Search Results

Search found 10860 results on 435 pages for 'bad blocks'.

Page 42/435 | < Previous Page | 38 39 40 41 42 43 44 45 46 47 48 49  | Next Page >

  • Resharper 5: How do I set the default formatting style for inline code blocks?

    - by nukefusion
    I've got a problem with the formatting of inline code blocks within the VS2010 text editor and wonder if anyone else has had similar problems and found the 'magic' setting I'm looking for. I'm working my way through tutorials in an MVC book. Whenever I add some inline code blocks to a view I want them formatted like so: <% foreach (var link in Model) { %> <a href="<%=Url.RouteUrl(link.RouteValues)%>"> <%=link.Text%> </a> <% } %> What I'm actually getting is this (auto-formatted by the IDE when I finish writing the code): <% foreach (var link in Model) { %> <a href="<%=Url.RouteUrl(link.RouteValues)%>"> <%=link.Text%> </a> <% } %> It's pretty irritating. Any ideas on how I can instruct the IDE to leave my <% % tags alone? I've been fiddling with options under "Tools - Options - Text Editor" for ages but alas am getting nowhere... Edit: I've just noticed that this is down to Resharper 5 (when I disable it the problem disappears), however I still don't know how to stop it. Any ideas?

    Read the article

  • Google TV Gets Bad Reception. Can Media Center Pull in the Signal?

    - by andrewbrust
    The news hit Monday morning that Google has decided to delay the release of its Google TV platform, and has asked its OEMs to delay any products that embed the software.  Coming just about two weeks prior to the 2011 Consumer Electronics Show (CES), Google’s timing is about the worst imaginable.  CES is where the platform should have had its coming out party, especially given all the anticipation that has built up since its initial announcement came 7 months ago. At last year’s CES, it seemed every consumer electronics company had fashioned its own software stack for Internet-based video programming and applications/widgets on its TVs, optical disc players and set top boxes.  In one case, I even saw two platforms on a single TV set (one provided by Yahoo and the other one native to the TV set). The whole point of Google TV was to solve this problem and offer a standard, embeddable platform.  But that won’t be happening, at least not for a while.  Google seems unable to get it together, and more proprietary approaches, like Apple TV, don’t seem to be setting the world of TV-Internet convergence on fire, either. It seems to me, that when it comes to building a “TV operating system,” Windows Media Center is still the best of a bad bunch.  But it won’t stay so for much longer without some changes.  Will Redmond pick up the ball that Google has fumbled?  I’m skeptical, but hopeful.  Regardless, here are some steps that could help Microsoft make the most of Google’s faux pas: Introduce a new Media Center version that uses XBox 360, rather than Windows 7 (or 8), as the platform.  TV platforms should be appliance-like, not PC-like.  Combine that notion with the runaway sales numbers for Xbox 360 Kinect, and the mass appeal it has delivered for Xbox, and the switch form Windows makes even more sense. As I have pointed out before, Microsoft’s Xbox implementation of its Mediaroom platform (announced and demoed at last year’s CES) gets Redmond 80% of the way toward this goal.  Nothing stops Microsoft from going the other 20%, other than its own apathy, which I hope has dissipated. Reverse the decision to remove Drive Extender technology from Windows Home Server (WHS), and create deep integration between WHS and Media Center.  I have suggested this previously as well, but the recent announcement that Drive Extender would be dropped from WHS 2.0 creates the need for me to a) join the chorus of people urging Microsoft to reconsider and b) reiterate the importance of Media Center-WHS integration in the context of a Google compete scenario. Enable Windows Phone 7 (WP7) as a Media Center client.  This would tighten the integration loop already established between WP7, Xbox and Zune.  But it would also counter Echostar/DISH Network/Sling Media, strike a blow against Google/Android (and even Apple/iOS) and could be the final strike against TiVO. Bring the WP7 user interface to Media Center and Kinect-enable it.  This would further the integration discussed above and would be appropriate recognition of WP7’s Metro UI having been built on the heritage of the original Media Center itself.  And being able to run your DVR even if you can’t find the remote (or can’t see its buttons in the dark) could be a nifty gimmick. Microsoft can do this but its consumer-oriented organization, responsible for Xbox, Zune and WP7, has to take the reins here, or none of this will likely work.  There’s a significant chance that won’t happen, but I won’t let that stop me from hoping that it does and insisting that it must.  Honestly, this fight is Microsoft’s to lose.

    Read the article

  • If the model is validating the data, shouldn't it throw exceptions on bad input?

    - by Carlos Campderrós
    Reading this SO question it seems that throwing exceptions for validating user input is frowned upon. But who should validate this data? In my applications, all validations are done in the business layer, because only the class itself really knows which values are valid for each one of its properties. If I were to copy the rules for validating a property to the controller, it is possible that the validation rules change and now there are two places where the modification should be made. Is my premise that validation should be done on the business layer wrong? What I do So my code usually ends up like this: <?php class Person { private $name; private $age; public function setName($n) { $n = trim($n); if (mb_strlen($n) == 0) { throw new ValidationException("Name cannot be empty"); } $this->name = $n; } public function setAge($a) { if (!is_int($a)) { if (!ctype_digit(trim($a))) { throw new ValidationException("Age $a is not valid"); } $a = (int)$a; } if ($a < 0 || $a > 150) { throw new ValidationException("Age $a is out of bounds"); } $this->age = $a; } // other getters, setters and methods } In the controller, I just pass the input data to the model, and catch thrown exceptions to show the error(s) to the user: <?php $person = new Person(); $errors = array(); // global try for all exceptions other than ValidationException try { // validation and process (if everything ok) try { $person->setAge($_POST['age']); } catch (ValidationException $e) { $errors['age'] = $e->getMessage(); } try { $person->setName($_POST['name']); } catch (ValidationException $e) { $errors['name'] = $e->getMessage(); } ... } catch (Exception $e) { // log the error, send 500 internal server error to the client // and finish the request } if (count($errors) == 0) { // process } else { showErrorsToUser($errors); } Is this a bad methodology? Alternate method Should maybe I create methods for isValidAge($a) that return true/false and then call them from the controller? <?php class Person { private $name; private $age; public function setName($n) { $n = trim($n); if ($this->isValidName($n)) { $this->name = $n; } else { throw new Exception("Invalid name"); } } public function setAge($a) { if ($this->isValidAge($a)) { $this->age = $a; } else { throw new Exception("Invalid age"); } } public function isValidName($n) { $n = trim($n); if (mb_strlen($n) == 0) { return false; } return true; } public function isValidAge($a) { if (!is_int($a)) { if (!ctype_digit(trim($a))) { return false; } $a = (int)$a; } if ($a < 0 || $a > 150) { return false; } return true; } // other getters, setters and methods } And the controller will be basically the same, just instead of try/catch there are now if/else: <?php $person = new Person(); $errors = array(); if ($person->isValidAge($age)) { $person->setAge($age); } catch (Exception $e) { $errors['age'] = "Invalid age"; } if ($person->isValidName($name)) { $person->setName($name); } catch (Exception $e) { $errors['name'] = "Invalid name"; } ... if (count($errors) == 0) { // process } else { showErrorsToUser($errors); } So, what should I do? I'm pretty happy with my original method, and my colleagues to whom I have showed it in general have liked it. Despite this, should I change to the alternate method? Or am I doing this terribly wrong and I should look for another way?

