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  • LLVM-3.1 libLLVMSupport.a undefined reference to `dladdr'

    - by user91387
    I'm trying to compile using the llvm-3.1 package. I'm running 12.04 x64 (3.2.0-26 kernel) && 12.10 (3.5.0-4) x64 backported llvm-3.1 from quantal, then debian experimental. Next I tried 12.10 with the native ubuntu llvm-3.1 package; this failed as well. user@system:/tmp/llvm-test# make compiling cpp yacc file: decaf-llvm.y output file: decaf-llvm bison -b decaf-llvm -d decaf-llvm.y /bin/mv -f decaf-llvm.tab.c decaf-llvm.tab.cc flex -odecaf-llvm.lex.cc decaf-llvm.lex g++ -o ./decaf-llvm decaf-llvm.tab.cc decaf-llvm.lex.cc decaf-stdlib.c `llvm-config --cppflags --ldflags --libs core jit native` -ly -ll /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x6c): undefined reference to `dladdr' /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x18f): undefined reference to `dladdr' collect2: error: ld returned 1 exit status make: *** [decaf-llvm] Error 1 I know the code works as I've run it in centos fine using llvm-3.1-6.fc18(rpm) Google was a bit helpful with this: "On some systems, incluning Ubuntu 11.10, linking may fail with message that libLLVMSupport.a in function PrintStackTrace(void*) has undefined reference to dladdr." "Workaround is to compile LLVM with cmake specifying the following variable: -DCMAKE_EXE_LINKER_FLAGS=-ldl" http://svn.dsource.org/projects/bindings/trunk/llvm-3.0/Readme I double checked y ldflags and everything seems ok. user@system:/llvm-config --ldflags -L/usr/lib/llvm-3.1/lib -lpthread -lffi -ldl -lm I'm unclear of what to do next; any suggestions?

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  • quick look at: dm_db_index_physical_stats

