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  • Flex SWF assets loaded into Flash SWF at runtime within same ApplicationDomain

    - by Xyre
    I'm trying to load a swf compiled by the Flex SDK into a swf exported by the Flash IDE and instantiate the assets by way of getDefinition(). Normally this works fine with assets exported from the Flash IDE then loaded into another swf also from Flash IDE. This is how I could normally do this using only the Flash IDE: Loader - Using same ApplicationDomain - getDefinition(class) Now, using the 'Test.as' compiled from Flex SDK using the [Embed] metadata tag: Loader - Using same ApplicationDomain - getDefinition("Test_" + class) The problem is I'd rather not have to keep track of the asset libraries loaded to prefix the class name I'd like to get (('Test_" + class) vs (class)). Is there any way of doing this without referencing the library the class is being pulled from or without accessing the original loader? This way I don't need to know which swf the asset is coming from, just the class name that I could instantiate from the current ApplicaitonDomain. Thanks

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  • How can I hide the SiteMapPath root node on home page?

    - by Jamie Ide
    How can I hide the root node in a SiteMapPath control when the user is on the root node page? For example, my breadcrumb trail on a child page is: Home Products Hammers Ball Peen which is fine. But when the user is on the Home page, the SiteMapPath control displays Home which is useless clutter. I want to suppress displaying Home (the root node) when the user is on the home page. I have the SiteMapPath control in a master page. Also, I'm handling SiteMapResolve to set the querystrings in the nodes.

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  • Only One GPU Detected in the Nvidia Quadra NVS 450

    - by Kyle Brandt
    I just built myself an new workstation and now only 2 of 3 monitors are working. I built the nvidia driver by downloading it and installing with ./Nvidia... Before when I ran nvidia-settings I saw two GPUs listed but now I only see one. Xorg Config (Not sure how I ended up with 3 devices in there): # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 256.35 (buildmeister@builder101) Wed Jun 16 19:25:39 PDT 2010 Section "ServerLayout" # Removed Option "Xinerama" "1" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor2" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:6:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:5:0:0" EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:3:0:0" EndSection Section "Screen" # Removed Option "TwinView" "0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+275, DFP-3: nvidia-auto-select +1680+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "TwinViewXineramaInfoOrder" "DFP-3" Option "metamodes" "DFP-0: nvidia-auto-select +0+0, DFP-3: nvidia-auto-select +1680+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" # Removed Option "metamodes" "DFP-3: nvidia-auto-select +0+0" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection lscpi: 00:00.0 Host bridge: Intel Corporation 5520/5500/X58 I/O Hub to ESI Port (rev 13) 00:01.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 1 (rev 13) 00:02.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 2 (rev 13) 00:03.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 3 (rev 13) 00:10.0 PIC: Intel Corporation 5520/5500/X58 Physical and Link Layer Registers Port 0 (rev 13) 00:10.1 PIC: Intel Corporation 5520/5500/X58 Routing and Protocol Layer Registers Port 0 (rev 13) 00:11.0 PIC: Intel Corporation 5520/5500 Physical and Link Layer Registers Port 1 (rev 13) 00:11.1 PIC: Intel Corporation 5520/5500 Routing & Protocol Layer Register Port 1 (rev 13) 00:13.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub I/OxAPIC Interrupt Controller (rev 13) 00:14.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub System Management Registers (rev 13) 00:14.1 PIC: Intel Corporation 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers (rev 13) 00:14.2 PIC: Intel Corporation 5520/5500/X58 I/O Hub Control Status and RAS Registers (rev 13) 00:15.0 PIC: Intel Corporation 5520/5500/X58 Trusted Execution Technology Registers (rev 13) 00:1a.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #4 00:1a.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #5 00:1a.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #6 00:1a.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #2 00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller 00:1c.0 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 1 00:1c.1 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Port 2 00:1c.3 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 4 00:1c.4 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 5 00:1d.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #1 00:1d.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #2 00:1d.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #3 00:1d.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #1 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev 90) 00:1f.0 ISA bridge: Intel Corporation 82801JIR (ICH10R) LPC Interface Controller 00:1f.2 IDE interface: Intel Corporation 82801JI (ICH10 Family) 4 port SATA IDE Controller #1 00:1f.3 SMBus: Intel Corporation 82801JI (ICH10 Family) SMBus Controller 00:1f.5 IDE interface: Intel Corporation 82801JI (ICH10 Family) 2 port SATA IDE Controller #2 01:00.0 IDE interface: Device 1b4b:91a3 (rev 11) 02:00.0 USB Controller: NEC Corporation Device 0194 (rev 03) 03:00.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 04:00.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 04:02.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 05:00.0 3D controller: nVidia Corporation G98 [Quadro NVS 450] (rev a1) 06:00.0 VGA compatible controller: nVidia Corporation G98 [Quadro NVS 450] (rev a1) 08:00.0 SATA controller: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 02) 08:00.1 IDE interface: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 02) 09:00.0 SATA controller: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 09:00.1 IDE interface: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 0a:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) 0b:06.0 FireWire (IEEE 1394): Texas Instruments TSB43AB23 IEEE-1394a-2000 Controller (PHY/Link)

