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  • Ubuntu + Wacom Intuos 4 + MyPaint HELP!

    - by Sativa
    Please keep in mind I'm not that computer savvy, but I will try any suggestion so please help me out! My tablet will stop working if the USB connection is ever broken, or the Ubuntu software is being updated. Sometimes it will stop working for no reason that I can see. The lights will still be on, but it won't be responsive. It doesn't work again until I restart the laptop with the tablet plugged in, which is grating if you have to do it every 25 min. or so... I'm not sure if the issue is with the port, the tablet/cable or the driver but any suggestions would be very welcome! Also, MyPaint is frequently having hiccups. It seems to save fine but at times it will randomly close down and when I open files they're often empty. They turn into 0Kb files and only contain a single empty layer. Also very grating, considering I lose days of work for no clear reason and without any heads up. Again, I'm not sure if the issue is with the port, the tablet/cable or the driver but any suggestions would be very welcome! The error message reads; Traceback (most recent call last): File "/usr/share/mypaint/gui/application.py", line 177, at_application_start(*junk=()) else: self.filehandler.open_file(fn) variables: {'fn': ('local', u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora'), 'self.filehandler.open_file': ('local', <bound method FileHandler.wrapper of <gui.filehandling.FileHandler object at 0x7fdb89063a10>>)} File "/usr/share/mypaint/gui/drawwindow.py", line 60, wrapper(self=<gui.filehandling.FileHandler object>, *args=(u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora',), **kwargs={}) try: func(self, *args, **kwargs) # gtk main loop may be called in here... variables: {'self': ('local', <gui.filehandling.FileHandler object at 0x7fdb89063a10>), 'args': ('local', (u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora',)), 'func': ('local', <function open_file at 0x7fdb8b397b90>), 'kwargs': ('local', {})} File "/usr/share/mypaint/gui/filehandling.py", line 231, open_file(self=<gui.filehandling.FileHandler object>, filename=u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora') try: self.doc.model.load(filename, feedback_cb=self.gtk_main_tick) except document.SaveLoadError, e: variables: {'self.doc.model.load': ('local', <bound method Document.load of <lib.document.Document instance at 0x7fdb8ab4f8c0>>), 'feedback_cb': (None, []), 'self.gtk_main_tick': ('local', <function gtk_main_tick at 0x7fdb8b397b18>), 'filename': ('local', u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora')} File "/usr/share/mypaint/lib/document.py", line 544, load(self=<lib.document.Document instance>, filename=u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora', **kwargs={'feedback_cb': <function gtk_main_tick>}) try: load(filename, **kwargs) except gobject.GError, e: variables: {'load': ('local', <bound method Document.load_ora of <lib.document.Document instance at 0x7fdb8ab4f8c0>>), 'kwargs': ('local', {'feedback_cb': <function gtk_main_tick at 0x7fdb8b397b18>}), 'filename': ('local', u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora')} File "/usr/share/mypaint/lib/document.py", line 772, load_ora(self=<lib.document.Document instance>, filename=u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora', feedback_cb=<function gtk_main_tick>) tempdir = tempdir.decode(sys.getfilesystemencoding()) z = zipfile.ZipFile(filename) print 'mimetype:', z.read('mimetype').strip() variables: {'zipfile.ZipFile': ('global', <class 'zipfile.ZipFile'>), 'z': (None, []), 'filename': ('local', u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora')} File "/usr/lib/python2.7/zipfile.py", line 770, __init__(self=<zipfile.ZipFile object>, file=u'/home/maria/Desktop/Drawings/WIPs/Sativa Chibi.ora', mode='r', compression=0, allowZip64=False) if key == 'r': self._RealGetContents() elif key == 'w': variables: {'self._RealGetContents': ('local', <bound method ZipFile._RealGetContents of <zipfile.ZipFile object at 0x7fdb9b952790>>)} File "/usr/lib/python2.7/zipfile.py", line 811, _RealGetContents(self=<zipfile.ZipFile object>) if not endrec: raise BadZipfile, "File is not a zip file" if self.debug > 1: variables: {'BadZipfile': ('global', <class 'zipfile.BadZipfile'>)} BadZipfile: File is not a zip file

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  • Creating Item Templates as Visual Studio 2010 Extensions

    - by maziar
    Technorati Tags: Visual Studio 2010 Extension,T4 Template,VSIX,Item Template Wizard This blog post briefly introduces creation of an item template as a Visual studio 2010 extension. Problem specification Assume you are writing a Framework for data-oriented applications and you decide to include all your application messages in a SQL server database table. After creating the table, your create a class in your framework for getting messages with a string key specified.   var message = FrameworkMessages.Get("ChangesSavedSuccess");   Everyone would say this code is so error prone, because message keys are not strong-typed, and might create errors in application that are not caught in tests. So we think of a way to make it strong-typed, i.e. create a class to use it like this:   var message = Messages.ChangesSavedSuccess; in Messages class the code looks like this: public string ChangesSavedSuccess {     get { return FrameworkMessages.Get("ChangesSavedSuccess"); } }   And clearly, we are not going to create the Messages class manually; we need a class generator for it.   Again assume that the application(s) that intend to use our framework, contain multiple sub-systems. So each sub-system need to have it’s own strong-typed message class that call FrameworkMessages.Get method. So we would like to make our code generator an Item Template so that each developer would easily add the item to his project and no other works would be necessary.   Solution We create a T4 Text Template to generate our strong typed class from database. Then create a Visual Studio Item Template with this generator and publish it.   What Are T4 Templates You might be already familiar with T4 templates. If it’s so, you can skip this section. T4 Text Template is a fine Visual Studio file type (.tt) that generates output text. This file is a mixture of text blocks and code logic (in C# or VB). For example, you can generate HTML files, C# classes, Resource files and etc with use of a T4 template.   Syntax highlighting In Visual Studio 2010 a T4 Template by default will no be syntax highlighted and no auto-complete is supported for it. But there is a fine visual studio extension named ‘Visual T4’ which can be downloaded free from VisualStudioGallery. This tool offers IntelliSense, syntax coloring, validation, transformation preview and more for T4 templates.     How Item Templates work in Visual Studio Visual studio extensions allow us to add some functionalities to visual studio. In our case we need to create a .vsix file that adds a template to visual studio item templates. Item templates are zip files containing the template file and a meta-data file with .vstemplate extension. This .vstemplate file is an XML file that provides some information about the template. A .vsix file also is a zip file (renamed to .vsix) that are open with visual studio extension installer. (Re-installing a vsix file requires that old one to be uninstalled from VS: Tools > Extension Manager.) Installing a vsix will need Visual Studio to be closed and re-opened to take effect. Visual studio extension installer will easily find the item template’s zip file and copy it to visual studio’s template items folder. You can find other visual studio templates in [<VS Install Path>\Common7\IDE\ItemTemplates] and you can edit them; but be very careful with VS default templates.   How Can I Create a VSIX file 1. Visual Studio SDK depending on your Visual Studio’s version, you need to download Microsoft Visual Studio SDK. Note that if you have VS 2010 SP1, you will need to download and install VS 2010 SP1 SDK; VS 2010 SDK will not be installed (unless you change registry value that indicated your service pack number). Here is the link for VS 2010 SP1 SDK. After downloading, Run it and follow the wizard to complete the installation.   2. Create the file you want to make it an Item Template Create a project (or use an existing one) and add you file, edit it to make it work fine.   Back to our own problem, we need to create a T4 (.tt) template. VS-Prok: Add > New Item > General > Text Template Type a file name, ex. Message.tt, and press Add. Create the T4 template file (in this blog I do not intend to include T4 syntaxes so I just write down the code which is clear enough for you to understand)   <#@ template debug="false" hostspecific="true" language="C#" #> <#@ output extension=".cs" #> <#@ Assembly Name="System.Data" #> <#@ Import Namespace="System.Data.SqlClient" #> <#@ Import Namespace="System.Text" #> <#@ Import Namespace="System.IO" #> <#     var connectionString = "server=Maziar-PC; Database=MyDatabase; Integrated Security=True";     var systemName = "Sys1";     var builder = new StringBuilder();     using (var connection = new SqlConnection(connectionString))     {         connection.Open();         var command = connection.CreateCommand();         command.CommandText = string.Format("SELECT [Key] FROM [Message] WHERE System = '{0}'", systemName);         var reader = command.ExecuteReader();         while (reader.Read())         {             builder.AppendFormat("        public static string {0} {{ get {{ return FrameworkMessages.Get(\"{0}\"); }} }}\r\n", reader[0]);         }     } #> namespace <#= System.Runtime.Remoting.Messaging.CallContext.LogicalGetData("NamespaceHint") #> {     public static class <#= Path.GetFileNameWithoutExtension(Host.TemplateFile) #>     { <#= builder.ToString() #>     } } As you can see the T4 template connects to a database, reads message keys and generates a class. Here is the output: namespace MyProject.MyFolder {     public static class Messages     {         public static string ChangesSavedSuccess { get { return FrameworkMessages.Get("ChangesSavedSuccess"); } }         public static string ErrorSavingChanges { get { return FrameworkMessages.Get("ErrorSavingChanges"); } }     } }   The output looks fine but there is one problem. The connectionString and systemName are hard coded. so how can I create an flexible item template? One of features of item templates in visual studio is that you can create a designer wizard for your item template, so I can get connection information and system name there. now lets go on creating the vsix file.   3. Create Template In visual studio click on File > Export Template a wizard will show up. if first step click on Item Template on in the combo box select the project that contains Messages.tt. click next. Select Messages.tt from list in second step. click next. In the third step, you should choose References. For this template, System and System.Data are needed so choose them. click next. write down template name, description, if you like add a .ico file as the icon file and also preview image. Uncheck automatically add the templare … . Copy the output location in clip board. click finish.     4. Create VSIX Project In VS, Click File > New > Project > Extensibility > VSIX Project Type a name, ex. FrameworkMessages, Location, etc. The project will include a .vsixmanifest file. Fill in fields like Author, Product Name, Description, etc.   In Content section, click on Add Content. choose content type as Item Template. choose source as file. remember you have the template file address in clipboard? now paste it in front of file. click OK.     5. Build VSIX Project That’s it, build the project and go to output directory. You see a .vsix file. you can run it now. After restarting VS, if you click on a project > Add > New Item, you will see your item in list and you can add it. When you add this item to a project, if it has not references to System and System.Data they will be added. but the problem mentioned in step 2 is seen now.     6. Create Design Wizard for your Item Template Create a project i.e. Windows Application named ‘Framework.Messages.Design’, but better change its output type to Class Library. Add References to Microsoft.VisualStudio.TemplateWizardInterface and envdte Add a class Named MessagesDesigner in your project and Implement IWizard interface in it. This is what you should write: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.VisualStudio.TemplateWizard; using EnvDTE; namespace Framework.Messages.Design {     class MessageDesigner : IWizard     {         private bool CanAddProjectItem;         public void RunStarted(object automationObject, Dictionary<string, string> replacementsDictionary, WizardRunKind runKind, object[] customParams)         {             // Prompt user for Connection String and System Name in a Windows form (ShowDialog) here             // (try to provide good interface)             // if user clicks on cancel of your windows form return;             string connectionString = "connection;string"; // Set value from the form             string systemName = "system;name"; // Set value from the form             CanAddProjectItem = true;             replacementsDictionary.Add("$connectionString$", connectionString);             replacementsDictionary.Add("$systemName$", systemName);         }         public bool ShouldAddProjectItem(string filePath)         {             return CanAddProjectItem;         }         public void BeforeOpeningFile(ProjectItem projectItem)         {         }         public void ProjectFinishedGenerating(Project project)         {         }         public void ProjectItemFinishedGenerating(ProjectItem projectItem)         {         }         public void RunFinished()         {         }     } }   before your code runs  replacementsDictionary contains list of default template parameters. After that, two other parameters are added. Now build this project and copy the output assembly to [<VS Install Path>\Common7\IDE] folder.   your designer is ready.     The template that you had created is now added to your VSIX project. In windows explorer open your template zip file (extract it somewhere). open the .vstemplate file. first of all remove <ProjectItem SubType="Code" TargetFileName="$fileinputname$.cs" ReplaceParameters="true">Messages.cs</ProjectItem> because the .cs file is not to be intended to be a part of template and it will be generated. change value of ReplaceParameters for your .tt file to true to enable parameter replacement in this file. now right after </TemplateContent> end element, write this: <WizardExtension>   <Assembly>Framework.Messages.Design</Assembly>   <FullClassName>Framework.Messages.Design.MessageDesigner</FullClassName> </WizardExtension>   one other thing that you should do is to edit your .tt file and remove your .cs file. Lines 8 and 9 of your .tt file should be:     var connectionString = "$connectionString$";     var systemName = "$systemName$"; this parameters will be replaced when the item is added to a project. Save the contents to a zip file with same file name and replace the original file.   now again build your VSIX project, uninstall your extension. close VS. now run .vsix file. open vs, add an item of type messages to your project, bingo, your wizard form will show up. fill the fields and click ok, values are replaced in .tt file added.     that’s it. tried so hard to make this post brief, hope it was not so long…   Cheers Maziar

