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  • Linux buffer cache effect on IO writes?

    - by Patrick LeBoutillier
    Hi, I'm copying large files (3 x 30G) between 2 filesystems on a Linux server (kernel 2.6.37, 16 cores, 32G RAM) and I'm getting poor performance. I suspect that the usage of the buffer cache is killing the I/O performance. To try and narrow down the problem I used fio directly on the SAS disk to monitor the performance. Here is the output of 2 fio runs (the first with direct=1, the second one direct=0): Config: [test] rw=write blocksize=32k size=20G filename=/dev/sda # direct=1 Run 1: test: (g=0): rw=write, bs=32K-32K/32K-32K, ioengine=sync, iodepth=1 Starting 1 process Jobs: 1 (f=1): [W] [100.0% done] [0K/205M /s] [0/6K iops] [eta 00m:00s] test: (groupid=0, jobs=1): err= 0: pid=4667 write: io=20,480MB, bw=199MB/s, iops=6,381, runt=102698msec clat (usec): min=104, max=13,388, avg=152.06, stdev=72.43 bw (KB/s) : min=192448, max=213824, per=100.01%, avg=204232.82, stdev=4084.67 cpu : usr=3.37%, sys=16.55%, ctx=655410, majf=0, minf=29 IO depths : 1=100.0%, 2=0.0%, 4=0.0%, 8=0.0%, 16=0.0%, 32=0.0%, >=64=0.0% submit : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% complete : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% issued r/w: total=0/655360, short=0/0 lat (usec): 250=99.50%, 500=0.45%, 750=0.01%, 1000=0.01% lat (msec): 2=0.01%, 4=0.02%, 10=0.01%, 20=0.01% Run status group 0 (all jobs): WRITE: io=20,480MB, aggrb=199MB/s, minb=204MB/s, maxb=204MB/s, mint=102698msec, maxt=102698msec Disk stats (read/write): sda: ios=0/655238, merge=0/0, ticks=0/79552, in_queue=78640, util=76.55% Run 2: test: (g=0): rw=write, bs=32K-32K/32K-32K, ioengine=sync, iodepth=1 Starting 1 process Jobs: 1 (f=1): [W] [100.0% done] [0K/0K /s] [0/0 iops] [eta 00m:00s] test: (groupid=0, jobs=1): err= 0: pid=4733 write: io=20,480MB, bw=91,265KB/s, iops=2,852, runt=229786msec clat (usec): min=16, max=127K, avg=349.53, stdev=4694.98 bw (KB/s) : min=56013, max=1390016, per=101.47%, avg=92607.31, stdev=167453.17 cpu : usr=0.41%, sys=6.93%, ctx=21128, majf=0, minf=33 IO depths : 1=100.0%, 2=0.0%, 4=0.0%, 8=0.0%, 16=0.0%, 32=0.0%, >=64=0.0% submit : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% complete : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% issued r/w: total=0/655360, short=0/0 lat (usec): 20=5.53%, 50=93.89%, 100=0.02%, 250=0.01%, 500=0.01% lat (msec): 2=0.01%, 4=0.01%, 10=0.01%, 20=0.01%, 50=0.12% lat (msec): 100=0.38%, 250=0.04% Run status group 0 (all jobs): WRITE: io=20,480MB, aggrb=91,265KB/s, minb=93,455KB/s, maxb=93,455KB/s, mint=229786msec, maxt=229786msec Disk stats (read/write): sda: ios=8/79811, merge=7/7721388, ticks=9/32418456, in_queue=32471983, util=98.98% I'm not knowledgeable enough with fio to interpret the results, but I don't expect the overall performance using the buffer cache to be 50% less than with O_DIRECT. Can someone help me interpret the fio output? Are there any kernel tunings that could fix/minimize the problem? Thanks a lot,

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  • Keep printed documents on Windows Server 2008 R2 Print Server

    - by MadBoy
    I've setup Windows 2008 R2 as print server. I have checked option Keep printed document option for all printers and it works fine. Users print their stuff and i can see what they are doing. Problem is everyone sees all documents that are getting printed which is not always the best idea. Is there a way to: Limit print jobs to be only seen by people who printed them and admins Limit print jobs to be only seen on server (from within Server Manager) and so print jobs dissapear when print job is done from user queue (but then admins are still able to see it and track what's printed and when for reporting purposes). Create some kind of access level list so that some people can see everything geting printed, some people see their print jobs and some people see nothing :-)

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  • BITS http download job fails to connect for owner Local SYSTEM account

    - by MikeT
    A service I have written that uses BITS (Background Intelligent Transfer Service) to auto update itself is having a problem on some machines (Windows 7 so far). I have been investigating and have discovered that some of the jobs that my service adds to the bits queue are failing immediately with the error code 0x80072efd (a connection with this server could not be established). The is not problem with connecting to the server for the download as it works fine on the same machine using IE (or any other web browser) and other clients can connect and update from the same server. I tried using the BITSADMIN.exe tool to add the jobs manually and they worked ok. I then changed the account my service was running under to the network service account so the bits jobs would be created with a different owner and the jobs completed successfully. My question is I don't want to run my service as this account as it wont have the required local permissions, so how to I change the permissions of the local system user to allow it to download from the HTTP source, I'm not aware of any way of this being restricted for this account but it obviously is.