    Read the article

  • Canvas context used but not updated on canvas

    - by John Doe
    I am developing an small html5 game, where I have the following code: if(object.blocks){ var blocks = object.blocks, that = this; each(blocks,function(index){ that.blocks.push(new Block(this[index])); }); } I receive an object with some configuration and instantiate blocks with it. It works fine, but the Block class has an method, called draw: this.draw = function (ctx){ if(ctx){ var colors = ['#FF0000','#FFFF00','#0000FF','#00FF00'], color = Math.round(Math.random() * colors.length-1); ctx.fillStyle = colors[color]; ctx.fillRect(this.x,this.y,this.width,this.height); } }; It was working before I moved it into the Block class, but now it draws nothing. This is the code that calls draw: render: function(ctx){ each(this.blocks,function(index){ this[index].draw(ctx); }); } The context comes from the html page, from the main canvas.

    Read the article

  • What's the fastest way to check if a word from one string is in another string?

    - by Mike Trpcic
    I have a string of words; let's call them bad: bad = "foo bar baz" I can keep this string as a whitespace separated string, or as a list: bad = bad.split(" "); If I have another string, like so: str = "This is my first foo string" What's the fasted way to check if any word from the bad string is within my comparison string, and what's the fastest way to remove said word if it's found? #Find if a word is there bad.split(" ").each do |word| found = str.include?(word) end #Remove the word bad.split(" ").each do |word| str.gsub!(/#{word}/, "") end

    Read the article

  • Optimizing AES modes on Solaris for Intel Westmere

    - by danx
    Optimizing AES modes on Solaris for Intel Westmere Review AES is a strong method of symmetric (secret-key) encryption. It is a U.S. FIPS-approved cryptographic algorithm (FIPS 197) that operates on 16-byte blocks. AES has been available since 2001 and is widely used. However, AES by itself has a weakness. AES encryption isn't usually used by itself because identical blocks of plaintext are always encrypted into identical blocks of ciphertext. This encryption can be easily attacked with "dictionaries" of common blocks of text and allows one to more-easily discern the content of the unknown cryptotext. This mode of encryption is called "Electronic Code Book" (ECB), because one in theory can keep a "code book" of all known cryptotext and plaintext results to cipher and decipher AES. In practice, a complete "code book" is not practical, even in electronic form, but large dictionaries of common plaintext blocks is still possible. Here's a diagram of encrypting input data using AES ECB mode: Block 1 Block 2 PlainTextInput PlainTextInput | | | | \/ \/ AESKey-->(AES Encryption) AESKey-->(AES Encryption) | | | | \/ \/ CipherTextOutput CipherTextOutput Block 1 Block 2 What's the solution to the same cleartext input producing the same ciphertext output? The solution is to further process the encrypted or decrypted text in such a way that the same text produces different output. This usually involves an Initialization Vector (IV) and XORing the decrypted or encrypted text. As an example, I'll illustrate CBC mode encryption: Block 1 Block 2 PlainTextInput PlainTextInput | | | | \/ \/ IV >----->(XOR) +------------->(XOR) +---> . . . . | | | | | | | | \/ | \/ | AESKey-->(AES Encryption) | AESKey-->(AES Encryption) | | | | | | | | | \/ | \/ | CipherTextOutput ------+ CipherTextOutput -------+ Block 1 Block 2 The steps for CBC encryption are: Start with a 16-byte Initialization Vector (IV), choosen randomly. XOR the IV with the first block of input plaintext Encrypt the result with AES using a user-provided key. The result is the first 16-bytes of output cryptotext. Use the cryptotext (instead of the IV) of the previous block to XOR with the next input block of plaintext Another mode besides CBC is Counter Mode (CTR). As with CBC mode, it also starts with a 16-byte IV. However, for subsequent blocks, the IV is just incremented by one. Also, the IV ix XORed with the AES encryption result (not the plain text input). Here's an illustration: Block 1 Block 2 PlainTextInput PlainTextInput | | | | \/ \/ AESKey-->(AES Encryption) AESKey-->(AES Encryption) | | | | \/ \/ IV >----->(XOR) IV + 1 >---->(XOR) IV + 2 ---> . . . . | | | | \/ \/ CipherTextOutput CipherTextOutput Block 1 Block 2 Optimization Which of these modes can be parallelized? ECB encryption/decryption can be parallelized because it does more than plain AES encryption and decryption, as mentioned above. CBC encryption can't be parallelized because it depends on the output of the previous block. However, CBC decryption can be parallelized because all the encrypted blocks are known at the beginning. CTR encryption and decryption can be parallelized because the input to each block is known--it's just the IV incremented by one for each subsequent block. So, in summary, for ECB, CBC, and CTR modes, encryption and decryption can be parallelized with the exception of CBC encryption. How do we parallelize encryption? By interleaving. Usually when reading and writing data there are pipeline "stalls" (idle processor cycles) that result from waiting for memory to be loaded or stored to or from CPU registers. Since the software is written to encrypt/decrypt the next data block where pipeline stalls usually occurs, we can avoid stalls and crypt with fewer cycles. This software processes 4 blocks at a time, which ensures virtually no waiting ("stalling") for reading or writing data in memory. Other Optimizations Besides interleaving, other optimizations performed are Loading the entire key schedule into the 128-bit %xmm registers. This is done once for per 4-block of data (since 4 blocks of data is processed, when present). The following is loaded: the entire "key schedule" (user input key preprocessed for encryption and decryption). This takes 11, 13, or 15 registers, for AES-128, AES-192, and AES-256, respectively The input data is loaded into another %xmm register The same register contains the output result after encrypting/decrypting Using SSSE 4 instructions (AESNI). Besides the aesenc, aesenclast, aesdec, aesdeclast, aeskeygenassist, and aesimc AESNI instructions, Intel has several other instructions that operate on the 128-bit %xmm registers. Some common instructions for encryption are: pxor exclusive or (very useful), movdqu load/store a %xmm register from/to memory, pshufb shuffle bytes for byte swapping, pclmulqdq carry-less multiply for GCM mode Combining AES encryption/decryption with CBC or CTR modes processing. Instead of loading input data twice (once for AES encryption/decryption, and again for modes (CTR or CBC, for example) processing, the input data is loaded once as both AES and modes operations occur at in the same function Performance Everyone likes pretty color charts, so here they are. I ran these on Solaris 11 running on a Piketon Platform system with a 4-core Intel Clarkdale processor @3.20GHz. Clarkdale which is part of the Westmere processor architecture family. The "before" case is Solaris 11, unmodified. Keep in mind that the "before" case already has been optimized with hand-coded Intel AESNI assembly. The "after" case has combined AES-NI and mode instructions, interleaved 4 blocks at-a-time. « For the first table, lower is better (milliseconds). The first table shows the performance improvement using the Solaris encrypt(1) and decrypt(1) CLI commands. I encrypted and decrypted a 1/2 GByte file on /tmp (swap tmpfs). Encryption improved by about 40% and decryption improved by about 80%. AES-128 is slighty faster than AES-256, as expected. The second table shows more detail timings for CBC, CTR, and ECB modes for the 3 AES key sizes and different data lengths. » The results shown are the percentage improvement as shown by an internal PKCS#11 microbenchmark. And keep in mind the previous baseline code already had optimized AESNI assembly! The keysize (AES-128, 192, or 256) makes little difference in relative percentage improvement (although, of course, AES-128 is faster than AES-256). Larger data sizes show better improvement than 128-byte data. Availability This software is in Solaris 11 FCS. It is available in the 64-bit libcrypto library and the "aes" Solaris kernel module. You must be running hardware that supports AESNI (for example, Intel Westmere and Sandy Bridge, microprocessor architectures). The easiest way to determine if AES-NI is available is with the isainfo(1) command. For example, $ isainfo -v 64-bit amd64 applications pclmulqdq aes sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov amd_sysc cx8 tsc fpu 32-bit i386 applications pclmulqdq aes sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov sep cx8 tsc fpu No special configuration or setup is needed to take advantage of this software. Solaris libraries and kernel automatically determine if it's running on AESNI-capable machines and execute the correctly-tuned software for the current microprocessor. Summary Maximum throughput of AES cipher modes can be achieved by combining AES encryption with modes processing, interleaving encryption of 4 blocks at a time, and using Intel's wide 128-bit %xmm registers and instructions. References "Block cipher modes of operation", Wikipedia Good overview of AES modes (ECB, CBC, CTR, etc.) "Advanced Encryption Standard", Wikipedia "Current Modes" describes NIST-approved block cipher modes (ECB,CBC, CFB, OFB, CCM, GCM)

