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  • Creating a new plugin for mpld3

    - by sjp14051
    Toward learning how to create a new mpld3 plugin, I took an existing example, LinkedDataPlugin (http://mpld3.github.io/examples/heart_path.html), and modified it slightly by deleting references to lines object. That is, I created the following: class DragPlugin(plugins.PluginBase): JAVASCRIPT = r""" mpld3.register_plugin("drag", DragPlugin); DragPlugin.prototype = Object.create(mpld3.Plugin.prototype); DragPlugin.prototype.constructor = DragPlugin; DragPlugin.prototype.requiredProps = ["idpts", "idpatch"]; DragPlugin.prototype.defaultProps = {} function DragPlugin(fig, props){ mpld3.Plugin.call(this, fig, props); }; DragPlugin.prototype.draw = function(){ var patchobj = mpld3.get_element(this.props.idpatch, this.fig); var ptsobj = mpld3.get_element(this.props.idpts, this.fig); var drag = d3.behavior.drag() .origin(function(d) { return {x:ptsobj.ax.x(d[0]), y:ptsobj.ax.y(d[1])}; }) .on("dragstart", dragstarted) .on("drag", dragged) .on("dragend", dragended); patchobj.path.attr("d", patchobj.datafunc(ptsobj.offsets, patchobj.pathcodes)); patchobj.data = ptsobj.offsets; ptsobj.elements() .data(ptsobj.offsets) .style("cursor", "default") .call(drag); function dragstarted(d) { d3.event.sourceEvent.stopPropagation(); d3.select(this).classed("dragging", true); } function dragged(d, i) { d[0] = ptsobj.ax.x.invert(d3.event.x); d[1] = ptsobj.ax.y.invert(d3.event.y); d3.select(this) .attr("transform", "translate(" + [d3.event.x,d3.event.y] + ")"); patchobj.path.attr("d", patchobj.datafunc(ptsobj.offsets, patchobj.pathcodes)); } function dragended(d, i) { d3.select(this).classed("dragging", false); } } mpld3.register_plugin("drag", DragPlugin); """ def __init__(self, points, patch): print "Points ID : ", utils.get_id(points) self.dict_ = {"type": "drag", "idpts": utils.get_id(points), "idpatch": utils.get_id(patch)} However, when I try to link the plugin to a figure, as in plugins.connect(fig, DragPlugin(points[0], patch)) I get an error, 'module' is not callable, pointing to this line. What does this mean and why doesn't it work? Thanks. I'm adding additional code to show that linking more than one Plugin might be problematic. But this may be entirely due to some silly mistake on my part, or there is a way around it. The following code based on LinkedViewPlugin generates three panels, in which the top and the bottom panel are supposed to be identical. Mouseover in the middle panel was expected to control the display in the top and bottom panels, but updates occur in the bottom panel only. It would be nice to be able to figure out how to reflect the changes in multiple panels. Thanks. import matplotlib import matplotlib.pyplot as plt import numpy as np import mpld3 from mpld3 import plugins, utils class LinkedView(plugins.PluginBase): """A simple plugin showing how multiple axes can be linked""" JAVASCRIPT = """ mpld3.register_plugin("linkedview", LinkedViewPlugin); LinkedViewPlugin.prototype = Object.create(mpld3.Plugin.prototype); LinkedViewPlugin.prototype.constructor = LinkedViewPlugin; LinkedViewPlugin.prototype.requiredProps = ["idpts", "idline", "data"]; LinkedViewPlugin.prototype.defaultProps = {} function LinkedViewPlugin(fig, props){ mpld3.Plugin.call(this, fig, props); }; LinkedViewPlugin.prototype.draw = function(){ var pts = mpld3.get_element(this.props.idpts); var line = mpld3.get_element(this.props.idline); var data = this.props.data; function mouseover(d, i){ line.data = data[i]; line.elements().transition() .attr("d", line.datafunc(line.data)) .style("stroke", this.style.fill); } pts.elements().on("mouseover", mouseover); }; """ def __init__(self, points, line, linedata): if isinstance(points, matplotlib.lines.Line2D): suffix = "pts" else: suffix = None self.dict_ = {"type": "linkedview", "idpts": utils.get_id(points, suffix), "idline": utils.get_id(line), "data": linedata} class LinkedView2(plugins.PluginBase): """A simple plugin showing how multiple axes can be linked""" JAVASCRIPT = """ mpld3.register_plugin("linkedview", LinkedViewPlugin2); LinkedViewPlugin2.prototype = Object.create(mpld3.Plugin.prototype); LinkedViewPlugin2.prototype.constructor = LinkedViewPlugin2; LinkedViewPlugin2.prototype.requiredProps = ["idpts", "idline", "data"]; LinkedViewPlugin2.prototype.defaultProps = {} function LinkedViewPlugin2(fig, props){ mpld3.Plugin.call(this, fig, props); }; LinkedViewPlugin2.prototype.draw = function(){ var pts = mpld3.get_element(this.props.idpts); var line = mpld3.get_element(this.props.idline); var data = this.props.data; function mouseover(d, i){ line.data = data[i]; line.elements().transition() .attr("d", line.datafunc(line.data)) .style("stroke", this.style.fill); } pts.elements().on("mouseover", mouseover); }; """ def __init__(self, points, line, linedata): if isinstance(points, matplotlib.lines.Line2D): suffix = "pts" else: suffix = None self.dict_ = {"type": "linkedview", "idpts": utils.get_id(points, suffix), "idline": utils.get_id(line), "data": linedata} fig, ax = plt.subplots(3) # scatter periods and amplitudes np.random.seed(0) P = 0.2 + np.random.random(size=20) A = np.random.random(size=20) x = np.linspace(0, 10, 100) data = np.array([[x, Ai * np.sin(x / Pi)] for (Ai, Pi) in zip(A, P)]) points = ax[1].scatter(P, A, c=P + A, s=200, alpha=0.5) ax[1].set_xlabel('Period') ax[1].set_ylabel('Amplitude') # create the line object lines = ax[0].plot(x, 0 * x, '-w', lw=3, alpha=0.5) ax[0].set_ylim(-1, 1) ax[0].set_title("Hover over points to see lines") linedata = data.transpose(0, 2, 1).tolist() plugins.connect(fig, LinkedView(points, lines[0], linedata)) # second set of lines exactly the same but in a different panel lines2 = ax[2].plot(x, 0 * x, '-w', lw=3, alpha=0.5) ax[2].set_ylim(-1, 1) ax[2].set_title("Hover over points to see lines #2") plugins.connect(fig, LinkedView2(points, lines2[0], linedata)) mpld3.show()

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  • EE vs Computer Science: Effect on Developers' Approaches, Styles?

    - by DarenW
    Are there any systematic differences between software developers (sw engineers, architect, whatever job title) with an electronics or other engineering background, compared to those who entered the profession through computer science? By electronics background, I mean an EE degree, or a self-taught electronics tinkerer, other types of engineers and experimental physicists. I'm wondering if coming into the software-making professions from a strong knowledge of flip flops, tristate buffers, clock edge rise times and so forth, usually leads to a distinct approach to problems, mindsets, or superior skills at certain specialties and lack of skills at others, when compared to the computer science types who are full of concepts like abstract data types, object orientation, database normalization, who speak of "closures" in programming languages - things that make little sense to the soldering iron crowd until they learn enough programming. The real world, I'm sure, offers a wild range of individual exceptions, but for the most part, can you say there are overall differences? Would these have hiring implications e.g. (to make up something) "never hire an electron wrangler to do database design"? Could knowing about any differences help job seekers find something appropriate more effectively? Or provide enlightenment or some practical advice for those who find themselves misfits in a particular job role? (Btw, I've never taken any computer science classes; my impression of exactly what they cover is fuzzy. I'm an electronics/physics/art type, myself.)

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  • Replacing objects, handling clones, dealing with write logs

    - by Alix
    Hi everyone, I'm dealing with a problem I can't figure out how to solve, and I'd love to hear some suggestions. [NOTE: I realise I'm asking several questions; however, answers need to take into account all of the issues, so I cannot split this into several questions] Here's the deal: I'm implementing a system that underlies user applications and that protect shared objects from concurrent accesses. The application programmer (whose application will run on top of my system) defines such shared objects like this: public class MyAtomicObject { // These are just examples of fields you may want to have in your class. public virtual int x { get; set; } public virtual List<int> list { get; set; } public virtual MyClassA objA { get; set; } public virtual MyClassB objB { get; set; } } As you can see they declare the fields of their class as auto-generated properties (auto-generated means they don't need to implement get and set). This is so that I can go in and extend their class and implement each get and set myself in order to handle possible concurrent accesses, etc. This is all well and good, but now it starts to get ugly: the application threads run transactions, like this: The thread signals it's starting a transaction. This means we now need to monitor its accesses to the fields of the atomic objects. The thread runs its code, possibly accessing fields for reading or writing. If there are accesses for writing, we'll hide them from the other transactions (other threads), and only make them visible in step 3. This is because the transaction may fail and have to roll back (undo) its updates, and in that case we don't want other threads to see its "dirty" data. The thread signals it wants to commit the transaction. If the commit is successful, the updates it made will now become visible to everyone else. Otherwise, the transaction will abort, the updates will remain invisible, and no one will ever know the transaction was there. So basically the concept of transaction is a series of accesses that appear to have happened atomically, that is, all at the same time, in the same instant, which would be the moment of successful commit. (This is as opposed to its updates becoming visible as it makes them) In order to hide the write accesses in step 2, I clone the accessed field (let's say it's the field list) and put it in the transaction's write log. After that, any time the transaction accesses list, it will actually be accessing the clone in its write log, and not the global copy everyone else sees. Like this, any changes it makes will be done to the (invisible) clone, not to the global copy. If in step 3 the commit is successful, the transaction should replace the global copy with the updated list it has in its write log, and then the changes become visible for everyone else at once. It would be something like this: myAtomicObject.list = updatedCloneOfListInTheWriteLog; Problem #1: possible references to the list. Let's say someone puts a reference to the global list in a dictionary. When I do... myAtomicObject.list = updatedCloneOfListInTheWriteLog; ...I'm just replacing the reference in the field list, but not the real object (I'm not overwriting the data), so in the dictionary we'll still have a reference to the old version of the list. A possible solution would be to overwrite the data (in the case of a list, empty the global list and add all the elements of the clone). More generically, I would need to copy the fields of one list to the other. I can do this with reflection, but that's not very pretty. Is there any other way to do it? Problem #2: even if problem #1 is solved, I still have a similar problem with the clone: the application programmer doesn't know I'm giving him a clone and not the global copy. What if he puts the clone in a dictionary? Then at commit there will be some references to the global copy and some to the clone, when in truth they should all point to the same object. I thought about providing a wrapper object that contains both the cloned list and a pointer to the global copy, but the programmer doesn't know about this wrapper, so they're not going to use the pointer at all. The wrapper would be like this: public class Wrapper<T> : T { // This would be the pointer to the global copy. The local data is contained in whatever fields the wrapper inherits from T. private T thisPtr; } I do need this wrapper for comparisons: if I have a dictionary that has an entry with the global copy as key, if I look it up with the clone, like this: dictionary[updatedCloneOfListInTheWriteLog] I need it to return the entry, that is, to think that updatedCloneOfListInTheWriteLog and the global copy are the same thing. For this, I can just override Equals, GetHashCode, operator== and operator!=, no problem. However I still don't know how to solve the case in which the programmer unknowingly inserts a reference to the clone in a dictionary. Problem #3: the wrapper must extend the class of the object it wraps (if it's wrapping MyClassA, it must extend MyClassA) so that it's accepted wherever an object of that class (MyClass) would be accepted. However, that class (MyClassA) may be final. This is pretty horrible :$. Any suggestions? I don't need to use a wrapper, anything you can think of is fine. What I cannot change is the write log (I need to have a write log) and the fact that the programmer doesn't know about the clone. I hope I've made some sense. Feel free to ask for more info if something needs some clearing up. Thanks so much!

