Search Results

Search found 13488 results on 540 pages for 'calculator date calculation'.

Page 326/540 | < Previous Page | 322 323 324 325 326 327 328 329 330 331 332 333  | Next Page >

  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

    Read the article

  • Solving Euler Project Problem Number 1 with Microsoft Axum

    - by Jeff Ferguson
    Note: The code below applies to version 0.3 of Microsoft Axum. If you are not using this version of Axum, then your code may differ from that shown here. I have just solved Problem 1 of Project Euler using Microsoft Axum. The problem statement is as follows: If we list all the natural numbers below 10 that are multiples of 3 or 5, we get 3, 5, 6 and 9. The sum of these multiples is 23. Find the sum of all the multiples of 3 or 5 below 1000. My Axum-based solution is as follows: namespace EulerProjectProblem1{ // http://projecteuler.net/index.php?section=problems&id=1 // // If we list all the natural numbers below 10 that are multiples of 3 or 5, we get 3, 5, 6 and 9. // The sum of these multiples is 23. // Find the sum of all the multiples of 3 or 5 below 1000. channel SumOfMultiples { input int Multiple1; input int Multiple2; input int UpperBound; output int Sum; } agent SumOfMultiplesAgent : channel SumOfMultiples { public SumOfMultiplesAgent() { int Multiple1 = receive(PrimaryChannel::Multiple1); int Multiple2 = receive(PrimaryChannel::Multiple2); int UpperBound = receive(PrimaryChannel::UpperBound); int Sum = 0; for(int Index = 1; Index < UpperBound; Index++) { if((Index % Multiple1 == 0) || (Index % Multiple2 == 0)) Sum += Index; } PrimaryChannel::Sum <-- Sum; } } agent MainAgent : channel Microsoft.Axum.Application { public MainAgent() { var SumOfMultiples = SumOfMultiplesAgent.CreateInNewDomain(); SumOfMultiples::Multiple1 <-- 3; SumOfMultiples::Multiple2 <-- 5; SumOfMultiples::UpperBound <-- 1000; var Sum = receive(SumOfMultiples::Sum); System.Console.WriteLine(Sum); System.Console.ReadLine(); PrimaryChannel::ExitCode <-- 0; } }} Let’s take a look at the various parts of the code. I begin by setting up a channel called SumOfMultiples that accepts three inputs and one output. The first two of the three inputs will represent the two possible multiples, which are three and five in this case. The third input will represent the upper bound of the problem scope, which is 1000 in this case. The lone output of the channel represents the sum of all of the matching multiples: channel SumOfMultiples{ input int Multiple1; input int Multiple2; input int UpperBound; output int Sum;} I then set up an agent that uses the channel. The agent, called SumOfMultiplesAgent, received the three inputs from the channel sent to the agent, stores the results in local variables, and performs the for loop that iterates from 1 to the received upper bound. The agent keeps track of the sum in a local variable and stores the sum in the output portion of the channel: agent SumOfMultiplesAgent : channel SumOfMultiples{ public SumOfMultiplesAgent() { int Multiple1 = receive(PrimaryChannel::Multiple1); int Multiple2 = receive(PrimaryChannel::Multiple2); int UpperBound = receive(PrimaryChannel::UpperBound); int Sum = 0; for(int Index = 1; Index < UpperBound; Index++) { if((Index % Multiple1 == 0) || (Index % Multiple2 == 0)) Sum += Index; } PrimaryChannel::Sum <-- Sum; }} The application’s main agent, therefore, simply creates a new SumOfMultiplesAgent in a new domain, prepares the channel with the inputs that we need, and then receives the Sum from the output portion of the channel: agent MainAgent : channel Microsoft.Axum.Application{ public MainAgent() { var SumOfMultiples = SumOfMultiplesAgent.CreateInNewDomain(); SumOfMultiples::Multiple1 <-- 3; SumOfMultiples::Multiple2 <-- 5; SumOfMultiples::UpperBound <-- 1000; var Sum = receive(SumOfMultiples::Sum); System.Console.WriteLine(Sum); System.Console.ReadLine(); PrimaryChannel::ExitCode <-- 0; }} The result of the calculation (which, by the way, is 233,168) is sent to the console using good ol’ Console.WriteLine().

    Read the article

  • HSSFS Part 2.1 - Parsing @@VERSION

    - by Most Valuable Yak (Rob Volk)
    For Part 2 of the Handy SQL Server Function Series I decided to tackle parsing useful information from the @@VERSION function, because I am an idiot.  It turns out I was confused about CHARINDEX() vs. PATINDEX() and it pretty much invalidated my original solution.  All is not lost though, this mistake turned out to be informative for me, and hopefully for you. Referring back to the "Version" view in the prelude I started with the following query to extract the version number: SELECT DISTINCT SQLVersion, SUBSTRING(VersionString,PATINDEX('%-%',VersionString)+2, 12) VerNum FROM VERSION I used PATINDEX() to find the first hyphen "-" character in the string, since the version number appears 2 positions after it, and got these results: SQLVersion VerNum ----------- ------------ 2000 8.00.2055 (I 2005 9.00.3080.00 2005 9.00.4053.00 2008 10.50.1600.1 As you can see it was good enough for most of the values, but not for the SQL 2000 @@VERSION.  You'll notice it has only 3 version sections/octets where the others have 4, and the SUBSTRING() grabbed the non-numeric characters after.  To properly parse the version number will require a non-fixed value for the 3rd parameter of SUBSTRING(), which is the number of characters to extract. The best value is the position of the first space to occur after the version number (VN), the trick is to figure out how to find it.  Here's where my confusion about PATINDEX() came about.  The CHARINDEX() function has a handy optional 3rd parameter: CHARINDEX (expression1 ,expression2 [ ,start_location ] ) While PATINDEX(): PATINDEX ('%pattern%',expression ) Does not.  I had expected to use PATINDEX() to start searching for a space AFTER the position of the VN, but it doesn't work that way.  Since there are plenty of spaces before the VN, I thought I'd try PATINDEX() on another character that doesn't appear before, and tried "(": SELECT SQLVersion, SUBSTRING(VersionString,PATINDEX('%-%',VersionString)+2, PATINDEX('%(%',VersionString)) FROM VERSION Unfortunately this messes up the length calculation and yields: SQLVersion VerNum ----------- --------------------------- 2000 8.00.2055 (Intel X86) Dec 16 2008 19:4 2005 9.00.3080.00 (Intel X86) Sep 6 2009 01: 2005 9.00.4053.00 (Intel X86) May 26 2009 14: 2008 10.50.1600.1 (Intel X86) Apr 2008 10.50.1600.1 (X64) Apr 2 20 Yuck.  The problem is that PATINDEX() returns position, and SUBSTRING() needs length, so I have to subtract the VN starting position: SELECT SQLVersion, SUBSTRING(VersionString,PATINDEX('%-%',VersionString)+2, PATINDEX('%(%',VersionString)-PATINDEX('%-%',VersionString)) VerNum FROM VERSION And the results are: SQLVersion VerNum ----------- -------------------------------------------------------- 2000 8.00.2055 (I 2005 9.00.4053.00 (I Msg 537, Level 16, State 2, Line 1 Invalid length parameter passed to the LEFT or SUBSTRING function. Ummmm, whoops.  Turns out SQL Server 2008 R2 includes "(RTM)" before the VN, and that causes the length to turn negative. So now that that blew up, I started to think about matching digit and dot (.) patterns.  Sadly, a quick look at the first set of results will quickly scuttle that idea, since different versions have different digit patterns and lengths. At this point (which took far longer than I wanted) I decided to cut my losses and redo the query using CHARINDEX(), which I'll cover in Part 2.2.  So to do a little post-mortem on this technique: PATINDEX() doesn't have the flexibility to match the digit pattern of the version number; PATINDEX() doesn't have a "start" parameter like CHARINDEX(), that allows us to skip over parts of the string; The SUBSTRING() expression is getting pretty complicated for this relatively simple task! This doesn't mean that PATINDEX() isn't useful, it's just not a good fit for this particular problem.  I'll include a version in the next post that extracts the version number properly. UPDATE: Sorry if you saw the unformatted version of this earlier, I'm on a quest to find blog software that ACTUALLY WORKS.

