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  • Subterranean IL: Custom modifiers

    - by Simon Cooper
    In IL, volatile is an instruction prefix used to set a memory barrier at that instruction. However, in C#, volatile is applied to a field to indicate that all accesses on that field should be prefixed with volatile. As I mentioned in my previous post, this means that the field definition needs to store this information somehow, as such a field could be accessed from another assembly. However, IL does not have a concept of a 'volatile field'. How is this information stored? Attributes The standard way of solving this is to apply a VolatileAttribute or similar to the field; this extra metadata notifies the C# compiler that all loads and stores to that field should use the volatile prefix. However, there is a problem with this approach, namely, the .NET C++ compiler. C++ allows methods to be overloaded using properties, like volatile or const, on the parameters; this is perfectly legal C++: public ref class VolatileMethods { void Method(int *i) {} void Method(volatile int *i) {} } If volatile was specified using a custom attribute, then the VolatileMethods class wouldn't be compilable to IL, as there is nothing to differentiate the two methods from each other. This is where custom modifiers come in. Custom modifiers Custom modifiers are similar to custom attributes, but instead of being applied to an IL element separately to its declaration, they are embedded within the field or parameter's type signature itself. The VolatileMethods class would be compiled to the following IL: .class public VolatileMethods { .method public instance void Method(int32* i) {} .method public instance void Method( int32 modreq( [mscorlib]System.Runtime.CompilerServices.IsVolatile)* i) {} } The modreq([mscorlib]System.Runtime.CompilerServices.IsVolatile) is the custom modifier. This adds a TypeDef or TypeRef token to the signature of the field or parameter, and even though they are mostly ignored by the CLR when it's executing the program, this allows methods and fields to be overloaded in ways that wouldn't be allowed using attributes. Because the modifiers are part of the signature, they need to be fully specified when calling such a method in IL: call instance void Method( int32 modreq([mscorlib]System.Runtime.CompilerServices.IsVolatile)*) There are two ways of applying modifiers; modreq specifies required modifiers (like IsVolatile), and modopt specifies optional modifiers that can be ignored by compilers (like IsLong or IsConst). The type specified as the modifier argument are simple placeholders; if you have a look at the definitions of IsVolatile and IsLong they are completely empty. They exist solely to be referenced by a modifier. Custom modifiers are used extensively by the C++ compiler to specify concepts that aren't expressible in IL, but still need to be taken into account when calling method overloads. C++ and C# That's all very well and good, but how does this affect C#? Well, the C++ compiler uses modreq(IsVolatile) to specify volatility on both method parameters and fields, as it would be slightly odd to have the same concept represented using a modifier or attribute depending on what it was applied to. Once you've compiled your C++ project, it can then be referenced and used from C#, so the C# compiler has to recognise the modreq(IsVolatile) custom modifier applied to fields, and vice versa. So, even though you can't overload fields or parameters with volatile using C#, volatile needs to be expressed using a custom modifier rather than an attribute to guarentee correct interoperability and behaviour with any C++ dlls that happen to come along. Next up: a closer look at attributes, and how certain attributes compile in unexpected ways.

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  • Anatomy of a .NET Assembly - Signature encodings

    - by Simon Cooper
    If you've just joined this series, I highly recommend you read the previous posts in this series, starting here, or at least these posts, covering the CLR metadata tables. Before we look at custom attribute encoding, we first need to have a brief look at how signatures are encoded in an assembly in general. Signature types There are several types of signatures in an assembly, all of which share a common base representation, and are all stored as binary blobs in the #Blob heap, referenced by an offset from various metadata tables. The types of signatures are: Method definition and method reference signatures. Field signatures Property signatures Method local variables. These are referenced from the StandAloneSig table, which is then referenced by method body headers. Generic type specifications. These represent a particular instantiation of a generic type. Generic method specifications. Similarly, these represent a particular instantiation of a generic method. All these signatures share the same underlying mechanism to represent a type Representing a type All metadata signatures are based around the ELEMENT_TYPE structure. This assigns a number to each 'built-in' type in the framework; for example, Uint16 is 0x07, String is 0x0e, and Object is 0x1c. Byte codes are also used to indicate SzArrays, multi-dimensional arrays, custom types, and generic type and method variables. However, these require some further information. Firstly, custom types (ie not one of the built-in types). These require you to specify the 4-byte TypeDefOrRef coded token after the CLASS (0x12) or VALUETYPE (0x11) element type. This 4-byte value is stored in a compressed format before being written out to disk (for more excruciating details, you can refer to the CLI specification). SzArrays simply have the array item type after the SZARRAY byte (0x1d). Multidimensional arrays follow the ARRAY element type with a series of compressed integers indicating the number of dimensions, and the size and lower bound of each dimension. Generic variables are simply followed by the index of the generic variable they refer to. There are other additions as well, for example, a specific byte value indicates a method parameter passed by reference (BYREF), and other values indicating custom modifiers. Some examples... To demonstrate, here's a few examples and what the resulting blobs in the #Blob heap will look like. Each name in capitals corresponds to a particular byte value in the ELEMENT_TYPE or CALLCONV structure, and coded tokens to custom types are represented by the type name in curly brackets. A simple field: int intField; FIELD I4 A field of an array of a generic type parameter (assuming T is the first generic parameter of the containing type): T[] genArrayField FIELD SZARRAY VAR 0 An instance method signature (note how the number of parameters does not include the return type): instance string MyMethod(MyType, int&, bool[][]); HASTHIS DEFAULT 3 STRING CLASS {MyType} BYREF I4 SZARRAY SZARRAY BOOLEAN A generic type instantiation: MyGenericType<MyType, MyStruct> GENERICINST CLASS {MyGenericType} 2 CLASS {MyType} VALUETYPE {MyStruct} For more complicated examples, in the following C# type declaration: GenericType<T> : GenericBaseType<object[], T, GenericType<T>> { ... } the Extends field of the TypeDef for GenericType will point to a TypeSpec with the following blob: GENERICINST CLASS {GenericBaseType} 3 SZARRAY OBJECT VAR 0 GENERICINST CLASS {GenericType} 1 VAR 0 And a static generic method signature (generic parameters on types are referenced using VAR, generic parameters on methods using MVAR): TResult[] GenericMethod<TInput, TResult>( TInput, System.Converter<TInput, TOutput>); GENERIC 2 2 SZARRAY MVAR 1 MVAR 0 GENERICINST CLASS {System.Converter} 2 MVAR 0 MVAR 1 As you can see, complicated signatures are recursively built up out of quite simple building blocks to represent all the possible variations in a .NET assembly. Now we've looked at the basics of normal method signatures, in my next post I'll look at custom attribute application signatures, and how they are different to normal signatures.