    Read the article

  • Why is it a bad practice to call System.gc?

    - by zneak
    After answering to a question about how to force-free objects in Java (the guy was clearing a 1.5GB HashMap) with System.gc(), I've been told it's a bad practice to call System.gc() manually, but the comments seemed mitigated about it. So much that no one dared to upvote it, nor downvote it. I've been told there it's a bad practice, but then I've also been told garbage collector runs don't systematically stop the world anymore, and that it could also be only seen as a hint, so I'm kind of at loss. I do understand that usually the JVM knows better than you when it needs to reclaim memory. I also understand that worrying about a few kilobytes of data is silly. And I also understand that even megabytes of data isn't what it was a few years back. But still, 1.5 gigabyte? And you know there's like 1.5 GB of data hanging around in memory; it's not like it's a shot in the dark. Is System.gc() systematically bad, or is there some point at which it becomes okay? So the question is actually double: Why is it or not a bad practice to call System.gc()? Is it really a hint under certain implementations, or is it always a full collection cycle? Are there really garbage collector implementations that can do their work without stopping the world? Please shed some light over the various assertions people have made. Where's the threshold? Is it never a good idea to call System.gc(), or are there times when it's acceptable? If any, what are those times?

    Read the article

  • are projects with high developer turn over rate really a bad thing?

    - by John
    I've inherited a lot of web projects that experienced high developer turn over rates. Sometimes these web projects are a horrible patchwork of band aid solutions. Other times they can be somewhat maintainable mozaics of half-done features each built with a different architectural style. Everytime I inherit these projects, I wish the previous developers could explain to me why things got so bad. What puzzles me is the reaction of the owners (either a manager, a middle man company, or a client). They seem to think, "Well, if you leave, I'll just find another developer." Or they think, "Oh, it costs that much money to refactor the system? I know another developer who can do it at half the price. I'll hire him if I can't afford you." I'm guessing that the high developer turn over rate is related to the owner's mentality of "If you think it's a bad idea to build this, I'll just find another (possibly cheaper) developer to do what I want". For the owners, the approach seems to work because their business is thriving. Unfortunately, it's no fun for the developers that go AWOL 3-4 months after working with poor code, strict timelines, and little feedback. So my question is the following: Are the following symptoms of a project really such a bad thing for business? high developer turn over rate poorly built technology - often a patchwork of different and inappropriately used architectural styles owners without a clear roadmap for their web project, and they request features on a whim I've seen numerous businesses prosper while experiencing the symptoms above. So as a programmer, even though my instincts tell me the above points are terrible, I'm forced to take a step back and ask, "are things really that bad in the grand scheme of things?" If not, I will re-evaluate my approach to these projects.

    Read the article

  • DBan not working because disk has bad sectors? [migrated]

    - by canadiancreed
    Attempting to wipe the drive of a laptop that I have before it's sold, and normally use DBAN to do so. However this time it starts and then finishes instantly with the following message. "DBAN finished with non-fatal errors This is usually cause by disks with bad sectors" Have tried multiple flags such as noverify to force it to skip this check (it doesn't show bad sectors in the OS scan in windows). but the error always comes back. This is the only time that I've seen this message, as every other of the few drives I've used this software on usually take 3-5 hours to do their job.

