Search Results

Search found 2629 results on 106 pages for 'idle timer'.

Page 33/106 | < Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >

  • Nested for loop error with !null checking an element that doesn't exist

    - by Programatt
    I am currently using nested for loops in a 2D array of size 4,2. When I run my program, I get index out of bounds Exception on the following line else if (state[i][j+1] != null && state[i][j].getFlash() <= state[i][j].getCycleLength() && state[i][j+1].getCycleLength() == state[i][j].getCycleLength()){ } It says the index out of bounds is 2. I would understand the error if I wasn't checking to see if [i][j+1] wasn't null, but I don't understand the exception with the check? I tried moving around the !null check but the program still fails on this line. Any help would be greatly appreciated. Stack trace: Exception in thread "Timer-0" java.lang.ArrayIndexOutOfBoundsException: 2 at NatComp.data$1.run(data.java:67) at java.util.TimerThread.mainLoop(Timer.java:512) at java.util.TimerThread.run(Timer.java:462)

    Read the article

  • Multiple windows services in a single project = mystery

    - by Remoh
    I'm having a bizarre issue that I haven't seen before and I'm thinking it MUST be something simple that I'm not seeing in my code. I have a project with 2 windows services defined. One I've called DataSyncService, the other SubscriptionService. Both are added to the same project installer. Both use a timer control from System.Timers. If I start both services together, they seem to work fine. The timers elapse at the appropriate time and everything looks okay. However, if I start either service individually, leaving the other stopped, everything goes haywire. The timer elapses constantly and on the wrong service. In other words, if I start the DataSyncService, the SubscriptionService timer elapses over and over. ...which is obviously strange. The setup is similar to what I've done in the past so I'm really stumped. I even tried deleting both service and starting over but it doesn't seem to make a difference. At this point, I'm thinking I've made a simple error in the way I'm defining the services and my brain just won't let me see it. It must be creating some sort of threading issue that causes one service to race when the other is stopped. Here the code.... From Program.cs: static void Main() { ServiceBase[] ServicesToRun; ServicesToRun = new ServiceBase[] { new DataSyncService(), new SubscriptionService() }; ServiceBase.Run(ServicesToRun); } From ProjectInstaller.designer.cs: private void InitializeComponent() { this.serviceProcessInstaller1 = new System.ServiceProcess.ServiceProcessInstaller(); this.dataSyncInstaller = new System.ServiceProcess.ServiceInstaller(); this.subscriptionInstaller = new System.ServiceProcess.ServiceInstaller(); // // serviceProcessInstaller1 // this.serviceProcessInstaller1.Account = System.ServiceProcess.ServiceAccount.LocalSystem; this.serviceProcessInstaller1.Password = null; this.serviceProcessInstaller1.Username = null; // // dataSyncInstaller // this.dataSyncInstaller.DisplayName = "Data Sync Service"; this.dataSyncInstaller.ServiceName = "DataSyncService"; this.dataSyncInstaller.StartType = System.ServiceProcess.ServiceStartMode.Automatic; // // subscriptionInstaller // this.subscriptionInstaller.DisplayName = "Subscription Service"; this.subscriptionInstaller.ServiceName = "SubscriptionService"; this.subscriptionInstaller.StartType = System.ServiceProcess.ServiceStartMode.Automatic; // // ProjectInstaller // this.Installers.AddRange(new System.Configuration.Install.Installer[] { this.serviceProcessInstaller1, this.dataSyncInstaller, this.subscriptionInstaller}); } private System.ServiceProcess.ServiceProcessInstaller serviceProcessInstaller1; private System.ServiceProcess.ServiceInstaller dataSyncInstaller; private System.ServiceProcess.ServiceInstaller subscriptionInstaller; From DataSyncService.cs: public static readonly int _defaultInterval = 43200000; //log4net.ILog log; public DataSyncService() { InitializeComponent(); //log = LogFactory.Instance.GetLogger(this); } protected override void OnStart(string[] args) { timer1.Interval = _defaultInterval; //GetInterval(); timer1.Enabled = true; EventLog.WriteEntry("MyProj", "Data Sync Service Started", EventLogEntryType.Information); //log.Info("Data Sync Service Started"); } private void timer1_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { EventLog.WriteEntry("MyProj", "Data Sync Timer Elapsed.", EventLogEntryType.Information); } private void InitializeComponent() { this.timer1 = new System.Timers.Timer(); ((System.ComponentModel.ISupportInitialize)(this.timer1)).BeginInit(); // // timer1 // this.timer1.Enabled = true; this.timer1.Elapsed += new System.Timers.ElapsedEventHandler(this.timer1_Elapsed); // // DataSyncService // this.ServiceName = "DataSyncService"; ((System.ComponentModel.ISupportInitialize)(this.timer1)).EndInit(); } From SubscriptionService: public static readonly int _defaultInterval = 300000; //log4net.ILog log; public SubscriptionService() { InitializeComponent(); } protected override void OnStart(string[] args) { timer1.Interval = _defaultInterval; //GetInterval(); timer1.Enabled = true; EventLog.WriteEntry("MyProj", "Subscription Service Started", EventLogEntryType.Information); //log.Info("Subscription Service Started"); } private void timer1_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { EventLog.WriteEntry("MyProj", "Subscription Service Time Elapsed", EventLogEntryType.Information); } private void InitializeComponent() //in designer { this.timer1 = new System.Timers.Timer(); ((System.ComponentModel.ISupportInitialize)(this.timer1)).BeginInit(); // // timer1 // this.timer1.Enabled = true; this.timer1.Elapsed += new System.Timers.ElapsedEventHandler(this.timer1_Elapsed); // // SubscriptionService // this.ServiceName = "SubscriptionService"; ((System.ComponentModel.ISupportInitialize)(this.timer1)).EndInit(); } Again, the problem is that the timer1_elapsed handler runs constantly when only one of the services is started. And it's the handler on the OPPOSITE service. Anybody see anything?

    Read the article

  • Add time to a Date object in javascript

    - by baiano
    I am trying to add time to a Date object in javascript but am not getting the results that I am expecting. I am trying to pull a timer off of the page and add it to the current time to get the unix timestamp value of when the timer will hit zero. The time on the page is displayed as " HH:MM:SS ". This is what I have: time=getTimerText.split(":"); seconds=(time[0]*3600+time[1]*60+time[2])*1000; to convert the time into milliseconds. fDate=new Date(); fDate.setTime(fDate.getTime()+seconds); add the milliseconds to the javascript timestamp alert(Math.round(fDate.getTime() / 1000)); convert the javascript timestamp to a unix timestamp Since the timer is counting down I should get the same result every time i run the script, but I don't. Can anyone see what I might be doing wrong here?

    Read the article

  • Problem using GDI+ with multiple threads (VB.NET)

    - by Joe B
    I think it would be best if I just copy and pasted the code (it's very trivial). Private Sub Main() Handles MyBase.Shown timer.Interval = 10 timer.Enabled = True End Sub Private Sub Form1_Paint(ByVal sender As System.Object, ByVal e As System.Windows.Forms.PaintEventArgs) Handles MyBase.Paint e.Graphics.DrawImage(image, 0, 0) End Sub Private Sub tick() Handles timer.Elapsed Using g = Graphics.FromImage(image) g.Clear(Color.Transparent) g.DrawLine(Pens.Red, 0 + i, 0 + i, Me.Width - i, Me.Height - i) End Using Me.Invalidate() End Sub An exception, "The object is currently in use elsewhere", is raised during the tick event. Could someone tell me why this happens and how to solve it? Thanks.

    Read the article

  • Actionscript 2.0 element.text always outputs "00"

    - by Mbarry
    Hi everybody, I'm fighting against a strange behaviour with my actionscript! After setting the four integer variables from the MovieTimer sprite (hour, minute, second, mili-sec) and concate them i got always double zero: 00 stop (); delete this.onEnterFrame; var str1; var str2; var mili; var second; var minute; var hour; var timer; mili = _root.MovieTimer.txt_mili.text; second = _root.MovieTimer.txt_sec.text; minute = _root.MovieTimer.txt_min.text; hour = _root.MovieTimer.txt_heures.text; timer = hour+' : '+minute+' : '+second+' : '+mili; _root.MovieSpellFinish.TextTime.text = timer; _root.MovieSpellFinish.TextTime.text outputs: 00 is there any solutions for this??

    Read the article

  • Method for SharePoint list/item locking across processes/machines?

    - by Steve
    In general, is there a decent way in SharePoint to control race conditions due to two processes or even two machines in the farm operating on the same list or list item at the same time? That is, is there any mechanism either built in or that can be fabricated via the Object Model for doing cross-process or cross-machine locking of individual list items? I want to write a timer job that performs a bunch of manipulations on a list. This list is written to by the SharePoint UI and then read by the UI. I want to be able to make sure that the UI doesn't either write to or read from the list when it is in an inconsistent state due to the timer job being in the middle of a manipulation. Is there any way to do this? Also, I want to allow for multiple instances of the timer job to run simultaneously. This, again, will require a lock to be sure that the two jobs don't attempt to operate on the same list/item at the same time. TIA for any help!

    Read the article

  • SharePoint replicating document between site according to external database on a regular basis

    - by kevin
    I want to copy a file from Site A to Site B according to external DB status on a timer job. e.g I have documents in Site A. I want to move those documents to Site B when the document' status in external MSSQL DB is "approved". I want to do it in a timer job. Which way will be great to do so ? I don't know how to use timer job and BDC job together. Please advice me. Thanks in advance. BTW, I don't know much about SharePoint.