    Read the article

  • Ongoing confusion about ivars and properties in objective C

    - by Earl Grey
    After almost 8 months being in ios programming, I am again confused about the right approach. Maybe it is not the language but some OOP principle I am confused about. I don't know.. I was trying C# a few years back. There were fields (private variables, private data in an object), there were getters and setters (methods which exposed something to the world) ,and properties which was THE exposed thing. I liked the elegance of the solution, for example there could be a class that would have a property called DailyRevenue...a float...but there was no private variable called dailyRevenue, there was only a field - an array of single transaction revenues...and the getter for DailyRevenue property calculated the revenue transparently. If somehow the internals of daily revenue calculation would change, it would not affect somebody who consumed my DailyRevenue property in any way, since he would be shielded from getter implementation. I understood that sometimes there was , and sometimes there wasn't a 1-1 relationship between fields and properties. depending on the requirements. It seemed ok in my opinion. And that properties are THE way to acces the data in object. I know the difference betweeen private, protected, and public keyword. Now lets get to objectiveC. On what factor should I base my decision about making someting only an ivar or making it as a property? Is the mental model the same as I describe above? I know that ivars are "protected" by default, not "private" asi in c#..But thats ok I think, no big deal for my presnet level of understanding the whole ios development. The point is ivars are not accesible from outside (given i don't make them public..but i won't). The thing that clouds my clear understanding is that I can have IBOutlets from ivars. Why am I seeing internal object data in the UI? *Why is it ok?* On the other hand, if I make an IBOutlet from property, and I do not make it readonly, anybody can change it. Is this ok too? Let's say I have a ParseManager object. This object would use a built in Foundation framework class called NSXMLParser. Obviously my ParseManager will utilize this nsxmlparser's capabilities but will also do some additional work. Now my question is, who should initialize this NSXMLParser object and in which way should I make a reference to it from the ParseManager object, when there is a need to parse something. A) the ParseManager -1) in its default init method (possible here ivar - or - ivar+ppty) -2) with lazyloading in getter (required a ppty here) B) Some other object - who will pass a reference to NSXMLParser object to the ParseManager object. -1) in some custom initializer (initWithParser:(NSXMLPArser *) parser) when creating the ParseManager object.. A1 - the problem is, we create a parser and waste memory while it is not yet needed. However, we can be sure that all methods that are part ot ParserManager object, can use the ivar safely, since it exists. A2 - the problem is, the nsxmlparser is exposed to outside world, although it could be read only. Would we want a parser to be exposed in some scenario? B1 - this could maybe be useful when we would want to use more types of parsers..i dont know... I understand that architectural requirements and and language is not the same. But clearly the two are in relation. How to get out of that mess of my? Please bear with me, I wasn't able to come up with a single ultimate question. And secondly, it's better to not scare me with some superadvanced newspeak that talks about some crazy internals (what the compiler does) and edge cases.

    Read the article

  • Inappropriate Updates?

    - by Tony Davis
    A recent Simple-talk article by Kathi Kellenberger dissected the fastest SQL solution, submitted by Peter Larsson as part of Phil Factor's SQL Speed Phreak challenge, to the classic "running total" problem. In its analysis of the code, the article re-ignited a heated debate regarding the techniques that should, and should not, be deemed acceptable in your search for fast SQL code. Peter's code for running total calculation uses a variation of a somewhat contentious technique, sometimes referred to as a "quirky update": SET @Subscribers = Subscribers = @Subscribers + PeopleJoined - PeopleLeft This form of the UPDATE statement, @variable = column = expression, is documented and it allows you to set a variable to the value returned by the expression. Microsoft does not guarantee the order in which rows are updated in this technique because, in relational theory, a table doesn’t have a natural order to its rows and the UPDATE statement has no means of specifying the order. Traditionally, in cases where a specific order is requires, such as for running aggregate calculations, programmers who used the technique have relied on the fact that the UPDATE statement, without the WHERE clause, is executed in the order imposed by the clustered index, or in heap order, if there isn’t one. Peter wasn’t satisfied with this, and so used the ingenious device of assuring the order of the UPDATE by the use of an "ordered CTE", based on an underlying temporary staging table (a heap). However, in either case, the ordering is still not guaranteed and, in addition, would be broken under conditions of parallelism, or partitioning. Many argue, with validity, that this reliance on a given order where none can ever be guaranteed is an abuse of basic relational principles, and so is a bad practice; perhaps even irresponsible. More importantly, Microsoft doesn't wish to support the technique and offers no guarantee that it will always work. If you put it into production and it breaks in a later version, you can't file a bug. As such, many believe that the technique should never be tolerated in a production system, under any circumstances. Is this attitude justified? After all, both forms of the technique, using a clustered index to guarantee the order or using an ordered CTE, have been tested rigorously and are proven to be robust; although not guaranteed by Microsoft, the ordering is reliable, provided none of the conditions that are known to break it are violated. In Peter's particular case, the technique is being applied to a temporary table, where the developer has full control of the data ordering, and indexing, and knows that the table will never be subject to parallelism or partitioning. It might be argued that, in such circumstances, the technique is not really "quirky" at all and to ban it from your systems would server no real purpose other than to deprive yourself of a reliable technique that has uses that extend well beyond the running total calculations. Of course, it is doubly important that such a technique, including its unsupported status and the assumptions that underpin its success, is fully and clearly documented, preferably even when posting it online in a competition or forum post. Ultimately, however, this technique has been available to programmers throughout the time Sybase and SQL Server has existed, and so cannot be lightly cast aside, even if one sympathises with Microsoft for the awkwardness of maintaining an archaic way of doing updates. After all, a Table hint could easily be devised that, if specified in the WITH (<Table_Hint_Limited>) clause, could be used to request the database engine to do the update in the conventional order. Then perhaps everyone would be satisfied. Cheers, Tony.

    Read the article

  • Fastest pathfinding for static node matrix

    - by Sean Martin
    I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands of solar systems connected by jump gates. The game devs have provided a DB dump containing a list of every system and the systems it can jump to. The map isn't quite a node tree, since some branches can jump to other branches - more of a matrix. What I need is a fast pathfinding algorithm. I have already implemented an A* routine and a Dijkstra's, both find the best path but are too slow for my purposes - a search that considers about 5000 nodes takes over 20 seconds to compute. A similar program on a website can do the same search in less than a second. This website claims to use D*, which I have looked into. That algorithm seems more appropriate for dynamic maps rather than one that does not change - unless I misunderstand it's premise. So is there something faster I can use for a map that is not your typical tile/polygon base? GBFS? Perhaps a DFS? Or have I likely got some problem with my A* - maybe poorly chosen heuristics or movement cost? Currently my movement cost is the length of the jump (the DB dump has solar system coordinates as well), and the heuristic is a quick euclidean calculation from the node to the goal. In case anyone has some optimizations for my A*, here is the routine that consumes about 60% of my processing time, according to my profiler. The coordinateData table contains a list of every system's coordinates, and neighborNode.distance is the distance of the jump. Private Function findDistance(ByVal startSystem As Integer, ByVal endSystem As Integer) As Integer 'hCount += 1 'If hCount Mod 0 = 0 Then 'Return hCache 'End If 'Initialize variables to be filled Dim x1, x2, y1, y2, z1, z2 As Integer 'LINQ queries for solar system data Dim systemFromData = From result In jumpDataDB.coordinateDatas Where result.systemId = startSystem Select result.x, result.y, result.z Dim systemToData = From result In jumpDataDB.coordinateDatas Where result.systemId = endSystem Select result.x, result.y, result.z 'LINQ execute 'Fill variables with solar system data for from and to system For Each solarSystem In systemFromData x1 = (solarSystem.x) y1 = (solarSystem.y) z1 = (solarSystem.z) Next For Each solarSystem In systemToData x2 = (solarSystem.x) y2 = (solarSystem.y) z2 = (solarSystem.z) Next Dim x3 = Math.Abs(x1 - x2) Dim y3 = Math.Abs(y1 - y2) Dim z3 = Math.Abs(z1 - z2) 'Calculate distance and round 'Dim distance = Math.Round(Math.Sqrt(Math.Abs((x1 - x2) ^ 2) + Math.Abs((y1 - y2) ^ 2) + Math.Abs((z1 - z2) ^ 2))) Dim distance = firstConstant * Math.Min(secondConstant * (x3 + y3 + z3), Math.Max(x3, Math.Max(y3, z3))) 'Dim distance = Math.Abs(x1 - x2) + Math.Abs(z1 - z2) + Math.Abs(y1 - y2) 'hCache = distance Return distance End Function And the main loop, the other 30% 'Begin search While openList.Count() != 0 'Set current system and move node to closed currentNode = lowestF() move(currentNode.id) For Each neighborNode In neighborNodes If Not onList(neighborNode.toSystem, 0) Then If Not onList(neighborNode.toSystem, 1) Then Dim newNode As New nodeData() newNode.id = neighborNode.toSystem newNode.parent = currentNode.id newNode.g = currentNode.g + neighborNode.distance newNode.h = findDistance(newNode.id, endSystem) newNode.f = newNode.g + newNode.h newNode.security = neighborNode.security openList.Add(newNode) shortOpenList(OLindex) = newNode.id OLindex += 1 Else Dim proposedG As Integer = currentNode.g + neighborNode.distance If proposedG < gValue(neighborNode.toSystem) Then changeParent(neighborNode.toSystem, currentNode.id, proposedG) End If End If End If Next 'Check to see if done If currentNode.id = endSystem Then Exit While End If End While If clarification is needed on my spaghetti code, I'll try to explain.