    Read the article

  • Tracking down rogue disk usage

    - by Amadan
    I found several other questions regarding the theory behind my problem (e.g. this, this), but I don't know how to apply the answers to my machine. # du -hsx / 11000283 / # df -kT / Filesystem Type 1K-blocks Used Available Use% Mounted on /dev/mapper/csisv13-root ext4 516032952 361387456 128432532 74% / There is a big difference between 11G (du) and 345G (df). Where are the remaining 334G? It's not in deleted files. There was only one, it was short, and I truncated it just in case. This is what remains: # lsof -a +L1 / COMMAND PID USER FD TYPE DEVICE SIZE/OFF NLINK NODE NAME zabbix_ag 4902 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4902 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4906 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4906 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4907 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4907 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4908 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4908 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4909 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4909 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4910 zabbix 1w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) zabbix_ag 4910 zabbix 2w REG 252,0 0 0 28836028 /var/log/zabbix-agent/zabbix_agentd.log.1 (deleted) I rebooted to see if fsck does anything. But, from /var/log/boot.log, it seems there are no issues: /dev/mapper/server-root: clean, 3936097/32768000 files, 125368568/131064832 blocks Thinking maybe someone overzealously reserved root space, I checked the master record: # tune2fs -l /dev/mapper/server-root tune2fs 1.42 (29-Nov-2011) Filesystem volume name: <none> Last mounted on: / Filesystem UUID: 86430ade-cea7-46ce-979c-41769a41ecbe Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype needs_recovery extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: user_xattr acl Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 32768000 Block count: 131064832 Reserved block count: 6553241 Free blocks: 5696264 Free inodes: 28831903 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 992 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8192 Inode blocks per group: 512 Flex block group size: 16 Filesystem created: Fri Feb 1 13:44:04 2013 Last mount time: Tue Aug 19 16:56:13 2014 Last write time: Fri Feb 1 13:51:28 2013 Mount count: 9 Maximum mount count: -1 Last checked: Fri Feb 1 13:44:04 2013 Check interval: 0 (<none>) Lifetime writes: 1215 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 First orphan inode: 28836028 Default directory hash: half_md4 Directory Hash Seed: bca55ff5-f530-48d1-8347-25c004f66d43 Journal backup: inode blocks The system is: # uname -a Linux server 3.2.0-67-generic #101-Ubuntu SMP Tue Jul 15 17:46:11 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux # cat /etc/lsb-release DISTRIB_ID=Ubuntu DISTRIB_RELEASE=12.04 DISTRIB_CODENAME=precise DISTRIB_DESCRIPTION="Ubuntu 12.04.2 LTS" Does anyone have any tips on what exactly to do to find and hopefully reclaim the missing space?

    Read the article

  • Find out what resource is triggering bad password attempt?

    - by Craig Tataryn
    Background: Have a problem at work where I am constantly being locked out of my computer. We are in an environment that has a Domain Controller and we use Active Directory for authentication. By going through my normal workflow while on the phone with Desktop Support we were able to track the bad password attempts that were causing the lockouts to an application: "Eclipse". This is the application I use to do software development. I immediately thought it was a cached password for our SVN server that's the culprit, however the desktop support person couldn't tell me which resource the password attempt was being made against (i.e. which URL for instance). Question: Is there a way that I can monitor bad authentication requests made by an application on my desktop and find out what resource they are attempting it against?

    Read the article

  • DH61AG's mythical 2 pin 19v power socket and is too low of votage bad?

    - by Nick Orton
    I have an intel dh61ag motherboard. It has an external 19v power adapter. It also has a 1x2 pin 19VDC internal power connector. Now I cannot find a psu or adapter or anything that will plug into this. In an intel forum, one person said that he plugged half of a 2x2 psu connector in and it worked. Since this would deliver 12v into a socket that asks for 19v, I suspect that this is a bad idea. I don't know much about hardware. Can anyone explain to me why this would be a bad idea?

    Read the article

  • Is it bad to put your computer in sleep mode every time?

    - by Ivo Flipse
    Often I have a lot of stuff open and don't feel like shutting down my laptop, so I just use sleep mode when I'm transferring it. But I have no idea if this might have any disadvantages. So my question is: is it bad to put your computer in sleep mode every time? Things I'm wondering: Should I turn off my computer every once in a while? Will continuous use of sleep mode slow down my system in any way? Are there any bad side effects (in the long term)? Any thoughts? FYI I'm using Windows 7 on a laptop

    Read the article

  • recordMyDesktop stopped working after upgrade

    - by anfeo
    Hi, I've done the upgrade to Ubuntu 10.10 from Ubuntu 10.04, and recordMydesktop don't work now. If I start it from command line it seam to work, but the interface don't start and I have this error: Initial recording window is set to: X:0 Y:0 Width:1680 Height:945 Adjusted recording window is set to: X:0 Y:0 Width:1680 Height:944 Your window manager appears to be Metacity Initializing... Buffer size adjusted to 4096 from 4096 frames. Opened PCM device default Recording on device default is set to: 1 channels at 22050Hz X Error: BadAccess (attempt to access private resource denied) Bad Access on XGrabKey. Shortcut already assigned. X Error: BadAccess (attempt to access private resource denied) Bad Access on XGrabKey. Shortcut already assigned. X Error: BadAccess (attempt to access private resource denied) Bad Access on XGrabKey. Shortcut already assigned. X Error: BadAccess (attempt to access private resource denied) Bad Access on XGrabKey. Shortcut already assigned. Capturing! X Error: BadAccess (attempt to access private resource denied) Bad Access on XGrabKey. Shortcut already assigned. X Error: BadAccess (attempt to access private resource denied) Bad Access on XGrabKey. Shortcut already assigned. X Error: BadAccess (attempt to access private resource denied) Bad Access on XGrabKey. Shortcut already assigned. X Error: BadAccess (attempt to access private resource denied) Bad Access on XGrabKey. Shortcut already assigned.

