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  • Is my implementation of A* wrong?

    - by Bloodyaugust
    I've implemented the A* algorithm in my program. However, it would seem to be functioning incorrectly at times. Below is a screenshot of one such time. The obviously shorter line is to go immediately right at the second to last row. Instead, they move down, around the tower, and continue to their destination (bottom right from top left). Below is my actual code implementation: nodeMap.prototype.findPath = function(p1, p2) { var openList = []; var closedList = []; var nodes = this.nodes; for (var i = 0; i < nodes.length; i++) { //reset heuristics and parents for nodes var curNode = nodes[i]; curNode.f = 0; curNode.g = 0; curNode.h = 0; curNode.parent = null; if (curNode.pathable === false) { closedList.push(curNode); } } openList.push(this.getNode(p1)); while(openList.length > 0) { // Grab the lowest f(x) to process next var lowInd = 0; for(i=0; i<openList.length; i++) { if(openList[i].f < openList[lowInd].f) { lowInd = i; } } var currentNode = openList[lowInd]; if (currentNode === this.getNode(p2)) { var curr = currentNode; var ret = []; while(curr.parent) { ret.push(curr); curr = curr.parent; } return ret.reverse(); } closedList.push(currentNode); for (i = 0; i < openList.length; i++) { //remove currentNode from openList if (openList[i] === currentNode) { openList.splice(i, 1); break; } } for (i = 0; i < currentNode.neighbors.length; i++) { if(closedList.indexOf(currentNode.neighbors[i]) !== -1 ) { continue; } if (currentNode.neighbors[i].isPathable === false) { closedList.push(currentNode.neighbors[i]); continue; } var gScore = currentNode.g + 1; // 1 is the distance from a node to it's neighbor var gScoreIsBest = false; if (openList.indexOf(currentNode.neighbors[i]) === -1) { //save g, h, and f then save the current parent gScoreIsBest = true; currentNode.neighbors[i].h = currentNode.neighbors[i].heuristic(this.getNode(p2)); openList.push(currentNode.neighbors[i]); } else if (gScore < currentNode.neighbors[i].g) { //current g better than previous g gScoreIsBest = true; } if (gScoreIsBest) { currentNode.neighbors[i].parent = currentNode; currentNode.neighbors[i].g = gScore; currentNode.neighbors[i].f = currentNode.neighbors[i].g + currentNode.neighbors[i].h; } } } return false; } Towers block pathability. Is there perhaps something I am missing here, or does A* not always find the shortest path in a situation such as this? Thanks in advance for any help.

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  • Is there any kind of established architecture for browser based games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that? EDIT: After reading the first answers I am under the impression of having made a mistake when including the "MMO" part into the title. The game will not be all fancy (i.e. 3D or such) on the client side and the logic will completely exist on the server. That is, apart from basic form validation for the user which will also be mirrored on the server side. So the target toolset will be HTML5, JavaScript, probably JQuery(UI). My question is more related to the software architecture/design of a system that enforces certain rules. Separation of ruleset and presentation One problem I am having is that I want to separate the game rules from the presentation. The first step would be to make an own module for the game "engine" that only exposes an interface that allows all actions to be taken in a clean way. If an action fails with regard to some pre/post condition, the engine throws an exception which is then presented to the user like "you cannot sell something you do not own" or "after that you would end up in a situation which is not a valid game state." The problem here is that I would like to be able to not even present invalid action in the first place or grey out the corresponding UI elements. Changing and tweaking the ruleset Another big thing is the ruleset. It will probably evolve over time and most definitely must be tweaked. What's more, it should be possible (to a certain extent) to build a ruleset that fits a specific game round, i.e. choosing different kinds of behaviours in different aspects of the game. This would do something like "we play it with extension A today but we throw out extension B." For me, this screams "Architectural/Design pattern" but I have no idea on who might have published on something like this, not even what to google for.

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  • The new direction of the gaming industry