    Read the article

  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

    Read the article

  • MCM Lab exam this week

    - by Rob Farley
    In two days I’ll’ve finished the MCM Lab exam, 88-971. If you do an internet search for 88-971, it’ll tell you the answer is –883. Obviously. It’ll also give you a link to the actual exam page, which is useful too, once you’ve finished being distracted by the calculator instead of going to the thing you’re actually looking for. (Do people actually search the internet for the results of mathematical questions? Really?) The list of Skills Measured for this exam is quite short, but can essentially be broken down into one word “Anything”. The Preparation Materials section is even better. Classroom Training – none available. Microsoft E-Learning – none available. Microsoft Press Books – none available. Practice Tests – none available. But there are links to Readiness Videos and a page which has no resources listed, but tells you a list of people who have already qualified. Three in Australia who have MCM SQL Server 2008 so far. The list doesn’t include some of the latest batch, such as Jason Strate or Tom LaRock. I’ve used SQL Server for almost 15 years. During that time I’ve been awarded SQL Server MVP seven times, but the MVP award doesn’t actually mean all that much when considering this particular certification. I know lots of MVPs who have tried this particular exam and failed – including Jason and Tom. Right now, I have no idea whether I’ll pass or not. People tell me I’ll pass no problem, but I honestly have no idea. There’s something about that “Anything” aspect that worries me. I keep looking at the list of things in the Readiness Videos, and think to myself “I’m comfortable with Resource Governor (or whatever) – that should be fine.” Except that then I feel like I maybe don’t know all the different things that can go wrong with Resource Governor (or whatever), and I wonder what kind of situations I’ll be faced with. And then I find myself looking through the stuff that’s explained in the videos, and wondering what kinds of things I should know that I don’t, and then I get amazingly bored and frustrated (after all, I tell people that these exams aren’t supposed to be studied for – you’ve been studying for the last 15 years, right?), and I figure “What’s the worst that can happen? A fail?” I’m told that the exam provides a list of scenarios (maybe 14 of them?) and you have 5.5 hours to complete them. When I say “complete”, I mean complete – you don’t get to leave them unfinished, that’ll get you ‘nil points’ for that scenario. Apparently no-one gets to complete all of them. Now, I’m a consultant. I get called on to fix the problems that people have on their SQL boxes. Sometimes this involves fixing corruption. Sometimes it’s figuring out some performance problem. Sometimes it’s as straight forward as getting past a full transaction log; sometimes it’s as tricky as recovering a database that has lost its metadata, without backups. Most situations aren’t a problem, but I also have the confidence of being able to do internet searches to verify my maths (in case I forget it’s –883). In the exam, I’ll have maybe twenty minutes per scenario (but if I need longer, I’ll have to take longer – no point in stopping half way if it takes more than twenty minutes, unless I don’t see an end coming up), so I’ll have time constraints too. And of course, I won’t have any of my usual tools. I can’t take scripts in, I can’t take staff members. Hopefully I can use the coffee machine that will be in the room. I figure it’s going to feel like one of those days when I’ve gone into a client site, and found that the problems are way worse than I expected, and that the site is down, with people standing over me needing me to get things right first time... ...so it should be fine, I’ve done that before. :) If I do fail, it won’t make me any less of a consultant. It won’t make me any less able to help all of my clients (including you if you get in touch – hehe), it’ll just mean that the particular problem might’ve taken me more than the twenty minutes that the exam gave me. @rob_farley PS: Apparently the done thing is to NOT advertise that you’re sitting the exam at a particular time, only that you’re expecting to take it at some point in the future. I think it’s akin to the idea of not telling people you’re pregnant for the first few months – it’s just in case the worst happens. Personally, I’m happy to tell you all that I’m going to take this exam the day after tomorrow (which is the 19th in the US, the 20th here). If I end up failing, you can all commiserate and tell me that I’m not actually as unqualified as I feel.

    Read the article

  • Code Contracts: validating arrays and collections

    - by DigiMortal
    Validating collections before using them is very common task when we use built-in generic types for our collections. In this posting I will show you how to validate collections using code contracts. It is cool how much awful looking code you can avoid using code contracts. Failing code Let’s suppose we have method that calculates sum of all invoices in collection. We have class Invoice and one of properties it has is Sum. I don’t introduce here any complex calculations on invoices because we have another problem to solve in this topic. Here is our code. public static decimal CalculateTotal(IList<Invoice> invoices) {     var sum = invoices.Sum(p => p.Sum);     return sum; } This method is very simple but it fails when invoices list contains at least one null. Of course, we can test if invoice is null but having nulls in lists like this is not good idea – it opens green way for different coding bugs in system. Our goal is to react to bugs ASAP at the nearest place they occur. There is one more way how to make our method fail. It happens when invoices is null. I thing it is also one common bugs during development and it even happens in production environments under some conditions that are usually hardly met. Now let’s protect our little calculation method with code contracts. We need two contracts: invoices cannot be null invoices cannot contain any nulls Our first contract is easy but how to write the second one? Solution: Contract.ForAll Preconditions in code are checked using Contract.Ensures method. This method takes boolean value as argument that sais if contract holds or not. There is also method Contract.ForAll that takes collection and predicate that must hold for that collection. Nice thing is ForAll returns boolean. So, we have very simple solution. public static decimal CalculateTotal(IList<Invoice> invoices) {     Contract.Requires(invoices != null);     Contract.Requires(Contract.ForAll<Invoice>(invoices, p => p != null));       var sum = invoices.Sum(p => p.Sum);     return sum; } And here are some lines of code you can use to test the contracts quickly. var invoices = new List<Invoice>(); invoices.Add(new Invoice()); invoices.Add(null); invoices.Add(new Invoice()); //CalculateTotal(null); CalculateTotal(invoices); If your code is covered with unit tests then I suggest you to write tests to check that these contracts hold for every code run. Conclusion Although it seemed at first place that checking all elements in collection may end up with for-loops that does not look so nice we were able to solve our problem nicely. ForAll method of contract class offered us simple mechanism to check collections and it does it smoothly the code-contracts-way. P.S. I suggest you also read devlicio.us blog posting Validating Collections with Code Contracts by Derik Whittaker.

    Read the article

  • How to create array with unique sprites? in cocos2d iphone

    - by prakash s
    I write the code like this. This displays only one sprite (red colour bubble) with number of times and moving down, but actually I want to display different sprites (different colour bubble) every time and moving down. I also add no of .png images in resource folder of my project. Here I used only 3.png, but I need to display all *.png images (different colour bubbles) in my project but I don't know how to get this. Please help me Thank you. Here is the code: -(void)addTarget { CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target]; // Determine speed of the target int minDuration = 4.0; int maxDuration = 12.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2,actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 2; [_targets addObject:target]; } -(void)gameLogic:(ccTime)dt { [self addTarget]; } -(id) init { if( (self=[super initWithColor:ccc4(255,255,255,255)] )) { // Enable touch events self.isTouchEnabled = YES; // Initialize arrays _targets = [[NSMutableArray alloc] init]; _projectiles = [[NSMutableArray alloc] init]; // Get the dimensions of the window for calculation purposes CGSize winSize = [[CCDirector sharedDirector] winSize]; [self schedule:@selector(gameLogic:) interval:1.0]; [self schedule:@selector(update:)]; } return self; } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake(projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; _projectilesDestroyed++; if (_projectilesDestroyed > 30) { //GameOverScene *gameOverScene = [GameOverScene node]; // [gameOverScene.layer.label setString:@"You Win!"]; // [[CCDirector sharedDirector] replaceScene:gameOverScene]; } } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; }

    Read the article

  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

    Read the article

  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

    Read the article

  • Conflict Minerals - Design to Compliance

    - by C. Chadwick
    Dr. Christina  Schröder - Principal PLM Consultant, Enterprise PLM Solutions EMEA What does the Conflict Minerals regulation mean? Conflict Minerals has recently become a new buzz word in the manufacturing industry, particularly in electronics and medical devices. Known as the "Dodd-Frank Section 1502", this regulation requires SEC listed companies to declare the origin of certain minerals by 2014. The intention is to reduce the use of tantalum, tungsten, tin, and gold which originate from mines in the Democratic Republic of Congo (DRC) and adjoining countries that are controlled by violent armed militia abusing human rights. Manufacturers now request information from their suppliers to see if their raw materials are sourced from this region and which smelters are used to extract the metals from the minerals. A standardized questionnaire has been developed for this purpose (download and further information). Soon, even companies which are not directly affected by the Conflict Minerals legislation will have to collect and maintain this information since their customers will request the data from their suppliers. Furthermore, it is expected that the public opinion and consumer interests will force manufacturers to avoid the use of metals with questionable origin. Impact for existing products Several departments are involved in the process of collecting data and providing conflict minerals compliance information. For already marketed products, purchasing typically requests Conflict Minerals declarations from the suppliers. In order to address requests from customers, technical operations or product management are usually responsible for keeping track of all parts, raw materials and their suppliers so that the required information can be provided. For complex BOMs, it is very tedious to maintain complete, accurate, up-to-date, and traceable data. Any product change or new supplier can, in addition to all other implications, have an effect on the Conflict Minerals compliance status. Influence on product development  It makes sense to consider compliance early in the planning and design of new products. Companies should evaluate which metals are needed or contained in supplier parts and if these could originate from problematic sources. The answer influences the cost and risk analysis during the development. If it is known early on that a part could be non-compliant with respect to Conflict Minerals, alternatives can be evaluated and thus costly changes at a later stage can be avoided. Integrated compliance management  Ideally, compliance data for Conflict Minerals, but also for other regulations like REACH and RoHS, should be managed in an integrated supply chain system. The compliance status is directly visible across the entire BOM at any part level and for the finished product. If data is missing, a request to the supplier can be triggered right away without having to switch to another system. The entire process, from identification of the relevant parts, requesting information, handling responses, data entry, to compliance calculation is fully covered end-to-end while being transparent for all stakeholders. Agile PLM Product Governance and Compliance (PG&C) The PG&C module extends Agile PLM with exactly this integrated functionality. As with the entire Agile product suite, PG&C can be configured according to customer requirements: data fields, attributes, workflows, routing, notifications, and permissions, etc… can be quickly and easily tailored to a customer’s needs. Optionally, external databases can be interfaced to query commercially available sources of Conflict Minerals declarations which obviates the need for a separate supplier request in many cases. Suppliers can access the system directly for data entry through a special portal. The responses to the standard EICC-GeSI questionnaire can be imported by the supplier or internally. Manual data entry is also supported. A set of compliance-specific dashboards and reports complement the functionality Conclusion  The increasing number of product compliance regulations, for which Conflict Minerals is just one example, requires companies to implement an efficient data and process management in this area. Consumer awareness in this matter increases as well so that an integrated system from development to production also provides a competitive advantage. Follow this link to learn more about Agile's PG&C solution

