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  • Why does my buffered GraphicsContext application have a flickering problem?

    - by Bibendum
    import wx class MainFrame(wx.Frame): def __init__(self,parent,title): wx.Frame.__init__(self, parent, title=title, size=(640,480)) self.mainPanel=DoubleBufferTest(self,-1) self.Show(True) class DoubleBufferTest(wx.Panel): def __init__(self,parent=None,id=-1): wx.Panel.__init__(self,parent,id,style=wx.FULL_REPAINT_ON_RESIZE) self.SetBackgroundColour("#FFFFFF") self.timer = wx.Timer(self) self.timer.Start(100) self.Bind(wx.EVT_TIMER, self.update, self.timer) self.Bind(wx.EVT_PAINT,self.onPaint) def onPaint(self,event): event.Skip() dc = wx.MemoryDC() dc.SelectObject(wx.EmptyBitmap(640, 480)) gc = wx.GraphicsContext.Create(dc) gc.PushState() gc.SetBrush(wx.Brush("#CFCFCF")) bgRect=gc.CreatePath() bgRect.AddRectangle(0,0,640,480) gc.FillPath(bgRect) gc.PopState() dc2=wx.PaintDC(self) dc2.Blit(0,0,640,480,dc,0,0) def update(self,event): self.Refresh() app = wx.App(False) f=MainFrame(None,"Test") app.MainLoop() I've come up with this code to draw double buffered GraphicsContext content onto a panel, but there's a constant flickering across the window. I've tried different kinds of paths, like lines and curves but it's still there and I don't know what's causing it.

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  • Moving UIButton around

    - by pbcoder
    I've tried to move a UIButton up and down in a menu. The problem I've got with the following solution is that the timer is not accurate. Sometimes the Button is moved up 122px, sometimes only 120px. How I can fix this? -(IBAction)marketTabClicked:(id)sender { if (marketTabExtended) { NSLog(@"marketTabExtended = YES"); return; } else { if (iPhoneAppsExtended) { timer = [NSTimer scheduledTimerWithTimeInterval:0.005 target: self selector: @selector(animateItemApps) userInfo: nil repeats: YES]; } else { if (homepageExtended) { timer = [NSTimer scheduledTimerWithTimeInterval:0.005 target: self selector: @selector(animateItemHomepage) userInfo: nil repeats: YES]; } else { timer = [NSTimer scheduledTimerWithTimeInterval:0.005 target: self selector: @selector(animateItemMarketing) userInfo: nil repeats: YES]; } } } [self performSelector:@selector(stopTimer) withObject:self afterDelay:0.605]; iPhoneAppsExtended = NO; homepageExtended = NO; marketTabExtended = NO; marketTabExtended = YES; } -(void)animateItemApps { CGPoint movement; movement = CGPointMake(0, -1); homepage.center = CGPointMake(homepage.center.x, homepage.center.y + movement.y); } -(void)animateItemHomepage { CGPoint movement; movement = CGPointMake(0, 1); homepage.center = CGPointMake(homepage.center.x, homepage.center.y + movement.y); //marketTab.center = CGPointMake(marketTab.center.x, marketTab.center.y + movement.y); } -(void)animateItemMarketing { CGPoint movement; movement = CGPointMake(0, -1); //marketTab.center = CGPointMake(marketTab.center.x, marketTab.center.y + movement.y); homepage.center = CGPointMake(homepage.center.x, homepage.center.y + movement.y); } -(void)stopTimer { [timer invalidate]; }

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  • Stop setInterval within jQuery plugin

    - by Romelus
    I am trying to wrap up a plugin that I am writing but am stumped on a very trivial problem that I cant seem to find a solution for. I have tracked down almost every forum and related problem discussion. Any ways here is what I want to happen, my plugin has a timer that I would like the user to be able to handle its termination. (function ($) { ... var defaults = { callback : function(){}, crossfadeTime : 1000, easing : 'linear', running : 'true', // Here is where I would like the user to send a parameter // to invoke a different result. i.e. 'false' => clearing // the timer. Such as... var timer = setInterval(function(){ // Do Something; },3000); if(defaults.running == 'false'){ clearInterval(timer); }

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  • Best ASP.NET Background Service Implementation

    - by Jason N. Gaylord
    What's the best implementation for more than one background service in an ASP.NET application? Timer Callback Timer timer = new Timer(new TimerCallback(MyWorkCallback), HttpContext, 5000, 5000); Thread or ThreadPool Thread thread = new Thread(Work); thread.IsBackground = true; thread.Start(); BackgroundWorker BackgroundWorker worker = new BackgroundWorker(); worker.DoWork += new DoWorkEventHandler(DoMyWork); worker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(DoMyWork_Completed); worker.RunWorkerAsync(); Caching like http://www.codeproject.com/KB/aspnet/ASPNETService.aspx (located in Jeff Atwood's post here) I need to run multiple background "services" at a given time. One service may run every 5 minutes where another may be once a day. It will never be more than 10 services running at a time.

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  • How to update a Widget dynamically (Not waiting 30 min for onUpdate to be called)?