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  • [Silverlight] How to watermark a WriteableBitmap with a text

    - by Benjamin Roux
    Hello, In my current project, I needed to watermark a WriteableBitmap with a text. As I couldn’t find anything I decided to create a small extension method to do so. public static class WriteableBitmapEx { /// <summary> /// Creates a watermark on the specified image /// </summary> /// <param name="input">The image to create the watermark from</param> /// <param name="watermark">The text to watermark</param> /// <param name="color">The color - default is White</param> /// <param name="fontSize">The font size - default is 50</param> /// <param name="opacity">The opacity - default is 0.25</param> /// <param name="hasDropShadow">Specifies if a drop shadow effect must be added - default is true</param> /// <returns>The watermarked image</returns> public static WriteableBitmap Watermark(this WriteableBitmap input, string watermark, Color color = default(Color), double fontSize = 50, double opacity = 0.25, bool hasDropShadow = true) { var watermarked = GetTextBitmap(watermark, fontSize, color == default(Color) ? Colors.White : color, opacity, hasDropShadow); var width = watermarked.PixelWidth; var height = watermarked.PixelHeight; var result = input.Clone(); var position = new Rect(input.PixelWidth - width - 20 /* right margin */, input.PixelHeight - height, width, height); result.Blit(position, watermarked, new Rect(0, 0, width, height)); return result; } /// <summary> /// Creates a WriteableBitmap from a text /// </summary> /// <param name="text"></param> /// <param name="fontSize"></param> /// <param name="color"></param> /// <param name="opacity"></param> /// <param name="hasDropShadow"></param> /// <returns></returns> private static WriteableBitmap GetTextBitmap(string text, double fontSize, Color color, double opacity, bool hasDropShadow) { TextBlock txt = new TextBlock(); txt.Text = text; txt.FontSize = fontSize; txt.Foreground = new SolidColorBrush(color); txt.Opacity = opacity; if (hasDropShadow) txt.Effect = new DropShadowEffect(); WriteableBitmap bitmap = new WriteableBitmap((int)txt.ActualWidth, (int)txt.ActualHeight); bitmap.Render(txt, null); bitmap.Invalidate(); return bitmap; } } For this code to run, you need the WritableBitmapEx library. As you can see, it’s quite simple. You just need to call the Watermark method and pass it the text you want to add in your image. You can also pass optional parameters like the color, the opacity, the fontsize or if you want a drop shadow effect. I could have specify other parameters like the position or the the font family but you can change the code if you need to. Here’s what it can give Hope this helps.

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  • Thoughts on C# Extension Methods

    - by Damon
    I'm not a huge fan of extension methods.  When they first came out, I remember seeing a method on an object that was fairly useful, but when I went to use it another piece of code that method wasn't available.  Turns out it was an extension method and I hadn't included the appropriate assembly and imports statement in my code to use it.  I remember being a bit confused at first about how the heck that could happen (hey, extension methods were new, cut me some slack) and it took a bit of time to track down exactly what it was that I needed to include to get that method back.  I just imagined a new developer trying to figure out why a method was missing and fruitlessly searching on MSDN for a method that didn't exist and it just didn't sit well with me. I am of the opinion that if you have an object, then you shouldn't have to include additional assemblies to get additional instance level methods out of that object.  That opinion applies to namespaces as well - I do not like it when the contents of a namespace are split out into multiple assemblies.  I prefer to have static utility classes instead of extension methods to keep things nicely packaged into a cohesive unit.  It also makes it abundantly clear where utility methods are used in code.  I will concede, however, that it can make code a bit more verbose and lengthy.  There is always a trade-off. Some people harp on extension methods because it breaks the tenants of object oriented development and allows you to add methods to sealed classes.  Whatever.  Extension methods are just utility methods that you can tack onto an object after the fact.  Extension methods do not give you any more access to an object than the developer of that object allows, so I say that those who cry OO foul on extension methods really don't have much of an argument on which to stand.  In fact, I have to concede that my dislike of them is really more about style than anything of great substance. One interesting thing that I found regarding extension methods is that you can call them on null objects. Take a look at this extension method: namespace ExtensionMethods {   public static class StringUtility   {     public static int WordCount(this string str)     {       if(str == null) return 0;       return str.Split(new char[] { ' ', '.', '?' },         StringSplitOptions.RemoveEmptyEntries).Length;     }   }   } Notice that the extension method checks to see if the incoming string parameter is null.  I was worried that the runtime would perform a check on the object instance to make sure it was not null before calling an extension method, but that is apparently not the case.  So, if you call the following code it runs just fine. string s = null; int words = s.WordCount(); I am a big fan of things working, but this seems to go against everything I've come to know about instance level methods.  However, an extension method is really a static method masquerading as an instance-level method, so I suppose it would be far more frustrating if it failed since there is really no reason it shouldn't succeed. Although I'm not a fan of extension methods, I will say that if you ever find yourself at an impasse with a die-hard fan of either the utility class or extension method approach, then there is a common ground.  Extension methods are defined in static classes, and you call them from those static classes as well as directly from the objects they extend.  So if you build your utility classes using extension methods, then you can have it your way and they can have it theirs. 