    Read the article

  • Silverlight for Windows Embedded tutorial (step 6)

    - by Valter Minute
    In this tutorial step we will develop a very simple clock application that may be used as a screensaver on our devices and will allow us to discover a new feature of Silverlight for Windows Embedded (transforms) and how to use an “old” feature of Windows CE (timers) inside a Silverlight for Windows Embedded application. Let’s start with some XAML, as usual: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Width="640" Height="480" FontSize="18" x:Name="Clock">   <Canvas x:Name="LayoutRoot" Background="#FF000000"> <Grid Height="24" Width="150" Canvas.Left="320" Canvas.Top="234" x:Name="SecondsHand" Background="#FFFF0000"> <TextBlock Text="Seconds" TextWrapping="Wrap" Width="50" HorizontalAlignment="Right" VerticalAlignment="Center" x:Name="SecondsText" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="MinutesHand" Width="100" Background="#FF00FF00" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="MinutesText" VerticalAlignment="Center" Width="50" Text="Minutes" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="HoursHand" Width="50" Background="#FF0000FF" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="HoursText" VerticalAlignment="Center" Width="50" Text="Hours" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> </Canvas> </UserControl> This XAML file defines three grid panels, one for each hand of our clock (we are implementing an analog clock using one of the most advanced technologies of the digital world… how cool is that?). Inside each hand we put a TextBlock that will be used to display the current hour, minute, second inside the dial (you can’t do that on plain old analog clocks, but it looks nice). As usual we use XAML2CPP to generate the boring part of our code. We declare a class named “Clock” and derives from the TClock template that XAML2CPP has declared for us. class Clock : public TClock<Clock> { ... }; Our WinMain function is more or less the same we used in all the previous samples. It initializes the XAML runtime, create an instance of our class, initialize it and shows it as a dialog: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { if (!XamlRuntimeInitialize()) return -1;   HRESULT retcode;   IXRApplicationPtr app; if (FAILED(retcode=GetXRApplicationInstance(&app))) return -1; Clock clock;   if (FAILED(clock.Init(hInstance,app))) return -1;     UINT exitcode;   if (FAILED(clock.GetVisualHost()->StartDialog(&exitcode))) return -1;   return exitcode; } Silverlight for Windows Embedded provides a lot of features to implement our UI, but it does not provide timers. How we can update our clock if we don’t have a timer feature? We just use plain old Windows timers, as we do in “regular” Windows CE applications! To use a timer in WinCE we should declare an id for it: #define IDT_CLOCKUPDATE 0x12341234 We also need an HWND that will be used to receive WM_TIMER messages. Our Silverlight for Windows Embedded page is “hosted” inside a GWES Window and we can retrieve its handle using the GetContainerHWND function of our VisualHost object. Let’s see how this is implemented inside our Clock class’ Init method: HRESULT Init(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode;   if (FAILED(retcode=TClock<Clock>::Init(hInstance,app))) return retcode;   // create the timer user to update the clock HWND clockhwnd;   if (FAILED(GetVisualHost()->GetContainerHWND(&clockhwnd))) return -1;   timer=SetTimer(clockhwnd,IDT_CLOCKUPDATE,1000,NULL); return 0; } We use SetTimer to create a new timer and GWES will send a WM_TIMER to our window every second, giving us a chance to update our clock. That sounds great… but how could we handle the WM_TIMER message if we didn’t implement a window procedure for our window? We have to move a step back and look how a visual host is created. This code is generated by XAML2CPP and is inside xaml2cppbase.h: virtual HRESULT CreateHost(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode; XRWindowCreateParams wp;   ZeroMemory(&wp, sizeof(XRWindowCreateParams)); InitWindowParms(&wp);   XRXamlSource xamlsrc;   SetXAMLSource(hInstance,&xamlsrc); if (FAILED(retcode=app->CreateHostFromXaml(&xamlsrc, &wp, &vhost))) return retcode;   if (FAILED(retcode=vhost->GetRootElement(&root))) return retcode; return S_OK; } As you can see the CreateHostFromXaml function of IXRApplication accepts a structure named XRWindowCreateParams that control how the “plain old” GWES Window is created by the runtime. This structure is initialized inside the InitWindowParm method: // Initializes Windows parameters, can be overridden in the user class to change its appearance virtual void InitWindowParms(XRWindowCreateParams* wp) { wp->Style = WS_OVERLAPPED; wp->pTitle = windowtitle; wp->Left = 0; wp->Top = 0; } This method set up the window style, title and position. But the XRWindowCreateParams contains also other fields and, since the function is declared as virtual, we could initialize them inside our version of InitWindowParms: // add hook procedure to the standard windows creation parms virtual void InitWindowParms(XRWindowCreateParams* wp) { TClock<Clock>::InitWindowParms(wp);   wp->pHookProc=StaticHostHookProc; wp->pvUserParam=this; } This method calls the base class implementation (useful to not having to re-write some code, did I told you that I’m quite lazy?) and then initializes the pHookProc and pvUserParam members of the XRWindowsCreateParams structure. Those members will allow us to install a “hook” procedure that will be called each time the GWES window “hosting” our Silverlight for Windows Embedded UI receives a message. We can declare a hook procedure inside our Clock class: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { ... } You should notice two things here. First that the function is declared as static. This is required because a non-static function has a “hidden” parameters, that is the “this” pointer of our object. Having an extra parameter is not allowed for the type defined for the pHookProc member of the XRWindowsCreateParams struct and so we should implement our hook procedure as static. But in a static procedure we will not have a this pointer. How could we access the data member of our class? Here’s the second thing to notice. We initialized also the pvUserParam of the XRWindowsCreateParams struct. We set it to our this pointer. This value will be passed as the first parameter of the hook procedure. In this way we can retrieve our this pointer and use it to call a non-static version of our hook procedure: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { return ((Clock*)pv)->HostHookProc(hwnd,Msg,wParam,lParam,pRetVal); } Inside our non-static hook procedure we will have access to our this pointer and we will be able to update our clock: // hook procedure (handles timers) BOOL HostHookProc(HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { switch (Msg) { case WM_TIMER: if (wParam==IDT_CLOCKUPDATE) UpdateClock(); *pRetVal=0; return TRUE; } return FALSE; } The UpdateClock member function will update the text inside our TextBlocks and rotate the hands to reflect current time: // udates Hands positions and labels HRESULT UpdateClock() { SYSTEMTIME time; HRESULT retcode;   GetLocalTime(&time);   //updates the text fields TCHAR timebuffer[32];   _itow(time.wSecond,timebuffer,10);   SecondsText->SetText(timebuffer);   _itow(time.wMinute,timebuffer,10);   MinutesText->SetText(timebuffer);   _itow(time.wHour,timebuffer,10);   HoursText->SetText(timebuffer);   if (FAILED(retcode=RotateHand(((float)time.wSecond)*6-90,SecondsHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)time.wMinute)*6-90,MinutesHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)(time.wHour%12))*30-90,HoursHand))) return retcode;   return S_OK; } The function retrieves current time, convert hours, minutes and seconds to strings and display those strings inside the three TextBlocks that we put inside our clock hands. Then it rotates the hands to position them at the right angle (angles are in degrees and we have to subtract 90 degrees because 0 degrees means horizontal on Silverlight for Windows Embedded and usually a clock 0 is in the top position of the dial. The code of the RotateHand function uses transforms to rotate our clock hands on the screen: // rotates a Hand HRESULT RotateHand(float angle,IXRFrameworkElement* Hand) { HRESULT retcode; IXRRotateTransformPtr rotatetransform; IXRApplicationPtr app;   if (FAILED(retcode=GetXRApplicationInstance(&app))) return retcode;   if (FAILED(retcode=app->CreateObject(IID_IXRRotateTransform,&rotatetransform))) return retcode;     if (FAILED(retcode=rotatetransform->SetAngle(angle))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterX(0.0))) return retcode;   float height;   if (FAILED(retcode==Hand->GetActualHeight(&height))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterY(height/2))) return retcode; if (FAILED(retcode=Hand->SetRenderTransform(rotatetransform))) return retcode;   return S_OK; } It creates a IXRotateTransform object, set its rotation angle and origin (the default origin is at the top-left corner of our Grid panel, we move it in the vertical center to keep the hand rotating around a single point in a more “clock like” way. Then we can apply the transform to our UI object using SetRenderTransform. Every UI element (derived from IXRFrameworkElement) can be rotated! And using different subclasses of IXRTransform also moved, scaled, skewed and distorted in many ways. You can also concatenate multiple transforms and apply them at once suing a IXRTransformGroup object. The XAML engine uses vector graphics and object will not look “pixelated” when they are rotated or scaled. As usual you can download the code here: http://cid-9b7b0aefe3514dc5.skydrive.live.com/self.aspx/.Public/Clock.zip If you read up to (down to?) this point you seem to be interested in Silverlight for Windows Embedded. If you want me to discuss some specific topic, please feel free to point it out in the comments! Technorati Tags: Silverlight for Windows Embedded,Windows CE

    Read the article

  • Tiny DSLR Intervalometer Snaps Pics On User-Defined Schedule

    - by Jason Fitzpatrick
    If you’re interested in time-lapse photography but underwhelmed by the in-camera options (or lack there of) or don’t want to shell out money for an expensive commercial intervalometer, this DIY option is pretty slick solution. Achim Sack, a fan of hardware hacking and time lapse photography, created a super tiny interval timer that works with Nikon, Canon, and Pentax DSLRs. Plug it in, snap a shot between 0.4 seconds and 18 minutes to set the interval and then leave it be. As long as you have space on the memory card and power left in the battery the camera will keep snapping pictures. Hit up the link below to see his schematics, parts list, and more photos of the build. Interval Timer v2 [via Hack A Day] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