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  • Reading data from database and binding them to custom ListView

    - by N.K.
    I try to read data from a database i have made and to show some of the data in a row at a custom ListView. I can not understand what is my mistake. This is my code: public class EsodaMainActivity extends Activity { public static final String ROW_ID = "row_id"; //Intent extra key private ListView esodaListView; // the ListActivitys ListView private SimpleCursorAdapter esodaAdapter; // adapter for ListView DatabaseConnector databaseConnector = new DatabaseConnector(EsodaMainActivity.this); // called when the activity is first created @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_esoda_main); esodaListView = (ListView)findViewById(R.id.esodaList); esodaListView.setOnItemClickListener(viewEsodaListener); databaseConnector.open(); //Cursor cursor= databaseConnector.query("esoda", new String[] // {"name", "amount"}, null,null,null); Cursor cursor=databaseConnector.getAllEsoda(); startManagingCursor(cursor); // map each esoda to a TextView in the ListView layout // The desired columns to be bound String[] from = new String[] {"name","amount"}; // built an String array named "from" //The XML defined views which the data will be bound to int[] to = new int[] { R.id.esodaTextView, R.id.amountTextView}; // built an int array named "to" // EsodaMainActivity.this = The context in which the ListView is running // R.layout.esoda_list_item = Id of the layout that is used to display each item in ListView // null = // from = String array containing the column names to display // to = Int array containing the column names to display esodaAdapter = new SimpleCursorAdapter (this, R.layout.esoda_list_item, cursor, from, to); esodaListView.setAdapter(esodaAdapter); // set esodaView's adapter } // end of onCreate method @Override protected void onResume() { super.onResume(); // call super's onResume method // create new GetEsodaTask and execute it // GetEsodaTask is an AsyncTask object new GetEsodaTask().execute((Object[]) null); } // end of onResume method // onStop method is executed when the Activity is no longer visible to the user @Override protected void onStop() { Cursor cursor= esodaAdapter.getCursor(); // gets current cursor from esodaAdapter if (cursor != null) cursor.deactivate(); // deactivate cursor esodaAdapter.changeCursor(null); // adapter now has no cursor (removes the cursor from the CursorAdapter) super.onStop(); } // end of onStop method // this class performs db query outside the GUI private class GetEsodaTask extends AsyncTask<Object, Object, Cursor> { // we create a new DatabaseConnector obj // EsodaMainActivity.this = Context DatabaseConnector databaseConnector = new DatabaseConnector(EsodaMainActivity.this); // perform the db access @Override protected Cursor doInBackground(Object... params) { databaseConnector.open(); // get a cursor containing call esoda return databaseConnector.getAllEsoda(); // the cursor returned by getAllContacts() is passed to method onPostExecute() } // end of doInBackground method // here we use the cursor returned from the doInBackground() method @Override protected void onPostExecute(Cursor result) { esodaAdapter.changeCursor(result); // set the adapter's Cursor databaseConnector.close(); } // end of onPostExecute() method } // end of GetEsodaTask class // creates the Activity's menu from a menu resource XML file @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); MenuInflater inflater = getMenuInflater(); inflater.inflate(R.menu.esoda_menu, menu); // inflates(eµf?s?) esodamainactivity_menu.xml to the Options menu return true; } // end of onCreateOptionsMenu() method //handles choice from options menu - is executed when the user touches a MenuItem @Override public boolean onOptionsItemSelected(MenuItem item) { // creates a new Intent to launch the AddEditEsoda Activity // EsodaMainActivity.this = Context from which the Activity will be launched // AddEditEsoda.class = target Activity Intent addNewEsoda = new Intent(EsodaMainActivity.this, AddEditEsoda.class); startActivity(addNewEsoda); return super.onOptionsItemSelected(item); } // end of method onPtionsItemSelected() // event listener that responds to the user touching a esoda's name in the ListView OnItemClickListener viewEsodaListener = new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> arg0, View arg1, int arg2, long arg3) { // create an intent to launch the ViewEsoda Activity Intent viewEsoda = new Intent(EsodaMainActivity.this, ViewEsoda.class); // pass the selected esoda's row ID as an extra with the Intent viewEsoda.putExtra(ROW_ID, arg3); startActivity(viewEsoda); // start viewEsoda.class Activity } // end of onItemClick() method }; // end of viewEsodaListener } // end of EsodaMainActivity class The statement: Cursor cursor=databaseConnector.getAllEsoda(); queries all data (columns) From the data I want to show at my custom ListView 2 of them: "name" and "amount". But I still get a debugger error. Please help.

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  • Neural network input preprocessing

    - by TND
    It's clear that the effectiveness of a neural network depends strongly on the format you give it to work with. You want to preprocess it into the most convenient form you can algorithmically get to, so that the neural network doesn't have to account for that itself. I'm working on a little project that (surprise!) is going to be using neural networks. My future goal is to eventually use NEAT, which I'm really excited about. Anyway, one of my ideas involves moving entities in continuous 2D space, from a top-down perspective (this would be a really cool game AI). Of course, unless these guys are blind, they're going to be able to see the world around them. There's a lot of different ways this information could be fed into the network. One interesting but expensive way is to simply render a top-down "view" of things, with the entities as dots on the picture, and feed that in. I was hoping for something much simpler to use (at least at first), such as a list of the x (maybe 7 or so) nearest entities and their position in relative polar coordinates, orientation, health, etc., but I'm trying to think of the best way to do it. My first instinct was to order them by distance, which would inherently also train the neural network to consider those more "important". However, I was thinking- what if there's two entities that are nearly the same distance away? They could easily alternate indexes in that list, confusing the network. My question is, is there a better way of representing this? Essentially, the issue is the network needs a good way of keeping track of who's who, while knowing (by being inputted) relevant information about the list of entities it can see. Thanks!

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  • A Better Way to Plan, Execute and Manage Enterprise Architecture

    - by JuergenKress
    IT Strategies from Oracle is an authorized library of guidelines and reference architectures that will help you better plan, execute, and manage your enterprise architecture and IT initiatives. The IT Strategies from Oracle library offers two types of best practice documents: practitioner guides containing pragmatic advice and approaches, and reference architectures containing the proven technology patterns to jumpstart your initiative. The IT Strategies from Oracle library can help you establish a reliable set of principles and standards to guide your use of Oracle technology. We will expand this library over time across all of Oracle's technologies. Today, you can access: Overview documents providing an introduction to all the resources available in the library and best practices maturity models Oracle Reference Architectures covering the application infrastructure foundation, management and monitoring, security, software engineering, service-oriented integration, service orientation, user interaction, engineered systems, and a master glossary. Enterprise Technology Strategies for Service-Oriented Architecture offering practitioner guides on creating a SOA roadmap, frameworks for governance, determining ROI, identifying services, software engineering, and white papers. Enterprise Technology Strategies for Event-Driven Architecture offering practitioner guides on creating an EDA roadmap and reference architectures on an EDA foundation and EDA infrastructure. Enterprise Technology Strategies for Business Process Management including practitioner guides on creating a BPM roadmap, business process engineering, governance, and reference architectures on a BPM foundation and BPM infrastructure. Enterprise Technology Strategies for Cloud Computing including reference architectures on a Cloud foundation and Cloud infrastructure. Enterprise Technology Strategies for Business Analytics includes a practitioner guide for creating a BA roadmap, and reference architectures for a BA foundation and BA infrastructure. Get the Oracle Enterprise Architecture content here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Mix Forum Technorati Tags: Architecture,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • What kind of permission is this? (Groups+Roles)

    - by Jorge
    I'm starting to need an access control for roles in my app. I don't know much of this, but I understand how vBulletin works: I create groups, then give permissions to groups. I think that what I need is the Role Bases Access Control (RBAC) , but i'm not sure, because I need groups to give permissions instead of single users (Maybe it's not that complicated to achieve). Example of what I'm thinking: Given a post: Editor's Group has permission to view it before it's published. Editor's Group has permission to edit its content. Public Group (Default) has not permission to view it before it's published. Admin Group has permission to delete the post. So basically I wan't orientation about if RBAC is what I need. And also, how would it be good to store group membership in a user, for example, would be good to have: ID NAME PASSWORD GROUPS (1, MyName, MyPassword, 1/2/3/4/5) and explode it via PHP or one registry for every Group membership in a table named permissions, example: USERID, USERGROUP values (1, 1), (1, 2) Maybe should be the second way because of the formal norms but I didn't study yet Databases 1 at college.

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  • Touchpad issues on HP Pavilion dm4 (can't right click)

    - by Habstinat
    Can anyone help me with my touchpad issues? I have a HP Pavilion dm4 and it has two areas on the bottom of the touchpad to designate right and left clicks. This mostly doesn't work on Ubuntu in the fact that it recognizes any taps on either tap zone as a left click. Instead, I have it set so if I tap anywhere on the pad it makes a left click. There should be, and there are, many ways in the mouse configuration window to simulate a right click using only a touchpad. None of these work. Changing mouse orientation doesn't do anything, "dwell click" also does nothing, and, the oddest part of this problem, whenever I try to turn "Simulated Secondary Click" off (it doesn't work anyways, but just to try to toggle it), the entire theme of my desktop changes to a gray Windows '95ey look. The only way to get rid of this is to close and reopen the mouse preferences window. My computer is fairly new and the Ubuntu installation is less than a day old. I didn't do anything that I think could cause this. The problem is that I can't right click. Help, please?s that I can't right click. Help, please? Afterword: I installed two scripts from http://sansmicrosoft.blogspot.com/2010/10/pavilion-dm4-1160-erratic-touchpad.html . They didn't do anything I couldn't already do, and they did not make it possible for me to right click. :(

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  • Touchpad issues on HP Pavilion dm4 (can't right click)

    - by Habstinat
    Can anyone help me with my touchpad issues? I have a HP Pavilion dm4 and it has two areas on the bottom of the touchpad to designate right and left clicks. This mostly doesn't work on Ubuntu in the fact that it recognizes any taps on either tap zone as a left click. Instead, I have it set so if I tap anywhere on the pad it makes a left click. There should be, and there are, many ways in the mouse configuration window to simulate a right click using only a touchpad. None of these work. Changing mouse orientation doesn't do anything, "dwell click" also does nothing, and, the oddest part of this problem, whenever I try to turn "Simulated Secondary Click" off (it doesn't work anyways, but just to try to toggle it), the entire theme of my desktop changes to a gray Windows '95ey look. The only way to get rid of this is to close and reopen the mouse preferences window. My computer is fairly new and the Ubuntu installation is less than a day old. I didn't do anything that I think could cause this. The problem is that I can't right click. Help, please?s that I can't right click. Help, please? Afterword: I installed two scripts from http://sansmicrosoft.blogspot.com/2010/10/pavilion-dm4-1160-erratic-touchpad.html . They didn't do anything I couldn't already do, and they did not make it possible for me to right click. :(

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  • Using methods on 2 input files - 2nd is printing multiple times - Java

