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  • Why don't I need to bind my vertex buffer object before calling glDrawArrays?

    - by valmo
    I'm a bit confused why this still renders. I thought you need to bind a vertex buffer object so that glDrawArrays knows which vertex buffer to use. Here is my initialisation code.. // Create and bind vertex array to store vertex attribute states. glGenVertexArraysOES(NUM_VERTEX_ARRAYS, &m_vertexArray); glBindVertexArrayOES(m_vertexArray); // Create and bind vertex buffer to store vertex data. glGenBuffers(NUM_VERTEX_BUFFERS, &m_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 36, &m_vertices[0], GL_STATIC_DRAW); glEnableVertexAttribArray(VertexAttribPosition); glVertexAttribPointer(VertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0)); glEnableVertexAttribArray(VertexAttribNormal); glVertexAttribPointer(VertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12)); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArrayOES(0); Here is my render code. I'm confused why glDrawArrays still works when I bind 0 to GL_ARRAY_BUFFER. glBindVertexArrayOES(m_vertexArray); glBindBuffer(GL_ARRAY_BUFFER, 0); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArrayOES(0);

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  • How do i find if an object is before or after a waypoint?

    - by BoMann Andersen
    Im working on a racing game for a school project. Using Visual studio 10 pro, and Irrlicht. Sorry for bad grammar ., and its my first question so not sure if its done right. How i want it to work is that i make waypoints at different points on the track, and then i run my waypoint check to see if a car is past its next waypoint (the next it "needs" to go past), if yes then it updates the next waypoint, else nothing. The way i hope this will work is, i make a vector from n to n+1, then find the vector that is perpendicular to the first vector at n. Then i see if the object is in front or behind that vector. I found a Gamedev.net forumpost that helped me make this function: void Engine::checkWaypoint(Vehicle* vehicle) { btVector3 vector = waypoints[vehicle->nextWaypoint]; // n btVector3 nextVector = waypoints[vehicle->nextWaypoint + 1]; // n+1 vector = nextVector - vector; // First vector btVector3 pos = btVector3(vehicle->position.X,vehicle->position.Y,vehicle->position.Z); float product = vector.dot(pos - waypoints[vehicle->nextWaypoint]); // positiv = before, negative = behind if(product < 0) vehicle->nextWaypoint += 1; } Current bugs with this is: Updates the nextwaypoint more then ones without going past a new point. When it gets to the end and resets, it stops triggering on the first waypoints. So my questions: Is this an good way to do this? Did i do it right?

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  • What collection object is appropriate for fixed ordering of values?

    - by makerofthings7
    Scenario: I am tracking several performance counters and have a CounterDescription[] correlate to DataSnapshot[]... where CounterDescription[n] describes the data loaded within DataSnapshot[n]. I want to expose an easy to use API within C# that will allow for the easy and efficient expansion of the arrays. For example CounterDescription[0] = Humidity; DataSnapshot[0] = .9; CounterDescription[1] = Temp; DataSnapshot[1] = 63; My upload object is defined like this: Note how my intent is to correlate many Datasnapshots with a dattime reference, and using the offset of the data to refer to its meaning. This was determined to be the most efficient way to store the data on the back-end, and has now reflected itself into the following structure: public class myDataObject { [DataMember] public SortedDictionary<DateTime, float[]> Pages { get; set; } /// <summary> /// An array that identifies what each position in the array is supposed to be /// </summary> [DataMember] public CounterDescription[] Counters { get; set; } } I will need to expand each of these arrays (float[] and CounterDescription[] ), but whatever data already exists must stay in that relative offset. Which .NET objects support this? I think Array[] , LinkedList<t>, and List<t> Are able to keep the data fixed in the right locations. What do you think?

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  • What is the fastest (to access) struct-like object in Python?

    - by DNS
    I'm optimizing some code whose main bottleneck is running through and accessing a very large list of struct-like objects. Currently I'm using namedtuples, for readability. But some quick benchmarking using 'timeit' shows that this is really the wrong way to go where performance is a factor: Named tuple with a, b, c: >>> timeit("z = a.c", "from __main__ import a") 0.38655471766332994 Class using __slots__, with a, b, c: >>> timeit("z = b.c", "from __main__ import b") 0.14527461047146062 Dictionary with keys a, b, c: >>> timeit("z = c['c']", "from __main__ import c") 0.11588272541098377 Tuple with three values, using a constant key: >>> timeit("z = d[2]", "from __main__ import d") 0.11106188992948773 List with three values, using a constant key: >>> timeit("z = e[2]", "from __main__ import e") 0.086038238242508669 Tuple with three values, using a local key: >>> timeit("z = d[key]", "from __main__ import d, key") 0.11187358437882722 List with three values, using a local key: >>> timeit("z = e[key]", "from __main__ import e, key") 0.088604143037173344 First of all, is there anything about these little timeit tests that would render them invalid? I ran each several times, to make sure no random system event had thrown them off, and the results were almost identical. It would appear that dictionaries offer the best balance between performance and readability, with classes coming in second. This is unfortunate, since, for my purposes, I also need the object to be sequence-like; hence my choice of namedtuple. Lists are substantially faster, but constant keys are unmaintainable; I'd have to create a bunch of index-constants, i.e. KEY_1 = 1, KEY_2 = 2, etc. which is also not ideal. Am I stuck with these choices, or is there an alternative that I've missed?

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  • SFINAE and detecting if a C++ function object returns void.