    - by raccoon_tim
    Just recently I read a great blog post by David Darling, the founder of Codemasters: http://www.develop-online.net/blog/347/Jurassic-consoles-could-become-extinct. In the blog post he talks about how traditional retail games are experiencing a downfall thanks to the increasing popularity of digital distribution. I personally think of retail games as being relics of the past. It does not really make much sense to still keep distributing boxed games when the same game can be elegantly downloaded and updated over the air through a digital distribution channel. The world is not all rainbows, however. One big issue with mixing digital distribution with boxed retail games is that resellers will not condone you selling your game for 10€ digitally while their selling the same game for 70€. The only way to get around this issue is to move to full digital distribution. This has the added benefit of minimizing piracy as the game can be tightly bound to the service you downloaded the game from. Many players are, however, complaining about not being able to play the games offline. Having games tightly bound to the internet is a problem when games are bought from a retailer as we tend to expect that once we have the product we can use it anywhere because we physically own it. The truth is that we don’t actually own the product. Instead, the typical EULA actually states that we only have a license to use the product. We’re not, for instance, allowed to disassemble the product, which the owner is indeed permitted to do. Digital distribution allows us to provide games as services, instead of selling them as standalone products. This means that for a service to work you have to be connected to the internet but you still have the same rights to use the product. It’s really straightforward; if you downloaded a client from the internet you are expected to have an internet connection so you’re able to connect to the server. A game distributed digitally that is built using a client-server architecture has the added benefit of allowing you to play anywhere as long as you have the client installed and you are able to log in with your user information. Your save games can be backed up and your game can continue anywhere. Another development we’re seeing in the gaming industry is the increasing popularity of free-to-play games. These are games that let you play for free but allow you to boost your gaming experience with real world money. The nature of these games is that players are constantly rewarded with new content and the game can evolve according to their way of playing and their wishes can be incorporated into the product. Free-to-play games can quickly gain a large player basis and monetization is done by providing players valuable things to buy making their gaming experience more fun. I am personally very excited about free-to-play games as it’s possible to start building the game together with your players and there is no need to work on the game for 5 years from start to finish and only then see if it’s actually something the players like. This is a typical problem with big movie-like retail games and recent news about Radical Entertainment practically closing its doors paints a clear picture of what can happen when the risk does not pay off: http://news.teamxbox.com/xbox/25874/Prototype-Developer-Radical-Entertainment-Closes/.

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  • Managed c++ std::string not accessible in unmanaged c++

    - by Radhesham
    In unmanaged c++ dll i have a function which takes constant std::string as argument Prototype : void read ( const std::string &amp;imageSpec_ ) I call this function from managed c++ dll by passing a std::string. When i debug the unmanaged c++ code the parameter imageSpec_ shows the value correctly but does not allow me to copy that value in other variable. imageSpec_.copy( sFilename, 4052 ); It shows length of imageSpec_ as 0(zero). If i try copying like std::string sTempFileName(imageSpec_); this statement string new string is a empty string. But for std::string sTempFileName(imageSpec_.c_str()); this statement string gets copied correctly. i.e. with charpointer string is copied correctly. Copying this way will need a major change in unmanaged c++ code. I am building unmanaged code in Visual studio 6.0 and managed c++ in Visual studio 2008. Is there any specific setting or code change in managed c++ that will solve the issue?

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  • How to parse amadeus air ticket file

    - by Andrus
    Amadeous produces AIR file like below for every flyight reservation. I need to read reservation number and source and destionation airports from this file. I searched goog for "amadeous air format" but havent found format description. Wikipedia entry about EDIFACt is a bit different, it does not describe this content. Where to fnd information about the file structure ? How to parse this file ? I have not idea about the file stucture, does it contain records like sql table or is it some reservation protocol instructions like postscript file ? Application should work in Microsoft Windows and preferably in Visual FoxPro or C# language. FoxPro or Microsoft Visual Studio 2012 Express can used as programming environment Google returns only Amadeus users guides and tutorials like in comment and in http://www.amadeusschweiz.com/en/documentation/usermanuals.html Those are user manuals. Most promising looks Amadeus Air user guide from this: File which I received name was air.txt and first token in file is AIR-BLK206 Maybe BLK206 is some booking format descriptor. Google returns some documens like my using this so it looks like it is commonly used. This file probably describes how to reserve ticket, which produces air.txt file. I seacrched this and ticket user guide for BLK but those do not contains this abbreviation. Commands in user manual look different than those from this file. How to use this information to extract reservation number and destination airport from this file ? I havent found format description using google. There are amadeus user guides, tutorials ja quick reference files similar which you posted but I do'nt understand how to use them to parse this file. One message describes that this is form of EDIFACT. However EDIFACT message sample in Wikipedia is also diffrerent. I need to create quick prototype to customer which shows that we vcan read those files. Maybe there are some programs which can used to display it in human readable form ?