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  • create a view to show the backup status in every 10 mins

    - by user2853141
    I have a question, my table have following data: userID, startTime, EndTime ————————————— 101, 04/11/2013 11:00:00, 04/11/2013 11:55:00 102, 04/11/2013 11:00:00, 04/11/2013 11:24:00 103, 04/11/2013 11:20:00, 04/11/2013 11:45:00 104, 04/11/2013 11:30:00, 04/11/2013 11:35:00 105, 04/11/2013 11:40:00, 04/11/2013 11:55:00 can I use the view to show the backup status in every 10 mins? I wonder the result as following: time, count —————————— 04/11/2013 11:00:00, 2 04/11/2013 11:10:00, 2 04/11/2013 11:20:00, 3 04/11/2013 11:30:00, 3 04/11/2013 11:40:00, 3 04/11/2013 11:50:00, 2 04/11/2013 12:00:00, 0 04/11/2013 11:00:00 – 04/11/2013 11:09:59 have 2 jobs, 101 & 102 04/11/2013 11:10:00 – 04/11/2013 11:19:59 have 2 jobs, 101 & 102 04/11/2013 11:20:00 – 04/11/2013 11:29:59 have 3 jobs, 101 & 102 & 103 … 04/11/2013 11:50:00 – 04/11/2013 11:59:59 have 2 jobs, 101 & 105 04/11/2013 12:00:00 – 04/11/2013 12:09:59 have 0 job I wonder if you can give me a help……thanks a lot

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  • Limiting memory usage and mimimizing swap thrashing on Unix / Linux

    - by camelccc
    I have a few machines that I machine that I use for running large numbers of jobs where I try to limit the number of jobs so as not to exceed the available RAM of the machine. Occasionally I mis-estimate how much memory some of the jobs will take, and the machine starts thrashing the swap file. I resolve this by sending the kill -s STOP to one of the jobs so that it can get swapped out. Does anyone know of a utility that will monitor a server for processes by a specific name, and then pause the one with the smallest memory footprint is the total memory consumption reaches a desired threshold so that the larger ones can run and complete with a minimum of swap file thrashing? Paused processes then need to be resumed once some existing processes have completed.

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  • For those of you who are senior developers what do you look for in a new company and development team?

    - by Amy P
    As I move forward in my career new jobs become more difficult to choose between. When I was starting out and for the first 8 years of my career I took the jobs that I could get that would keep me programming on the general technological path that I was on. I am a job hopper, I only stay with a company for between 2 - 3 years. I think that I do this because after 2 years I get bored and unless there are new projects to keep my busy I no longer find work interesting. Now that I am becoming more experienced it is more important for me to only apply for jobs that are interesting and will move my career and my skill set forward. My problem now is that I keep finding jobs where the projects appear to be interesting during the interview but once I get in the company I find the development environment is sub-par and the development team is disjointed. I feel like I am asking the wrong questions during the interview process and don't know what to look for to make sure that the environment I will be working in will be a good one. Now my question: For those of you who are senior developers what do you look for in a new company and development team? I am looking for the key qualities in a company and development team that you look for when interviewing with a company. These qualities are the ones that would give you hints that the company will be a good one to work for.

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  • Issues with MIPS interrupt for tv remote simulator

    - by pred2040
    Hello I am writing a program for class to simulate a tv remote in a MIPS/SPIM enviroment. The functions of the program itself are unimportant as they worked fine before the interrupt so I left them all out. The gaol is basically to get a input from the keyboard by means of interupt, store it in $s7 and process it. The interrupt is causing my program to repeatedly spam the errors: Exception occurred at PC=0x00400068 Bad address in data/stack read: 0x00000004 Exception occurred at PC=0x00400358 Bad address in data/stack read: 0x00000000 program starts here .data msg_tvworking: .asciiz "tv is working\n" msg_sec: .asciiz "sec -- " msg_on: .asciiz "Power On" msg_off: .asciiz "Power Off" msg_channel: .asciiz " Channel " msg_volume: .asciiz " Volume " msg_sleep: .asciiz " Sleep Timer: " msg_dash: .asciiz "-\n" msg_newline: .asciiz "\n" msg_comma: .asciiz ", " array1: .space 400 # 400 bytes of storage for 100 channels array2: .space 400 # copy of above for sorting var1: .word 0 # 1 if 0-9 is pressed, 0 if not var2: .word 0 # stores number of channel (ex. 2-) var3: .word 0 # channel timer var4: .word 0 # 1 if s pressed once, 2 if twice, 0 if not var5: .word 0 # sleep wait timer var6: .word 0 # program timer var9: .float 0.01 # for channel timings .kdata var7: .word 10 var8: .word 11 .text .globl main main: li $s0, 300 li $s1, 0 # channel li $s2, 50 # volume li $s3, 1 # power - 1:on 0:off li $s4, 0 # sleep timer - 0:off li $s5, 0 # temporary li $s6, 0 # length of sleep period li $s7, 10000 # current key press li $t2, 0 # temp value not needed across calls li $t4, 0 interrupt data here mfc0 $a0, $12 ori $a0, 0xff11 mtc0 $a0, $12 lui $t0, 0xFFFF ori $a0, $0, 2 sw $a0, 0($t0) mainloop: # 1. get external input, and process it # input from interupt is taken from $a2 and placed in $s7 #for processing beq $a2, $0, next lw $s7, 4($a2) li $a2, 0 # call the process_input function here # jal process_input next: # 2. check sleep timer mainloopnext1: # 3. delay for 10ms jal delay_10ms jal check_timers jal channel_time # 4. print status lw $s5, var6 addi $s5, $s5, 1 sw $s5, var6 addi $s0, $s0, -1 bne $s0, $0, mainloopnext4 li $s0, 300 jal status_print mainloopnext4: j mainloop li $v0,10 # exit syscall -------------------------------------------------- status_print: seconds_stat: power_stat: on_stat: off_stat: channel_stat: volume_stat: sleep_stat: j $ra -------------------------------------------------- delay_10ms: li $t0, 6000 delay_10ms_loop: addi $t0, $t0, -1 bne $t0, $0, delay_10ms_loop jr $ra -------------------------------------------------- check_timers: channel_press: sleep_press: go_back_press: channel_check: channel_ignore: sleep_check: sleep_ignore: j $ra ------------------------------------------------ process_input: beq $s7, 112, power beq $s7, 117, channel_up beq $s7, 100, channel_down beq $s7, 108, volume_up beq $s7, 107, volume_down beq $s7, 115, sleep_init beq $s7, 118, history bgt $s7, 47, end_range jr $ra end_range: power: on: off: channel_up: over: channel_down: under: channel_message: channel_time: volume_up: volume_down: volume_message: sleep_init: sleep_incr: sleep: sleep_reset: history: digit_pad_init: digit_pad: jr $ra -------------------------------------------- interupt data here, followed closely from class .ktext 0x80000180 .set noat move $k1, $at .set at sw $v0, var7 sw $a0, var8 mfc0 $k0, $13 srl $a0, $k0, 2 andi $a0, $a0, 0x1f bne $a0, $zero, no_io lui $v0, 0xFFFF lw $a2, 4($v0) # keyboard data placed in $a2 no_io: mtc0 $0, $13 mfc0 $k0, $12 andi $k0, 0xfffd ori $k0, 0x11 mtc0 $k0, $12 lw $v0, var7 lw $a0, var8 .set noat move $at, $k1 .set at eret Thanks in advance.