    Read the article

  • PHP pages working slow from time to time

    - by user1038179
    I have VPS with limit of 2GB of ram and 8 CPU cores. I have 5 sites on that VPS (one of them is just for testing, no visitors exept me). All 5 sites are image galleries, like wallpaper sites. Last week I noticed problem on one site (main domain, used for name servers, and also with most traffic, visitors). That site has two image galleries, one is old static html gallery made few years ago and another, main, is powered by ZENPhoto CMS. Also I have that same gallery CMS on another two sites on that same VPS (on one running site and on one just for testing site). On other two sites I have diferent PHP driven gallery. Problem is that after some time (it vary from 10 minutes to few hours after apache restart), loading of pages on main site becomes very slow, or I get 503 Service Temporarily Unavailable error. So pages becomes unavailable. But just that part with new CMS gallery, old part of site with static html pages are working fast and just fine. Also other two sites with same CMS gallery and other two with different PHP driven gallery are working fine and fast at the same time. I thought it must be something with CMS on that main site, because other sites are working nice. Then I tryed to open contact and guest book pages on that main site which are outside of that CMS but also PHP pages, and they do not load too, but that same contact php scipts are working on other sites at the same time. So, when site starts to hangs, ONLY PHP generated content is not working, like I said other static pages are working. And, ONLY on that one main site I have problems. Then I need to restart Apache, after restart everything is vorking nice and fast, for some time, than again, just PHP pages on main site are becomming slower. If I do not restart apache that slowness take some time (several minutes, hours, depending ot traffic) and during that time PHP diven content is loading very slow or unavailable on that site. After sime time, on moments everything start to work and is fast again for some time, and again. In hours with more traffic PHP content is loading slowly or it is unavailable, in hours with less traffic it is sometimes fast and sometimes little bit slower than usually. And ones again, only on that main site, and only PHP driven pages, static pages are working fast even in most traffic hours also other sites with even same CMS are working fast. Currently I have about 7000 unique visitors on that site but site worked nice even with 11500 visitors per day. And about 17000 in total visitors on VPS, all sites ( about 3 pages per unique visitor). When site start to slow down sometimes in apache status I can see something like this: mod_fcgid status: Total FastCGI processes: 37 Process: php5 (/usr/local/cpanel/cgi-sys/php5)Pid Active Idle Accesses State 11300 39 28 7 Working 11274 47 28 7 Working 11296 40 29 3 Working 11283 45 30 3 Working 11304 36 31 1 Working 11282 46 32 3 Working 11292 42 33 1 Working 11289 44 34 1 Working 11305 35 35 0 Working 11273 48 36 2 Working 11280 47 39 1 Working 10125 133 40 12 Exiting(communication error) 11294 41 41 1 Exiting(communication error) 11277 47 42 2 Exiting(communication error) 11291 43 43 1 Exiting(communication error) 10187 108 43 10 Exiting(communication error) 10209 95 44 7 Exiting(communication error) 10171 113 44 5 Exiting(communication error) 11275 47 47 1 Exiting(communication error) 10144 125 48 8 Exiting(communication error) 10086 149 48 20 Exiting(communication error) 10212 94 49 5 Exiting(communication error) 10158 118 49 5 Exiting(communication error) 10169 114 50 4 Exiting(communication error) 10105 141 50 16 Exiting(communication error) 10094 146 50 15 Exiting(communication error) 10115 139 51 17 Exiting(communication error) 10213 93 51 9 Exiting(communication error) 10197 103 51 7 Exiting(communication error) Process: php5 (/usr/local/cpanel/cgi-sys/php5)Pid Active Idle Accesses State 7983 1079 2 149 Ready 7979 1079 11 151 Ready Process: php5 (/usr/local/cpanel/cgi-sys/php5)Pid Active Idle Accesses State 7990 1066 0 57 Ready 8001 1031 64 35 Ready 7999 1032 94 29 Ready 8000 1031 91 36 Ready 8002 1029 34 52 Ready Process: php5 (/usr/local/cpanel/cgi-sys/php5)Pid Active Idle Accesses State 7991 1064 29 115 Ready When it is working nicly there is no lines with "Exiting(communication error)" Active and Idle are time active and time since last request, in seconds. Here are system info. Sysem info: Total processors: 8 Processor #1 Vendor GenuineIntel Name Intel(R) Xeon(R) CPU E5440 @ 2.83GHz Speed 88.320 MHz Cache 6144 KB All other seven are the same. System Information Linux vps.nnnnnnnnnnnnnnnnn.nnn 2.6.18-028stab099.3 #1 SMP Wed Mar 7 15:20:22 MSK 2012 x86_64 x86_64 x86_64 GNU/Linux Current Memory Usage total used free shared buffers cached Mem: 8388608 882164 7506444 0 0 0 -/+ buffers/cache: 882164 7506444 Swap: 0 0 0 Total: 8388608 882164 7506444 Current Disk Usage Filesystem Size Used Avail Use% Mounted on /dev/vzfs 100G 34G 67G 34% / none System Details: Running on: Apache/2.2.22 System info: (Unix) mod_ssl/2.2.22 OpenSSL/0.9.8e-fips-rhel5 DAV/2 mod_auth_passthrough/2.1 mod_bwlimited/1.4 FrontPage/5.0.2.2635 mod_fcgid/2.3.6 Powered by: PHP/5.3.10 Current Configuration Default PHP Version (.php files) 5 PHP 5 Handler fcgi PHP 4 Handler suphp Apache suEXEC on Apache Ruid2 off PHP 4 Handler suphp Apache suEXEC on Apache Configuration The following settings have been saved: fileetag: All keepalive: On keepalivetimeout: 3 maxclients: 150 maxkeepaliverequests: 10 maxrequestsperchild: 10000 maxspareservers: 10 minspareservers: 5 root_options: ExecCGI, FollowSymLinks, Includes, IncludesNOEXEC, Indexes, MultiViews, SymLinksIfOwnerMatch serverlimit: 256 serversignature: Off servertokens: Full sslciphersuite: ALL:!ADH:RC4+RSA:+HIGH:+MEDIUM:-LOW:-SSLv2:-EXP:!kEDH startservers: 5 timeout: 30 I hope, I explained my problem nicely. Any help would be nice.

    Read the article

  • 555 Footstool Turns Tech into Mad Scientist Decor

    - by Jason Fitzpatrick
    If you just can’t find the appropriate footstool for your laboratory, this laser-cut footstool styled to look like the ubiquitous 555 Timer should fit the bill. At Evil Mad Scientist Laboratories they were in search for the perfect footstool. Never ones to do something halfway they set out to build a footstool shaped like the famous integrated circuit design the 555 Timer. The project involved computer design, CNC routers, laser engraving, lots of plywood and glue, and paint. Hit up the link below to see pictures of the entire build process. 555 Footstool [Evil Mad Scientist Laboratories] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

    Read the article

  • Scaling-out Your Services by Message Bus based WCF Transport Extension &ndash; Part 1 &ndash; Background

    - by Shaun
    Cloud computing gives us more flexibility on the computing resource, we can provision and deploy an application or service with multiple instances over multiple machines. With the increment of the service instances, how to balance the incoming message and workload would become a new challenge. Currently there are two approaches we can use to pass the incoming messages to the service instances, I would like call them dispatcher mode and pulling mode.   Dispatcher Mode The dispatcher mode introduces a role which takes the responsible to find the best service instance to process the request. The image below describes the sharp of this mode. There are four clients communicate with the service through the underlying transportation. For example, if we are using HTTP the clients might be connecting to the same service URL. On the server side there’s a dispatcher listening on this URL and try to retrieve all messages. When a message came in, the dispatcher will find a proper service instance to process it. There are three mechanism to find the instance: Round-robin: Dispatcher will always send the message to the next instance. For example, if the dispatcher sent the message to instance 2, then the next message will be sent to instance 3, regardless if instance 3 is busy or not at that moment. Random: Dispatcher will find a service instance randomly, and same as the round-robin mode it regardless if the instance is busy or not. Sticky: Dispatcher will send all related messages to the same service instance. This approach always being used if the service methods are state-ful or session-ful. But as you can see, all of these approaches are not really load balanced. The clients will send messages at any time, and each message might take different process duration on the server side. This means in some cases, some of the service instances are very busy while others are almost idle. For example, if we were using round-robin mode, it could be happened that most of the simple task messages were passed to instance 1 while the complex ones were sent to instance 3, even though instance 1 should be idle. This brings some problem in our architecture. The first one is that, the response to the clients might be longer than it should be. As it’s shown in the figure above, message 6 and 9 can be processed by instance 1 or instance 2, but in reality they were dispatched to the busy instance 3 since the dispatcher and round-robin mode. Secondly, if there are many requests came from the clients in a very short period, service instances might be filled by tons of pending tasks and some instances might be crashed. Third, if we are using some cloud platform to host our service instances, for example the Windows Azure, the computing resource is billed by service deployment period instead of the actual CPU usage. This means if any service instance is idle it is wasting our money! Last one, the dispatcher would be the bottleneck of our system since all incoming messages must be routed by the dispatcher. If we are using HTTP or TCP as the transport, the dispatcher would be a network load balance. If we wants more capacity, we have to scale-up, or buy a hardware load balance which is very expensive, as well as scaling-out the service instances. Pulling Mode Pulling mode doesn’t need a dispatcher to route the messages. All service instances are listening to the same transport and try to retrieve the next proper message to process if they are idle. Since there is no dispatcher in pulling mode, it requires some features on the transportation. The transportation must support multiple client connection and server listening. HTTP and TCP doesn’t allow multiple clients are listening on the same address and port, so it cannot be used in pulling mode directly. All messages in the transportation must be FIFO, which means the old message must be received before the new one. Message selection would be a plus on the transportation. This means both service and client can specify some selection criteria and just receive some specified kinds of messages. This feature is not mandatory but would be very useful when implementing the request reply and duplex WCF channel modes. Otherwise we must have a memory dictionary to store the reply messages. I will explain more about this in the following articles. Message bus, or the message queue would be best candidate as the transportation when using the pulling mode. First, it allows multiple application to listen on the same queue, and it’s FIFO. Some of the message bus also support the message selection, such as TIBCO EMS, RabbitMQ. Some others provide in memory dictionary which can store the reply messages, for example the Redis. The principle of pulling mode is to let the service instances self-managed. This means each instance will try to retrieve the next pending incoming message if they finished the current task. This gives us more benefit and can solve the problems we met with in the dispatcher mode. The incoming message will be received to the best instance to process, which means this will be very balanced. And it will not happen that some instances are busy while other are idle, since the idle one will retrieve more tasks to make them busy. Since all instances are try their best to be busy we can use less instances than dispatcher mode, which more cost effective. Since there’s no dispatcher in the system, there is no bottleneck. When we introduced more service instances, in dispatcher mode we have to change something to let the dispatcher know the new instances. But in pulling mode since all service instance are self-managed, there no extra change at all. If there are many incoming messages, since the message bus can queue them in the transportation, service instances would not be crashed. All above are the benefits using the pulling mode, but it will introduce some problem as well. The process tracking and debugging become more difficult. Since the service instances are self-managed, we cannot know which instance will process the message. So we need more information to support debug and track. Real-time response may not be supported. All service instances will process the next message after the current one has done, if we have some real-time request this may not be a good solution. Compare with the Pros and Cons above, the pulling mode would a better solution for the distributed system architecture. Because what we need more is the scalability, cost-effect and the self-management.   WCF and WCF Transport Extensibility Windows Communication Foundation (WCF) is a framework for building service-oriented applications. In the .NET world WCF is the best way to implement the service. In this series I’m going to demonstrate how to implement the pulling mode on top of a message bus by extending the WCF. I don’t want to deep into every related field in WCF but will highlight its transport extensibility. When we implemented an RPC foundation there are many aspects we need to deal with, for example the message encoding, encryption, authentication and message sending and receiving. In WCF, each aspect is represented by a channel. A message will be passed through all necessary channels and finally send to the underlying transportation. And on the other side the message will be received from the transport and though the same channels until the business logic. This mode is called “Channel Stack” in WCF, and the last channel in the channel stack must always be a transport channel, which takes the responsible for sending and receiving the messages. As we are going to implement the WCF over message bus and implement the pulling mode scaling-out solution, we need to create our own transport channel so that the client and service can exchange messages over our bus. Before we deep into the transport channel, let’s have a look on the message exchange patterns that WCF defines. Message exchange pattern (MEP) defines how client and service exchange the messages over the transportation. WCF defines 3 basic MEPs which are datagram, Request-Reply and Duplex. Datagram: Also known as one-way, or fire-forgot mode. The message sent from the client to the service, and no need any reply from the service. The client doesn’t care about the message result at all. Request-Reply: Very common used pattern. The client send the request message to the service and wait until the reply message comes from the service. Duplex: The client sent message to the service, when the service processing the message it can callback to the client. When callback the service would be like a client while the client would be like a service. In WCF, each MEP represent some channels associated. MEP Channels Datagram IInputChannel, IOutputChannel Request-Reply IRequestChannel, IReplyChannel Duplex IDuplexChannel And the channels are created by ChannelListener on the server side, and ChannelFactory on the client side. The ChannelListener and ChannelFactory are created by the TransportBindingElement. The TransportBindingElement is created by the Binding, which can be defined as a new binding or from a custom binding. For more information about the transport channel mode, please refer to the MSDN document. The figure below shows the transport channel objects when using the request-reply MEP. And this is the datagram MEP. And this is the duplex MEP. After investigated the WCF transport architecture, channel mode and MEP, we finally identified what we should do to extend our message bus based transport layer. They are: Binding: (Optional) Defines the channel elements in the channel stack and added our transport binding element at the bottom of the stack. But we can use the build-in CustomBinding as well. TransportBindingElement: Defines which MEP is supported in our transport and create the related ChannelListener and ChannelFactory. This also defines the scheme of the endpoint if using this transport. ChannelListener: Create the server side channel based on the MEP it’s. We can have one ChannelListener to create channels for all supported MEPs, or we can have ChannelListener for each MEP. In this series I will use the second approach. ChannelFactory: Create the client side channel based on the MEP it’s. We can have one ChannelFactory to create channels for all supported MEPs, or we can have ChannelFactory for each MEP. In this series I will use the second approach. Channels: Based on the MEPs we want to support, we need to implement the channels accordingly. For example, if we want our transport support Request-Reply mode we should implement IRequestChannel and IReplyChannel. In this series I will implement all 3 MEPs listed above one by one. Scaffold: In order to make our transport extension works we also need to implement some scaffold stuff. For example we need some classes to send and receive message though out message bus. We also need some codes to read and write the WCF message, etc.. These are not necessary but would be very useful in our example.   Message Bus There is only one thing remained before we can begin to implement our scaling-out support WCF transport, which is the message bus. As I mentioned above, the message bus must have some features to fulfill all the WCF MEPs. In my company we will be using TIBCO EMS, which is an enterprise message bus product. And I have said before we can use any message bus production if it’s satisfied with our requests. Here I would like to introduce an interface to separate the message bus from the WCF. This allows us to implement the bus operations by any kinds bus we are going to use. The interface would be like this. 1: public interface IBus : IDisposable 2: { 3: string SendRequest(string message, bool fromClient, string from, string to = null); 4:  5: void SendReply(string message, bool fromClient, string replyTo); 6:  7: BusMessage Receive(bool fromClient, string replyTo); 8: } There are only three methods for the bus interface. Let me explain one by one. The SendRequest method takes the responsible for sending the request message into the bus. The parameters description are: message: The WCF message content. fromClient: Indicates if this message was came from the client. from: The channel ID that this message was sent from. The channel ID will be generated when any kinds of channel was created, which will be explained in the following articles. to: The channel ID that this message should be received. In Request-Reply and Duplex MEP this is necessary since the reply message must be received by the channel which sent the related request message. The SendReply method takes the responsible for sending the reply message. It’s very similar as the previous one but no “from” parameter. This is because it’s no need to reply a reply message again in any MEPs. The Receive method takes the responsible for waiting for a incoming message, includes the request message and specified reply message. It returned a BusMessage object, which contains some information about the channel information. The code of the BusMessage class is 1: public class BusMessage 2: { 3: public string MessageID { get; private set; } 4: public string From { get; private set; } 5: public string ReplyTo { get; private set; } 6: public string Content { get; private set; } 7:  8: public BusMessage(string messageId, string fromChannelId, string replyToChannelId, string content) 9: { 10: MessageID = messageId; 11: From = fromChannelId; 12: ReplyTo = replyToChannelId; 13: Content = content; 14: } 15: } Now let’s implement a message bus based on the IBus interface. Since I don’t want you to buy and install the TIBCO EMS or any other message bus products, I will implement an in process memory bus. This bus is only for test and sample purpose. It can only be used if the service and client are in the same process. Very straightforward. 1: public class InProcMessageBus : IBus 2: { 3: private readonly ConcurrentDictionary<Guid, InProcMessageEntity> _queue; 4: private readonly object _lock; 5:  6: public InProcMessageBus() 7: { 8: _queue = new ConcurrentDictionary<Guid, InProcMessageEntity>(); 9: _lock = new object(); 10: } 11:  12: public string SendRequest(string message, bool fromClient, string from, string to = null) 13: { 14: var entity = new InProcMessageEntity(message, fromClient, from, to); 15: _queue.TryAdd(entity.ID, entity); 16: return entity.ID.ToString(); 17: } 18:  19: public void SendReply(string message, bool fromClient, string replyTo) 20: { 21: var entity = new InProcMessageEntity(message, fromClient, null, replyTo); 22: _queue.TryAdd(entity.ID, entity); 23: } 24:  25: public BusMessage Receive(bool fromClient, string replyTo) 26: { 27: InProcMessageEntity e = null; 28: while (true) 29: { 30: lock (_lock) 31: { 32: var entity = _queue 33: .Where(kvp => kvp.Value.FromClient == fromClient && (kvp.Value.To == replyTo || string.IsNullOrWhiteSpace(kvp.Value.To))) 34: .FirstOrDefault(); 35: if (entity.Key != Guid.Empty && entity.Value != null) 36: { 37: _queue.TryRemove(entity.Key, out e); 38: } 39: } 40: if (e == null) 41: { 42: Thread.Sleep(100); 43: } 44: else 45: { 46: return new BusMessage(e.ID.ToString(), e.From, e.To, e.Content); 47: } 48: } 49: } 50:  51: public void Dispose() 52: { 53: } 54: } The InProcMessageBus stores the messages in the objects of InProcMessageEntity, which can take some extra information beside the WCF message itself. 1: public class InProcMessageEntity 2: { 3: public Guid ID { get; set; } 4: public string Content { get; set; } 5: public bool FromClient { get; set; } 6: public string From { get; set; } 7: public string To { get; set; } 8:  9: public InProcMessageEntity() 10: : this(string.Empty, false, string.Empty, string.Empty) 11: { 12: } 13:  14: public InProcMessageEntity(string content, bool fromClient, string from, string to) 15: { 16: ID = Guid.NewGuid(); 17: Content = content; 18: FromClient = fromClient; 19: From = from; 20: To = to; 21: } 22: }   Summary OK, now I have all necessary stuff ready. The next step would be implementing our WCF message bus transport extension. In this post I described two scaling-out approaches on the service side especially if we are using the cloud platform: dispatcher mode and pulling mode. And I compared the Pros and Cons of them. Then I introduced the WCF channel stack, channel mode and the transport extension part, and identified what we should do to create our own WCF transport extension, to let our WCF services using pulling mode based on a message bus. And finally I provided some classes that need to be used in the future posts that working against an in process memory message bus, for the demonstration purpose only. In the next post I will begin to implement the transport extension step by step.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