    - by fatherjack
    A quick look at the key data from this dmv that can help a DBA keep databases performing well and systems online as the users need them. When the dynamic management views relating to index statistics became available in SQL Server 2005 there was much hype about how they can help a DBA keep their servers running in better health than ever before. This particular view gives an insight into the physical health of the indexes present in a database. Whether they are use or unused, complete or missing some columns is irrelevant, this is simply the physical stats of all indexes; disabled indexes are ignored however. In it’s simplest form this dmv can be executed as:   The results from executing this contain a record for every index in every database but some of the columns will be NULL. The first parameter is there so that you can specify which database you want to gather index details on, rather than scan every database. Simply specifying DB_ID() in place of the first NULL achieves this. In order to avoid the NULLS, or more accurately, in order to choose when to have the NULLS you need to specify a value for the last parameter. It takes one of 4 values – DEFAULT, ‘SAMPLED’, ‘LIMITED’ or ‘DETAILED’. If you execute the dmv with each of these values you can see some interesting details in the times taken to complete each step. DECLARE @Start DATETIME DECLARE @First DATETIME DECLARE @Second DATETIME DECLARE @Third DATETIME DECLARE @Finish DATETIME SET @Start = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, DEFAULT) AS ddips SET @First = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, 'SAMPLED') AS ddips SET @Second = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, 'LIMITED') AS ddips SET @Third = GETDATE() SELECT * FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, 'DETAILED') AS ddips SET @Finish = GETDATE() SELECT DATEDIFF(ms, @Start, @First) AS [DEFAULT] , DATEDIFF(ms, @First, @Second) AS [SAMPLED] , DATEDIFF(ms, @Second, @Third) AS [LIMITED] , DATEDIFF(ms, @Third, @Finish) AS [DETAILED] Running this code will give you 4 result sets; DEFAULT will have 12 columns full of data and then NULLS in the remainder. SAMPLED will have 21 columns full of data. LIMITED will have 12 columns of data and the NULLS in the remainder. DETAILED will have 21 columns full of data. So, from this we can deduce that the DEFAULT value (the same one that is also applied when you query the view using a NULL parameter) is the same as using LIMITED. Viewing the final result set has some details that are worth noting: Running queries against this view takes significantly longer when using the SAMPLED and DETAILED values in the last parameter. The duration of the query is directly related to the size of the database you are working in so be careful running this on big databases unless you have tried it on a test server first. Let’s look at the data we get back with the DEFAULT value first of all and then progress to the extra information later. We know that the first parameter that we supply has to be a database id and for the purposes of this blog we will be providing that value with the DB_ID function. We could just as easily put a fixed value in there or a function such as DB_ID (‘AnyDatabaseName’). The first columns we get back are database_id and object_id. These are pretty explanatory and we can wrap those in some code to make things a little easier to read: SELECT DB_NAME([ddips].[database_id]) AS [DatabaseName] , OBJECT_NAME([ddips].[object_id]) AS [TableName] … FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, NULL) AS ddips  gives us   SELECT DB_NAME([ddips].[database_id]) AS [DatabaseName] , OBJECT_NAME([ddips].[object_id]) AS [TableName], [i].[name] AS [IndexName] , ….. FROM [sys].[dm_db_index_physical_stats](DB_ID(), NULL, NULL, NULL, NULL) AS ddips INNER JOIN [sys].[indexes] AS i ON [ddips].[index_id] = [i].[index_id] AND [ddips].[object_id] = [i].[object_id]     These handily tie in with the next parameters in the query on the dmv. If you specify an object_id and an index_id in these then you get results limited to either the table or the specific index. Once again we can place a  function in here to make it easier to work with a specific table. eg. SELECT * FROM [sys].[dm_db_index_physical_stats] (DB_ID(), OBJECT_ID(‘AdventureWorks2008.Person.Address’) , 1, NULL, NULL) AS ddips   Note: Despite me showing that functions can be placed directly in the parameters for this dmv, best practice recommends that functions are not used directly in the function as it is possible that they will fail to return a valid object ID. To be certain of not passing invalid values to this function, and therefore setting an automated process off on the wrong path, declare variables for the OBJECT_IDs and once they have been validated, use them in the function: DECLARE @db_id SMALLINT; DECLARE @object_id INT; SET @db_id = DB_ID(N’AdventureWorks_2008′); SET @object_id = OBJECT_ID(N’AdventureWorks_2008.Person.Address’); IF @db_id IS NULL BEGINPRINT N’Invalid database’; ENDELSE IF @object_id IS NULL BEGINPRINT N’Invalid object’; ENDELSE BEGINSELECT * FROM sys.dm_db_index_physical_stats (@db_id, @object_id, NULL, NULL , ‘LIMITED’); END; GO In cases where the results of querying this dmv don’t have any effect on other processes (i.e. simply viewing the results in the SSMS results area)  then it will be noticed when the results are not consistent with the expected results and in the case of this blog this is the method I have used. So, now we can relate the values in these columns to something that we recognise in the database lets see what those other values in the dmv are all about. The next columns are: We’ll skip partition_number, index_type_desc, alloc_unit_type_desc, index_depth and index_level  as this is a quick look at the dmv and they are pretty self