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  • JLabel animation in JPanel

    - by Trizicus
    After scratching around I found that it's best to implement a custom image component by extending a JLabel. So far that has worked great as I can add multiple "images" (jlabels without the layout breaking. I just have a question that I hope someone can answer for me. I noticed that in order to animate JLabels across the screen I need to setlayout(null); and setbounds of the component and then to animate eventually setlocation(x,y);. Is this a best practice or a terrible way to animate a component? I plan on eventually making an animation class but I don't want to do so and end up having to chuck it. I have included relevant code for a quick review check. import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JPanel; import javax.swing.Timer; public class GraphicsPanel extends JPanel { private Timer timer; private long startTime = 0; private int numFrames = 0; private float fps = 0.0f; private int x = 0; GraphicsPanel() { final Entity ent1 = new Entity(); ent1.setBounds(x, 0, ent1.getWidth(), ent1.getHeight()); add(ent1); //ESSENTIAL setLayout(null); //GAMELOOP timer = new Timer(30, new ActionListener() { public void actionPerformed(ActionEvent e) { getFPS(); incX(); ent1.setLocation(x, 0); repaint(); } }); timer.start(); } public void incX() { x++; } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D) g.create(); g2.setClip(0, 0, getWidth(), getHeight()); g2.setColor(Color.BLACK); g2.drawString("FPS: " + fps, 1, 15); } public void getFPS() { ++numFrames; if (startTime == 0) { startTime = System.currentTimeMillis(); } else { long currentTime = System.currentTimeMillis(); long delta = (currentTime - startTime); if (delta > 1000) { fps = (numFrames * 1000) / delta; numFrames = 0; startTime = currentTime; } } } } Thank you!

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  • YouTube API Security Error Flex