    Read the article

  • Guest Post: Using IronRuby and .NET to produce the &lsquo;Hello World of WPF&rsquo;

    - by Eric Nelson
    [You might want to also read other GuestPosts on my blog – or contribute one?] On the 26th and 27th of March (2010) myself and Edd Morgan of Microsoft will be popping along to the Scottish Ruby Conference. I dabble with Ruby and I am a huge fan whilst Edd is a “proper Ruby developer”. Hence I asked Edd if he was interested in creating a guest post or two for my blog on IronRuby. This is the second of those posts. If you should stumble across this post and happen to be attending the Scottish Ruby Conference, then please do keep a look out for myself and Edd. We would both love to chat about all things Ruby and IronRuby. And… we should have (if Amazon is kind) a few books on IronRuby with us at the conference which will need to find a good home. This is me and Edd and … the book: Order on Amazon: http://bit.ly/ironrubyunleashed Using IronRuby and .NET to produce the ‘Hello World of WPF’ In my previous post I introduced, to a minor extent, IronRuby. I expanded a little on the basics of by getting a Rails app up-and-running on this .NET implementation of the Ruby language — but there wasn't much to it! So now I would like to go from simply running a pre-existing project under IronRuby to developing a whole new application demonstrating the seamless interoperability between IronRuby and .NET. In particular, we'll be using WPF (Windows Presentation Foundation) — the component of the .NET Framework stack used to create rich media and graphical interfaces. Foundations of WPF To reiterate, WPF is the engine in the .NET Framework responsible for rendering rich user interfaces and other media. It's not the only collection of libraries in the framework with the power to do this — Windows Forms does the trick, too — but it is the most powerful and flexible. Put simply, WPF really excels when you need to employ eye candy. It's all about creating impact. Whether you're presenting a document, video, a data entry form, some kind of data visualisation (which I am most hopeful for, especially in terms of IronRuby - more on that later) or chaining all of the above with some flashy animations, you're likely to find that WPF gives you the most power when developing any of these for a Windows target. Let's demonstrate this with an example. I give you what I like to consider the 'hello, world' of WPF applications: the analogue clock. Today, over my lunch break, I created a WPF-based analogue clock using IronRuby... Any normal person would have just looked at their watch. - Twitter The Sample Application: Click here to see this sample in full on GitHub. Using Windows Presentation Foundation from IronRuby to create a Clock class Invoking the Clock class   Gives you The above is by no means perfect (it was a lunch break), but I think it does the job of illustrating IronRuby's interoperability with WPF using a familiar data visualisation. I'm sure you'll want to dissect the code yourself, but allow me to step through the important bits. (By the way, feel free to run this through ir first to see what actually happens). Now we're using IronRuby - unlike my previous post where we took pure Ruby code and ran it through ir, the IronRuby interpreter, to demonstrate compatibility. The main thing of note is the very distinct parallels between .NET namespaces and Ruby modules, .NET classes and Ruby classes. I guess there's not much to say about it other than at this point, you may as well be working with a purely Ruby graphics-drawing library. You're instantiating .NET objects, but you're doing it with the standard Ruby .new method you know from Ruby as Object#new — although, the root object of all your IronRuby objects isn't actually Object, it's System.Object. You're calling methods on these objects (and classes, for example in the call to System.Windows.Controls.Canvas.SetZIndex()) using the underscored, lowercase convention established for the Ruby language. The integration is so seamless. The fact that you're using a dynamic language on top of .NET's CLR is completely abstracted from you, allowing you to just build your software. A Brief Note on Events Events are a big part of developing client applications in .NET as well as under every other environment I can think of. In case you aren't aware, event-driven programming is essentially the practice of telling your code to call a particular method, or other chunk of code (a delegate) when something happens at an unpredictable time. You can never predict when a user is going to click a button, move their mouse or perform any other kind of input, so the advent of the GUI is what necessitated event-driven programming. This is where one of my favourite aspects of the Ruby language, blocks, can really help us. In traditional C#, for instance, you may subscribe to an event (assign a block of code to execute when an event occurs) in one of two ways: by passing a reference to a named method, or by providing an anonymous code block. You'd be right for seeing the parallel here with Ruby's concept of blocks, Procs and lambdas. As demonstrated at the very end of this rather basic script, we are using .NET's System.Timers.Timer to (attempt to) update the clock every second (I know it's probably not the best way of doing this, but for example's sake). Note: Diverting a little from what I said above, the ticking of a clock is very predictable, yet we still use the event our Timer throws to do this updating as one of many ways to perform that task outside of the main thread. You'll see that all that's needed to assign a block of code to be triggered on an event is to provide that block to the method of the name of the event as it is known to the CLR. This drawback to this is that it only allows the delegation of one code block to each event. You may use the add method to subscribe multiple handlers to that event - pushing that to the end of a queue. Like so: def tick puts "tick tock" end timer.elapsed.add method(:tick) timer.elapsed.add proc { puts "tick tock" } tick_handler = lambda { puts "tick tock" } timer.elapsed.add(tick_handler)   The ability to just provide a block of code as an event handler helps IronRuby towards that very important term I keep throwing around; low ceremony. Anonymous methods are, of course, available in other more conventional .NET languages such as C# and VB but, as usual, feel ever so much more elegant and natural in IronRuby. Note: Whether it's a named method or an anonymous chunk o' code, the block you delegate to the handling of an event can take arguments - commonly, a sender object and some args. Another Brief Note on Verbosity Personally, I don't mind verbose chaining of references in my code as long as it doesn't interfere with performance - as evidenced in the example above. While I love clean code, there's a certain feeling of safety that comes with the terse explicitness of long-winded addressing and the describing of objects as opposed to ambiguity (not unlike this sentence). However, when working with IronRuby, even I grow tired of typing System::Whatever::Something. Some people enjoy simply assuming namespaces and forgetting about them, regardless of the language they're using. Don't worry, IronRuby has you covered. It is completely possible to, with a call to include, bring the contents of a .NET-converted module into context of your IronRuby code - just as you would if you wanted to bring in an 'organic' Ruby module. To refactor the style of the above example, I could place the following at the top of my Clock class: class Clock include System::Windows::Shape include System::Windows::Media include System::Windows::Threading # and so on...   And by doing so, reduce calls to System::Windows::Shapes::Ellipse.new to simply Ellipse.new or references to System::Windows::Threading::DispatcherPriority.Render to a friendlier DispatcherPriority.Render. Conclusion I hope by now you can understand better how IronRuby interoperates with .NET and how you can harness the power of the .NET framework with the dynamic nature and elegant idioms of the Ruby language. The manner and parlance of Ruby that makes it a joy to work with sets of data is, of course, present in IronRuby — couple that with WPF's capability to produce great graphics quickly and easily, and I hope you can visualise the possibilities of data visualisation using these two things. Using IronRuby and WPF together to create visual representations of data and infographics is very exciting to me. Although today, with this project, we're only presenting one simple piece of information - the time - the potential is much grander. My day-to-day job is centred around software development and UI design, specifically in the realm of healthcare, and if you were to pay a visit to our office you would behold, directly above my desk, a large plasma TV with a constantly rotating, animated slideshow of charts and infographics to help members of our team do their jobs. It's an app powered by WPF which never fails to spark some conversation with visitors whose gaze has been hooked. If only it was written in IronRuby, the pleasantly low ceremony and reduced pre-processing time for my brain would have helped greatly. Edd Morgan blog Related Links: Getting PhP and Ruby working on Windows Azure and SQL Azure