explanatory. The final columns revealed by querying this view in the DEFAULT mode are avg_fragmentation_in_percent. This is the amount that the index is logically fragmented. It will show NULL when the dmv is queried in SAMPLED mode. fragment_count. The number of pieces that the index is broken into. It will show NULL when the dmv is queried in SAMPLED mode. avg_fragment_size_in_pages. The average size, in pages, of a single fragment in the leaf level of the IN_ROW_DATA allocation unit. It will show NULL when the dmv is queried in SAMPLED mode. page_count. Total number of index or data pages in use. OK, so what does this give us? Well, there is an obvious correlation between fragment_count, page_count and avg_fragment_size-in_pages. We see that an index that takes up 27 pages and is in 3 fragments has an average fragment size of 9 pages (27/3=9). This means that for this index there are 3 separate places on the hard disk that SQL Server needs to locate and access to gather the data when it is requested by a DML query. If this index was bigger than 72KB then having it’s data in 3 pieces might not be too big an issue as each piece would have a significant piece of data to read and the speed of access would not be too poor. If the number of fragments increases then obviously the amount of data in each piece decreases and that means the amount of work for the disks to do in order to retrieve the data to satisfy the query increases and this would start to decrease performance. This information can be useful to keep in mind when considering the value in the avg_fragmentation_in_percent column. This is arrived at by an internal algorithm that gives a value to the logical fragmentation of the index taking into account the multiple files, type of allocation unit and the previously mentioned characteristics if index size (page_count) and fragment_count. Seeing an index with a high avg_fragmentation_in_percent value will be a call to action for a DBA that is investigating performance issues. It is possible that tables will have indexes that suffer from rapid increases in fragmentation as part of normal daily business and that regular defragmentation work will be needed to keep it in good order. In other cases indexes will rarely become fragmented and therefore not need rebuilding from one end of the year to another. Keeping this in mind DBAs need to use an ‘intelligent’ process that assesses key characteristics of an index and decides on the best, if any, defragmentation method to apply should be used. There is a simple example of this in the sample code found in the Books OnLine content for this dmv, in example D. There are also a couple of very popular solutions created by SQL Server MVPs Michelle Ufford and Ola Hallengren which I would wholly recommend that you review for much further detail on how to care for your SQL Server indexes. Right, let’s get back on track then. Querying the dmv with the fifth parameter value as ‘DETAILED’ takes longer because it goes through the index and refreshes all data from every level of the index. As this blog is only a quick look a we are going to skate right past ghost_record_count and version_ghost_record_count and discuss avg_page_space_used_in_percent, record_count, min_record_size_in_bytes, max_record_size_in_bytes and avg_record_size_in_bytes. We can see from the details below that there is a correlation between the columns marked. Column 1 (Page_Count) is the number of 8KB pages used by the index, column 2 is how full each page is (how much of the 8KB has actual data written on it), column 3 is how many records are recorded in the index and column 4 is the average size of each record. This approximates to: ((Col1*8) * 1024*(Col2/100))/Col3 = Col4*. avg_page_space_used_in_percent is an important column to review as this indicates how much of the disk that has been given over to the storage of the index actually has data on it. This value is affected by the value given for the FILL_FACTOR parameter when creating an index. avg_record_size_in_bytes is important as you can use it to get an idea of how many records are in each page and therefore in each fragment, thus reinforcing how important it is to keep fragmentation under control. min_record_size_in_bytes and max_record_size_in_bytes are exactly as their names set them out to be. A detail of the smallest and largest records in the index. Purely offered as a guide to the DBA to better understand the storage practices taking place. So, keeping an eye on avg_fragmentation_in_percent will ensure that your indexes are helping data access processes take place as efficiently as possible. Where fragmentation recurs frequently then potentially the DBA should consider; the fill_factor of the index in order to leave space at the leaf level so that new records can be inserted without causing fragmentation so rapidly. the columns used in the index should be analysed to avoid new records needing to be inserted in the middle of the index but rather always be added to the end. * – it’s approximate as there are many factors associated with things like the type of data and other database settings that affect this slightly.  Another great resource for working with SQL Server DMVs is Performance Tuning with SQL Server Dynamic Management Views by Louis Davidson and Tim Ford – a free ebook or paperback from Simple Talk. Disclaimer – Jonathan is a Friend of Red Gate and as such, whenever they are discussed, will have a generally positive disposition towards Red Gate tools. Other tools are often available and you should always try others before you come back and buy the Red Gate ones. All code in this blog is provided “as is” and no guarantee, warranty or accuracy is applicable or inferred, run the code on a test server and be sure to understand it before you run it on a server that means a lot to you or your manager.