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  • Only One GPU Detected in the Nvidia Quadro NVS 450

    - by Kyle Brandt
    I just built myself an new workstation and now only 2 of 3 monitors are working. I built the nvidia driver by downloading it and installing with ./Nvidia... Before when I ran nvidia-settings I saw two GPUs listed but now I only see one. Xorg Config (Not sure how I ended up with 3 devices in there): # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 256.35 (buildmeister@builder101) Wed Jun 16 19:25:39 PDT 2010 Section "ServerLayout" # Removed Option "Xinerama" "1" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor2" VendorName "Unknown" ModelName "DELL E207WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:6:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:5:0:0" EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro NVS 450" BusID "PCI:3:0:0" EndSection Section "Screen" # Removed Option "TwinView" "0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+275, DFP-3: nvidia-auto-select +1680+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "TwinViewXineramaInfoOrder" "DFP-3" Option "metamodes" "DFP-0: nvidia-auto-select +0+0, DFP-3: nvidia-auto-select +1680+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" # Removed Option "metamodes" "DFP-3: nvidia-auto-select +0+0" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection lscpi: 00:00.0 Host bridge: Intel Corporation 5520/5500/X58 I/O Hub to ESI Port (rev 13) 00:01.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 1 (rev 13) 00:02.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 2 (rev 13) 00:03.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 3 (rev 13) 00:10.0 PIC: Intel Corporation 5520/5500/X58 Physical and Link Layer Registers Port 0 (rev 13) 00:10.1 PIC: Intel Corporation 5520/5500/X58 Routing and Protocol Layer Registers Port 0 (rev 13) 00:11.0 PIC: Intel Corporation 5520/5500 Physical and Link Layer Registers Port 1 (rev 13) 00:11.1 PIC: Intel Corporation 5520/5500 Routing & Protocol Layer Register Port 1 (rev 13) 00:13.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub I/OxAPIC Interrupt Controller (rev 13) 00:14.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub System Management Registers (rev 13) 00:14.1 PIC: Intel Corporation 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers (rev 13) 00:14.2 PIC: Intel Corporation 5520/5500/X58 I/O Hub Control Status and RAS Registers (rev 13) 00:15.0 PIC: Intel Corporation 5520/5500/X58 Trusted Execution Technology Registers (rev 13) 00:1a.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #4 00:1a.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #5 00:1a.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #6 00:1a.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #2 00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller 00:1c.0 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 1 00:1c.1 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Port 2 00:1c.3 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 4 00:1c.4 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 5 00:1d.0 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #1 00:1d.1 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #2 00:1d.2 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #3 00:1d.7 USB Controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #1 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev 90) 00:1f.0 ISA bridge: Intel Corporation 82801JIR (ICH10R) LPC Interface Controller 00:1f.2 IDE interface: Intel Corporation 82801JI (ICH10 Family) 4 port SATA IDE Controller #1 00:1f.3 SMBus: Intel Corporation 82801JI (ICH10 Family) SMBus Controller 00:1f.5 IDE interface: Intel Corporation 82801JI (ICH10 Family) 2 port SATA IDE Controller #2 01:00.0 IDE interface: Device 1b4b:91a3 (rev 11) 02:00.0 USB Controller: NEC Corporation Device 0194 (rev 03) 03:00.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 04:00.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 04:02.0 PCI bridge: nVidia Corporation PCI express bridge for Quadro Plex S4 / Tesla S870 / Tesla S1070 (rev a3) 05:00.0 3D controller: nVidia Corporation G98 [Quadro NVS 450] (rev a1) 06:00.0 VGA compatible controller: nVidia Corporation G98 [Quadro NVS 450] (rev a1) 08:00.0 SATA controller: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 02) 08:00.1 IDE interface: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 02) 09:00.0 SATA controller: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 09:00.1 IDE interface: JMicron Technology Corp. JMB362/JMB363 Serial ATA Controller (rev 03) 0a:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) 0b:06.0 FireWire (IEEE 1394): Texas Instruments TSB43AB23 IEEE-1394a-2000 Controller (PHY/Link)