    Read the article

  • Finding shapes in 2D Array, then optimising

    - by assemblism
    I'm new so I can't do an image, but below is a diagram for a game I am working on, moving bricks into patterns, and I currently have my code checking for rotated instances of a "T" shape of any colour. The X and O blocks would be the same colour, and my last batch of code would find the "T" shape where the X's are, but what I wanted was more like the second diagram, with two "T"s Current result      Desired Result [X][O][O]                [1][1][1] [X][X][_]                [2][1][_] [X][O][_]                [2][2][_] [O][_][_]                [2][_][_] My code loops through x/y, marks blocks as used, rotates the shape, repeats, changes colour, repeats. I have started trying to fix this checking with great trepidation. The current idea is to: loop through the grid and make note of all pattern occurrences (NOT marking blocks as used), and putting these to an array loop through the grid again, this time noting which blocks are occupied by which patterns, and therefore which are occupied by multiple patterns. looping through the grid again, this time noting which patterns obstruct which patterns That much feels right... What do I do now? I think I would have to try various combinations of conflicting shapes, starting with those that obstruct the most other patterns first.How do I approach this one? use the rational that says I have 3 conflicting shapes occupying 8 blocks, and the shapes are 4 blocks each, therefore I can only have a maximum of two shapes. (I also intend to incorporate other shapes, and there will probably be score weighting which will need to be considered when going through the conflicting shapes, but that can be another day) I don't think it's a bin packing problem, but I'm not sure what to look for. Hope that makes sense, thanks for your help

    Read the article

  • Player & Level class structure in 2D python console game?

    - by Markus Meskanen
    I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other objects. Levels construct out of multiple Blocks, such as player(s), rocks, etc. Here's the Block class: class Block(object): def __init__(self, x=0, y=0, char=' ', solid=False): self.x = x self.y = y self.char = char self.solid = solid As you see, each block has a position (x, y) and a character to represent the block when it's printed. Each block also has a solid attribute, defining whether it can overlap with other solids or not. (Two solid blocks cannot overlap) I've now created few subclasses from Block (Rock might be useless for now) class Rock(Block): def __init__(self, x=0, y=0): super(Rock, self).__init__(x, y, 'x', True) class Player(Block): def __init__(self, x=0, y=0): super(Player, self).__init__(x, y, 'i', True) def move_left(self, x=1): ... # How do I make sure Player wont overlap with rocks? self.x -= x And here's the Level class: class Level(object): def __init__(self, name='', blocks=None): self.name = name self.blocks = blocks or [] Only way I can think of is to store a Player instance into Level's attributes (self.player=Player(), or so) and then give Level a method: def player_move_left(self): for block in self.blocks: if block.x == self.player.x - 1 and block.solid: return False But this doesn't really make any sense, why have a Player class if it can't even be moved without Level? Imo. player should be moved by a method inside Player. Am I wrong at something here, if not, how could I implement such behavior?

    Read the article

  • Try catch finally blocks.. do i still need them?

    - by Phil
    I am handling errors via my global.asax in this method: Dim CurrentException As Exception CurrentException = Server.GetLastError() Dim LogFilePath As String = Server.MapPath("~/Error/" & DateTime.Now.ToString("dd-MM-yy.HH.mm") & ".txt") Dim sw As System.IO.StreamWriter = New System.IO.StreamWriter(LogFilePath) sw.WriteLine(DateTime.Now.ToString) sw.WriteLine(CurrentException.ToString()) sw.Close() In my code I currently have no other error handling. Should I still insert try, catch, finally blocks? Thanks.

    Read the article

  • Memory leak / GLib issue.