    - by 23tux
    Hi, I've tried to use the YoutTube API within a Flex project. But i got this error: *** Security Sandbox Violation *** SecurityDomain 'http://www.youtube.com/apiplayer?version=3' tried to access incompatible context 'file:///Users/YouTubePlayer/bin-debug/YouTubePlayer.html' Here are the two files: <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/halo" minWidth="1024" minHeight="768" xmlns:youtube="youtube.*" creationComplete="init();"> <fx:Script> <![CDATA[ [Bindable] private var ready:Boolean = true; private function init():void { Security.allowInsecureDomain("*"); Security.allowDomain("*"); Security.allowDomain('www.youtube.com'); Security.allowDomain('youtube.com'); Security.allowDomain('s.ytimg.com'); Security.allowDomain('i.ytimg.com'); } private function changing():void { /* trace("currentTime: " + player.getCurrentTime()); trace("startTime: " + player.startTime); trace("stopTime: " + player.stopTime); timeSlider.value = player.getCurrentTime() */ } private function startPlaying():void { player.play(); } private function checkStartSlider():void { if(startSlider.value > stopSlider.value) stopSlider.value = startSlider.value + 1; } private function checkStopSlider():void { if(stopSlider.value < startSlider.value) startSlider.value = stopSlider.value - 1; } ]]> </fx:Script> <s:VGroup> <youtube:Player id="player" videoID="DVFvcVuWyfE" change="changing();" ready="ready=true"/> <s:HGroup> <s:Button label="play" click="startPlaying();" /> </s:HGroup> <s:HGroup> <s:HSlider id="timeSlider" width="250" minimum="0" maximum="{player.stopTime}" snapInterval=".01" enabled="{ready}"/> <s:Label id="currentTimeLbl" text="current time: 0" /> </s:HGroup> <s:HGroup> <s:HSlider id="startSlider" width="250" minimum="0" maximum="{player.stopTime}" snapInterval=".01" change="checkStartSlider();" enabled="{ready}" value="0"/> <s:Label id="startTimeLbl" text="start time: {player.startTime}" /> </s:HGroup> <s:HGroup> <s:HSlider id="stopSlider" width="250" minimum="0" maximum="{player.stopTime}" snapInterval=".01" change="checkStopSlider();" enabled="{ready}" value="{player.stopTime}"/> <s:Label id="stopTimeLbl" text="stop time: {player.stopTime}" /> </s:HGroup> </s:VGroup> </s:Application> Here is the player package youtube { import flash.display.Loader; import flash.events.Event; import flash.events.TimerEvent; import flash.net.URLRequest; import flash.system.Security; import flash.utils.Timer; import mx.core.UIComponent; [Event(name="change", type="flash.events.Event")] [Event(name="ready", type="flash.events.Event")] public class Player extends UIComponent { private var player:Object; private var loader:Loader; private var _startTime:Number = 0; private var _stopTime:Number = 0; private var _videoID:String; private var metadataTimer:Timer = new Timer(200); private var playTimer:Timer = new Timer(200); public function Player() { // The player SWF file on www.youtube.com needs to communicate with your host // SWF file. Your code must call Security.allowDomain() to allow this // communication. Security.allowInsecureDomain("*"); Security.allowDomain("*"); // This will hold the API player instance once it is initialized. loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.INIT, onLoaderInit); loader.load(new URLRequest("http://www.youtube.com/apiplayer?version=3")); } private function onLoaderInit(event:Event):void { addChild(loader); loader.content.addEventListener("onReady", onPlayerReady); loader.content.addEventListener("onError", onPlayerError); loader.content.addEventListener("onStateChange", onPlayerStateChange); loader.content.addEventListener("onPlaybackQualityChange", onVideoPlaybackQualityChange); } private function onPlayerReady(event:Event):void { // Event.data contains the event parameter, which is the Player API ID trace("player ready:", Object(event).data); // Once this event has been dispatched by the player, we can use // cueVideoById, loadVideoById, cueVideoByUrl and loadVideoByUrl // to load a particular YouTube video. player = loader.content; // Set appropriate player dimensions for your application player.setSize(0, 0); } private function onPlayerError(event:Event):void { // Event.data contains the event parameter, which is the error code trace("player error:", Object(event).data); } private function onPlayerStateChange(event:Event):void { // Event.data contains the event parameter, which is the new player state trace("player state:", Object(event).data); } private function onVideoPlaybackQualityChange(event:Event):void { // Event.data contains the event parameter, which is the new video quality trace("video quality:", Object(event).data); } [Bindable] public function get videoID():String { return _videoID; } public function set videoID(value:String):void { _videoID = value; } [Bindable] public function get stopTime():Number { return _stopTime; } public function set stopTime(value:Number):void { _stopTime = value; } [Bindable] public function get startTime():Number { return _startTime; } public function set startTime(value:Number):void { _startTime = value; } public function play():void { if(_videoID!="") { player.loadVideoById(_videoID, 0); // add the event listener, so that all 200 milliseconds is an event dispatched metadataTimer.addEventListener(TimerEvent.TIMER, metadataTimeHandler); // if the timer is running, stop and reset it if(metadataTimer.running) metadataTimer.reset(); else metadataTimer.start(); } } private function metadataTimeHandler(e:TimerEvent):void { if(player.getDuration() > 0) { startTime = 0; stopTime = player.getDuration(); metadataTimer.reset(); metadataTimer.stop(); metadataTimer.removeEventListener(TimerEvent.TIMER, metadataTimeHandler); player.playVideo(); playTimer.addEventListener(TimerEvent.TIMER, playTimerHandler); dispatchEvent(new Event("ready")); } } private function playTimerHandler(e:TimerEvent):void { if(getCurrentTime() > _stopTime) { seekTo(startTime); } dispatchEvent(new Event(Event.CHANGE)); } public function getCurrentTime():Number { if(!player.getCurrentTime()) return 0; else return player.getCurrentTime(); } public function seekTo(time:uint):void { player.seekTo(time); } } } Hope someone can help. thx, tux

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  • Firefox throwing a exception with HTML Canvas putImageData