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  • FrameBuffer Render to texture not working all the way

    - by brainydexter
    I am learning to use Frame Buffer Objects. For this purpose, I chose to render a triangle to a texture and then map that to a quad. When I render the triangle, I clear the color to something blue. So, when I render the texture on the quad from fbo, it only renders everything blue, but doesn't show up the triangle. I can't seem to figure out why this is happening. Can someone please help me out with this ? I'll post the rendering code here, since glCheckFramebufferStatus doesn't complain when I setup the FBO. I've pasted the setup code at the end. Here is my rendering code: void FrameBufferObject::Render(unsigned int elapsedGameTime) { glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); glClearColor(0.0, 0.6, 0.5, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // adjust viewport and projection matrices to texture dimensions glPushAttrib(GL_VIEWPORT_BIT); glViewport(0,0, m_FBOWidth, m_FBOHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, m_FBOWidth, 0, m_FBOHeight, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); DrawTriangle(); glPopAttrib(); // setting FrameBuffer back to window-specified Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); //unbind // back to normal viewport and projection matrix //glViewport(0, 0, 1280, 768); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, 1.33, 1.0, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); render(elapsedGameTime); } void FrameBufferObject::DrawTriangle() { glPushMatrix(); glBegin(GL_TRIANGLES); glColor3f(1, 0, 0); glVertex2d(0, 0); glVertex2d(m_FBOWidth, 0); glVertex2d(m_FBOWidth, m_FBOHeight); glEnd(); glPopMatrix(); } void FrameBufferObject::render(unsigned int elapsedTime) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_TextureID); glPushMatrix(); glTranslated(0, 0, -20); glBegin(GL_QUADS); glColor4f(1, 1, 1, 1); glTexCoord2f(1, 1); glVertex3f(1,1,1); glTexCoord2f(0, 1); glVertex3f(-1,1,1); glTexCoord2f(0, 0); glVertex3f(-1,-1,1); glTexCoord2f(1, 0); glVertex3f(1,-1,1); glEnd(); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } void FrameBufferObject::Initialize() { // Generate FBO glGenFramebuffers(1, &m_FBO); glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); // Add depth buffer as a renderbuffer to fbo // create depth buffer id glGenRenderbuffers(1, &m_DepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); // allocate space to render buffer for depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_FBOWidth, m_FBOHeight); // attaching renderBuffer to FBO // attach depth buffer to FBO at depth_attachment glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer); // Adding a texture to fbo // Create a texture glGenTextures(1, &m_TextureID); glBindTexture(GL_TEXTURE_2D, m_TextureID); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_FBOWidth, m_FBOHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // onlly allocating space glBindTexture(GL_TEXTURE_2D, 0); // attach texture to FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TextureID, 0); // Check FBO Status if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "\n Error:: FrameBufferObject::Initialize() :: FBO loading not complete \n"; // switch back to window system Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); } Thanks!

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • Project Euler 17: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 17.  As always, any feedback is welcome. # Euler 17 # http://projecteuler.net/index.php?section=problems&id=17 # If the numbers 1 to 5 are written out in words: # one, two, three, four, five, then there are # 3 + 3 + 5 + 4 + 4 = 19 letters used in total. # If all the numbers from 1 to 1000 (one thousand) # inclusive were written out in words, how many letters # would be used? # # NOTE: Do not count spaces or hyphens. For example, 342 # (three hundred and forty-two) contains 23 letters and # 115 (one hundred and fifteen) contains 20 letters. The # use of "and" when writing out numbers is in compliance # with British usage. import time start = time.time() def to_word(n): h = { 1 : "one", 2 : "two", 3 : "three", 4 : "four", 5 : "five", 6 : "six", 7 : "seven", 8 : "eight", 9 : "nine", 10 : "ten", 11 : "eleven", 12 : "twelve", 13 : "thirteen", 14 : "fourteen", 15 : "fifteen", 16 : "sixteen", 17 : "seventeen", 18 : "eighteen", 19 : "nineteen", 20 : "twenty", 30 : "thirty", 40 : "forty", 50 : "fifty", 60 : "sixty", 70 : "seventy", 80 : "eighty", 90 : "ninety", 100 : "hundred", 1000 : "thousand" } word = "" # Reverse the numbers so position (ones, tens, # hundreds,...) can be easily determined a = [int(x) for x in str(n)[::-1]] # Thousands position if (len(a) == 4 and a[3] != 0): # This can only be one thousand based # on the problem/method constraints word = h[a[3]] + " thousand " # Hundreds position if (len(a) >= 3 and a[2] != 0): word += h[a[2]] + " hundred" # Add "and" string if the tens or ones # position is occupied with a non-zero value. # Note: routine is broken up this way for [my] clarity. if (len(a) >= 2 and a[1] != 0): # catch 10 - 99 word += " and" elif len(a) >= 1 and a[0] != 0: # catch 1 - 9 word += " and" # Tens and ones position tens_position_value = 99 if (len(a) >= 2 and a[1] != 0): # Calculate the tens position value per the # first and second element in array # e.g. (8 * 10) + 1 = 81 tens_position_value = int(a[1]) * 10 + a[0] if tens_position_value <= 20: # If the tens position value is 20 or less # there's an entry in the hash. Use it and there's # no need to consider the ones position word += " " + h[tens_position_value] else: # Determine the tens position word by # dividing by 10 first. E.g. 8 * 10 = h[80] # We will pick up the ones position word later in # the next part of the routine word += " " + h[(a[1] * 10)] if (len(a) >= 1 and a[0] != 0 and tens_position_value > 20): # Deal with ones position where tens position is # greater than 20 or we have a single digit number word += " " + h[a[0]] # Trim the empty spaces off both ends of the string return word.replace(" ","") def to_word_length(n): return len(to_word(n)) print sum([to_word_length(i) for i in xrange(1,1001)]) print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • "ERROR:Could not find java.nio.file.Paths" when using Oracle JDK 1.7