    - by Donal Rafferty
    I am currently learning about widgets in Android. I want to create a WIFI widget that will display the SSID, the RSSI (Signal) level. But I also want to be able to send it data from a service I am running that calculates the Quality of Sound over wifi. Here is what I have after some reading and a quick tutorial: public class WlanWidget extends AppWidgetProvider{ RemoteViews remoteViews; AppWidgetManager appWidgetManager; ComponentName thisWidget; WifiManager wifiManager; public void onUpdate(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds) { Timer timer = new Timer(); timer.scheduleAtFixedRate(new WlanTimer(context, appWidgetManager), 1, 10000); } private class WlanTimer extends TimerTask{ RemoteViews remoteViews; AppWidgetManager appWidgetManager; ComponentName thisWidget; public WlanTimer(Context context, AppWidgetManager appWidgetManager) { this.appWidgetManager = appWidgetManager; remoteViews = new RemoteViews(context.getPackageName(), R.layout.widget); thisWidget = new ComponentName(context, WlanWidget.class); wifiManager = (WifiManager)context.getSystemService(Context.WIFI_SERVICE); } @Override public void run() { remoteViews.setTextViewText(R.id.widget_textview, wifiManager.getConnectionInfo().getSSID()); appWidgetManager.updateAppWidget(thisWidget, remoteViews); } } The above seems to work ok, it updates the SSID on the widget every 10 seconds. However what is the most efficent way to get the information from my service that will be already running to update periodically on my widget? Also is there a better approach to updating the the widget rather than using a timer and timertask? (Avoid polling) UPDATE As per Karan's suggestion I have added the following code in my Service: RemoteViews remoteViews = new RemoteViews(context.getPackageName(), R.layout.widget); ComponentName thisWidget = new ComponentName( context, WlanWidget.class ); remoteViews.setTextViewText(R.id.widget_QCLevel, " " + qcPercentage); AppWidgetManager.getInstance( context ).updateAppWidget( thisWidget, remoteViews ); This gets run everytime the RSSI level changes but it still never updates the TextView on my widget, any ideas why?

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  • set map in google maps with TimerTask

    - by Chad White
    I would like to change the Position of the map in google maps v2 But Ive done it in a TimerTask ... target, zoom, bearing and so on and it says "IllegalStateException - not on the main thread What should I do? Any help? class Task extends TimerTask { @Override public void run() { CameraPosition cameraPosition = new CameraPosition.Builder() .target(Zt) // Sets the center of the map to Mountain View .zoom(12) // Sets the zoom .bearing(180) // Sets the orientation of the camera to east .tilt(30) // Sets the tilt of the camera to 30 degrees .build(); // Creates a CameraPosition from the builder mMap.moveCamera(CameraUpdateFactory.newCameraPosition(cameraPosition)); } } Timer timer = new Timer(); timer.scheduleAtFixedRate(new Task(), 0, 20000);

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  • [Android] GPS can't run inside TimerTask

    - by user568553
    Hi, I am trying to write an android app that acquires a GPS signal at a fix time interval, for example every 1 minute. Since the requestLocationUpdate function does not exactly implement that, I tried to use task to accomplished it. public class getGPS extends TimerTask{ public void run(){ System.out.println("Running a GPS task"); locHandler = new locationUpdateHandler(); myManager.requestLocationUpdates(provider, 60000, 0, locHandler); } } public void LoadCoords(){ Timer timer = new Timer(); timer.scheduleAtFixedRate(new getGPS(), 0, 60000); } However, from what I've seen, requestLocationUpdates would run fine if I put it inside LoadCoords(), but would not run if I put it inside the TimerTask (ie no green icon on the task bar to show that GPS is looking for a fix). Can anyone please suggest an alternative approach or pseudo-code, or correct my mistake if there is one ? Thank you in advance.

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  • Distinguish between a single click and a double click in Java

    - by user552279
    Hi, I search the forum and see this codes: public void mouseClicked(MouseEvent e) { if (e.getClickCount() == 2) { System.out.println(" and it's a double click!"); wasDoubleClick = true; } else { Integer timerinterval = (Integer) Toolkit.getDefaultToolkit().getDesktopProperty( "awt.multiClickInterval"); timer = new Timer(timerinterval.intValue(), new ActionListener() { public void actionPerformed(ActionEvent evt) { if (wasDoubleClick) { wasDoubleClick = false; // reset flag } else { System.out.println(" and it's a simple click!"); } } }); timer.setRepeats(false); timer.start(); } } but the code runs incorrectly(Sometime it prints out " and it's a single click!" 2 times . It should print out " and it's a double click!"). Can anybody show me why? or can you give me some better ways to do this? Thank you!

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  • repeat text animation, as3

    - by pixelGreaser
    Hi, My text animation works perfectly, but doesn't repeat. How do I get this to repeat? Sorry I don't know Flash that well, but I just want this to play over and over. Thanks. var myArray:Array = ["Big", "Holiday", "Sale", "Buy", "Now", "And", "Save"]; Timer var tm:Timer = new Timer(500,0); tm.addEventListener(TimerEvent.TIMER, countdown); function countdown(event:TimerEvent) { if (myArray.length>0){ tx.text = myArray.shift(); } } tm.start(); I tried this if (++myArray.length % 10 == 0)

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  • Releasing an NSTimer iPhone?