    Read the article

  • Hyperion EPM 11.1.2.3 Webcast Tutorials

    - by Mike.Hallett(at)Oracle-BI&EPM
    Normal 0 false false false EN-GB X-NONE X-NONE MicrosoftInternetExplorer4 Normal 0 false false false EN-GB X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} These LIVE presentation Webcast Tutorials for Partners will be delivered in August 2013: Oracle Hyperion Planning on Exalytics In-Memory Machine - August 6, 2013 Oracle Hyperion Tax Provision - August 8, 2013 Oracle Planning and Budgeting Cloud Service - August 13, 2013 Go here for more details and to register for these. There are also new updated Webcast Tutorials for Oracle Partners in our EPM 11.1.2.3 Update Series: Oracle Hyperion Planning 11.1.2.3 (PS3) Oracle Hyperion Calculation Manager 11.1.2.2 Refresher and 11.1.2.3 (PS3) NEW Oracle Data Relationship Management 11.1.2.3 (PS3) NEW Oracle Hyperion Financial Data Quality Management 11.1.2.3 (PS3) NEW Oracle Hyperion Financial Close Suite 11.1.2.3 (PS3) NEW Oracle Hyperion Profitability & Cost Management 11.1.2.3 (PS3) Introducing Oracle Data Relationship Governance (DRG) Also note new content for Oracle BI Applications 11g with ODI: NEW Overview and Architecture of Oracle BI Applications 11.1.1.7.1 for ODI NEW Configuring Oracle BI Applications 11.1.1.7.1 for ODI These are all part of the compilation of Oracle BI/EPM online tutorials and webinars for Partners, where you can find many topics are covered. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

    Read the article

  • Where should you put constants and why?

    - by Tim Meyer
    In our mostly large applications, we usually have a only few locations for constants: One class for GUI and internal contstants (Tab Page titles, Group Box titles, calculation factors, enumerations) One class for database tables and columns (this part is generated code) plus readable names for them (manually assigned) One class for application messages (logging, message boxes etc) The constants are usually separated into different structs in those classes. In our C++ applications, the constants are only defined in the .h file and the values are assigned in the .cpp file. One of the advantages is that all strings etc are in one central place and everybody knows where to find them when something must be changed. This is especially something project managers seem to like as people come and go and this way everybody can change such trivial things without having to dig into the application's structure. Also, you can easily change the title of similar Group Boxes / Tab Pages etc at once. Another aspect is that you can just print that class and give it to a non-programmer who can check if the captions are intuitive, and if messages to the user are too detailed or too confusing etc. However, I see certain disadvantages: Every single class is tightly coupled to the constants classes Adding/Removing/Renaming/Moving a constant requires recompilation of at least 90% of the application (Note: Changing the value doesn't, at least for C++). In one of our C++ projects with 1500 classes, this means around 7 minutes of compilation time (using precompiled headers; without them it's around 50 minutes) plus around 10 minutes of linking against certain static libraries. Building a speed optimized release through the Visual Studio Compiler takes up to 3 hours. I don't know if the huge amount of class relations is the source but it might as well be. You get driven into temporarily hard-coding strings straight into code because you want to test something very quickly and don't want to wait 15 minutes just for that test (and probably every subsequent one). Everybody knows what happens to the "I will fix that later"-thoughts. Reusing a class in another project isn't always that easy (mainly due to other tight couplings, but the constants handling doesn't make it easier.) Where would you store constants like that? Also what arguments would you bring in order to convince your project manager that there are better concepts which also comply with the advantages listed above? Feel free to give a C++-specific or independent answer. PS: I know this question is kind of subjective but I honestly don't know of any better place than this site for this kind of question. Update on this project I have news on the compile time thing: Following Caleb's and gbjbaanb's posts, I split my constants file into several other files when I had time. I also eventually split my project into several libraries which was now possible much easier. Compiling this in release mode showed that the auto-generated file which contains the database definitions (table, column names and more - more than 8000 symbols) and builds up certain hashes caused the huge compile times in release mode. Deactivating MSVC's optimizer for the library which contains the DB constants now allowed us to reduce the total compile time of your Project (several applications) in release mode from up to 8 hours to less than one hour! We have yet to find out why MSVC has such a hard time optimizing these files, but for now this change relieves a lot of pressure as we no longer have to rely on nightly builds only. That fact - and other benefits, such as less tight coupling, better reuseability etc - also showed that spending time splitting up the "constants" wasn't such a bad idea after all ;-)

    Read the article

  • Caching factory design

    - by max
    I have a factory class XFactory that creates objects of class X. Instances of X are very large, so the main purpose of the factory is to cache them, as transparently to the client code as possible. Objects of class X are immutable, so the following code seems reasonable: # module xfactory.py import x class XFactory: _registry = {} def get_x(self, arg1, arg2, use_cache = True): if use_cache: hash_id = hash((arg1, arg2)) if hash_id in _registry: return _registry[hash_id] obj = x.X(arg1, arg2) _registry[hash_id] = obj return obj # module x.py class X: # ... Is it a good pattern? (I know it's not the actual Factory Pattern.) Is there anything I should change? Now, I find that sometimes I want to cache X objects to disk. I'll use pickle for that purpose, and store as values in the _registry the filenames of the pickled objects instead of references to the objects. Of course, _registry itself would have to be stored persistently (perhaps in a pickle file of its own, in a text file, in a database, or simply by giving pickle files the filenames that contain hash_id). Except now the validity of the cached object depends not only on the parameters passed to get_x(), but also on the version of the code that created these objects. Strictly speaking, even a memory-cached object could become invalid if someone modifies x.py or any of its dependencies, and reloads it while the program is running. So far I ignored this danger since it seems unlikely for my application. But I certainly cannot ignore it when my objects are cached to persistent storage. What can I do? I suppose I could make the hash_id more robust by calculating hash of a tuple that contains arguments arg1 and arg2, as well as the filename and last modified date for x.py and every module and data file that it (recursively) depends on. To help delete cache files that won't ever be useful again, I'd add to the _registry the unhashed representation of the modified dates for each record. But even this solution isn't 100% safe since theoretically someone might load a module dynamically, and I wouldn't know about it from statically analyzing the source code. If I go all out and assume every file in the project is a dependency, the mechanism will still break if some module grabs data from an external website, etc.). In addition, the frequency of changes in x.py and its dependencies is quite high, leading to heavy cache invalidation. Thus, I figured I might as well give up some safety, and only invalidate the cache only when there is an obvious mismatch. This means that class X would have a class-level cache validation identifier that should be changed whenever the developer believes a change happened that should invalidate the cache. (With multiple developers, a separate invalidation identifier is required for each.) This identifier is hashed along with arg1 and arg2 and becomes part of the hash keys stored in _registry. Since developers may forget to update the validation identifier or not realize that they invalidated existing cache, it would seem better to add another validation mechanism: class X can have a method that returns all the known "traits" of X. For instance, if X is a table, I might add the names of all the columns. The hash calculation will include the traits as well. I can write this code, but I am afraid that I'm missing something important; and I'm also wondering if perhaps there's a framework or package that can do all of this stuff already. Ideally, I'd like to combine in-memory and disk-based caching.

    Read the article

  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

    Read the article

  • Bowing to User Experience

    As a consumer of geeky news it is hard to check my Google Reader without running into two or three posts about Apples iPad and in particular the changes to the developer guidelines which seemingly restrict developers to using Apples Xcode tool and Objective-C language for iPad apps. One of the alternatives to Objective-C affected, is MonoTouch, an option with some appeal to me as it is based on the Mono implementation of C#. Seemingly restricted is the key word here, as far as I can tell, no official announcement has been made about its fate. For more details around MonoTouch for iPhone OS, check out Miguel de Icazas post: http://tirania.org/blog/archive/2010/Apr-28.html. These restrictions have provoked some outrage as the perception is that Apple is arrogantly restricting developers freedom to create applications as they choose and perhaps unwittingly shortchanging iPhone/iPad users who wont benefit from these now never-to-be-made great applications. Apples response has mostly been to say they are concentrating on providing a certain user experience to their customers, and to do this, they insist everyone uses the tools they approve. Which isnt a surprising line of reasoning given Apple restricts the hardware used and content of the apps already. The vogue term for this approach is curated, as in a benevolent museum director selecting only the finest artifacts for display or a wise gardener arranging the plants in a garden just so. If this is what a curated experience is like it is hard to argue that consumers are not responding. My iPhone is probably the most satisfying piece of technology I own. Coming from the Razr, it really was an revolution in how the form factor, interface and user experience all tied together. While the curated approach reinvented the smart phone genre, it is easy to forget that this is not a new approach for Apple. Macbooks and Macs are Apple hardware that run Apple software. And theyve been successful, but not quite in the same way as the iPhone or iPad (based on early indications). Why not? Well a curated approach can only be wildly successful if the curator a) makes the right choices and b) offers choices that no one else has. Although its advantages are eroding, the iPhone was different from other phones, a unique, focused, touch-centric experience. The iPad is an attempt to define another category of computing. Macs and Macbooks are great devices, but are not fundamentally a different user experience than a PC, you still have windows, file folders, mouse and keyboard, and similar applications. So the big question for Apple is can they hold on to their market advantage, continuing innovating in user experience and stay on top? Or are they going be like Xerox, and the rest of the world says thank you for the windows metaphor, now let me implement that better? It will be exciting to watch, with Android already a viable competitor and Microsoft readying Windows Phone 7. And to close the loop back to the restrictions on developing for iPhone OS. At this point the main target appears to be Adobe and Adobe Flash. Apples calculation is that a) they dont need those developers or b) the developers they want will learn Apples stuff anyway. My guess is that they are correct; that as much as I like the idea of developers having more options, I am not going to buy a competitors product to spite Apple unless that product is just as usable. For a non-technical consumer, I dont know that this conversation even factors into the buying decision. If it did, wed be talking about how Microsoft is trying to retake a slice of market share from the behemoth that is Linux.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Come up with a real-world problem in which only the best solution will do (a problem from Introduction to algorithms) [closed]