    - by Ankit
    I want to try out some features rolled out in Oracle's new JDK 1.7. I followed the post:- Oracle JDK 1.7 but the post doesn't seem to help. I was trying to fetch out the structure for java.nio.file.Paths class file but got the following error:- buffer@ankit:~$ javap java.nio.file.Paths ERROR:Could not find java.nio.file.Paths However i can easily get the information about class structures till JAVA SE 1.6, here is an example:- buffer@ankit:~$ javap java.lang.Object Compiled from "Object.java" public class java.lang.Object{ public java.lang.Object(); public final native java.lang.Class getClass(); public native int hashCode(); public boolean equals(java.lang.Object); protected native java.lang.Object clone() throws java.lang.CloneNotSupportedException; public java.lang.String toString(); public final native void notify(); public final native void notifyAll(); public final native void wait(long) throws java.lang.InterruptedException; public final void wait(long, int) throws java.lang.InterruptedException; public final void wait() throws java.lang.InterruptedException; protected void finalize() throws java.lang.Throwable; static {}; } Running java -version gives the following result:- buffer@ankit:~$ java -version java version "1.7.0_09" Java(TM) SE Runtime Environment (build 1.7.0_09-b05) Java HotSpot(TM) 64-Bit Server VM (build 23.5-b02, mixed mode) SYSTEM INFORMATION buffer@ankit:~$ sudo update-alternatives --config java [sudo] password for buffer: There are 4 choices for the alternative java (providing /usr/bin/java). Selection Path Priority Status ------------------------------------------------------------ 0 /usr/lib/jvm/java-6-openjdk-amd64/jre/bin/java 1061 auto mode 1 /usr/lib/jvm/java-6-openjdk-amd64/jre/bin/java 1061 manual mode 2 /usr/lib/jvm/java-7-openjdk-amd64/jre/bin/java 1051 manual mode 3 /usr/lib/jvm/jdk1.7.0_09/ 1 manual mode * 4 /usr/lib/jvm/jdk1.7.0_09/bin/java 1 manual mode buffer@ankit:~$ sudo update-alternatives --config javac There are 2 choices for the alternative javac (providing /usr/bin/javac). Selection Path Priority Status ------------------------------------------------------------ 0 /usr/lib/jvm/java-6-openjdk-amd64/bin/javac 1061 auto mode 1 /usr/lib/jvm/java-6-openjdk-amd64/bin/javac 1061 manual mode * 2 /usr/lib/jvm/jdk1.7.0_09/bin/javac 1 manual mode buffer@ankit:~$ sudo update-alternatives --config javaws There are 3 choices for the alternative javaws (providing /usr/bin/javaws). Selection Path Priority Status ------------------------------------------------------------ 0 /usr/lib/jvm/java-6-openjdk-amd64/jre/bin/javaws 1061 auto mode 1 /usr/lib/jvm/java-6-openjdk-amd64/jre/bin/javaws 1061 manual mode 2 /usr/lib/jvm/java-7-openjdk-amd64/jre/bin/javaws 1060 manual mode * 3 /usr/lib/jvm/jdk1.7.0_09/bin/javaws 1 manual mode The directory structure of /usr/lib/jvm/ is as follows:- buffer@ankit:~$ ls -l /usr/lib/jvm/ total 24 lrwxrwxrwx 1 root root 24 Dec 2 2011 default-java -> java-1.6.0-openjdk-amd64 drwxr-xr-x 4 root root 4096 Nov 8 16:24 java-1.5.0-gcj-4.6 lrwxrwxrwx 1 root root 24 Dec 2 2011 java-1.6.0-openjdk -> java-1.6.0-openjdk-amd64 lrwxrwxrwx 1 root root 20 Oct 25 00:01 java-1.6.0-openjdk-amd64 -> java-6-openjdk-amd64 lrwxrwxrwx 1 root root 20 Oct 25 06:59 java-1.7.0-openjdk-amd64 -> java-7-openjdk-amd64 lrwxrwxrwx 1 root root 24 Dec 2 2011 java-6-openjdk -> java-1.6.0-openjdk-amd64 drwxr-xr-x 7 root root 4096 Nov 8 16:24 java-6-openjdk-amd64 drwxr-xr-x 3 root root 4096 Nov 8 16:24 java-6-openjdk-common drwxr-xr-x 5 root root 4096 Nov 8 05:48 java-7-openjdk-amd64 drwxr-xr-x 3 root root 4096 Nov 8 05:48 java-7-openjdk-common drwxr-xr-x 8 buffer buffer 4096 Sep 25 09:08 jdk1.7.0_09 Any help would be highly appreciated.