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  • Call functions in AutoIt DLL using Python ctypes

    - by Josh
    I want to call functions from an AutoIt dll, that I found at C:\Program Files (x86)\AutoIt3\AutoItX\AutoItX3.dll using Python. I know I could use win32com.client.Dispatch("AutoItX3.Control") but I can't install the application or register anything in the system. So far, this is where I am: from ctypes import * path = r"C:\Program Files (x86)\AutoIt3\AutoItX\AutoItX3.dll" autoit = windll.LoadLibrary(path) Here are the methods that works: autoit.AU3_WinMinimizeAll() # windows were successfully minimized. autoit.AU3_Sleep(1000) # sleeps 1 sec. Here is my problem, python is crashing when I call other methods like this one. I get python.exe has stopped working from windows... autoit.AU3_WinGetHandle('Untitled - Notepad', '') And some other methods are not crashing python but are just not working. This one doesn't close the window and return 0: autoit.AU3_WinClose('Untitled - Notepad', '') And this other one return 1 but the window is still minimized: autoit.AU3_WinActivate('Untitled - Notepad', '') I've tested the examples with with Dispatch("AutoItX3.Control") and everything is working like expected. It seems like methods that should return something other than a string are crashing python. But still, others like WinClose are not even working... Thank you in advance for your help! EDIT: These methods are now working when using unicode strings: autoit.AU3_WinClose(u'Untitled - Notepad', u'') autoit.AU3_WinActivate(u'Untitled - Notepad', u'') And I found the prototype for AU3_WinGetHandle: AU3_API void WINAPI AU3_WinGetHandle(const char szTitle, /[in,defaultvalue("")]*/const char *szText, char *szRetText, int nBufSize); Now I see that I should get the handle from szRetText but I am not sure how... I tried the following without success: from ctypes.wintypes import LPCWSTR, INT, POINTER AU3_WinGetHandle.argtypes = (LPCWSTR, LPCWSTR, POINTER(LPCWSTR), INT) s = c_wchar_p() print AU3_WinGetHandle(u'Untitled - Notepad', u'', byref(s), 100) # prints 1 print s # prints c_wchar_p(u'') Any idea how to retrive the handle from szRetText?

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  • UIViewerTableViewController.m:15: error: expected identifier before '*' token

    - by Aaron Levin
    I am new to objective-c programming. I come from a C# background. I am having problems with the following code I am writing for a proof of concept for an iPhone App: I am getting a number of compile errors but I think they are all due to the first error (could be wrong) - error: expected identifier before '*' token (@synthesize *lists; in the .m file) I'm not sure why my code is showing up the way it is in the view below the editor..hmm any way, any help would be appreciated. .m file // // Created by Aaron Levin on 4/19/10. // Copyright 2010 RonStan. All rights reserved. // import "UIViewerTableViewController.h" @implementation UIViewerTableViewController @synthesize *lists; @synthesize *icon; (void)dealloc { [Lists release]; [super dealloc]; } pragma mark Table View Methods //Customize number of rows in table view (NSInteger)tableView:(UITableView *) tableView numberOfRowsInSection: (NSInteger) section{ return self.Lists.Count; } //Customize the appearence of table view cells (UITableViewCell *) tableView(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *) indexPath{ static NSString *CellIdentifier = @"Cell"; UITableView *Cell = [tablevView dequeueReusableCellWithIdentifier:CellIdentifier]; if(cell == nil){ cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } cell.textLabel.text = [[self.Lists objectAtIndex:indexPath.row] retain]; cell.imageView = self.Icon; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; } @end .h file // // UIMyCardsTableViewController.h // MCS ProtoType v0.1 // // Created by Aaron Levin on 4/19/10. // Copyright 2010 RonStan. All rights reserved. // import @interface UIViewerTableViewController : UITableViewController { NSArray *lists; UIImage *icon; } @property (nonatomic,retain) NSArray *lists; @property (nonatomic,retain) UIImage *icon; @end

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  • Mathematically Find Max Value without Conditional Comparison

    - by Cnich
    ----------Updated ------------ codymanix and moonshadow have been a big help thus far. I was able to solve my problem using the equations and instead of using right shift I divided by 29. Because with 32bits signed 2^31 = overflows to 29. Which works! Prototype in PHP $r = $x - (($x - $y) & (($x - $y) / (29))); Actual code for LEADS (you can only do one math function PER LINE!!! AHHHH!!!) DERIVDE1 = IMAGE1 - IMAGE2; DERIVED2 = DERIVED1 / 29; DERIVED3 = DERIVED1 AND DERIVED2; MAX = IMAGE1 - DERIVED3; ----------Original Question----------- I don't think this is quite possible with my application's limitations but I figured it's worth a shot to ask. I'll try to make this simple. I need to find the max values between two numbers without being able to use a IF or any conditional statement. In order to find the the MAX values I can only perform the following functions Divide, Multiply, Subtract, Add, NOT, AND ,OR Let's say I have two numbers A = 60; B = 50; Now if A is always greater than B it would be simple to find the max value MAX = (A - B) + B; ex. 10 = (60 - 50) 10 + 50 = 60 = MAX Problem is A is not always greater than B. I cannot perform ABS, MAX, MIN or conditional checks with the scripting applicaiton I am using. Is there any way possible using the limited operation above to find a value VERY close to the max?