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  • How do I convert an AMD module from a singleton to an instance?

    - by Jamie Ide
    I'm trying to convert a working Durandal view model module from a singleton to an instance. The original working version followed this pattern: define(['knockout'], function(ko) { var vm = { activate: activate, companyId: null; company: ko.observable({}) }; return vm; function activate(companyId) { vm.companyId = companyId; //get company data then vm.company(data); } } The new version exports a function so that I get a new instance on every request... define(['knockout'], function(ko) { var vm = function() { activate = activate; companyId = null; company = ko.observable({}); }; return vm; function activate(companyId) { vm.companyId = companyId; //get company data then vm.company(data); } } The error I'm getting is "object function () [...function signature...] has no method company on the line vm.company(data);. What am I doing wrong? Why can I set the property but can't access the knockout observable? How should I refactor the original code so that I get a new instance on every request? My efforts to simplify the code for this question hid the actual problem. My real code was using Q promises and calling two methods with Q.All. Since Q is in the global namespace, it couldn't resolve my viewmodel after converting to a function. Passing the view model to the methods called by Q resolved the problem.

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  • struts2, code completion in jsp

    - by bobbyquinne1
    Hi there, I have done some work with JSF(using netbeans as the IDE) and within your jsp/xhtml file you get code on beans/resource bundles that your have defined. ATM I am investigating struts2 and seem to be unable to get similar functionality in the IDE. Is this just the case with the IDE or do I need to define something? Thanks

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  • Right programing language for developing application for Mac

    - by drasto
    I'm planing to buy Mac. I would like to be able to develop GUI aplication for Mac as well. Currently I develop in C# using VisualStudio as IDE. I also know Java and I'm familiar with NetBeans IDE. Application created in both of this languages can run on Mac (as can NetBeans IDE) but I was told that neither C# nor Java is recomended for MacOS X development. So what language is recomended for MacOS X development ? I guess there is some recomodation from Apple for the developers ? I would prefer Object-oriented easy-to-use programing language (nothing like C) with good IDE that supports GUI creating (GUI designer). Thank you for answers

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  • Format MySQL code inside PHP string

    - by JohnA
    Is there any program IDE or not that can format MySQL code inside PHP string e.g. I use PHPStorm IDE and it cannot do it. It does that for PHP and MYSQL but not for MYSQL inside php string. I am ready to use new IDE because now i have to manually format hundreds of database requests that are one line and not readable. Only criteria for my choice is that ide can do that automatically. <?php ... $request1 = "select * from tbl_admin where admin_id= {$_SESSION['admin_id']} and active= 1 order By admin_id Asc"; ... ?> should become <?php ... $request1 = "SELECT * FROM tbl_admin WHERE admin_id = {$_SESSION['admin_id']} AND active = 1 ORDER BY admin_id ASC"; ... ?>

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  • TestDriven.Net 3.0 – All Systems Go