    - by Tom Swirly
    I've read the various authorities on this, include Dewhurst and yet haven't managed to get anywhere with this seemingly simple question. What I want to do is to call a C++ function object, (basically, anything you can call, a pure function or a class with ()), and return its value, if that is not void, or "true" otherwise. #include <stdio.h> struct Foo { void operator()() {} }; struct Bar { bool operator()() { return false; } }; Foo foo; Bar bar; bool baz() { return false; } void bang() {} const char* print(bool b) { printf(b ? "true, " : "false, "); } template <typename Functor> bool magicCallFunction(Functor f) { return true; // lots of template magic occurs here... } int main(int argc, char** argv) { print(magicCallFunction(foo)); print(magicCallFunction(bar)); print(magicCallFunction(baz)); print(magicCallFunction(bang)); printf("\n"); }

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  • What happens when you create an instance of an object containing no state in C#?

    - by liquorice
    I am I think ok at algorithmic programming, if that is the right term? I used to play with turbo pascal and 8086 assembly language back in the 1980s as a hobby. But only very small projects and I haven't really done any programming in the 20ish years since then. So I am struggling for understanding like a drowning swimmer. So maybe this is a very niave question or I'm just making no sense at all, but say I have an object kind of like this: class Something : IDoer { void Do(ISomethingElse x) { x.DoWhatEverYouWant(42); } } And then I do var Thing1 = new Something(); var Thing2 = new Something(); Thing1.Do(blah); Thing2.Do(blah); does Thing1 = Thing2? does "new Something()" create anything? Or is it not much different different from having a static class, except I can pass it around and swap it out etc. Is the "Do" procedure in the same location in memory for both the Thing1(blah) and Thing2(blah) objects? I mean when executing it, does it mean there are two Something.Do procedures or just one?

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  • EF code first error "The specified index already exists. [ IX_Id ]" for object tree

    - by PascalN
    Using EF code first 4.3 I'm trying to model an object tree with a required-required relationships and a required-optional relationships. Here is a simple representation of those classes public class Top { public int Id { get; set; } public virtual Middle Middle { get; set; } } public class Middle { public int Id { get; set; } public virtual Child Child { get; set; } } public class Child { public int Id { get; set; } } Here is the OnModelCreating code modelBuilder.Entity<Top>().HasRequired(t => t.Middle).WithRequiredPrincipal().WillCascadeOnDelete(); modelBuilder.Entity<Middle>().HasRequired(t => t.Child).WithOptional().WillCascadeOnDelete(); This produces the error "The specified index already exists. [ IX_Id ]" on SQLCE After checking the db schema, both model binder fluent API configuration lines create an index IX_Id on the table Middles. Does anyone know how to work around that problem? Is there a way to set the index name? Thank you! Pascal

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  • CakePHP 2.0: how to access properties of the parent object?

    - by PaulJ
    I just started learning CakePHP 2.0 a few days ago, and there's one thing that is leaving me stumped: say I have an User model and a Posts model: class User extends AppModel { public $name = "User"; public $hasMany=array( 'Post' => array( 'className' => 'Post', 'foreignKey' => 'author_id' ) ); } class Post extends AppModel { public $name = 'Post'; public $belongsTo = array( 'className' = 'User', 'foreignKey' = 'author_id', ); } (Where "author_id" is the foreign key in the posts table that references the Users table's primary key). And now, in the PostsController, I want to access the properties of the user that owns the current post (to show his display name, for example). What would be the proper syntax? I tried: $this->Post->User->find('first', array('conditions' => array('User.id' => "$usuario"))) But it didn't work (I guess it's because the User is the parent of the Post object, not its child). Or should CakePHP load everything automatically, once you've declared the $hasMany and $belongsTo relationships?

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  • How to display in a form the next object of a collection?

    - by user359706
    I have a list of objects produced. after click on next I want to display the next product in the form my products list: Private List listProduct; listProduits = new List<Product>(); Product objProduit_1 = new Produit; objProduct_1.ref = "001"; objProduct_1.article = "G900"; objProduct_1.quantity = 30; listProducts.Add(objProduct_1); ProductobjProduit_2 = new Product; objProduct_2.ref = "002"; objProduct_2.article = "G900"; objProduct_2.quantity = 35; listProduits.Add(objProduct_2); in my asp page I have the following form: <form id="formNF" runat="server"> <asp:TextBox ID="txtRef" runat="server"></asp:TextBox> <asp:TextBox ID="txtArticle" runat="server"></asp:TextBox> <asp:TextBox ID="txtQauntity" runat="server"></asp:TextBox> <asp:Button ID="ButtonNext" runat="server" Text="Next product" OnClick="ButtonNext_Click"/> </form> In my code-behind: protected void ButtonNext_Click(object sender, EventArgs e) { // I do not know how to retrieve the following product // How to stop and continue after click on next button? foreach (Product prd in listProduct){ txtRef.Text = prd.ref; txtRef.Text = prd.article; txtRef.Text = prd.quantity; } } Thank you in advance.

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  • Why can't I display same object in multiple viewports?

    - by user288973
    Hi, I'm pretty new to OpenGL. Was playing around with some code but can't figure out why the following will not produce two viewports with the same object view. Heres the code: glViewport(0, windowHeight/2, windowWidth/2, windowHeight); glScissor(0, windowHeight/2, windowWidth/2, windowHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 45.0, (GLfloat)(windowWidth/2)/(GLfloat)(windowHeight/2), 0.1f, 500.0 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); drawParticleView(); glViewport(windowWidth/2, 0, windowWidth, windowHeight/2); glScissor(windowWidth/2, 0, windowWidth, windowHeight/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 45.0, (GLfloat)(windowWidth/2)/(GLfloat)(windowHeight/2), 0.1f, 500.0 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); drawParticleView(); drawParticleView() just draws an array of rectangles. The problem is that the second viewport is a squashed representation of the first. My window width is 1280 and height 960. I'm obviously doing something wrong but what? Thanks

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  • Doing a global count of an object type (like Users), best practice?