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  • Auth problem on Facebook using Ruby/sinatra/frankie/facebooker

    - by user84584
    Hello guys, I'm using sinatra/frankie/facebooker to prototype something simple to test the facebook api, i'm using mmangino-facebooker the more recent version from github and I cloned the most recent version of frankie. I'm using sinatra 0.9.6. My main code is as simple as possible: before do ensure_application_is_installed_by_facebook_user @user = session[:facebook_session].user @photos = session[:facebook_session].get_photos(nil,@user.uid,nil) end get "/" do erb :index end get "/:uid/:image" do |uid,image| @photo_selected = session[:facebook_session].get_photos([image.to_i],nil,nil) erb :selected end The index page just renders a link to the other one (identified by regex "/:uid/:image") however I always get an error when it's trying to render the one identified by regex "/:uid/:image" Facebooker::Session::MissingOrInvalidParameter: Invalid parameter /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/parser.rb:610:in `process' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/parser.rb:30:in `parse' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/service.rb:67:in `post' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/session.rb:600:in `post_without_logging' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/session.rb:611:in `post' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/logging.rb:20:in `log_fb_api' /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/1.8/benchmark.rb:308:in `realtime' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/logging.rb:20:in `log_fb_api' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/session.rb:610:in `post' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/session.rb:198:in `secure!' ./config/frankie/lib/frankie.rb:66:in `secure_with_token!' ./config/frankie/lib/frankie.rb:44:in `set_facebook_session' ./config/frankie/lib/frankie.rb:164:in `ensure_authenticated_to_facebook' ./config/frankie/lib/frankie.rb:169:in `ensure_application_is_installed_by_facebook_user' I've no idea why, it seems to be related with the auth token I guess.. I logged the request made o the fb rest server: {:sig="4f244d1f510498f4efaae3c03d036a85", :generate_session_secret="0", :method="facebook.auth.getSession", :auth_token="9dae0d02c19c680b574c78d202b0582a", :api_key="70c14732815ace0ae71a561ea5eb38b7", :v="1.0"} {:call_id="1269003766.05665", :sig="194469457d1424dc8ba0678979692363", :method="facebook.photos.get", :subj_id=750401957, :session_key="2.lXL0z3s4_r573xzQwAiA9A__.3600.1269010800-750401957", :api_key="70c14732815ace0ae71a561ea5eb38b7", :v="1.0"} {:sig="4f244d1f510498f4efaae3c03d036a85", :generate_session_secret="0", :method="facebook.auth.getSession", :auth_token="9dae0d02c19c680b574c78d202b0582a", :api_key="70c14732815ace0ae71a561ea5eb38b7", :v="1.0"} The last one gives the error, it could be related with auth_token having the same value in the 1st and on the 3rd ? Cheers and tks, Ze Maria

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  • Subsonic Access To App.Config Connection Strings From Referenced DLL in Powershell Script

    - by J Wynia
    I've got a DLL that contains Subsonic-generated and augmented code to access a data model. Actually, it is a merged DLL of that original assembly, Subsonic itself and a few other referenced DLL's into a single assembly, called "PowershellDataAccess.dll. However, it should be noted that I've also tried this referencing each assembly individually in the script as well and that doesn't work either. I am then attempting to use the objects and methods in that assembly. In this case, I'm accessing a class that uses Subsonic to load a bunch of records and creates a Lucene index from those records. The problem I'm running into is that the call into the Subsonic method to retrieve data from the database says it can't find the connection string. I'm pointing the AppDomain at the appropriate config file which does contain that connection string, by name. Here's the script. $ScriptDir = Get-Location [System.IO.Directory]::SetCurrentDirectory($ScriptDir) [Reflection.Assembly]::LoadFrom("PowershellDataAccess.dll") [System.AppDomain]::CurrentDomain.SetData("APP_CONFIG_FILE", "$ScriptDir\App.config") $indexer = New-Object LuceneIndexingEngine.LuceneIndexGenerator $indexer.GeneratePageTemplateIndex("PageTemplateIndex"); I went digging into Subsonic itself and the following line in Subsonic is what's looking for the connection string and throwing the exception: ConfigurationManager.ConnectionStrings[connectionStringName] So, out of curiosity, I created an assembly with a single class that has a single property that just runs that one line to retrieve the connection string name. I created a ps1 that called that assembly and hit that property. That prototype can find the connection string just fine. Anyone have any idea why Subsonic's portion can't seem to see the connection strings?