    - by Aaa
    I have the following code to read in text, store in a hashmap as bigrams (with other methods to sort them by frequency and do v. v. basic additive smoothing. I had it working great for one language input file (english) and then I want to expand it for the second language input file (japanese - doens;t matter what it is I suppose) using the same methods but the Japanese bigram hashmap is printing out 3 times in a row with diff. values. I've tried using diff text in the input file, making sure there are no gaps in text etc. I've also put print statements at certain places in the Japanese part of the code to see if I can get any clues but all the print statements are printing each time so I can't work out if it is looping at a certain place. I have gone through it with a fine toothcomb but am obviously missing something and slowly going crazy here - any help would be appreciated. thanks in advance... package languagerecognition2; import java.lang.String; import java.io.InputStreamReader; import java.util.*; import java.util.Iterator; import java.util.List.*; import java.util.ArrayList; import java.util.AbstractMap.*; import java.lang.Object; import java.io.*; import java.util.Enumeration; import java.util.Arrays; import java.lang.Math; public class Main { /** public static void main(String[] args) { //training English ----------------------------------------------------------------- File file = new File("english1.txt"); StringBuffer contents = new StringBuffer(); BufferedReader reader = null; try { reader = new BufferedReader(new FileReader(file)); String test = null; //test = reader.readLine(); // repeat until all lines are read while ((test = reader.readLine()) != null) { test = test.toLowerCase(); char[] charArrayEng = test.toCharArray(); HashMap<String, Integer> hashMapEng = new HashMap<String, Integer>(bigrams(charArrayEng)); LinkedHashMap<String, Integer> sortedListEng = new LinkedHashMap<String, Integer>(sort(hashMapEng)); int sizeEng=sortedListEng.size(); System.out.println("Total count of English bigrams is " + sizeEng); LinkedHashMap<String, Integer> smoothedListEng = new LinkedHashMap<String, Integer>(smooth(sortedListEng, sizeEng)); //print linkedHashMap to check values Set set= smoothedListEng.entrySet(); Iterator iter = set.iterator ( ) ; System.out.println("Beginning English"); while ( iter.hasNext()) { Map.Entry entry = ( Map.Entry ) iter.next ( ) ; Object key = entry.getKey ( ) ; Object value = entry.getValue ( ) ; System.out.println( key+" : " + value); } System.out.println("End English"); }//end while }//end try catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } finally { try { if (reader != null) { reader.close(); } } catch (IOException e) { e.printStackTrace(); } } //End training English----------------------------------------------------------- //Training japanese-------------------------------------------------------------- File file2 = new File("japanese1.txt"); StringBuffer contents2 = new StringBuffer(); BufferedReader reader2 = null; try { reader2 = new BufferedReader(new FileReader(file2)); String test2 = null; //repeat until all lines are read while ((test2 = reader2.readLine()) != null) { test2 = test2.toLowerCase(); char[] charArrayJap = test2.toCharArray(); HashMap<String, Integer> hashMapJap = new HashMap<String, Integer>(bigrams(charArrayJap)); //System.out.println( "bigrams stage"); LinkedHashMap<String, Integer> sortedListJap = new LinkedHashMap<String, Integer>(sort(hashMapJap)); //System.out.println( "sort stage"); int sizeJap=sortedListJap.size(); //System.out.println("Total count of Japanese bigrams is " + sizeJap); LinkedHashMap<String, Integer> smoothedListJap = new LinkedHashMap<String, Integer>(smooth(sortedListJap, sizeJap)); System.out.println( "smooth stage"); //print linkedHashMap to check values Set set2= smoothedListJap.entrySet(); Iterator iter2 = set2.iterator(); System.out.println("Beginning Japanese"); while ( iter2.hasNext()) { Map.Entry entry2 = ( Map.Entry ) iter2.next ( ) ; Object key = entry2.getKey ( ) ; Object value = entry2.getValue ( ) ; System.out.println( key+" : " + value); }//end while System.out.println("End Japanese"); }//end while }//end try catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } finally { try { if (reader2 != null) { reader2.close(); } } catch (IOException e) { e.printStackTrace(); } } //end training Japanese--------------------------------------------------------- } //end main (inner)

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • How to use onSensorChanged sensor data in combination with OpenGL

    - by Sponge
    I have written a TestSuite to find out how to calculate the rotation angles from the data you get in SensorEventListener.onSensorChanged(). I really hope you can complete my solution to help people who will have the same problems like me. Here is the code, i think you will understand it after reading it. Feel free to change it, the main idea was to implement several methods to send the orientation angles to the opengl view or any other target which would need it. method 1 to 4 are working, they are directly sending the rotationMatrix to the OpenGl view. all other methods are not working or buggy and i hope someone knows to get them working. i think the best method would be method 5 if it would work, because it would be the easiest to understand but i'm not sure how efficient it is. the complete code isn't optimized so i recommend to not use it as it is in your project. here it is: import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import static javax.microedition.khronos.opengles.GL10.*; import android.app.Activity; import android.content.Context; import android.content.pm.ActivityInfo; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.os.Bundle; import android.util.Log; import android.view.WindowManager; /** * This class provides a basic demonstration of how to use the * {@link android.hardware.SensorManager SensorManager} API to draw a 3D * compass. */ public class SensorToOpenGlTests extends Activity implements Renderer, SensorEventListener { private static final boolean TRY_TRANSPOSED_VERSION = false; /* * MODUS overview: * * 1 - unbufferd data directly transfaired from the rotation matrix to the * modelview matrix * * 2 - buffered version of 1 where both acceleration and magnetometer are * buffered * * 3 - buffered version of 1 where only magnetometer is buffered * * 4 - buffered version of 1 where only acceleration is buffered * * 5 - uses the orientation sensor and sets the angles how to rotate the * camera with glrotate() * * 6 - uses the rotation matrix to calculate the angles * * 7 to 12 - every possibility how the rotationMatrix could be constructed * in SensorManager.getRotationMatrix (see * http://www.songho.ca/opengl/gl_anglestoaxes.html#anglestoaxes for all * possibilities) */ private static int MODUS = 2; private GLSurfaceView openglView; private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private FloatBuffer colorBuffer; private SensorManager mSensorManager; private float[] rotationMatrix = new float[16]; private float[] accelGData = new float[3]; private float[] bufferedAccelGData = new float[3]; private float[] magnetData = new float[3]; private float[] bufferedMagnetData = new float[3]; private float[] orientationData = new float[3]; // private float[] mI = new float[16]; private float[] resultingAngles = new float[3]; private int mCount; final static float rad2deg = (float) (180.0f / Math.PI); private boolean mirrorOnBlueAxis = false; private boolean landscape; public SensorToOpenGlTests() { } /** Called with the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); openglView = new GLSurfaceView(this); openglView.setRenderer(this); setContentView(openglView); } @Override protected void onResume() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onResume(); openglView.onResume(); if (((WindowManager) getSystemService(WINDOW_SERVICE)) .getDefaultDisplay().getOrientation() == 1) { landscape = true; } else { landscape = false; } mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ACCELEROMETER), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ORIENTATION), SensorManager.SENSOR_DELAY_GAME); } @Override protected void onPause() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onPause(); openglView.onPause(); mSensorManager.unregisterListener(this); } public int[] getConfigSpec() { // We want a depth buffer, don't care about the // details of the color buffer. int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE }; return configSpec; } public void onDrawFrame(GL10 gl) { // clear screen and color buffer: gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // set target matrix to modelview matrix: gl.glMatrixMode(GL10.GL_MODELVIEW); // init modelview matrix: gl.glLoadIdentity(); // move camera away a little bit: if ((MODUS == 1) || (MODUS == 2) || (MODUS == 3) || (MODUS == 4)) { if (landscape) { // in landscape mode first remap the rotationMatrix before using // it with glMultMatrixf: float[] result = new float[16]; SensorManager.remapCoordinateSystem(rotationMatrix, SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, result); gl.glMultMatrixf(result, 0); } else { gl.glMultMatrixf(rotationMatrix, 0); } } else { //in all other modes do the rotation by hand: gl.glRotatef(resultingAngles[1], 1, 0, 0); gl.glRotatef(resultingAngles[2], 0, 1, 0); gl.glRotatef(resultingAngles[0], 0, 0, 1); if (mirrorOnBlueAxis) { //this is needed for mode 6 to work gl.glScalef(1, 1, -1); } } //move the axis to simulate augmented behaviour: gl.glTranslatef(0, 2, 0); // draw the 3 axis on the screen: gl.glVertexPointer(3, GL_FLOAT, 0, vertexBuffer); gl.glColorPointer(4, GL_FLOAT, 0, colorBuffer); gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, indexBuffer); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float r = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-r, r, -1, 1, 1, 10); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL10.GL_DITHER); gl.glClearColor(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); // load the 3 axis and there colors: float vertices[] = { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 }; float colors[] = { 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1 }; byte indices[] = { 0, 1, 0, 2, 0, 3 }; ByteBuffer vbb; vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); vbb = ByteBuffer.allocateDirect(colors.length * 4); vbb.order(ByteOrder.nativeOrder()); colorBuffer = vbb.asFloatBuffer(); colorBuffer.put(colors); colorBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void onAccuracyChanged(Sensor sensor, int accuracy) { } public void onSensorChanged(SensorEvent event) { // load the new values: loadNewSensorData(event); if (MODUS == 1) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); } if (MODUS == 2) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, bufferedMagnetData); } if (MODUS == 3) { rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, bufferedMagnetData); } if (MODUS == 4) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, magnetData); } if (MODUS == 5) { // this mode uses the sensor data recieved from the orientation // sensor resultingAngles = orientationData.clone(); if ((-90 > resultingAngles[1]) || (resultingAngles[1] > 90)) { resultingAngles[1] = orientationData[0]; resultingAngles[2] = orientationData[1]; resultingAngles[0] = orientationData[2]; } } if (MODUS == 6) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); final float[] anglesInRadians = new float[3]; SensorManager.getOrientation(rotationMatrix, anglesInRadians); if ((-90 < anglesInRadians[2] * rad2deg) && (anglesInRadians[2] * rad2deg < 90)) { // device camera is looking on the floor // this hemisphere is working fine mirrorOnBlueAxis = false; resultingAngles[0] = anglesInRadians[0] * rad2deg; resultingAngles[1] = anglesInRadians[1] * rad2deg; resultingAngles[2] = anglesInRadians[2] * -rad2deg; } else { mirrorOnBlueAxis = true; // device camera is looking in the sky // this hemisphere is mirrored at the blue axis resultingAngles[0] = (anglesInRadians[0] * rad2deg); resultingAngles[1] = (anglesInRadians[1] * rad2deg); resultingAngles[2] = (anglesInRadians[2] * rad2deg); } } if (MODUS == 7) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x y z * order Rx*Ry*Rz */ resultingAngles[2] = (float) (Math.asin(rotationMatrix[2])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[0] = -(float) (Math.acos(rotationMatrix[0] / cosB)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[10] / cosB)) * rad2deg; } if (MODUS == 8) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z y x */ resultingAngles[2] = (float) (Math.asin(-rotationMatrix[8])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[9] / cosB)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[4] / cosB)) * rad2deg; } if (MODUS == 9) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z x y * * note z axis looks good at this one */ resultingAngles[1] = (float) (Math.asin(rotationMatrix[9])); final float minusCosA = -(float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[8] / minusCosA)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[1] / minusCosA)) * rad2deg; } if (MODUS == 10) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y x z */ resultingAngles[1] = (float) (Math.asin(-rotationMatrix[6])); final float cosA = (float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[2] / cosA)) * rad2deg; resultingAngles[0] = (float) (Math.acos(rotationMatrix[5] / cosA)) * rad2deg; } if (MODUS == 11) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y z x */ resultingAngles[0] = (float) (Math.asin(rotationMatrix[4])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } if (MODUS == 12) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x z y */ resultingAngles[0] = (float) (Math.asin(-rotationMatrix[1])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } logOutput(); } /** * transposes the matrix because it was transposted (inverted, but here its * the same, because its a rotation matrix) to be used for opengl * * @param source * @return */ private float[] transpose(float[] source) { final float[] result = source.clone(); if (TRY_TRANSPOSED_VERSION) { result[1] = source[4]; result[2] = source[8]; result[4] = source[1]; result[6] = source[9]; result[8] = source[2]; result[9] = source[6]; } // the other values in the matrix are not relevant for rotations return result; } private void rootMeanSquareBuffer(float[] target, float[] values) { final float amplification = 200.0f; float buffer = 20.0f; target[0] += amplification; target[1] += amplification; target[2] += amplification; values[0] += amplification; values[1] += amplification; values[2] += amplification; target[0] = (float) (Math .sqrt((target[0] * target[0] * buffer + values[0] * values[0]) / (1 + buffer))); target[1] = (float) (Math .sqrt((target[1] * target[1] * buffer + values[1] * values[1]) / (1 + buffer))); target[2] = (float) (Math .sqrt((target[2] * target[2] * buffer + values[2] * values[2]) / (1 + buffer))); target[0] -= amplification; target[1] -= amplification; target[2] -= amplification; values[0] -= amplification; values[1] -= amplification; values[2] -= amplification; } private void loadNewSensorData(SensorEvent event) { final int type = event.sensor.getType(); if (type == Sensor.TYPE_ACCELEROMETER) { accelGData = event.values.clone(); } if (type == Sensor.TYPE_MAGNETIC_FIELD) { magnetData = event.values.clone(); } if (type == Sensor.TYPE_ORIENTATION) { orientationData = event.values.clone(); } } private void logOutput() { if (mCount++ > 30) { mCount = 0; Log.d("Compass", "yaw0: " + (int) (resultingAngles[0]) + " pitch1: " + (int) (resultingAngles[1]) + " roll2: " + (int) (resultingAngles[2])); } } }

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  • how to use 3D map Actionscript class in mxml file for display map.