    - by Conor Taylor
    I have an NSTimer declared in my .h and in the viewDidLoad of the /m I have the code: timer = [NSTimer scheduledTimerWithTimeInterval:kComplexTimer target:self selector:@selector (main) userInfo:nil repeats:YES]; I also have [timer release]; in my dealloc. However when I exit the view and return to it, the timer has not in fact released, it has doubles in speed! How do I solve this & what am I doing wrong??? Thanks

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  • java version 1.6 applet requistes

    - by gautam
    Hi, I upgraded my java version 1.5 to 1.6. My applet is not working what are prequesties ? i have changed classid and MIME type to 1.6. Its giving exception: load: class com.timer.AppletGenerator.class not found. java.lang.ClassNotFoundException: com.timer.AppletGenerator.class at sun.plugin2.applet.Applet2ClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.plugin2.applet.Plugin2ClassLoader.loadCode(Unknown Source) at sun.plugin2.applet.Plugin2Manager.createApplet(Unknown Source) at sun.plugin2.applet.Plugin2Manager$AppletExecutionRunnable.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: java.io.IOException: open HTTP connection failed:http://localhost:8080/Perfmonitoringgui-000.004.000/com/timer/AppletGenerator/class.class at sun.plugin2.applet.Applet2ClassLoader.getBytes(Unknown Source) at sun.plugin2.applet.Applet2ClassLoader.access$000(Unknown Source) at sun.plugin2.applet.Applet2ClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) ... 7 more Exception: java.lang.ClassNotFoundException: com.timer.AppletGenerator.class Thanks

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  • Painted JPanel won't show up in JFrame

    - by javawarrior
    When I run my code, I expect to see a JPanel in my JFrame, but nothing shows up. I had a button in the frame, and it shows up. But the JPanel doesn't show up, I even colored it in red. Here is the code for my JPanel: import java.awt.*; import javax.swing.JPanel; public class graphic extends JPanel { private static final long serialVersionUID = -3458717449092499931L; public Game game; public graphic(Game game){ this.game = game; this.setPreferredSize(new Dimension(400,400)); this.setBackground(Color.RED); } public void paintComponent(Graphics g){ for (Line l:game.mirrors){ g.setColor(Color.BLACK); g.drawLine(l.start.x, l.start.y, l.end.x, l.end.y); } } } And my JFrame code: import java.awt.Container; import java.awt.event.*; import java.util.Timer; import java.util.TimerTask; import javax.swing.*; public class Viewer implements ActionListener { public JFrame frame; public JButton drawShoot; public boolean draw; public Game game; public graphic graphic; public TimerTask timert; public Timer timer; public Viewer(){ draw = true; game = new Game(); } public static void main(String args[]){ Viewer v = new Viewer(); v.setup(); } public void setup(){ frame = new JFrame("Laser Stimulator"); drawShoot = new JButton("Edit Mode"); graphic = new graphic(game); graphic.repaint(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setBounds(300, 300, 600, 600); Container contentPane = frame.getContentPane(); SpringLayout layout = new SpringLayout(); contentPane.setLayout(layout); drawShoot.addActionListener(this); timert = new TimerTask() { @Override public void run() { } }; timer =new Timer(); timer.scheduleAtFixedRate(timert, 0, 1000/30); contentPane.add(graphic); layout.putConstraint(SpringLayout.NORTH, graphic, 0, SpringLayout.NORTH, contentPane); layout.putConstraint(SpringLayout.WEST, graphic, 0, SpringLayout.WEST, contentPane); frame.setVisible(true); } @Override public void actionPerformed(ActionEvent e) { if (e.getSource()==drawShoot){ draw = !draw; drawShoot.setText((draw)?"Edit Mode":"Shoot Mode"); } } }

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  • Hot to set class variable to be visible to its public static methods?

    - by RCola
    Why I can noy access my variable p in mull form iterate method? How to resolve a problem? Hot to set class variable to be visible to its public static methods? public class mull { public static void main(String[] args) throws InterruptedException { final JPanel p = createAndShowGUI(); Timer timer = new Timer(1000, new MyTimerActionListener()); timer.start(); try { Thread.sleep(10000); } catch (InterruptedException e) { } timer.stop(); public static void iterate(){ for (int i = 0; i < 55; i++){ // "p cannot be resolved" p.moveSquare(i*10, i*10); p.setParamsRing(i*5, i*7, 200, 200); // p.repaint(); } } } class MyPanel extends JPanel { .... } How to access variable set in another method (in this example main())? Why Eclipse forces me to use this ((MyPanel) p).setParamsRing(i*5, i*7, 200, 200); instead of this p.setParamsRing(i*5, i*7, 200, 200);?

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  • C#: String Concatenation vs Format vs StringBuilder