    - by mr.doob
    So I was working on this little javascript experiment and I needed a widget to track the FPS of it. I ported a widget I've been using with Actionscript 3 to Javascript and it seems to be working fine with Chrome/Safari but on Firefox is throwing an exception. This is the experiment: Depth of Field This is the error: [Exception... "An invalid or illegal string was specified" code: "12" nsresult: "0x8053000c (NS_ERROR_DOM_SYNTAX_ERR)" location: "http://mrdoob.com/projects/chromeexperiments/depth_of_field__debug/js/net/hires/debug/Stats.js Line: 105"] The line that is complaning about is this one: graph.putImageData(graphData, 1, 0, 0, 0, 69, 50); Which is a crappy code to "scroll" the bitmap pixels. The idea is that I only draw a few pixels on the left of the bitmap and then on the next frame I copy the whole bitmap and paste it on pixel to the right. This error usually is thrown because you're pasting a bitmap bigger than the source and it's going off the limits, but in theory that shouldn't be the case as I'm defining 69 as the width of the rectangle to paste (being the bitmap 70px wide). And this is full code: var Stats = { baseFps: null, timer: null, timerStart: null, timerLast: null, fps: null, ms: null, container: null, fpsText: null, msText: null, memText: null, memMaxText: null, graph: null, graphData: null, init: function(userfps) { baseFps = userfps; timer = 0; timerStart = new Date() - 0; timerLast = 0; fps = 0; ms = 0; container = document.createElement("div"); container.style.fontFamily = 'Arial'; container.style.fontSize = '10px'; container.style.backgroundColor = '#000033'; container.style.width = '70px'; container.style.paddingTop = '2px'; fpsText = document.createElement("div"); fpsText.style.color = '#ffff00'; fpsText.style.marginLeft = '3px'; fpsText.style.marginBottom = '-3px'; fpsText.innerHTML = "FPS:"; container.appendChild(fpsText); msText = document.createElement("div"); msText.style.color = '#00ff00'; msText.style.marginLeft = '3px'; msText.style.marginBottom = '-3px'; msText.innerHTML = "MS:"; container.appendChild(msText); memText = document.createElement("div"); memText.style.color = '#00ffff'; memText.style.marginLeft = '3px'; memText.style.marginBottom = '-3px'; memText.innerHTML = "MEM:"; container.appendChild(memText); memMaxText = document.createElement("div"); memMaxText.style.color = '#ff0070'; memMaxText.style.marginLeft = '3px'; memMaxText.style.marginBottom = '3px'; memMaxText.innerHTML = "MAX:"; container.appendChild(memMaxText); var canvas = document.createElement("canvas"); canvas.width = 70; canvas.height = 50; container.appendChild(canvas); graph = canvas.getContext("2d"); graph.fillStyle = '#000033'; graph.fillRect(0, 0, canvas.width, canvas.height ); graphData = graph.getImageData(0, 0, canvas.width, canvas.height); setInterval(this.update, 1000/baseFps); return container; }, update: function() { timer = new Date() - timerStart; if ((timer - 1000) > timerLast) { fpsText.innerHTML = "FPS: " + fps + " / " + baseFps; timerLast = timer; graph.putImageData(graphData, 1, 0, 0, 0, 69, 50); graph.fillRect(0,0,1,50); graphData = graph.getImageData(0, 0, 70, 50); var index = ( Math.floor(Math.min(50, (fps / baseFps) * 50)) * 280 /* 70 * 4 */ ); graphData.data[index] = graphData.data[index + 1] = 256; index = ( Math.floor(Math.min(50, 50 - (timer - ms) * .5)) * 280 /* 70 * 4 */ ); graphData.data[index + 1] = 256; graph.putImageData (graphData, 0, 0); fps = 0; } ++fps; msText.innerHTML = "MS: " + (timer - ms); ms = timer; } } Any ideas? Thanks in advance.

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  • How to do things within a windows service?

    - by Kovu
    Hi, I have an application, written by me in C#.net 2.0 - when the application is opened, a timer will check every 3 seconds for x. If x happens, it shows a warning in a windows form. Is there a possibility to install this timer and the windows form call in a windows-service? So that the timer ticks every time a system is up and shows the message then?

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  • Is there an NSCFTimer memory leak?

    - by mystify
    I tracked down a memory leak with instruments. I always end up with the information that the responsible library is Foundation. When I track that down in my code, I end up here, but there's nothing wrong with my memory management: - (void)setupTimer { // stop timer if still there [self stopAnimationTimer]; NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:@selector(step:) userInfo:nil repeats:YES]; self.animationTimer = timer; // retain property, -release in -dealloc method } the property animationTimer is retaining the timer. In -dealloc I -release it. Now that looks like a framework bug? I checked with iPhone OS 3.0 and 3.1, both have that problem every time I use NSTimer like this. Any idea what else could be the problem? (my memory leak scan interval was 0.1 seconds. but same thing with 5 seconds)

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  • RMI-applets - Cannot understand error message

    - by aeter
    In a simple RMI game I'm writing (an assignment in uni), I reveice: java.rmi.MarshalException: error marshalling arguments; nested exception is: java.net.SocketException: Broken pipe at sun.rmi.server.UnicastRef.invoke(UnicastRef.java:138) at java.rmi.server.RemoteObjectInvocationHandler.invokeRemoteMethod(RemoteObjectInvocationHandler.java:178) at java.rmi.server.RemoteObjectInvocationHandler.invoke(RemoteObjectInvocationHandler.java:132) at $Proxy2.drawWorld(Unknown Source) at PlayerServerImpl$1.actionPerformed(PlayerServerImpl.java:180) at javax.swing.Timer.fireActionPerformed(Timer.java:271) at javax.swing.Timer$DoPostEvent.run(Timer.java:201) at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209) at java.awt.EventQueue.dispatchEvent(EventQueue.java:597) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161) at java.awt.EventDispatchThread.run(EventDispatchThread.java:122) The error message appears after the second Player is registered with the RMI Server and the server starts to send the image (the array of pixels) to the 2 applets. The PlayerImpl and the PlayerServerImpl both extend UnicastRemoteObject. I have been struggling with other error messages for some time now, but I cannot understand how to troubleshoot this one. Please help. The relevant parts of the code are: PlayerServerImpl.java: ... timer = new Timer(10, new ActionListener() { // every 10 milliseconds do: @Override public void actionPerformed(ActionEvent e) { ... BufferedImage buff_image = new BufferedImage(GAME_APPLET_WIDTH, GAME_APPLET_HEIGHT, BufferedImage.TYPE_INT_RGB); // create a graphics context on the buffered image Graphics buff_g = buff_image.createGraphics(); ... // draw the score somewhere on the screen buff_g.drawString(score, GAME_APPLET_WIDTH - 20, 10); ... int[] rgbs = new int[GAME_APPLET_WIDTH * GAME_APPLET_HEIGHT]; int imgPixelsGrabbed[] = buff_image.getRGB(0,0,GAME_APPLET_WIDTH,GAME_APPLET_HEIGHT,rgbs,0,GAME_APPLET_WIDTH); // send the new state to the applets for (Player player : players) { player.drawWorld(imgPixelsGrabbed); System.out.println("Sent image to player"); } PlayerImpl.java: private PlayerApplet applet; public PlayerImpl(PlayerApplet applet) throws RemoteException { super(); this.applet = applet; } ... @Override public void drawWorld(int[] imgPixelsGrabbed) throws RemoteException { applet.setWorld(imgPixelsGrabbed); applet.repaint(); } ... PlayerApplet.java: ... private int[] world; // an array of pixels for the new image to be drawn ... // register players player = new PlayerImpl(applet); String serverIPAddressPort = ipAddressField.getText(); if (validateIPAddressPort(serverIPAddressPort)) { server = (PlayerServer) Naming.lookup("rmi://" + serverIPAddressPort + "/PlayerServer"); server.register(player); idPlayer = server.sendPlayerID(); ... @Override public void update(Graphics g) { buff_img = createImage((ImageProducer) new MemoryImageSource(getWidth(), getHeight(), world, 0, getWidth())); Graphics gr = buff_img.getGraphics(); paint(gr); g.drawImage(buff_img, 0, 0, this); } public void setWorld(int[] world) { this.world = world; }