    - by nemade-vipin
    hello friends, I have created the application in which I have to use 3D map Action Script class in mxml file to display a map in form. that is in tab navigator last tab. My ActionScript 3D map class is(FlyingDirections):- package src.SBTSCoreObject { import src.SBTSCoreObject.JSONDecoder; import com.google.maps.InfoWindowOptions; import com.google.maps.LatLng; import com.google.maps.LatLngBounds; import com.google.maps.Map3D; import com.google.maps.MapEvent; import com.google.maps.MapOptions; import com.google.maps.MapType; import com.google.maps.MapUtil; import com.google.maps.View; import com.google.maps.controls.NavigationControl; import com.google.maps.geom.Attitude; import com.google.maps.interfaces.IPolyline; import com.google.maps.overlays.Marker; import com.google.maps.overlays.MarkerOptions; import com.google.maps.services.Directions; import com.google.maps.services.DirectionsEvent; import com.google.maps.services.Route; import flash.display.Bitmap; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.display.Loader; import flash.display.LoaderInfo; import flash.display.Sprite; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.MouseEvent; import flash.events.TimerEvent; import flash.filters.DropShadowFilter; import flash.geom.Point; import flash.net.URLLoader; import flash.net.URLRequest; import flash.net.navigateToURL; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.text.TextFormat; import flash.utils.Timer; import flash.utils.getTimer; public class FlyingDirections extends Map3D { /** * Panoramio home page. */ private static const PANORAMIO_HOME:String = "http://www.panoramio.com/"; /** * The icon for the car. */ [Embed("assets/car-icon-24px.png")] private static const Car:Class; /** * The Panoramio icon. */ [Embed("assets/iw_panoramio.png")] private static const PanoramioIcon:Class; /** * We animate a zoom in to the start the route before the car starts * to move. This constant sets the time in seconds over which this * zoom occurs. */ private static const LEAD_IN_DURATION:Number = 3; /** * Duration of the trip in seconds. */ private static const TRIP_DURATION:Number = 40; /** * Constants that define the geometry of the Panoramio image markers. */ private static const BORDER_T:Number = 3; private static const BORDER_L:Number = 10; private static const BORDER_R:Number = 10; private static const BORDER_B:Number = 3; private static const GAP_T:Number = 2; private static const GAP_B:Number = 1; private static const IMAGE_SCALE:Number = 1; /** * Trajectory that the camera follows over time. Each element is an object * containing properties used to generate parameter values for flyTo(..). * fraction = 0 corresponds to the start of the trip; fraction = 1 * correspondsto the end of the trip. */ private var FLY_TRAJECTORY:Array = [ { fraction: 0, zoom: 6, attitude: new Attitude(0, 0, 0) }, { fraction: 0.2, zoom: 8.5, attitude: new Attitude(30, 30, 0) }, { fraction: 0.5, zoom: 9, attitude: new Attitude(30, 40, 0) }, { fraction: 1, zoom: 8, attitude: new Attitude(50, 50, 0) }, { fraction: 1.1, zoom: 8, attitude: new Attitude(130, 50, 0) }, { fraction: 1.2, zoom: 8, attitude: new Attitude(220, 50, 0) }, ]; /** * Number of panaramio photos for which we load data. We&apos;ll select a * subset of these approximately evenly spaced along the route. */ private static const NUM_GEOTAGGED_PHOTOS:int = 50; /** * Number of panaramio photos that we actually show. */ private static const NUM_SHOWN_PHOTOS:int = 7; /** * Scaling between real trip time and animation time. */ private static const SCALE_TIME:Number = 0.001; /** * getTimer() value at the instant that we start the trip. If this is 0 then * we have not yet started the car moving. */ private var startTimer:int = 0; /** * The current route. */ private var route:Route; /** * The polyline for the route. */ private var polyline:IPolyline; /** * The car marker. */ private var marker:Marker; /** * The cumulative duration in seconds over each step in the route. * cumulativeStepDuration[0] is 0; cumulativeStepDuration[1] adds the * duration of step 0; cumulativeStepDuration[2] adds the duration * of step 1; etc. */ private var cumulativeStepDuration:/*Number*/Array = []; /** * The cumulative distance in metres over each vertex in the route polyline. * cumulativeVertexDistance[0] is 0; cumulativeVertexDistance[1] adds the * distance to vertex 1; cumulativeVertexDistance[2] adds the distance to * vertex 2; etc. */ private var cumulativeVertexDistance:Array; /** * Array of photos loaded from Panoramio. This array has the same format as * the &apos;photos&apos; property within the JSON returned by the Panoramio API * (see http://www.panoramio.com/api/), with additional properties added to * individual photo elements to hold the loader structures that fetch * the actual images. */ private var photos:Array = []; /** * Array of polyline vertices, where each element is in world coordinates. * Several computations can be faster if we can use world coordinates * instead of LatLng coordinates. */ private var worldPoly:/*Point*/Array; /** * Whether the start button has been pressed. */ private var startButtonPressed:Boolean = false; /** * Saved event from onDirectionsSuccess call. */ private var directionsSuccessEvent:DirectionsEvent = null; /** * Start button. */ private var startButton:Sprite; /** * Alpha value used for the Panoramio image markers. */ private var markerAlpha:Number = 0; /** * Index of the current driving direction step. Used to update the * info window content each time we progress to a new step. */ private var currentStepIndex:int = -1; /** * The fly directions map constructor. * * @constructor */ public function FlyingDirections() { key="ABQIAAAA7QUChpcnvnmXxsjC7s1fCxQGj0PqsCtxKvarsoS-iqLdqZSKfxTd7Xf-2rEc_PC9o8IsJde80Wnj4g"; super(); addEventListener(MapEvent.MAP_PREINITIALIZE, onMapPreinitialize); addEventListener(MapEvent.MAP_READY, onMapReady); } /** * Handles map preintialize. Initializes the map center and zoom level. * * @param event The map event. */ private function onMapPreinitialize(event:MapEvent):void { setInitOptions(new MapOptions({ center: new LatLng(-26.1, 135.1), zoom: 4, viewMode: View.VIEWMODE_PERSPECTIVE, mapType:MapType.PHYSICAL_MAP_TYPE })); } /** * Handles map ready and looks up directions. * * @param event The map event. */ private function onMapReady(event:MapEvent):void { enableScrollWheelZoom(); enableContinuousZoom(); addControl(new NavigationControl()); // The driving animation will be updated on every frame. addEventListener(Event.ENTER_FRAME, enterFrame); addStartButton(); // We start the directions loading now, so that we&apos;re ready to go when // the user hits the start button. var directions:Directions = new Directions(); directions.addEventListener( DirectionsEvent.DIRECTIONS_SUCCESS, onDirectionsSuccess); directions.addEventListener( DirectionsEvent.DIRECTIONS_FAILURE, onDirectionsFailure); directions.load("48 Pirrama Rd, Pyrmont, NSW to Byron Bay, NSW"); } /** * Adds a big blue start button. */ private function addStartButton():void { startButton = new Sprite(); startButton.buttonMode = true; startButton.addEventListener(MouseEvent.CLICK, onStartClick); startButton.graphics.beginFill(0x1871ce); startButton.graphics.drawRoundRect(0, 0, 150, 100, 10, 10); startButton.graphics.endFill(); var startField:TextField = new TextField(); startField.autoSize = TextFieldAutoSize.LEFT; startField.defaultTextFormat = new TextFormat("_sans", 20, 0xffffff, true); startField.text = "Start!"; startButton.addChild(startField); startField.x = 0.5 * (startButton.width - startField.width); startField.y = 0.5 * (startButton.height - startField.height); startButton.filters = [ new DropShadowFilter() ]; var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.addChild(startButton); startButton.x = 0.5 * (container.width - startButton.width); startButton.y = 0.5 * (container.height - startButton.height); var panoField:TextField = new TextField(); panoField.autoSize = TextFieldAutoSize.LEFT; panoField.defaultTextFormat = new TextFormat("_sans", 11, 0x000000, true); panoField.text = "Photos provided by Panoramio are under the copyright of their owners."; container.addChild(panoField); panoField.x = container.width - panoField.width - 5; panoField.y = 5; } /** * Handles directions success. Starts flying the route if everything * is ready. * * @param event The directions event. */ private function onDirectionsSuccess(event:DirectionsEvent):void { directionsSuccessEvent = event; flyRouteIfReady(); } /** * Handles click on the start button. Starts flying the route if everything * is ready. */ private function onStartClick(event:MouseEvent):void { startButton.removeEventListener(MouseEvent.CLICK, onStartClick); var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.removeChild(startButton); startButtonPressed = true; flyRouteIfReady(); } /** * If we have loaded the directions and the start button has been pressed * start flying the directions route. */ private function flyRouteIfReady():void { if (!directionsSuccessEvent || !startButtonPressed) { return; } var directions:Directions = directionsSuccessEvent.directions; // Extract the route. route = directions.getRoute(0); // Draws the polyline showing the route. polyline = directions.createPolyline(); addOverlay(directions.createPolyline()); // Creates a car marker that is moved along the route. var car:DisplayObject = new Car(); marker = new Marker(route.startGeocode.point, new MarkerOptions({ icon: car, iconOffset: new Point(-car.width / 2, -car.height) })); addOverlay(marker); transformPolyToWorld(); createCumulativeArrays(); // Load Panoramio data for the region covered by the route. loadPanoramioData(directions.bounds); var duration:Number = route.duration; // Start a timer that will trigger the car moving after the lead in time. var leadInTimer:Timer = new Timer(LEAD_IN_DURATION * 1000, 1); leadInTimer.addEventListener(TimerEvent.TIMER, onLeadInDone); leadInTimer.start(); var flyTime:Number = -LEAD_IN_DURATION; // Set up the camera flight trajectory. for each (var flyStep:Object in FLY_TRAJECTORY) { var time:Number = flyStep.fraction * duration; var center:LatLng = latLngAt(time); var scaledTime:Number = time * SCALE_TIME; var zoom:Number = flyStep.zoom; var attitude:Attitude = flyStep.attitude; var elapsed:Number = scaledTime - flyTime; flyTime = scaledTime; flyTo(center, zoom, attitude, elapsed); } } /** * Loads Panoramio data for the route bounds. We load data about more photos * than we need, then select a subset lying along the route. * @param bounds Bounds within which to fetch images. */ private function loadPanoramioData(bounds:LatLngBounds):void { var params:Object = { order: "popularity", set: "full", from: "0", to: NUM_GEOTAGGED_PHOTOS.toString(10), size: "small", minx: bounds.getWest(), miny: bounds.getSouth(), maxx: bounds.getEast(), maxy: bounds.getNorth() }; var loader:URLLoader = new URLLoader(); var request:URLRequest = new URLRequest( "http://www.panoramio.com/map/get_panoramas.php?" + paramsToString(params)); loader.addEventListener(Event.COMPLETE, onPanoramioDataLoaded); loader.addEventListener(IOErrorEvent.IO_ERROR, onPanoramioDataFailed); loader.load(request); } /** * Transforms the route polyline to world coordinates. */ private function transformPolyToWorld():void { var numVertices:int = polyline.getVertexCount(); worldPoly = new Array(numVertices); for (var i:int = 0; i < numVertices; ++i) { var vertex:LatLng = polyline.getVertex(i); worldPoly[i] = fromLatLngToPoint(vertex, 0); } } /** * Returns the time at which the route approaches closest to the * given point. * @param world Point in world coordinates. * @return Route time at which the closest approach occurs. */ private function getTimeOfClosestApproach(world:Point):Number { var minDistSqr:Number = Number.MAX_VALUE; var numVertices:int = worldPoly.length; var x:Number = world.x; var y:Number = world.y; var minVertex:int = 0; for (var i:int = 0; i < numVertices; ++i) { var dx:Number = worldPoly[i].x - x; var dy:Number = worldPoly[i].y - y; var distSqr:Number = dx * dx + dy * dy; if (distSqr < minDistSqr) { minDistSqr = distSqr; minVertex = i; } } return cumulativeVertexDistance[minVertex]; } /** * Returns the array index of the first element that compares greater than * the given value. * @param ordered Ordered array of elements. * @param value Value to use for comparison. * @return Array index of the first element that compares greater than * the given value. */ private function upperBound(ordered:Array, value:Number, first:int=0, last:int=-1):int { if (last < 0) { last = ordered.length; } var count:int = last - first; var index:int; while (count > 0) { var step:int = count >> 1; index = first + step; if (value >= ordered[index]) { first = index + 1; count -= step - 1; } else { count = step; } } return first; } /** * Selects up to a given number of photos approximately evenly spaced along * the route. * @param ordered Array of photos, each of which is an object with * a property &apos;closestTime&apos;. * @param number Number of photos to select. */ private function selectEvenlySpacedPhotos(ordered:Array, number:int):Array { var start:Number = cumulativeVertexDistance[0]; var end:Number = cumulativeVertexDistance[cumulativeVertexDistance.length - 2]; var closestTimes:Array = []; for each (var photo:Object in ordered) { closestTimes.push(photo.closestTime); } var selectedPhotos:Array = []; for (var i:int = 0; i < number; ++i) { var idealTime:Number = start + ((end - start) * (i + 0.5) / number); var index:int = upperBound(closestTimes, idealTime); if (index < 1) { index = 0; } else if (index >= ordered.length) { index = ordered.length - 1; } else { var errorToPrev:Number = Math.abs(idealTime - closestTimes[index - 1]); var errorToNext:Number = Math.abs(idealTime - closestTimes[index]); if (errorToPrev < errorToNext) { --index; } } selectedPhotos.push(ordered[index]); } return selectedPhotos; } /** * Handles completion of loading the Panoramio index data. Selects from the * returned photo indices a subset of those that lie along the route and * initiates load of each of these. * @param event Load completion event. */ private function onPanoramioDataLoaded(event:Event):void { var loader:URLLoader = event.target as URLLoader; var decoder:JSONDecoder = new JSONDecoder(loader.data as String); var allPhotos:Array = decoder.getValue().photos; for each (var photo:Object in allPhotos) { var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); photo.closestTime = getTimeOfClosestApproach(fromLatLngToPoint(latLng, 0)); } allPhotos.sortOn("closestTime", Array.NUMERIC); photos = selectEvenlySpacedPhotos(allPhotos, NUM_SHOWN_PHOTOS); for each (photo in photos) { var photoLoader:Loader = new Loader(); // The images aren&apos;t on panoramio.com: we can&apos;t acquire pixel access // using "new LoaderContext(true)". photoLoader.load( new URLRequest(photo.photo_file_url)); photo.loader = photoLoader; // Save the loader info: we use this to find the original element when // the load completes. photo.loaderInfo = photoLoader.contentLoaderInfo; photoLoader.contentLoaderInfo.addEventListener( Event.COMPLETE, onPhotoLoaded); } } /** * Creates a MouseEvent listener function that will navigate to the given * URL in a new window. * @param url URL to which to navigate. */ private function createOnClickUrlOpener(url:String):Function { return function(event:MouseEvent):void { navigateToURL(new URLRequest(url)); }; } /** * Handles completion of loading an individual Panoramio image. * Adds a custom marker that displays the image. Initially this is made * invisible so that it can be faded in as needed. * @param event Load completion event. */ private function onPhotoLoaded(event:Event):void { var loaderInfo:LoaderInfo = event.target as LoaderInfo; // We need to find which photo element this image corresponds to. for each (var photo:Object in photos) { if (loaderInfo == photo.loaderInfo) { var imageMarker:Sprite = createImageMarker(photo.loader, photo.owner_name, photo.owner_url); var options:MarkerOptions = new MarkerOptions({ icon: imageMarker, hasShadow: true, iconAlignment: MarkerOptions.ALIGN_BOTTOM | MarkerOptions.ALIGN_LEFT }); var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); var marker:Marker = new Marker(latLng, options); photo.marker = marker; addOverlay(marker); // A hack: we add the actual image after the overlay has been added, // which creates the shadow, so that the shadow is valid even if we // don&apos;t have security privileges to generate the shadow from the // image. marker.foreground.visible = false; marker.shadow.alpha = 0; var imageHolder:Sprite = new Sprite(); imageHolder.addChild(photo.loader); imageHolder.buttonMode = true; imageHolder.addEventListener( MouseEvent.CLICK, createOnClickUrlOpener(photo.photo_url)); imageMarker.addChild(imageHolder); return; } } trace("An image was loaded which could not be found in the photo array."); } /** * Creates a custom marker showing an image. */ private function createImageMarker(child:DisplayObject, ownerName:String, ownerUrl:String):Sprite { var content:Sprite = new Sprite(); var panoramioIcon:Bitmap = new PanoramioIcon(); var iconHolder:Sprite = new Sprite(); iconHolder.addChild(panoramioIcon); iconHolder.buttonMode = true; iconHolder.addEventListener(MouseEvent.CLICK, onPanoramioIconClick); panoramioIcon.x = BORDER_L; panoramioIcon.y = BORDER_T; content.addChild(iconHolder); // NOTE: we add the image as a child only after we&apos;ve added the marker // to the map. Currently the API requires this if it&apos;s to generate the // shadow for unprivileged content. // Shrink the image, so that it doesn&apos;t obcure too much screen space. // Ideally, we&apos;d subsample, but we don&apos;t have pixel level access. child.scaleX = IMAGE_SCALE; child.scaleY = IMAGE_SCALE; var imageW:Number = child.width; var imageH:Number = child.height; child.x = BORDER_L + 30; child.y = BORDER_T + iconHolder.height + GAP_T; var authorField:TextField = new TextField(); authorField.autoSize = TextFieldAutoSize.LEFT; authorField.defaultTextFormat = new TextFormat("_sans", 12); authorField.text = "author:"; content.addChild(authorField); authorField.x = BORDER_L; authorField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var ownerField:TextField = new TextField(); ownerField.autoSize = TextFieldAutoSize.LEFT; var textFormat:TextFormat = new TextFormat("_sans", 14, 0x0e5f9a); ownerField.defaultTextFormat = textFormat; ownerField.htmlText = "<a href=\"" + ownerUrl + "\" target=\"_blank\">" + ownerName + "</a>"; content.addChild(ownerField); ownerField.x = BORDER_L + authorField.width; ownerField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var totalW:Number = BORDER_L + Math.max(imageW, ownerField.width + authorField.width) + BORDER_R; var totalH:Number = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B + ownerField.height + BORDER_B; content.graphics.beginFill(0xffffff); content.graphics.drawRoundRect(0, 0, totalW, totalH, 10, 10); content.graphics.endFill(); var marker:Sprite = new Sprite(); marker.addChild(content); content.x = 30; content.y = 0; marker.graphics.lineStyle(); marker.graphics.beginFill(0xff0000); marker.graphics.drawCircle(0, totalH + 30, 3); marker.graphics.endFill(); marker.graphics.lineStyle(2, 0xffffff); marker.graphics.moveTo(30 + 10, totalH - 10); marker.graphics.lineTo(0, totalH + 30); return marker; } /** * Handles click on the Panoramio icon. */ private function onPanoramioIconClick(event:MouseEvent):void { navigateToURL(new URLRequest(PANORAMIO_HOME)); } /** * Handles failure of a Panoramio image load. */ private function onPanoramioDataFailed(event:IOErrorEvent):void { trace("Load of image failed: " + event); } /** * Returns a string containing cgi query parameters. * @param Associative array mapping query parameter key to value. * @return String containing cgi query parameters. */ private static function paramsToString(params:Object):String { var result:String = ""; var separator:String = ""; for (var key:String in params) { result += separator + encodeURIComponent(key) + "=" + encodeURIComponent(params[key]); separator = "&"; } return result; } /** * Called once the lead-in flight is done. Starts the car driving along * the route and starts a timer to begin fade in of the Panoramio * images in 1.5 seconds. */ private function onLeadInDone(event:Event):void { // Set startTimer non-zero so that the car starts to move. startTimer = getTimer(); // Start a timer that will fade in the Panoramio images. var fadeInTimer:Timer = new Timer(1500, 1); fadeInTimer.addEventListener(TimerEvent.TIMER, onFadeInTimer); fadeInTimer.start(); } /** * Handles the fade in timer&apos;s TIMER event. Sets markerAlpha above zero * which causes the frame enter handler to fade in the markers. */ private function onFadeInTimer(event:Event):void { markerAlpha = 0.01; } /** * The end time of the flight. */ private function get endTime():Number { if (!cumulativeStepDuration || cumulativeStepDuration.length == 0) { return startTimer; } return startTimer + cumulativeStepDuration[cumulativeStepDuration.length - 1]; } /** * Creates the cumulative arrays, cumulativeStepDuration and * cumulativeVertexDistance. */ private function createCumulativeArrays():void { cumulativeStepDuration = new Array(route.numSteps + 1); cumulativeVertexDistance = new Array(polyline.getVertexCount() + 1); var polylineTotal:Number = 0; var total:Number = 0; var numVertices:int = polyline.getVertexCount(); for (var stepIndex:int = 0; stepIndex < route.numSteps; ++stepIndex) { cumulativeStepDuration[stepIndex] = total; total += route.getStep(stepIndex).duration; var startVertex:int = stepIndex >= 0 ? route.getStep(stepIndex).polylineIndex : 0; var endVertex:int = stepIndex < (route.numSteps - 1) ? route.getStep(stepIndex + 1).polylineIndex : numVertices; var duration:Number = route.getStep(stepIndex).duration; var stepVertices:int = endVertex - startVertex; var latLng:LatLng = polyline.getVertex(startVertex); for (var vertex:int = startVertex; vertex < endVertex; ++vertex) { cumulativeVertexDistance[vertex] = polylineTotal; if (vertex < numVertices - 1) { var nextLatLng:LatLng = polyline.getVertex(vertex + 1); polylineTotal += nextLatLng.distanceFrom(latLng); } latLng = nextLatLng; } } cumulativeStepDuration[stepIndex] = total; } /** * Opens the info window above the car icon that details the given * step of the driving directions. * @param stepIndex Index of the current step. */ private function openInfoForStep(stepIndex:int):void { // Sets the content of the info window. var content:String; if (stepIndex >= route.numSteps) { content = "<b>" + route.endGeocode.address + "</b>" + "<br /><br />" + route.summaryHtml; } else { content = "<b>" + stepIndex + ".</b> " + route.getStep(stepIndex).descriptionHtml; } marker.openInfoWindow(new InfoWindowOptions({ contentHTML: content })); } /** * Displays the driving directions step appropriate for the given time. * Opens the info window showing the step instructions each time we * progress to a new step. * @param time Time for which to display the step. */ private function displayStepAt(time:Number):void { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex >= 0 && stepIndex <= maxStepIndex && currentStepIndex != stepIndex) { openInfoForStep(stepIndex); currentStepIndex = stepIndex; } } /** * Returns the LatLng at which the car should be positioned at the given * time. * @param time Time for which LatLng should be found. * @return LatLng. */ private function latLngAt(time:Number):LatLng { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex < minStepIndex) { return route.startGeocode.point; } else if (stepIndex > maxStepIndex) { return route.endGeocode.point; } var stepStart:Number = cumulativeStepDuration[stepIndex]; var stepEnd:Number = cumulativeStepDuration[stepIndex + 1]; var stepFraction:Number = (time - stepStart) / (stepEnd - stepStart); var startVertex:int = route.getStep(stepIndex).polylineIndex; var endVertex:int = (stepIndex + 1) < route.numSteps ? route.getStep(stepIndex + 1).polylineIndex : polyline.getVertexCount(); var stepVertices:int = endVertex - startVertex; var stepLeng