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  • Flow-Design Cheat Sheet &ndash; Part II, Translation

    - by Ralf Westphal
    In my previous post I summarized the notation for Flow-Design (FD) diagrams. Now is the time to show you how to translate those diagrams into code. Hopefully you feel how different this is from UML. UML leaves you alone with your sequence diagram or component diagram or activity diagram. They leave it to you how to translate your elaborate design into code. Or maybe UML thinks it´s so easy no further explanations are needed? I don´t know. I just know that, as soon as people stop designing with UML and start coding, things end up to be very different from the design. And that´s bad. That degrades graphical designs to just time waste on paper (or some designer). I even believe that´s the reason why most programmers view textual source code as the only and single source of truth. Design and code usually do not match. FD is trying to change that. It wants to make true design a first class method in every developers toolchest. For that the first prerequisite is to be able to easily translate any design into code. Mechanically, without thinking. Even a compiler could do it :-) (More of that in some other article.) Translating to Methods The first translation I want to show you is for small designs. When you start using FD you should translate your diagrams like this. Functional units become methods. That´s it. An input-pin becomes a method parameter, an output-pin becomes a return value: The above is a part. But a board can be translated likewise and calls the nested FUs in order: In any case be sure to keep the board method clear of any and all business logic. It should not contain any control structures like if, switch, or a loop. Boards do just one thing: calling nested functional units in proper sequence. What about multiple input-pins? Try to avoid them. Replace them with a join returning a tuple: What about multiple output-pins? Try to avoid them. Or return a tuple. Or use out-parameters: But as I said, this simple translation is for simple designs only. Splits and joins are easily done with method translation: All pretty straightforward, isn´t it. But what about wires, named pins, entry points, explicit dependencies? I suggest you don´t use this kind of translation when your designs need these features. Translating to methods is for small scale designs like you might do once you´re working on the implementation of a part of a larger design. Or maybe for a code kata you´re doing in your local coding dojo. Instead of doing TDD try doing FD and translate your design into methods. You´ll see that way it´s much easier to work collaboratively on designs, remember them more easily, keep them clean, and lessen the need for refactoring. Translating to Events [coming soon]

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  • Overriding the Pager rendering in Orchard

    - by Bertrand Le Roy
    The Pager shape that is used in Orchard to render pagination is one of those shapes that are built in code rather than in a Razor template. This can make it a little more confusing to override, but nothing is impossible. If we look at the Pager method in CoreShapes, here is what we see: [Shape] public IHtmlString Pager(dynamic Shape, dynamic Display) { Shape.Metadata.Alternates.Clear(); Shape.Metadata.Type = "Pager_Links"; return Display(Shape); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The Shape attribute signals a shape method. All it does is remove all alternates that may exist and replace the type of the shape with “Pager_Links”. In turn, this shape method is rather large and complicated, but it renders as a set of smaller shapes: a List with a “pager” class, and under that Pager_First, Pager_Previous, Pager_Gap, for each page a Pager_Link or a Pager_Current, then Pager_Gap, Pager_Next and Pager_Last. Each of these shapes can be displayed or not depending on the properties of the pager. Each can also be overridden with a Razor template. This can be done by dropping a file into the Views folder of your theme. For example, if you want the current page to appear between square braces, you could drop this Pager-CurrentPage.cshtml into your views folder: <span>[@Model.Value]</span> This overrides the original shape method, which was this: [Shape] public IHtmlString Pager_CurrentPage(HtmlHelper Html, dynamic Display, object Value) { var tagBuilder = new TagBuilder("span"); tagBuilder.InnerHtml = Html.Encode(Value is string ? (string)Value : Display(Value)); return MvcHtmlString.Create(tagBuilder.ToString()); } And here is what it would look like: Now what if we want to completely hide the pager if there is only one page? Well, the easiest way to do that is to override the Pager shape by dropping the following into the Views folder of your theme: @{ if (Model.TotalItemCount > Model.PageSize) { Model.Metadata.Alternates.Clear(); Model.Metadata.Type = "Pager_Links"; @Display(Model) } } And that’s it. The code in this template just adds a check for the number of items to display (in a template, Model is the shape) and only displays the Pager_Links shape if it knows that there’s going to be more than one page.

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  • Simple Cisco ASA 5505 config issue

    - by Ben Sebborn
    I have a Cisco ASA setup with two interfaces: inside: 192.168.2.254 / 255.255.255.0 SecLevel:100 outside: 192.168.3.250 / 255.255.255.0 SecLevel: 0 I have a static route setup to allow PCs on the inside network to access the internet via a gateway on the outside interface (3.254): outside 0.0.0.0 0.0.0.0 192.168.3.254 This all works fine. I now need to be able to access a PC on the outside interface (3.253) from a PC on the inside interface on port 35300. I understand I should be able to do this with no problems, as I'm going from a higher security level to a lower one. However I can't get any connection. Do I need to set up a seperate static route? Perhaps the route above is overriding what I need to be able to do (is it routing ALL traffic through the gateway?) Any advice on how to do this would be apprecaited. I am configuring this via ASDM but the config can be seen as below: Result of the command: "show running-config" : Saved : ASA Version 8.2(5) ! hostname ciscoasa domain-name xxx.internal names name 192.168.2.201 dev.xxx.internal description Internal Dev server name 192.168.2.200 Newserver ! interface Ethernet0/0 switchport access vlan 2 ! interface Ethernet0/1 ! interface Ethernet0/2 ! interface Ethernet0/3 shutdown ! interface Ethernet0/4 shutdown ! interface Ethernet0/5 shutdown ! interface Ethernet0/6 shutdown ! interface Ethernet0/7 shutdown ! interface Vlan1 nameif inside security-level 100 ip address 192.168.2.254 255.255.255.0 ! interface Vlan2 nameif outside security-level 0 ip address 192.168.3.250 255.255.255.0 ! ! time-range Workingtime periodic weekdays 9:00 to 18:00 ! ftp mode passive clock timezone GMT/BST 0 clock summer-time GMT/BDT recurring last Sun Mar 1:00 last Sun Oct 2:00 dns domain-lookup inside dns server-group DefaultDNS name-server Newserver domain-name xxx.internal same-security-traffic permit inter-interface object-group service Mysql tcp port-object eq 3306 object-group protocol TCPUDP protocol-object udp protocol-object tcp access-list inside_access_in extended permit ip any any access-list outside_access_in remark ENABLES OUTSDIE ACCESS TO DEV SERVER! access-list outside_access_in extended permit tcp any interface outside eq www time-range Workingtime inactive access-list outside_access_in extended permit tcp host www-1.xxx.com interface outside eq ssh access-list inside_access_in_1 extended permit tcp any any eq www access-list inside_access_in_1 extended permit tcp any any eq https access-list inside_access_in_1 remark Connect to SSH services access-list inside_access_in_1 extended permit tcp any any eq ssh access-list inside_access_in_1 remark Connect to mysql server access-list inside_access_in_1 extended permit tcp any host mysql.xxx.com object-group Mysql access-list inside_access_in_1 extended permit tcp any host mysql.xxx.com eq 3312 access-list inside_access_in_1 extended permit object-group TCPUDP host Newserver any eq domain access-list inside_access_in_1 extended permit icmp any any access-list inside_access_in_1 remark Draytek Admin access-list inside_access_in_1 extended permit tcp any 192.168.3.0 255.255.255.0 eq 4433 access-list inside_access_in_1 remark Phone System access-list inside_access_in_1 extended permit tcp any 192.168.3.0 255.255.255.0 eq 35300 log disable pager lines 24 logging enable logging asdm warnings logging from-address [email protected] logging recipient-address [email protected] level errors mtu inside 1500 mtu outside 1500 ip verify reverse-path interface inside ip verify reverse-path interface outside ipv6 access-list inside_access_ipv6_in permit tcp any any eq www ipv6 access-list inside_access_ipv6_in permit tcp any any eq https ipv6 access-list inside_access_ipv6_in permit tcp any any eq ssh ipv6 access-list inside_access_ipv6_in permit icmp6 any any icmp unreachable rate-limit 1 burst-size 1 icmp permit any outside no asdm history enable arp timeout 14400 global (outside) 1 interface nat (inside) 1 0.0.0.0 0.0.0.0 static (inside,outside) tcp interface www dev.xxx.internal www netmask 255.255.255.255 static (inside,outside) tcp interface ssh dev.xxx.internal ssh netmask 255.255.255.255 access-group inside_access_in in interface inside control-plane access-group inside_access_in_1 in interface inside access-group inside_access_ipv6_in in interface inside access-group outside_access_in in interface outside route outside 0.0.0.0 0.0.0.0 192.168.3.254 10 route outside 192.168.3.252 255.255.255.255 192.168.3.252 1 timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout sip-provisional-media 0:02:00 uauth 0:05:00 absolute timeout tcp-proxy-reassembly 0:01:00 timeout floating-conn 0:00:00 dynamic-access-policy-record DfltAccessPolicy aaa authentication telnet console LOCAL aaa authentication enable console LOCAL

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • How do I get my character to move after adding to JFrame?