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  • javascript setTimeout() first argument: expression error

    - by Jonah
    function Timer() { this.initialTime = 0; this.timeStart = null; this.getTotalTime = function() { timeEnd = new Date(); diff = timeEnd.getTime() - this.timeStart.getTime(); return diff+this.initialTime; }; this.formatTime = function() { interval = new Date(this.getTotalTime()); return interval.getHours() + ":" + interval.getMinutes() + ":" + interval.getSeconds(); }; this.start = function() { this.timeStart = new Date(); setTimeout("this.updateTime()", 1000); }; this.updateTime = function() { alert(this.formatTime()); setTimeout("this.updateTime()", 1000); }; } timer = new Timer(); timer.start(); I am getting an error: this.updateTime is not a function Any ideas? Thanks

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  • Do .NET Timers Run Asynchronously?

    - by MrEdmundo
    I have a messaging aspect of my application using Jabber-net (an XMPP library.) What I would like to do, if for some reason the connection to the Server is ended, is keep trying to connect every minute or so. If I start a Timer to wait for a period of time before the next attempt, does that timer run asynchronously and the resulting Tick event join the main thread, or would I need to start my own thread and start the timer from within there?

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • How do I keep existing values from shifting to the right when entering keypresses into a jQuery Mask

    - by Andrew
    I have a text box I'm using as a timer display "hh:mm:ss" When I select the box and press a number, it inserts the number at the cursor location, but instead of replacing the value at that position, it shifts all existing values over. For example, the timer text box reads "01:00:35" and I replace the first minute position with 1, the timer text box will then read "01:10:03." Anybody know how to force the text box to replace, instead of insert, at the cursor position? I've tried intercepting onKeyPress, doing the replace manually, rewriting the entire timer text, and then returning false. But, that doesn't worked with a jQuery masked input, because my function runs first.

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  • Game of life in F# with accelerator

    - by jpalmer
    I'm trying to write life in F# using accelerator v2, but for some odd reason my output isn't square despite all my arrays being square - It appears that everything but a rectangular area in the top left of the matrix is being set to false. I've got no idea how this could be happening as all my operations should treat the entire array equally. Any ideas? open Microsoft.ParallelArrays open System.Windows.Forms open System.Drawing type IPA = IntParallelArray type BPA = BoolParallelArray type PAops = ParallelArrays let RNG = new System.Random() let size = 1024 let arrinit i = Array2D.init size size (fun x y -> i) let target = new DX9Target() let threearr = new IPA(arrinit 3) let twoarr = new IPA(arrinit 2) let onearr = new IPA(arrinit 1) let zeroarr = new IPA(arrinit 0) let shifts = [|-1;-1|]::[|-1;0|]::[|-1;1|]::[|0;-1|]::[|0;1|]::[|1;-1|]::[|1;0|]::[|1;1|]::[] let progress (arr:BPA) = let sums = shifts //adds up whether a neighbor is on or not |> List.fold (fun (state:IPA) t ->PAops.Add(PAops.Cond(PAops.Rotate(arr,t),onearr,zeroarr),state)) zeroarr PAops.Or(PAops.CompareEqual(sums,threearr),PAops.And(PAops.CompareEqual(sums,twoarr),arr)) //rule for life let initrandom () = Array2D.init size size (fun x y -> if RNG.NextDouble() > 0.5 then true else false) type meform () as self= inherit Form() let mutable array = new BoolParallelArray(initrandom()) let timer = new System.Timers.Timer(1.0) //redrawing timer do base.DoubleBuffered <- true do base.Size <- Size(size,size) do timer.Elapsed.Add(fun _ -> self.Invalidate()) do timer.Start() let draw (t:Graphics) = array <- array |> progress let bmap = new System.Drawing.Bitmap(size,size) target.ToArray2D array |> Array2D.iteri (fun x y t -> if not t then bmap.SetPixel(x,y,Color.Black)) t.DrawImageUnscaled(bmap,0,0) do self.Paint.Add(fun t -> draw t.Graphics) do Application.Run(new meform())

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  • counter and displaylist AS3

    - by VideoDnd
    How can I connect my counter to my display list?I've got a counter and a displaylist working, but I need help with everything in between. Try to explain I finished a Snowflake tutorial. The snowballs are children that are called to the stage. When connected to a dynamic variable, they move around and look like snow. I want my counter to move numbers around. I've got a counter, and I've got a 'for loop' to add children to the stage. link to file http://sandboxfun.weebly.com/ actionscript-3 //DISPLAYLIST "puts stuff on stage" for (var i:int = 0; i < 9; i++) { var t:MovieClip = new Tee(); t.x = 105 + i * 111; addChild(t);100 } //ARRAY //var o:Object = new Object(); <br> //var TeeProps:Dictionary= new Dictionary(true); <br> //var Tees:Array = new Array(); <br> //TeeProps[t] = o; <br> //addChild(t); <br> //Tees.push(t); <br> //} <br> //COUNTER drop in "mytext" text field to see it work var timer:Timer = new Timer(10); var count:int = 0; //start at -1 if you want the first decimal to be 0 var fcount:int = 100; timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); function incrementCounter(event:TimerEvent) { count++; fcount=int(count*count/1000);//starts out slow... then speeds up // mytext.text = formatCount(fcount); } function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } I'm rebuilding a earlier version for learning purposes.