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  • Problems installing Memcache (PECL extension)

    - by Petrus
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[yes] : Notice: Use of undefined constant STDIN - assumed 'STDIN' in PEAR/Frontend/CLI.php on line 304 Warning: fgets() expects parameter 1 to be resource, string given in PEAR/Frontend/CLI.php on line 304 Warning: fgets() expects parameter 1 to be resource, string given in /usr/lib/php/PEAR/Frontend/CLI.php on line 304 building in /root/tmp/pear-build-root/memcache-2.2.6 running: /root/tmp/pear/memcache/configure --enable-memcache-session=yes checking for egrep... grep -E checking for a sed that does not truncate output... /bin/sed checking for cc... cc checking for C compiler default output file name... a.out checking whether the C compiler works... yes checking whether we are cross compiling... no checking for suffix of executables... checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether cc accepts -g... yes checking for cc option to accept ANSI C... none needed checking how to run the C preprocessor... cc -E checking for icc... no checking for suncc... no checking whether cc understands -c and -o together... yes checking for system library directory... lib checking if compiler supports -R... no checking if compiler supports -Wl,-rpath,... yes checking build system type... x86_64-unknown-linux-gnu checking host system type... x86_64-unknown-linux-gnu checking target system type... x86_64-unknown-linux-gnu checking for PHP prefix... /usr checking for PHP includes... -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib checking for PHP extension directory... /usr/lib/php/extensions/no-debug-non-zts-20090626 checking for PHP installed headers prefix... /usr/include/php checking if debug is enabled... no checking if zts is enabled... no checking for re2c... re2c checking for re2c version... invalid configure: WARNING: You will need re2c 0.13.4 or later if you want to regenerate PHP parsers. checking for gawk... gawk checking whether to enable memcache support... yes, shared checking whether to enable memcache session handler support... yes checking for the location of ZLIB... no checking for the location of zlib... /usr checking for session includes... /usr/include/php checking for memcache session support... enabled checking for ld used by cc... /usr/bin/ld checking if the linker (/usr/bin/ld) is GNU ld... yes checking for /usr/bin/ld option to reload object files... -r checking for BSD-compatible nm... /usr/bin/nm -B checking whether ln -s works... yes checking how to recognize dependent libraries... pass_all checking for ANSI C header files... yes checking for sys/types.h... yes checking for sys/stat.h... yes checking for stdlib.h... yes checking for string.h... yes checking for memory.h... yes checking for strings.h... yes checking for inttypes.h... yes checking for stdint.h... yes checking for unistd.h... yes checking dlfcn.h usability... yes checking dlfcn.h presence... yes checking for dlfcn.h... yes checking the maximum length of command line arguments... 98304 checking command to parse /usr/bin/nm -B output from cc object... ok checking for objdir... .libs checking for ar... ar checking for ranlib... ranlib checking for strip... strip checking if cc supports -fno-rtti -fno-exceptions... no checking for cc option to produce PIC... -fPIC checking if cc PIC flag -fPIC works... yes checking if cc static flag -static works... yes checking if cc supports -c -o file.o... yes checking whether the cc linker (/usr/bin/ld -m elf_x86_64) supports shared libraries... yes checking whether -lc should be explicitly linked in... no checking dynamic linker characteristics... GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking whether stripping libraries is possible... yes checking if libtool supports shared libraries... yes checking whether to build shared libraries... yes checking whether to build static libraries... no creating libtool appending configuration tag "CXX" to libtool configure: creating ./config.status config.status: creating config.h running: make /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache.c -o memcache.lo mkdir .libs cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache.c -fPIC -DPIC -o .libs/memcache.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_queue.c -o memcache_queue.lo cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_queue.c -fPIC -DPIC -o .libs/memcache_queue.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_standard_hash.c -o memcache_standard_hash.lo cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_standard_hash.c -fPIC -DPIC -o .libs/memcache_standard_hash.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_consistent_hash.c -o memcache_consistent_hash.lo cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_consistent_hash.c -fPIC -DPIC -o .libs/memcache_consistent_hash.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_session.c -o memcache_session.lo cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_session.c -fPIC -DPIC -o .libs/memcache_session.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=link cc -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -o memcache.la -export-dynamic -avoid-version -prefer-pic -module -rpath /root/tmp/pear-build-root/memcache-2.2.6/modules memcache.lo memcache_queue.lo memcache_standard_hash.lo memcache_consistent_hash.lo memcache_session.lo cc -shared .libs/memcache.o .libs/memcache_queue.o .libs/memcache_standard_hash.o .libs/memcache_consistent_hash.o .libs/memcache_session.o -Wl,-soname -Wl,memcache.so -o .libs/memcache.so creating memcache.la (cd .libs && rm -f memcache.la && ln -s ../memcache.la memcache.la) /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=install cp ./memcache.la /root/tmp/pear-build-root/memcache-2.2.6/modules cp ./.libs/memcache.so /root/tmp/pear-build-root/memcache-2.2.6/modules/memcache.so cp ./.libs/memcache.lai /root/tmp/pear-build-root/memcache-2.2.6/modules/memcache.la PATH="$PATH:/sbin" ldconfig -n /root/tmp/pear-build-root/memcache-2.2.6/modules ---------------------------------------------------------------------- Libraries have been installed in: /root/tmp/pear-build-root/memcache-2.2.6/modules If you ever happen to want to link against installed libraries in a given directory, LIBDIR, you must either use libtool, and specify the full pathname of the library, or use the `-LLIBDIR' flag during linking and do at least one of the following: - add LIBDIR to the `LD_LIBRARY_PATH' environment variable during execution - add LIBDIR to the `LD_RUN_PATH' environment variable during linking - use the `-Wl,--rpath -Wl,LIBDIR' linker flag - have your system administrator add LIBDIR to `/etc/ld.so.conf' See any operating system documentation about shared libraries for more information, such as the ld(1) and ld.so(8) manual pages. ---------------------------------------------------------------------- Build complete. Don't forget to run 'make test'. running: make INSTALL_ROOT="/root/tmp/pear-build-root/install-memcache-2.2.6" install Installing shared extensions: /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php/extensions/no-debug-non-zts-20090626/ running: find "/root/tmp/pear-build-root/install-memcache-2.2.6" | xargs ls -dils 361232 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6 361263 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr 361264 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib 361265 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php 361266 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php/extensions 361267 4 drwxr-xr-x 2 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php/extensions/no-debug-non-zts-20090626 361262 236 -rwxr-xr-x 1 root root 235575 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php/extensions/no-debug-non-zts-20090626/memcache.so Build process completed successfully Installing '/usr/lib/php/extensions/no-debug-non-zts-20090626/memcache.so' install ok: channel://pecl.php.net/memcache-2.2.6 Extension memcache enabled in php.ini The memcache.so object is not in /usr/local/lib/php/extensions/no-debug-non-zts-20090626 I tried as well to install this extension "memcached 1.0.2 (PHP extension for interfacing with memcached via libmemcached library)" but it failed: downloading memcached-1.0.2.tgz ... Starting to download memcached-1.0.2.tgz (22,724 bytes) ........done: 22,724 bytes 4 source files, building running: phpize Configuring for: PHP Api Version: 20090626 Zend Module Api No: 20090626 Zend Extension Api No: 220090626 building in /root/tmp/pear-build-root/memcached-1.0.2 running: /root/tmp/pear/memcached/configure checking for egrep... grep -E checking for a sed that does not truncate output... /bin/sed checking for cc... cc checking for C compiler default output file name... a.out checking whether the C compiler works... yes checking whether we are cross compiling... no checking for suffix of executables... checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether cc accepts -g... yes checking for cc option to accept ANSI C... none needed checking how to run the C preprocessor... cc -E checking for icc... no checking for suncc... no checking whether cc understands -c and -o together... yes checking for system library directory... lib checking if compiler supports -R... no checking if compiler supports -Wl,-rpath,... yes checking build system type... x86_64-unknown-linux-gnu checking host system type... x86_64-unknown-linux-gnu checking target system type... x86_64-unknown-linux-gnu checking for PHP prefix... /usr checking for PHP includes... -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib checking for PHP extension directory... /usr/lib/php/extensions/no-debug-non-zts-20090626 checking for PHP installed headers prefix... /usr/include/php checking if debug is enabled... no checking if zts is enabled... no checking for re2c... re2c checking for re2c version... invalid configure: WARNING: You will need re2c 0.13.4 or later if you want to regenerate PHP parsers. checking for gawk... gawk checking whether to enable memcached support... yes, shared checking for libmemcached... yes, shared checking whether to enable memcached session handler support... yes checking whether to enable memcached igbinary serializer support... no checking for ZLIB... yes, shared checking for zlib location... /usr checking for session includes... /usr/include/php checking for memcached session support... enabled checking for memcached igbinary support... disabled checking for libmemcached location... configure: error: memcached support requires libmemcached. Use --with-libmemcached-dir= to specify the prefix where libmemcached headers and library are located ERROR: `/root/tmp/pear/memcached/configure' failed The memcached.so object is not in /usr/local/lib/php/extensions/no-debug-non-zts-20090626 Is there a kind soul out there that can solve this puzzle?

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  • Removing the XML Formatter from ASP.NET Web API Applications

    - by Rick Strahl
    ASP.NET Web API's default output format is supposed to be JSON, but when I access my Web APIs using the browser address bar I'm always seeing an XML result instead. When working on AJAX application I like to test many of my AJAX APIs with the browser while working on them. While I can't debug all requests this way, GET requests are easy to test in the browser especially if you have JSON viewing options set up in your various browsers. If I preview a Web API request in most browsers I get an XML response like this: Why is that? Web API checks the HTTP Accept headers of a request to determine what type of output it should return by looking for content typed that it has formatters registered for. This automatic negotiation is one of the great features of Web API because it makes it easy and transparent to request different kinds of output from the server. In the case of browsers it turns out that most send Accept headers that look like this (Chrome in this case): Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Web API inspects the entire list of headers from left to right (plus the quality/priority flag q=) and tries to find a media type that matches its list of supported media types in the list of formatters registered. In this case it matches application/xml to the Xml formatter and so that's what gets returned and displayed. To verify that Web API indeed defaults to JSON output by default you can open the request in Fiddler and pop it into the Request Composer, remove the application/xml header and see that the output returned comes back in JSON instead. An accept header like this: Accept: text/html,application/xhtml+xml,*/*;q=0.9 or leaving the Accept header out altogether should give you a JSON response. Interestingly enough Internet Explorer 9 also displays JSON because it doesn't include an application/xml Accept header: Accept: text/html, application/xhtml+xml, */* which for once actually seems more sensible. Removing the XML Formatter We can't easily change the browser Accept headers (actually you can by delving into the config but it's a bit of a hassle), so can we change the behavior on the server? When working on AJAX applications I tend to not be interested in XML results and I always want to see JSON results at least during development. Web API uses a collection of formatters and you can go through this list and remove the ones you don't want to use - in this case the XmlMediaTypeFormatter. To do this you can work with the HttpConfiguration object and the static GlobalConfiguration object used to configure it: protected void Application_Start(object sender, EventArgs e) { // Action based routing (used for RPC calls) RouteTable.Routes.MapHttpRoute( name: "StockApi", routeTemplate: "stocks/{action}/{symbol}", defaults: new { symbol = RouteParameter.Optional, controller = "StockApi" } ); // WebApi Configuration to hook up formatters and message handlers RegisterApis(GlobalConfiguration.Configuration); } public static void RegisterApis(HttpConfiguration config) { // remove default Xml handler var matches = config.Formatters .Where(f = f.SupportedMediaTypes .Where(m = m.MediaType.ToString() == "application/xml" || m.MediaType.ToString() == "text/xml") .Count() 0) .ToList() ; foreach (var match in matches) config.Formatters.Remove(match); } } That LINQ code is quite a mouthful of nested collections, but it does the trick to remove the formatter based on the content type. You can also look for the specific formatter (XmlMediatTypeFormatter) by its type name which is simpler, but it's better to search for the supported types as this will work even if there are other custom formatters added. Once removed, now the browser request results in a JSON response: It's a simple solution to a small debugging task that's made my life easier. Maybe you find it useful too…© Rick Strahl, West Wind Technologies, 2005-2012Posted in Web Api  ASP.NET   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • JavaOne Tutorial Report - JavaFX 2 – A Java Developer’s Guide