    - by James Michael Hare
    I was looking through my groups’ C# coding standards the other day and there were a couple of legacy items in there that caught my eye.  They had been passed down from committee to committee so many times that no one even thought to second guess and try them for a long time.  It’s yet another example of how micro-optimizations can often get the best of us and cause us to write code that is not as maintainable as it could be for the sake of squeezing an extra ounce of performance out of our software. So the two standards in question were these, in paraphrase: Prefer StringBuilder or string.Format() to string concatenation. Prefer string.Equals() with case-insensitive option to string.ToUpper().Equals(). Now some of you may already know what my results are going to show, as these items have been compared before on many blogs, but I think it’s always worth repeating and trying these yourself.  So let’s dig in. The first test was a pretty standard one.  When concattenating strings, what is the best choice: StringBuilder, string concattenation, or string.Format()? So before we being I read in a number of iterations from the console and a length of each string to generate.  Then I generate that many random strings of the given length and an array to hold the results.  Why am I so keen to keep the results?  Because I want to be able to snapshot the memory and don’t want garbage collection to collect the strings, hence the array to keep hold of them.  I also didn’t want the random strings to be part of the allocation, so I pre-allocate them and the array up front before the snapshot.  So in the code snippets below: num – Number of iterations. strings – Array of randomly generated strings. results – Array to hold the results of the concatenation tests. timer – A System.Diagnostics.Stopwatch() instance to time code execution. start – Beginning memory size. stop – Ending memory size. after – Memory size after final GC. So first, let’s look at the concatenation loop: 1: // build num strings using concattenation. 2: for (int i = 0; i < num; i++) 3: { 4: results[i] = "This is test #" + i + " with a result of " + strings[i]; 5: } Pretty standard, right?  Next for string.Format(): 1: // build strings using string.Format() 2: for (int i = 0; i < num; i++) 3: { 4: results[i] = string.Format("This is test #{0} with a result of {1}", i, strings[i]); 5: }   Finally, StringBuilder: 1: // build strings using StringBuilder 2: for (int i = 0; i < num; i++) 3: { 4: var builder = new StringBuilder(); 5: builder.Append("This is test #"); 6: builder.Append(i); 7: builder.Append(" with a result of "); 8: builder.Append(strings[i]); 9: results[i] = builder.ToString(); 10: } So I take each of these loops, and time them by using a block like this: 1: // get the total amount of memory used, true tells it to run GC first. 2: start = System.GC.GetTotalMemory(true); 3:  4: // restart the timer 5: timer.Reset(); 6: timer.Start(); 7:  8: // *** code to time and measure goes here. *** 9:  10: // get the current amount of memory, stop the timer, then get memory after GC. 11: stop = System.GC.GetTotalMemory(false); 12: timer.Stop(); 13: other = System.GC.GetTotalMemory(true); So let’s look at what happens when I run each of these blocks through the timer and memory check at 500,000 iterations: 1: Operator + - Time: 547, Memory: 56104540/55595960 - 500000 2: string.Format() - Time: 749, Memory: 57295812/55595960 - 500000 3: StringBuilder - Time: 608, Memory: 55312888/55595960 – 500000   Egad!  string.Format brings up the rear and + triumphs, well, at least in terms of speed.  The concat burns more memory than StringBuilder but less than string.Format().  This shows two main things: StringBuilder is not always the panacea many think it is. The difference between any of the three is miniscule! The second point is extremely important!  You will often here people who will grasp at results and say, “look, operator + is 10% faster than StringBuilder so always use StringBuilder.”  Statements like this are a disservice and often misleading.  For example, if I had a good guess at what the size of the string would be, I could have preallocated my StringBuffer like so:   1: for (int i = 0; i < num; i++) 2: { 3: // pre-declare StringBuilder to have 100 char buffer. 4: var builder = new StringBuilder(100); 5: builder.Append("This is test #"); 6: builder.Append(i); 7: builder.Append(" with a result of "); 8: builder.Append(strings[i]); 9: results[i] = builder.ToString(); 10: }   Now let’s look at the times: 1: Operator + - Time: 551, Memory: 56104412/55595960 - 500000 2: string.Format() - Time: 753, Memory: 57296484/55595960 - 500000 3: StringBuilder - Time: 525, Memory: 59779156/55595960 - 500000   Whoa!  All of the sudden StringBuilder is back on top again!  But notice, it takes more memory now.  This makes perfect sense if you examine the IL behind the scenes.  Whenever you do a string concat (+) in your code, it examines the lengths of the arguments and creates a StringBuilder behind the scenes of the appropriate size for you. But even IF we know the approximate size of our StringBuilder, look how much less readable it is!  That’s why I feel you should always take into account both readability and performance.  After all, consider all these timings are over 500,000 iterations.   That’s at best  0.0004 ms difference per call which is neglidgable at best.  The key is to pick the best tool for the job.  What do I mean?  Consider these awesome words of wisdom: Concatenate (+) is best at concatenating.  StringBuilder is best when you need to building. Format is best at formatting. Totally Earth-shattering, right!  But if you consider it carefully, it actually has a lot of beauty in it’s simplicity.  Remember, there is no magic bullet.  If one of these always beat the others we’d only have one and not three choices. The fact is, the concattenation operator (+) has been optimized for speed and looks the cleanest for joining together a known set of strings in the simplest manner possible. StringBuilder, on the other hand, excels when you need to build a string of inderterminant length.  Use it in those times when you are looping till you hit a stop condition and building a result and it won’t steer you wrong. String.Format seems to be the looser from the stats, but consider which of these is more readable.  Yes, ignore the fact that you could do this with ToString() on a DateTime.  1: // build a date via concatenation 2: var date1 = (month < 10 ? string.Empty : "0") + month + '/' 3: + (day < 10 ? string.Empty : "0") + '/' + year; 4:  5: // build a date via string builder 6: var builder = new StringBuilder(10); 7: if (month < 10) builder.Append('0'); 8: builder.Append(month); 9: builder.Append('/'); 10: if (day < 10) builder.Append('0'); 11: builder.Append(day); 12: builder.Append('/'); 13: builder.Append(year); 14: var date2 = builder.ToString(); 15:  16: // build a date via string.Format 17: var date3 = string.Format("{0:00}/{1:00}/{2:0000}", month, day, year); 18:  So the strength in string.Format is that it makes constructing a formatted string easy to read.  Yes, it’s slower, but look at how much more elegant it is to do zero-padding and anything else string.Format does. So my lesson is, don’t look for the silver bullet!  Choose the best tool.  Micro-optimization almost always bites you in the end because you’re sacrificing readability for performance, which is almost exactly the wrong choice 90% of the time. I love the rules of optimization.  They’ve been stated before in many forms, but here’s how I always remember them: For Beginners: Do not optimize. For Experts: Do not optimize yet. It’s so true.  Most of the time on today’s modern hardware, a micro-second optimization at the sake of readability will net you nothing because it won’t be your bottleneck.  Code for readability, choose the best tool for the job which will usually be the most readable and maintainable as well.  Then, and only then, if you need that extra performance boost after profiling your code and exhausting all other options… then you can start to think about optimizing.