    - by A.K.
    So this is kind of a follow up on my other JPanel question that got resolved by playing around with the Layout... Now my MouseListener allows me to add a new Board(); object from its class, which is the actual game map and animator itself. But since my Board() takes Key Events from a Player Object inside the Board Class, I'm not sure if they are being started. Here's my Frame Class, where SideScroller S is the player object: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Button; import java.awt.CardLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; JFrame frm = new JFrame("Action-Packed Jack"); ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel TitlePane = new JPanel(); public JPanel BoardPane = new JPanel(); JPanel cards; JButton StartB = new JButton(StartImg); Board nBoard = new Board(); static Sound nSound; public Frame() { frm.setLayout(new GridBagLayout()); cards = new JPanel(new CardLayout()); nSound = new Sound("/Sounds/BunchaJazz.wav"); TitleL.setPreferredSize(new Dimension(970, 420)); frm.add(TitleL); frm.add(cards); cards.setSize(new Dimension(150, 45)); cards.setLayout(new GridBagLayout ()); cards.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(150, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); frm.pack(); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { new Frame(); } }); } public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Valuing "Working Software over Comprehensive Documentation"

    - by tom.spitz
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} I subscribe to the tenets put forth in the Manifesto for Agile Software Development - http://agilemanifesto.org. As Oracle's chief methodologist, that might seem a self-deprecating attitude. After all, the agile manifesto tells us that we should value "individuals and interactions" over "processes and tools." My job includes process development. I also subscribe to ideas put forth in a number of subsequent works including Balancing Agility and Discipline: A Guide for the Perplexed (Boehm/Turner, Addison-Wesley) and Agile Project Management: Creating Innovative Products (Highsmith, Addison-Wesley). Both of these books talk about finding the right balance between "agility and discipline" or between a "predictive and adaptive" project approach. So there still seems to be a place for us in creating the Oracle Unified Method (OUM) to become the "single method framework that supports the successful implementation of every Oracle product." After all, the real idea is to apply just enough ceremony and produce just enough documentation to suit the needs of the particular project that supports an enterprise in moving toward its desired future state. The thing I've been struggling with - and the thing I'd like to hear from you about right now - is the prevalence of an ongoing obsession with "documents." OUM provides a comprehensive set of guidance for an iterative and incremental approach to engineering and implementing software systems. Our intent is first to support the information technology system implementation and, as necessary, support the creation of documentation. OUM, therefore, includes a supporting set of document templates. Our guidance is to employ those templates, sparingly, as needed; not create piles of documentation that you're not gonna (sic) need. In other words, don't serve the method, make the method serve you. Yet, there seems to be a "gimme" mentality in some circles that if you give me a sample document - or better yet - a repository of samples - then I will be able to do anything cheaply and quickly. The notion is certainly appealing AND reuse can save time. Plus, documents are a lowest common denominator way of packaging reusable stuff. However, without sustained investment and management I've seen "reuse repositories" turn quickly into garbage heaps. So, I remain a skeptic. I agree that providing document examples that promote consistency is helpful. However, there may be too much emphasis on the documents themselves and not enough on creating a system that meets the evolving needs of the business. How can we shift the emphasis toward working software and away from our dependency on documents - especially on large, complex implementation projects - while still supporting the need for documentation? I'd like to hear your thoughts.

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  • How to Create SharePoint List and Insert List Item programmatically from a Windows Forms Application.

    - by Michael M. Bangoy
    In this post I’m going to demonstrate how to create SharePoint List and also Insert Items on the List from a Windows Forms Application. 1. Open Visual Studio and create a new project. On the project template select Windows Form Application under C#. 2. In order to communicate with Sharepoint from a Windows Forms Application we need to add the 2 Sharepoint Client DLL located in c:\Program Files\Common Files\Microsoft Shared\Web Server Extensions\14\ISAPI.  3. Select the Microsoft.Sharepoint.Client.dll and Microsoft.Sharepoint.Client.Runtime.dll. (Your solution should look like the one below) 4. Open the Form1 in design view and from the Toolbox menu add a button on the form surface. Your form should look like the one below. 5. Double click the button to open the code view. Add Using statement to reference the Sharepoint Client Library then create method for the Create List. Your code should like the codes below. using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Security; using System.Windows.Forms; using SP = Microsoft.SharePoint.Client; namespace ClientObjectModel {     public partial class Form1 : Form     {         // url of the Sharepoint site         const string _context = "urlofthesharepointsite";         public Form1()         {             InitializeComponent();         }         private void Form1_Load(object sender, EventArgs e)         {                    }         private void cmdcreate_Click(object sender, EventArgs e)         {             try             {                 // declare the ClientContext Object                 SP.ClientContext _clientcontext = new SP.ClientContext(_context);                 SP.Web _site = _clientcontext.Web;                 // declare a ListCreationInfo                 SP.ListCreationInformation _listcreationinfo = new SP.ListCreationInformation();                 // set the Title and the Template of the List to be created                 _listcreationinfo.Title = "NewListFromCOM";                 _listcreationinfo.TemplateType = (int)SP.ListTemplateType.GenericList;                 // Call the add method to the ListCreatedInfo                 SP.List _list = _site.Lists.Add(_listcreationinfo);                 // Add Description field to the List                 SP.Field _Description = _list.Fields.AddFieldAsXml(@"                                     <Field Type='Text'                                         DisplayName='Description'>                                     </Field>", true, SP.AddFieldOptions.AddToDefaultContentType);                 // declare the List item Creation object for creating List Item                 SP.ListItemCreationInformation _itemcreationinfo = new SP.ListItemCreationInformation();                 // call the additem method of the list to insert a new List Item                 SP.ListItem _item = _list.AddItem(_itemcreationinfo);                 _item["Title"] = "New Item from Client Object Model";                 _item["Description"] = "This item was added by a Windows Forms Application";                 // call the update method                 _item.Update();                 // execute the query of the clientcontext                 _clientcontext.ExecuteQuery();                 // dispose the clientcontext                 _clientcontext.Dispose();                 MessageBox.Show("List Creation Successfull");             }             catch(Exception ex)             {                 MessageBox.Show("Error creating list" + ex.ToString());             }          }     } } 6. Hit F5 to run the application. A message will be displayed on the screen if the operation is successful and also if it fails. 7. To make that the operation of our Windows Form Application has really created the List and Inserted an item on it. Let’s open our SharePoint site. Once the SharePoint is open click on the Site Actions then View All Site Content. 7. Click the List to open it and check if an Item is inserted. That’s it. Hope this helps.

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  • Ubuntu keyboard shortcuts - two-part question

    - by Don
    Background: I come from a Windows background and just started dual-booting Ubuntu (my first Linux experience) about 4 days ago. So my systems are Windows 7/Ubuntu 12.04, and so far I'm loving Ubuntu. I am a dedicated mouse-abolitionist (trackpads are hell) and do most of my browsing and navigation with keyboard shortcuts. However, on switching to Ubuntu, a lot of my keyboard shortcuts are gone, and my productivity has resultantly taken a huge hit anytime I am using Ubuntu. Problem 1: My computer was designed to display on-screen notifications for a second when I hit caps-lock or num-lock, and there are no constant indicators of the lock status (LEDs, etc). In Ubuntu, the keys still worked, but the notifications were gone. Googling got me a tutorial on key-binding(Compiz) and scripts, so now I have capslock and numlock running this script: #!/bin/bash icon="/usr/share/icons/gnome/scalable/devices/keyboard.svg" case $1 in 'scrl') mask=3 key="Scroll" ;; 'num') mask=2 key="Num" ;; 'caps') mask=1 key="Caps" ;; esac value=$(xset q | grep "LED mask" | sed -r "s/.*LED mask:\s+[0-9a-fA-F]+([0-9a-fA-F]).*/\1/") if [ $(( 0x$value & 0x$mask )) == $mask ] then output="$key Lock" output2="On" else output="$key Lock" output2="Off" fi notify-send -i $icon "$output" "$output2" -t 1000 But, whether turning it off or on, the notifications always say that I have turned it on. Is there an easy fix for this, or an easier way to work it to get it do display the CORRECT notifications? Problem 2: I'm not sure if this is because of my keyboard or Ubuntu. In Windows, I use Chrome and use the ctrl+pgUp/pgDwn shortcuts quite a bit to switch between tabs. On my keyboard, I can enter pgUp and pgDwn by either disabling NumLock and hitting 9 or 3 respectively on the 10key. Alternately I can hold the fn key and hit up or down arrow. The first method is the one I very heavily relied upon, and it works in Firefox for Ubuntu, but not in Chrome nor in Chromium. The second method (ctrl + fn + up/down) works fine in Chrome. However, I'd dearly like to find a method to make the first method work. Any suggestions? Thanks in advance for your help. Update: @julien: I've checked the keyboard layout options - I didn't find anything that seemed useful for this goal. @Marty: The script runs once when the button is pressed. In Compiz, I've tied those two keys to the script, so when I press the button, it runs the script with the button pressed as a parameter. Update: @elmicha: Thanks. That one works a lot better, and it even pops an icon into the status bar when caps lock is on. There's still a very slight problem in that if I quickly tap the key twice, the image will show that it has been turned on and then turned off, and the notifaction will come and go from my status area, but the text of both notifications will be "Caps Lock on". Same with Num Lock. However, if the time between presses is long enough for the first notification to disappear, everything displays correctly. Given how quickly the notifications disappear, I don't expect this will pose too much of a problem for me.