    - by Jamie Cansdale
    I’m pleased to announce that TestDriven.Net 3.0 is now available. Finally! I know many of you will already be using the Beta and RC versions, but if you look at the release notes you’ll see there’s been many refinements since then, so I highly recommend you install the RTM version. Here is a quick summary of a few new features: Visual Studio 2010 supports targeting multiple versions of the .NET framework (multi-targeting). This means you can easily upgrade your Visual Studio 2005/2008 solutions without necessarily converting them to use .NET 4.0. TestDriven.Net will execute your tests using the .NET version your test project is targeting (see ‘Properties > Application > Target framework’). There is now first class support for MSTest when using Visual Studio 2008 & 2010. Previous versions of TestDriven.Net had support for a limited number of MSTest attributes. This version supports virtually all MSTest unit testing related attributes, including support for deployment item and data driven test attributes. You should also find this test runner is quick. ;) There is a new ‘Go To Test/Code’ command on the code context menu. You can think of this as Ctrl-Tab for test driven developers; it will quickly flip back and forth between your tests and code under test. I recommend assigning a keyboard shortcut to the ‘TestDriven.NET.GoToTestOrCode’ command. NCover can now be used for code coverage on .NET 4.0. This is only officially supported since NCover 3.2 (your mileage may vary if you’re using the 1.5.8 version). Rather than clutter the ‘Output’ window, ignored or skipped tests will be placed on the ‘Task List’. You can double-click on these items to navigate to the offending test (or assign a keyboard shortcut to ‘View.NextTask’). If you’re using a Team, Premium or Ultimate edition of Visual Studio 2005-2010, a new ‘Test With > Performance’ command will be available. This command will perform instrumented performance profiling on your target code. A particular focus of this version has been to make it more keyboard friendly. Here’s a list of commands you will probably want to assign keyboard shortcuts to: Name Default What I use TestDriven.NET.RunTests Run tests in context   Alt + T TestDriven.NET.RerunTests Repeat test run   Alt + R TestDriven.NET.GoToTestOrCode Flip between tests and code   Alt + G TestDriven.NET.Debugger Run tests with debugger   Alt + D View.Output Show the ‘Output’ window Ctrl+ Alt + O   Edit.BreakLine Edit code in stack trace Enter   View.NextError Jump to next failed test Ctrl + Shift + F12   View.NextTask Jump to next skipped test   Alt + S   By default the ‘Output’ window will automatically activate when there is test output or a failed test (this is an option). The cursor will be positioned on the stack trace of the last failed test, ready for you to hit ‘Enter’ to jump to the fail point or ‘Esc’ to return to your source (assuming your ‘Output’ window is set to auto-hide).  If your ‘Output’ window isn’t set to auto-hide, you’ll need to hit ‘Ctrl + Alt + O’ then ‘Enter’. Alternatively you can use ‘Ctrl + Shift + F12’ (View.NextError) to navigate between all failed tests.   For more frequent updates or to give feedback, you can find me on twitter here. I hope you enjoy this version. Let me know how you get on. :)

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  • Deprecated Methods in Code Base

    - by Jamie Taylor
    A lot of the code I've been working on recently, both professionally (read: at work) and in other spheres (read: at home, for friends/family/etc, or NOT FOR WORK), has been worked on, redesigned and re-implemented several times - where possible/required. This has been in an effort to make things smaller, faster more efficient, better and closer to spec (when requirements have changed). A down side to this is that I now have several code bases that have deprecated method blocks (and in some places small objects). I'm looking at making this code maintainable and easy to roll back on changes. I'm already using version control software in both instances, but I'm left wondering if there are any specific techniques that have been used by others for keeping the superseded methods without increasing the size of compiled outputs? At the minute, I'm simply wrapping the old code in C style multi line comments. Here's an example of what I mean (C style, psuedo-code): void main () { //Do some work //Foo(); //Deprecated method call Bar(); //New method } /***** Deprecated code ***** /// Summary of Method void Foo() { //Do some work } ***** Deprecated Code *****/ /// Summary of method void Bar() { //Do some work } I've added a C style example, simply because I'm more confident with the C style languages. I'm trying to put this question across as language agnostic (hence the tag), and would prefer language agnostic answers, if possible - since I see this question as more of a techniques and design question. I'd like to keep the old methods and blocks for a bunch of reasons, chief amongst them being the ability to quickly restore an older working method in the case of some tests failing, or some unforeseen circumstance. Is there a better way to do this (that multi line comments)? Are there any tools that will allow me to store these old methods in separate files? Is that even a good idea?

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  • How do I get the Apple Wireless Keyboard Working in 10.10?