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  • WebGL CORS error loading simple texture in Chrome

    - by mathacka
    Here's my code: function loadTexture() { textureImage = new Image(); textureImage.onload = function() { setupTexture(); } textureImage.src = "jumper2.png"; } function setupTexture() { texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); // this next line has the error: Uncaught SecurityError: An attempt was made to break through the security policy of the user agent. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); gl.texParameteri(gl.TEXTURE_2D, gl.OES_TEXTURE_FLOAT_LINEAR, gl.NEAREST); if (!gl.isTexture(texture)) { alert("Error: Texture is invalid"); } glProgram.samplerUniform = gl.getUniformLocation(glProgram, "uSampler"); gl.uniform1i(glProgram.samplerUniform, 0); } I've researched it and it is a CORS error a "Cross-origin resource sharing" error, but it's a local file! I can't figure out what's wrong. I did make the picture using gimp, and I'm not sure the coding was right on the export, but I eliminated a previous error using "gl.OES_TEXTURE_FLOAT_LINEAR".

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  • BizTalk 2009 - Pipeline Component Wizard Error

    - by Stuart Brierley
    When attempting to run the BizTalk Server Pipeline Component Wizard for the first time I encountered an error that prevented the creation of the pipeline component project: System.ArgumentException : Value does not fall withing the expected range  I found the solution for this error in a couple of places, first a reference to the issue on the Codeplex Project and then a fuller description on a blog referring to the BizTalk 2006 implementation. To resolve this issue you need to make a change to the downloaded wizard solution code, by changing the file BizTalkPipelineComponentWizard.cs around line 304 From // get a handle to the project. using mySolution will not work. pipelineComponentProject = this._Application.Solution.Projects.Item(Path.Combine(Path.GetFileNameWithoutExtension(projectFileName), projectFileName)); To // get a handle to the project. using mySolution will not work. if (this._Application.Solution.Projects.Count == 1) pipelineComponentProject = this._Application.Solution.Projects.Item(1); else { // In Doubt: Which project is the target? pipelineComponentProject = this._Application.Solution.Projects.Item(projectFileName); } Following this you need to uninstall the the wizard, rebuild the solution and re-install the wizard again.

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  • How are events in games handled?

    - by Alex
    In may games that I have played, I have seen events being triggered, such as when you walk into a certain land area while holding a specific object, it will trigger a special creature to spawn. I was wondering, how do games deal with events such as this? Not in a specific game, but in general among games. The first thought I had was that each place has a hard-coded set of events that it will call when something happens there. However, that would be too inefficient to maintain, as when something new is added, that would require modification of every part of the game that would potentially cause the event to be called. Next up, I had the idea of maybe how GUI programming works. In all of the GUI programming I've done, you create a component and a callback function, or a listener. Then, when the user interacts when the button, the callback function is called, allowing you to do something with it. So, I was thinking that in terms of a game, when a land area gets loaded the game loops over a list of all events, creating instances of them and calling public methods to bind them to the current scene. The events themselves then handle what scene it is, and if it is a scene that pertains to the event, will call the public method of the scene to bind the event to an action. Then, when the action takes place, the scene would call all events that are bound to that action. However, I'm sure that's not how games would operate either, as that would require a lot of creating of events all the time. So how to video games handle events, are either of those methods correct, or is it something completely different?

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  • How far to go with Domain Driven Design?

    - by synti
    I've read a little about domain driven design and the usage of a rich domain model, as described by Martin Fowler, and I've decided to put it in practice in a personal project, instead of using transaction scripts. Everything went fine until UI implementation started. The thing is some views will use rich components that are backed up by unusual models and, thus, I must transform the domain model into what is used by those components. And that transformation is specially "complex" in the view-to-domain portion, up to the point that some business logic is involved. Wich brings me to the questioning: where should I do these adaptations? So far I've got the following conclusions: Doing it in the presentation layer is good because, well, if that layer imposes restrictions in it's model, then it should be the one to handle them. But it's bad because there'll be some business leakage. If I do it on the services objects (controllers, actions, whatever), then it'd be good because there won't be any change to the domain API just because of presentation layer, but it's bad because then I'd have transaction scripts, wich is not the intended design. Finally, if I do it on the domain model, there'd be no leakage of business logic at all. But in the future I could expect an explosion of the API into a series of methods designed just to handle that view-model <- domain-model adaptation. I hope I could make myself clear on this.

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  • Convert a Row to a Column (or Backwards) in Google Docs Spreadsheets

    - by The Geek
    If you have to deal with a lot of spreadsheets, you’re probably really bored right now. You also might be wondering how to turn a row into a column, or a column into a row. Here’s how to do it with Google Docs Spreadsheets. If you’re an Excel user, you’re also in luck, because we’ve already shown you how to turn a row into a column, or vice-versa. It won’t make you any less bored though. Convert a Row to a Column (or backwards) The first thing you’ll need is a column or a row of information that you want to convert into the opposite. For our example, we’ve got this set of data that we created by using the Auto Fill options in Google Docs. Now in another cell, you’ll need to use the TRANSPOSE function, which you can use by simply typing in the following: =TRANSPOSE( And then selecting the cells with the mouse, or manually typing in the range of cells you want to copy. The final function in this example was: =TRANSPOSE(A1:A11) Finish it off with the final ) character to complete the function, hit the Enter key, and there we are… the column was transposed over to the right. You can use the same thing to turn columns into rows, or rows into columns—just change the range you are looking for. Similar Articles Productive Geek Tips How To Use AutoFill on a Google Docs Spreadsheet [Quick Tips]Integrate Google Docs with Outlook the Easy WayHow To Export Documents from Google Docs to Your ComputerConvert a Row to a Column in Excel the Easy WayScroll Backwards From the Ubuntu Server Command Line TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Check Your IMAP Mail Offline In Thunderbird Follow Finder Finds You Twitter Users To Follow Combine MP3 Files Easily QuicklyCode Provides Cheatsheets & Other Programming Stuff Download Free MP3s from Amazon Awe inspiring, inter-galactic theme (Win 7)