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  • A first look at ConfORM - Part 1

    - by thangchung
    All source codes for this post can be found at here.Have you ever heard of ConfORM is not? I have read it three months ago when I wrote an post about NHibernate and Autofac. At that time, this project really has just started and still in beta version, so I still do not really care much. But recently when reading a book by Jason Dentler NHibernate 3.0 Cookbook, I started to pay attention to it. Author have mentioned quite a lot of OSS in his book. And now again I have reviewed ConfORM once again. I have been involved in ConfORM development group on google and read some articles about it. Fabio Maulo spent a lot of work for the OSS, and I hope it will adapt a great way for NHibernate (because he contributed to NHibernate that). So what is ConfORM? It is stand for Configuration ORM, and it was trying to use a lot of heuristic model for identifying entities from C# code. Today, it's mostly Model First Driven development, so the first thing is to build the entity model. This is really important and we can see it is the heart of business software. Then we have to tell DB about the entity of this model. We often will use Inversion Engineering here, Database Schema is will create based on recently Entity Model. From now we will absolutely not interested in the DB again, only focus on the Entity Model.Fluent NHibenate really good, I liked this OSS. Sharp Architecture and has done so well in Fluent NHibernate integration with applications. A Multiple Database technical in Sharp Architecture is truly awesome. It can receive configuration, a connection string and a dll containing entity model, which would then create a SessionFactory, finally caching inside the computer memory. As the number of SessionFactory can be very large and will full of the memory, it has also devised a way of caching SessionFactory in the file. This post I hope this will not completely explain about and building a model of multiple databases. I just tried to mount a number of posts from the community and apply some of my knowledge to build a management model Session for ConfORM.As well as Fluent NHibernate, ConfORM also supported on the interface mapping, see this to understand it. So the first thing we will build the Entity Model for it, and here is what I will use the model for this article. A simple model for managing news and polls, it will be too easy for a number of people, but I hope not to bring complexity to this post.I will then have some code to build super type for the Entity Model. public interface IEntity<TId>    {        TId Id { get; set; }    } public abstract class EntityBase<TId> : IEntity<TId>    {        public virtual TId Id { get; set; }         public override bool Equals(object obj)        {            return Equals(obj as EntityBase<TId>);        }         private static bool IsTransient(EntityBase<TId> obj)        {            return obj != null &&            Equals(obj.Id, default(TId));        }         private Type GetUnproxiedType()        {            return GetType();        }         public virtual bool Equals(EntityBase<TId> other)        {            if (other == null)                return false;            if (ReferenceEquals(this, other))                return true;            if (!IsTransient(this) &&            !IsTransient(other) &&            Equals(Id, other.Id))            {                var otherType = other.GetUnproxiedType();                var thisType = GetUnproxiedType();                return thisType.IsAssignableFrom(otherType) ||                otherType.IsAssignableFrom(thisType);            }            return false;        }         public override int GetHashCode()        {            if (Equals(Id, default(TId)))                return base.GetHashCode();            return Id.GetHashCode();        }    } Database schema will be created as:The next step is to build the ConORM builder to create a NHibernate Configuration. Patrick have a excellent article about it at here. Contract of it below: public interface IConfigBuilder    {        Configuration BuildConfiguration(string connectionString, string sessionFactoryName);    } The idea here is that I will pass in a connection string and a set of the DLL containing the Entity Model and it makes me a NHibernate Configuration (shame that I stole this ideas of Sharp Architecture). And here is its code: public abstract class ConfORMConfigBuilder : RootObject, IConfigBuilder    {        private static IConfigurator _configurator;         protected IEnumerable<Type> DomainTypes;         private readonly IEnumerable<string> _assemblies;         protected ConfORMConfigBuilder(IEnumerable<string> assemblies)            : this(new Configurator(), assemblies)        {            _assemblies = assemblies;        }         protected ConfORMConfigBuilder(IConfigurator configurator, IEnumerable<string> assemblies)        {            _configurator = configurator;            _assemblies = assemblies;        }         public abstract void GetDatabaseIntegration(IDbIntegrationConfigurationProperties dBIntegration, string connectionString);         protected abstract HbmMapping GetMapping();         public Configuration BuildConfiguration(string connectionString, string sessionFactoryName)        {            Contract.Requires(!string.IsNullOrEmpty(connectionString), "ConnectionString is null or empty");            Contract.Requires(!string.IsNullOrEmpty(sessionFactoryName), "SessionFactory name is null or empty");            Contract.Requires(_configurator != null, "Configurator is null");             return CatchExceptionHelper.TryCatchFunction(                () =>                {                    DomainTypes = GetTypeOfEntities(_assemblies);                     if (DomainTypes == null)                        throw new Exception("Type of domains is null");                     var configure = new Configuration();                    configure.SessionFactoryName(sessionFactoryName);                     configure.Proxy(p => p.ProxyFactoryFactory<ProxyFactoryFactory>());                    configure.DataBaseIntegration(db => GetDatabaseIntegration(db, connectionString));                     if (_configurator.GetAppSettingString("IsCreateNewDatabase").ConvertToBoolean())                    {                        configure.SetProperty("hbm2ddl.auto", "create-drop");                    }                     configure.Properties.Add("default_schema", _configurator.GetAppSettingString("DefaultSchema"));                    configure.AddDeserializedMapping(GetMapping(),                                                     _configurator.GetAppSettingString("DocumentFileName"));                     SchemaMetadataUpdater.QuoteTableAndColumns(configure);                     return configure;                }, Logger);        }         protected IEnumerable<Type> GetTypeOfEntities(IEnumerable<string> assemblies)        {            var type = typeof(EntityBase<Guid>);            var domainTypes = new List<Type>();             foreach (var assembly in assemblies)            {                var realAssembly = Assembly.LoadFrom(assembly);                 if (realAssembly == null)                    throw new NullReferenceException();                 domainTypes.AddRange(realAssembly.GetTypes().Where(                    t =>                    {                        if (t.BaseType != null)                            return string.Compare(t.BaseType.FullName,                                          type.FullName) == 0;                        return false;                    }));            }             return domainTypes;        }    } I do not want to dependency on any RDBMS, so I made a builder as an abstract class, and so I will create a concrete instance for SQL Server 2008 as follows: public class SqlServerConfORMConfigBuilder : ConfORMConfigBuilder    {        public SqlServerConfORMConfigBuilder(IEnumerable<string> assemblies)            : base(assemblies)        {        }         public override void GetDatabaseIntegration(IDbIntegrationConfigurationProperties dBIntegration, string connectionString)        {            dBIntegration.Dialect<MsSql2008Dialect>();            dBIntegration.Driver<SqlClientDriver>();            dBIntegration.KeywordsAutoImport = Hbm2DDLKeyWords.AutoQuote;            dBIntegration.IsolationLevel = IsolationLevel.ReadCommitted;            dBIntegration.ConnectionString = connectionString;            dBIntegration.LogSqlInConsole = true;            dBIntegration.Timeout = 10;            dBIntegration.LogFormatedSql = true;            dBIntegration.HqlToSqlSubstitutions = "true 1, false 0, yes 'Y', no 'N'";        }         protected override HbmMapping GetMapping()        {            var orm = new ObjectRelationalMapper();             orm.Patterns.PoidStrategies.Add(new GuidPoidPattern());             var patternsAppliers = new CoolPatternsAppliersHolder(orm);            //patternsAppliers.Merge(new DatePropertyByNameApplier()).Merge(new MsSQL2008DateTimeApplier());            patternsAppliers.Merge(new ManyToOneColumnNamingApplier());            patternsAppliers.Merge(new OneToManyKeyColumnNamingApplier(orm));             var mapper = new Mapper(orm, patternsAppliers);             var entities = new List<Type>();             DomainDefinition(orm);            Customize(mapper);             entities.AddRange(DomainTypes);             return mapper.CompileMappingFor(entities);        }         private void DomainDefinition(IObjectRelationalMapper orm)        {            orm.TablePerClassHierarchy(new[] { typeof(EntityBase<Guid>) });            orm.TablePerClass(DomainTypes);             orm.OneToOne<News, Poll>();            orm.ManyToOne<Category, News>();             orm.Cascade<Category, News>(Cascade.All);            orm.Cascade<News, Poll>(Cascade.All);            orm.Cascade<User, Poll>(Cascade.All);        }         private static void Customize(Mapper mapper)        {            CustomizeRelations(mapper);            CustomizeTables(mapper);            CustomizeColumns(mapper);        }         private static void CustomizeRelations(Mapper mapper)        {        }         private static void CustomizeTables(Mapper mapper)        {        }         private static void CustomizeColumns(Mapper mapper)        {            mapper.Class<Category>(                cm =>                {                    cm.Property(x => x.Name, m => m.NotNullable(true));                    cm.Property(x => x.CreatedDate, m => m.NotNullable(true));                });             mapper.Class<News>(                cm =>                {                    cm.Property(x => x.Title, m => m.NotNullable(true));                    cm.Property(x => x.ShortDescription, m => m.NotNullable(true));                    cm.Property(x => x.Content, m => m.NotNullable(true));                });             mapper.Class<Poll>(                cm =>                {                    cm.Property(x => x.Value, m => m.NotNullable(true));                    cm.Property(x => x.VoteDate, m => m.NotNullable(true));                    cm.Property(x => x.WhoVote, m => m.NotNullable(true));                });             mapper.Class<User>(                cm =>                {                    cm.Property(x => x.UserName, m => m.NotNullable(true));                    cm.Property(x => x.Password, m => m.NotNullable(true));                });        }    } As you can see that we can do so many things in this class, such as custom entity relationships, custom binding on the columns, custom table name, ... Here I only made two so-Appliers for OneToMany and ManyToOne relationships, you can refer to it here public class ManyToOneColumnNamingApplier : IPatternApplier<PropertyPath, IManyToOneMapper>    {        #region IPatternApplier<PropertyPath,IManyToOneMapper> Members         public void Apply(PropertyPath subject, IManyToOneMapper applyTo)        {            applyTo.Column(subject.ToColumnName() + "Id");        }         #endregion         #region IPattern<PropertyPath> Members         public bool Match(PropertyPath subject)        {            return subject != null;        }         #endregion    } public class OneToManyKeyColumnNamingApplier : OneToManyPattern, IPatternApplier<PropertyPath, ICollectionPropertiesMapper>    {        public OneToManyKeyColumnNamingApplier(IDomainInspector domainInspector) : base(domainInspector) { }         #region Implementation of IPattern<PropertyPath>         public bool Match(PropertyPath subject)        {            return Match(subject.LocalMember);        }         #endregion Implementation of IPattern<PropertyPath>         #region Implementation of IPatternApplier<PropertyPath,ICollectionPropertiesMapper>         public void Apply(PropertyPath subject, ICollectionPropertiesMapper applyTo)        {            applyTo.Key(km => km.Column(GetKeyColumnName(subject)));        }         #endregion Implementation of IPatternApplier<PropertyPath,ICollectionPropertiesMapper>         protected virtual string GetKeyColumnName(PropertyPath subject)        {            Type propertyType = subject.LocalMember.GetPropertyOrFieldType();            Type childType = propertyType.DetermineCollectionElementType();            var entity = subject.GetContainerEntity(DomainInspector);            var parentPropertyInChild = childType.GetFirstPropertyOfType(entity);            var baseName = parentPropertyInChild == null ? subject.PreviousPath == null ? entity.Name : entity.Name + subject.PreviousPath : parentPropertyInChild.Name;            return GetKeyColumnName(baseName);        }         protected virtual string GetKeyColumnName(string baseName)        {            return string.Format("{0}Id", baseName);        }    } Everyone also can download the ConfORM source at google code and see example inside it. Next part I will write about multiple database factory. Hope you enjoy about it. happy coding and see you next part.