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  • MovieClip, counter almost working AS3

    - by VideoDnd
    How do I get my counter to work? This was over my director's head. Please include explanation, and feel free to comment. CONFUSION: I'm confused about the MovieClip container in as3. public class NumbersView extends MovieClip, so that seems to be a container. That may not be the problem, but that's where I got lost. CODE http://videodnd.weebly.com/ The working version of this code is fantastic. My code bellow is an attempt at revising it. The source has been adapted from various smart people. It's a work in progress LIBRARY OBJECT 'vertical number column' Name: mc-NumberImage Class: NumberImage OUTPUT ERRORS 'When I uncomment the code" 1023: Incompatible override. NumbersView... 1021: Duplicate function definition. NumbersView... //NUMBER DOCUMENT CLASS //IMPORT import flash.display.Sprite; import flash.events.Event; import flash.utils.Timer; import flash.events.TimerEvent; import flash.display.DisplayObject; import flash.display.MovieClip; import flash.utils.Dictionary; import caurina.transitions.Tweener; //COUNTER var timer:Timer = new Timer(1000); var count:int = 0; var fcount:int = 0; timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); function incrementCounter(event:TimerEvent) { count++; fcount=int(count*count/1000); } function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("000000000" + i).substr(-9, 9); } //------------------------------------------------------------------------ //PROBLEM AREA function enterFrameHandler(e:Event):void { // numbers.setTime(formatCount(fcount)); } var _listItems:Array = new Array(); var previousNums:Array; const numHeight:int = 120; var NumbersView:Sprite = new Sprite(); //var numbers:NumbersView = new NumbersView; //NUMBERSVIEW // function NumbersView($n:int):void { _listItems = new Array(); previousNums = new Array(); var item:NumberImage; var offset:int = _listItems.length; for (var i:Number = 0; i < 9; i++) { item = new NumberImage(); // }//<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< //------------------------------------------------------------------------ //PUSH ARRAY addChild(item); item.x = i * item.width; _listItems.push(item); } //TWEENER 'Y SCROLLING' function setTime($number:String):void { var nums:Array = $number.split(""); for (var i:Number = 0; i < nums.length; i++) { if (nums[i] == previousNums[i]) continue; Tweener.removeTweens(_listItems[i]); var newY:int = int(nums[i]) * -numHeight; if (_listItems[i].y < 0) _listItems[i].y = numHeight; Tweener.addTween(_listItems[i], { y:newY, time:3 } ); } previousNums = nums; } D E S C R I P T I O N COUNTER: formatCount needs to get passed to Tweener STAGE: for loop, sets up children to be added to the stage NumbersView becomes item, item array adds children to stage TWEENER: advances the vertical number column every time the count fires adds and removes WHY - Learning - Benifit in simplifying the classes and putting it in one FLA

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  • Schedule task in android

    - by Maneesh
    I am using below code for scheduling a task in android but its not giving any results. Please advise on the same. int delay = 5000; // delay for 5 sec. int period = 1000; // repeat every sec. Timer timer = new Timer(); timer.scheduleAtFixedRate(new TimerTask() { public void run() { Toast.makeText(getApplicationContext(),"RUN!",Toast.LENGTH_SHORT).show(); } }, delay, period);