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  • Getting Started with NASM

    - by MarkPearl
    Today I got to play with NASM. This is an assembler and disassembler that can be used to write 16-bit, 32-bit & 64-bit programs. Let me say upfront that the last time I looked at assembly code at any depth was when I was studying Computer Science in Pietermaritzburg – ten years ago – and we never ever got to touch any real assembly code so a lot of what I am looking at today is very new to me. The first thing I did was download NASM compiler. This turned out to be a bit more complicated than I thought. Originally I went to http://www.nasm.us/ and downloaded the nasm-2.09.04.zip file which I thought had all I needed. No luck! It seemed to just have the uncompiled code, and from what I could tell I would need to recompile and build it – possibly in c++? Well, I wasn’t going to waste my time with that, so a bit more searching and I found the Win32 (http://www.nasm.us/pub/nasm/releasebuilds/2.09.04/win32/) folder Nasm.exe which I downloaded. Choosing an IDE So, I have NASM compiler but to compile anything you need to pass a string of special characters in the command prompt. That’s fine if I was going to just do one program once every couple of years, but since I am aiming to do quite a bit more exploration of NASM I began searching for an IDE. There were a few options, even apparently Visual Studio with a bit of tweeking could do the job, but from past experience I wanted to avoid the VS route as it can sometimes get confusing. I eventually settled on TextPad which I had used a few years ago for a similar project and it had been simple enough yet powerful enough to do the job. A bit of searching and I found a syntax file for NASM and everything seemed hunky dory. Configuring TextPad to run the NASM Compiler Next was to get TextPad to run the NASM compiler. TextPad has this external tools option that allows one to configure special commands. To simplify the process I first created a bat file in the NASM directory that allowed me to simply compile asm files. The bat file was called as.bat and had just one line of code… nasm -f bin %1.asm -o %1.com -l %1.lst Once I had created as.bat I just needed to go into TextPad and create a tool. I have made a quick video of that just showing you where the various settings are which is viewable below. The 64Bit Problem So I now have an ‘IDE’ linked to my NASM compiler so everything should be fine right? No! Whenever I tried to compile an asm program it compiles fine, but when I try and run it I get an error – “This version of the file is not compatible with the version Windows you’re running. Check your computer’s system information to see whether you need an x86 (32-bit) or x64 (64-bit) version of the program, and then contact the software publisher." Well.. it turns out there are a few complications with having a 64 bit OS! So after searching google and coming to any real solution that I could find other than perhaps attempting to build the code for nasm, I eventually resorted to running a VM with Windows XP on it and putting NASM there… My first hello world program So I attempt my first hello world program as per an example I found… the code was quite simple and is shown below… bits16 org 0x100 jmp main message: db 'Hello World',0ah,0dh,'$' main: mov dx,message mov ah,09 int 21h int 20h Running the build tool from TextPad and everything compiles fine and I now have a console app with helllo world shown. Conclusion It’s very early days with NASM. I have been spoilt with Visual Studio and high order languages so I assume it will be a painful ride getting into the basics of assembly programming but I am hoping that at the end of it, I will at least have a bit more exposure to a language closer to the metal.

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  • Taking a screenshot from within a Silverlight #WP7 application

    - by Laurent Bugnion
    Often times, you want to take a screenshot of an application’s page. There can be multiple reasons. For instance, you can use this to provide an easy feedback method to beta testers. I find this super invaluable when working on integration of design in an app, and the user can take quick screenshots, attach them to an email and send them to me directly from the Windows Phone device. However, the same mechanism can also be used to provide screenshots are a feature of the app, for example if the user wants to save the current status of his application, etc. Caveats Note the following: The code requires an XNA library to save the picture to the media library. To have this, follow the steps: In your application (or class library), add a reference to Microsoft.Xna.Framework. In your code, add a “using” statement to Microsoft.Xna.Framework.Media. In the Properties folder, open WMAppManifest.xml and add the following capability: ID_CAP_MEDIALIB. The method call will fail with an exception if the device is connected to the Zune application on the PC. To avoid this, either disconnect the device when testing, or end the Zune application on the PC. While the method call will not fail on the emulator, there is no way to access the media library, so it is pretty much useless on this platform. This method only prints Silverlight elements to the output image. Other elements (such as a WebBrowser control’s content for instance) will output a black rectangle. The code public static void SaveToMediaLibrary( FrameworkElement element, string title) { try { var bmp = new WriteableBitmap(element, null); var ms = new MemoryStream(); bmp.SaveJpeg( ms, (int)element.ActualWidth, (int)element.ActualHeight, 0, 100); ms.Seek(0, SeekOrigin.Begin); var lib = new MediaLibrary(); var filePath = string.Format(title + ".jpg"); lib.SavePicture(filePath, ms); MessageBox.Show( "Saved in your media library!", "Done", MessageBoxButton.OK); } catch { MessageBox.Show( "There was an error. Please disconnect your phone from the computer before saving.", "Cannot save", MessageBoxButton.OK); } } This method can save any FrameworkElement. Typically I use it to save a whole page, but you can pass any other element to it. On line 7, we create a new WriteableBitmap. This excellent class can render a visual tree into a bitmap. Note that for even more features, you can use the great WriteableBitmapEx class library (which is open source). On lines 9 to 16, we save the WriteableBitmap to a MemoryStream. The only format supported by default is JPEG, however it is possible to convert to other formats with the ImageTools library (also open source). Lines 18 to 20 save the picture to the Windows Phone device’s media library. Using the image To retrieve the image, simply launch the Pictures library on the phone. The image will be in Saved Pictures. From here, you can share the image (by email, for instance), or synchronize it with the PC using the Zune software. Saving to other platforms It is of course possible to save to other platforms than the media library. For example, you can send the image to a web service, or save it to the isolated storage on the device. To do this, instead of using a MemoryStream, you can use any other stream (such as a web request stream, or a file stream) and save to that instead. Hopefully this code will be helpful to you! Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • SQL Constraints &ndash; CHECK and NOCHECK