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  • Can't remove JPanel from JFrame while adding new class into it

    - by A.K.
    Basically, I have my Frame class, which instantiates all the properties for the JFrame, and draws a JLabel with an image (my title screen). Then I made a separate JPanel with a start button on it, and made a mouse listener that will allow me to remove these objects while adding in a new Board() class (Which paints the main game). *Note: The JLabel is SEPARATE from the JPanel, but it still gets moved to the side by it. Problem: Whenever I click the button though, it only shows a little square of what I presume is my board class trying to run. Code below for the Frame Class: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel panel = new JPanel(); JButton StartB = new JButton(StartImg); JFrame frm = new JFrame("Action-Packed Jack"); public Frame() { TitleL.setPreferredSize(new Dimension(1200, 420)); frm.add(TitleL); frm.setLayout(new GridBagLayout()); frm.add(panel); panel.setSize(new Dimension(220, 45)); panel.setLayout(new GridBagLayout ()); panel.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(220, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); } public static void main(String[] args) { new Frame(); } public void mouseClicked(MouseEvent e) { StartB.setContentAreaFilled(false); panel.remove(StartB); frm.remove(panel); frm.remove(TitleL); //frm.setLayout(null); frm.add(new Board()); //Add Game "Tiles" Or Content. x = 1200 frm.validate(); System.out.println("Hit!"); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • A Reusable Builder Class for .NET testing

    - by Liam McLennan
    When writing tests, other than end-to-end integration tests, we often need to construct test data objects. Of course this can be done using the class’s constructor and manually configuring the object, but to get many objects into a valid state soon becomes a large percentage of the testing effort. After many years of painstakingly creating builders for each of my domain objects I have finally become lazy enough to bother to write a generic, reusable builder class for .NET. To use it you instantiate a instance of the builder and configuring it with a builder method for each class you wish it to be able to build. The builder method should require no parameters and should return a new instance of the type in a default, valid state. In other words the builder method should be a Func<TypeToBeBuilt>. The best way to make this clear is with an example. In my application I have the following domain classes that I want to be able to use in my tests: public class Person { public string Name { get; set; } public int Age { get; set; } public bool IsAndroid { get; set; } } public class Building { public string Street { get; set; } public Person Manager { get; set; } } The builder for this domain is created like so: build = new Builder(); build.Configure(new Dictionary<Type, Func<object>> { {typeof(Building), () => new Building {Street = "Queen St", Manager = build.A<Person>()}}, {typeof(Person), () => new Person {Name = "Eugene", Age = 21}} }); Note how Building depends on Person, even though the person builder method is not defined yet. Now in a test I can retrieve a valid object from the builder: var person = build.A<Person>(); If I need a class in a customised state I can supply an Action<TypeToBeBuilt> to mutate the object post construction: var person = build.A<Person>(p => p.Age = 99); The power and efficiency of this approach becomes apparent when your tests require larger and more complex objects than Person and Building. When I get some time I intend to implement the same functionality in Javascript and Ruby. Here is the full source of the Builder class: public class Builder { private Dictionary<Type, Func<object>> defaults; public void Configure(Dictionary<Type, Func<object>> defaults) { this.defaults = defaults; } public T A<T>() { if (!defaults.ContainsKey(typeof(T))) throw new ArgumentException("No object of type " + typeof(T).Name + " has been configured with the builder."); T o = (T)defaults[typeof(T)](); return o; } public T A<T>(Action<T> customisation) { T o = A<T>(); customisation(o); return o; } }

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  • Bumblebee [ERROR]Cannot access secondary GPU - error: [XORG]

    - by Lunchbox
    Though this may seem like a duplicate question, none of the suggestions I've seen have worked for me, however nearly all posters get good results. I'll start with hardware: Metabox W350ST notebook Intel Core i7 4700 16GB RAM GTX 765M (with Optimus) 128GB SSD 1TB SSHD My initial error output when trying to optirun a game is: [ERROR]Cannot access secondary GPU - error: [XORG] (EE) NVIDIA(0): Failed to initialize the NVIDIA GPU at PCI:1:0:0. Please [133.973920] [ERROR]Aborting because fallback start is disabled. If anything else is needed to troubleshoot this just let me know. Adding bumblebee.conf: # Configuration file for Bumblebee. Values should **not** be put between quotes ## Server options. Any change made in this section will need a server restart # to take effect. [bumblebeed] # The secondary Xorg server DISPLAY number VirtualDisplay=:8 # Should the unused Xorg server be kept running? Set this to true if waiting # for X to be ready is too long and don't need power management at all. KeepUnusedXServer=false # The name of the Bumbleblee server group name (GID name) ServerGroup=bumblebee # Card power state at exit. Set to false if the card shoud be ON when Bumblebee # server exits. TurnCardOffAtExit=false # The default behavior of '-f' option on optirun. If set to "true", '-f' will # be ignored. NoEcoModeOverride=false # The Driver used by Bumblebee server. If this value is not set (or empty), # auto-detection is performed. The available drivers are nvidia and nouveau # (See also the driver-specific sections below) Driver=nvidia # Directory with a dummy config file to pass as a -configdir to secondary X XorgConfDir=/etc/bumblebee/xorg.conf.d ## Client options. Will take effect on the next optirun executed. [optirun] # Acceleration/ rendering bridge, possible values are auto, virtualgl and # primus. Bridge=auto # The method used for VirtualGL to transport frames between X servers. # Possible values are proxy, jpeg, rgb, xv and yuv. VGLTransport=proxy # List of paths which are searched for the primus libGL.so.1 when using # the primus bridge PrimusLibraryPath=/usr/lib/x86_64-linux-gnu/primus:/usr/lib/i386-linux-gnu/primus # Should the program run under optirun even if Bumblebee server or nvidia card # is not available? AllowFallbackToIGC=false # Driver-specific settings are grouped under [driver-NAME]. The sections are # parsed if the Driver setting in [bumblebeed] is set to NAME (or if auto- # detection resolves to NAME). # PMMethod: method to use for saving power by disabling the nvidia card, valid # values are: auto - automatically detect which PM method to use # bbswitch - new in BB 3, recommended if available # switcheroo - vga_switcheroo method, use at your own risk # none - disable PM completely # https://github.com/Bumblebee-Project/Bumblebee/wiki/Comparison-of-PM-methods ## Section with nvidia driver specific options, only parsed if Driver=nvidia [driver-nvidia] # Module name to load, defaults to Driver if empty or unset KernelDriver=nvidia PMMethod=auto # colon-separated path to the nvidia libraries LibraryPath=/usr/lib/nvidia-current:/usr/lib32/nvidia-current # comma-separated path of the directory containing nvidia_drv.so and the # default Xorg modules path XorgModulePath=/usr/lib/nvidia-current/xorg,/usr/lib/xorg/modules XorgConfFile=/etc/bumblebee/xorg.conf.nvidia ## Section with nouveau driver specific options, only parsed if Driver=nouveau [driver-nouveau] KernelDriver=nouveau PMMethod=auto XorgConfFile=/etc/bumblebee/xorg.conf.nouveau DRIVER VERSION - Output of jockey-text -l: nvidia_304_updates - nvidia_304_updates (Proprietary, Enabled, Not in use)

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  • cannot send mail to postfix /w iptables linux proxy

    - by Juzzam
    I have two separate servers, both running Ubuntu 8.04. Server 1 has the real domain name of our site, let's refer to it as example.com. Server 2 is a mail server I have setup with postfix/courier. The hostname for this server is mail.example.com. I've setup iptables on Server 1 to forward all traffic on port 25 to Server 2. I used this script (except I changed the target ip address and the port from 80 to 25). When I send an email to [email protected] it works. However, when I try to send an email to [email protected] from gmail, I get this error: 550 550 #5.1.0 Address rejected [email protected] (state 14) /var/log/mail.log shows no new lines when this happens. What is strange is that it works with telnet from my local machine. For example: $ telnet example.com 25 220 VO13421.localdomain SMTP Postfix EHLO example.com 250-VO13421.localdomain 250-PIPELINING 250-SIZE 10240000 250-ETRN 250-STARTTLS 250-ENHANCEDSTATUSCODES 250-8BITMIME 250 DSN MAIL FROM: [email protected] 250 2.1.0 Ok RCPT TO: [email protected] 250 2.1.5 Ok data 354 Please start mail input. hello user... how have you been? . 250 Mail queued for delivery. quit 221 Closing connection. Good bye. /var/log/mail.log shows success (and the email goes to the maildr): Feb 24 09:47:36 VO13421 postfix/smtpd[2212]: connect from 81.208.68.208.static.dnsptr.net[208.68.xxx.xxx] Feb 24 09:48:01 VO13421 postfix/smtpd[2212]: warning: restriction `smtpd_data_restrictions' after `permit' is ignored Feb 24 09:48:01 VO13421 postfix/smtpd[2212]: 65C68120321: client=81.208.68.208.static.dnsptr.net[208.68.xxx.xxx] Feb 24 09:48:29 VO13421 postfix/smtpd[2212]: warning: restriction `smtpd_data_restrictions' after `permit' is ignored Feb 24 09:48:29 VO13421 postfix/smtpd[2212]: 6BDFA120321: client=81.208.68.208.static.dnsptr.net[208.68.xxx.xxx] Feb 24 09:48:29 VO13421 postfix/cleanup[2216]: 6BDFA120321: message-id= Feb 24 09:48:29 VO13421 postfix/qmgr[2042]: 6BDFA120321: from=, size=395, nrcpt=1 (queue active) Feb 24 09:48:29 VO13421 postfix/virtual[2217]: 6BDFA120321: to=, relay=virtual, delay=0.28, delays=0.25/0.02/0/0.01, dsn=2.0.0, status=sent (delivered to maildir) Feb 24 09:48:29 VO13421 postfix/qmgr[2042]: 6BDFA120321: removed Feb 24 09:48:30 VO13421 postfix/smtpd[2212]: disconnect from 81.208.68.208.static.dnsptr.net[208.68.xxx.xxx] iptables -L -n -v --line on example.com yields the following. Anyone know an iptables command to see the port forwarding? Also, it seems to accept all traffic, that's probably bad right? ;] num pkts bytes target prot opt in out source destination 1 14041 1023K ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 Chain FORWARD (policy ACCEPT 0 packets, 0 bytes) num pkts bytes target prot opt in out source destination 1 338 20722 ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 Chain OUTPUT (policy ACCEPT 419K packets, 425M bytes) num pkts bytes target prot opt in out source destination 1 13711 2824K ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 postconf -n results in: alias_database = hash:/etc/postfix/aliases alias_maps = hash:/etc/postfix/aliases append_dot_mydomain = no biff = no config_directory = /etc/postfix delay_warning_time = 4h disable_vrfy_command = yes inet_interfaces = all local_recipient_maps = mailbox_size_limit = 0 masquerade_domains = mail.example.com mail1.example.com masquerade_exceptions = root maximal_backoff_time = 8000s maximal_queue_lifetime = 7d minimal_backoff_time = 1000s mydestination = mynetworks = 127.0.0.0/8 [::ffff:127.0.0.0]/104 [::1]/128 mynetworks_style = host myorigin = example.com readme_directory = no recipient_delimiter = + relayhost = smtp_helo_timeout = 60s smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache smtpd_banner = $myhostname SMTP $mail_name smtpd_client_restrictions = reject_rbl_client sbl.spamhaus.org, reject_rbl_client blackholes.easynet.nl, reject_rbl_client dnsbl.njabl.org smtpd_delay_reject = yes smtpd_hard_error_limit = 12 smtpd_helo_required = yes smtpd_helo_restrictions = permit_mynetworks, warn_if_reject reject_non_fqdn_hostname, reject_invalid_hostname, permit smtpd_recipient_limit = 16 smtpd_recipient_restrictions = reject_unauth_pipelining, permit_mynetworks, reject_non_fqdn_recipient, reject_unknown_recipient_domain, reject_unauth_destination, permit smtpd_data_restrictions = reject_unauth_pipelining smtpd_sender_restrictions = permit_mynetworks, warn_if_reject reject_non_fqdn_sender, reject_unknown_sender_domain, reject_unauth_pipelining, permit smtpd_soft_error_limit = 3 smtpd_tls_cert_file = /etc/ssl/certs/ssl-cert-snakeoil.pem smtpd_tls_key_file = /etc/ssl/private/ssl-cert-snakeoil.key smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtpd_use_tls = yes unknown_local_recipient_reject_code = 450 virtual_alias_maps = mysql:/etc/postfix/mysql_alias.cf virtual_gid_maps = mysql:/etc/postfix/mysql_gid.cf virtual_mailbox_base = /var/spool/mail/virtual virtual_mailbox_domains = mysql:/etc/postfix/mysql_domains.cf virtual_mailbox_maps = mysql:/etc/postfix/mysql_mailbox.cf virtual_uid_maps = mysql:/etc/postfix/mysql_uid.cf