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  • Async Load JavaScript Files with Callback

    - by Gcoop
    Hi All, I am trying to write an ultra simple solution to load a bunch of JS files asynchronously. I have the following script below so far. However the callback is sometimes called when the scripts aren't actually loaded which causes a variable not found error. If I refresh the page sometimes it just works because I guess the files are coming straight from the cache and thus are there quicker than the callback is called, it's very strange? var Loader = function () { } Loader.prototype = { require: function (scripts, callback) { this.loadCount = 0; this.totalRequired = scripts.length; this.callback = callback; for (var i = 0; i < scripts.length; i++) { this.writeScript(scripts[i]); } }, loaded: function (evt) { this.loadCount++; if (this.loadCount == this.totalRequired && typeof this.callback == 'function') this.callback.call(); }, writeScript: function (src) { var self = this; var s = document.createElement('script'); s.type = "text/javascript"; s.async = true; s.src = src; s.addEventListener('load', function (e) { self.loaded(e); }, false); var head = document.getElementsByTagName('head')[0]; head.appendChild(s); } } Is there anyway to test that a JS file is completely loaded, without putting something in the actual JS file it's self, because I would like to use the same pattern to load libraries out of my control (GMaps etc). Invoking code, just before the tag. var l = new Loader(); l.require([ "ext2.js", "ext1.js"], function() { var config = new MSW.Config(); Refraction.Application().run(MSW.ViewMapper, config); console.log('All Scripts Loaded'); }); Thanks for any help.

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  • JQuery ajax request returns error and status 0

    - by Kucebe
    I use this pseudo-class to make ajax request to server: function RequestManager(url, params, success, error){ //save this ajax configuration this._ajaxCall = null; this._url= url; this._type = params.type; this._timer = params.timer || 0; this._success = function(){ alert("ok"); }; this._error = function(){ alert("ko"); }; } RequestManager.prototype = { require : function(tag){//here there will be a tag object in array format if(this.timer>0){ //wait this.timer } if(this.ajaxCall != null ){ this.ajaxCall.abort(); this.ajaxCall = null; } var self = this; this.ajaxCall = $.ajax({ url: this._url, type: this._type, data: tag, success: function(xmlResponse){ var responseArray = []; var response = _extractElements(xmlResponse, arrayResponse); self._success(response); }, error: self._error, complete : function(xhr, statusText){ alert(xhr.status); return null; } }); } When i instantiate a new object, and i use it to load a request, it always return to me error, and status code is 0. Server correctly generates an xml document. Why i can't get a correct 200 code back?

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  • Kill a node in dojo.dnd.source ?

    - by Soulhuntre
    Related to my SO issue at http://stackoverflow.com/questions/3010996/dojo-extending-dojo-dnd-source-move-not-happening-ideas/3012518#3012518 I am now almost done. I have a dnd.Source derived class - we can consider it a dnd.Source for now, that has within it a node that has a specific class. function declare_mockupSmartDndUl(){ dojo.require("dojo.dnd.Source"); dojo.provide("mockup.SmartDndUl"); dojo.declare("mockup.SmartDndUl", dojo.dnd.Source, { markupFactory: function(params, node){ //params._skipStartup = true; return new mockup.SmartDndUl(node, params); }, onDropExternal: function(source, nodes, copy){ console.debug('onDropExternal called...'); // dojo.destroy(this.getAllNodes().query(".dndInstructions")); this.inherited(arguments); var x = source.getAllNodes().length; if( x == 0 ){ newnode = document.createElement('li'); newnode.innerHTML = "Hello!"; dojo.addClass(newnode,"dndInstructions"); source.node.appendChild(newnode); } return true; // return dojo.dnd.Source.prototype.onDropExternal.call(this, source, nodes, copy); } }); } You can see the place I mean from the dojo.destroy that is commented out because it was totally n00b :) If I do this var y = this.getAllNodes().query(".dndInstructions") the nodelist in y absolutely does contain the node. Now I need t kill it, nuke it - get it out of there. Out of the dnd.Source, out of the DOM... gone. Any ideas how to do it safely? It will be the ONLY node in the list at the time we do whatever it is we are goign to do to kill the thing. Thanks!

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  • CakePHP, CodeIgniter or Rails for multi-user Tumblr clone?

    - by Jordan
    I'm about to start building a tumblr clone that handles multiple users (so premade clones like Gelato won't cut it) and I'm not sure which framework I'd like to build this is. Right now, I'm only intending to build a prototype. Something I can get a dozen friends on to test the concept and grow to maybe a couple hundred users to prove the market, so I'm not worried about long term scale. My biggest concern right now is quick deployment. I'd like to get from zero to signups in as short a time as possible, with as little customization to the framework of choice as possible. I have experience with PHP, but not Ruby. However, I don't think the learning curve would be too steep so I'm not ruling out rails. I just want the framework that is most appropriate for a system like a multi-user tumblr clone so that I can build it with as little hassle, and as quickly, as possible. If anyone has experience with a similar project, or with these frameworks and can offer an insightful perspective, I'd be very appreciative. Thanks for taking the time to read. Cheers, ~Jordan Feldstein