    - by user246114
    Hi, I know keeping global counters is frowned upon in app engine. I am interested in getting some stats though, like once every 24 hours. For example, I'd like to count the number of User objects in the system once every 24 hours. So how do we do this? Do we simply keep a set of admin tool functions which do something like: SELECT FROM com.me.project.server.User; and just see what the size of the returned List is? This is kind of a bummer because the datastore would have to deserialize every single User instance to create the returned list, right? I could optimize this possibly by asking for only the keys to be returned, so the whole User object doesn't have to be deserialized. Then again, a global counter for # of users probably would create too much contention, because there probably won't be hundreds of signups a minute for the service I'm creating. How should we go about doing this? Getting my total number of users once a day is probably a pretty typical operation? Thank you

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  • How to break an object into chunks based on some property?

    - by CurlyFro
    public class InvestorMailing { public string To { get; set; } public IEnumerable<string> Attachments { get; set; } public int AttachmentCount { get; set; } public long AttachmentSize { get; set; } } i have an IList<InvestorMailing> mailingList. if the attachment size is greater than x, then i need to split my object into chunks. is there an easy linq-y way to do this? Edited: this is how i'm generating my mailings: var groupedMailings = mailingList.GroupBy(g => g.GroupBy); var investorMailings = groupedMailings.Select( g => new DistinctInvestorMailing { Id = g.Select(x => x.Id).FirstOrDefault(), To = g.Key.Trim(), From = g.Select(x => x.From).FirstOrDefault(), FromName = g.Select(x => x.FromName).FirstOrDefault(), Bcc = g.Select(x => x.Bcc).FirstOrDefault(), DeliveryCode = g.Select(x => x.DeliveryCode).FirstOrDefault(), Subject = g.Select(x => x.Subject).FirstOrDefault(), Body = g.Select(x => x.Body).FirstOrDefault(), CommentsOnStatus = g.Select(x => x.CommentsOnStatus).FirstOrDefault(), Attachments = g.Select(x => x.AttachmentPath), AttachmentCount = g.Select(x => x.AttachmentPath).Count(), AttachmentSize = g.Sum(x => x.AttachmentSize), MailType = g.Select(x => x.MessageType).FirstOrDefault() } ).ToList();

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  • When my object is no longer referenced why do its events continue to run?

    - by Ryan Peschel
    Say I am making a game and have a base Buff class. I may also have a subclass named ThornsBuff which subscribes to the Player class's Damaged event. The Player may have a list of Buffs and one of them may be the ThornsBuff. For example: Test Class Player player = new Player(); player.ActiveBuffs.Add(new ThornsBuff(player)); ThornsBuff Class public ThornsBuff(Player player) { player.DamageTaken += player_DamageTaken; } private void player_DamageTaken(MessagePlayerDamaged m) { m.Assailant.Stats.Health -= (int)(m.DamageAmount * .25); } This is all to illustrate an example. If I were to remove the buff from the list, the event is not detached. Even though the player no longer has the buff, the event is still executed as if he did. Now, I could have a Dispel method to unregister the event, but that forces the developer to call Dispel in addition to removing the Buff from the list. What if they forget, increased coupling, etc. What I don't understand is why the event doesn't detatch itself automatically when the Buff is removed from the list. The Buff only existed in the list and that is its one reference. After it is removed shouldn't the event be detached? I tried adding the detaching code to the finalizer of the Buff but that didn't fix it either. The event is still running even after it has 0 references. I suppose it is because the garbage collector had not run yet? Is there any way to make it automatic and instant so that when the object has no references all its events are unregisted? Thanks.

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  • Why does Java think my object is a variable?

    - by user2896898
    Ok so I'm trying to make a simple pong game. I have a paddle that follows the mouse and a ball that bounces around. I wrote a method collidesWith(Sprite s) inside of my Sprite class that checks if the ball collides with the paddle (this works and isn't the problem). I have two objects extending my sprite class, a ball and a paddle object. So inside of my ball class I'm trying to check if it collides with the paddle. So I've tried if(this.collidesWith(paddle) == true){ System.out.println("They touched"); } I've also tried ball.collidesWith(paddle) and other combinations but it always says the same thing about the paddle (and the ball when I use ball.collidesWith) "Cannot find symbol. Symbol: variable paddle(or ball). Location: class Ball" So if I'm reading this right, it thinks that the paddle (and ball) are variables and it's complaining because it can't find them. How can I make it understand I am passing in objects, not variables? For extra information, an earlier assignment had me make two boxes and for them to change colors when they were colliding. In that assignment I used very similar code to above with if(boxOne.collidesWith(boxTwo) == true){ System.out.println("yes"); } And in this code it worked just fine. The program knew that boxOne and boxTwo were child classes of my Sprite class. Anyone know why they wouldn't work the same?

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  • TypeError: Error #1009: Cannot access a property or method of a null object reference. at RECOVER_fyp1_fla::MainTimeline/abc1()

    - by user2643323
    TypeError: Error #1009: Cannot access a property or method of a null object reference. at RECOVER_fyp1_fla::MainTimeline/abc1() Hi, what does this mean? Can anybody figure it out? Thanks. Code: swatter.addEventListener(Event.ENTER_FRAME,abc1); Mouse.hide(); function abc1(e:Event) { swatter.x = mouseX; swatter.y = mouseY; enter code here mosq1.y = mosq1.y + 2; mosq2.y = mosq2.y + 3; mosq3.y = mosq3.y + 4; mosq4.y = mosq4.y + 5; mosq5.y = mosq5.y + 6; if (mosq1.y > 640) { mosq1.y = -50; } if (mosq2.y > 640) { mosq2.y = -50; } if (mosq3.y > 640) { mosq3.y = -50; } if (mosq4.y > 640) { mosq4.y = -50; } if (mosq5.y > 640) { mosq5.y = -50; } if(swatter.hitTestObject(mosq1)) { //SoundMixer.stopAll(); //three_start_sound1.play(); mosq1.parent.removeChild(mosq1); } if(swatter.hitTestObject(mosq2)) { //SoundMixer.stopAll(); //three_start_sound1.play(); mosq2.parent.removeChild(mosq2); } if(swatter.hitTestObject(mosq3)) { //SoundMixer.stopAll(); //three_start_sound1.play(); mosq3.parent.removeChild(mosq3); } if(swatter.hitTestObject(mosq4)) { //SoundMixer.stopAll(); //three_start_sound1.play(); mosq4.parent.removeChild(mosq4); } if(swatter.hitTestObject(mosq5)) { //SoundMixer.stopAll(); //three_start_sound1.play(); mosq5.parent.removeChild(mosq5); } } enter code here