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  • Animation Trouble with Java Swing Timer - Also, JFrame Will Not Exit_On_Close

    - by forgotton_semicolon
    So, I am using a Java Swing Timer because putting the animation code in a run() method of a Thread subclass caused an insane amount of flickering that is really a terrible experience for any video game player. Can anyone give me any tips on: Why there is no animation... Why the JFrame will not close when it is coded to Exit_On_Close 2 times My code is here: import java.awt.; import java.awt.event.; import javax.swing.*; import java.net.URL; //////////////////////////////////////////////////////////////// TFQ public class TFQ extends JFrame { DrawingsInSpace dis; //========================================================== constructor public TFQ() { dis = new DrawingsInSpace(); JPanel content = new JPanel(); content.setLayout(new FlowLayout()); this.setContentPane(dis); this.setDefaultCloseOperation(EXIT_ON_CLOSE); this.setTitle("Plasma_Orbs_Off_Orion"); this.setSize(500,500); this.pack(); //... Create timer which calls action listener every second.. // Use full package qualification for javax.swing.Timer // to avoid potential conflicts with java.util.Timer. javax.swing.Timer t = new javax.swing.Timer(500, new TimePhaseListener()); t.start(); } /////////////////////////////////////////////// inner class Listener thing class TimePhaseListener implements ActionListener, KeyListener { // counter int total; // loop control boolean Its_a_go = true; //position of our matrix int tf = -400; //sprite directions int Sprite_Direction; final int RIGHT = 1; final int LEFT = 2; //for obstacle Rectangle mega_obstacle = new Rectangle(200, 0, 20, HEIGHT); public void actionPerformed(ActionEvent e) { //... Whenever this is called, repaint the screen dis.repaint(); addKeyListener(this); while (Its_a_go) { try { dis.repaint(); if(Sprite_Direction == RIGHT) { dis.matrix.x += 2; } // end if i think if(Sprite_Direction == LEFT) { dis.matrix.x -= 2; } } catch(Exception ex) { System.out.println(ex); } } // end while i think } // end actionPerformed @Override public void keyPressed(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyReleased(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyTyped(KeyEvent event) { // TODO Auto-generated method stub if (event.getKeyChar()=='f'){ Sprite_Direction = RIGHT; System.out.println("matrix should be animating now "); System.out.println("current matrix position = " + dis.matrix.x); } if (event.getKeyChar()=='d') { Sprite_Direction = LEFT; System.out.println("matrix should be going in reverse"); System.out.println("current matrix position = " + dis.matrix.x); } } } //================================================================= main public static void main(String[] args) { JFrame SafetyPins = new TFQ(); SafetyPins.setVisible(true); SafetyPins.setSize(500,500); SafetyPins.setResizable(true); SafetyPins.setLocationRelativeTo(null); SafetyPins.setDefaultCloseOperation(EXIT_ON_CLOSE); } } class DrawingsInSpace extends JPanel { URL url1_plasma_orbs; URL url2_matrix; Image img1_plasma_orbs; Image img2_matrix; // for the plasma_orbs Rectangle bbb = new Rectangle(0,0, 0, 0); // for the matrix Rectangle matrix = new Rectangle(-400, 60, 430, 200); public DrawingsInSpace() { //load URLs try { url1_plasma_orbs = this.getClass().getResource("plasma_orbs.png"); url2_matrix = this.getClass().getResource("matrix.png"); } catch(Exception e) { System.out.println(e); } // attach the URLs to the images img1_plasma_orbs = Toolkit.getDefaultToolkit().getImage(url1_plasma_orbs); img2_matrix = Toolkit.getDefaultToolkit().getImage(url2_matrix); } public void paintComponent(Graphics g) { super.paintComponent(g); // draw the plasma_orbs g.drawImage(img1_plasma_orbs, bbb.x, bbb.y,this); //draw the matrix g.drawImage(img2_matrix, matrix.x, matrix.y, this); } } // end class enter code here

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  • Strategies for invoking subclass methods on generic objects

    - by Brad Patton
    I've run into this issue in a number of places and have solved it a bunch of different ways but looking for other solutions or opinions on how to address. The scenario is when you have a collection of objects all based off of the same superclass but you want to perform certain actions based only on instances of some of the subclasses. One contrived example of this might be an HTML document made up of elements. You could have a superclass named HTMLELement and subclasses of Headings, Paragraphs, Images, Comments, etc. To invoke a common action across all of the objects you declare a virtual method in the superclass and specific implementations in all of the subclasses. So to render the document you could loop all of the different objects in the document and call a common Render() method on each instance. It's the case where again using the same generic objects in the collection I want to perform different actions for instances of specific subclass (or set of subclasses). For example (an remember this is just an example) when iterating over the collection, elements with external links need to be downloaded (e.g. JS, CSS, images) and some might require additional parsing (JS, CSS). What's the best way to handle those special cases. Some of the strategies I've used or seen used include: Virtual methods in the base class. So in the base class you have a virtual LoadExternalContent() method that does nothing and then override it in the specific subclasses that need to implement it. The benefit being that in the calling code there is no object testing you send the same message to each object and let most of them ignore it. Two downsides that I can think of. First it can make the base class very cluttered with methods that have nothing to do with most of the hierarchy. Second it assumes all of the work can be done in the called method and doesn't handle the case where there might be additional context specific actions in the calling code (i.e. you want to do something in the UI and not the model). Have methods on the class to uniquely identify the objects. This could include methods like ClassName() which return a string with the class name or other return values like enums or booleans (IsImage()). The benefit is that the calling code can use if or switch statements to filter objects to perform class specific actions. The downside is that for every new class you need to implement these methods and can look cluttered. Also performance could be less than some of the other options. Use language features to identify objects. This includes reflection and language operators to identify the objects. For example in C# there is the is operator that returns true if the instance matches the specified class. The benefit is no additional code to implement in your object hierarchy. The only downside seems to be the lack of using something like a switch statement and the fact that your calling code is a little more cluttered. Are there other strategies I am missing? Thoughts on best approaches?

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • Error Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException [migrated]