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  • Classes, methods, and polymorphism in Python

    - by Morlock
    I made a module prototype for building complex timer schedules in python. The classe prototypes permit to have Timer objects, each with their waiting times, Repeat objects that group Timer and other Repeat objects, and a Schedule class, just for holding a whole construction or Timers and Repeat instances. The construction can be as complex as needed and needs to be flexible. Each of these three classes has a .run() method, permitting to go through the whole schedule. Whatever the Class, the .run() method either runs a timer, a repeat group for a certain number of iterations, or a schedule. Is this polymorphism-oriented approach sound or silly? What are other appropriate approaches I should consider to build such a versatile utility that permits to put all building blocks together in as complex a way as desired with simplicity? Thanks! Here is the module code: ##################### ## Importing modules from time import time, sleep ##################### ## Class definitions class Timer: """ Timer object with duration. """ def __init__(self, duration): self.duration = duration def run(self): print "Waiting for %i seconds" % self.duration wait(self.duration) chime() class Repeat: """ Repeat grouped objects for a certain number of repetitions. """ def __init__(self, objects=[], rep=1): self.rep = rep self.objects = objects def run(self): print "Repeating group for %i times" % self.rep for i in xrange(self.rep): for group in self.objects: group.run() class Schedule: """ Groups of timers and repetitions. Maybe redundant with class Repeat. """ def __init__(self, schedule=[]): self.schedule = schedule def run(self): for group in self.schedule: group.run() ######################## ## Function definitions def wait(duration): """ Wait a certain number of seconds. """ time_end = time() + float(duration) #uncoment for minutes# * 60 time_diff = time_end - time() while time_diff > 0: sleep(1) time_diff = time_end - time() def chime(): print "Ding!"

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  • Javascript functional inheritance with prototypes

    - by cdmckay
    In Douglas Crockford's JavaScript: The Good Parts he recommends that we use functional inheritance. Here's an example: var mammal = function(spec, my) { var that = {}; my = my || {}; // Protected my.clearThroat = function() { return "Ahem"; }; that.getName = function() { return spec.name; }; that.says = function() { return my.clearThroat() + ' ' + spec.saying || ''; }; return that; } var cat = function(spec, my) { var that = {}; my = my || {}; spec.saying = spec.saying || 'meow'; that = mammal(spec, my); that.purr = function() { return my.clearThroat() + " purr"; }; that.getName = function() { return that.says() + ' ' + spec.name + ' ' + that.says(); }; return that; }; var kitty = cat({name: "Fluffy"}); The main issue I have with this is that every time I make a mammal or cat the JavaScript interpreter has to re-compile all the functions in it. That is, you don't get to share the code between instances. My question is: how do I make this code more efficient? For example, if I was making thousands of cat objects, what is the best way to modify this pattern to take advantage of the prototype object?

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  • Jquery html grab + calling a controller action using javascript (ruby on rails)

    - by Zind
    Preface: I consider myself "slightly effective" in ruby on rails, and a complete novice in javascript. Also, yes, I have installed jQuery and associated plugins instead of the default Prototype library. I am in a situation where I am pulling in a table from off-site in an iframe (which is taking care of all internal JS for me) such that when a part of the table is clicked, a td will gain the class "active." What I would like to do is take this info (I'm assuming I can get it in a string format), and pass it to a method (in my controller, I'm assuming) which will parse the html, pull out the pertinent info, and then call a creation method in the same controller with the parsed info, the end result being a new item in that table. What I have so far is javascript which I believe is correct so far: <script type="text/javascript"> var ImportInfo = function() { var info = $('td.active').html(); // call controller action which parses the given string, //checks for existence in database, and adds new row if needed } $("#Import").click(ImportInfo); </script> and, of course, a button with id="ImportLocation." I have looked at this question: http://stackoverflow.com/questions/1334447/using-jquery-to-call-a-controller-action but am somewhat unsure as to how to call a controller action to pass the contents of the td as a string. Is this doable with the jQuery post method?