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  • XSD Schema for XML with multiple structures

    - by Xetius
    I am attempting to write an XML Schema to cover a number of XML conditions which I may encounter. I have the same root element (serviceRequest) with different child elements. I was trying to use the xs:extension element to define multiple versions, but it is complaining about unexpected element orderInclusionCriteria etc. Am I going about this the right way, or is there a better way to define this? The other way I thought about this was to have a single xs:choice with all the options inside it, but this seemed somewhat inelegant. These XSD files are for use within XMLBeans if that makes any difference. I have Given the following 2 examples of XML: 1) <?xml version="1.0" encoding="utf-8"?> <serviceRequest method="GOO" debug="NO"> <sessionId sID="ABC1234567" /> <orderInclusionCriteria accountId="1234567" accountNum="1234567890" /> </serviceRequest> 2) <?xml version="1.0" encoding="utf-8"?> <serviceRequest method="GOO" debug="NO"> <sessionId sID="ABC1234567" /> <action aType='MakePayment'> <makePayment accountID='CH91015165S' amount='5.00' /> </action> </serviceRequest> I thought I could use the following schema file: <?xml version="1.0" encoding="UTF-8"?> <xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema"> <xs:element name="serviceRequest" type="ServiceRequestType" /> <xs:element name="session" type="SessionType" /> <xs:attribute name="method" type="xs:string" /> <xs:attribute name="debug" type="xs:string" /> <xs:complexType name="SessionType"> <xs:attribute name="sID" use="required"> <xs:simpleType> <xs:restriction base="xs:string"/> </xs:simpleType> </xs:attribute> </xs:complexType> <xs:complexType name="ServiceRequestType"> <xs:sequence> <xs:element ref="session" /> </xs:sequence> <xs:attribute ref="method" /> <xs:attribute ref="debug" /> </xs:complexType> <xs:complexType name="OrderTrackingServiceRequest"> <xs:complexContent> <xs:extension base="ServiceRequestType"> <xs:complexType> <xs:sequence> <xs:element name="OrderInclusionCriteria" type="xs:string" /> </xs:sequence> </xs:complexType> </xs:extension> </xs:complexContent> </xs:complexType> <xs:complexType name="Action"> <xs:complexContent> <xs:extension base="ServiceRequestType"> <xs:complexType> <xs:sequence> <xs:element name="makePayment"> <xs:complexType> <xs:attribute name="accountID" type="xs:string" /> <xs:attribute name="amount" type="xs:string" /> <xs:complexType> </xs:element> </xs:sequence> <xs:attribute name="aType" type="xs:string" /> </xs:complexType> </xs:extension> </xs:complexContent> </xs:complexType> </xs:schema>

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  • Java Synchronized List Deadlock

    - by portoalet
    From Effective Java 2nd edition item 67 page 266-268: The background thread calls s.removeObserver, which attempts to lock observers, but it can’t acquire the lock, because the main thread already has the lock. All the while, the main thread is waiting for the background thread to finish removing the observer, which explains the deadlock. I am trying to find out which threads deadlock in the main method by using ThreadMXBean (http://stackoverflow.com/questions/1102359/programmatic-deadlock-detection-in-java) , but why does it not return the deadlocked threads? I used a new Thread to run the ThreadMXBean detection. public class ObservableSet<E> extends ForwardingSet<E> { public ObservableSet(Set<E> set) { super(set); } private final List<SetObserver<E>> observers = new ArrayList<SetObserver<E>>(); public void addObserver(SetObserver<E> observer) { synchronized(observers) { observers.add(observer); } } public boolean removeObserver(SetObserver<E> observer) { synchronized(observers) { return observers.remove(observer); } } private void notifyElementAdded(E element) { synchronized(observers) { for (SetObserver<E> observer : observers) observer.added(this, element); } } @Override public boolean add(E element) { boolean added = super.add(element); if (added) notifyElementAdded(element); return added; } @Override public boolean addAll(Collection<? extends E> c) { boolean result = false; for (E element : c) result|=add(element); //callsnotifyElementAdded return result; } public static void main(String[] args) { ObservableSet<Integer> set = new ObservableSet<Integer>(new HashSet<Integer>()); final ThreadMXBean threadMxBean = ManagementFactory.getThreadMXBean(); Thread t = new Thread(new Runnable() { @Override public void run() { while( true ) { long [] threadIds = threadMxBean.findDeadlockedThreads(); if( threadIds != null) { ThreadInfo[] infos = threadMxBean.getThreadInfo(threadIds); for( ThreadInfo threadInfo : infos) { StackTraceElement[] stacks = threadInfo.getStackTrace(); for( StackTraceElement stack : stacks ) { System.out.println(stack.toString()); } } } try { System.out.println("Sleeping.."); TimeUnit.MILLISECONDS.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }); t.start(); set.addObserver(new SetObserver<Integer>() { public void added(ObservableSet<Integer> s, Integer e) { ExecutorService executor = Executors.newSingleThreadExecutor(); final SetObserver<Integer> observer = this; try { executor.submit(new Runnable() { public void run() { s.removeObserver(observer); } }).get(); } catch (ExecutionException ex) { throw new AssertionError(ex.getCause()); } catch (InterruptedException ex) { throw new AssertionError(ex.getCause()); } finally { executor.shutdown(); } } }); for (int i = 0; i < 100; i++) set.add(i); } } public interface SetObserver<E> { // Invoked when an element is added to the observable set void added(ObservableSet<E> set, E element); } // ForwardingSet<E> simply wraps another Set and forwards all operations to it.