    - by Mike
    EDITED (I realized that the question certainly needs a context) The problem 1.1-5 in the book of Thomas Cormen et al Introduction to algorithms is: "Come up with a real-world problem in which only the best solution will do. Then come up with one in which a solution that is “approximately” the best is good enough." I'm interested in its first statement. And (from my understanding) it is asked to name a real-world problem where only the exact solution will work as opposed to a real-world problem where good-enough solution will be ok. So what is the difference between the exact and good enough solution. Consider some physics problem for example the simulation of the fulid flow in the permeable medium. To make this simulation happen some simplyfing assumptions have to be made when deriving a mathematical model. Otherwise the model becomes at least complex and unsolvable. Virtually any particle in the universe has its influence on the fluid flow. But not all particles are equal. Those that form the permeable medium are much more influental than the ones located light years away. Then when the mathematical model needs to be solved an exact solution can rarely be found unless the mathematical model is simple enough (wich probably means the model isn't close to reality). We take an approximate numerical method and after hours of coding and days of verification come up with the program or algorithm which is a solution. And if the model and an algorithm give results close to a real problem by some degree that is good enough soultion. Its worth noting the difference between exact solution algorithm and exact computation result. When considering real-world problems and real-world computation machines I believe all physical problems solutions where any calculations are taken can not be exact because universal physical constants are represented approximately in the computer. Any numbers are represented with the limited precision, at least limited by amount of memory available to computing machine. I can imagine plenty of problems where good-enough, good to some degree solution will work, like train scheduling, automated trading, satellite orbit calculation, health care expert systems. In that cases exact solutions can't be derived due to constraints on computation time, limitations in computer memory or due to the nature of problems. I googled this question and like what this guy suggests: there're kinds of mathematical problems that need exact solutions (little note here: because the question is taken from the book "Introduction to algorithms" the term "solution" means an algorithm or a program, which in this case gives exact answer on each input). But that's probably more of theoretical interest. So I would like to narrow down the question to: What are the real-world practical problems where only the best (exact) solution algorithm or program will do (but not the good-enough solution)? There are problems like breaking of cryptographic ciphers where only exact solution matters in practice and again in practice the process of deciphering without knowing a secret should take reasonable amount of time. Returning to the original question this is the problem where good-enough (fast-enough) solution will do there's no practical need in instant crack though it's desired. So the quality of "best" can be understood in any sense: exact, fastest, requiring least memory, having minimal possible network traffic etc. And still I want this question to be theoretical if possible. In a sense that there may be example of computer X that has limited resource R of amount Y where the best solution to problem P is the one that takes not more than available Y for inputs of size N*Y. But that's the problem of finding solution for P on computer X which is... well, good enough. My final thought that we live in a world where it is required from programming solutions to practical purposes to be good enough. In rare cases really very very good but still not the best ones. Isn't it? :) If it's not can you provide an example? Or can you name any such unsolved problem of practical interest?

    Read the article

  • Making user input/math on data fast, unlike excel type programs

    - by proGrammar
    I'm creating a research platform solely for myself to do some research on data. Programs like excel are terribly slow for me so I'm trying to come up with another solution. Originally I used excel. A1 was the cell that contained the data and all other cells in use calculated something on A1, or on other cells, that all could be in the end traced to A1. A1 was like an element of an array, I then I incremented it to go through all my data. This was way too slow. So the only other option I found originally was to hand code in c# the calculations inside a loop. Then I simply recompiled each time I changed my math. This was terribly slow to do and I had to order everything correctly so things would update correctly (dependencies). I could have also used events, but hand coding events for each cell like calculation would also be very slow. Next I created an application to read Excel and to perfectly imitate it. Which is what I now use. Basically I write formulas onto a fraction of my data to get live results inside excel. Then my program reads excel, writes another c# program, compiles it, and runs that program which runs my excel created formulas through a lot more data a whole lot faster. The advantage being my application dependency sorts everything (or I could use events) so I don't have to (like excel does) And of course the speed. But now its not a single application anymore. Instead its 2 applications, one which only reads my formulas and writes another program. The other one being the result which only lives for a short while before I do other runs through my data with different formulas / settings. So I can't see multiple results at one time without introducing even more programs like a database or at least having the 2 applications talking to each other. My idea was to have a dll that would be written, compiled, loaded, and unloaded again and again. So a self-updating program, sort of. But apparently that's not possible without another appdomain which means data has to be marshaled to be moved between the appdomains. Which would slow things down, not for summaries, but for other stuff I need to do with all my data. I'm also forgetting to mention a huge problem with restarting an application again and again which is having to reload ALL my data into memory again and again. But its still a whole lot faster than excel. I'm really super puzzled as to what people do when they want to research data fast. I'm completely unable to have a program accept user input and having it fast. My understanding is that it would have to do things like excel which is to evaluate strings again and again. So my only option is to repeatedly compile applications. Do I have a correct understanding on computer science? I've only just began programming, and didn't think I would have to learn much to do some simple math on data. My understanding is its either compiling my user defined stuff to a program or evaluating them from a string or something stupid again and again. And my only option is to probably switch operating systems or something to be able to have a program compile and run itself without stopping (writing/compiling dll, loading dll to program, unloading, and repeating). Can someone give me some idea on how computers work? Is anything better possible? Like a running program, that can accept user input and compile it and then unload it later? I mean heck operating systems dont need to be RESTARTED with every change to user input. What is this the cave man days? Sorry, it's just so super frustrating not knowing what one can do, and can't do. If only I could understand and learn this stuff fast enough.

    Read the article

  • Wicket, Spring and Hibernate - Testing with Unitils - Error: Table not found in statement [select re