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  • Spring scheduler shutdown error

    - by Alex
    During development a SPRING based scheduler in a tomcat container, I always get this logoutput at undeploy webapp or shutdown server: Apr 28, 2010 4:21:33 PM org.apache.catalina.core.StandardService stop INFO: Stopping service Catalina Apr 28, 2010 4:21:33 PM org.apache.catalina.loader.WebappClassLoader clearReferencesThreads SEVERE: A web application appears to have started a thread named [org.springframework.scheduling.quartz.SchedulerFactoryBean#0_Worker-1] but has failed to stop it. This is very likely to create a memory leak. Apr 28, 2010 4:21:33 PM org.apache.catalina.loader.WebappClassLoader clearReferencesThreads SEVERE: A web application appears to have started a thread named [org.springframework.scheduling.quartz.SchedulerFactoryBean#0_Worker-2] but has failed to stop it. This is very likely to create a memory leak. Apr 28, 2010 4:21:33 PM org.apache.catalina.loader.WebappClassLoader clearReferencesThreads SEVERE: A web application appears to have started a thread named [org.springframework.scheduling.quartz.SchedulerFactoryBean#0_Worker-3] but has failed to stop it. This is very likely to create a memory leak. Apr 28, 2010 4:21:33 PM org.apache.catalina.loader.WebappClassLoader clearReferencesThreads SEVERE: A web application appears to have started a thread named [org.springframework.scheduling.quartz.SchedulerFactoryBean#0_Worker-4] but has failed to stop it. This is very likely to create a memory leak. Apr 28, 2010 4:21:33 PM org.apache.catalina.loader.WebappClassLoader clearReferencesThreads SEVERE: A web application appears to have started a thread named [org.springframework.scheduling.quartz.SchedulerFactoryBean#0_Worker-5] but has failed to stop it. This is very likely to create a memory leak. . . . SEVERE: A web application created a ThreadLocal with key of type [org.springframework.core.NamedThreadLocal] (value [Prototype beans currently in creation]) and a value of type [null] (value [null]) but failed to remove it when the web application was stopped. To prevent a memory leak, the ThreadLocal has been forcibly removed. Apr 28, 2010 4:21:34 PM org.apache.coyote.http11.Http11Protocol destroy INFO: Stopping Coyote HTTP/1.1 on http-8606 How can I fix this?

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  • How can I write good "research code"?

    - by John
    "Research code" is often held up as a paragon of what not to do when writing software. Certainly, the kind of code that often results from trying to solve a research problem can end up being poorly-designed, difficult to debug, etc. But my question is this: does research code have to be this way? Is it possible to write good research code? Is the only approach to consider the first version a poorly-written prototype to be discarded in favour of the better-designed second version? Software engineering has all sorts of best practices about how to design and write good code, but I don't usually find this relevant when you don't have a good idea ahead of time what the final system will look like. The final system is likely to be a result of what did or didn't work along the way, and the only way to determine what does or doesn't work is to write the code first. As you find things that don't work, you change what the final system looks like, moving further away from your original design (assuming you had one). I'd be interested in any personal experience with these issues, as well as any books or other resources anyone can point me to.

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  • AS3 - Unloaded AVM1 swfs trace out as unloaded but memory is not freed for the AVM2 machine

    - by puppbits
    I have a large project built in as3. Part of its main functionality is to load and unload various as2 swfs. The problem is that the memory ins't free up once they are unloaded. I have access to the as2 swfs code base and destroyed all objects, stopped and killed timers, listeners, removed from stage, destroyed all the MovieClip.protoypes that were created. They look to be clean as far as the AS2 debugger show no remnants of the object after the destroy function is run. In AS3 i've closed the local connection, cleaned all references/listeners to the AVM1Movie and ran Loader.unloadAndStop(). The trace out in flex says the swf was unloaded but looking at windows task manager the memory usage never drops to when it was before the as2 swf was loaded. Each as2 swf can take up to 80 megs each time it's run so memory gets eaten up fast and loading and unloading a few as2 files. At this point if the AS2 swfs are unloaded the only thing that I can assume that could be left is MovieClip.prototype and/or _global, _root variables add during the AS2's run time. But i've gone through those and can't find anything else that might be sticking. Has anyone ever seen problems before with the AVM1 machine not freeing up its memory?

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  • Assigning console.log to another object (Webkit issue)

    - by Trevor Burnham
    I wanted to keep my logging statements as short as possible while preventing console from being accessed when it doesn't exist; I came up with the following solution: var _ = {}; if (console) { _.log = console.debug; } else { _.log = function() { } } To me, this seems quite elegant, and it works great in Firefox 3.6 (including preserving the line numbers that make console.debug more useful than console.log). But it doesn't work in Safari 4. [Update: Or in Chrome. So the issue seems to be a difference between Firebug and the Webkit console.] If I follow the above with console.debug('A') _.log('B'); the first statement works fine in both browsers, but the second generates a "TypeError: Type Error" in Safari. Is this just a difference between how Firebug and the Safari Web Developer Tools implement console? If so, it is VERY annoying on Apple's Webkit's part. Binding the console function to a prototype and then instantiating, rather than binding it directly to the object, doesn't help. I could, of course, just call console.debug from an anonymous function assigned to _.log, but then I'd lose my line numbers. Any other ideas?