    - by David Turner
    One performance issue i faced at a recent project was with the way that our constraints were being managed, we were using Subsonic as our ORM, and it has a useful tool for generating your ORM code called SubStage – once configured, you can regenerate your DAL code easily based on your database schema, and it can even be integrated into your build as a pre-build event if you want to do this.  SubStage also offers the useful feature of being able to generate DDL scripts for your entire database, and can script your data for you too. The problem came when we decided to use the generate scripts feature to migrate the database onto a test database instance – it turns out that the DDL scripts that it generates include the WITH NOCHECK option, so when we executed them on the test instance, and performed some testing, we found that performance wasn’t as expected. A constraint can be disabled, enabled but not trusted, or enabled and trusted.  When it is disabled, data can be inserted that violates the constraint because it is not being enforced, this is useful for bulk load scenarios where performance is important.  So what does it mean to say that a constraint is trusted or not trusted?  Well this refers to the SQL Server Query Optimizer, and whether it trusts that the constraint is valid.  If it trusts the constraint then it doesn’t check it is valid when executing a query, so the query can be executed much faster. Here is an example base in this article on TechNet, here we create two tables with a Foreign Key constraint between them, and add a single row to each.  We then query the tables: 1 DROP TABLE t2 2 DROP TABLE t1 3 GO 4 5 CREATE TABLE t1(col1 int NOT NULL PRIMARY KEY) 6 CREATE TABLE t2(col1 int NOT NULL) 7 8 ALTER TABLE t2 WITH CHECK ADD CONSTRAINT fk_t2_t1 FOREIGN KEY(col1) 9 REFERENCES t1(col1) 10 11 INSERT INTO t1 VALUES(1) 12 INSERT INTO t2 VALUES(1) 13 GO14 15 SELECT COUNT(*) FROM t2 16 WHERE EXISTS17 (SELECT *18 FROM t1 19 WHERE t1.col1 = t2.col1) This all works fine, and in this scenario the constraint is enabled and trusted.  We can verify this by executing the following SQL to query the ‘is_disabled’ and ‘is_not_trusted’ properties: 1 select name, is_disabled, is_not_trusted from sys.foreign_keys This gives the following result: We can disable the constraint using this SQL: 1 alter table t2 NOCHECK CONSTRAINT fk_t2_t1 And when we query the constraints again, we see that the constraint is disabled and not trusted: So the constraint won’t be enforced and we can insert data into the table t2 that doesn’t match the data in t1, but we don’t want to do this, so we can enable the constraint again using this SQL: 1 alter table t2 CHECK CONSTRAINT fk_t2_t1 But when we query the constraints again, we see that the constraint is enabled, but it is still not trusted: This means that the optimizer will check the constraint each time a query is executed over it, which will impact the performance of the query, and this is definitely not what we want, so we need to make the constraint trusted by the optimizer again.  First we should check that our constraints haven’t been violated, which we can do by running DBCC: 1 DBCC CHECKCONSTRAINTS (t2) Hopefully you see the following message indicating that DBCC completed without finding any violations of your constraint: Having verified that the constraint was not violated while it was disabled, we can simply execute the following SQL:   1 alter table t2 WITH CHECK CHECK CONSTRAINT fk_t2_t1 At first glance this looks like it must be a typo to have the keyword CHECK repeated twice in succession, but it is the correct syntax and when we query the constraints properties, we find that it is now trusted again: To fix our specific problem, we created a script that checked all constraints on our tables, using the following syntax: 1 ALTER TABLE t2 WITH CHECK CHECK CONSTRAINT ALL

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  • how can I specify interleaved vertex attributes and vertex indices

    - by freefallr
    I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into a shader program, for use with glDrawArrays. My vertex data already exists in a VertexBufferObject that uses the following data structure to create a vertex buffer: class CustomVertex { public: float m_Position[3]; // x, y, z // offset 0, size = 3*sizeof(float) float m_TexCoords[2]; // u, v // offset 3*sizeof(float), size = 2*sizeof(float) float m_Normal[3]; // nx, ny, nz; float colour[4]; // r, g, b, a float padding[20]; // padded for performance }; I've already written a working VertexBufferObject class that creates a vertex buffer object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 0) ); glTexCoordPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 12)); glNormalPointer(GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 20)); glColorPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 32)); glDrawElements( GL_TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } Back to the Vertex Array Object though. My code for creating the Vertex Array object is as follows. This is performed before the ShaderProgram runtime linking stage, and no glErrors are reported after its steps. // Specify the shader arg locations (e.g. their order in the shader code) for( int n = 0; n < vShaderArgs.size(); n ++) glBindAttribLocation( m_nProgramId, n, vShaderArgs[n].sFieldName.c_str() ); // Create and bind to a vertex array object, which stores the relationship between // the buffer and the input attributes glGenVertexArrays( 1, &m_nVaoHandle ); glBindVertexArray( m_nVaoHandle ); // Enable the vertex attribute array (we're using interleaved array, since its faster) glBindBuffer( GL_ARRAY_BUFFER, vShaderArgs[0].nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vShaderArgs[0].nVboIndexId ); // vertex data for( int n = 0; n < vShaderArgs.size(); n ++ ) { glEnableVertexAttribArray(n); glVertexAttribPointer( n, vShaderArgs[n].nFieldSize, GL_FLOAT, GL_FALSE, vShaderArgs[n].nStride, (GLubyte *) NULL + vShaderArgs[n].nFieldOffset ); AppLog::Ref().OutputGlErrors(); } This doesn't render correctly at all. I get a pattern of white specks onscreen, in the shape of the terrain rectangle, but there are no regular lines etc. Here's the code I use for rendering: void ShaderProgram::Draw() { using namespace AntiMatter; if( ! m_nShaderProgramId || ! m_nVaoHandle ) { AppLog::Ref().LogMsg("ShaderProgram::Draw() Couldn't draw object, as initialization of ShaderProgram is incomplete"); return; } glUseProgram( m_nShaderProgramId ); glBindVertexArray( m_nVaoHandle ); glDrawArrays( GL_TRIANGLES, 0, m_nNumTris ); glBindVertexArray(0); glUseProgram(0); } Can anyone see errors or omissions in either the VAO creation code or rendering code? thanks!