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  • jQuery programmatically removing validation highlighting

    - by Sam Carleton
    The form has two check boxes (cbDeclined & cbIsOOfFac), two text fields and a drop down (txtHeight, txtWeight, ddlDevice). If either check box is checked, then the other controls are disabled and the rules for the other do no apply. Here are the current rules: $('form').validate({ highlight: function (element, errorClass) { $(element).addClass("invalidElem"); }, unhighlight: function (element, errorClass) { $(element).removeClass("invalidElem"); }, errorPlacement: function (error, element) { var parent = element.parent(); parent.append(error); }, errorElement: "div", errorClass: "errorMsg" }); function HeightWeightCtrlsEnabled() { return !cbDeclined.is(':checked') && !cbIsOOfFac.is(':checked'); } txtHeight.rules("add", { required: function (element) { return HeightWeightCtrlsEnabled(); }, maxlength: 3, min: 1, digits: true }); txtWeight.rules("add", { required: function (element) { return HeightWeightCtrlsEnabled(); }, maxlength: 4, min: 1, digits: true }); ddlDevice.rules("add", { required: function (element) { return HeightWeightCtrlsEnabled(); } }); function UpdateTextBoxes() { var disableCtrls = !HeightWeightCtrlsEnabled(); txtHeight.prop('disabled', disableCtrls); txtWeight.prop('disabled', disableCtrls); ddlDevice.prop('disabled', disableCtrls); if (disableCtrls) { txtHeight.val(''); txtWeight.val(''); ddlDevice.val(''); } } cbDeclined.click(function () { if (cbDeclined.is(':checked')) cbIsOOfFac.attr('checked', false); UpdateTextBoxes(); }); cbIsOOfFac.click(function () { if (cbIsOOfFac.is(':checked')) cbDeclined.attr('checked', false); UpdateTextBoxes(); }); The problem comes in when: The user enters something into txtWeight, clicks the submit to get both ddlDevice & txtHeight to highlight because they are required, then... The user clicks on either cbDeclined & cbIsOOfFac. The highlight is NOT going away. I am trying to figure out how to get the highlighting around the height and drop down to go away. I tried to create a fully working jsFiddler, but I cannot get anything to work, though everything looks correct. here is the link (I cannot post links, so I expanded it a bit) jsfiddle dot net/scarleton/9hDZQ/12/ If you remove the last /12/, you will see my first version that is a cut/paste from the real thing. Per a suggestion I tried adding $('form').valid(); a number of places. When I added it to the end of the UpdateTextBoxes() function, they started out highlighted, not what I want. When I added it after the click() event of either of the radio button, the text would go away, but the actual controls stayed highlighted. It looks like the function on the required property of the rule is not fully working, maybe. What is really interesting is this: When I enter a height, click , then weight and device are highlighted and have the error message under them. When I click on one of the radio buttons, the text goes away, but the highlight does not. But... The height is NOT highlighted, it stays normal.

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  • Parallelism in .NET – Part 4, Imperative Data Parallelism: Aggregation