    - by John
    Hi there. I've been following a tutorial and a sample application, namely 5 Days of Wicket - Writing the tests: http://www.mysticcoders.com/blog/2009/03/10/5-days-of-wicket-writing-the-tests/ I've set up my own little project with a simple shoutbox that saves messages to a database. I then wanted to set up a couple of tests that would make sure that if a message is stored in the database, the retrieved object would contain the exact same data. Upon running mvn test all my tests fail. The exception has been pasted in the first code box underneath. I've noticed that even though my unitils.properties says to use the 'hdqldb'-dialect, this message is still output in the console window when starting the tests: INFO - Dialect - Using dialect: org.hibernate.dialect.PostgreSQLDialect. I've added the entire dump from the console as well at the bottom of this post (which goes on for miles and miles :-)). Upon running mvn test all my tests fail, and the exception is: Caused by: java.sql.SQLException: Table not found in statement [select relname from pg_class] at org.hsqldb.jdbc.Util.sqlException(Unknown Source) at org.hsqldb.jdbc.jdbcStatement.fetchResult(Unknown Source) at org.hsqldb.jdbc.jdbcStatement.executeQuery(Unknown Source) at org.apache.commons.dbcp.DelegatingStatement.executeQuery(DelegatingStatement.java:188) at org.hibernate.tool.hbm2ddl.DatabaseMetadata.initSequences(DatabaseMetadata.java:151) at org.hibernate.tool.hbm2ddl.DatabaseMetadata.(DatabaseMetadata.java:69) at org.hibernate.tool.hbm2ddl.DatabaseMetadata.(DatabaseMetadata.java:62) at org.springframework.orm.hibernate3.LocalSessionFactoryBean$3.doInHibernate(LocalSessionFactoryBean.java:958) at org.springframework.orm.hibernate3.HibernateTemplate.doExecute(HibernateTemplate.java:419) ... 49 more I've set up my unitils.properties file like so: database.driverClassName=org.hsqldb.jdbcDriver database.url=jdbc:hsqldb:mem:PUBLIC database.userName=sa database.password= database.dialect=hsqldb database.schemaNames=PUBLIC My abstract IntegrationTest class: @SpringApplicationContext({"/com/upbeat/shoutbox/spring/applicationContext.xml", "applicationContext-test.xml"}) public abstract class AbstractIntegrationTest extends UnitilsJUnit4 { private ApplicationContext applicationContext; } applicationContext-test.xml: <?xml version="1.0" encoding="UTF-8"? <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:tx="http://www.springframework.org/schema/tx" xsi:schemaLocation=" http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-2.5.xsd http://www.springframework.org/schema/tx http://www.springframework.org/schema/tx/spring-tx-2.5.xsd" <bean id="dataSource" class="org.unitils.database.UnitilsDataSourceFactoryBean"/ </beans and finally, one of the test classes: package com.upbeat.shoutbox.web; import org.apache.wicket.spring.injection.annot.test.AnnotApplicationContextMock; import org.apache.wicket.util.tester.WicketTester; import org.junit.Before; import org.junit.Test; import org.unitils.spring.annotation.SpringBeanByType; import com.upbeat.shoutbox.HomePage; import com.upbeat.shoutbox.integrations.AbstractIntegrationTest; import com.upbeat.shoutbox.persistence.ShoutItemDao; import com.upbeat.shoutbox.services.ShoutService; public class TestHomePage extends AbstractIntegrationTest { @SpringBeanByType private ShoutService svc; @SpringBeanByType private ShoutItemDao dao; protected WicketTester tester; @Before public void setUp() { AnnotApplicationContextMock appctx = new AnnotApplicationContextMock(); appctx.putBean("shoutItemDao", dao); appctx.putBean("shoutService", svc); tester = new WicketTester(); } @Test public void testRenderMyPage() { //start and render the test page tester.startPage(HomePage.class); //assert rendered page class tester.assertRenderedPage(HomePage.class); //assert rendered label component tester.assertLabel("message", "If you see this message wicket is properly configured and running"); } } Dump from console when running mvn test: [INFO] Scanning for projects... [INFO] ------------------------------------------------------------------------ [INFO] Building shoutbox [INFO] task-segment: [test] [INFO] ------------------------------------------------------------------------ [INFO] [resources:resources {execution: default-resources}] [WARNING] File encoding has not been set, using platform encoding Cp1252, i.e. build is platform dependent! [WARNING] Using platform encoding (Cp1252 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 3 resources [INFO] Copying 4 resources [INFO] [compiler:compile {execution: default-compile}] [INFO] Nothing to compile - all classes are up to date [INFO] [resources:testResources {execution: default-testResources}] [WARNING] File encoding has not been set, using platform encoding Cp1252, i.e. build is platform dependent! [WARNING] Using platform encoding (Cp1252 actually) to copy filtered resources, i.e. build is platform dependent! [INFO] Copying 2 resources [INFO] [compiler:testCompile {execution: default-testCompile}] [INFO] Nothing to compile - all classes are up to date [INFO] [surefire:test {execution: default-test}] [INFO] Surefire report directory: F:\Projects\shoutbox\target\surefire-reports INFO - ConfigurationLoader - Loaded main configuration file unitils-default.properties from classpath. INFO - ConfigurationLoader - Loaded custom configuration file unitils.properties from classpath. INFO - ConfigurationLoader - No local configuration file unitils-local.properties found. ------------------------------------------------------- T E S T S ------------------------------------------------------- Running com.upbeat.shoutbox.web.TestViewShoutsPage Tests run: 1, Failures: 0, Errors: 1, Skipped: 0, Time elapsed: 0.02 sec INFO - Version - Hibernate Annotations 3.4.0.GA INFO - Environment - Hibernate 3.3.0.SP1 INFO - Environment - hibernate.properties not found INFO - Environment - Bytecode provider name : javassist INFO - Environment - using JDK 1.4 java.sql.Timestamp handling INFO - Version - Hibernate Commons Annotations 3.1.0.GA INFO - AnnotationBinder - Binding entity from annotated class: com.upbeat.shoutbox.models.ShoutItem INFO - QueryBinder - Binding Named query: item.getById = from ShoutItem item where item.id = :id INFO - QueryBinder - Binding Named query: item.find = from ShoutItem item order by item.timestamp desc INFO - QueryBinder - Binding Named query: item.count = select count(item) from ShoutItem item INFO - EntityBinder - Bind entity com.upbeat.shoutbox.models.ShoutItem on table SHOUT_ITEMS INFO - AnnotationConfiguration - Hibernate Validator not found: ignoring INFO - notationSessionFactoryBean - Building new Hibernate SessionFactory INFO - earchEventListenerRegister - Unable to find org.hibernate.search.event.FullTextIndexEventListener on the classpath. Hibernate Search is not enabled. INFO - ConnectionProviderFactory - Initializing connection provider: org.springframework.orm.hibernate3.LocalDataSourceConnectionProvider INFO - SettingsFactory - RDBMS: HSQL Database Engine, version: 1.8.0 INFO - SettingsFactory - JDBC driver: HSQL Database Engine Driver, version: 1.8.0 INFO - Dialect - Using dialect: org.hibernate.dialect.PostgreSQLDialect INFO - TransactionFactoryFactory - Transaction strategy: org.springframework.orm.hibernate3.SpringTransactionFactory INFO - actionManagerLookupFactory - No TransactionManagerLookup configured (in JTA environment, use of read-write or transactional second-level cache is not recommended) INFO - SettingsFactory - Automatic flush during beforeCompletion(): disabled INFO - SettingsFactory - Automatic session close at end of transaction: disabled INFO - SettingsFactory - JDBC batch size: 1000 INFO - SettingsFactory - JDBC batch updates for versioned data: disabled INFO - SettingsFactory - Scrollable result sets: enabled INFO - SettingsFactory - JDBC3 getGeneratedKeys(): disabled INFO - SettingsFactory - Connection release mode: auto INFO - SettingsFactory - Default batch fetch size: 1 INFO - SettingsFactory - Generate SQL with comments: disabled INFO - SettingsFactory - Order SQL updates by primary key: disabled INFO - SettingsFactory - Order SQL inserts for batching: disabled INFO - SettingsFactory - Query translator: org.hibernate.hql.ast.ASTQueryTranslatorFactory INFO - ASTQueryTranslatorFactory - Using ASTQueryTranslatorFactory INFO - SettingsFactory - Query language substitutions: {} INFO - SettingsFactory - JPA-QL strict compliance: disabled INFO - SettingsFactory - Second-level cache: enabled INFO - SettingsFactory - Query cache: enabled INFO - SettingsFactory - Cache region factory : org.hibernate.cache.impl.bridge.RegionFactoryCacheProviderBridge INFO - FactoryCacheProviderBridge - Cache provider: org.hibernate.cache.HashtableCacheProvider INFO - SettingsFactory - Optimize cache for minimal puts: disabled INFO - SettingsFactory - Structured second-level cache entries: disabled INFO - SettingsFactory - Query cache factory: org.hibernate.cache.StandardQueryCacheFactory INFO - SettingsFactory - Echoing all SQL to stdout INFO - SettingsFactory - Statistics: disabled INFO - SettingsFactory - Deleted entity synthetic identifier rollback: disabled INFO - SettingsFactory - Default entity-mode: pojo INFO - SettingsFactory - Named query checking : enabled INFO - SessionFactoryImpl - building session