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  • How would you gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    I'm relatively new to StackExchange and not sure if it's appropriate place to ask design question. Site gives me a hint "The question you're asking appears subjective and is likely to be closed". Please let me know. Anyway.. One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting? Thank you very much in advance for your thoughts.

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  • Joystick example problem for android 2D

    - by iQue
    I've searched all over the web for an answer to this, and there are simular topics but nothing works for me, and I have no Idea why. I just want to move my sprite using a joystick, since I'm useless at math when it comes to angles etc I used an example, Ill post the code here: public float initx = 50; //og 425; public float inity = 300; //og 267; public Point _touchingPoint = new Point(50, 300); //og(425, 267); public Point _pointerPosition = new Point(100, 170); private Boolean _dragging = false; private MotionEvent lastEvent; @Override public boolean onTouchEvent(MotionEvent event) { if (event == null && lastEvent == null) { return _dragging; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { _dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { _dragging = false; } if (_dragging) { // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // bound to a box if (_touchingPoint.x < 25) { _touchingPoint.x = 25; //og 400 } if (_touchingPoint.x > 75) { _touchingPoint.x = 75; //og 450 } if (_touchingPoint.y < 275) { _touchingPoint.y = 275; //og 240 } if (_touchingPoint.y > 325) { _touchingPoint.y = 325; //og 290 } // get the angle double angle = Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180); // Move the beetle in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); _pointerPosition.x += Math.cos(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); // stop the sprite from goin thru if (_pointerPosition.x + happy.getWidth() >= getWidth()) { _pointerPosition.x = getWidth() - happy.getWidth(); } if (_pointerPosition.x < 0) { _pointerPosition.x = 0; } if (_pointerPosition.y + happy.getHeight() >= getHeight()) { _pointerPosition.y = getHeight() - happy.getHeight(); } if (_pointerPosition.y < 0) { _pointerPosition.y = 0; } } public void render(Canvas canvas) { canvas.drawColor(Color.BLUE); canvas.drawBitmap(joystick.get_joystickBg(), initx-45, inity-45, null); canvas.drawBitmap(happy, _pointerPosition.x, _pointerPosition.y, null); canvas.drawBitmap(joystick.get_joystick(), _touchingPoint.x - 26, _touchingPoint.y - 26, null); } public void update() { this.onTouchEvent(null); } og= original position. as you can see Im trying to move the joystick, but when I do it stops working correctly, I mean it still works like a joystick but the sprite dosnt move accordingly, if I for example push the joystick down, the sprite moves up, and if I push it up it moves left. can anyone PLEASE help me, I've been stuck here for sooo long and its really frustrating.

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  • Simple MVVM Walkthrough – Refactored

    - by Sean Feldman
    JR has put together a good introduction post into MVVM pattern. I love kick start examples that serve the purpose well. And even more than that I love examples that also can pass the real world projects check. So I took the sample code and refactored it slightly for a few aspects that a lot of developers might raise a brow. Michael has mentioned model (entity) visibility from view. I agree on that. A few other items that don’t settle are using property names as string (magical strings) and Saver class internal casting of a parameter (custom code for each Saver command). Fixing a property names usage is a straight forward exercise – leverage expressions. Something simple like this would do the initial job: class PropertyOf<T> { public static string Resolve(Expression<Func<T, object>> expression) { var member = expression.Body as MemberExpression; return member.Member.Name; } } With this, refactoring of properties names becomes an easy task, with confidence that an old property name string will not get left behind. An updated Invoice would look like this: public class Invoice : INotifyPropertyChanged { private int id; private string receiver; public event PropertyChangedEventHandler PropertyChanged; private void OnPropertyChanged(string propertyName) { if (PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public int Id { get { return id; } set { if (id != value) { id = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Id)); } } } public string Receiver { get { return receiver; } set { receiver = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Receiver)); } } } For the saver, I decided to change it a little so now it becomes a “view-model agnostic” command, one that can be used for multiple commands/view-models. Updated Saver code now accepts an action at construction time and executes that action. No more black magic internal class Command : ICommand { private readonly Action executeAction; public Command(Action executeAction) { this.executeAction = executeAction; } public bool CanExecute(object parameter) { return true; } public event EventHandler CanExecuteChanged; public void Execute(object parameter) { // no more black magic executeAction(); } } Change in InvoiceViewModel is instantiation of Saver command and execution action for the specific command. public ICommand SaveCommand { get { if (saveCommand == null) saveCommand = new Command(ExecuteAction); return saveCommand; } set { saveCommand = value; } } private void ExecuteAction() { DisplayMessage = string.Format("Thanks for creating invoice: {0} {1}", Invoice.Id, Invoice.Receiver); } This way internal knowledge of InvoiceViewModel remains in InvoiceViewModel and Command (ex-Saver) is view-model agnostic. Now the sample is not only a good introduction, but also has some practicality in it. My 5 cents on the subject. Sample code MvvmSimple2.zip