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  • Grouping consecutive identical items: IEnumerable<T> to IEnumerable<IEnumerable<T>>

    - by Romain Verdier
    I've got an interresting problem: Given an IEnumerable<string>, is it possible to yield a sequence of IEnumerable<string> that groups identical adjacent strings in one pass? Let me explain. Considering the following IEnumerable<string> (pseudo representation): {"a","b","b","b","c","c","d"} How to get an IEnumerable<IEnumerable<string>> that would yield something of the form: { // IEnumerable<IEnumerable<string>> {"a"}, // IEnumerable<string> {"a","b","b"}, // IEnumerable<string> {"c","c"}, // IEnumerable<string> {"d"} // IEnumerable<string> } The method prototype would be: public IEnumerable<IEnumerable<string>> Group(IEnumerable<string> items) { // todo } Important notes : Only one iteration over the original sequence No intermediary collections allocations (we can assume millions of strings in the original sequence, and millions consecutives identicals strings in each group) Keeping enumerators and defered execution behavior Is it possible, and how would you write it?

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  • Starting out NLP - Python + large data set

    - by pencilNero
    Hi, I've been wanting to learn python and do some NLP, so have finally gotten round to starting. Downloaded the english wikipedia mirror for a nice chunky dataset to start on, and have been playing around a bit, at this stage just getting some of it into a sqlite db (havent worked with dbs in the past unfort). But I'm guessing sqlite is not the way to go for a full blown nlp project(/experiment :) - what would be the sort of things I should look at ? HBase (.. and hadoop) seem interesting, i guess i could run then im java, prototype in python and maybe migrate the really slow bits to java... alternatively just run Mysql.. but the dataset is 12gb, i wonder if that will be a problem? Also looked at lucene, but not sure how (other than breaking the wiki articles into chunks) i'd get that to work.. What comes to mind for a really flexible NLP platform (i dont really know at this stage WHAT i want to do.. just want to learn large scale lang analysis tbh) ? Many thanks.

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  • Javascript WebGL error

    - by Chris
    Hi I can load 400 textured cylinders using o3d webl, as soon as I push the test upto 600 cylinders I get the following.. uncaught exception: [Exception... "Could not convert JavaScript argument arg 0 [nsIDOMWebGLRenderingContext.getShaderInfoLog" nsresult: "0x80570009 (NS_ERROR_XPC_BAD_CONVERT-JS)" location: "JS frame :: file:///d:/o3d-webgl/effect.js :: :: line 181" data: no) This is the error from minefield, does anyone know what this means? This is the function: o3d.Effect.prototype.bindAttributesAndLinkIfReady = function() { if (this.vertexShaderLoaded_ && this.fragmentShaderLoaded_) { var semanticMap = o3d.Effect.semanticMap_; for (var name in semanticMap) { this.gl.bindAttribLocation( this.program_, semanticMap[name].gl_index, name); } this.gl.linkProgram(this.program_); if (!this.gl.getProgramParameter(this.program_, this.gl.LINK_STATUS)) { var log = this.gl.getShaderInfoLog(this.program_); this.gl.client.error_callback( 'Program link failed with error log:\n' + log); } this.getUniforms_(); this.getAttributes_(); } }; It falls over on ... var log = this.gl.getShaderInfoLog(this.program_);

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  • Bubble Breaker Game Solver better than greedy?

    - by Gregory
    For a mental exercise I decided to try and solve the bubble breaker game found on many cell phones as well as an example here:Bubble Break Game The random (N,M,C) board consists N rows x M columns with C colors The goal is to get the highest score by picking the sequence of bubble groups that ultimately leads to the highest score A bubble group is 2 or more bubbles of the same color that are adjacent to each other in either x or y direction. Diagonals do not count When a group is picked, the bubbles disappear, any holes are filled with bubbles from above first, ie shift down, then any holes are filled by shifting right A bubble group score = n * (n - 1) where n is the number of bubbles in the bubble group The first algorithm is a simple exhaustive recursive algorithm which explores going through the board row by row and column by column picking bubble groups. Once the bubble group is picked, we create a new board and try to solve that board, recursively descending down Some of the ideas I am using include normalized memoization. Once a board is solved we store the board and the best score in a memoization table. I create a prototype in python which shows a (2,15,5) board takes 8859 boards to solve in about 3 seconds. A (3,15,5) board takes 12,384,726 boards in 50 minutes on a server. The solver rate is ~3k-4k boards/sec and gradually decreases as the memoization search takes longer. Memoization table grows to 5,692,482 boards, and hits 6,713,566 times. What other approaches could yield high scores besides the exhaustive search? I don't seen any obvious way to divide and conquer. But trending towards larger and larger bubbles groups seems to be one approach Thanks to David Locke for posting the paper link which talks above a window solver which uses a constant-depth lookahead heuristic.

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