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  • swf listens to XML, AS3

    - by VideoDnd
    My swf listens to XML from a socket and document. How do I get 'my variables' to grab XML from the socket instead of the XML document? PURPOSE My purpose is to control variables with a XML Socket Server. I hope my question is clear, but ask if there's any questions. EXAMPLE Flash File import flash.net.*; import flash.display.*; import flash.events.*; import flash.system.Security; import flash.utils.Timer; import flash.events.TimerEvent; //MY VARIABLES, LINE 8-12 var timer:Timer = new Timer(10); var myString:String = ""; var count:int = 0; var myStg:String = ""; var fcount:int = 0; var xml_s=new XMLSocket(); xml_s.addEventListener(Event.CONNECT, socket_event_catcher);//OnConnect// xml_s.addEventListener(Event.CLOSE, socket_event_catcher);//OnDisconnect// xml_s.addEventListener(IOErrorEvent.IO_ERROR, socket_event_catcher);//Unable To Connect// xml_s.addEventListener(DataEvent.DATA, socket_event_catcher);//OnDisconnect// xml_s.connect("localhost", 1999); function socket_event_catcher(Event):void { switch (Event.type) { case 'ioError' : trace("ioError: " + Event.text);//Unable to Connect :(// break; case 'connect' : trace("Connection Established!");//Connected :)// break; case 'data' : trace("Received Data: " + Event.data); //var myXML:XML=new XML(Event.data); //trace("myXML.body.file: " + myXML.body.file); //var myLoader:String=myXML.body.file; //var urlReq:URLRequest=new URLRequest(myLoader); //trace("file to load URL: " + urlReq); break; case 'close' : trace("Connection Closed!");//OnDisconnect :( // xml_s.close(); break; } } //LOAD XML var myXML:XML; var myLoader:URLLoader = new URLLoader(); myLoader.load(new URLRequest("time.xml")); myLoader.addEventListener(Event.COMPLETE, processXML); //var myXML:XML=new XML(Event.data); //trace("myXML.body.file: " + myXML.body.file); //var DOINK:String=myXML.body.file; //var urlReq:URLRequest=new URLRequest(DOINK); //trace("file to load URL: " + urlReq); //PARSE XML function processXML(e:Event):void { myXML = new XML(e.target.data); trace(myXML.COUNT.text()); //-77777 //grab the data as a string myString = myXML.COUNT.text() //grab the data as an int count = int(myXML.COUNT.text()); //grab the data as a string myString = myXML.COUNT.text() //grab the data as an int count = int(myXML.COUNT.text()); //grab the data as a string myStg = myXML.COUNT.text() //grab the data as an int fcount = int(myXML.COUNT.text()); //grab the data as a string myStg = myXML.COUNT.text() //grab the data as an int fcount = int(myXML.COUNT.text()); trace("String: ", myString); trace("Int: ", count); trace(count - 1); //just to show you that it's a number that you can do math with (-77778) //TEXT var text:TextField = new TextField(); text.text = myString; addChild(text); } Ruby Server 'Snippet' msg1 = {"msg" => {"head" => {"type" => "frctl", "seq_no" => seq_no, "version" => 1.0}, "SESSION" => {"text" => "88888", "timer" => -1000, "count" => 10, "fcount" => "10"}}} XML <?xml version="1.0" encoding="utf-8"?> <SESSION> <TIMER TITLE="speed">100</TIMER> <COUNT TITLE="starting position">88888</COUNT> <FCOUNT TITLE="ramp">1000</FCOUNT> </SESSION> ENVIROMENT AS3 Ruby 186-25 PROBLEM Coding errors "coercion of value"

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  • Issue in parsing the GridViewRows in a Telerik RadGridView

    - by cricketmovies
    Hi, I would like to do something similar what we do in ASP.NET where we parse through all the rows in a GridView and assign a particular value to a particular cell in a row which has a matching TaskId as the current Id. This has to happen in a Tick function of a Dispatcher Timer object. Since I have a Start Timer button Column for every row in a GridView. Upon a particular row's Start Timer Button click, I have to start its timer and display in a cell in that row. Similarly there can be multiple timers running in parallel. For this I need to be able to check the task Id of the particular task and keep updating the cell values with the updated time in all of the tasks that have a Timer Started. TimeSpan TimeRemaining = somevalue; string CurrentTaskId = "100"; foreach(GridViewRow row in RadGridView1.Rows) // Here I tried RadGridView1.ChildrenOfType() as well but it has null { if( (row.DataContext as Task).TaskId == CurrentTaskId ) row.Cells[2].Content = a.TaskTimeRemaining.ToString(); } Can someone please let me know how do I get this functionality using the Telerik RadGridView? Cheers, Syed.

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  • Flip clock showing time issue (animations invovled)

    - by Hwang
    I'm creating a flip clock (clock where you always see in airport), but I can't seems to get the time to show at the correct timing. After the flip, then will see the number changing. But I want it to change before it flips. Currently I'm not sure whether is the animation problem, or isit I have to do something else on the script. I've uploaded the FLA so that you could have a look on how I set up the flipping animation. http://www.mediafire.com/?nzmymjgtntz Below is the AS3 code: package { import flash.display.MovieClip; import flash.events.TimerEvent; import flash.utils.Timer; public class flipClock extends MovieClip { private var clock:clockMC=new clockMC(); //seconds private var secTop1=clock.second.top1.digit; private var secTop2=clock.second.top2.digit; private var secBot1=clock.second.bot1.digit; private var secBot2=clock.second.bot2.digit; private var seconds:Number; private var minutes:Number; private var hours:Number; private var days:Number; public function flipClock():void { decrease(); addChild(clock); } private function decrease():void { var countdownTimer:Timer=new Timer(1000); //Adding an event listener to the timer object countdownTimer.addEventListener(TimerEvent.TIMER,updateTime); //Initializing timer object countdownTimer.start(); } private function updateTime(event:TimerEvent):void { decreasTimerFunction(); updateSecond(); //updateMinute(); } private function updateSecond():void { clock.second.play(); secTop1.text=num2; secTop2.text=num1; if (num1<10) { num1="0"+num1; } if (num2<10) { num2="0"+num2; } if (num1==60) { num1=0; } if (num2==60) { num2=0; } secTop1.text=num1; secTop2.text=num2; //secBot1.text=num1; //secBot2.text=num2; } private function decreasTimerFunction():void { //Create a date object for Christmas Morning var endTime:Date=new Date(2010,4,26,0,0,0,0); //Current date object var now:Date=new Date(); // Set the difference between the two date and times in milliseconds var timeDiff:Number=endTime.getTime()-now.getTime(); seconds=Math.floor(timeDiff/1000); minutes=Math.floor(seconds/60); hours=Math.floor(minutes/60); days=Math.floor(hours/24); // Set the remainder of the division vars above hours%=24; minutes%=60; seconds%=60; } } }

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  • How I can set DispatcherTimer into the for loop.

    - by Jitendra Jadav
    Hello guys, I am using wpf DispatcherTimer and I want ot use it into the for loop how i can use it.. my code is here.. DispatcherTimer timer = new DispatcherTimer(); timer.Tick += (s, e) => { for (i = 0; i < 10; i++) { obsValue.Add(new Entities(i)); timer.Interval = TimeSpan.FromSeconds(30); timer.Start(); } }; Thanks....

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