    - by Reed
    In the article on simple data parallelism, I described how to perform an operation on an entire collection of elements in parallel.  Often, this is not adequate, as the parallel operation is going to be performing some form of aggregation. Simple examples of this might include taking the sum of the results of processing a function on each element in the collection, or finding the minimum of the collection given some criteria.  This can be done using the techniques described in simple data parallelism, however, special care needs to be taken into account to synchronize the shared data appropriately.  The Task Parallel Library has tools to assist in this synchronization. The main issue with aggregation when parallelizing a routine is that you need to handle synchronization of data.  Since multiple threads will need to write to a shared portion of data.  Suppose, for example, that we wanted to parallelize a simple loop that looked for the minimum value within a dataset: double min = double.MaxValue; foreach(var item in collection) { double value = item.PerformComputation(); min = System.Math.Min(min, value); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This seems like a good candidate for parallelization, but there is a problem here.  If we just wrap this into a call to Parallel.ForEach, we’ll introduce a critical race condition, and get the wrong answer.  Let’s look at what happens here: // Buggy code! Do not use! double min = double.MaxValue; Parallel.ForEach(collection, item => { double value = item.PerformComputation(); min = System.Math.Min(min, value); }); This code has a fatal flaw: min will be checked, then set, by multiple threads simultaneously.  Two threads may perform the check at the same time, and set the wrong value for min.  Say we get a value of 1 in thread 1, and a value of 2 in thread 2, and these two elements are the first two to run.  If both hit the min check line at the same time, both will determine that min should change, to 1 and 2 respectively.  If element 1 happens to set the variable first, then element 2 sets the min variable, we’ll detect a min value of 2 instead of 1.  This can lead to wrong answers. Unfortunately, fixing this, with the Parallel.ForEach call we’re using, would require adding locking.  We would need to rewrite this like: // Safe, but slow double min = double.MaxValue; // Make a "lock" object object syncObject = new object(); Parallel.ForEach(collection, item => { double value = item.PerformComputation(); lock(syncObject) min = System.Math.Min(min, value); }); This will potentially add a huge amount of overhead to our calculation.  Since we can potentially block while waiting on the lock for every single iteration, we will most likely slow this down to where it is actually quite a bit slower than our serial implementation.  The problem is the lock statement – any time you use lock(object), you’re almost assuring reduced performance in a parallel situation.  This leads to two observations I’ll make: When parallelizing a routine, try to avoid locks. That being said: Always add any and all required synchronization to avoid race conditions. These two observations tend to be opposing forces – we often need to synchronize our algorithms, but we also want to avoid the synchronization when possible.  Looking at our routine, there is no way to directly avoid this lock, since each element is potentially being run on a separate thread, and this lock is necessary in order for our routine to function correctly every time. However, this isn’t the only way to design this routine to implement this algorithm.  Realize that, although our collection may have thousands or even millions of elements, we have a limited number of Processing Elements (PE).  Processing Element is the standard term for a hardware element which can process and execute instructions.  This typically is a core in your processor, but many modern systems have multiple hardware execution threads per core.  The Task Parallel Library will not execute the work for each item in the collection as a separate work item. Instead, when Parallel.ForEach executes, it will partition the collection into larger “chunks” which get processed on different threads via the ThreadPool.  This helps reduce the threading overhead, and help the overall speed.  In general, the Parallel class will only use one thread per PE in the system. Given the fact that there are typically fewer threads than work items, we can rethink our algorithm design.  We can parallelize our algorithm more effectively by approaching it differently.  Because the basic aggregation we are doing here (Min) is communitive, we do not need to perform this in a given order.  We knew this to be true already – otherwise, we wouldn’t have been able to parallelize this routine in the first place.  With this in mind, we can treat each thread’s work independently, allowing each thread to serially process many elements with no locking, then, after all the threads are complete, “merge” together the results. This can be accomplished via a different set of overloads in the Parallel class: Parallel.ForEach<TSource,TLocal>.  The idea behind these overloads is to allow each thread to begin by initializing some local state (TLocal).  The thread will then process an entire set of items in the source collection, providing that state to the delegate which processes an individual item.  Finally, at the end, a separate delegate is run which allows you to handle merging that local state into your final results. To rewriting our routine using Parallel.ForEach<TSource,TLocal>, we need to provide three delegates instead of one.  The most basic version of this function is declared as: public static ParallelLoopResult ForEach<TSource, TLocal>( IEnumerable<TSource> source, Func<TLocal> localInit, Func<TSource, ParallelLoopState, TLocal, TLocal> body, Action<TLocal> localFinally ) The first delegate (the localInit argument) is defined as Func<TLocal>.  This delegate initializes our local state.  It should return some object we can use to track the results of a single thread’s operations. The second delegate (the body argument) is where our main processing occurs, although now, instead of being an Action<T>, we actually provide a Func<TSource, ParallelLoopState, TLocal, TLocal> delegate.  This delegate will receive three arguments: our original element from the collection (TSource), a ParallelLoopState which we can use for early termination, and the instance of our local state we created (TLocal).  It should do whatever processing you wish to occur per element, then return the value of the local state after processing is completed. The third delegate (the localFinally argument) is defined as Action<TLocal>.  This delegate is passed our local state after it’s been processed by all of the elements this thread will handle.  This is where you can merge your final results together.  This may require synchronization, but now, instead of synchronizing once per element (potentially millions of times), you’ll only have to synchronize once per thread, which is an ideal situation. Now that I’ve explained how this works, lets look at the code: // Safe, and fast! double min = double.MaxValue; // Make a "lock" object object syncObject = new object(); Parallel.ForEach( collection, // First, we provide a local state initialization delegate. () => double.MaxValue, // Next, we supply the body, which takes the original item, loop state, // and local state, and returns a new local state (item, loopState, localState) => { double value = item.PerformComputation(); return System.Math.Min(localState, value); }, // Finally, we provide an Action<TLocal>, to "merge" results together localState => { // This requires locking, but it's only once per used thread lock(syncObj) min = System.Math.Min(min, localState); } ); Although this is a bit more complicated than the previous version, it is now both thread-safe, and has minimal locking.  This same approach can be used by Parallel.For, although now, it’s Parallel.For<TLocal>.  When working with Parallel.For<TLocal>, you use the same triplet of delegates, with the same purpose and results. Also, many times, you can completely avoid locking by using a method of the Interlocked class to perform the final aggregation in an atomic operation.  The MSDN example demonstrating this same technique using Parallel.For uses the Interlocked class instead of a lock, since they are doing a sum operation on a long variable, which is possible via Interlocked.Add. By taking advantage of local state, we can use the Parallel class methods to parallelize algorithms such as aggregation, which, at first, may seem like poor candidates for parallelization.  Doing so requires careful consideration, and often requires a slight redesign of the algorithm, but the performance gains can be significant if handled in a way to avoid excessive synchronization.

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  • JPA exception: Object: ... is not a known entity type.