    - by Andrei Ciobanu
    1: /* 2: * File: xyn-playlist.c 3: * Author: Andrei Ciobanu 4: * 5: * Created on June 4, 2010, 12:47 PM 6: */ 7:   8: #include <dirent.h> 9: #include <glib.h> 10: #include <stdio.h> 11: #include <stdlib.h> 12: #include <sys/stat.h> 13: #include <unistd.h> 14:   15: /** 16: * Returns a list all the file(paths) from a directory. 17: * Returns 'NULL' if a certain error occurs. 18: * @param dir_path. 19: * @param A list of gchars* indicating what file patterns to detect. 20: */ 21: GSList *xyn_pl_get_files(const gchar *dir_path, GSList *file_patterns) { 22: /* Returning list containing file paths */ 23: GSList *fpaths = NULL; 24: /* Used to scan directories for subdirs. Acts like a 25: * stack, to avoid recursion. */ 26: GSList *dirs = NULL; 27: /* Current dir */ 28: DIR *cdir = NULL; 29: /* Current dir entries */ 30: struct dirent *cent = NULL; 31: /* File stats */ 32: struct stat cent_stat; 33: /* dir_path duplicate, on the heap */ 34: gchar *dir_pdup; 35:   36: if (dir_path == NULL) { 37: return NULL; 38: } 39:   40: dir_pdup = g_strdup((const gchar*) dir_path); 41: dirs = g_slist_append(dirs, (gpointer) dir_pdup); 42: while (dirs != NULL) { 43: cdir = opendir((const gchar*) dirs->data); 44: if (cdir == NULL) { 45: g_slist_free(dirs); 46: g_slist_free(fpaths); 47: return NULL; 48: } 49: chdir((const gchar*) dirs->data); 50: while ((cent = readdir(cdir)) != NULL) { 51: lstat(cent->d_name, &cent_stat); 52: if (S_ISDIR(cent_stat.st_mode)) { 53: if (g_strcmp0(cent->d_name, ".") == 0 || 54: g_strcmp0(cent->d_name, "..") == 0) { 55: /* Skip "." and ".." dirs */ 56: continue; 57: } 58: dirs = g_slist_append(dirs, 59: g_strconcat((gchar*) dirs->data, "/", cent->d_name, NULL)); 60: } else { 61: fpaths = g_slist_append(fpaths, 62: g_strconcat((gchar*) dirs->data, "/", cent->d_name, NULL)); 63: } 64: } 65: g_free(dirs->data); 66: dirs = g_slist_delete_link(dirs, dirs); 67: closedir(cdir); 68: } 69: return fpaths; 70: } 71:   72: int main(int argc, char** argv) { 73: GSList *l = NULL; 74: l = xyn_pl_get_files("/home/andrei/Music", NULL); 75: g_slist_foreach(l,(GFunc)printf,NULL); 76: printf("%d\n",g_slist_length(l)); 77: g_slist_free(l); 78: return (0); 79: } 80:   81:   82: -----------------------------------------------------------------------------------------------==15429== 83: ==15429== HEAP SUMMARY: 84: ==15429== in use at exit: 751,451 bytes in 7,263 blocks 85: ==15429== total heap usage: 8,611 allocs, 1,348 frees, 22,898,217 bytes allocated 86: ==15429== 87: ==15429== 120 bytes in 1 blocks are possibly lost in loss record 1 of 11 88: ==15429== at 0x4024106: memalign (vg_replace_malloc.c:581) 89: ==15429== by 0x4024163: posix_memalign (vg_replace_malloc.c:709) 90: ==15429== by 0x40969C1: ??? (in /lib/libglib-2.0.so.0.2400.1) 91: ==15429== by 0x40971F6: g_slice_alloc (in /lib/libglib-2.0.so.0.2400.1) 92: ==15429== by 0x40988A5: g_slist_append (in /lib/libglib-2.0.so.0.2400.1) 93: ==15429== by 0x80488F0: xyn_pl_get_files (xyn-playlist.c:41) 94: ==15429== by 0x8048848: main (main.c:18) 95: ==15429== 96: ==15429== 129 bytes in 1 blocks are possibly lost in loss record 2 of 11 97: ==15429== at 0x4024F20: malloc (vg_replace_malloc.c:236) 98: ==15429== by 0x4081243: g_malloc (in /lib/libglib-2.0.so.0.2400.1) 99: ==15429== by 0x409B85B: g_strconcat (in /lib/libglib-2.0.so.0.2400.1) 100: ==15429== by 0x80489FE: xyn_pl_get_files (xyn-playlist.c:62) 101: ==15429== by 0x8048848: main (main.c:18) 102: ==15429== 103: ==15429== 360 bytes in 3 blocks are possibly lost in loss record 3 of 11 104: ==15429== at 0x4024106: memalign (vg_replace_malloc.c:581) 105: ==15429== by 0x4024163: posix_memalign (vg_replace_malloc.c:709) 106: ==15429== by 0x40969C1: ??? (in /lib/libglib-2.0.so.0.2400.1) 107: ==15429== by 0x4097222: g_slice_alloc (in /lib/libglib-2.0.so.0.2400.1) 108: ==15429== by 0x40988A5: g_slist_append (in /lib/libglib-2.0.so.0.2400.1) 109: ==15429== by 0x80488F0: xyn_pl_get_files (xyn-playlist.c:41) 110: ==15429== by 0x8048848: main (main.c:18) 111: ==15429== 112: ==15429== 508 bytes in 1 blocks are still reachable in loss record 4 of 11 113: ==15429== at 0x402425F: calloc (vg_replace_malloc.c:467) 114: ==15429== by 0x408113B: g_malloc0 (in /lib/libglib-2.0.so.0.2400.1) 115: ==15429== by 0x409624D: ??? (in /lib/libglib-2.0.so.0.2400.1) 116: ==15429== by 0x409710C: g_slice_alloc (in /lib/libglib-2.0.so.0.2400.1) 117: ==15429== by 0x40988A5: g_slist_append (in /lib/libglib-2.0.so.0.2400.1) 118: ==15429== by 0x80488F0: xyn_pl_get_files (xyn-playlist.c:41) 119: ==15429== by 0x8048848: main (main.c:18) 120: ==15429== 121: ==15429== 508 bytes in 1 blocks are still reachable in loss record 5 of 11 122: ==15429== at 0x402425F: calloc (vg_replace_malloc.c:467) 123: ==15429== by 0x408113B: g_malloc0 (in /lib/libglib-2.0.so.0.2400.1) 124: ==15429== by 