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  • box2D simulation doesn't work

    - by shadow_of__soul
    has been a while since last time i used box2D, and i needed to make some stuff, and i saw that my simulation don't worked (compiles, but do anything). i haven't been able to even have working the examples or this simple example i'm pasting below: package { import flash.display.Sprite; import flash.events.Event; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2World; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2Body; import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import org.flashdevelop.utils.FlashConnect; import flash.events.TimerEvent; import flash.utils.Timer; public class Main extends Sprite { public var world:b2World; public var wheelBody:b2Body; public var stepTimer:Timer; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); var gravity:b2Vec2 = new b2Vec2(0, 10); world = new b2World(gravity, true); var wheelBodyDef:b2BodyDef = new b2BodyDef(); wheelBodyDef.type = b2Body.b2_dynamicBody; wheelBody = world.CreateBody(wheelBodyDef); var circleShape:b2CircleShape = new b2CircleShape(5); var wheelFixtureDef:b2FixtureDef = new b2FixtureDef(); wheelFixtureDef.shape = circleShape; var wheelFixture:b2Fixture = wheelBody.CreateFixture(wheelFixtureDef); stepTimer = new Timer(0.025 * 1000); stepTimer.addEventListener(TimerEvent.TIMER, onTick); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); stepTimer.start(); // entry point } private function onTick(a_event:TimerEvent):void { world.Step(0.025, 10, 10); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); } } } on this, the object should fall down, but the positions reported me by the trace method, are always 0. so is not a display problem, that i see everything freeze, is why the simulation is not working, and i have no idea why :( can anyone point me to the right direction of where i need to look for the problem? my settings are: windows 7 flashdevelop 4.2.1 SDK: 4.6.0 compiling for flash 10, but i tried every target i have available (till flash 11.5) project set at 30fps

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  • Syncing Data with a Server using Silverlight and HTTP Polling Duplex