    Read the article

  • Set Custom Reload Times for Individual Webpages in Chrome

    - by Asian Angel
    Do you have a webpage that needs to be reloaded every so often or perhaps you have multiple webpages that each need their own individual reload time? Now you can have the best of both with the AutoReloader extension for Google Chrome. Using AutoReloader When you first look at the drop-down window everything will be in a neutral “waiting” state. You can start using the extension immediately by simply entering the desired “time frame” for reloading a webpage. Notice for the “Repeat Option” that “0 = Continuous”… You may want to have a quick look through the “Options” to see if there are any “operational changes” that you would like to make. Once you enter a time click on the “Set Link” to start the timer. Notice that you can view the time remaining on the “Toolbar Button” unless you disabled the feature in the “Options”. Clicking on the “Toolbar Button” will show a larger version of the timer in the drop-down window along with a “Cancel Current Timer Link”. Here is the best part of all with AutoReloader…you can set up your own customized list of “Reload Times” and then access them through the drop-down window. Using the two times shown here we were able to set the “Productive Geek Webpage” up for 30 second reloads and the “TinyHacker Webpage” up for 1 minute reloads at the same time. There was no conflict whatsoever in running both “reload times” simultaneously. This is a really terrific feature! Conclusion Whether you have only one webpage or multiple pages that need periodic reloading (such as tracking a Woot-Off or an Ebay auction) the AutoReloader extension is the perfect tool for the job. Running custom reload times simultaneously have never been easier. Links Download the AutoReloader extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Set Up Automatic Timed Page Reloading on Your Webpages in FirefoxRemove Custom about:config Entries the Easy WayEnable Vista Black Style Theme for Google Chrome in XPActivate the Redesigned New-Tab Interface in Google ChromeModify Tab Ordering in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional The Growth of Citibank Quickly Switch between Tabs in IE Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier

    Read the article

  • SATA errors reported during boot: exception Emask 0x40 SAct 0x0 SErr 0x80800 action 0x0