0x409626F: ??? (in /lib/libglib-2.0.so.0.2400.1) 125: ==15429== by 0x409710C: g_slice_alloc (in /lib/libglib-2.0.so.0.2400.1) 126: ==15429== by 0x40988A5: g_slist_append (in /lib/libglib-2.0.so.0.2400.1) 127: ==15429== by 0x80488F0: xyn_pl_get_files (xyn-playlist.c:41) 128: ==15429== by 0x8048848: main (main.c:18) 129: ==15429== 130: ==15429== 508 bytes in 1 blocks are still reachable in loss record 6 of 11 131: ==15429== at 0x402425F: calloc (vg_replace_malloc.c:467) 132: ==15429== by 0x408113B: g_malloc0 (in /lib/libglib-2.0.so.0.2400.1) 133: ==15429== by 0x4096291: ??? (in /lib/libglib-2.0.so.0.2400.1) 134: ==15429== by 0x409710C: g_slice_alloc (in /lib/libglib-2.0.so.0.2400.1) 135: ==15429== by 0x40988A5: g_slist_append (in /lib/libglib-2.0.so.0.2400.1) 136: ==15429== by 0x80488F0: xyn_pl_get_files (xyn-playlist.c:41) 137: ==15429== by 0x8048848: main (main.c:18) 138: ==15429== 139: ==15429== 1,200 bytes in 10 blocks are possibly lost in loss record 7 of 11 140: ==15429== at 0x4024106: memalign (vg_replace_malloc.c:581) 141: ==15429== by 0x4024163: posix_memalign (vg_replace_malloc.c:709) 142: ==15429== by 0x40969C1: ??? (in /lib/libglib-2.0.so.0.2400.1) 143: ==15429== by 0x40971F6: g_slice_alloc (in /lib/libglib-2.0.so.0.2400.1) 144: ==15429== by 0x40988A5: g_slist_append (in /lib/libglib-2.0.so.0.2400.1) 145: ==15429== by 0x8048A0D: xyn_pl_get_files (xyn-playlist.c:61) 146: ==15429== by 0x8048848: main (main.c:18) 147: ==15429== 148: ==15429== 2,040 bytes in 1 blocks are still reachable in loss record 8 of 11 149: ==15429== at 0x402425F: calloc (vg_replace_malloc.c:467) 150: ==15429== by 0x408113B: g_malloc0 (in /lib/libglib-2.0.so.0.2400.1) 151: ==15429== by 0x40970AB: g_slice_alloc (in /lib/libglib-2.0.so.0.2400.1) 152: ==15429== by 0x40988A5: g_slist_append (in /lib/libglib-2.0.so.0.2400.1) 153: ==15429== by 0x80488F0: xyn_pl_get_files (xyn-playlist.c:41) 154: ==15429== by 0x8048848: main (main.c:18) 155: ==15429== 156: ==15429== 4,320 bytes in 36 blocks are possibly lost in loss record 9 of 11 157: ==15429== at 0x4024106: memalign (vg_replace_malloc.c:581) 158: ==15429== by 0x4024163: posix_memalign (vg_replace_malloc.c:709) 159: ==15429== by 0x40969C1: ??? (in /lib/libglib-2.0.so.0.2400.1) 160: ==15429== by 0x4097222: g_slice_alloc (in /lib/libglib-2.0.so.0.2400.1) 161: ==15429== by 0x40988A5: g_slist_append (in /lib/libglib-2.0.so.0.2400.1) 162: ==15429== by 0x80489D2: xyn_pl_get_files (xyn-playlist.c:58) 163: ==15429== by 0x8048848: main (main.c:18) 164: ==15429== 165: ==15429== 56,640 bytes in 472 blocks are possibly lost in loss record 10 of 11 166: ==15429== at 0x4024106: memalign (vg_replace_malloc.c:581) 167: ==15429== by 0x4024163: posix_memalign (vg_replace_malloc.c:709) 168: ==15429== by 0x40969C1: ??? (in /lib/libglib-2.0.so.0.2400.1) 169: ==15429== by 0x4097222: g_slice_alloc (in /lib/libglib-2.0.so.0.2400.1) 170: ==15429== by 0x40988A5: g_slist_append (in /lib/libglib-2.0.so.0.2400.1) 171: ==15429== by 0x8048A0D: xyn_pl_get_files (xyn-playlist.c:61) 172: ==15429== by 0x8048848: main (main.c:18) 173: ==15429== 174: ==15429== 685,118 bytes in 6,736 blocks are definitely lost in loss record 11 of 11 175: ==15429== at 0x4024F20: malloc (vg_replace_malloc.c:236) 176: ==15429== by 0x4081243: g_malloc (in /lib/libglib-2.0.so.0.2400.1) 177: ==15429== by 0x409B85B: g_strconcat (in /lib/libglib-2.0.so.0.2400.1) 178: ==15429== by 0x80489FE: xyn_pl_get_files (xyn-playlist.c:62) 179: ==15429== by 0x8048848: main (main.c:18) 180: ==15429== 181: ==15429== LEAK SUMMARY: 182: ==15429== definitely lost: 685,118 bytes in 6,736 blocks 183: ==15429== indirectly lost: 0 bytes in 0 blocks 184: ==15429== possibly lost: 62,769 bytes in 523 blocks 185: ==15429== still reachable: 3,564 bytes in 4 blocks 186: ==15429== suppressed: 0 bytes in 0 blocks 187: ==15429== 188: ==15429== For counts of detected and suppressed errors, rerun with: -v 189: ==15429== ERROR SUMMARY: 7 errors from 7 contexts (suppressed: 17 from 8) 190: ---------------------------------------------------------------------------------------------- I am using the above code in order to create a list with all the filepaths in a certain directory. (In my case fts.h or ftw.h are not an option). I am using GLib as the data structures library. Still I have my doubts in regarding the way GLib is allocating, de-allocating memory ? When invoking g_slist_free(list) i also free the data contained by the elements ? Why all those memory leaks appear ? Is valgrind a suitable tool for profilinf memory issues when using a complex library like GLib ? LATER EDIT: If I g_slist_foreach(l,(GFunc)g_free,NULL);, the valgrind report is different, (All the memory leaks from 'definitely lost' will move to 'indirectly lost'). Still I don't see the point ? Aren't GLib collections implement a way to be freed ?