    - by dwahlin
    Many applications have the need to stay in-sync with data provided by a service. Although web applications typically rely on standard polling techniques to check if data has changed, Silverlight provides several interesting options for keeping an application in-sync that rely on server “push” technologies. A few years back I wrote several blog posts covering different “push” technologies available in Silverlight that rely on sockets or HTTP Polling Duplex. We recently had a project that looked like it could benefit from pushing data from a server to one or more clients so I thought I’d revisit the subject and provide some updates to the original code posted. If you’ve worked with AJAX before in Web applications then you know that until browsers fully support web sockets or other duplex (bi-directional communication) technologies that it’s difficult to keep applications in-sync with a server without relying on polling. The problem with polling is that you have to check for changes on the server on a timed-basis which can often be wasteful and take up unnecessary resources. With server “push” technologies, data can be pushed from the server to the client as it changes. Once the data is received, the client can update the user interface as appropriate. Using “push” technologies allows the client to listen for changes from the data but stay 100% focused on client activities as opposed to worrying about polling and asking the server if anything has changed. Silverlight provides several options for pushing data from a server to a client including sockets, TCP bindings and HTTP Polling Duplex.  Each has its own strengths and weaknesses as far as performance and setup work with HTTP Polling Duplex arguably being the easiest to setup and get going.  In this article I’ll demonstrate how HTTP Polling Duplex can be used in Silverlight 4 applications to push data and show how you can create a WCF server that provides an HTTP Polling Duplex binding that a Silverlight client can consume.   What is HTTP Polling Duplex? Technologies that allow data to be pushed from a server to a client rely on duplex functionality. Duplex (or bi-directional) communication allows data to be passed in both directions.  A client can call a service and the server can call the client. HTTP Polling Duplex (as its name implies) allows a server to communicate with a client without forcing the client to constantly poll the server. It has the benefit of being able to run on port 80 making setup a breeze compared to the other options which require specific ports to be used and cross-domain policy files to be exposed on port 943 (as with sockets and TCP bindings). Having said that, if you’re looking for the best speed possible then sockets and TCP bindings are the way to go. But, they’re not the only game in town when it comes to duplex communication. The first time I heard about HTTP Polling Duplex (initially available in Silverlight 2) I wasn’t exactly sure how it was any better than standard polling used in AJAX applications. I read the Silverlight SDK, looked at various resources and generally found the following definition unhelpful as far as understanding the actual benefits that HTTP Polling Duplex provided: "The Silverlight client periodically polls the service on the network layer, and checks for any new messages that the service wants to send on the callback channel. The service queues all messages sent on the client callback channel and delivers them to the client when the client polls the service." Although the previous definition explained the overall process, it sounded as if standard polling was used. Fortunately, Microsoft’s Scott Guthrie provided me with a more clear definition several years back that explains the benefits provided by HTTP Polling Duplex quite well (used with his permission): "The [HTTP Polling Duplex] duplex support does use polling in the background to implement notifications – although the way it does it is different than manual polling. It initiates a network request, and then the request is effectively “put to sleep” waiting for the server to respond (it doesn’t come back immediately). The server then keeps the connection open but not active until it has something to send back (or the connection times out after 90 seconds – at which point the duplex client will connect again and wait). This way you are avoiding hitting the server repeatedly – but still get an immediate response when there is data to send." After hearing Scott’s definition the light bulb went on and it all made sense. A client makes a request to a server to check for changes, but instead of the request returning immediately, it parks itself on the server and waits for data. It’s kind of like waiting to pick up a pizza at the store. Instead of calling the store over and over to check the status, you sit in the store and wait until the pizza (the request data) is ready. Once it’s ready you take it back home (to the client). This technique provides a lot of efficiency gains over standard polling techniques even though it does use some polling of its own as a request is initially made from a client to a server. So how do you implement HTTP Polling Duplex in your Silverlight applications? Let’s take a look at the process by starting with the server. Creating an HTTP Polling Duplex WCF Service Creating a WCF service that exposes an HTTP Polling Duplex binding is straightforward as far as coding goes. Add some one way operations into an interface, create a client callback interface and you’re ready to go. The most challenging part comes into play when configuring the service to properly support the necessary binding and that’s more of a cut and paste operation once you know the configuration code to use. To create an HTTP Polling Duplex service you’ll need to expose server-side and client-side interfaces and reference the System.ServiceModel.PollingDuplex assembly (located at C:\Program Files (x86)\Microsoft SDKs\Silverlight\v4.0\Libraries\Server on my machine) in the server project. For the demo application I upgraded a basketball simulation service to support the latest polling duplex assemblies. The service simulates a simple basketball game using a Game class and pushes information about the game such as score, fouls, shots and more to the client as the game changes over time. Before jumping too far into the game push service, it’s important to discuss two interfaces used by the service to communicate in a bi-directional manner. The first is called IGameStreamService and defines the methods/operations that the client can call on the server (see Listing 1). The second is IGameStreamClient which defines the callback methods that a server can use to communicate with a client (see Listing 2).   [ServiceContract(Namespace = "Silverlight", CallbackContract = typeof(IGameStreamClient))] public interface IGameStreamService { [OperationContract(IsOneWay = true)] void GetTeamData(); } Listing 1. The IGameStreamService interface defines server operations that can be called on the server.   [ServiceContract] public interface IGameStreamClient { [OperationContract(IsOneWay = true)] void ReceiveTeamData(List<Team> teamData); [OperationContract(IsOneWay = true, AsyncPattern=true)] IAsyncResult BeginReceiveGameData(GameData gameData, AsyncCallback callback, object state); void EndReceiveGameData(IAsyncResult result); } Listing 2. The IGameStreamClient interfaces defines client operations that a server can call.   The IGameStreamService interface is decorated with the standard ServiceContract attribute but also contains a value for the CallbackContract property.  This property is used to define the interface that the client will expose (IGameStreamClient in this example) and use to receive data pushed from the service. Notice that each OperationContract attribute in both interfaces sets the IsOneWay property to true. This means that the operation can be called and passed data as appropriate, however, no data will be passed back. Instead, data will be pushed back to the client as it’s available.  Looking through the IGameStreamService interface you can see that the client can request team data whereas the IGameStreamClient interface allows team and game data to be received by the client. One interesting point about the IGameStreamClient interface is the inclusion of the AsyncPattern property on the BeginReceiveGameData operation. I initially created this operation as a standard one way operation and it worked most of the time. However, as I disconnected clients and reconnected new ones game data wasn’t being passed properly. After researching the problem more I realized that because the service could take up to 7 seconds to return game data, things were getting hung up. By setting the AsyncPattern property to true on the BeginReceivedGameData operation and providing a corresponding EndReceiveGameData operation I was able to get around this problem and get everything running properly. I’ll provide more details on the implementation of these two methods later in this post. Once the interfaces were created I moved on to the game service class. The first order of business was to create a class that implemented the IGameStreamService interface. Since the service can be used by multiple clients wanting game data I added the ServiceBehavior attribute to the class definition so that I could set its InstanceContextMode to InstanceContextMode.Single (in effect creating a Singleton service object). Listing 3 shows the game service class as well as its fields and constructor.   [ServiceBehavior(ConcurrencyMode = ConcurrencyMode.Multiple, InstanceContextMode = InstanceContextMode.Single)] public class GameStreamService : IGameStreamService { object _Key = new object(); Game _Game = null; Timer _Timer = null; Random _Random = null; Dictionary<string, IGameStreamClient> _ClientCallbacks = new Dictionary<string, IGameStreamClient>(); static AsyncCallback _ReceiveGameDataCompleted = new AsyncCallback(ReceiveGameDataCompleted); public GameStreamService() { _Game = new Game(); _Timer = new Timer { Enabled = false, Interval = 2000, AutoReset = true }; _Timer.Elapsed += new ElapsedEventHandler(_Timer_Elapsed); _Timer.Start(); _Random = new Random(); }} Listing 3. The GameStreamService implements the IGameStreamService interface which defines a callback contract that allows the service class to push data back to the client. By implementing the IGameStreamService interface, GameStreamService must supply a GetTeamData() method which is responsible for supplying information about the teams that are playing as well as individual players.  GetTeamData() also acts as a client subscription method that tracks clients wanting to receive game data.  Listing 4 shows the GetTeamData() method. public void GetTeamData() { //Get client callback channel var context = OperationContext.Current; var sessionID = context.SessionId; var currClient = context.GetCallbackChannel<IGameStreamClient>(); context.Channel.Faulted += Disconnect; context.Channel.Closed += Disconnect; IGameStreamClient client; if (!_ClientCallbacks.TryGetValue(sessionID, out client)) { lock (_Key) { _ClientCallbacks[sessionID] = currClient; } } currClient.ReceiveTeamData(_Game.GetTeamData()); //Start timer which when fired sends updated score information to client if (!_Timer.Enabled) { _Timer.Enabled = true; } } Listing 4. The GetTeamData() method subscribes a given client to the game service and returns. The key the line of code in the GetTeamData() method is the call to GetCallbackChannel<IGameStreamClient>().  This method is responsible for accessing the calling client’s callback channel. The callback channel is defined by the IGameStreamClient interface shown earlier in Listing 2 and used by the server to communicate with the client. Before passing team data back to the client, GetTeamData() grabs the client’s session ID and checks if it already exists in the _ClientCallbacks dictionary object used to track clients wanting callbacks from the server. If the client doesn’t exist it adds it into the collection. It then pushes team data from the Game class back to the client by calling ReceiveTeamData().  Since the service simulates a basketball game, a timer is then started if it’s not already enabled which is then used to randomly send data to the client. When the timer fires, game data is pushed down to the client. Listing 5 shows the _Timer_Elapsed() method that is called when the timer fires as well as the SendGameData() method used to send data to the client. void _Timer_Elapsed(object sender, ElapsedEventArgs e) { int interval = _Random.Next(3000, 7000); lock (_Key) { _Timer.Interval = interval; _Timer.Enabled = false; } SendGameData(_Game.GetGameData()); } private void SendGameData(GameData gameData) { var cbs = _ClientCallbacks.Where(cb => ((IContextChannel)cb.Value).State == CommunicationState.Opened); for (int i = 0; i < cbs.Count(); i++) { var cb = cbs.ElementAt(i).Value; try { cb.BeginReceiveGameData(gameData, _ReceiveGameDataCompleted, cb); } catch (TimeoutException texp) { //Log timeout error } catch (CommunicationException cexp) { //Log communication error } } lock (_Key) _Timer.Enabled = true; } private static void ReceiveGameDataCompleted(IAsyncResult result) { try { ((IGameStreamClient)(result.AsyncState)).EndReceiveGameData(result); } catch (CommunicationException) { // empty } catch (TimeoutException) { // empty } } LIsting 5. _Timer_Elapsed is used to simulate time in a basketball game. When _Timer_Elapsed() fires the SendGameData() method is called which iterates through the clients wanting to be notified of changes. As each client is identified, their respective BeginReceiveGameData() method is called which ultimately pushes game data down to the client. Recall that this method was defined in the client callback interface named IGameStreamClient shown earlier in Listing 2. Notice that BeginReceiveGameData() accepts _ReceiveGameDataCompleted as its second parameter (an AsyncCallback delegate defined in the service class) and passes the client callback as the third parameter. The initial version of the sample application had a standard ReceiveGameData() method in the client callback interface. However, sometimes the client callbacks would work properly and sometimes they wouldn’t which was a little baffling at first glance. After some investigation I realized that I needed to implement an asynchronous pattern for client callbacks to work properly since 3 – 7 second delays are occurring as a result of the timer. Once I added the BeginReceiveGameData() and ReceiveGameDataCompleted() methods everything worked properly since each call was handled in an asynchronous manner. The final task that had to be completed to get the server working properly with HTTP Polling Duplex was adding configuration code into web.config. In the interest of brevity I won’t post all of the code here since the sample application includes everything you need. However, Listing 6 shows the key configuration code to handle creating a custom binding named pollingDuplexBinding and associate it with the service’s endpoint.   <bindings> <customBinding> <binding name="pollingDuplexBinding"> <binaryMessageEncoding /> <pollingDuplex maxPendingSessions="2147483647" maxPendingMessagesPerSession="2147483647" inactivityTimeout="02:00:00" serverPollTimeout="00:05:00"/> <httpTransport /> </binding> </customBinding> </bindings> <services> <service name="GameService.GameStreamService" behaviorConfiguration="GameStreamServiceBehavior"> <endpoint address="" binding="customBinding" bindingConfiguration="pollingDuplexBinding" contract="GameService.IGameStreamService"/> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> </service> </services>   Listing 6. Configuring an HTTP Polling Duplex binding in web.config and associating an endpoint with it. Calling the Service and Receiving “Pushed” Data Calling the service and handling data that is pushed from the server is a simple and straightforward process in Silverlight. Since the service is configured with a MEX endpoint and exposes a WSDL file, you can right-click on the Silverlight project and select the standard Add Service Reference item. After the web service proxy is created you may notice that the ServiceReferences.ClientConfig file only contains an empty configuration element instead of the normal configuration elements created when creating a standard WCF proxy. You can certainly update the file if you want to read from it at runtime but for the sample application I fed the service URI directly to the service proxy as shown next: var address = new EndpointAddress("http://localhost.:5661/GameStreamService.svc"); var binding = new PollingDuplexHttpBinding(); _Proxy = new GameStreamServiceClient(binding, address); _Proxy.ReceiveTeamDataReceived += _Proxy_ReceiveTeamDataReceived; _Proxy.ReceiveGameDataReceived += _Proxy_ReceiveGameDataReceived; _Proxy.GetTeamDataAsync(); This code creates the proxy and passes the endpoint address and binding to use to its constructor. It then wires the different receive events to callback methods and calls GetTeamDataAsync().  Calling GetTeamDataAsync() causes the server to store the client in the server-side dictionary collection mentioned earlier so that it can receive data that is pushed.  As the server-side timer fires and game data is pushed to the client, the user interface is updated as shown in Listing 7. Listing 8 shows the _Proxy_ReceiveGameDataReceived() method responsible for handling the data and calling UpdateGameData() to process it.   Listing 7. The Silverlight interface. Game data is pushed from the server to the client using HTTP Polling Duplex. void _Proxy_ReceiveGameDataReceived(object sender, ReceiveGameDataReceivedEventArgs e) { UpdateGameData(e.gameData); } private void UpdateGameData(GameData gameData) { //Update Score this.tbTeam1Score.Text = gameData.Team1Score.ToString(); this.tbTeam2Score.Text = gameData.Team2Score.ToString(); //Update ball visibility if (gameData.Action != ActionsEnum.Foul) { if (tbTeam1.Text == gameData.TeamOnOffense) { AnimateBall(this.BB1, this.BB2); } else //Team 2 { AnimateBall(this.BB2, this.BB1); } } if (this.lbActions.Items.Count > 9) this.lbActions.Items.Clear(); this.lbActions.Items.Add(gameData.LastAction); if (this.lbActions.Visibility == Visibility.Collapsed) this.lbActions.Visibility = Visibility.Visible; } private void AnimateBall(Image onBall, Image offBall) { this.FadeIn.Stop(); Storyboard.SetTarget(this.FadeInAnimation, onBall); Storyboard.SetTarget(this.FadeOutAnimation, offBall); this.FadeIn.Begin(); } Listing 8. As the server pushes game data, the client’s _Proxy_ReceiveGameDataReceived() method is called to process the data. In a real-life application I’d go with a ViewModel class to handle retrieving team data, setup data bindings and handle data that is pushed from the server. However, for the sample application I wanted to focus on HTTP Polling Duplex and keep things as simple as possible.   Summary Silverlight supports three options when duplex communication is required in an application including TCP bindins, sockets and HTTP Polling Duplex. In this post you’ve seen how HTTP Polling Duplex interfaces can be created and implemented on the server as well as how they can be consumed by a Silverlight client. HTTP Polling Duplex provides a nice way to “push” data from a server while still allowing the data to flow over port 80 or another port of your choice.   Sample Application Download

