain of length 4: 12 sum of all primes<=1000 which generate a chain of length 10: 39383 Unfortunately my algorithm doesn't scale well. When I apply it to the problem, it takes several hours to calculate... so I stop it because the Project Euler problems must be solved in less than one minute. I thought that my prime detection function might be slow so I fed the program with a list of primes <40e6 to avoid the primality test... The code runs now a little bit faster, but there is still no way to get a solution in less than a few hours (and I don't want this). So is there any "magic trick" that I am missing here ? I really don't understand how to be more efficient on this one... I am not asking for the solution, because fighting with optimization is all the fun of Project Euler. However, any small hint that could put me on the right track would be welcome. Thanks !

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  • Uneditable file and Unreadable(for further processing) file( WHY? ) after processing it through C++

    - by mgj
    Hi...:) This might look to be a very long question to you I understand, but trust me on this its not long. I am not able to identify why after processing this text is not being able to be read and edited. I tried using the ord() function in python to check if the text contains any Unicode characters( non ascii characters) apart from the ascii ones.. I found quite a number of them. I have a strong feeling that this could be due to the original text itself( The INPUT ). Input-File: Just copy paste it into a file "acle5v1.txt" The objective of this code below is to check for upper case characters and to convert it to lower case and also to remove all punctuations so that these words are taken for further processing for word alignment #include<iostrea> #include<fstream> #include<ctype.h> #include<cstring> using namespace std; ifstream fin2("acle5v1.txt"); ofstream fin3("acle5v1_op.txt"); ofstream fin4("chkcharadded.txt"); ofstream fin5("chkcharntadded.txt"); ofstream fin6("chkprintchar.txt"); ofstream fin7("chknonasci.txt"); ofstream fin8("nonprinchar.txt"); int main() { char ch,ch1; fin2.seekg(0); fin3.seekp(0); int flag = 0; while(!fin2.eof()) { ch1=ch; fin2.get(ch); if (isprint(ch))// if the character is printable flag = 1; if(flag) { fin6<<"Printable character:\t"<<ch<<"\t"<<(int)ch<<endl; flag = 0; } else { fin8<<"Non printable character caught:\t"<<ch<<"\t"<<int(ch)<<endl; } if( isalnum(ch) || ch == '@' || ch == ' ' )// checks for alpha numeric characters { fin4<<"char added: "<<ch<<"\tits ascii value: "<<int(ch)<<endl; if(isupper(ch)) { //tolower(ch); fin3<<(char)tolower(ch); } else { fin3<<ch; } } else if( ( ch=='\t' || ch=='.' || ch==',' || ch=='#' || ch=='?' || ch=='!' || ch=='"' || ch != ';' || ch != ':') && ch1 != ' ' ) { fin3<<' '; } else if( (ch=='\t' || ch=='.' || ch==',' || ch=='#' || ch=='?' || ch=='!' || ch=='"' || ch != ';' || ch != ':') && ch1 == ' ' ) { //fin3<<" '; } else if( !(int(ch)>=0 && int(ch)<=127) ) { fin5<<"Char of ascii within range not added: "<<ch<<"\tits ascii value: "<<int(ch)<<endl; } else { fin7<<"Non ascii character caught(could be a -ve value also)\t"<<ch<<int(ch)<<endl; } } return 0; } I have a similar code as the above written in python which gives me an otput which is again not readable and not editable The code in python looks like this: #!/usr/bin/python # -*- coding: UTF-8 -*- import sys input_file=sys.argv[1] output_file=sys.argv[2] list1=[] f=open(input_file) for line in f: line=line.strip() #line=line.rstrip('.') line=line.replace('.','') line=line.replace(',','') line=line.replace('#','') line=line.replace('?','') line=line.replace('!','') line=line.replace('"','') line=line.replace('?','') line=line.replace('|','') line = line.lower() list1.append(line) f.close() f1=open(output_file,'w') f1.write(' '.join(list1)) f1.close() the file takes ip and op at runtime.. as: python punc_remover.py acle5v1.txt acle5v1_op.txt The output of this file is in "acle5v1_op.txt" now after processing this particular output file is needed for further processing. This particular file "aclee5v1_op.txt" is the UNREADABLE Aand UNEDITABLE File that I am not being able to use for further processing. I need this for Word alignment in NLP. I tried readin this output with the following program #include<iostream> #include<fstream> using namespace std; ifstream fin1("acle5v1_op.txt"); ofstream fout1("chckread_acle5v1_op.txt"); ofstream fout2("chcknotread_acle5v1_op.txt"); int main() { char ch; int flag = 0; long int r = 0; long int nr = 0; while(!(fin1)) { fin1.get(ch); if(ch) { flag = 1; } if(flag) { fout1<<ch; flag = 0; r++; } else { fout2<<"Char not been able to be read from source file\n"; nr++; } } cout<<"Number of characters able to be read: "<<r; cout<<endl<<"Number of characters not been able to be read: "<<nr; return 0; } which prints the character if its readable and if not it doesn't print them but I observed the output of both the file is blank thus I could draw a conclusion that this file "acle5v1_op.txt" is UNREADABLE AND UNEDITABLE. Could you please help me on how to deal with this problem.. To tell you a bit about the statistics wrt the original input file "acle5v1.txt" file it has around 3441 lines in it and around 3 million characters in it. Keeping in mind the number of characters in the file you editor might/might not be able to manage to open the file.. I was able to open the file in gedit of Fedora 10 which I am currently using .. This is just to notify you that opening with a particular editor was not actually an issue at least in my case... Can I use scripting languages like Python and Perl to deal with this problem if Yes how? could please be specific on that regard as I am a novice to Perl and Python. Or could you please tell me how do I solve this problem using C++ itself.. Thank you...:) I am really looking forward to some help or guidance on how to go about this problem....

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  • How to "reduce" a hash?

    - by Julien Lebosquain
    Suppose I have any "long" hash, like a 16 bytes MD5 or a 20 bytes SHA1. I want to reduce this hash to fit on 4 bytes, for GetHashCode() purposes. First, I'm perfectly aware that I'll get more collisions. That's totally fine in my case, but I'd still prefer to get the less possible collisions. There are several solutions to my problem: I could take the 4 first bytes of the hash. I could take the 4 last bytes of the hash. I could take 4 random bytes of the hash. I could generate a hash of the hash, involving classic prime numbers multiplications. Are there other solutons I didn't think about? And more importantly, what method will give me the most unique hash code? I'm currently supposing they're almost equivalent. Microsoft choose that the public key token of an assembly is the last 8 bytes of the SHA1 hash of its public key, so I'll probably go for this solution but I'd like to know why.

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