    - by Jamie
    So I've gone and bought a Magic Mouse and Apple Wireless Non-Numeric Keyboard. The magic mouse worked out-of-the-box almost perfectly, except for the forward/back gesture which still isn't functioning, whereas the keyboard didn't. It has constant trouble with the bluetooth connection. Only the 7, 8 and 9 buttons and volume media keys correspond correctly with the output. Pressing every single key on keyboard has this output: 789/=456*123-0.+ When I use Blueman the keyboard can be setup and shows up in "Devices" but I get a warning when I click "Setup"; "Device added successfully, but failed to connect" (although removing the keyboard and setting it up as a new device doesn't incur this error). Using gnome-bluetooth I have encountered no error messages but it connects properly less often than Blueman and I can still only type the aforementioned output. What am I not doing? Where is this going wrong? EDIT: I have read this http://ubuntuforums.org/showthread.php?t=224673 inside out several times to no avail. It seems these commands don't work for me with the apple peripherals sudo hidd --search hcitool scan Fortunately I have the luxury of a 1TB hard drive, near limitless patience and no job. I have installed a fresh Ubuntu 10.10 64bit (albeit smaller than mine) and after updating and restarting for the first time, I set up my devices in exactly the same way as I have learnt on my original install I succeeded once again with the mouse and, to my joy, with the keyboard also. Though I could not seem to find Alt+F2 and had to reconfigure that and several other keyboard shortcuts, the keyboard is working and in a spectacular fashion. Still, this leaves me with the issue of my original install. I returned to it with some new found knowledge but failed again. Perhaps I have a missing dependancy? I did uninstall bluetooth after the initial set up and reinstalled it recently for the pupose of these peripherals. Maybe it's because I'm running 64bit? This is still not solved, but easily avoided by not changing too much from the original install. Just hide stuff or turn it off, don't uninstall too much.

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  • Creating Entity as an aggregation

    - by Jamie Dixon
    I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept written about here is that of: OBJECT AS A PURE AGGREGATION. I'm wondering how I might go about creating game entities as pure aggregation using C#. I've not quite grasped the concept of how this might work yet. (Perhaps the entity is an array of objects implementing a certain interface or base type?) My current thinking still involves having a concrete class for each entity type that then implements the relevant interfaces (IMoveable, ICollectable, ISpeakable etc). How can I go about creating an entity purely as an aggregation without having any concrete type for that entity?

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  • Rendering with Direct3D

    - by Jamie
    Hi, I'm slightly confused about how Direct3D rendering works. Basically, as long as I render to one surface, everything is fine. But when I try rendering to multiple surfaces, it seems like everything is still rendered to one surface. I think there's something wrong with my calls. For each update cycle this is what I do 1. device-BeginScene() 2. sprite-Begin(...) ... A bunch of GetRenderTarget to store the old render target, then SetRenderTarget to set a new surface, and then things like CreateVertexBuffer, SetTexture, etc to draw on the new render target. Then resetting to the old render target. sprite-Draw([the back buffer]) (the back buffer is actually another surface, not the actual back buffer. But here it is being drawn onto the actual back buffer, I think) sprite-End() device-EndScene() device-Present(...) Also, it seems like if I mix sprite drawing and non-sprite drawing onto a surface, that first one set of render commands is executed and then the other set, rather than in order by when each command was called. If anyone could shed light on any of this, it would be much appreciated.

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  • Creating the concept of Time

    - by Jamie Dixon
    So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building. What are some common methodologies for creating the concept of time passing within a game? My thoughts so far: My game loop tendes to spend a fair bit of time sitting around waiting or user input so any time system will likely need to be run in a seperate thread. What I've currently done is create a BackgroundWorker passing in a method that contains a loop triggering every second. This is working fine and I can output information to the console from here etc. Inside this loop I have a DateTime object that is incrimented by 1 minute for every realtime second. (the game begins in the year 01/01/01) Is this a standard way of acheiving this result or are there more tried and tested methods? I'm also curious about how to go about performing time based actions (reducing player energy, moving entities around the game board, life/death etc). Thanks for any pointers or advice. I've searched around however I'm not familiar enough with the terms and so my searches are yeilding little result on this one.