    - by user134212
    I'm new here. I'm learning how to program on java and I have a problem with my code. I really have no clue why my code is not working. I think my mistake may be here, but I'm not quite sure. m3 = new Matriz(ren2,col2); btSumar.addActionListener(new ActionListener() { Matriz m3;//(ren2,col2); public void actionPerformed(ActionEvent e) { m3 = new Matriz(ren2,col2); if(ventanaAbierta==true) { try { crearMat.SUMA(m1,m2); } catch(Exception nul) { System.out.println(nul); } } else { JOptionPane.showMessageDialog(null,"Ya se realizo la suma"); } } }); My Complete code import java.awt.*; import javax.swing.*; import javax.swing.BorderFactory; import javax.swing.border.Border; import java.awt.event.*; import java.awt.*; import java.io.*; import java.util.*; public class Practica2 { private int opcion,ren2,col2; private JFrame ventana,ventanaPrintMatriz; private JPanel panel,panel2; private Border borderRed2,borderBlue2,borderGreen2,borderGreen4; private Color red,green,blue,white,black; private Font Verdana14,ArialBlack18; private JLabel labelTitulo; public JButton btSalir,btSumar,btRestar,btMultiplica,btTranspuesta,btCrear; private ImageIcon suma,resta,multi,crear,salir,trans; private boolean ventanaAbierta = false; private static ValidacionesMatrices valida; private static Operaciones operacion; private static Matriz m1,m2,m3; private static ImprimirMatriz printMat; public Practica2() { panel = new JPanel(); panel.setLayout(null); ventana = new JFrame("Operaciones con Matrices"); ventana.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); ventana.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //Sale del programa System.exit(0); } }); ventana.setContentPane(panel); ventana.setVisible(true); ventana.setResizable(false); ventana.setBounds(150,150,300,380); //ventana.setBounds(0,0,650,650); } public void inicializarComponentes() { panel2 = new JPanel(); panel2.setLayout(null); labelTitulo = new JLabel("Practica #2"); suma = new ImageIcon("suma1.png"); resta = new ImageIcon("resta1.png"); multi = new ImageIcon("multi1.png"); trans = new ImageIcon("trans2.png"); crear = new ImageIcon("crear1.png"); salir = new ImageIcon("salir1.png"); btTranspuesta = new JButton("Transpuesta",trans); btMultiplica = new JButton("Multiplica",multi); btRestar = new JButton("Restar",resta); btSumar = new JButton("Sumar",suma); btCrear = new JButton("Crear",crear); btSalir = new JButton("Salir",salir); //Tipo de letra ArialBlack18 = new Font("Arial Black",Font.BOLD,18); //Color green = new Color(0,255,0); //Formato labelTitulo labelTitulo.setBounds(80,-60,200,150); labelTitulo.setFont(ArialBlack18); labelTitulo.setForeground(blue); labelTitulo.setVisible(true); //Formato de CrearMatriz btCrear.setBounds(80,50,130,30); btCrear.setToolTipText("Crea una matriz"); //Formato de Muliplica btMultiplica.setBounds(80,100,130,30); btMultiplica.setToolTipText("Mat[A] * Mat[B]"); //Formato de botonRestar btRestar.setBounds(80,150,130,30); btRestar.setToolTipText("Mat[A] - Mat[B]"); //Formato del botonSumar btSumar.setBounds(80,200,130,30); btSumar.setToolTipText("Mat[A] + Mat[B]"); //Formato de Transpuesta btTranspuesta.setBounds(80,250,130,30); btTranspuesta.setToolTipText("Mat[A]^-1"); //Formato del botonSalir btSalir.setBounds(80,300,130,30); //Agregando componentes al panel1 panel2.add(labelTitulo); panel2.add(btMultiplica); panel2.add(btCrear); panel2.add(btRestar); panel2.add(btSumar); panel2.add(btSalir); panel2.add(btTranspuesta); //Formato panel2 panel2.setBackground(green); panel2.setVisible(true); panel2.setBounds(0,0,300,380); //Argregamos componentes al panelPrincipal= panel.add(panel2); //BotonCrear btCrear.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) //throws IOException { if(ventanaAbierta==false) { ventanaAbierta=true; new CrearMatriz(); } else { JOptionPane.showMessageDialog(null,"Ya se crearon las Matrices"); } } }); m3 = new Matriz(ren2,col2); btSumar.addActionListener(new ActionListener() { Matriz m3;//(ren2,col2); public void actionPerformed(ActionEvent e) { m3 = new Matriz(ren2,col2); if(ventanaAbierta==true) { try { crearMat.SUMA(m1,m2); } catch(Exception nul) { System.out.println(nul); } } else { JOptionPane.showMessageDialog(null,"Ya se realizo la suma"); } } }); //BotonSalir btSalir.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { System.exit(0); } }); panel.setVisible(true); panel.setBounds(0,0,350,380); } class VentanaMatriz { private JFrame ventana; private JPanel panel; private JTextArea textArea1,textArea2; private JLabel mat1,mat2; private JTextField textField1; public VentanaMatriz() { panel = new JPanel(); panel.setLayout(null); ventana = new JFrame("Creacion de Matrices"); ventana.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { ventana.dispose(); } }); ventana.setContentPane(panel); ventana.setVisible(true); ventana.setResizable(false); ventana.setBounds(200,100,850,420); } public void inicializarComponentes() { //Colores black = new Color(0,0,0); white = new Color(255,255,255); blue = new Color(0,0,255); green = new Color(0,255,0); red = new Color(255,0,0); //Tipo de letra Verdana14 = new Font("Verdana",Font.BOLD,14); //Tipos de borde borderRed2 = BorderFactory.createLineBorder(red,2); borderBlue2 = BorderFactory.createLineBorder(blue,2); borderGreen2 = BorderFactory.createLineBorder(green,2); borderGreen4 = BorderFactory.createLineBorder(green,4); //Agregando componentes al panel1 panel.add(mat1); panel.add(textArea1); panel.add(mat2); panel.add(textArea2); //Formato panel2 panel.setBackground(blue); panel.setVisible(true); panel.setBounds(0,0,850,420); } } class CrearMatriz { public int col1,re1,ren2,col2; public Matriz m1,m2,m3; public CrearMatriz() { int col1,ren1,ren2,col2; ren2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Renglones Matriz A: ")); col2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Columnas Matriz A: ")); final Matriz m1= new Matriz(ren2,col2); ren2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Renglones Matriz B: ")); col2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Columnas Matriz B: ")); final Matriz m2= new Matriz(ren2,col2); m3 = new Matriz(ren2,col2); m1.llenarMatriz(); m2.llenarMatriz(); m1.printMat(); m2.printMat(); } public void SUMA(Matriz m1,Matriz m2) { Matriz m3; if(ventanaAbierta==false) { m3 = new Matriz(ren2,col2); if(valida.validaSumayResta(m1,m2)) { m3 = operacion.sumaMat(m1,m2); JOptionPane.showMessageDialog(null,"La suma es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la suma"); } } } public void RESTA() { } //btSumar = new JButton("Sumar",suma); //BotonSumar //Mostrar matriz 1 y 2 // System.out.println("\n\n\nMatriz 1="); // m1.imprimeMatriz(); // System.out.println("\nMatriz 2="); //Poner en botones /* if(valida.validaSumayResta(m1,m2)) { m3 = operacion.sumaMat(m1,m2); JOptionPane.showMessageDialog(null,"La suma es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la suma"); } if(valida.validaSumayResta(m1,m2)) { m3=operacion.restaMat(m1,m2); JOptionPane.showMessageDialog(null,"La resta es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la resta"); } if(valida.validaMultiplicacion(m1,m2)){ m3=operacion.multiplicaMat(m1,m2); JOptionPane.showMessageDialog(null,"La multiplicacion es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la multiplicacion"); } JOptionPane.showMessageDialog(null,"La multiplicacion es = "); m1=operacion.transpuesta(m1); m2=operacion.transpuesta(m2); */ } class Matriz { public JTextField matriz; //public JTextArea texto; private JFrame ventanaPrintMatriz; private JPanel panel2; int ren; int col; int pos[][]; public Matriz(int ren1, int col1) { ren = ren1; col = col1; pos = new int [ren][col];/*una matriz de enteros de renglon por columan*/ } public void llenarMatriz() { for(int i=0;i<ren;i++) for(int j=0;j<col;j++) pos[i][j]=(int) (Math.random()*10);/*la posicion i y j crea un entero random*/ } /*vuelve a recorrer los espacio de i y j*/ } //Esta clase era un metodo de CrearMatriz class ImprimirMatriz { public void ImprimirMatriz() { panel2 = new JPanel(); panel2.setLayout(null); ventanaPrintMatriz = new JFrame("Matriz"); ventana.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //Practica2.ventanaAbierta=false; ventana.dispose(); } }); int i,j; int x=0,y=0; borderRed2 = BorderFactory.createLineBorder(red,2); white = new Color(255,255,255); red = new Color(255,0,0); black = new Color(0,0,0); blue = new Color(0,0,255); for(i=0;i<ren;i++) { for(j=0;j<col;j++) { matriz = new JTextField(" "+pos[i][j]); matriz.setBorder(borderRed2); matriz.setForeground(white); matriz.setBounds(x+25,y+25,25,25); matriz.setBackground(black); matriz.setEditable(false); matriz.setVisible(true); //Se incrementa la coordenada en X //para el siguiente Textfield no se encime x=x+35; //Agregamos el textField al panel panel2.add(matriz); } //Regreso las cordenadas de X a 0 para que el //siguiente renglon empieze en donde mismo x=0; //Incremento las coordenada Y para que se brinque //de linea y=y+35; } //Formato panel2 panel2.setBounds(150,150,350,380); panel2.setBackground(blue); //panel2.setEditable(false); panel2.setVisible(true); //Formato de Ventana ventanaPrintMatriz.setContentPane(panel2); ventanaPrintMatriz.setBounds(150,150,350,380); ventanaPrintMatriz.setResizable(false); ventanaPrintMatriz.setVisible(true); } } class Operaciones { public Matriz sumaMat(Matriz m1, Matriz m2) { Matriz m3; m3 = new Matriz(m1.ren, m1.col); for(int i=0;i<m1.col;i++) for(int j=0;j<m1.ren;j++) m3.pos[i][j]=m1.pos[i][j]+m2.pos[i][j]; return m3; } public Matriz restaMat(Matriz m1, Matriz m2) { Matriz m3; m3 = new Matriz(m1.ren, m1.col); for(int i=0;i<m1.col;i++) for(int j=0;j<m1.ren;j++) m3.pos[i][j]=m1.pos[i][j]-m2.pos[i][j]; return m3; } public Matriz multiplicaMat(Matriz m1, Matriz m2) { Matriz m3; m3 = new Matriz(m1.ren, m2.col); for(int i=0;i<m1.ren;i++) for(int j=0;j<m2.col;j++) { m3.pos[i][j]=0; for(int k=0;k<m1.col;k++) m3.pos[i][j]+=(m1.pos[i][k]*m2.pos[k][j]); } return m3; } public Matriz transpuesta(Matriz m1) { Matriz m3=new Matriz(m1.col,m1.ren); for(int i=0;i<m1.col;i++) for(int j=0;j<m1.ren;j++) m3.pos[i][j]=m1.pos[j][i]; return m3; } } class ValidacionesMatrices { public boolean validaSumayResta(Matriz m1, Matriz m2) { if((m1.ren==m2.ren) && (m1.col==m2.col)) return true; else return false; } public boolean validaMultiplicacion(Matriz m1, Matriz m2) { if(((m1.ren==m2.ren) && (m1.col==m2.col)) || (m1.col==m2.ren)) return true; else return false; } } public static void main(String[] args) { Practica2 practica2 = new Practica2(); practica2.inicializarComponentes(); } } Exc

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  • cannot send mail to postfix /w iptables linux proxy

    - by Juzzam
    I have two separate servers, both running Ubuntu 8.04. Server 1 has the real domain name of our site, let's refer to it as example.com. Server 2 is a mail server I have setup with postfix/courier. The hostname for this server is mail.example.com. I've setup iptables on Server 1 to forward all traffic on port 25 to Server 2. I used this script (except I changed the target ip address and the port from 80 to 25). When I send an email to [email protected] it works. However, when I try to send an email to [email protected] from gmail, I get this error: 550 550 #5.1.0 Address rejected [email protected] (state 14) /var/log/mail.log shows no new lines when this happens. What is strange is that it works with telnet from my local machine. For example: $ telnet example.com 25 220 VO13421.localdomain SMTP Postfix EHLO example.com 250-VO13421.localdomain 250-PIPELINING 250-SIZE 10240000 250-ETRN 250-STARTTLS 250-ENHANCEDSTATUSCODES 250-8BITMIME 250 DSN MAIL FROM: [email protected] 250 2.1.0 Ok RCPT TO: [email protected] 250 2.1.5 Ok data 354 Please start mail input. hello user... how have you been? . 250 Mail queued for delivery. quit 221 Closing connection. Good bye. /var/log/mail.log shows success (and the email goes to the maildr): Feb 24 09:47:36 VO13421 postfix/smtpd[2212]: connect from 81.208.68.208.static.dnsptr.net[208.68.xxx.xxx] Feb 24 09:48:01 VO13421 postfix/smtpd[2212]: warning: restriction `smtpd_data_restrictions' after `permit' is ignored Feb 24 09:48:01 VO13421 postfix/smtpd[2212]: 65C68120321: client=81.208.68.208.static.dnsptr.net[208.68.xxx.xxx] Feb 24 09:48:29 VO13421 postfix/smtpd[2212]: warning: restriction `smtpd_data_restrictions' after `permit' is ignored Feb 24 09:48:29 VO13421 postfix/smtpd[2212]: 6BDFA120321: client=81.208.68.208.static.dnsptr.net[208.68.xxx.xxx] Feb 24 09:48:29 VO13421 postfix/cleanup[2216]: 6BDFA120321: message-id= Feb 24 09:48:29 VO13421 postfix/qmgr[2042]: 6BDFA120321: from=, size=395, nrcpt=1 (queue active) Feb 24 09:48:29 VO13421 postfix/virtual[2217]: 6BDFA120321: to=, relay=virtual, delay=0.28, delays=0.25/0.02/0/0.01, dsn=2.0.0, status=sent (delivered to maildir) Feb 24 09:48:29 VO13421 postfix/qmgr[2042]: 6BDFA120321: removed Feb 24 09:48:30 VO13421 postfix/smtpd[2212]: disconnect from 81.208.68.208.static.dnsptr.net[208.68.xxx.xxx] iptables -L -n -v --line on example.com yields the following. Anyone know an iptables command to see the port forwarding? Also, it seems to accept all traffic, that's probably bad right? ;] num pkts bytes target prot opt in out source destination 1 14041 1023K ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 Chain FORWARD (policy ACCEPT 0 packets, 0 bytes) num pkts bytes target prot opt in out source destination 1 338 20722 ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 Chain OUTPUT (policy ACCEPT 419K packets, 425M bytes) num pkts bytes target prot opt in out source destination 1 13711 2824K ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 postconf -n results in: alias_database = hash:/etc/postfix/aliases alias_maps = hash:/etc/postfix/aliases append_dot_mydomain = no biff = no config_directory = /etc/postfix delay_warning_time = 4h disable_vrfy_command = yes inet_interfaces = all local_recipient_maps = mailbox_size_limit = 0 masquerade_domains = mail.example.com mail1.example.com masquerade_exceptions = root maximal_backoff_time = 8000s maximal_queue_lifetime = 7d minimal_backoff_time = 1000s mydestination = mynetworks = 127.0.0.0/8 [::ffff:127.0.0.0]/104 [::1]/128 mynetworks_style = host myorigin = example.com readme_directory = no recipient_delimiter = + relayhost = smtp_helo_timeout = 60s smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache smtpd_banner = $myhostname SMTP $mail_name smtpd_client_restrictions = reject_rbl_client sbl.spamhaus.org, reject_rbl_client blackholes.easynet.nl, reject_rbl_client dnsbl.njabl.org smtpd_delay_reject = yes smtpd_hard_error_limit = 12 smtpd_helo_required = yes smtpd_helo_restrictions = permit_mynetworks, warn_if_reject reject_non_fqdn_hostname, reject_invalid_hostname, permit smtpd_recipient_limit = 16 smtpd_recipient_restrictions = reject_unauth_pipelining, permit_mynetworks, reject_non_fqdn_recipient, reject_unknown_recipient_domain, reject_unauth_destination, permit smtpd_data_restrictions = reject_unauth_pipelining smtpd_sender_restrictions = permit_mynetworks, warn_if_reject reject_non_fqdn_sender, reject_unknown_sender_domain, reject_unauth_pipelining, permit smtpd_soft_error_limit = 3 smtpd_tls_cert_file = /etc/ssl/certs/ssl-cert-snakeoil.pem smtpd_tls_key_file = /etc/ssl/private/ssl-cert-snakeoil.key smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtpd_use_tls = yes unknown_local_recipient_reject_code = 450 virtual_alias_maps = mysql:/etc/postfix/mysql_alias.cf virtual_gid_maps = mysql:/etc/postfix/mysql_gid.cf virtual_mailbox_base = /var/spool/mail/virtual virtual_mailbox_domains = mysql:/etc/postfix/mysql_domains.cf virtual_mailbox_maps = mysql:/etc/postfix/mysql_mailbox.cf virtual_uid_maps = mysql:/etc/postfix/mysql_uid.cf