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  • Optimizing hash lookup & memory performance in Go

    - by Moishe
    As an exercise, I'm implementing HashLife in Go. In brief, HashLife works by memoizing nodes in a quadtree so that once a given node's value in the future has been calculated, it can just be looked up instead of being re-calculated. So eg. if you have a node at the 8x8 level, you remember it by its four children (each at the 2x2 level). So next time you see an 8x8 node, when you calculate the next generation, you first check if you've already seen a node with those same four children. This is extended up through all levels of the quadtree, which gives you some pretty amazing optimizations if eg. you're 10 levels above the leaves. Unsurprisingly, it looks like the perfmance crux of this is the lookup of nodes by child-node values. Currently I have a hashmap of {&upper_left_node,&upper_right_node,&lower_left_node,&lower_right_node} -> node So my lookup function is this: func FindNode(ul, ur, ll, lr *Node) *Node { var node *Node var ok bool nc := NodeChildren{ul, ur, ll, lr} node, ok = NodeMap[nc] if ok { return node } node = &Node{ul, ur, ll, lr, 0, ul.Level + 1, nil} NodeMap[nc] = node return node } What I'm trying to figure out is if the "nc := NodeChildren..." line causes a memory allocation each time the function is called. If it does, can I/should I move the declaration to the global scope and just modify the values each time this function is called? Or is there a more efficient way to do this? Any advice/feedback would be welcome. (even coding style nits; this is literally the first thing I've written in Go so I'd love any feedback)

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  • Issuse with multiple student result printing request

    - by dotman14
    I'm not really sure about how to ask this question but i'll try my best to make it clear enough. I have a Student Result Application where by students result are managed, over several academic sessions, all having two semesters each. During each semester students take different courses and have results based on the semester. The application is done now and i'm using a PDF Libaray to crop the final result page to hand over to the students each semester. If a student request a particular semester result it's a straight forward issue and there are no complications when it comes to printing out the result. My issue is this: in a case where a student requests to have a combination of semesters...say 3rd year rain semester , 4th year rain semester and 5th year hamattarn semester. Please how can i handle this issue? Does the user picks these options at the user interface level or there's a special way to handle issues like this? Also, if i'm to display these multiple student result how could this be be done, knowing fully well that i'll have to print the different result seperately. Hopefully i've being able to make my situation clear enough. Thanks for your time and patience. Expecting your comments and answers. Thanks.

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  • The Best Websites for Downloading and Playing Classic and New Text Adventure Games

    - by Lori Kaufman
    Before computers could handle graphical games, there were text adventure games. The games are interactive stories, so playing a text adventure game is like being part of a book in which you affect the story. Text adventure games are also referred to as “interactive fiction.” Interactive Fiction (IF) is actually a more accurate term for text adventure games, because these games can cover any topics, such as romances or comedies, not just adventures. They can also simulate real life. Even though computers can now handle intensely graphical games, playing text adventure games can still be fun. It’s like reading a good book and getting lost in the universe of the story, except you become the hero or heroine and affect the ending of the story. We’ve collected some links to websites where you can download classic and new text adventure games or play them online. There are also some free tools available for creating your own text adventure games. We even found a documentary about the evolution of computer adventure games and some articles about the art and craft of developing the original text adventure games. How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Improving the speed of writing code in C#

    - by Robert Harvey
    Laugh if you want, but I used to develop substantial line-of-business applications in VB6, long before the .NET framework came along. Why, when I was your age, we used to walk two miles in the snow, uphill. Both ways... Love it or hate it, VB6 had a REPL-like feel, and a very rapid development cycle. I would like to know how to come closer to that process in C#. In VB6, I could write a function, execute it, debug it and have it fully functional in a few minutes. I am told this is how the Lisp crowd works. It's a very rapid-fire style of programming. In C# I write a function, then I write a unit test for that function (which is OK, I understand the value of that), then I right-click, run test, wait for the project to compile (takes about 10 seconds right now, which would be an eternity for a REPL loop), and get an exception. Honestly, this feels more like my junior college days, when I used to feed punch cards into a hopper and wait for a printout (exaggerating only slightly for effect). Additionally, my tendency nowadays is to make everything public while I'm testing it. Unit testing with private accessors works fine, but you can't trace through the code (unless, of course, I'm doing something wrong) while you're using them. So what I'd like to know is, what adjustments have you made to your development process in C# to streamline it, and make it possible to write and verify your code very rapidly?

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  • Entity component system -> handling components that depend on one another

    - by jtedit
    I really like the idea of an entity component system and feel it has great flexibility, but have a question. How should dependent components be handled? I'm not talking about how components should communicate with other components they depend on, I have that sorted, but rather how to ensure components are present. For example, an entity cannot have a "velocity" component if it doesn't have a "position" component, in the same way it cant have an "acceleration" component if it doesn't have a "velocity" component. My first idea was every component class overrides an "onAddedToEntity(Entity ent)" function. Then in that function it checks that prerequisite components are also added to the entity, eg: struct EntCompVelocity() : public EntityComponent{ //member variables here void onAddedToEntity(Entity ent){ if(!ent.hasComponent(EntCompPosition::Id)){ ent.addComponent(new EntCompPosition()); } } } This has the nice property that if the acceleration component adds the velocity component, the velocity component will itself add the position component to the entity so dependency "trees" will sort themselves out. However my concern is if I do this components will silently be added with default values and, in the example of adding position, many entities will appear at the origin. Another idea was to simple have the "Entity.addComponent();" function return false if the component's prerequisite components aren't already on the entity, this would force you to manually add the position component and set its value before adding the velocity component. Finally I could simply not ensure a components prerequisite components are added, the "UpdatePosition" system only deals with entities with both a position and velocity component, so therefore adding a velocity component without having a position component wont be a problem (it wont cause crashes due to null pointer/etc), but it does mean entities will carry useless unused data if you add components but not their prerequisite components. Does anyone have experience with this problem and/or any of these methods to solve it? How did you solve the problem?

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • Handling Errors In PHP When Using MVC

    - by James Jeffery
    I've been using Codeigniter a lot recently, but one thing that gets on my nerves is handling errors and displaying them to the user. I've never been good at handling errors without it getting messy. My main concern is when returning errors to the user. Is it good practice to use exceptions and throw/catch exceptions rather than returning 0 or 1 from functions and then using if/else to handle the errors. Thus, making it easier to inform the user about the issue. I tend to go away from exceptions. My Java tutor at university some years ago told me "exceptions shouldn't be used in production code it's more for debugging". I get the feeling he was lying. But, an example, I have code that adds a user to a database. During the process more than 1 thing could go wrong, such as a database issue, a duplicate entry, a server issue, etc. When an issue happens during registration the user needs to know about it. What's the best way to handle errors in PHP, keeping in mind that I'm using an MVC framework.

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  • C IDE for Mac needed

    - by StasM
    I'm looking for heavy-duty C/C++ IDE for Mac that would satisfy the following criteria: Work with big projects (~5000 files, some of them 100K big) efficiently. Have good navigation both file-based and symbol-based - i.e. "go to file", "go to function" etc. with autocompletion support. Support for "go to declaration/definition" for symbols - functions, structures, etc. Auto-adding new files in folders already in the project. Support for code completion for values, function names, etc. At least rudimentary CPP macro understanding - i.e. #define foo bar then foo() should take me either to #define or to actual bar. I understand full CPP parsing may be hard, but I hope for at least the obvious cases. Support for displaying parameter names/types by function name, preferably - integrated with the previous item, for functions defined in the project. Support for libc would be nice too :) (optional) Cross-project search support (I can manage with grep -r if everything else works) (optional) SVN support, at least to some extent (update, commit, mark updated) Is there such editor around? Free would be nice, but I'm ready to part with some money if it's good enough. I'm using TextMate now but I'm not satisfied with it. Tried Xcode but it seems to not be able to handle a large project - it just crashed...

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  • How to refactor while keeping accuracy and redundancy?

    - by jluzwick
    Before I ask this question I will preface it with our environment. My team consists of 3 programmers working on multiple different projects. Due to this, our use of testing is mostly limited to very general black box testing. Take the following assumptions also: Unit Tests will eventually be written but I'm under strict orders to refactor first Ignore common Test-Driven Development techniques when given this environment, my time is limited. I understand that if this were done correctly, our team would actually save money in the long-term by building Unit-Tests before hand. I'm about to refactor a fairly large portion of the code that is critical. While I believe my code will accurately work when done and after our black box testing, I realize that there will be new data that the new code might not be able to handle. What I wanted to know is how to keep old code that functions 98% of the time so that we can call those subroutines in case the new code doesn't work properly. Right now I'm thinking of separating the old code in a separate class file and adding a variable to our config that will tell the program which code to use. Is there a better way to handle this? NOTE: We do use revision control and we have archived builds so the client could always revert to a previous build, but I would like to see if there is a decent way of doing this besides reverting. I want this so they can use the other new functionality delivered in the new build. Edit: While I agree I will need to write Unit Tests for this, I don't believe I will capture everything with them. I'm looking for ways to easily be able to revert to the old, functional code should anything happen. While I know this is a poor practice, I'm planning on removing this code after our team can guarantee that the new code works to the same standards as the old.

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  • Game actions that take multiple frames to complete

    - by CantTetris
    I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else remove all complete rows move rows down so there are no gaps if we can spawn a new block spawn a new current block else game over Everything in the game so far happens instantly - things are spawned instantly, rows are removed instantly etc. But what if I don't want things to happen instantly (i.e animate things)? for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else ?? animate complete rows disappearing (somehow, wait over multiple frames until the animation is done) ?? animate rows moving downwards (and again, wait over multiple frames) if we can spawn a new block spawn a new current block else game over In my Pong clone this wasn't an issue, as every frame I was just moving the ball and checking for collisions. How can I wrap my head around this issue? Surely most games involves some action that takes more than a frame, and other things halt until the action is done.

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  • ScreenManagement better practices ?! Textbox not focusing

    - by xykudyax
    I saw a question here using DataTemplates with WPF for ScreenManagement, I was curious and I gave it a try I think the ideia is amazing and very clean. Though I'm new to WPF and I read a lot of times that almost everything should be made in XAML and very little should be "coded behind". My questions resolves about using the datatemplate ideia, WHERE should the code that calls the transitions be? where should I define which commands are avaiable in which screens. For example: [ScreenA] Commands: Pressing B - Goes to state B Pressing ESC - Exits [ScreenB] Commands: Pressing A - Goes to state A Pressing SPACE - Exits where do I define the keyEventHandlers? and where do I call the next screen? I'm doing this as an hobby for learning and "if you are learning, better learn it right" :) Thank you for your time. Yes the Q/A I was talking is: What's a good way to handle game screen management in WPF? What I've done so far was to create a Screen class (derived from UserControl) and create some virtual methods: - one for Initializing stuff (like focus a given component by default) - another for inputHandling I handle it by using a switch case and by listening to the PreviewKeyDown event from the parent container (MainWindow) Im not able to do it another way! Help?!. - and a finally one that removes the keyEvent method (when the screen is terminated) Parent.PreviewKeyDown -= OnKeyDown; am I doing okay? I face a problem. When I add a new screen (userControl) containing a TextBox I'm not able to give it autofocus :/ The Caret is there but is not blinking and I have to hit "TAB" before being able to input anything at all :/

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  • Handling changes to data types and entries in a database migration

    - by jandjorgensen
    I'm fully redesigning a site that indexes a number of articles with basic search functionality. The previous site was written about a decade ago, and I'm salvaging about 30,000 entries with data stored in less-than-ideal formats. While I'm moving from MSSQL to MySQL, I don't need to make any "live" changes, so this is not a production-level migration issue so much as a redesign. For instance, dates are stored the same as tags/subjects about the articles, but in strings as "YYYYMMDDd" (the lowercase d stands for "date" in the string). Essentially, before or after I move from the previous database format to a new one, I'm going to need to do a lot of replacement of individual entries. While I understand how to do operations with regular expressions in non-database issues, my database experience isn't robust enough to know the best way to handle this. What is the best (or standard) way to handle major changes like this? Is there an SQL operation I should be looking into? Please let me know if the problem isn't clear--I'm not entirely sure what kind of answer I'm looking for.

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  • Can web apps allow fast data-typists to "type-ahead"?

    - by user61852
    In some data entry contexts, I've seen data typists, type really fast and know so well the app they use, and have a mechanic quality in their work so that they can "type ahead", ie continue typing and "tab-bing" and "enter-ing" faster than the display updates, so that in many occasions they are typing in the data for the next form before it draws itself. Then when this next entry form appears, their keystrokes fill the text boxes and they continue typing, selecting etc. In contexts like this, this speed is desirable, since this persons are really productive. I think this "type ahead of time" is only possible in desktop apps, but I may be wrong. My question is whether this way of handling the keyboard buffer (which in desktop apps require no extra programming) is achievable in web apps, or is this impossible because of the way web apps work, handle sessions, etc (network latency and the overhead of generating new web pages ) ? Edit: By "type ahead" I mean "keyboard type ahead" (typing faster than the next entry form can load), not suggets-as-you-type-like-google type ahead. Typeahead is a feature of computers and software (and some typewriters) that enables users to continue typing regardless of program or computer operation—the user may type in whatever speed he or she desires, and if the receiving software is busy at the time it will be called to handle this later. Often this means that keystrokes entered will not be displayed on the screen immediately. This programming technique for handling user what is known as a keyboard buffer.

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  • Is it just me or is this a baffling tech interview question

    - by Matthew Patrick Cashatt
    Background I was just asked in a tech interview to write an algorithm to traverse an "object" (notice the quotes) where A is equal to B and B is equal to C and A is equal to C. That's it. That is all the information I was given. I asked the interviewer what the goal was but apparently there wasn't one, just "traverse" the "object". I don't know about anyone else, but this seems like a silly question to me. I asked again, "am I searching for a value?". Nope. Just "traverse" it. Why would I ever want to endlessly loop through this "object"?? To melt my processor maybe?? The answer according to the interviewer was that I should have written a recursive function. OK, so why not simply ask me to write a recursive function? And who would write a recursive function that never ends? My question: Is this a valid question to the rest of you and, if so, can you provide a hint as to what I might be missing? Perhaps I am thinking too hard about solving real world problems. I have been successfully coding for a long time but this tech interview process makes me feel like I don't know anything. Final Answer: CLOWN TRAVERSAL!!! (See @Matt's answer below) Thanks! Matt

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  • WP E Commerce Safe Mode restriction error [on hold]

    - by Mustafa Kamal
    I have my online shop, created with WP Ecommerce getting broken after I moved it to another server. I could be sure that the problem comes from WP Ecommerce because when I disable that plugin. Everything run as expected. This is the exact error message Warning: session_start() [function.session-start]: SAFE MODE Restriction in effect. The script whose uid is 515 is not allowed to access /tmp owned by uid 0 in /home/mikalu/public_html/wp-content/plugins/wp-e-commerce/wpsc-core/wpsc-constants.php on line 17 Fatal error: session_start() [<a href='function.session-start'>function.session-start</a>]: Failed to initialize storage module: files (path: ) in /home/mikalu/public_html/wp-content/plugins/wp-e-commerce/wpsc-core/wpsc-constants.php on line 17 I've tried to turn off safe mode on my php configuration. nothing happens. the error's still there. I thought it was some kind of permission issue, so I tried to change /tmp permission to 777. Nothing happens. I googled it some more and suspect it might have something to do with fastCGI configuration and stuff. Which I totally don't understand. My googling result mostly suggest me to consult the web hosting provider or even to move to another host. But in this case, I am the owner of the server (VPS with cPanel/WHM). And I don't have any idea how to solve this kind of problem.

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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • Visual Basic link to SQL output to Word

    - by CLO_471
    I am in need of some advice/references. I am currently trying to develop a legal document interface. There are certain fields in which I need to query out of my sql db and have those fields output into a document that can be printed. I am trying to develop a user interface where people can enter fields that will output to a document template but at the same time I need the template to be able to pull data from the SQL database. This is the reason why I think that VB might be my best choice and because it is one of the only OOP languages I am familiar with presently. Does anyone know that best way to be able to handle this type of job?? I know that you can use VBA within MS Word and have the form output variables to a word template. But, is there a way to have the word document also pull information from the SQL db? Is the best option to use VB linked to SQL and run queries to get the information from the database and then have it output to a for within VB? Is it possible for VB to be linked to a SQL db and output variables and SQL fields to a Word Template? I have looked into Mail Merge and I see that it allows users to pull data from an Access query but I dont think it would be easy to automate and it seems that users would need to have an advanced knowledge of MS Word and Access to handle this. I am not finding much useful information online so I came here. Any advice or references would be greatly appreciated. If there is a better way please let me know.

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