    - by digby280
    I have noticed some error during the Linux boot. They seem to continue to occur after the boot adding lines to the log every few seconds. Once booted this normally does not appear to be causing any problems. However, around 1 in 10 boots results in a kernel panic and the computer has on two or three occasions suddenly rebooted after being powered on for a number of hours. I presume the cause of the reboot is a kernel panic as well. I am running Ubuntu 11.10 and I have had Ubuntu installed on the computer for around a year. I have googled around and not found anything useful. I have provided the kernel log lines and the output of smartctl. Can anyone explain exactly what these errors mean, or better still how to resolve them? Apr 2 16:51:27 dell580 kernel: [ 19.831140] EXT4-fs (sdb2): re-mounted. Opts: errors=remount-ro,user_xattr,commit=0 Apr 2 16:51:27 dell580 kernel: [ 19.934194] tg3 0000:03:00.0: eth0: Link is down Apr 2 16:51:28 dell580 kernel: [ 20.929468] tg3 0000:03:00.0: eth0: Link is up at 100 Mbps, full duplex Apr 2 16:51:28 dell580 kernel: [ 20.929471] tg3 0000:03:00.0: eth0: Flow control is on for TX and on for RX Apr 2 16:51:28 dell580 kernel: [ 20.929727] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready Apr 2 16:51:29 dell580 kernel: [ 21.609381] EXT4-fs (sdb2): re-mounted. Opts: errors=remount-ro,user_xattr,commit=0 Apr 2 16:51:29 dell580 kernel: [ 21.616515] ata2.01: exception Emask 0x40 SAct 0x0 SErr 0x80800 action 0x0 Apr 2 16:51:29 dell580 kernel: [ 21.616519] ata2.01: SError: { HostInt 10B8B } Apr 2 16:51:29 dell580 kernel: [ 21.616525] ata2.00: hard resetting link Apr 2 16:51:29 dell580 kernel: [ 21.934036] ata2.01: hard resetting link Apr 2 16:51:29 dell580 kernel: [ 22.408890] ata2.00: SATA link up 1.5 Gbps (SStatus 113 SControl 300) Apr 2 16:51:29 dell580 kernel: [ 22.408907] ata2.01: SATA link up 3.0 Gbps (SStatus 123 SControl 300) Apr 2 16:51:29 dell580 kernel: [ 22.440934] ata2.00: configured for UDMA/100 Apr 2 16:51:29 dell580 kernel: [ 22.449040] ata2.01: configured for UDMA/133 Apr 2 16:51:29 dell580 kernel: [ 22.449818] ata2: EH complete Apr 2 16:51:33 dell580 kernel: [ 26.122664] ata2.01: exception Emask 0x40 SAct 0x0 SErr 0x80800 action 0x0 Apr 2 16:51:33 dell580 kernel: [ 26.122670] ata2.01: SError: { HostInt 10B8B } Apr 2 16:51:33 dell580 kernel: [ 26.122677] ata2.00: hard resetting link Apr 2 16:51:33 dell580 kernel: [ 26.442684] ata2.01: hard resetting link Apr 2 16:51:34 dell580 kernel: [ 26.925545] ata2.00: SATA link up 1.5 Gbps (SStatus 113 SControl 300) Apr 2 16:51:34 dell580 kernel: [ 26.925561] ata2.01: SATA link up 3.0 Gbps (SStatus 123 SControl 300) Apr 2 16:51:34 dell580 kernel: [ 26.961542] ata2.00: configured for UDMA/100 Apr 2 16:51:34 dell580 kernel: [ 26.969616] ata2.01: configured for UDMA/133 Apr 2 16:51:34 dell580 kernel: [ 26.970400] ata2: EH complete Apr 2 16:51:35 dell580 kernel: [ 28.111180] ata2.01: exception Emask 0x40 SAct 0x0 SErr 0x80800 action 0x0 Apr 2 16:51:35 dell580 kernel: [ 28.111184] ata2.01: SError: { HostInt 10B8B } Apr 2 16:51:35 dell580 kernel: [ 28.111191] ata2.00: hard resetting link Apr 2 16:51:35 dell580 kernel: [ 28.429674] ata2.01: hard resetting link Apr 2 16:51:36 dell580 kernel: [ 28.904557] ata2.00: SATA link up 1.5 Gbps (SStatus 113 SControl 300) Apr 2 16:51:36 dell580 kernel: [ 28.904572] ata2.01: SATA link up 3.0 Gbps (SStatus 123 SControl 300) Apr 2 16:51:36 dell580 kernel: [ 28.936609] ata2.00: configured for UDMA/100 Apr 2 16:51:36 dell580 kernel: [ 28.944692] ata2.01: configured for UDMA/133 Apr 2 16:51:36 dell580 kernel: [ 28.945464] ata2: EH complete Apr 2 16:51:38 dell580 kernel: [ 31.581756] eth0: no IPv6 routers present Apr 2 16:51:38 dell580 kernel: [ 32.103066] ata2.01: exception Emask 0x40 SAct 0x0 SErr 0x80800 action 0x0 Apr 2 16:51:38 dell580 kernel: [ 32.103074] ata2.01: SError: { HostInt 10B8B } Apr 2 16:51:38 dell580 kernel: [ 32.103085] ata2.00: hard resetting link Apr 2 16:51:38 dell580 kernel: [ 32.419669] ata2.01: hard resetting link Apr 2 16:51:39 dell580 kernel: [ 32.894518] ata2.00: SATA link up 1.5 Gbps (SStatus 113 SControl 300) Apr 2 16:51:39 dell580 kernel: [ 32.894533] ata2.01: SATA link up 3.0 Gbps (SStatus 123 SControl 300) Apr 2 16:51:39 dell580 kernel: [ 32.926536] ata2.00: configured for UDMA/100 Apr 2 16:51:39 dell580 kernel: [ 32.934715] ata2.01: configured for UDMA/133 Apr 2 16:51:39 dell580 kernel: [ 32.935578] ata2: EH complete Here's the output of smartctl for the drive. smartctl 5.41 2011-06-09 r3365 [x86_64-linux-3.0.0-17-generic] (local build) Copyright (C) 2002-11 by Bruce Allen, http://smartmontools.sourceforge.net === START OF INFORMATION SECTION === Model Family: SAMSUNG SpinPoint F1 DT Device Model: SAMSUNG HD103UJ Serial Number: S13PJ90QC19706 LU WWN Device Id: 5 0000f0 00b1c7960 Firmware Version: 1AA01113 User Capacity: 1,000,204,886,016 bytes [1.00 TB] Sector Size: 512 bytes logical/physical Device is: In smartctl database [for details use: -P show] ATA Version is: 8 ATA Standard is: ATA-8-ACS revision 3b Local Time is: Mon Apr 2 17:13:48 2012 BST SMART support is: Available - device has SMART capability. SMART support is: Enabled === START OF READ SMART DATA SECTION === SMART overall-health self-assessment test result: PASSED General SMART Values: Offline data collection status: (0x00) Offline data collection activity was never started. Auto Offline Data Collection: Disabled. Self-test execution status: ( 41) The self-test routine was interrupted by the host with a hard or soft reset. Total time to complete Offline data collection: (11772) seconds. Offline data collection capabilities: (0x7b) SMART execute Offline immediate. Auto Offline data collection on/off support. Suspend Offline collection upon new command. Offline surface scan supported. Self-test supported. Conveyance Self-test supported. Selective Self-test supported. SMART capabilities: (0x0003) Saves SMART data before entering power-saving mode. Supports SMART auto save timer. Error logging capability: (0x01) Error logging supported. General Purpose Logging supported. Short self-test routine recommended polling time: ( 2) minutes. Extended self-test routine recommended polling time: ( 197) minutes. Conveyance self-test routine recommended polling time: ( 21) minutes. SCT capabilities: (0x003f) SCT Status supported. SCT Error Recovery Control supported. SCT Feature Control supported. SCT Data Table supported. SMART Attributes Data Structure revision number: 16 Vendor Specific SMART Attributes with Thresholds: ID# ATTRIBUTE_NAME FLAG VALUE WORST THRESH TYPE UPDATED WHEN_FAILED RAW_VALUE 1 Raw_Read_Error_Rate 0x000f 100 100 051 Pre-fail Always - 0 3 Spin_Up_Time 0x0007 076 076 011 Pre-fail Always - 7940 4 Start_Stop_Count 0x0032 099 099 000 Old_age Always - 521 5 Reallocated_Sector_Ct 0x0033 100 100 010 Pre-fail Always - 0 7 Seek_Error_Rate 0x000f 253 253 051 Pre-fail Always - 0 8 Seek_Time_Performance 0x0025 100 100 015 Pre-fail Offline - 0 9 Power_On_Hours 0x0032 100 100 000 Old_age Always - 642 10 Spin_Retry_Count 0x0033 100 100 051 Pre-fail Always - 0 11 Calibration_Retry_Count 0x0012 100 100 000 Old_age Always - 0 12 Power_Cycle_Count 0x0032 100 100 000 Old_age Always - 482 13 Read_Soft_Error_Rate 0x000e 100 100 000 Old_age Always - 0 183 Runtime_Bad_Block 0x0032 100 100 000 Old_age Always - 759 184 End-to-End_Error 0x0033 100 100 000 Pre-fail Always - 0 187 Reported_Uncorrect 0x0032 100 100 000 Old_age Always - 0 188 Command_Timeout 0x0032 100 100 000 Old_age Always - 0 190 Airflow_Temperature_Cel 0x0022 073 069 000 Old_age Always - 27 (Min/Max 16/27) 194 Temperature_Celsius 0x0022 073 067 000 Old_age Always - 27 (Min/Max 16/28) 195 Hardware_ECC_Recovered 0x001a 100 100 000 Old_age Always - 320028 196 Reallocated_Event_Count 0x0032 100 100 000 Old_age Always - 0 197 Current_Pending_Sector 0x0012 100 100 000 Old_age Always - 0 198 Offline_Uncorrectable 0x0030 100 100 000 Old_age Offline - 0 199 UDMA_CRC_Error_Count 0x003e 099 099 000 Old_age Always - 1494 200 Multi_Zone_Error_Rate 0x000a 100 100 000 Old_age Always - 0 201 Soft_Read_Error_Rate 0x000a 253 253 000 Old_age Always - 0 SMART Error Log Version: 1 ATA Error Count: 211 (device log contains only the most recent five errors) CR = Command Register [HEX] FR = Features Register [HEX] SC = Sector Count Register [HEX] SN = Sector Number Register [HEX] CL = Cylinder Low Register [HEX] CH = Cylinder High Register [HEX] DH = Device/Head Register [HEX] DC = Device Command Register [HEX] ER = Error register [HEX] ST = Status register [HEX] Powered_Up_Time is measured from power on, and printed as DDd+hh:mm:SS.sss where DD=days, hh=hours, mm=minutes, SS=sec, and sss=millisec. It "wraps" after 49.710 days. Error 211 occurred at disk power-on lifetime: 0 hours (0 days + 0 hours) When the command that caused the error occurred, the device was active or idle. After command completion occurred, registers were: ER ST SC SN CL CH DH -- -- -- -- -- -- -- 84 51 0f 31 63 8f e1 Error: ICRC, ABRT 15 sectors at LBA = 0x018f6331 = 26174257 Commands leading to the command that caused the error were: CR FR SC SN CL CH DH DC Powered_Up_Time Command/Feature_Name -- -- -- -- -- -- -- -- ---------------- -------------------- c8 00 00 40 62 8f e1 08 00:01:00.460 READ DMA c8 00 20 00 7c 30 e0 08 00:01:00.450 READ DMA c8 00 00 10 49 8f e1 08 00:01:00.440 READ DMA c8 00 e0 20 d0 30 e0 08 00:01:00.420 READ DMA c8 00 00 c0 59 90 e1 08 00:01:00.400 READ DMA Error 210 occurred at disk power-on lifetime: 0 hours (0 days + 0 hours) When the command that caused the error occurred, the device was active or idle. After command completion occurred, registers were: ER ST SC SN CL CH DH -- -- -- -- -- -- -- 84 51 cf e9 cf 66 e0 Error: ICRC, ABRT 207 sectors at LBA = 0x0066cfe9 = 6737897 Commands leading to the command that caused the error were: CR FR SC SN CL CH DH DC Powered_Up_Time Command/Feature_Name -- -- -- -- -- -- -- -- ---------------- -------------------- c8 00 00 b8 cf 66 e0 08 00:08:29.780 READ DMA c8 00 60 60 c9 18 e0 08 00:08:29.770 READ DMA c8 00 40 20 c9 18 e0 08 00:08:29.770 READ DMA c8 00 20 00 c9 18 e0 08 00:08:29.760 READ DMA c8 00 20 98 cf 66 e0 08 00:08:29.750 READ DMA Error 209 occurred at disk power-on lifetime: 0 hours (0 days + 0 hours) When the command that caused the error occurred, the device was active or idle. After command completion occurred, registers were: ER ST SC SN CL CH DH -- -- -- -- -- -- -- 84 51 2f d1 74 e0 e0 Error: ICRC, ABRT 47 sectors at LBA = 0x00e074d1 = 14709969 Commands leading to the command that caused the error were: CR FR SC SN CL CH DH DC Powered_Up_Time Command/Feature_Name -- -- -- -- -- -- -- -- ---------------- -------------------- c8 00 00 00 74 e0 e0 08 00:00:30.940 READ DMA c8 00 20 18 36 de e0 08 00:00:30.930 READ DMA c8 00 08 48 f1 dd e0 08 00:00:30.930 READ DMA c8 00 08 a8 f0 dd e0 08 00:00:30.930 READ DMA c8 00 08 90 f0 dd e0 08 00:00:30.930 READ DMA Error 208 occurred at disk power-on lifetime: 0 hours (0 days + 0 hours) When the command that caused the error occurred, the device was active or idle. After command completion occurred, registers were: ER ST SC SN CL CH DH -- -- -- -- -- -- -- 84 51 7f 21 88 9d e0 Error: ICRC, ABRT 127 sectors at LBA = 0x009d8821 = 10324001 Commands leading to the command that caused the error were: CR FR SC SN CL CH DH DC Powered_Up_Time Command/Feature_Name -- -- -- -- -- -- -- -- ---------------- -------------------- c8 00 a0 00 88 9d e0 08 00:00:27.610 READ DMA c8 00 58 a8 e7 9c e0 08 00:00:27.610 READ DMA c8 00 00 28 e6 9c e0 08 00:00:27.610 READ DMA c8 00 00 e0 e4 9c e0 08 00:00:27.610 READ DMA c8 00 00 90 e0 9c e0 08 00:00:27.600 READ DMA Error 207 occurred at disk power-on lifetime: 0 hours (0 days + 0 hours) When the command that caused the error occurred, the device was active or idle. After command completion occurred, registers were: ER ST SC SN CL CH DH -- -- -- -- -- -- -- 04 51 26 6a 6a c3 e0 Error: ABRT at LBA = 0x00c36a6a = 12806762 Commands leading to the command that caused the error were: CR FR SC SN CL CH DH DC Powered_Up_Time Command/Feature_Name -- -- -- -- -- -- -- -- ---------------- -------------------- ca 00 00 90 69 c3 e0 08 00:29:39.350 WRITE DMA ca 00 40 90 68 c3 e0 08 00:29:39.350 WRITE DMA ca 00 40 50 65 c3 e0 08 00:29:39.350 WRITE DMA ca 00 40 d0 64 c3 e0 08 00:29:39.350 WRITE DMA ca 00 40 90 63 c3 e0 08 00:29:39.350 WRITE DMA SMART Self-test log structure revision number 1 Num Test_Description Status Remaining LifeTime(hours) LBA_of_first_error # 1 Short offline Interrupted (host reset) 90% 638 - # 2 Short offline Interrupted (host reset) 90% 638 - # 3 Extended offline Interrupted (host reset) 90% 638 - # 4 Short offline Interrupted (host reset) 90% 638 - # 5 Extended offline Interrupted (host reset) 90% 638 - SMART Selective self-test log data structure revision number 1 SPAN MIN_LBA MAX_LBA CURRENT_TEST_STATUS 1 0 0 Not_testing 2 0 0 Not_testing 3 0 0 Not_testing 4 0 0 Not_testing 5 0 0 Not_testing Selective self-test flags (0x0): After scanning selected spans, do NOT read-scan remainder of disk. If Selective self-test is pending on power-up, resume after 0 minute delay.