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  • Seperating entities from their actions or behaviours

    - by Jamie Dixon
    Hi everyone, I'm having a go at creating a very simple text based game and am wondering what the standard design patterns are when it comes to entities (characters, sentient scenery) and the actions those entities can perform. As an example, I have entity that is a 'person' with various properties such as age, gender, height, etc. This 'person' can also perform some actions such as speaking, walking, jumping, flying, etc etc. How would you seperate out the entity from the actions it can perform and what are some common design patterns that solve this kind of problem?

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  • Student wanting to go to a developer conference

    - by Jamie Keeling
    I'm a 21 year old student in my last year of University, and I am looking for information about developer conferences. I live in Derby (United Kingdom) and there's not (As far as I know) many conferences local to where I live. I do have a car at my disposal so travelling shouldn't be a problem. I was hoping somebody could recommend the best way to go about finding and attending a conference, which one is probably the best to go to and what kind of things I'd need to know and take beforehand. I've done a couple of Google searches and searched SO itself but nothing specific to my needs was found. Note: I'm primarily a C# developer using WPF and WinForms but I'm open to pretty much anything.

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  • Flixel Game Over Screen

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. I am just stuck on how I can create a new screen/game over screen if a player runs out of lives. I would like the process to be like following: Check IF lives are equal to 0 Pause the game and display a new screen (probably transparent) that says 'Game Over' When a user clicks or hits ENTER restart the level Here is the function I currently have to update the lives: private function loseLive(_ball:FlxObject, _bottomWall:FlxObject):void { // check for game over if (lives_count == 0) { } else { FlxG:lives_count -= 1; lives.text = 'Lives: ' + lives_count.toString() } } Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } }

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  • Low hanging fruit where "a sufficiently smart compiler" is needed to get us back to Moore's Law?

    - by jamie
    Paul Graham argues that: It would be great if a startup could give us something of the old Moore's Law back, by writing software that could make a large number of CPUs look to the developer like one very fast CPU. ... The most ambitious is to try to do it automatically: to write a compiler that will parallelize our code for us. There's a name for this compiler, the sufficiently smart compiler, and it is a byword for impossibility. But is it really impossible? Can someone provide a concrete example where a paralellizing compiler would solve a pain point? Web-apps don't appear to be a problem: just run a bunch of Node processes. Real-time raytracing isn't a problem: the programmers are writing multi-threaded, SIMD assembly language quite happily (indeed, some might complain if we make it easier!). The holy grail is to be able to accelerate any program, be it MySQL, Garage Band, or Quicken. I'm looking for a middle ground: is there a real-world problem that you have experienced where a "smart-enough" compiler would have provided a real benefit, i.e that someone would pay for?

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  • Symbolic link not allowed or link target not accessible: /var/www on Ubuntu 11.04

    - by Jamie Hutber
    I am getting a 403 when i access http://mayfieldafc.local/ upon looking in the apache logs i am getting [Wed Nov 16 12:32:59 2011] [error] [client 127.0.0.1] Symbolic link not allowed or link target not accessible: /var/www I have what i believe to be the correct permissions set on /var/www. hutber can create and delete files, hutber being my user. I can also execute as program on this folder. in mayfields vhost its: <Directory /var/www/mayfieldafc/docroot> Options +FollowSymLinks AllowOverride None Order allow,deny Allow from all </Directory> I am pulling my hair out not being able to work on my sites with my work ubuntu install. I know of nothing else that could be effecting this. So any ideas?

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  • mpd conflicting with other applications -- taking control of pulse?

    - by Jamie Schembri
    Simple explanation If mpd is playing and sound attempts to play through another application, x, sound from x will not be output. If sound from another application, x, is playing and mpd then attempts to play, no sound will be output from mpd whilst sound from x continues to play. Details I first noticed this problem with Flash, and this continues to be the most common scenario. I posted a question about this before realising it was not strictly Flash-related, but instead is something to do with mpd. My biggest frustration comes from trying to get mpd working again, as I can't seem to pin down any method. Sometimes pulseaudio -k seems to help, other times sudo /etc/init.d/mpd restart, others killing Chromium (due to Flash) with SIGTERM. Most of the time it's a combination of the above. I think this might be because I run mpd as another user and use pulseaudio. It is not run as root or current user. Also, mpd is compiled with pulse support. I have tried numerous things, however I honestly couldn't recite what, as it has been some time since. I'd rather not go poking around without some direction, but I'd be really happy to fix this problem once and for all. mpd.conf Simplified by removing comments/blank lines. music_directory "/var/lib/mpd/music" playlist_directory "/var/lib/mpd/playlists" db_file "/var/lib/mpd/tag_cache" log_file "/var/log/mpd/mpd.log" pid_file "/var/run/mpd/pid" state_file "/var/lib/mpd/state" user "mpd" bind_to_address "wilson" input { plugin "curl" } audio_output { type "pulse" name "My Pulse Output" } filesystem_charset "UTF-8" id3v1_encoding "UTF-8" Question For the sake of keeping this a question: does anyone know what is causing this, or how to fix it?