    - by Toto
    I'm new to JPA and I'm having problems with the autogeneration of primary key values. I have the following entity: package jpatest.entities; import java.io.Serializable; import javax.persistence.Entity; import javax.persistence.GeneratedValue; import javax.persistence.GenerationType; import javax.persistence.Id; @Entity public class MyEntity implements Serializable { private static final long serialVersionUID = 1L; @Id @GeneratedValue(strategy = GenerationType.AUTO) private Long id; public Long getId() { return id; } public void setId(Long id) { this.id = id; } private String someProperty; public String getSomeProperty() { return someProperty; } public void setSomeProperty(String someProperty) { this.someProperty = someProperty; } public MyEntity() { } public MyEntity(String someProperty) { this.someProperty = someProperty; } @Override public String toString() { return "jpatest.entities.MyEntity[id=" + id + "]"; } } and the following main method in other class: public static void main(String[] args) { EntityManagerFactory emf = Persistence.createEntityManagerFactory("JPATestPU"); EntityManager em = emf.createEntityManager(); em.getTransaction().begin(); MyEntity e = new MyEntity("some value"); em.persist(e); /* (exception thrown here) */ em.getTransaction().commit(); em.close(); emf.close(); } This is my persistence unit: <?xml version="1.0" encoding="UTF-8"?> <persistence version="1.0" xmlns="http://java.sun.com/xml/ns/persistence" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://java.sun.com/xml/ns/persistence http://java.sun.com/xml/ns/persistence/persistence_1_0.xsd"> <persistence-unit name="JPATestPU" transaction-type="RESOURCE_LOCAL"> <provider>oracle.toplink.essentials.PersistenceProvider</provider> <class>jpatest.entities.MyEntity</class> <properties> <property name="toplink.jdbc.user" value="..."/> <property name="toplink.jdbc.password" value="..."/> <property name="toplink.jdbc.url" value="jdbc:mysql://localhost:3306/jpatest"/> <property name="toplink.jdbc.driver" value="com.mysql.jdbc.Driver"/> <property name="toplink.ddl-generation" value="create-tables"/> </properties> </persistence-unit> </persistence> When I execute the program I get the following exception in the line marked with the proper comment: Exception in thread "main" java.lang.IllegalArgumentException: Object: jpatest.entities.MyEntity[id=null] is not a known entity type. at oracle.toplink.essentials.internal.sessions.UnitOfWorkImpl.registerNewObjectForPersist(UnitOfWorkImpl.java:3212) at oracle.toplink.essentials.internal.ejb.cmp3.base.EntityManagerImpl.persist(EntityManagerImpl.java:205) at jpatest.Main.main(Main.java:...) What am I missing?

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  • Advantage of creating a generic repository vs. specific repository for each object?

    - by LuckyLindy
    We are developing an ASP.NET MVC application, and are now building the repository/service classes. I'm wondering if there are any major advantages to creating a generic IRepository interface that all repositories implement, vs. each Repository having its own unique interface and set of methods. For example: a generic IRepository interface might look like (taken from this answer): public interface IRepository : IDisposable { T[] GetAll<T>(); T[] GetAll<T>(Expression<Func<T, bool>> filter); T GetSingle<T>(Expression<Func<T, bool>> filter); T GetSingle<T>(Expression<Func<T, bool>> filter, List<Expression<Func<T, object>>> subSelectors); void Delete<T>(T entity); void Add<T>(T entity); int SaveChanges(); DbTransaction BeginTransaction(); } Each Repository would implement this interface (e.g. CustomerRepository:IRepository, ProductRepository:IRepository, etc). The alternate that we've followed in prior projects would be: public interface IInvoiceRepository : IDisposable { EntityCollection<InvoiceEntity> GetAllInvoices(int accountId); EntityCollection<InvoiceEntity> GetAllInvoices(DateTime theDate); InvoiceEntity GetSingleInvoice(int id, bool doFetchRelated); InvoiceEntity GetSingleInvoice(DateTime invoiceDate, int accountId); //unique InvoiceEntity CreateInvoice(); InvoiceLineEntity CreateInvoiceLine(); void SaveChanges(InvoiceEntity); //handles inserts or updates void DeleteInvoice(InvoiceEntity); void DeleteInvoiceLine(InvoiceLineEntity); } In the second case, the expressions (LINQ or otherwise) would be entirely contained in the Repository implementation, whoever is implementing the service just needs to know which repository function to call. I guess I don't see the advantage of writing all the expression syntax in the service class and passing to the repository. Wouldn't this mean easy-to-messup LINQ code is being duplicated in many cases? For example, in our old invoicing system, we call InvoiceRepository.GetSingleInvoice(DateTime invoiceDate, int accountId) from a few different services (Customer, Invoice, Account, etc). That seems much cleaner than writing the following in multiple places: rep.GetSingle(x => x.AccountId = someId && x.InvoiceDate = someDate.Date); The only disadvantage I see to using the specific approach is that we could end up with many permutations of Get* functions, but this still seems preferable to pushing the expression logic up into the Service classes. What am I missing?

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  • Want to show <embed> and <object> tags from YUI editor as a text rather then a video.

    - by user208678
    I am using YUI rich text editor on my website (php/mysql), so that a user may enter textual matter/articles through it. But if a user copies and paste some embed code in the textarea, from any video sites like youtube, it should get saved as a text block and not as a playing video when showing the text content on the browser. Now YUI automatically converts the characters into html entities which ever is needed. Please note that if I put a new line in the yui editor (by pressing "Enter" key), it will be converted into a "<br>" tag in the background and this will not get html entity encoded when passing the value to my backend PHP script. But If I copy and paste any embed tag or for that reason any valid html tags in the textarea, it will be html entity encoded by YUI. Now to support UTF-8 characters, I am using a function (DBVarConv) in my php script before saving it into my database. The code for the function is given below function DBVarConv($var,$isEncoded = false) { if($isEncoded) return addslashes(htmlentities($var, ENT_QUOTES, 'UTF-8', false)); else return htmlentities ($var, ENT_QUOTES, 'UTF-8', false); } $myeditorData = DBVarConv($myeditorData, true); // Save $myeditorData in database. While showing the data in the browser, I am using another function called "smart_html_entity_decode". The code is given below. function smart_html_entity_decode($text, $isAddslashesUsed = false) { if($isAddslashesUsed) $tmp = stripslashes(html_entity_decode($text, ENT_QUOTES, 'UTF-8')); else $tmp = html_entity_decode($text, ENT_QUOTES, 'UTF-8'); if ($tmp == $text) return $tmp; return smart_html_entity_decode($tmp, $isAddslashesUsed); } // Get $myData from database $myData=smart_html_entity_decode($myData, true); echo $myData; The problem is that in doing so, it is also decoding the embed and object tags from their html encoded entities and as a result my obejct tags are shown as a video and not as a simple text. Try using the text editor at tumblr.com. If you paste an embed code in the editor, it will be shown as a text block not as a video. I am trying to build the same functionality on my website with UTF-8 support. Any help will be highly appreciated.