    Read the article

  • Vote of Disconfidence to Entity Framework

    - by Ricardo Peres
    A friend of mine has found the following problem with Entity Framework 4: Two simple classes and one association between them (one to many): One condition to filter out soft-deleted entities (WHERE Deleted = 0): 100 records in the database; A simple query: 1: var l = ctx.Person.Include("Address").Where(x => (x.Address.Name == "317 Oak Blvd." && x.Address.Number == 926) || (x.Address.Name == "891 White Milton Drive" && x.Address.Number == 497)); Will produce the following SQL: 1: SELECT 2: [Extent1].[Id] AS [Id], 3: [Extent1].[FullName] AS [FullName], 4: [Extent1].[AddressId] AS [AddressId], 5: [Extent202].[Id] AS [Id1], 6: [Extent202].[Name] AS [Name], 7: [Extent202].[Number] AS [Number] 8: FROM [dbo].[Person] AS [Extent1] 9: LEFT OUTER JOIN [dbo].[Address] AS [Extent2] ON ([Extent2].[Deleted] = 0) AND ([Extent1].[AddressId] = [Extent2].[Id]) 10: LEFT OUTER JOIN [dbo].[Address] AS [Extent3] ON ([Extent3].[Deleted] = 0) AND ([Extent1].[AddressId] = [Extent3].[Id]) 11: LEFT OUTER JOIN [dbo].[Address] AS [Extent4] ON ([Extent4].[Deleted] = 0) AND ([Extent1].[AddressId] = [Extent4].[Id]) 12: LEFT OUTER JOIN [dbo].[Address] AS [Extent5] ON ([Extent5].[Deleted] = 0) AND ([Extent1].[AddressId] = [Extent5].[Id]) 13: LEFT OUTER JOIN [dbo].[Address] AS [Extent6] ON ([Extent6].[Deleted] = 0) AND ([Extent1].[AddressId] = [Extent6].[Id]) 14: ... 15: WHERE ((N'317 Oak Blvd.' = [Extent2].[Name]) AND (926 = [Extent3].[Number])) 16: ... And will result in 680 MB of memory being taken! Now, Entity Framework has been historically known for producing less than optimal SQL, but 680 MB for 100 entities?! According to Microsoft, the problem will be addressed in the following version, there is a Connect issue open. There is even a whitepaper, Performance Considerations for Entity Framework 5, which talks about some of the changes and optimizations coming on version 5, but by reading it, I got even more concerned: “Once the cache contains a set number of entries (800), we start a timer that periodically (once-per-minute) sweeps the cache.” Say what?! The next version of Entity Framework will spawn timer threads?! When Code First came along, I thought it was a step in the right direction. Sure, it didn’t include some things that NHibernate did for quite some time – for example, different strategies for Id generation that do not rely on IDENTITY columns, which makes INSERT batching impossible, or support for enumerated types – but I thought these would come with the time. Now, enumerated types have, but so did… timer threads! I’m afraid Entity Framework is becoming a monster.

    Read the article

  • MOSS 2010 Deploy Farm Solution using STSADM

    - by H(at)Ni
    Today, I've been working on deploying farm solutions to another farm and I was surprised that it can only be done using STSADM.exe. Below are the steps that I've done to get it to work : 1. Use the command addsolution  and give it the path of the wsp file which was something like that : stsadm -o addsolution -filename C:\MySolution.wsp 2. Use the command deploysolution and give the solution name as a parameter like that : stsadm -o deploysolution -name MySolution.wsp -immediate -allowgacdeployment If then you encountered an error saying : The timer job for this operation has been created, but it will fail because the administrative service for this server is not enabled. If the timer job is sched uled to run at a later time, you can run the jobs all at once using stsadm.exe - o execadmsvcjobs. To avoid this problem in the future, enable the Microsoft Shar ePoint Foundation administrative service, or run your operation through the STSA DM.exe command line utility. then use the following command to enforce the execution of your deployment: Start-SPAdminJob And that's it, you'll have it working as expected :)

    Read the article

  • Fan running constantly on a Dell D420 laptop

    - by Halik
    I'm running latest Ubuntu 12.04 beta on a Dell D420 laptop. The fan is spinning almost constantly - even after turning the PC off, letting it cool down, and then turning it back on, the fan will turn on after some idle time. Not to mention any CPU work. The CPU temps are normal, in range of 50-55 idle, and up to 70 with some load. It wouldn't be an issue, but the same PC running Fedora, or Arch Linux, had a much more modest fan profile - the temps were managed while you seldom heard the fan. To counter the problem, I currently use i8k tools, set manual temperature thresholds which seemed to have worked, but the i8kmon has a tendency to cycle the fan between lower and higher state within aboutin a second intervals - which is extremely annoying. As far as I can tell I did not run any special software (beside laptop-mode-tools), or any additional kernel modules when running Arch Linux and I can't tell about Fedora.

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

  • My sound stopped working today, how can I fix it?

    - by Oli
    This seems to be a problem with pulseaudio. I was logged in over VNC on my phone and started playing a video this caused X to crash (as sometimes happens). I restarted and suddenly the sound doesn't work. I have a Intel HDA/Realtek ALC889 00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller alsamixer is detecting this just fine. PulseAudio doesn't detect this alsa device so is using auto_null as the default sink (logs below). When I properly kill PulseAudio (tell it not to auto-start) direct ALSA communication with the sound card works just fine. speaker-test, for example, works. So the hardware and ALSA layers are fine IMO. In the logs, it seems that the card might be "busy" but I really don't know how or why it would be now (and never before). Is there an ALSA lock file somewhere that it still there because of my crash? I just ran sudo fuser /dev/snd/* and saw this: oli@bert:~$ sudo fuser /dev/snd/* /dev/snd/controlC0: 1884 /dev/snd/pcmC0D0c: 1884m /dev/snd/timer: 1884 A look at the process list (ps aux | grep 1884) tells me process 1884 is arecord -c 1 -f S16_LE -r 8000 -t raw. No idea what this is or why it's running. When I try and kill arecord (as root), it just respawns and rebinds on the hardware. I'm in a very annoying situation where I don't know what is going on and don't know how to find out. I'm open to all suggestions to get this working again. Fire away. And here's what I get when I stop PA auto-loading, kill it and then start it with -vvvv. oli@bert:~$ pulseaudio -vvvvv I: main.c: setrlimit(RLIMIT_NICE, (31, 31)) failed: Operation not permitted I: main.c: setrlimit(RLIMIT_RTPRIO, (9, 9)) failed: Operation not permitted D: core-rtclock.c: Timer slack is set to 50 us. D: core-util.c: RealtimeKit worked. I: core-util.c: Successfully gained nice level -11. I: main.c: This is PulseAudio 0.9.21-63-gd3efa-dirty D: main.c: Compilation host: x86_64-pc-linux-gnu D: main.c: Compilation CFLAGS: -g -O2 -g -Wall -O3 -Wall -W -Wextra -pipe -Wno-long-long -Winline -Wvla -Wno-overlength-strings -Wunsafe-loop-optimizations -Wundef -Wformat=2 -Wlogical-op -Wsign-compare -Wformat-security -Wmissing-include-dirs -Wformat-nonliteral -Wold-style-definition -Wpointer-arith -Winit-self -Wdeclaration-after-statement -Wfloat-equal -Wmissing-prototypes -Wstrict-prototypes -Wredundant-decls -Wmissing-declarations -Wmissing-noreturn -Wshadow -Wendif-labels -Wcast-align -Wstrict-aliasing=2 -Wwrite-strings -Wno-unused-parameter -ffast-math -Wp,-D_FORTIFY_SOURCE=2 -fno-common -fdiagnostics-show-option D: main.c: Running on host: Linux x86_64 2.6.38-rc3 #1 SMP Tue Feb 1 10:53:04 GMT 2011 D: main.c: Found 8 CPUs. I: main.c: Page size is 4096 bytes D: main.c: Compiled with Valgrind support: no D: main.c: Running in valgrind mode: no D: main.c: Running in VM: no D: main.c: Optimised build: yes D: main.c: All asserts enabled. I: main.c: Machine ID is 8310740c4729ef474fe5ecec4bbf5a6b. I: main.c: Session ID is 8310740c4729ef474fe5ecec4bbf5a6b-1297338553.571075-1050119523. I: main.c: Using runtime directory /home/oli/.pulse/8310740c4729ef474fe5ecec4bbf5a6b-runtime. I: main.c: Using state directory /home/oli/.pulse. I: main.c: Using modules directory /usr/lib/pulse-0.9.21/modules. I: main.c: Running in system mode: no I: main.c: Fresh high-resolution timers available! Enjoy ol' chap! I: cpu-x86.c: CPU flags: CMOV MMX SSE SSE2 SSE3 SSSE3 SSE4_1 SSE4_2 I: svolume_mmx.c: Initialising MMX optimized functions. I: remap_mmx.c: Initialising MMX optimized remappers. I: svolume_sse.c: Initialising SSE2 optimized functions. I: remap_sse.c: Initialising SSE2 optimized remappers. I: sconv_sse.c: Initialising SSE2 optimized conversions. D: memblock.c: Using shared memory pool with 1024 slots of size 64.0 KiB each, total size is 64.0 MiB, maximum usable slot size is 65472 D: database-tdb.c: Opened TDB database '/home/oli/.pulse/8310740c4729ef474fe5ecec4bbf5a6b-device-volumes.tdb' I: module-device-restore.c: Sucessfully opened database file '/home/oli/.pulse/8310740c4729ef474fe5ecec4bbf5a6b-device-volumes'. I: module.c: Loaded "module-device-restore" (index: #0; argument: ""). D: database-tdb.c: Opened TDB database '/home/oli/.pulse/8310740c4729ef474fe5ecec4bbf5a6b-stream-volumes.tdb' I: module-stream-restore.c: Sucessfully opened database file '/home/oli/.pulse/8310740c4729ef474fe5ecec4bbf5a6b-stream-volumes'. I: module.c: Loaded "module-stream-restore" (index: #1; argument: ""). D: database-tdb.c: Opened TDB database '/home/oli/.pulse/8310740c4729ef474fe5ecec4bbf5a6b-card-database.tdb' I: module-card-restore.c: Sucessfully opened database file '/home/oli/.pulse/8310740c4729ef474fe5ecec4bbf5a6b-card-database'. I: module.c: Loaded "module-card-restore" (index: #2; argument: ""). I: module.c: Loaded "module-augment-properties" (index: #3; argument: ""). D: cli-command.c: Checking for existance of '/usr/lib/pulse-0.9.21/modules/module-udev-detect.so': success D: module-udev-detect.c: /dev/snd/controlC0 is accessible: yes D: module-udev-detect.c: /devices/pci0000:00/0000:00:1b.0/sound/card0 is busy: yes I: module-udev-detect.c: Found 1 cards. I: module.c: Loaded "module-udev-detect" (index: #4; argument: ""). D: cli-command.c: Checking for existance of '/usr/lib/pulse-0.9.21/modules/module-bluetooth-discover.so': success D: dbus-util.c: Successfully connected to D-Bus system bus ba7c9a1f90b3d49d930bca2100000015 as :1.62 D: bluetooth-util.c: dbus: interface=org.freedesktop.DBus, path=/org/freedesktop/DBus, member=NameAcquired D: bluetooth-util.c: Bluetooth daemon is apparently not available. I: module.c: Loaded "module-bluetooth-discover" (index: #5; argument: ""). D: cli-command.c: Checking for existance of '/usr/lib/pulse-0.9.21/modules/module-esound-protocol-unix.so': success I: module.c: Loaded "module-esound-protocol-unix" (index: #6; argument: ""). I: module.c: Loaded "module-native-protocol-unix" (index: #7; argument: ""). D: cli-command.c: Checking for existance of '/usr/lib/pulse-0.9.21/modules/module-gconf.so': success I: module.c: Loaded "module-gconf" (index: #8; argument: ""). I: module-default-device-restore.c: Saved default sink 'auto_null' not existant, not restoring default sink setting. I: module-default-device-restore.c: Saved default source 'auto_null.monitor' not existant, not restoring default source setting. I: module.c: Loaded "module-default-device-restore" (index: #9; argument: ""). I: module.c: Loaded "module-rescue-streams" (index: #10; argument: ""). D: module-always-sink.c: Autoloading null-sink as no other sinks detected. I: sink.c: Created sink 0 "auto_null" with sample spec s16le 6ch 44100Hz and channel map front-left,front-left-of-center,front-center,front-right,front-right-of-center,rear-center I: sink.c: device.description = "Dummy Output" I: sink.c: device.class = "abstract" I: sink.c: device.icon_name = "audio-card" D: core-subscribe.c: Dropped redundant event due to change event. I: source.c: Created source 0 "auto_null.monitor" with sample spec s16le 6ch 44100Hz and channel map front-left,front-left-of-center,front-center,front-right,front-right-of-center,rear-center I: source.c: device.description = "Monitor of Dummy Output" I: source.c: device.class = "monitor" I: source.c: device.icon_name = "audio-input-microphone" D: module-null-sink.c: Thread starting up I: module.c: Loaded "module-null-sink" (index: #11; argument: "sink_name=auto_null sink_properties='device.description="Dummy Output"'"). I: module.c: Loaded "module-always-sink" (index: #12; argument: ""). I: module.c: Loaded "module-intended-roles" (index: #13; argument: ""). D: module-suspend-on-idle.c: Sink auto_null becomes idle, timeout in 5 seconds. I: module.c: Loaded "module-suspend-on-idle" (index: #14; argument: ""). I: client.c: Created 0 "ConsoleKit Session /org/freedesktop/ConsoleKit/Session1" D: module-console-kit.c: Added new session /org/freedesktop/ConsoleKit/Session1 I: module.c: Loaded "module-console-kit" (index: #15; argument: ""). I: module.c: Loaded "module-position-event-sounds" (index: #16; argument: ""). D: dbus-util.c: Successfully connected to D-Bus session bus efbffc6788fad56cfd64d40c00000018 as :1.182 D: main.c: Got org.pulseaudio.Server! I: main.c: Daemon startup complete. I: client.c: Created 1 "Native client (UNIX socket client)" I: client.c: Created 2 "Native client (UNIX socket client)" D: protocol-native.c: Protocol version: remote 16, local 16 I: protocol-native.c: Got credentials: uid=1000 gid=1000 success=1 D: protocol-native.c: SHM possible: yes D: protocol-native.c: Negotiated SHM: yes D: protocol-native.c: Protocol version: remote 16, local 16 I: protocol-native.c: Got credentials: uid=1000 gid=1000 success=1 D: protocol-native.c: SHM possible: yes D: protocol-native.c: Negotiated SHM: yes D: module-augment-properties.c: Looking for .desktop file for gnome-volume-control-applet D: module-augment-properties.c: Looking for .desktop file for gnome-settings-daemon D: core-subscribe.c: Dropped redundant event due to change event. I: module-suspend-on-idle.c: Sink auto_null idle for too long, suspending ... D: sink.c: Suspend cause of sink auto_null is 0x0004, suspending Note the one section that seems to find the hardware but says it's busy (no idea if this is relevant). D: cli-command.c: Checking for existance of '/usr/lib/pulse-0.9.21/modules/module-udev-detect.so': success D: module-udev-detect.c: /dev/snd/controlC0 is accessible: yes D: module-udev-detect.c: /devices/pci0000:00/0000:00:1b.0/sound/card0 is busy: yes I: module-udev-detect.c: Found 1 cards.