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  • Renaming the sa Account

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    Today I renamed the sa account on 23 SQL Server 2005/2008 instances.  I used the CMS to assist with this task.  Later we realized all of the SQL Agent jobs were failing on these instances with the following error: “The job failed.  The owner (sa) of job XYZ does not have server access.” We use sa as the job owner, and it had correctly changed the owner to our new name as the sids had not changed.  We were at first confused why the jobs were failing but then realized restarting the SQL Agent service might help.  The restart corrected the problem. If you plan on renaming your sa account (best practice), make sure you restart the SQL Agent service afterwards to avoid failing jobs.  This is perhaps common knowledge, but it was something new learned by me today.

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  • Tiny program to register work hours

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  • How do I apply a computer science degree to web development?

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  • QML: Overriding a signal handler from other element

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    Is it possible to override an elements action (eg onTriggered() of a Timer) from within the onClick() of a button? Something like so- Button { id: centerBtn objectName: "button" onClicked: { delaytimer.running = true; delayTimer.onTriggered {}; // override here } Timer { id: delaytimer interval: 1000 running: false repeat: false onTriggered: //something implemented here } }

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  • When designing a job queue, what should determine the scope of a job?

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    We've got a job queue system that'll cheerfully process any kind of job given to it. We intend to use it to process jobs that each contain 2 tasks: Job (Pass information from one server to another) Fetch task (get the data, slowly) Send task (send the data, comparatively quickly) The difficulty we're having is that we don't know whether to break the tasks into separate jobs, or process the job in one go. Are there any best practices or useful references on this subject? Is there some obvious benefit to a method that we're missing? So far we can see these benefits for each method: Split Job lease length reflects job length: Rather than total of two Finer granularity on recovery: If we lose outgoing connectivity we can tell them all to retry The starting state of the second task is saved to job history: Helps with debugging (although similar logging could be added in single task method) Single Single job to be scheduled: Less processing overhead Data not stale on recovery: If the outgoing downtime is quite long, the pending Send jobs could be outdated

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  • Windows Azure HPC Scheduler Architecture

    - by Churianov Roman
    So far I've found very little information on the scheduling policy, resource management policy of Azure HPC Scheduler. I would appreciate any kind of information regarding some of these questions: What scheduling policy does a Head Node use to scatter jobs to Compute Nodes? Does Azure Scheduler use prior information about the jobs (compute time, memory demands ...) ? If 'yes', how it gets this information? Does Azure Scheduler split a job into several parallel jobs on one Compute node? Does it have any protection from Compute Node failures? (what it does when a compute node stops responding) Does it support addition/subtraction of Compute nodes? Is it possible to cancel a job? P.S. I'm aware of the MSDN resource Windows Azure HPC Scheduler. I found only information of how to use this Scheduler but almost nothing about how it works inside.

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  • seo for complex url

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  • Cheap and Affordable SEO Services

    These days it is very easy to find cheap SEO services in India. It is because the unemployment is at its peak and people have started to move towards jobs from homes. These jobs from home include all types of online jobs but SEO has more demand than any other. This is an obvious thing that if you are selling any item and that item has a lot of competition then only the person with cheapest price along with the best quality will be successful. As SEO services are very common therefore you can find very cheap SEO person.

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  • Is there any way to customize the Windows 7 taskbar auto-hide behavior? Delay activation? Timer?

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