    - by Janice J. Heiss
    Oracle Java Technology Evangelist Stephen Chin and Independent Consultant Peter Pilgrim presented a tutorial session intended to help developers get a handle on JavaFX 2. Stephen Chin, a Java Champion, is co-author of the Pro JavaFX Platform 2, while Java Champion Peter Pilgrim is an independent consultant who works out of London.NightHacking with Stephen ChinBefore discussing the tutorial, a note about Chin’s “NightHacking Tour,” wherein from 10/29/12 to 11/11/12, he will be traveling across Europe via motorcycle stopping at JUGs and interviewing Java developers and offering live video streaming of the journey. As he says, “Along the way, I will visit user groups, interviewing interesting folks, and hack on open source projects. The last stop will be the Devoxx conference in Belgium.”It’s a dirty job but someone’s got to do it. His trip will take him from the UK through the Netherlands, Germany, Switzerland, Italy, France, and finally to Devoxx in Belgium. He has interviews lined up with Ben Evans, Trisha Gee, Stephen Coulebourne, Martijn Verburg, Simon Ritter, Bert Ertman, Tony Epple, Adam Bien, Michael Hutterman, Sven Reimers, Andres Almiray, Gerrit Grunewald, Bertrand Boetzmann, Luc Duponcheel, Stephen Janssen, Cheryl Miller, and Andrew Phillips. If you expect to be in Chin’s vicinity at the end of October and in early November, by all means get in touch with him at his site and add your perspective. The more the merrier! Taking the JavaFX PlungeNow to the business at hand. The “JavaFX 2 – A Java Developer’s Guide” tutorial introduced Java developers to the JavaFX 2 platform from the perspective of seasoned Java developers. It demonstrated the breadth of the JavaFX APIs through examples that are built out in the course of the session in an effort to present the basic requirements in using JavaFX to build rich internet applications. Chin began with a quote from Oracle’s Christopher Oliver, the creator of F3, the original version of JavaFX, on the importance of GUIs:“At the end of the day, on the one hand we have computer systems, and on the other, people. Connecting them together, and allowing people to interact with computer systems in a compelling way, requires graphical user interfaces.”Chin explained that JavaFX is about producing an immersive application experience that involves cross-platform animation, video and charting. It can integrate Java, JavaScript and HTML in the same application. The new graphics stack takes advantage of hardware acceleration for 2D and 3D applications. In addition, we can integrate Swing applications using JFXPanel.He reminded attendees that they were building JavaFX apps using pure Java APIs that included builders for declarative construction; in addition, alternative languages can be used for simpler UI creation. In addition, developers can call upon alternative languages such as GroovyFX, ScalaFX and Visage, if they want simpler UI creation. He presented the fundamentals of JavaFX 2.0: properties, lists and binding and then explored primitive, object and FX list collection properties. Properties in JavaFX are observable, lazy and type safe. He then provided an example of property declaration in code.  Pilgrim and Chin explained the architectural structure of JavaFX 2 and its basic properties:JavaFX 2.0 properties – Primitive, Object, and FX List Collection properties. * Primitive Properties* Object Properties* FX List Collection Properties* Properties are:– Observable– Lazy– Type SafeChin and Pilgrim then took attendees through several participatory demos and got deep into the weeds of the code for the two-hour session. At the end, everyone knew a lot more about the inner workings of JavaFX 2.0.

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  • How SQL Server 2014 impacts Red Gate’s SQL Compare

    - by Michelle Taylor
    SQL Compare 10.7 successfully connects to SQL Server 2014, but it doesn’t yet cover the SQL Server 2014 features which would require us to make major changes to SQL Compare to support. In this post I’m going to talk about the SQL Server 2014 features we’ve already begun supporting, and which ones we’re working on for the next release of SQL Compare (v11). From SQL Compare’s perspective, the new memory-optimized table functionality (some might know it as ‘Hekaton’) has been the most important change. It can’t be described as its own object type, but the new functionality is split across two existing object types (three if you count indexes), as it also comes with native stored procedures and inline indexes. Along with connectivity support, the SQL Compare team has already implemented the first part of the puzzle – inline specification of indexes. These are essential for memory-optimized tables because it’s not possible to alter the memory optimized table’s structure, and so indexes can’t be added after the fact without dropping the table. Books Online  shows this in more detail in the table_index and column_index clauses of http://msdn.microsoft.com/en-us/library/ms174979(v=sql.120).aspx. SQL Compare 10.7 currently supports reading the new inline index specification from script folders and source control repositories, and will write out inline indexes where it’s necessary to do so (i.e. in UDDTs or when attempting to write projects compatible with the SSDT database project format). However, memory-optimized tables themselves are not yet supported in 10.7. The team is actively working on making them available in the v11 release with full support later in the year, and in a beta version before that. Fortunately, SQL Compare already has some ways of handling tables that have to be dropped and created rather than altered, which are being adapted to handle this new kind of table. Because it’s one of the largest new database engine features, there’s an equally large Books Online section on memory-optimized tables, but for us the most important parts of the documentation are the normal table features that are changed or unsupported and the new syntax found in the T-SQL reference pages. We are treating SQL Compare’s support of Natively Compiled Stored Procedures as a separate unit of work, which will be available in a subsequent beta and also feed into the v11 release. This new type of stored procedure is designed to work with memory-optimized tables to maintain the performance improvements gained by them – but you can still also access memory-optimized tables from normal stored procedures and ad-hoc queries. To us, they’re essentially a limited-syntax stored procedure with a few extra options in the create statement, embodied in the updated CREATE PROCEDURE documentation and with the detailed limitations. They should be easier to handle than memory-optimized tables simply because the handling of stored procedures is less sensitive to dropping the object than the handling of tables. However, both share an incompatibility with DDL triggers and Event Notifications which mean we’ll need to temporarily disable these during the specific deployment operations that involve them – don’t worry, we’ll supply a warning if this is the case so that you can check your auditing arrangements can handle the situation. There are also a handful of other improvements in SQL Server 2014 which affect SQL Compare and SQL Data Compare that are not connected to memory optimized tables. The largest of these are the improvements to columnstore indexes, with the capability to create clustered columnstore indexes and update columnstore tables through them – for more detail, take a look at the new syntax reference. There’s also a new index option for better compression of columnstores (COLUMNSTORE_ARCHIVE) and a new statistics option for incremental per-partition statistics, plus the 90 compatibility level is being retired. We’re planning to finish up these small clean-up features last, and be ready to release SQL Compare 11 with full SQL 2014 support early in Q3 this year. For a more thorough overview of what’s new in SQL Server 2014, Books Online’s What’s New section is a good place to start (although almost all the changes in this version are in the Database Engine).

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  • A SharePoint Developer&rsquo;s Toolchest

    - by Sahil Malik
    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). When we develop for SharePoint, we end up using many tools, third party or Microsoft, to facilitate our development. What are some of your favorite tools? Mine are as below - 1. Reflector: When I saw reflector, I was pretty convinced that a tool better and more useful than it doesn’t exist. Well I was wrong! Redgate took over reflector and they still offer it as a free version, but they have a paid version called reflector pro. It lets you debug third party source code, as if you had the source code. Brilliant! Who needs documentation anymore when you have real code? 2. ULS Viewer: It is no secret, reading ULS logs is a pain in the rear. Well, not so with ULS Viewer, which does work with SharePoint 2007 as well. But it’s just way cooler with SharePoint 2010. You know when you get an error in SharePoint 2010 it shows you an error like as below: Well, the ULS Viewer will allow you to set filtering critereon, allowing you to immediately zero in, into an error, across multiple WFEs even. Also there are numerous other facilities built into the tool, such as advanced filtering, critical error notifications, etc. A must have! You can read the documentation of the ULSViewer here. 3. SPDisposeCheck: Did you know that the MySite object is strange? What is strange about it? That you have to dispose it even if you didn’t create it!? Well who the hell remembers all that! Honestly I do! And you should too. But there is a tool to help you sanitize your code. And that is SPDisposeCheck. You run it against your DLL or EXE, and it will give you suggestions on where you might have missed calling dispose on an object. You still have to use your head, but having this tool helps. 4. DebugView: Debugging for SharePoint can be difficult sometimes. Sometimes your breakpoints don’t get hit. And while you can try and make them hit, it is sometimes easier to just write a bunch of Debug.WriteLines, and catch them from an external application such as DebugView. You simply use your code, and DebugView will catch all the Debug.WriteLine’s in your code like this - 5. BGInfo: One annoying thing about SharePoint projects, it causes the number of servers to multiply like bunnies. As I’m RDP’ing into many computers trying to diagnose a crazy issue, sometimes it becomes hard to remember which machine is which. BGInfo puts all that on the wallpaper, alongwith a bunch of other useful info. A bit like this - 5. WSPBuilder: SharePoint 2007 only, but I think there maybe a version for SP2010 coming later. I think the VS2010 tools for SP2010 development are quite nice, so WSPBuilder, well so far I don’t miss it. But lets see what WSPBuilder for 2010 brings – I haven’t seen it yet. However, I want to confidently assert that WSPBuilder for SP2007 is simply awesome. 6. SharePoint Manager: The SharePoint Manager 2010 is a SharePoint object model explorer. It enables you to browse every site on the local farm and view every property. It also enables you to change the properties. The VS2010 dev tools now include a server explorer, which show you a subset of properties in read-only. I would LOVE to see SharePoint manager like functionality built into VS2010. SharePoint Manager, a total must-have. Comment on the article ....

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  • Calling XAI Inbound Services from Oracle BI Publisher

    - by ACShorten
    Note: This technique requires Oracle BI Publisher 1.1.3.4.1 which supports Service Complex Types. Web Services require credentials for authentication. Note: The deafults for the product installation are used in this article. If your site uses alternative values then substitute those alternatives where applicable. Note: Examples shown in this article are examples for illustrative purposes only. When building a report in Oracle BI Publisher it may be necessary to call an XAI Inbound Service to get information via the object rather than directly calling the database tables for various reasons: The CLOB fields used in the Object are accessible for a report. Note: CLOB fields cannot be used as criteria in the current release. Objects can take advantage of algorithms to format or calculate additional data that is not stored in the database directly. For example, Information format strings can automatically generated by the object which gives consistent information between a report and the online screens. To use this facility the following process must be performed: Ensure that the product group, cisusers by default, is enabled for the SPLServiceBean in the console. This allows BI Publisher access to call Web Services directly. To ensure this follow the instructions below: Logon to the Oracle WebLogic server console using an appropriate administrator account. By default the user system or weblogic is provided for this purpose. Navigate to the Security Realms section and select your configured realm. This is set to myrealm by default. In the Roles and Policies section, expand the SPLService section of the Deployments option to reveal the SPLServiceBean roles. If there is no role associated with the SPLServiceBean, create a new EJB role and specify the cisusers role, by default. For example:   Add a Role Condition to the role just created, with a Predicate List of Group and specify cisusers as the Group Argument Name. For example: Save all your changes. The XAI Inbound Services to be used by BI Publisher must be defined prior to using the interface. Refer to the XAI Best Practices (Doc Id: 942074.1) from My Oracle Support or via the online help for more information about this process. Inside BI Publisher create your report, according to the BI Publisher documentation. When specifying the dataset, under the Data Model Report option, specify the following to use an XAI Inbound Service as a data source: Parameter Comment Type Web Service Complex Type true Username Any valid user name within the product. This user MUST have security access to the objects referenced in the XAI Inbound Service Password Authentication password for Username Timeout Timeout, in seconds, set for the Web Service call. For example 60 seconds. WSDL URL Use the WSDL URL on the XAI Inbound Service definition as your WSDL URL. It will be in the following format by default:http://<host>:<port>/<server>/XAIApp/xaiserver/<service>?WSDLwhere: <host> - Host Name of Web Application Server <port> - Port allocated to Web Application Server for product access <server> - Server context for server <service> - XAI Inbound Service Name Note: For customers using secure transmission should substitute https instead of http and use the HTTPS port allocated to the product at installation time. Web Service Select the name of the service that shows in the drop-down menu. If no service name shows up, it means that Publisher could not establish a connection with the server or WSDL name provided in the above URL in order to get the service name. See BI Publisher server log for more information. Method Select the name of the Method that shows in the drop-down menu. A method name should show in the Method drop-down menu once the Web Service name is selected. For example: Additionally, filters can be used from the Web Service that can be generated, required or optional, from the WSDL in the Parameter List. For example:

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  • Review: ComponentOne Studio for Entity Framework

    - by Tim Murphy
    While I have always been a fan of libraries that improve coding efficiency and reduce code redundancy I have mostly been using ones that were in the public domain.  As part of the Geeks With Blogs Influencers program a got my hands on ComponentOne’s Studio for Entity Framework.  Below are my thought after working with the product for several weeks. My coding preference has always been maintainable code that is reusable across an enterprises protfolio.  Because of this my focus in reviewing this product is less on the RAD components and more on its benefits for layered applications using code first Entity Framework. Before we get into the pros and cons here is a summary of the main feature listed for SEF. Unified Data Context Virtual Data Access More Powerful Data Binding Pros The first thing that I found to my liking is the C1DataSource. It basically manages a cache for your Entity Model context.  Under RAD conditions this is setup automatically when you drop the object on a your design surface.  If you are like me and want to abstract you data management into a library it takes a little more work, but it is still acceptable and gains the same benefits. The second feature that I found beneficial is the definition of views with improved sorting and filtering.  Again the ease of use of these features is greater on the RAD side but no capabilities are missing when manipulating object in code. Linq has become my friend over the last couple of years and it was great to see that ComponentOne had ensured that it remained a first class citizen in their design.  When you look into this product yourself I would suggest taking a dive into LiveLinq which allow the joining of different data source types. As I went through discovering the features of this framework I appreciated the number of examples that they supplied for different uses.  Besides showing how to use SEF with WinForms, WPF and Silverlight they also showed how to accomplish tasks both RAD, code only and MVVM approaches. Cons The only area that I would really like to see improvement is in there level of detail in their documentation.  Specifically I would like to have seen some of the supporting code explained, such as what some supporting object did, in the examples instead of having to go to the programmer’s reference. I did find some times where currently existing projects had some trouble determining scope that the RAD controls were allowed, but I expect this is something that is in part end user related. Summary Overall I found the Studio for Entity Framework capable and well thought out.  If you are already using the Entity Framework this product will fit into your environment with little effort in return for greater flexibility and greater robustness in your solutions. Whether the $895 list price for a standard version works for you will depend on your return on investment. Smaller companies with only a small number of projects may not be able to stomach it, you get a full featured product that is supported by a well established company.  The more projects and the more code you have the greater your return on investment will be. Personally I intend to apply this product to some production systems and will probably have some tips and tricks in the future. del.icio.us Tags: ComponentOne,Studio for Entity Framework,Geeks With Blogs,Influencers,Product Reviews

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  • Does my use of the strategy pattern violate the fundamental MVC pattern in iOS?