    Read the article

  • Silverlight 4 Twitter Client &ndash; Part 7

    - by Max
    Download this article as a PDF Welcome back :) This week we are going to look at something more exciting and a much required feature for any twitter client – auto refresh so as to show new status updates. We are going to achieve this using Silverlight 4 Timers and a bit and refresh our datagrid every 2 minutes to show new updates. We will do this so that we do only minimal request to the twitter api, so that twitter does not block us – there is a limit of 150 request an hour. Let us get started now. Also we will get the profile user id hyperlinked, so that when ever the user click on it, we will take them to their twitter page. Also it was a pain to always run this application by pressing F5, then it would open in a browser you would have to right click uninstall and install it again to see any changes. All this and yet we were not able to debug it :( Now there is a solution for this to run a silverlight application directly out of browser and yet have the debug feature. Super cool, here is how. Right on the Silverlight project and go to debug and then select the Out-Of-Browser application option and choose the *.Web project. Then just right click on the SL project and set as Startup Project. There you go, now every time you press F5, it will automatically run out of browser and still have the debug options. I go to know about this after some binging. Now let us jump to the core straight away. 1) To get the user id hyperlinked, we need to have a DataGridTemplateColumn and within that have a HyperLinkButton. The code for this will  be <data:DataGridTemplateColumn> <data:DataGridTemplateColumn.CellTemplate> <DataTemplate> <HyperlinkButton Click="HyperlinkButton_Click" Content="{Binding UserName}" TargetName="_blank" ></HyperlinkButton> </DataTemplate> </data:DataGridTemplateColumn.CellTemplate> </data:DataGridTemplateColumn> 2) Now let us look at how we are getting this done by looking into HyperlinkButton_Click event handler. There we will dynamically set the NavigateUri to the twitter page. I tried to do this using some binding, eval like stuff as in ASP.NET, but no luck! private void HyperlinkButton_Click(object sender, RoutedEventArgs e) { HyperlinkButton hb = (HyperlinkButton)e.OriginalSource; hb.NavigateUri = new Uri("http://twitter.com/" + hb.Content.ToString(), UriKind.Absolute); } 3) Now we need to switch on our Timer right in the OnNavigated to event on our SL page. So we need to modify our OnNavigated event to some thing like below: protected override void OnNavigatedTo(NavigationEventArgs e) { image1.Source = new BitmapImage(new Uri(GlobalVariable.profileImage, UriKind.Absolute)); this.Title = GlobalVariable.getUserName() + " - Home"; if (!GlobalVariable.isLoggedin()) this.NavigationService.Navigate(new Uri("/Login", UriKind.Relative)); else { currentGrid = "Timeline-Grid"; TwitterCredentialsSubmit(); myDispatcherTimer.Interval = new TimeSpan(0, 0, 0, 60, 0); myDispatcherTimer.Tick += new EventHandler(Each_Tick); myDispatcherTimer.Start(); } } I use a global string – here it is currentGrid variable to indicate what is bound in the datagrid so that after every timer tick, I can rebind the latest data to it again. Like I will only rebind the friends timeline again if the data grid currently holds it and I’ll only rebind the respective list status again in the data grid, if already a list status is bound to the data grid. In the above timer code, its set to trigger the Each_Tick event handler every 1 minute (60 seconds). TimeSpan takes in (days, hours, minutes, seconds, milliseconds). 4) Now we need to set the list name in the currentGrid variable when a list button is clicked. So add the code line below to the list button event handler currentGrid = currentList = b.Content.ToString(); 5) Now let us see how Each_Tick event handler is implemented. public void Each_Tick(object o, EventArgs sender) { if (!currentGrid.Equals("Timeline-Grid")) getListStatuses(currentGrid); else { WebRequest.RegisterPrefix("https://", System.Net.Browser.WebRequestCreator.ClientHttp); WebClient myService = new WebClient(); myService.AllowReadStreamBuffering = true; myService.UseDefaultCredentials = false; myService.Credentials = new NetworkCredential(GlobalVariable.getUserName(), GlobalVariable.getPassword()); myService.DownloadStringCompleted += new DownloadStringCompletedEventHandler(TimelineRequestCompleted); myService.DownloadStringAsync(new Uri("https://twitter.com/statuses/friends_timeline.xml")); } } If the data grid hold friends timeline, I just use the same bit of code we had already to bind the friends timeline to the data grid. Copy Paste. But if it is some list timeline that is bound in the datagrid, I then call the getListStatus method with the currentGrid string which will actually be holding the list name. 6) I wanted to make the hyperlinks inside the status message as hyperlinks and when the user clicks on it, we can then open that link. I tried using a convertor and using a regex to recognize a url and wrap it up with a href, but that is not gonna work in silverlight textblock :( Anyways that convertor code is in the zip file. 7) You can get the complete project files from here. 8) Please comment below for your doubts, suggestions, improvements. I will try to reply as early as possible. Thanks for all your support. Technorati Tags: Silverlight 4,Datagrid,Twitter API,Silverlight Timer

    Read the article

  • ubuntu cant be installed as it says GPU lock

    - by piyush bhardwaj
    i have win 7 running on my system i just wanna move to ubuntu 12.10 desktop version 36 bit but when i try to install the CD gets loaded start screen comes but suddenly texts line appears and screen goes black the text are - [189.463934] [drm] [noveau] 0000:02:00.0: GPU LOCK- switching to software fbcon [194.248014] [drm] [noveau] 0000:02:00.0: failed to idle channel 1 [199.504009] [drm] [noveau] 0000:02:00.0: failed to idle channel 3 and it goes on.....like this iam new to the linux system so dnt know much abt it ..so if any body can help me to solve my prblm.. my laptop is of HCL and it has 3 gb ram or 350 gb hard disk with nvidia graphic card ..it has 2 ghz pentium dual core it was manufactured in 2009.. so if any body can help i would be greatful and can be able to join ubuntu..

    Read the article

  • Target tracking with a small delay (actionscript 3.0)

    - by John Dodson
    I'm having trouble thinking of a good method to track my character with an enemy attack. Of course, I don't want the attack to track my character's current position; I want it to track where the character was about 1 second before (so you can move around and make the attack miss and loop around you sort of a thing). The general structure of my game uses a timer to update all of my events. I have a timer going off every 25 milliseconds that updates everything, including my player's position and the enemies position. Right now I just have the enemy attack directly targeting my character....which works fine except that it's impossible to escape =p. Let me know if I didn't supply enough details. My approach was going to basically be get my character's position from about 1 second ago, then have the enemy target that position, the only problem is I can't think of a good way to get my character's position from previous times. Thanks for the help!

    Read the article

  • A good way to build a game loop in OpenGL

    - by Jeff
    I'm currently beginning to learn OpenGL at school, and I've started making a simple game the other day (on my own, not for school). I'm using freeglut, and am building it in C, so for my game loop I had really just been using a function I made passed to glutIdleFunc to update all the drawing and physics in one pass. This was fine for simple animations that I didn't care too much about the frame rate, but since the game is mostly physics based, I really want to (need to) tie down how fast it's updating. So my first attempt was to have my function I pass to glutIdleFunc (myIdle()) to keep track of how much time has passed since the previous call to it, and update the physics (and currently graphics) every so many milliseconds. I used timeGetTime() to do this (by using <windows.h>). And this got me to thinking, is using the idle function really a good way of going about the game loop? My question is, what is a better way to implement the game loop in OpenGL? Should I avoid using the idle function?

    Read the article

  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

    Read the article

< Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >