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  • How to get files that are dragged on Aquamacs (or opened via Quicksilver) to open in the same frame

    - by Stefan
    In Aquamacs 2.0 preview 6, when opening new files externally (e.g., via Quicksilver or via dragging files on the Aquamacs icon) they always open in new frames (i.e., new windows). I would prefer new files to be opening in the same frame, just in a new buffer (possibly with tabs turned on). I already unchecked the option "Show Buffers in new Frames", but that only seems to affect the behavior of the built-in open command (Command-o). Are there any options for this or some other way to modify this behavior?

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  • Some Async Socket Code - Help with Garbage Collection?

    - by divinci
    Hi all, I think this question is really about my understanding of Garbage collection and variable references. But I will go ahead and throw out some code for you to look at. // Please note do not use this code for async sockets, just to highlight my question // SocketTransport // This is a simple wrapper class that is used as the 'state' object // when performing Async Socket Reads/Writes public class SocketTransport { public Socket Socket; public byte[] Buffer; public SocketTransport(Socket socket, byte[] buffer) { this.Socket = socket; this.Buffer = buffer; } } // Entry point - creates a SocketTransport, then passes it as the state // object when Asyncly reading from the socket. public void ReadOne(Socket socket) { SocketTransport socketTransport_One = new SocketTransport(socket, new byte[10]); socketTransport_One.Socket.BeginRecieve ( socketTransport_One.Buffer, // Buffer to store data 0, // Buffer offset 10, // Read Length SocketFlags.None // SocketFlags new AsyncCallback(OnReadOne), // Callback when BeginRead completes socketTransport_One // 'state' object to pass to Callback. ); } public void OnReadOne(IAsyncResult ar) { SocketTransport socketTransport_One = ar.asyncState as SocketTransport; ProcessReadOneBuffer(socketTransport_One.Buffer); // Do processing // New Read // Create another! SocketTransport (what happens to first one?) SocketTransport socketTransport_Two = new SocketTransport(socket, new byte[10]); socketTransport_Two.Socket.BeginRecieve ( socketTransport_One.Buffer, 0, 10, SocketFlags.None new AsyncCallback(OnReadTwo), socketTransport_Two ); } public void OnReadTwo(IAsyncResult ar) { SocketTransport socketTransport_Two = ar.asyncState as SocketTransport; .............. So my question is: The first SocketTransport to be created (socketTransport_One) has a strong reference to a Socket object (lets call is ~SocketA~). Once the async read is completed, a new SocketTransport object is created (socketTransport_Two) also with a strong reference to ~SocketA~. Q1. Will socketTransport_One be collected by the garbage collector when method OnReadOne exits? Even though it still contains a strong reference to ~SocketA~ Thanks all!

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  • Working with a string as an array of characters

    - by Malfunction
    I'm having some trouble with a string represented as an array of characters. What I'd like to do, as I would do in java, is the following: while (i < chars.length) { char ch = chars[i]; if ((WORD_CHARS.indexOf(ch) >= 0) == punctuation) { String token = buffer.toString(); if (token.length() > 0) { parts.add(token); } buffer = new StringBuffer(); } buffer.append(ch); i++; } What I'm doing is something like this: while(i < strlen(chars)) { char ch = chars[i]; if(([WORD_CHARS rangeOfString:ch] >= 0) == punctuation) { NSString *token = buffer.toString(); if([token length] > 0) { [parts addObject:token]; } buffer = [NSMutableString string]; } [buffer append(ch)]; i++; } I'm not sure how I'm supposed to convert String token = buffer.toString(); to objective c, where buffer is an NSMutableString. Also, how do I check this if condition in objective c? if ((WORD_CHARS.indexOf(ch) >= 0) == punctuation) WORD_CHARS is an NSString. I'm also having trouble with appending ch to buffer. Any help is greatly appreciated.

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  • Architecture for Social Graph data that has a Time Frame Associated?

    - by Jay Stevens
    I am adding some "social" type features to an existing application. There are a limited # of node & edge types. Overall the data itself is relatively small (50,000 - 70,000 for each type of node) there will be a number of edges (relationships) between them (almost all directional). This, I know, is relatively easy to represent with an SDF store (such as BrightstarDB) or something like Microsoft's Trinity (or really many of the noSQL options). The thing that, I think, makes this a unique use case is that each relationship will have a timeframe associated with it (start and end dates). Right now, I'm thinking of just storing this in a relational structure and dealing with the headaches of "traversing the graph", but I'm looking for suggestions on a better approach (both in terms of data structure and server): Column ================ From_Node_ID Relationship To_Node_ID StartDate EndDate Any suggestions or thoughts are welcomed.

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  • How to slow down a sprite that updates every frame?

    - by xiaohouzi79
    I am going through a Allegro 5 tutorial which has a game loop. There is also a variable "active" which determines if a key is being held down. Thus if the left key is being held down active is on and it begins looping through the row on the sprite sheet that corresponds to moving left. The problem is that this logic is checked everytime the loop is performed thus at approximately 60 fps the three images that are used to do the left walking animation cycle round super fast which means my character looks like it is in a rush. Total beginner question: so what is the correct way to slow down the transition between sprites so that the walking looks like it is done at a moderate pace. Here is the code used to transition across the sprite between the three different phases of the person walking: if (active) { sourceX += al_get_bitmap_width(player) / 3; } else { sourceX = 32; } if (sourceX >= al_get_bitmap_width(player)) { sourceX = 0; } I can kind of guess what it should be in plain English: update sourceX only every certain part of a second but I can't think of how to put this into code.

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  • Coherence Warnings in WLS

    - by john.graves(at)oracle.com
    With 11g (10.3.4 WLS), coherence is now built into many applications.  I’ve been noticing errors in my OSB logs like these:####<10/03/2011 10:45:40 AM EST> <Warning> <Coherence> <osb-jeos> <osb_server1> <Logger@324239121 3.6.0.4> <<anonymous>> <> <583c1 0bfdbd326ba:-8c38159:12e9d02c829:-8000-0000000000000003> <1299714340643> <BEA-000000> <Oracle Coherence 3.6.0.4 (member=n/a): Unic astUdpSocket failed to set receive buffer size to 714 packets (1023KB); actual size is 12%, 89 packets (127KB). Consult your OS do cumentation regarding increasing the maximum socket buffer size. Proceeding with the actual value may cause sub-optimal performanc e.> ####<10/03/2011 10:45:40 AM EST> <Warning> <Coherence> <osb-jeos> <osb_server1> <Logger@324239121 3.6.0.4> <<anonymous>> <> <583c1 0bfdbd326ba:-8c38159:12e9d02c829:-8000-0000000000000003> <1299714340650> <BEA-000000> <Oracle Coherence 3.6.0.4 (member=n/a): Pref erredUnicastUdpSocket failed to set receive buffer size to 1428 packets (1.99MB); actual size is 6%, 89 packets (127KB). Consult y our OS documentation regarding increasing the maximum socket buffer size. Proceeding with the actual value may cause sub-optimal p erformance.> ####<10/03/2011 10:45:40 AM EST> <Warning> <Coherence> <osb-jeos> <osb_server1> <Logger@324239121 3.6.0.4> <<anonymous>> <> <583c1 0bfdbd326ba:-8c38159:12e9d02c829:-8000-0000000000000003> <1299714340659> <BEA-000000> <Oracle Coherence 3.6.0.4 (member=n/a): Mult icastUdpSocket failed to set receive buffer size to 714 packets (1023KB); actual size is 12%, 89 packets (127KB). Consult your OS documentation regarding increasing the maximum socket buffer size. Proceeding with the actual value may cause sub-optimal performa nce.> I was able to “fix” this on my ubuntu system by adding the following lines to the /etc/sysctl.conf file:# Setup networking for coherence # maximum receive socket buffer size, default 131071 net.core.rmem_max = 2000000 # maximum send socket buffer size, default 131071 net.core.wmem_max = 1000000 # default receive socket buffer size, default 65535 net.core.rmem_default = 2524287 # default send socket buffer size, default 65535 net.core.wmem_default = 2524287 .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }

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  • Where to find a template or script with frame on the left side(list of articleHeadlines) and on the right side the content

    - by Gero
    I am looking for something like the following: http://www.scala-lang.org/api/current/index.html#scala.Any http://resources.arcgis.com/en/help/arcobjects-net/componenthelp/index.html#/Overview/004t00000009000000/ On the left side i want to have/create in some admintool categeries, subcategories and add names/links to the articles on the right side. So when i click on one of the articles/links, i would see the content on the right side. Is there any script or template or whatever that would allow me that?

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  • Triple buffering causes input lag?

    - by user782220
    Consider some time in between two vsyncs. Suppose the first display buffer is being used to display the current image, and suppose the game was really fast and computed and rendered the next image to the second display buffer and the next one after that to the third display buffer. That is the rendering to the second and third display buffer happens so fast that it occurs before the next vsync. Suppose input from the user comes in now. What you would like is for the results of the input to show up on the next vsync or (probably more typical) the vsync after that. However, with the third display buffer already rendered the input can only effect the image after that. Meaning the input will only take effect at best 3 vsyncs later. I wish i had an image to show the exact timings of what I mean.

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  • What utility is like Ten Clips, providing an enumerated clipboard?

    - by Aaron Newton
    A very useful (Windows) utility I use is TenClips - http://www.paludour.net/TenClips.html It allows you to create enumerated clipboards/emacs-like buffers easily using ctrl + f1, ctrl + f2, ctrl + f3, etc., copy to the clipboard in the first buffer, switch to the second buffer, copy without loosing our first buffer, switch back to the first buffer and paste, switch to the second buffer and paste and so forth. Does something like this exist for Ubuntu? The closest post I could find was Looking for an application that saves clipboard history which recommended Parcellite (http://parcellite.sourceforge.net/?page_id=2) - which keeps the history - but this is not quite what I'm after. If not I might make this a pet project :D

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  • How should I access frame buttons from a controller in an MVC approach?

    - by Loris
    I'm developing an italian card game using the mvc pattern. I have the class GameFrame that contains the view. The user's card are buttons (JButton objects). I have 3 controllers: GameController: to control the game in general. Contains the game loop. HumanPlayerController: to control the user input ComputerPlayerController: contains the AI of the computer PlayerController: is an interface with the makeTurn() method. It's implemented by HumanP.C. and ComputerP.C. HumanPlayerController implements ActionListener too. But what is the right way to access to the GameFrame buttons? I need it for understand which card was chosen. GameFrame and HumanPlayerController are in different packages. Should i make the JButtons public?

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  • How do I render an entire frame to a Texture2D?

    - by redcodefinal
    I asked a question here: C# XNA Make rendered screen a texture2d But, I ended up not getting the exact result I was looking for since I didn't ask the question right. In a game I am writing, I render an extremely large city out of objects, this can cause lag when moving the camera to view things that are off screen. I need a way to render then ENTIRE city, even the stuff that is off screen, and make it into a Texture2D. The answer I chose for the last one didn't work entirely right because it only gets what is on screen, not what is off.

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  • SEO FAQ For Small Business 7 of 10 - How Long For SEO Results? (SEO Results Time Frame)

    The hours and effort needed to increase the visibility of your small business website depend greatly on your marketing plan and which keyword you're going after. A year-long optimization campaign is not unheard of for a large site. If your site is less than three or four months old, or the domain is expiring in less than a year, you may have issues with high rank despite your best efforts as these are 'red flags' to the search engines.

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  • Implementing a robust async stream reader

    - by Jon
    I recently provided an answer to this question: C# - Realtime console output redirection. As often happens, explaining stuff (here "stuff" was how I tackled a similar problem) leads you to greater understanding and/or, as is the case here, "oops" moments. I realized that my solution, as implemented, has a bug. The bug has little practical importance, but it has an extremely large importance to me as a developer: I can't rest easy knowing that my code has the potential to blow up. Squashing the bug is the purpose of this question. I apologize for the long intro, so let's get dirty. I wanted to build a class that allows me to receive input from a Stream in an event-based manner. The stream, in my scenario, is guaranteed to be a FileStream and there is also an associated StreamReader already present to leverage. The public interface of the class is this: public class MyStreamManager { public event EventHandler<ConsoleOutputReadEventArgs> StandardOutputRead; public void StartSendingEvents(); public void StopSendingEvents(); } Obviously this specific scenario has to do with a console's standard output, but that is a detail and does not play an important role. StartSendingEvents and StopSendingEvents do what they advertise; for the purposes of this discussion, we can assume that events are always being sent without loss of generality. The class uses these two fields internally: protected readonly StringBuilder inputAccumulator = new StringBuilder(); protected readonly byte[] buffer = new byte[256]; The functionality of the class is implemented in the methods below. To get the ball rolling: public void StartSendingEvents(); { this.stopAutomation = false; this.BeginReadAsync(); } To read data out of the Stream without blocking, and also without requiring a carriage return char, BeginRead is called: protected void BeginReadAsync() { if (!this.stopAutomation) { this.StandardOutput.BaseStream.BeginRead( this.buffer, 0, this.buffer.Length, this.ReadHappened, null); } } The challenging part: BeginRead requires using a buffer. This means that when reading from the stream, it is possible that the bytes available to read ("incoming chunk") are larger than the buffer. Since we are only handing off data from the stream to a consumer, and that consumer may well have inside knowledge about the size and/or format of these chunks, I want to call event subscribers exactly once for each chunk. Otherwise the abstraction breaks down and the subscribers have to buffer the incoming data and reconstruct the chunks themselves using said knowledge. This is much less convenient to the calling code, and detracts from the usefulness of my class. To this end, if the buffer is full after EndRead, we don't send its contents to subscribers immediately but instead append them to a StringBuilder. The contents of the StringBuilder are only sent back whenever there is no more to read from the stream (thus preserving the chunks). private void ReadHappened(IAsyncResult asyncResult) { var bytesRead = this.StandardOutput.BaseStream.EndRead(asyncResult); if (bytesRead == 0) { this.OnAutomationStopped(); return; } var input = this.StandardOutput.CurrentEncoding.GetString( this.buffer, 0, bytesRead); this.inputAccumulator.Append(input); if (bytesRead < this.buffer.Length) { this.OnInputRead(); // only send back if we 're sure we got it all } this.BeginReadAsync(); // continue "looping" with BeginRead } After any read which is not enough to fill the buffer, all accumulated data is sent to the subscribers: private void OnInputRead() { var handler = this.StandardOutputRead; if (handler == null) { return; } handler(this, new ConsoleOutputReadEventArgs(this.inputAccumulator.ToString())); this.inputAccumulator.Clear(); } (I know that as long as there are no subscribers the data gets accumulated forever. This is a deliberate decision). The good This scheme works almost perfectly: Async functionality without spawning any threads Very convenient to the calling code (just subscribe to an event) Maintains the "chunkiness" of the data; this allows the calling code to use inside knowledge of the data without doing any extra work Is almost agnostic to the buffer size (it will work correctly with any size buffer irrespective of the data being read) The bad That last almost is a very big one. Consider what happens when there is an incoming chunk with length exactly equal to the size of the buffer. The chunk will be read and buffered, but the event will not be triggered. This will be followed up by a BeginRead that expects to find more data belonging to the current chunk in order to send it back all in one piece, but... there will be no more data in the stream. In fact, as long as data is put into the stream in chunks with length exactly equal to the buffer size, the data will be buffered and the event will never be triggered. This scenario may be highly unlikely to occur in practice, especially since we can pick any number for the buffer size, but the problem is there. Solution? Unfortunately, after checking the available methods on FileStream and StreamReader, I can't find anything which lets me peek into the stream while also allowing async methods to be used on it. One "solution" would be to have a thread wait on a ManualResetEvent after the "buffer filled" condition is detected. If the event is not signaled (by the async callback) in a small amount of time, then more data from the stream will not be forthcoming and the data accumulated so far should be sent to subscribers. However, this introduces the need for another thread, requires thread synchronization, and is plain inelegant. Specifying a timeout for BeginRead would also suffice (call back into my code every now and then so I can check if there's data to be sent back; most of the time there will not be anything to do, so I expect the performance hit to be negligible). But it looks like timeouts are not supported in FileStream. Since I imagine that async calls with timeouts are an option in bare Win32, another approach might be to PInvoke the hell out of the problem. But this is also undesirable as it will introduce complexity and simply be a pain to code. Is there an elegant way to get around the problem? Thanks for being patient enough to read all of this.

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  • Thread Local Memory, Using std::string's internal buffer for c-style Scratch Memory.

    - by Hassan Syed
    I am using Protocol Buffers and OpensSSL to generate, HMACs and then CBC encrypt the two fields to obfuscate the session cookies -- similar Kerberos tokens. Protocol Buffers' API communicates with std::strings and has a buffer caching mechanism; I exploit the caching mechanism, for successive calls in the the same thread, by placing it in thread local memory; additionally the OpenSSL HMAC and EVP CTX's are also placed in the same thread local memory structure ( see this question for some detail on why I use thread local memory and the massive amount of speedup it enables even with a single thread). The generation and deserialization, "my algorithms", of these cookie strings uses intermediary void *s and std::strings and since Protocol Buffers has an internal memory retention mechanism I want these characteristics for "my algorithms". So how do I implement a common scratch memory ? I don't know much about the rdbuf(streambuf - strinbuf ??) of the std::string object. I would presumeably need to grow it to the lowest common size ever encountered during the execution of "my algorithms". Thoughts ? My question I guess would be: " is the internal buffer of a string re-usable, and if so, how ?" Edit: See comments to Vlad's answer please.

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  • Implementing a robust async stream reader for a console

    - by Jon
    I recently provided an answer to this question: C# - Realtime console output redirection. As often happens, explaining stuff (here "stuff" was how I tackled a similar problem) leads you to greater understanding and/or, as is the case here, "oops" moments. I realized that my solution, as implemented, has a bug. The bug has little practical importance, but it has an extremely large importance to me as a developer: I can't rest easy knowing that my code has the potential to blow up. Squashing the bug is the purpose of this question. I apologize for the long intro, so let's get dirty. I wanted to build a class that allows me to receive input from a Stream in an event-based manner. The stream, in my scenario, is guaranteed to be a FileStream and there is also an associated StreamReader already present to leverage. The public interface of the class is this: public class MyStreamManager { public event EventHandler<ConsoleOutputReadEventArgs> StandardOutputRead; public void StartSendingEvents(); public void StopSendingEvents(); } Obviously this specific scenario has to do with a console's standard output. StartSendingEvents and StopSendingEvents do what they advertise; for the purposes of this discussion, we can assume that events are always being sent without loss of generality. The class uses these two fields internally: protected readonly StringBuilder inputAccumulator = new StringBuilder(); protected readonly byte[] buffer = new byte[256]; The functionality of the class is implemented in the methods below. To get the ball rolling: public void StartSendingEvents(); { this.stopAutomation = false; this.BeginReadAsync(); } To read data out of the Stream without blocking, and also without requiring a carriage return char, BeginRead is called: protected void BeginReadAsync() { if (!this.stopAutomation) { this.StandardOutput.BaseStream.BeginRead( this.buffer, 0, this.buffer.Length, this.ReadHappened, null); } } The challenging part: BeginRead requires using a buffer. This means that when reading from the stream, it is possible that the bytes available to read ("incoming chunk") are larger than the buffer. Since we are only handing off data from the stream to a consumer, and that consumer may well have inside knowledge about the size and/or format of these chunks, I want to call event subscribers exactly once for each chunk. Otherwise the abstraction breaks down and the subscribers have to buffer the incoming data and reconstruct the chunks themselves using said knowledge. This is much less convenient to the calling code, and detracts from the usefulness of my class. Edit: There are comments below correctly stating that since the data is coming from a stream, there is absolutely nothing that the receiver can infer about the structure of the data unless it is fully prepared to parse it. What I am trying to do here is leverage the "flush the output" "structure" that the owner of the console imparts while writing on it. I am prepared to assume (better: allow my caller to have the option to assume) that the OS will pass me the data written between two flushes of the stream in exactly one piece. To this end, if the buffer is full after EndRead, we don't send its contents to subscribers immediately but instead append them to a StringBuilder. The contents of the StringBuilder are only sent back whenever there is no more to read from the stream (thus preserving the chunks). private void ReadHappened(IAsyncResult asyncResult) { var bytesRead = this.StandardOutput.BaseStream.EndRead(asyncResult); if (bytesRead == 0) { this.OnAutomationStopped(); return; } var input = this.StandardOutput.CurrentEncoding.GetString( this.buffer, 0, bytesRead); this.inputAccumulator.Append(input); if (bytesRead < this.buffer.Length) { this.OnInputRead(); // only send back if we 're sure we got it all } this.BeginReadAsync(); // continue "looping" with BeginRead } After any read which is not enough to fill the buffer, all accumulated data is sent to the subscribers: private void OnInputRead() { var handler = this.StandardOutputRead; if (handler == null) { return; } handler(this, new ConsoleOutputReadEventArgs(this.inputAccumulator.ToString())); this.inputAccumulator.Clear(); } (I know that as long as there are no subscribers the data gets accumulated forever. This is a deliberate decision). The good This scheme works almost perfectly: Async functionality without spawning any threads Very convenient to the calling code (just subscribe to an event) Maintains the "chunkiness" of the data; this allows the calling code to use inside knowledge of the data without doing any extra work Is almost agnostic to the buffer size (it will work correctly with any size buffer irrespective of the data being read) The bad That last almost is a very big one. Consider what happens when there is an incoming chunk with length exactly equal to the size of the buffer. The chunk will be read and buffered, but the event will not be triggered. This will be followed up by a BeginRead that expects to find more data belonging to the current chunk in order to send it back all in one piece, but... there will be no more data in the stream. In fact, as long as data is put into the stream in chunks with length exactly equal to the buffer size, the data will be buffered and the event will never be triggered. This scenario may be highly unlikely to occur in practice, especially since we can pick any number for the buffer size, but the problem is there. Solution? Unfortunately, after checking the available methods on FileStream and StreamReader, I can't find anything which lets me peek into the stream while also allowing async methods to be used on it. One "solution" would be to have a thread wait on a ManualResetEvent after the "buffer filled" condition is detected. If the event is not signaled (by the async callback) in a small amount of time, then more data from the stream will not be forthcoming and the data accumulated so far should be sent to subscribers. However, this introduces the need for another thread, requires thread synchronization, and is plain inelegant. Specifying a timeout for BeginRead would also suffice (call back into my code every now and then so I can check if there's data to be sent back; most of the time there will not be anything to do, so I expect the performance hit to be negligible). But it looks like timeouts are not supported in FileStream. Since I imagine that async calls with timeouts are an option in bare Win32, another approach might be to PInvoke the hell out of the problem. But this is also undesirable as it will introduce complexity and simply be a pain to code. Is there an elegant way to get around the problem? Thanks for being patient enough to read all of this.

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  • What would it take to get auto-revert-mode to actually work in my dired buffer?

    - by Cheeso
    Apparently auto-revert-mode is supposed to work in dired buffers. I had never heard of this, but the doc says it works. Then I read a little more and found some fine print: Auto-reverting Dired buffers currently works on GNU or Unix style operating systems. It may not work satisfactorily on some other systems. ...and... [dired buffers] do not auto-revert when information about a particular file changes (e.g. when the size changes) or when inserted subdirectories change. To be sure that all listed information is up to date, you have to manually revert using g, even if auto-reverting is enabled in the Dired buffer. source Well, uh, gee.... That doesn't sound like autorevert to me. What would it take to get auto-revert for dired to actually work? Even on (gasp) non-Unix operating systems. Could I just modify auto-revert-handler to call revert-buffer on dired buffers?

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  • How to buffer an IPoint or IGeometry? (How to do buffered intersection checks on an IPoint?)

    - by Quigrim
    How would I buffer an IPoint to do an intersection check using IRelationalOperator? I have, for arguments sake: IPoint p1 = xxx; IPoint p2 = yyy; IRelationalOperator rel1 = (IRelationalOperator)p1; if (rel.Intersects (p2)) // Do something But now I want to add a tolerance to my check, so I assume the right way to do that is by either buffering p1 or p2. Right? How do I add such a buffer? Note: the Intersects method I am using is an extension method I wrote to simplify my code. Here it is: /// <summary> /// Returns true if the IGeometry is intersected. /// This method negates the Disjoint method. /// </summary> /// <param name="relOp">The rel op.</param> /// <param name="other">The other.</param> /// <returns></returns> public static bool Intersects ( this IRelationalOperator relOp, IGeometry other) { return (!relOp.Disjoint (other)); }

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  • UIScrollView with pages enabled and device rotation/orientation changes (MADNESS)

    - by jbrennan
    I'm having a hard time getting this right. I've got a UIScrollView, with paging enabled. It is managed by a view controller (MainViewController) and each page is managed by a PageViewController, its view added as a subview of the scrollView at the proper offset. Scrolling is left-right, for standard orientation iPhone app. Works well. Basically exactly like the sample provided by Apple and also like the Weather app provided with the iPhone. However, when I try to support other orientations, things don't work very well. I've supported every orientation in both MainViewController and PageViewController with this method: - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } However, when I rotate the device, my pages become quite skewed, and there are lots of drawing glitches, especially if only some of the pages have been loaded, then I rotate, then scroll more, etc... Very messy. I've told my views to support auto-resizing with theView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; But to no avail. It seems to just stretch and distort my views. In my MainViewController, I added this line in an attempt to resize all my pages' views: - (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation { self.scrollView.contentSize = CGSizeMake(self.scrollView.frame.size.width * ([self.viewControllers count]), self.scrollView.frame.size.height); for (int i = 0; i < [self.viewControllers count]; i++) { PageViewController *controller = [self.viewControllers objectAtIndex:i]; if ((NSNull *)controller == [NSNull null]) continue; NSLog(@"Changing frame: %d", i); CGRect frame = self.scrollView.frame; frame.origin.x = frame.size.width * i; frame.origin.y = 0; controller.view.frame = frame; } } But it didn't help too much (because I lazily load the views, so not all of them are necessarily loaded when this executes). Is there any way to solve this problem?

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  • matplotlib: how to refresh figure.canvas

    - by Alex
    Hello, I can't understand how to refresh FigureCanvasWxAgg instance. Here is the example: import wx import matplotlib from matplotlib.backends.backend_wxagg import FigureCanvasWxAgg as FigureCanvas from matplotlib.figure import Figure class MainFrame(wx.Frame): def __init__(self): wx.Frame.__init__(self, None, wx.NewId(), "Main") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figure = Figure(figsize=(1,2)) self.axe = self.figure.add_subplot(111) self.figurecanvas = FigureCanvas(self, -1, self.figure) self.buttonPlot = wx.Button(self, wx.NewId(), "Plot") self.buttonClear = wx.Button(self, wx.NewId(), "Clear") self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.sizer.Add(self.buttonPlot, proportion=0, border=2, flag=wx.ALL) self.sizer.Add(self.buttonClear, proportion=0, border=2, flag=wx.ALL) self.SetSizer(self.sizer) self.figurecanvas.Bind(wx.EVT_LEFT_DCLICK, self.on_dclick) self.buttonPlot.Bind(wx.EVT_BUTTON, self.on_button_plot) self.buttonClear.Bind(wx.EVT_BUTTON, self.on_button_clear) self.subframe_opened = False def on_dclick(self, evt): self.subframe = SubFrame(self, self.figure) self.subframe.Show(True) self.subframe_opened = True def on_button_plot(self, evt): self.axe.plot(range(10), color='green') self.figurecanvas.draw() def on_button_clear(self, evt): if self.subframe_opened: self.subframe.Close() self.figure.set_canvas(self.figurecanvas) self.axe.clear() self.figurecanvas.draw() class SubFrame(wx.Frame): def __init__(self, parent, figure): wx.Frame.__init__(self, parent, wx.NewId(), "Sub") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figurecanvas = FigureCanvas(self, -1, figure) self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.SetSizer(self.sizer) self.Bind(wx.EVT_CLOSE, self.on_close) def on_close(self, evt): self.GetParent().subframe_opened = False evt.Skip() class MyApp(wx.App): def OnInit(self): frame = MainFrame() frame.Show(True) self.SetTopWindow(frame) return True app = MyApp(0) app.MainLoop() I'm interested in the following sequence of operations: run a script resize the main frame press Plot button double click on plot press Clear button Now I get a mess on main frame plot. If I resize the frame it redraws properly. My question is what should I add to my code to do that without resizing? Thanks in advance.

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  • iphone app scroll view is horizontal but i want it vertical - how do i change this?

    - by Billy Jones
    Hi Folks, Got this code for a viewscroller from the apple developers site. @synthesize scrollView1, scrollView2; const CGFloat kScrollObjHeight = 467.0; const CGFloat kScrollObjWidth = 320.0; const NSUInteger kNumImages = 6; (void)layoutScrollImages { UIImageView *view = nil; NSArray *subviews = [scrollView1 subviews]; // reposition all image subviews in a horizontal serial fashion CGFloat curXLoc = 0; for (view in subviews) { if ([view isKindOfClass:[UIImageView class]] && view.tag 0) { CGRect frame = view.frame; frame.origin = CGPointMake(curXLoc, 0); view.frame = frame; curXLoc += (kScrollObjWidth); } } // set the content size so it can be scrollable [scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)]; } it works brilliantly the images are rotated by pulling them left or right. but I want to pull the images up and down to change them. Can anyone help me out with this? this part in the code looks as if it controls the direction but i'm not sure how to change it. // reposition all image subviews in a horizontal serial fashion CGFloat curXLoc = 0; for (view in subviews) { if ([view isKindOfClass:[UIImageView class]] && view.tag 0) { CGRect frame = view.frame; frame.origin = CGPointMake(curXLoc, 0); view.frame = frame; curXLoc += (kScrollObjWidth); } } Any help most appreciated, thanks! Billy

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  • [AS2] Button Problem

    - by Adam Kiss
    problem hello, I have Button (with no name), which has a MovieClip child. this movie_clip called ax_kr has XX frames, each containing one image. Now, upon loading flash or frame containg this button (actually, 43 of them), I would like to tell to each button, that in your ax_kr MovieClip, load frame YY - first one would load frame 2, second frame 3, third frame 4 etc. etc. Or is there anyway to use one generic MovieClip/Button with that ax_kr MovieClip as child with frame xy as active and two more actions? (on RollOver, another MC on stage goes to frame xy (same as ax_kr has) and on Click, another MC on stage goes to frame xy (still the same number)) I did previously in as3 and find it quite okay, but now I have to enhance old as2 application and I feel like I should just kill myself.

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  • H.264 over RTP - Identify SPS and PPS Frames

    - by Toby
    I have a raw H.264 Stream from an IP Camera packed in RTP frames. I want to get raw H.264 data into a file so I can convert it with ffmpeg. So when I want to write the data into my raw H.264 file I found out it has to look like this: 00 00 01 [SPS] 00 00 01 [PPS] 00 00 01 [NALByte] [PAYLOAD RTP Frame 1] // Payload always without the first 2 Bytes -> NAL [PAYLOAD RTP Frame 2] [... until PAYLOAD Frame with Mark Bit received] // From here its a new Video Frame 00 00 01 [NAL BYTE] [PAYLOAD RTP Frame 1] .... So I get the SPS and the PPS from the Session Description Protocol out of my preceding RTSP communication. Additionally the camera sends the SPS and the PPSin two single messages before starting with the video stream itself. So I capture the messages in this order: 1. Preceding RTSP Communication here ( including SDP with SPS and PPS ) 2. RTP Frame with Payload: 67 42 80 28 DA 01 40 16 C4 // This is the SPS 3. RTP Frame with Payload: 68 CE 3C 80 // This is the PPS 4. RTP Frame with Payload: ... // Video Data Then there come some Frames with Payload and at some point a RTP Frame with the Marker Bit = 1. This means ( if I got it right) that I have a complete video frame. Afer this I write the Prefix Sequence ( 00 00 01 ) and the NALfrom the payload again and go on with the same procedure. Now my camera sends me after every 8 complete Video Frames the SPS and the PPS again. ( Again in two RTP Frames, as seen in the example above ). I know that especially the PPS can change in between streaming but that's not the problem. My questions are now: 1. Do I need to write the SPS/PPS every 8th Video Frame? If my SPS and my PPS don't change it should be enough to have them written at the very beginning of my file and nothing more? 2. How to distinguish between SPS/PPS and normal RTP Frames? In my C++ Code which parses the transmitted data I need make a difference between the RTP Frames with normal Payload an the ones carrying the SPS/PPS. How can I distinguish them? Okay the SPS/PPS frames are usually way smaller, but that's not a save call to rely on. Because if I ignore them I need to know which data I can throw away, or if I need to write them I need to put the 00 00 01 Prefix in front of them. ? Or is it a fixed rule that they occur every 8th Video Frame?

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  • actionlistener not responding in java calculator

    - by tokee
    hi, please see calculator interface code below, from my beginners point of view the "1" should display when it's pressed but evidently i'm doing something wrong. any suggestiosn please? import java.awt.*; import javax.swing.*; import javax.swing.border.*; import java.awt.event.*; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JPanel; /** *A Class that operates as the framework for a calculator. *No calculations are performed in this section */ public class CalcFrame extends JPanel { private CalcEngine calc; private JFrame frame; private JTextField display; private JLabel status; /** * Constructor for objects of class GridLayoutExample */ //public CalcFrame(CalcEngine engine) //{ //frame.setVisible(true); // calc = engine; // makeFrame(); //} public CalcFrame() { makeFrame(); calc = new CalcEngine(); } class ButtonListener implements ActionListener { ButtonListener() { } public void actionPerformed(ActionEvent e) { if (e.getActionCommand().equals("1")) { System.out.println("1"); } } } /** * This allows you to quit the calculator. */ // Alows the class to quit. private void quit() { System.exit(0); } // Calls the dialog frame with the information about the project. private void showAbout() { JOptionPane.showMessageDialog(frame, "Declan Hodge and Tony O'Keefe Group Project", "About Calculator Group Project", JOptionPane.INFORMATION_MESSAGE); } // ---- swing stuff to build the frame and all its components ---- /** * The following creates a layout of the calculator frame. */ private void makeFrame() { frame = new JFrame("Group Project Calculator"); makeMenuBar(frame); JPanel contentPane = (JPanel)frame.getContentPane(); contentPane.setLayout(new BorderLayout(8, 8)); contentPane.setBorder(new EmptyBorder( 10, 10, 10, 10)); /** * Insert a text field */ display = new JTextField(8); contentPane.add(display, BorderLayout.NORTH); //Container contentPane = frame.getContentPane(); contentPane.setLayout(new GridLayout(4, 5)); JPanel buttonPanel = new JPanel(new GridLayout(4, 4)); contentPane.add(new JButton("9")); contentPane.add(new JButton("8")); contentPane.add(new JButton("7")); contentPane.add(new JButton("6")); contentPane.add(new JButton("5")); contentPane.add(new JButton("4")); contentPane.add(new JButton("3")); contentPane.add(new JButton("2")); contentPane.add(new JButton("1")); contentPane.add(new JButton("0")); contentPane.add(new JButton("+")); contentPane.add(new JButton("-")); contentPane.add(new JButton("/")); contentPane.add(new JButton("*")); contentPane.add(new JButton("=")); contentPane.add(new JButton("C")); contentPane.add(new JButton("CE")); contentPane.add(new JButton("%")); contentPane.add(new JButton("#")); //contentPane.add(buttonPanel, BorderLayout.CENTER); frame.pack(); frame.setVisible(true); } /** * Create the main frame's menu bar. * The frame that the menu bar should be added to. */ private void makeMenuBar(JFrame frame) { final int SHORTCUT_MASK = Toolkit.getDefaultToolkit().getMenuShortcutKeyMask(); JMenuBar menubar = new JMenuBar(); frame.setJMenuBar(menubar); JMenu menu; JMenuItem item; // create the File menu menu = new JMenu("File"); menubar.add(menu); // create the Quit menu with a shortcut "Q" key. item = new JMenuItem("Quit"); item.setAccelerator(KeyStroke.getKeyStroke(KeyEvent.VK_Q, SHORTCUT_MASK)); item.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { quit(); } }); menu.add(item); // Adds an about menu. menu = new JMenu("About"); menubar.add(menu); // Displays item = new JMenuItem("Calculator Project"); item.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { showAbout(); } }); menu.add(item); } }

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  • Why does this code fail in D2010, but not D7?

    - by Tom1952
    Why does this code get an access error on the Result := Buffer line in D2010, but not D7? Something, I'd guess, involving UniCode, but the compiler doesn't generate any warnings. Any suggestions on an elegant workaround? function GetTempPathAndFileName( const aExtension: string): string; var Buffer: array[0..MAX_PATH] of Char; begin repeat GetTempPath(SizeOf(Buffer) - 1, Buffer); GetTempFileName(Buffer, '~', 0, Buffer); Result := Buffer; // <--- crashes on this line, Result := ChangeFileExt(Result, aExtension); until not FileExists(Result); end; { GetTempPathAndFileName }

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