factory INFO - essionFactoryObjectFactory - Not binding factory to JNDI, no JNDI name configured INFO - UpdateTimestampsCache - starting update timestamps cache at region: org.hibernate.cache.UpdateTimestampsCache INFO - StandardQueryCache - starting query cache at region: org.hibernate.cache.StandardQueryCache INFO - notationSessionFactoryBean - Updating database schema for Hibernate SessionFactory INFO - Dialect - Using dialect: org.hibernate.dialect.PostgreSQLDialect INFO - XmlBeanDefinitionReader - Loading XML bean definitions from class path resource [org/springframework/jdbc/support/sql-error-codes.xml] INFO - SQLErrorCodesFactory - SQLErrorCodes loaded: [DB2, Derby, H2, HSQL, Informix, MS-SQL, MySQL, Oracle, PostgreSQL, Sybase] INFO - DefaultListableBeanFactory - Destroying singletons in org.springframework.beans.factory.support.DefaultListableBeanFactory@3e0ebb: defining beans [propertyConfigurer,dataSource,sessionFactory,shoutService,shoutItemDao,wicketApplication,org.springframework.aop.config.internalAutoProxyCreator,org.springframework.transaction.annotation.AnnotationTransactionAttributeSource#0,org.springframework.transaction.interceptor.TransactionInterceptor#0,org.springframework.transaction.config.internalTransactionAdvisor,transactionManager]; root of factory hierarchy INFO - sPathXmlApplicationContext - Refreshing org.springframework.context.support.ClassPathXmlApplicationContext@a8e586: display name [org.springframework.context.support.ClassPathXmlApplicationContext@a8e586]; startup date [Tue May 04 18:19:58 CEST 2010]; root of context hierarchy INFO - XmlBeanDefinitionReader - Loading XML bean definitions from class path resource [com/upbeat/shoutbox/spring/applicationContext.xml] INFO - XmlBeanDefinitionReader - Loading XML bean definitions from class path resource [applicationContext-test.xml] INFO - DefaultListableBeanFactory - Overriding bean definition for bean 'dataSource': replacing [Generic bean: class [org.apache.commons.dbcp.BasicDataSource]; scope=singleton; abstract=false; lazyInit=false; autowireMode=0; dependencyCheck=0; autowireCandidate=true; primary=false; factoryBeanName=null; factoryMethodName=null; initMethodName=null; destroyMethodName=close; defined in class path resource [com/upbeat/shoutbox/spring/applicationContext.xml]] with [Generic bean: class [org.unitils.database.UnitilsDataSourceFactoryBean]; scope=singleton; abstract=false; lazyInit=false; autowireMode=0; dependencyCheck=0; autowireCandidate=true; primary=false; factoryBeanName=null; factoryMethodName=null; initMethodName=null; destroyMethodName=null; defined in class path resource [applicationContext-test.xml]] INFO - sPathXmlApplicationContext - Bean factory for application context [org.springframework.context.support.ClassPathXmlApplicationContext@a8e586]: org.springframework.beans.factory.support.DefaultListableBeanFactory@5dfaf1 INFO - pertyPlaceholderConfigurer - Loading properties file from class path resource [application.properties] INFO - DefaultListableBeanFactory - Pre-instantiating singletons in org.springframework.beans.factory.support.DefaultListableBeanFactory@5dfaf1: defining beans [propertyConfigurer,dataSource,sessionFactory,shoutService,shoutItemDao,wicketApplication,org.springframework.aop.config.internalAutoProxyCreator,org.springframework.transaction.annotation.AnnotationTransactionAttributeSource#0,org.springframework.transaction.interceptor.TransactionInterceptor#0,org.springframework.transaction.config.internalTransactionAdvisor,transactionManager]; root of factory hierarchy INFO - AnnotationBinder - Binding entity from annotated class: com.upbeat.shoutbox.models.ShoutItem INFO - QueryBinder - Binding Named query: item.getById = from ShoutItem item where item.id = :id INFO - QueryBinder - Binding Named query: item.find = from ShoutItem item order by item.timestamp desc INFO - QueryBinder - Binding Named query: item.count = select count(item) from ShoutItem item INFO - EntityBinder - Bind entity com.upbeat.shoutbox.models.ShoutItem on table SHOUT_ITEMS INFO - AnnotationConfiguration - Hibernate Validator not found: ignoring INFO - notationSessionFactoryBean - Building new Hibernate SessionFactory INFO - earchEventListenerRegister - Unable to find org.hibernate.search.event.FullTextIndexEventListener on the classpath. Hibernate Search is not enabled. INFO - ConnectionProviderFactory - Initializing connection provider: org.springframework.orm.hibernate3.LocalDataSourceConnectionProvider INFO - SettingsFactory - RDBMS: HSQL Database Engine, version: 1.8.0 INFO - SettingsFactory - JDBC driver: HSQL Database Engine Driver, version: 1.8.0 INFO - Dialect - Using dialect: org.hibernate.dialect.PostgreSQLDialect INFO - TransactionFactoryFactory - Transaction strategy: org.springframework.orm.hibernate3.SpringTransactionFactory INFO - actionManagerLookupFactory - No TransactionManagerLookup configured (in JTA environment, use of read-write or transactional second-level cache is not recommended) INFO - SettingsFactory - Automatic flush during beforeCompletion(): disabled INFO - SettingsFactory - Automatic session close at end of transaction: disabled INFO - SettingsFactory - JDBC batch size: 1000 INFO - SettingsFactory - JDBC batch updates for versioned data: disabled INFO - SettingsFactory - Scrollable result sets: enabled INFO - SettingsFactory - JDBC3 getGeneratedKeys(): disabled INFO - SettingsFactory - Connection release mode: auto INFO - SettingsFactory - Default batch fetch size: 1 INFO - SettingsFactory - Generate SQL with comments: disabled INFO - SettingsFactory - Order SQL updates by primary key: disabled INFO - SettingsFactory - Order SQL inserts for batching: disabled INFO - SettingsFactory - Query translator: org.hibernate.hql.ast.ASTQueryTranslatorFactory INFO - ASTQueryTranslatorFactory - Using ASTQueryTranslatorFactory INFO - SettingsFactory - Query language substitutions: {} INFO - SettingsFactory - JPA-QL strict compliance: disabled INFO - SettingsFactory - Second-level cache: enabled INFO - SettingsFactory - Query cache: enabled INFO - SettingsFactory - Cache region factory : org.hibernate.cache.impl.bridge.RegionFactoryCacheProviderBridge INFO - FactoryCacheProviderBridge - Cache provider: org.hibernate.cache.HashtableCacheProvider INFO - SettingsFactory - Optimize cache for minimal puts: disabled INFO - SettingsFactory - Structured second-level cache entries: disabled INFO - SettingsFactory - Query cache factory: org.hibernate.cache.StandardQueryCacheFactory INFO - SettingsFactory - Echoing all SQL to stdout INFO - SettingsFactory - Statistics: disabled INFO - SettingsFactory - Deleted entity synthetic identifier rollback: disabled INFO - SettingsFactory - Default entity-mode: pojo INFO - SettingsFactory - Named query checking : enabled INFO - SessionFactoryImpl - building session factory INFO - essionFactoryObjectFactory - Not binding factory to JNDI, no JNDI name configured INFO - UpdateTimestampsCache - starting update timestamps cache at region: org.hibernate.cache.UpdateTimestampsCache INFO - StandardQueryCache - starting query cache at region: org.hibernate.cache.StandardQueryCache INFO - notationSessionFactoryBean - Updating database schema for Hibernate SessionFactory INFO - Dialect - Using dialect: org.hibernate.dialect.PostgreSQLDialect INFO - DefaultListableBeanFactory - Destroying singletons in org.springframework.beans.factory.support.DefaultListableBeanFactory@5dfaf1: defining beans [propertyConfigurer,dataSource,sessionFactory,shoutService,shoutItemDao,wicketApplication,org.springframework.aop.config.internalAutoProxyCreator,org.springframework.transaction.annotation.AnnotationTransactionAttributeSource#0,org.springframework.transaction.interceptor.TransactionInterceptor#0,org.springframework.transaction.config.internalTransactionAdvisor,transactionManager]; root of factory hierarchy Tests run: 1, Failures: 0, Errors: 1, Skipped: 0, Time elapsed: 1.34 sec <<< FAILURE! Running com.upbeat.shoutbox.integrations.ShoutItemIntegrationTest Tests run: 1, Failures: 0, Errors: 1, Skipped: 0, Time elapsed: 0 sec <<< FAILURE! Running com.upbeat.shoutbox.mocks.ShoutServiceTest Tests run: 1, Failures: 0, Errors: 1, Skipped: 0, Time elapsed: 0.01 sec <<< FAILURE! Results : Tests in error: initializationError(com.upbeat.shoutbox.web.TestViewShoutsPage) testRenderMyPage(com.upbeat.shoutbox.web.TestHomePage) initializationError(com.upbeat.shoutbox.integrations.ShoutItemIntegrationTest) initializationError(com.upbeat.shoutbox.mocks.ShoutServiceTest) Tests run: 4, Failures: 0, Errors: 4, Skipped: 0 [INFO] ------------------------------------------------------------------------ [ERROR] BUILD FAILURE [INFO] ------------------------------------------------------------------------ [INFO] There are test failures. Please refer to F:\Projects\shoutbox\target\surefire-reports for the individual test results. [INFO] ------------------------------------------------------------------------ [INFO] For more information, run Maven with the -e switch [INFO] ------------------------------------------------------------------------ [INFO] Total time: 3 seconds [INFO] Finished at: Tue May 04 18:19:58 CEST 2010 [INFO] Final Memory: 13M/31M [INFO] ------------------------------------------------------------------------ Any help is greatly appreciated.