    Read the article

  • How can I get Perl to detect the bad UTF-8 sequences?

    - by gorilla
    I'm running Perl 5.10.0 and Postgres 8.4.3, and strings into a database, which is behind a DBIx::Class. These strings should be in UTF-8, and therefore my database is running in UTF-8. Unfortunatly some of these strings are bad, containing malformed UTF-8, so when I run it I'm getting an exception DBI Exception: DBD::Pg::st execute failed: ERROR: invalid byte sequence for encoding "UTF8": 0xb5 I thought that I could simply ignore the invalid ones, and worry about the malformed UTF-8 later, so using this code, it should flag and ignore the bad titles. if(not utf8::valid($title)){ $title="Invalid UTF-8"; } $data->title($title); $data->update(); However Perl seems to think that the strings are valid, but it still throws the exceptions. How can I get Perl to detect the bad UTF-8?

    Read the article

  • LWJGL Voxel game, glDrawArrays

    - by user22015
    I've been learning about 3D for a couple days now. I managed to create a chunk (8x8x8). Add optimization so it only renders the active and visible blocks. Then I added so it only draws the faces which don't have a neighbor. Next what I found from online research was that it is better to use glDrawArrays to increase performance. So I restarted my little project. Render an entire chunck, add optimization so it only renders active and visible blocks. But now I want to add so it only draws the visible faces while using glDrawArrays. This is giving me some trouble with calling glDrawArrays because I'm passing a wrong count parameter. > # A fatal error has been detected by the Java Runtime Environment: > # > # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000006e31a03, pid=1032, tid=3184 > # Stack: [0x00000000023a0000,0x00000000024a0000], sp=0x000000000249ef70, free space=1019k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [ig4icd64.dll+0xa1a03] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V+0 j org.lwjgl.opengl.GL11.glDrawArrays(III)V+20 j com.vox.block.Chunk.render()V+410 j com.vox.ChunkManager.render()V+30 j com.vox.Game.render()V+11 j com.vox.GameHandler.render()V+12 j com.vox.GameHandler.gameLoop()V+15 j com.vox.Main.main([Ljava/lang/StringV+13 v ~StubRoutines::call_stub public class Chunk { public final static int[] DIM = { 8, 8, 8}; public final static int CHUNK_SIZE = (DIM[0] * DIM[1] * DIM[2]); Block[][][] blocks; private int index; private int vBOVertexHandle; private int vBOColorHandle; public Chunk(int index) { this.index = index; vBOColorHandle = GL15.glGenBuffers(); vBOVertexHandle = GL15.glGenBuffers(); blocks = new Block[DIM[0]][DIM[1]][DIM[2]]; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ blocks[x][y][z] = new Block(); } } } } public void render(){ Block curr; FloatBuffer vertexPositionData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); FloatBuffer vertexColorData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); int counter = 0; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ curr = blocks[x][y][z]; boolean[] neightbours = validateNeightbours(x, y, z); if(curr.isActive() && !neightbours[6]) { float[] arr = curr.createCube((index*DIM[0]*Block.BLOCK_SIZE*2) + x*2, y*2, z*2, neightbours); counter += arr.length; vertexPositionData2.put(arr); vertexColorData2.put(createCubeVertexCol(curr.getCubeColor())); } } } } vertexPositionData2.flip(); vertexPositionData2.flip(); FloatBuffer vertexPositionData = BufferUtils.createFloatBuffer(vertexColorData2.position()); FloatBuffer vertexColorData = BufferUtils.createFloatBuffer(vertexColorData2.position()); for(int i = 0; i < vertexPositionData2.position(); i++) vertexPositionData.put(vertexPositionData2.get(i)); for(int i = 0; i < vertexColorData2.position(); i++) vertexColorData.put(vertexColorData2.get(i)); vertexColorData.flip(); vertexPositionData.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexPositionData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexColorData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glPushMatrix(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0L); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL11.glColorPointer(3, GL11.GL_FLOAT, 0, 0L); System.out.println("Counter " + counter); GL11.glDrawArrays(GL11.GL_LINE_LOOP, 0, counter); GL11.glPopMatrix(); //blocks[r.nextInt(DIM[0])][2][r.nextInt(DIM[2])].setActive(false); } //Random r = new Random(); private float[] createCubeVertexCol(float[] CubeColorArray) { float[] cubeColors = new float[CubeColorArray.length * 4 * 6]; for (int i = 0; i < cubeColors.length; i++) { cubeColors[i] = CubeColorArray[i % CubeColorArray.length]; } return cubeColors; } private boolean[] validateNeightbours(int x, int y, int z) { boolean[] bools = new boolean[7]; bools[6] = true; bools[6] = bools[6] && (bools[0] = y > 0 && y < DIM[1]-1 && blocks[x][y+1][z].isActive());//top bools[6] = bools[6] && (bools[1] = y > 0 && y < DIM[1]-1 && blocks[x][y-1][z].isActive());//bottom bools[6] = bools[6] && (bools[2] = z > 0 && z < DIM[2]-1 && blocks[x][y][z+1].isActive());//front bools[6] = bools[6] && (bools[3] = z > 0 && z < DIM[2]-1 && blocks[x][y][z-1].isActive());//back bools[6] = bools[6] && (bools[4] = x > 0 && x < DIM[0]-1 && blocks[x+1][y][z].isActive());//left bools[6] = bools[6] && (bools[5] = x > 0 && x < DIM[0]-1 && blocks[x-1][y][z].isActive());//right return bools; } } public class Block { public static final float BLOCK_SIZE = 1f; public enum BlockType { Default(0), Grass(1), Dirt(2), Water(3), Stone(4), Wood(5), Sand(6), LAVA(7); int BlockID; BlockType(int i) { BlockID=i; } } private boolean active; private BlockType type; public Block() { this(BlockType.Default); } public Block(BlockType type){ active = true; this.type = type; } public float[] getCubeColor() { switch (type.BlockID) { case 1: return new float[] { 1, 1, 0 }; case 2: return new float[] { 1, 0.5f, 0 }; case 3: return new float[] { 0, 0f, 1f }; default: return new float[] {0.5f, 0.5f, 1f}; } } public float[] createCube(float x, float y, float z, boolean[] neightbours){ int counter = 0; for(boolean b : neightbours) if(!b) counter++; float[] array = new float[counter*12]; int offset = 0; if(!neightbours[0]){//top array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[1]){//bottom array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[2]){//front array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[3]){//back array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[4]){//left array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[5]){//right array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } return Arrays.copyOf(array, offset); } public boolean isActive() { return active; } public void setActive(boolean active) { this.active = active; } public BlockType getType() { return type; } public void setType(BlockType type) { this.type = type; } } I highlighted the code I'm concerned about in this following screenshot: - http://imageshack.us/a/img820/7606/18626782.png - (Not allowed to upload images yet) I know the code is a mess but I'm just testing stuff so I wasn't really thinking about it.

    Read the article

  • iphone cocos2d sprites disappearing

    - by jer
    I've been working on a game and implementing the physics stuff with chipmunk. All was going fine on the cocos2d part until the integration with chipmunk. A bit of background: The game is a game with blocks. Levels are defined in a property list, where positions, size of the blocks, gravitational forces, etc., are all defined for each block to be shown in the level. The problem is with the blocks showing up. I have a method on my BlockLayer class which is part of my game's main scene. Upon creation of the layer, the property list is read, and all the blocks are created. The following method is called to create the blocks: - (void)createBlock:(Block*)block withAssets:(NSBundle*)assets { Sprite* sprite; switch(block.blockColour) { case kBlockColourGreen: sprite = [Sprite spriteWithFile:[assets pathForResource:@"green" ofType:@"png" inDirectory:@"Blocks"]]; break; case kBlockColourOrange: sprite = [Sprite spriteWithFile:[assets pathForResource:@"orange" ofType:@"png" inDirectory:@"Blocks"]]; break; case kBlockColourRed: sprite = [Sprite spriteWithFile:[assets pathForResource:@"red" ofType:@"png" inDirectory:@"Blocks"]]; break; case kBlockColourBlue: sprite = [Sprite spriteWithFile:[assets pathForResource:@"blue" ofType:@"png" inDirectory:@"Blocks"]]; break; } sprite.position = block.bounds.origin; [self addChild:sprite]; if(block.blockColour == kBlockColourGreen || block.blockColour == kBlockColourRed) space-gravity = cpvmult(cpv(0, 10), 1000); cpVect verts[] = { cpv(-block.bounds.size.width, -block.bounds.size.height), cpv(-block.bounds.size.width, block.bounds.size.height), cpv(block.bounds.size.width, block.bounds.size.height), cpv(block.bounds.size.width, -block.bounds.size.height) }; cpBody* blockBody = cpBodyNew([block.mass floatValue], INFINITY); blockBody-p = cpv(block.bounds.origin.x, block.bounds.origin.y); blockBody-v = cpvzero; cpSpaceAddBody(space, blockBody); cpShape* blockShape = cpPolyShapeNew(blockBody, 4, verts, cpvzero); blockShape-e = 0.9f; blockShape-u = 0.9f; blockShape-data = sprite; cpSpaceAddShape(space, blockShape); } With the above code, the sprites never show up. However, if I comment out the "cpSpaceAddBody(space, blockBody);" line, the sprites show up. The position and size of the blocks are stored in the "bounds" property of instances of the Block class, which is a CGRect. Not sure if it's important, but the orientation of the app is in landscape left, and all the coordinates are based on that orientation. Any help would be greatly appreciated.

    Read the article

< Previous Page | 38 39 40 41 42 43 44 45 46 47 48 49  | Next Page >