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  • Python4Delphi: Returning a python object in a function. (DelphiWrapper)

    - by Gabriel Fonseca
    I am using python4delphi. ow can I return an object from a wrapped Delphi class function? Code Snippet: I have a simple Delphi Class that i wrapped to Python Script, right? TSimple = Class Private function getvar1:string; Public Published property var1:string read getVar1; function getObj:TSimple; end; ... function TSimple.getVar1:string; begin result:='hello'; end; function TSimple.getObj:TSimple; begin result:=self; end; I made the TPySimple like the demo32 to give class access to the python code. My python module name is test. TPyDado = class(TPyDelphiPersistent) // Constructors & Destructors constructor Create( APythonType : TPythonType ); override; constructor CreateWith( PythonType : TPythonType; args : PPyObject ); override; // Basic services function Repr : PPyObject; override; class function DelphiObjectClass : TClass; override; end; ... { TPyDado } constructor TPyDado.Create(APythonType: TPythonType); begin inherited; // we need to set DelphiObject property DelphiObject := TDado.Create; with TDado(DelphiObject) do begin end; Owned := True; // We own the objects we create end; constructor TPyDado.CreateWith(PythonType: TPythonType; args: PPyObject); begin inherited; with GetPythonEngine, DelphiObject as TDado do begin if PyArg_ParseTuple( args, ':CreateDado' ) = 0 then Exit; end; end; class function TPyDado.DelphiObjectClass: TClass; begin Result := TDado; end; function TPyDado.Repr: PPyObject; begin with GetPythonEngine, DelphiObject as TDado do Result := VariantAsPyObject(Format('',[])); // or Result := PyString_FromString( PAnsiChar(Format('(%d, %d)',[x, y])) ); end; And now the python code: import test a = test.Simple() # try access the property var1 and everything is right print a.var1 # work's, but.. b = a.getObj(); # raise a exception that not find any attributes named getObj. # if the function returns a string for example, it's work.

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  • LinqToXML why does my object go out of scope? Also should I be doing a group by?

    - by Kettenbach
    Hello All, I have an IEnumerable<someClass>. I need to transform it into XML. There is a property called 'ZoneId'. I need to write some XML based on this property, then I need some decendent elements that provide data relevant to the ZoneId. I know I need some type of grouping. Here's what I have attempted thus far without much success. **inventory is an IEnumerable<someClass>. So I query inventory for unique zones. This works ok. var zones = inventory.Select(c => new { ZoneID = c.ZoneId , ZoneName = c.ZoneName , Direction = c.Direction }).Distinct(); No I want to create xml based on zones and place. ***place is a property of 'someClass'. var xml = new XElement("MSG_StationInventoryList" , new XElement("StationInventory" , zones.Select(station => new XElement("station-id", station.ZoneID) , new XElement("station-name", station.ZoneName)))); This does not compile as "station" is out of scope when I try to add the "station-name" element. However is I remove the paren after 'ZoneId', station is in scope and I retreive the station-name. Only problem is the element is then a decendant of 'station-id'. This is not the desired output. They should be siblings. What am I doing wrong? Lastly after the "station-name" element, I will need another complex type which is a collection. Call it "places'. It will have child elements called "place". its data will come from the IEnumerable and I will only want "places" that have the "ZoneId" for the current zone. Can anyone point me in the right direction? Is it a mistake select distinct zones from the original IEnumerable? This object has all the data I need within it. I just need to make it heirarchical. Thanks for any pointers all. Cheers, Chris in San Diego

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  • Good object/DB set-up for CMS-esque app for managing content and user permissions?

    - by sah302
    Hi all, so I am writing a big CMS-esque app to allow users to manage web content through web applications, I've got a pretty good db-driven user permission system going, but am having trouble coming up with a good way to handle content groups and pages, I've got a couple options and not sure which one to take. Furthermore, I am not sure how to handle static page updates that have no 'widgets' in them. My current set-up for permissions is this: Objects: User, UserGroup, UserUserGroup, UserGroupType Standard many to many relationship User -> UserUserGroup <- UserGroup each Usergroup has a UserGroupType, which could be anything from Title, Department, to PermissionGroup. PermissionGroup manages the permissions. Right now on a per page basis I check permissions based on their PermissionsGroups. So for a page which has CMS features for a news widget, I check for permission groups of "Site Admin" and "News Admin". Now the issue I am coming to is, the site has many different departments involved. No problem I think, I can just have a EntityContentGroup so any widget app can be used for any departments. So my HR department, each of their news items would be in the EntityContentGroup with the news item ID, and content group of "HR" or "HR News". But maybe this isn't the most efficient way to go about it? I don't want to put the content group simply as a NewsItemType because some news items could apply to multiple areas, so I want to be able to assign them to as many areas as I want. Likewise, all of my widget apps have this, so that's why I decided to choose EntityContentGroup and not just NewsItemContentGroup. I was also thinking well instead of doing a contentGroup do a Page object that says which page some entity should be on. It seems almost like the same thing, but would I want to use Page for something else? I was thinking Page would be used for static pages with no widgets, a simple Rich Text Editor can edit the content of that page and I save that item to a page?? And then instead of doing a page level check for UserGroup permissions, would it be better to associate a usergroup to a contentgroup, and then just depending on what contentGroup content on the page is displayed, determine the permissions through that relationship? Is that better? I am not sure at this point. I guess I am just getting a tad overwhelmed at this is the largest app in scope and size that I have ever written. What is the best approach for this based on my current user permission set-up?

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