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  • Extending an ABCS

    - by jamie.phelps
    All AIA Application Business Connector Services (ABCS) are extension enabled out of the box. The number and location of extension points in each ABCS is dependent upon whether the ABCS is a request-response or fire-and-forget service. Below is an example of a request-reply ABCS with 4 extension call-out points: Pre-transformationPost-transformation, Pre-invokePost-invoke, Pre-transformationPost-transformation, Pre-reply You can also see in the diagram that each XSL Transformation has it's own extension call-out. However for now we are only discussing the ABCS extension call-outs. To extend an ABCS, you'll first need to identify the specific extension points that are available in your ABCS and choose the one or more that you want to implement. You can an get an idea of the extension points available in your ABCS by looking into the AIAConfigurationProperties.xml file found under the AIA_HOME/config directory. Find the for your ABCS and look for properties similar to the following: false false false false Each extension point in the ABCS will have a corresponding configuration property to control whether or not the extension call-out is active at runtime. So these properties can give you some idea of what extension points are available in your ABCS. However, you'll probably also want to look into the ABCS BPEL code itself to confirm the exact location of the call-out.

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  • Creating user UI using Flixel

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. What I am trying to do is add a Start Screen before actually loading the game. I have a create function that adds all the game elements to the stage: override public function create():void // all game elements { How can I add this pre-load Start Screen? I'm not sure if I have to add in the code to this create function or somewhere else and what code to actually add. Eventually I would also like to add saving, loading, options and upgrades too. So any advice with that would be great. Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } } Thanks.

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  • My Ubuntu drive is running out of space, how to fix, something is wrong

    - by Jamie Flores
    I'm moving from windows and am having trouble figuring this out: I'm getting a message that pops up saying disk space is low. It says I have 800MB free. I click on the disk usage analyzer and it shows 24.6 total capacity and 22.5 used. When I look in GParted it shows a partition at 72.6GB where I have Ubuntu installed. It also shows that 70.65GB used and 1.94 free in that partition. How do I figure out what else is in that partition? It's the only ext4 format. What am I missing?

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  • Are there any concrete examples of where a paralellizing compiler would provide a value-adding benefit?

    - by jamie
    Paul Graham argues that: It would be great if a startup could give us something of the old Moore's Law back, by writing software that could make a large number of CPUs look to the developer like one very fast CPU. ... The most ambitious is to try to do it automatically: to write a compiler that will parallelize our code for us. There's a name for this compiler, the sufficiently smart compiler, and it is a byword for impossibility. But is it really impossible? Can someone provide a concrete example where a paralellizing compiler would solve a pain point? Web-apps don't appear to be a problem: just run a bunch of Node processes. Real-time raytracing isn't a problem: the programmers are writing multi-threaded, SIMD assembly language quite happily (indeed, some might complain if we make it easier!). The holy grail is to be able to accelerate any program, be it MySQL, Garage Band, or Quicken. I'm looking for a middle ground: is there a real-world problem that you have experienced where a "smart-enough" compiler would have provided a real benefit, i.e that someone would pay for? A good answer is one where there is a process where the computer runs at 100% CPU on a single core for a painful period of time. That time might be 10 seconds, if the task is meant to be quick. It might be 500ms if the task is meant to be interactive. It might be 10 hours. Please describe such a problem. Really, that's all I'm looking for: candidate areas for further investigation. (Hence, raytracing is off the list because all the low-hanging fruit have been feasted upon.) I am not interested in why it cannot be done. There are a million people willing to point to the sound reasons why it cannot be done. Such answers are not useful.

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