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  • ADF Mobile - Update through Web Service (with ADF Business Components)

    - by Shay Shmeltzer
    In my previous blog entry I went over the basics of exposing ADF Business Components through service interfaces, and developing a simple ADF Mobile application that access and fetches data from those services. In this entry we'll dive a bit deeper  and address an update scenario through these web service interfaces. You can see the full demo video at the end of the post. In the first steps I show how to add an explicit method execution to fetch a specific record we want to update on the second page of a flow. For an update you'll be invoking a service method and passing the record you want to update as a parameter. As in many other Web services scenarios, we need to provide a complete object of specific type to the method. The ADF Web service data control helps you here by offering an object of this type that you can drag and drop into your page. The next step is to make sure to fill that object with the values you want to update. In the demo we do this through  coding in a backing bean that shows how to use the AdfmfJavaUtilities utility. The code gets the value from one field, gets a pointer to the parallel update field, and then copy from one to the other. At the end of the bean we manually execute the call to the update method on the Web service. Here is the demo: &amp;amp;amp;amp;&amp;lt;span id=&amp;quot;XinhaEditingPostion&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;lt;span id=&amp;amp;amp;amp;quot;XinhaEditingPostion&amp;amp;amp;amp;quot;&amp;amp;amp;amp;gt;&amp;amp;amp;amp;lt;/span&amp;amp;amp;amp;gt; Here is the code used in the backing bean in the demo above. package a.mobile;import oracle.adfmf.amx.event.ActionEvent;import javax.el.MethodExpression;import javax.el.ValueExpression;import oracle.adfmf.amx.event.ActionEvent;import oracle.adfmf.framework.api.AdfmfJavaUtilities;import oracle.adfmf.framework.model.AdfELContext;public class backing {    public backing() {    }    public void copyAndUpdate(ActionEvent actionEvent) {        // Add event code here...        AdfELContext adfELContext = AdfmfJavaUtilities.getAdfELContext();        ValueExpression ve = AdfmfJavaUtilities.getValueExpression("#{bindings.DepartmentName.inputValue}", String.class);        ValueExpression ve3 =            AdfmfJavaUtilities.getValueExpression("#{bindings.DepartmentName1.inputValue}", String.class);        ve3.setValue(adfELContext, ve.getValue(adfELContext));        ve = AdfmfJavaUtilities.getValueExpression("#{bindings.DepartmentId.inputValue}", int.class);        ve3 = AdfmfJavaUtilities.getValueExpression("#{bindings.DepartmentId1.inputValue}", int.class);        ve3.setValue(adfELContext, ve.getValue(adfELContext));        ve = AdfmfJavaUtilities.getValueExpression("#{bindings.ManagerId.inputValue}", int.class);        ve3 = AdfmfJavaUtilities.getValueExpression("#{bindings.ManagerId1.inputValue}", int.class);        ve3.setValue(adfELContext, ve.getValue(adfELContext));        ve = AdfmfJavaUtilities.getValueExpression("#{bindings.LocationId.inputValue}", int.class);        ve3 = AdfmfJavaUtilities.getValueExpression("#{bindings.LocationId1.inputValue}", int.class);        ve3.setValue(adfELContext, ve.getValue(adfELContext));        MethodExpression me = AdfmfJavaUtilities.getMethodExpression("#{bindings.updateDepartmentsView1.execute}", Object.class, new Class[] {});         me.invoke(adfELContext, new Object[] {});        }    }

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  • Non-blocking I/O using Servlet 3.1: Scalable applications using Java EE 7 (TOTD #188)

    - by arungupta
    Servlet 3.0 allowed asynchronous request processing but only traditional I/O was permitted. This can restrict scalability of your applications. In a typical application, ServletInputStream is read in a while loop. public class TestServlet extends HttpServlet {    protected void doGet(HttpServletRequest request, HttpServletResponse response)         throws IOException, ServletException {     ServletInputStream input = request.getInputStream();       byte[] b = new byte[1024];       int len = -1;       while ((len = input.read(b)) != -1) {          . . .        }   }} If the incoming data is blocking or streamed slower than the server can read then the server thread is waiting for that data. The same can happen if the data is written to ServletOutputStream. This is resolved in Servet 3.1 (JSR 340, to be released as part Java EE 7) by adding event listeners - ReadListener and WriteListener interfaces. These are then registered using ServletInputStream.setReadListener and ServletOutputStream.setWriteListener. The listeners have callback methods that are invoked when the content is available to be read or can be written without blocking. The updated doGet in our case will look like: AsyncContext context = request.startAsync();ServletInputStream input = request.getInputStream();input.setReadListener(new MyReadListener(input, context)); Invoking setXXXListener methods indicate that non-blocking I/O is used instead of the traditional I/O. At most one ReadListener can be registered on ServletIntputStream and similarly at most one WriteListener can be registered on ServletOutputStream. ServletInputStream.isReady and ServletInputStream.isFinished are new methods to check the status of non-blocking I/O read. ServletOutputStream.canWrite is a new method to check if data can be written without blocking.  MyReadListener implementation looks like: @Overridepublic void onDataAvailable() { try { StringBuilder sb = new StringBuilder(); int len = -1; byte b[] = new byte[1024]; while (input.isReady() && (len = input.read(b)) != -1) { String data = new String(b, 0, len); System.out.println("--> " + data); } } catch (IOException ex) { Logger.getLogger(MyReadListener.class.getName()).log(Level.SEVERE, null, ex); }}@Overridepublic void onAllDataRead() { System.out.println("onAllDataRead"); context.complete();}@Overridepublic void onError(Throwable t) { t.printStackTrace(); context.complete();} This implementation has three callbacks: onDataAvailable callback method is called whenever data can be read without blocking onAllDataRead callback method is invoked data for the current request is completely read. onError callback is invoked if there is an error processing the request. Notice, context.complete() is called in onAllDataRead and onError to signal the completion of data read. For now, the first chunk of available data need to be read in the doGet or service method of the Servlet. Rest of the data can be read in a non-blocking way using ReadListener after that. This is going to get cleaned up where all data read can happen in ReadListener only. The sample explained above can be downloaded from here and works with GlassFish 4.0 build 64 and onwards. The slides and a complete re-run of What's new in Servlet 3.1: An Overview session at JavaOne is available here. Here are some more references for you: Java EE 7 Specification Status Servlet Specification Project JSR Expert Group Discussion Archive Servlet 3.1 Javadocs

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  • Profiling Startup Of VS2012 &ndash; dotTrace Profiler

    - by Alois Kraus
    Jetbrains which is famous for the Resharper tool has also a profiler in its portfolio. I downloaded dotTrace 5.2 Professional (569€+VAT) to check how far I can profile the startup of VS2012. The most interesting startup option is “.NET Process”. With that you can profile the next started .NET process which is very useful if you want to profile an application which is not started by you.     I did select Tracing as and Wall time to get similar options across all profilers. For some reason the attach option did not work with .NET 4.5 on my home machine. But I am sure that it did work with .NET 4.0 some time ago. Since we are profiling devenv.exe we can also select “Standalone Application” and start it from the profiler. The startup time of VS does increase about a factor 3 but that is ok. You get mainly three windows to work with. The first one shows the threads where you can drill down thread wise where most time is spent. I The next window is the call tree which does merge all threads together in a similar view. The last and most useful view in my opinion is the Plain List window which is nearly the same as the Method Grid in Ants Profiler. But this time we do get when I enable the Show system functions checkbox not a 150 but 19407 methods to choose from! I really tried with Ants Profiler to find something about out how VS does work but look how much we were missing! When I double click on a method I do get in the lower pane the called methods and their respective timings. This is something really useful and I can nicely drill down to the most important stuff. The measured time seems to be Wall Clock time which is a good thing to see where my time is really spent. You can also use Sampling as profiling method but this does give you much less information. Except for getting a first idea where to look first this profiling mode is not very useful to understand how you system does interact.   The options have a good list of presets to hide by default many method and gray them out to concentrate on your code. It does not filter anything out if you enable Show system functions. By default methods from these assemblies are hidden or if the checkbox is checked grayed out. All in all JetBrains has made a nice profiler which does show great detail and it has nice drill down capabilities. The only thing is that I do not trust its measured timings. I did fall several times into the trap with this one to optimize at places which were already fast but the profiler did show high times in these methods. After measuring with Tracing I was certain that the measured times were greatly exaggerated. Especially when IO is involved it seems to have a hard time to subtract its own overhead. What I did miss most was the possibility to profile not only the next started process but to be able to select a process by name and perhaps a count to profile the next n processes of this name. Next: YourKit

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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