    - by Goodsquirrel
    I'm about to use the 'strategy' pattern in my iOS app, but feel like my approach violates the somehow fundamental MVC pattern. My app is displaying visual "stories", and a Story consists (i.e. has @properties) of one Photo and one or more VisualEvent objects to represent e.g. animated circles or moving arrows on the photo. Each VisualEvent object therefore has a eventType @property, that might be e.g. kEventTypeCircle or kEventTypeArrow. All events have things in common, like a startTime @property, but differ in the way they are being drawn on the StoryPlayerView. Currently I'm trying to follow the MVC pattern and have a StoryPlayer object (my controller) that knows about both the model objects (like Story and all kinds of visual events) and the view object StoryPlayerView. To chose the right drawing code for each of the different visual event types, my StoryPlayer is using a switch statement. @implementation StoryPlayer // (...) - (void)showVisualEvent:(VisualEvent *)event onStoryPlayerView:storyPlayerView { switch (event.eventType) { case kEventTypeCircle: [self showCircleEvent:event onStoryPlayerView:storyPlayerView]; break; case kEventTypeArrow: [self showArrowDrawingEvent:event onStoryPlayerView:storyPlayerView]; break; // (...) } But switch statements for type checking are bad design, aren't they? According to Uncle Bob they lead to tight coupling and can and should almost always be replaced by polymorphism. Having read about the "Strategy"-Pattern in Head First Design Patterns, I felt this was a great way to get rid of my switch statement. So I changed the design like this: All specialized visual event types are now subclasses of an abstract VisualEvent class that has a showOnStoryPlayerView: method. @interface VisualEvent : NSObject - (void)showOnStoryPlayerView:(StoryPlayerView *)storyPlayerView; // abstract Each and every concrete subclass implements a concrete specialized version of this drawing behavior method. @implementation CircleVisualEvent - (void)showOnStoryPlayerView:(StoryPlayerView *)storyPlayerView { [storyPlayerView drawCircleAtPoint:self.position color:self.color lineWidth:self.lineWidth radius:self.radius]; } The StoryPlayer now simply calls the same method on all types of events. @implementation StoryPlayer - (void)showVisualEvent:(VisualEvent *)event onStoryPlayerView:storyPlayerView { [event showOnStoryPlayerView:storyPlayerView]; } The result seems to be great: I got rid of the switch statement, and if I ever have to add new types of VisualEvents in the future, I simply create new subclasses of VisualEvent. And I won't have to change anything in StoryPlayer. But of cause this approach violates the MVC pattern since now my model has to know about and depend on my view! Now my controller talks to my model and my model talks to the view calling methods on StoryPlayerView like drawCircleAtPoint:color:lineWidth:radius:. But this kind of calls should be controller code not model code, right?? Seems to me like I made things worse. I'm confused! Am I completely missing the point of the strategy pattern? Is there a better way to get rid of the switch statement without breaking model-view separation?

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  • Entity Framework 4, WCF &amp; Lazy Loading Tip

    - by Dane Morgridge
    If you are doing any work with Entity Framework and custom WCF services in EFv1, everything works great.  As soon as you jump to EFv4, you may find yourself getting odd errors that you can’t seem to catch.  The problem is almost always has something to do with the new lazy loading feature in Entity Framework 4.  With Entity Framework 1, you didn’t have lazy loading so this problem didn’t surface.  Assume I have a Person entity and an Address entity where there is a one-to-many relationship between Person and Address (Person has many Addresses). In Entity Framework 1 (or in EFv4 with lazy loading turned off), I would have to load the Address data by hand by either using the Include or Load Method: var people = context.People.Include("Addresses"); or people.Addresses.Load(); Lazy loading works when the first time the Person.Addresses collection is accessed: 1: var people = context.People.ToList(); 2:  3: // only person data is currently in memory 4:  5: foreach(var person in people) 6: { 7: // EF determines that no Address data has been loaded and lazy loads 8: int count = person.Addresses.Count(); 9: } 10:  Lazy loading has the useful (and sometimes not useful) feature of fetching data when requested.  It can make your life easier or it can make it a big pain.  So what does this have to do with WCF?  One word: Serialization. When you need to pass data over the wire with WCF, the data contract is serialized into either XML or binary depending on the binding you are using.  Well, if I am using lazy loading, the Person entity gets serialized and during that process, the Addresses collection is accessed.  When that happens, the Address data is lazy loaded.  Then the Address is serialized, and the Person property is accessed, and then also serialized and then the Addresses collection is accessed.  Now the second time through, lazy loading doesn’t kick in, but you can see the infinite loop caused by this process.  This is a problem with any serialization, but I personally found it trying to use WCF. The fix for this is to simply turn off lazy Loading.  This can be done at each call by using context options: context.ContextOptions.LazyLoadingEnabled = false; Turning lazy loading off will now allow your classes to be serialized properly.  Note, this is if you are using the standard Entity Framework classes.  If you are using POCO,  you will have to do something slightly different.  With POCO, the Entity Framework will create proxy classes by default that allow things like lazy loading to work with POCO.  This proxy basically creates a proxy object that is a full Entity Framework object that sits between the context and the POCO object.  When using POCO with WCF (or any serialization) just turning off lazy loading doesn’t cut it.  You have to turn off the proxy creation to ensure that your classes will serialize properly: context.ContextOptions.ProxyCreationEnabled = false; The nice thing is that you can do this on a call-by-call basis.  If you use a new context for each set of operations (which you should) then you can turn either lazy loading or proxy creation on and off as needed.

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  • How to make the constructor for the following exercise in c++?

    - by user40630
    This is the exercise I?m trying to solve. It's from C++, How to program book from Deitel and it's my homework. (Card Shuffling and Dealing) Create a program to shuffle and deal a deck of cards. The program should consist of class Card, class DeckOfCards and a driver program. Class Card should provide: a) Data members face and suit of type int. b) A constructor that receives two ints representing the face and suit and uses them to initialize the data members. c) Two static arrays of strings representing the faces and suits. d) A toString function that returns the Card as a string in the form “face of suit.” You can use the + operator to concatenate strings. Class DeckOfCards should contain: a) A vector of Cards named deck to store the Cards. b) An integer currentCard representing the next card to deal. c) A default constructor that initializes the Cards in the deck. The constructor should use vector function push_back to add each Card to the end of the vector after the Card is created and initialized. This should be done for each of the 52 Cards in the deck. d) A shuffle function that shuffles the Cards in the deck. The shuffle algorithm should iterate through the vector of Cards. For each Card, randomly select another Card in the deck and swap the two Cards. e) A dealCard function that returns the next Card object from the deck. f) A moreCards function that returns a bool value indicating whether there are more Cards to deal. The driver program should create a DeckOfCards object, shuffle the cards, then deal the 52 cards. The problem I'm facing is that I don't know exactly how to make the constructor for the second class. See description commented in the code bellow. #include <iostream> #include <vector> using namespace std; /* * */ //Class card. No problems here. class Card { public: Card(int, int); string toString(); private: int suit, face; static string faceNames[13]; static string suitNames[4]; }; string Card::faceNames[13] = {"Ace","Two","Three","Four","Five","Six","Seven","Eight","Nine","Ten","Queen","Jack","King"}; string Card::suitNames[4] = {"Diamonds","Clubs","Hearts","Spades"}; string Card::toString() { return faceNames[face]+" of "+suitNames[suit]; } Card::Card(int f, int s) :face(f), suit(s) { } /*The problem begins here. This class should create(when and object for it is created) a copy of the vector deck, right? But how exactly are these vector cards be initialized? I'll explain better in the constructor definition bellow.*/ class DeckOfCards { public: DeckOfCards(); void shuffleCards(); Card dealCard(); bool moreCards(); private: vector<Card> deck(52); int currentCard; }; int main(int argc, char** argv) { return 0; } DeckOfCards::DeckOfCards() { //This is where I'm stuck. I can't figure out how to set each of the 52 cards of the vector deck to have a specific suit and face every one of them, by using only the constructor of the Card class. //What you see bellow was one of my attempts to solve this problem but I blocked pretty soon in the middle of it. for(int i=0; i<deck.size(); i++) { deck[i]//....There is no function to set them. They must be set when initialized. But how?? } } For easier reading: http://pastebin.com/pJeXMH0f

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • F# and the rose-tinted reflection

    - by CliveT
    We're already seeing increasing use of many cores on client desktops. It is a change that has been long predicted. It is not just a change in architecture, but our notions of efficiency in a program. No longer can we focus on the asymptotic complexity of an algorithm by counting the steps that a single core processor would take to execute it. Instead we'll soon be more concerned about the scalability of the algorithm and how well we can increase the performance as we increase the number of cores. This may even lead us to throw away our most efficient algorithms, and switch to less efficient algorithms that scale better. We might even be willing to waste cycles in order to speculatively execute at the algorithm rather than the hardware level. State is the big headache in this parallel world. At the hardware level, main memory doesn't necessarily contain the definitive value corresponding to a particular address. An update to a location might still be held in a CPU's local cache and it might be some time before the value gets propagated. To get the latest value, and the notion of "latest" takes a lot of defining in this world of rapidly mutating state, the CPUs may well need to communicate to decide who has the definitive value of a particular address in order to avoid lost updates. At the user program level, this means programmers will need to lock objects before modifying them, or attempt to avoid the overhead of locking by understanding the memory models at a very deep level. I think it's this need to avoid statefulness that has led to the recent resurgence of interest in functional languages. In the 1980s, functional languages started getting traction when research was carried out into how programs in such languages could be auto-parallelised. Sadly, the impracticality of some of the languages, the overheads of communication during this parallel execution, and rapid improvements in compiler technology on stock hardware meant that the functional languages fell by the wayside. The one thing that these languages were good at was getting rid of implicit state, and this single idea seems like a solution to the problems we are going to face in the coming years. Whether these languages will catch on is hard to predict. The mindset for writing a program in a functional language is really very different from the way that object-oriented problem decomposition happens - one has to focus on the verbs instead of the nouns, which takes some getting used to. There are a number of hybrid functional/object languages that have been becoming more popular in recent times. These half-way houses make it easy to use functional ideas for some parts of the program while still allowing access to the underlying object-focused platform without a great deal of impedance mismatch. One example is F# running on the CLR which, in Visual Studio 2010, has because a first class member of the pack. Inside Visual Studio 2010, the tooling for F# has improved to the point where it is easy to set breakpoints and watch values change while debugging at the source level. In my opinion, it is the tooling support that will enable the widespread adoption of functional languages - without this support, people will put off any transition into the functional world for as long as they possibly can. Without tool support it will make it hard to learn these languages. One tool that doesn't currently support F# is Reflector. The idea of decompiling IL to a functional language is daunting, but F# is potentially so important I couldn't dismiss the idea. As I'm currently developing Reflector 6.5, I thought it wise to take four days just to see how far I could get in doing so, even if it achieved little more than to be clearer on how much was possible, and how long it might take. You can read what happened here, and of the insights it gave us on ways to improve the tool.

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