    Read the article

  • axis2 web service behave differently when tested with web service client or with local test class

    - by Stefano
    Hello I need to update a facade to some web service proxy classes to a third party web service, and expose them as a service. This for two reason : to maintain the same interface for all application that need to use the system : actually its migrating and there are a few differences in the third party ws (method names); and to expose a simplified interface. The third party has provided me with a manual and some pregenerated proxy classes to their service (the java file says generated with axis2 1,4) . I've used netbeans 6.8 and the axis2 plugin to create an axis2 service . This service contains the proxy classes and the facade class which instantiate the web service proxy and calls its method; the facade class is exposed as service. I've used axis2 1.4 (at beginnig and later 1.5 ) and tomcat 6.0. The first test i did was to call the facede methods from inside the project itself and it worked. Then i've created a new project with a jax-ws web service client to call my class deployed on axis2. At this point has happened two strange thing : In the axis2 services page has appeared the third party proxy class as if it were a new service (if i try to get the wsdl axis raises an error ). eg. the proxy interface is named WebServiceAPI (_stub is the concrete class) and , after the first call to my service , i find a new "WebServicesAPI1272968932531_1" service inside axis . The call obvoiusly fail i've began to sniff soap messages with wireshark and i've found they differs when using proxy classes direclty from my facade test class by the messages created after being deployed on axis. i've noticed they differs for the presence of the soap header in the failing message. any help would be greatly appreciated : maybe i messed up something, there might be some incompatibilities or version mistakes? below i've added the signature of the third party proxy, its impementation and the different soap messages: /* * WebServicesAPI.java * This file was auto-generated from WSDL * by the Apache Axis2 version: 1.4 Built on : Apr 26, 2008 (06:24:30 EDT) */ package com.ibm.eci.wsapi; public interface WebServicesAPI { public com.ibm.eci.wsapi.ArrayOfstring getWorkItemHistory( java.lang.String stateKey,java.lang.String logonID,com.ibm.eci.wsapi.RepoItemHandle workItemHandle) throws java.rmi.RemoteException,com.ibm.eci.wsapi.ExceptionException0; ...etc the concrete class is : /** * WebServicesAPIStub.java * * This file was auto-generated from WSDL * by the Apache Axis2 version: 1.4 Built on : Apr 26, 2008 (06:24:30 EDT) */ package com.ibm.eci.wsapi; /* * WebServicesAPIStub java implementation */ public class WebServicesAPIStub extends org.apache.axis2.client.Stub implements WebServicesAPI{ protected org.apache.axis2.description.AxisOperation[] _operations; ... public com.ibm.eci.wsapi.ArrayOfstring getWorkItemHistory( java.lang.String stateKey297,java.lang.String logonID298,com.ibm.eci.wsapi.RepoItemHandle workItemHandle299) throws java.rmi.RemoteException ,com.ibm.eci.wsapi.ExceptionException0{ org.apache.axis2.context.MessageContext _messageContext = null; try{ org.apache.axis2.client.OperationClient _operationClient = _serviceClient.createClient(_operations[0].getName()); _operationClient.getOptions().setAction("\"\""); _operationClient.getOptions().setExceptionToBeThrownOnSOAPFault(true); addPropertyToOperationClient(_operationClient,org.apache.axis2.description.WSDL2Constants.ATTR_WHTTP_QUERY_PARAMETER_SEPARATOR,"&"); // create a message context _messageContext = new org.apache.axis2.context.MessageContext(); // create SOAP envelope with that payload org.apache.axiom.soap.SOAPEnvelope env = null; com.ibm.eci.wsapi.GetWorkItemHistoryE dummyWrappedType = null; env = toEnvelope(getFactory(_operationClient.getOptions().getSoapVersionURI()), stateKey297, logonID298, workItemHandle299, dummyWrappedType, optimizeContent(new javax.xml.namespace.QName("http://wsapi.eci.ibm.com", "getWorkItemHistory"))); //adding SOAP soap_headers _serviceClient.addHeadersToEnvelope(env); // set the message context with that soap envelope _messageContext.setEnvelope(env); // add the message contxt to the operation client _operationClient.addMessageContext(_messageContext); //execute the operation client _operationClient.execute(true); org.apache.axis2.context.MessageContext _returnMessageContext = _operationClient.getMessageContext( org.apache.axis2.wsdl.WSDLConstants.MESSAGE_LABEL_IN_VALUE); org.apache.axiom.soap.SOAPEnvelope _returnEnv = _returnMessageContext.getEnvelope(); java.lang.Object object = fromOM( _returnEnv.getBody().getFirstElement() , com.ibm.eci.wsapi.GetWorkItemHistoryResponseE.class, getEnvelopeNamespaces(_returnEnv)); return getGetWorkItemHistoryResponse_return((com.ibm.eci.wsapi.GetWorkItemHistoryResponseE)object); ... the failing soap message (generated by jax-ws client to the axis deployed service) is : POST /vbr_wsapi/services/WebServicesAPI.Endpoint HTTP/1.1 Content-Type: text/xml; charset=UTF-8 SOAPAction: "" User-Agent: Axis2 Host: n0611049:9083 Transfer-Encoding: chunked <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Header xmlns:wsa="http://www.w3.org/2005/08/addressing"> <wsa:To>http://n0611049:9083/vbr_wsapi/services/WebServicesAPI.Endpoint</wsa:To> <wsa:MessageID>urn:uuid:A31AD99897F9045E981272964443982</wsa:MessageID><wsa:Action>""</wsa:Action> </soapenv:Header> <soapenv:Body> <ns1:initializeProps xmlns:ns1="http://wsapi.eci.ibm.com"> <props><val>client.locale=it_IT</val> </props> </ns1:initializeProps> </soapenv:Body> </soapenv:Envelope> HTTP/1.1 500 Internal Server Error Content-Type: text/xml; charset=UTF-8 Content-Language: en-US Transfer-Encoding: chunked Connection: Close Date: Tue, 04 May 2010 09:16:15 GMT Server: WebSphere Application Server/7.0 <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Header xmlns:wsa="http://www.w3.org/2005/08/addressing"> <wsa:Action>http://www.w3.org/2005/08/addressing/fault</wsa:Action> <wsa:RelatesTo>urn:uuid:A31AD99897F9045E981272964443982</wsa:RelatesTo> <wsa:FaultDetail> <wsa:ProblemAction> <wsa:Action>""</wsa:Action> </wsa:ProblemAction> </wsa:FaultDetail> </soapenv:Header> <soapenv:Body> <soapenv:Fault xmlns:wsa="http://www.w3.org/2005/08/addressing"> <faultcode>wsa:ActionNotSupported</faultcode> <faultstring>The [action] cannot be processed at the receiver.</faultstring> <detail /> </soapenv:Fault> </soapenv:Body> </soapenv:Envelope> the succesful call (generated by my local test class, not being deployed to axis yet) : POST /vbr_wsapi/services/WebServicesAPI.Endpoint HTTP/1.1 Content-Type: text/xml; charset=UTF-8 SOAPAction: "" User-Agent: Axis2 Host: n0611049:9083 Transfer-Encoding: chunked <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Body> <ns1:initializeProps xmlns:ns1="http://wsapi.eci.ibm.com"> <props> <val>client.locale=it_IT</val> </props> </ns1:initializeProps> </soapenv:Body> </soapenv:Envelope> HTTP/1.1 200 OK Content-Type: text/xml; charset=UTF-8 Content-Language: en-US Transfer-Encoding: chunked Date: Tue, 04 May 2010 09:40:03 GMT Server: WebSphere Application Server/7.0 <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Body> <dlwmin:initializePropsResponse xmlns:dlwmin="http://wsapi.eci.ibm.com"> <return>e0e40cc51ceb0adf96c582bb6e047b3d0f</return> </dlwmin:initializePropsResponse> </soapenv:Body> </soapenv:Envelope> POST /vbr_wsapi/services/WebServicesAPI.Endpoint HTTP/1.1 Content-Type: text/xml; charset=UTF-8 SOAPAction: "" User-Agent: Axis2 Host: n0611049:9083 Transfer-Encoding: chunked <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Body> <ns1:logon xmlns:ns1="http://wsapi.eci.ibm.com"> <stateKey>e0e40cc51ceb0adf96c582bb6e047b3d0f</stateKey> <systemID>----</systemID> <authBundle> <password>-----</password> <sealed>false</sealed> <username>---</username> </authBundle> </ns1:logon> </soapenv:Body> </soapenv:Envelope> HTTP/1.1 200 OK Content-Type: text/xml; charset=UTF-8 Content-Language: en-US Transfer-Encoding: chunked Date: Tue, 04 May 2010 09:40:21 GMT Server: WebSphere Application Server/7.0 <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Body> <dlwmin:logonResponse xmlns:dlwmin="http://wsapi.eci.ibm.com"> <return>e0e40cc51ceb0adf96c582bb6e047b3d10</return> </dlwmin:logonResponse> </soapenv:Body> </soapenv:Envelope> ... goes on with other calls

    Read the article

  • Finding most efficient transmission size in varying network latency scenarios

    - by rwmnau
    I'm building a .NET remoting client/server that will be transmitting thousands of files, of varying sizes (everything from a few bytes to hundreds of MB), and I'm curious about a general method for finding the appropriate transmission size. As I see it, there's the following tradeoff: Serialize entire file into a transmission object and transmit at once, regardless of size. This would be the fastest, but a failure during tranmission requires that the whole file be re-transmitted. If the file size is larger than something small (like 4KB), break it into 4KB chunks and transmit those, re-assembling on the server. In addition to the complexity of this, it's slower because of continued round-trips and acknowledgements, though a failure of any one piece doesn't waste much time. The ideal transmission method (when taking into account negotiation latency vs. failure rate) is somewhere in between, and I'm wondering about how to find out the best size for that particular client. Do I have some dynamic tuning step in my transmission that looks at the current bytes/second average, and then raises the transmission size until the speed starts to drop (failures overwhelm negotiation cost)? Or is there some other method for determining ideal transmission size? The application will be multi-threaded, so number of threads also factors in to the calculation. I'm not looking for a formula (though I'll take one if you've got it), but just what to consider as I create this process.

    Read the article

  • Map/Reduce on an array of hashes in CouchDB

    - by sebastiangeiger
    Hello everyone, I am looking for a map/reduce function to calculate the status in a Design Document. Below you can see an example document from my current database. { "_id": "0238f1414f2f95a47266ca43709a6591", "_rev": "22-24a741981b4de71f33cc70c7e5744442", "status": "retrieved image urls", "term": "Lucas Winter", "urls": [ { "status": "retrieved", "url": "http://...." }, { "status": "retrieved", "url": "http://..." } ], "search_depth": 1, "possible_labels": { "gender": "male" }, "couchrest-type": "SearchTerm" } I'd like to get rid of the status key and rather calculate it from the statuses of the urls. My current by_status view looks like the following: function(doc) { if (doc['status']) { emit(doc['status'], null); } } I tried some things but nothing actually works. Right now my Map Function looks like this: function(doc) { if(doc.urls){ emit(doc._id, doc.urls) } } And my Reduce Function function(key, value, rereduce){ var reduced_status = "retrieved" for(var url in value){ if(url.status=="new"){ reduced_status = "new"; } } return reduced_status; } The result is that I get retrieved everywhere which is definitely not right. I tried to narrow down the problem and it seems to be that value is no array, when I use the following Reduce Function I get length 1 everywhere, which is impossible because I have 12 documents in my database, each containing between 20 to 200 urls function(key, value, rereduce){ return value.length; } What am I doing wrong? (I know I want you to write code for me and I'm feeling guilty, but right now I do the calculation of the statuses in ruby after getting the data from the database. It would be nice to already get the right data from the database)

    Read the article

  • Collision Attacks, Message Digests and a Possible solution

    - by Dominar
    I've been doing some preliminary research in the area of message digests. Specifically collision attacks of cryptographic hash functions such as MD5 and SHA-1, such as the Postscript example and X.509 certificate duplicate. From what I can tell in the case of the postscript attack, specific data was generated and embedded within the header of the postscript (which is ignored during rendering) which brought about the internal state of the md5 to a state such that the modified wording of the document would lead to a final MD equivalent to the original. The X.509 took a similar approach where by data was injected within the comment/whitespace of the certificate. Ok so here is my question, and I can't seem to find anyone asking this question: Why isn't the length of ONLY the data being consumed added as a final block to the MD calculation? In the case of X.509 - Why is the whitespace and comments being taken into account as part of the MD? Wouldn't a simple processes such as one of the following be enough to resolve the proposed collision attacks: MD(M + |M|) = xyz MD(M + |M| + |M| * magicseed_0 +...+ |M| * magicseed_n) = xyz where : M : is the message |M| : size of the message MD : is the message digest function (eg: md5, sha, whirlpool etc) xyz : is the acutal message digest value for the message M magicseed_{i}: Is a set random values generated with seed based on the internal-state prior to the size being added. This technqiue should work, as to date all such collision attacks rely on adding more data to the original message. In short, the level of difficulty involved in generating a collision message such that: It not only generates the same MD But is also comprehensible/parsible/compliant and is also the same size as the original message, is immensely difficult if not near impossible. Has this approach ever been discussed? Any links to papers etc would be nice.

    Read the article

< Previous Page | 322 323 324 325 326 327 328 329 330 331 332 333  | Next Page >