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  • NHibernate and Stored Procedures in C#

    - by Jess Nickson
    I was recently trying and failing to set up NHibernate (v1.2) in an ASP.NET project. The aim was to execute a stored procedure and return the results, but it took several iterations for me to end up with a working solution. In this post I am simply trying to put the required code in one place, in the hope that the snippets may be useful in guiding someone else through the same process. As it is kind’ve the first time I have had to play with NHibernate, there is a good chance that this solution is sub-optimal and, as such, I am open to suggestions on how it could be improved! There are four code snippets that I required: The stored procedure that I wanted to execute The C# class representation of the results of the procedure The XML mapping file that allows NHibernate to map from C# to the procedure and back again The C# code used to run the stored procedure The Stored Procedure The procedure was designed to take a UserId and, from this, go and grab some profile data for that user. Simple, right? We just need to do a join first, because the user’s site ID (the one we have access to) is not the same as the user’s forum ID. CREATE PROCEDURE [dbo].[GetForumProfileDetails] ( @userId INT ) AS BEGIN SELECT Users.UserID, forumUsers.Twitter, forumUsers.Facebook, forumUsers.GooglePlus, forumUsers.LinkedIn, forumUsers.PublicEmailAddress FROM Users INNER JOIN Forum_Users forumUsers ON forumUsers.UserSiteID = Users.UserID WHERE Users.UserID = @userId END I’d like to make a shout out to Format SQL for its help with, well, formatting the above SQL!   The C# Class This is just the class representation of the results we expect to get from the stored procedure. NHibernate requires a virtual property for each column of data, and these properties must be called the same as the column headers. You will also need to ensure that there is a public or protected parameterless constructor. public class ForumProfile : IForumProfile { public virtual int UserID { get; set; } public virtual string Twitter { get; set; } public virtual string Facebook { get; set; } public virtual string GooglePlus { get; set; } public virtual string LinkedIn { get; set; } public virtual string PublicEmailAddress { get; set; } public ForumProfile() { } }   The NHibernate Mapping File This is the XML I wrote in order to make NHibernate a) aware of the stored procedure, and b) aware of the expected results of the procedure. <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" namespace="[namespace]" assembly="[assembly]"> <sql-query name="GetForumProfileDetails"> <return-scalar column="UserID" type="Int32"/> <return-scalar column="Twitter" type="String"/> <return-scalar column="Facebook" type="String"/> <return-scalar column="GooglePlus" type="String"/> <return-scalar column="LinkedIn" type="String"/> <return-scalar column="PublicEmailAddress" type="String"/> exec GetForumProfileDetails :UserID </sql-query> </hibernate-mapping>   Calling the Stored Procedure Finally, to bring it all together, the C# code that I used in order to execute the stored procedure! public IForumProfile GetForumUserProfile(IUser user) { return NHibernateHelper .GetCurrentSession() .GetNamedQuery("GetForumProfileDetails") .SetInt32("UserID", user.UserID) .SetResultTransformer( Transformers.AliasToBean(typeof (ForumProfile))) .UniqueResult<ForumProfile>(); } There are a number of ‘Set’ methods (i.e. SetInt32) that allow you specify values for any parameters in the procedure. The AliasToBean method is then required to map the returned scalars (as specified in the XML) to the correct C# class.

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  • Programmatically Making the Selected OutlineView Cell Editable

    - by Geertjan
    When you're using the OutlineView and you use the Tab key to move through its cells, the cells are shown to be selected, as below: However, until you press the Space key in the selected cell, or until you click the mouse within it, you cannot edit it. That's extremely annoying when you're creating a data-entry application. Your user would like to begin editing a cell as soon as they have tabbed into it. Needing to press Space first, or click the mouse in the cell first, is a cumbersome additional step that completely destroys your work flow. Below, you can see that an editable cell looks very different to one that is merely selected: I.e., now I can type and the text changes. How to set up the OutlineView so that the Tab key makes the selected cell editable? Here's the constructor of the TopComponent you see above: public ViewerTopComponent() {     initComponents();     setName(Bundle.CTL_ViewerTopComponent());     setToolTipText(Bundle.HINT_ViewerTopComponent());     setLayout(new BorderLayout());     OutlineView ov = new OutlineView();     final Outline outline = ov.getOutline();     outline.setRootVisible(false);     //When column selection changes, e.g., via Tab key,     //programmatically start editing the cell:     ListSelectionListener listSelectionListener = new ListSelectionListener() {         @Override         public void valueChanged(ListSelectionEvent e) {             int row = outline.getSelectedRow();             int column = outline.getSelectedColumn();             //Ignore the node column:             if (row > -1 && row > -1) {                 outline.editCellAt(row, column);             }         }     };     outline.getColumnModel().getSelectionModel().addListSelectionListener(listSelectionListener);     ov.setPropertyColumns(             "city", "City", "state", "State");     add(ov, BorderLayout.CENTER);     em.setRootContext(             new AbstractNode(Children.create(new CustomerChildFactory(), true)));     associateLookup(ExplorerUtils.createLookup(em, getActionMap())); }

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  • Velocity collision detection (2D)

    - by ultifinitus
    Alright, so I have made a simple game engine (see youtube) And my current implementation of collision resolution has a slight problem, involving the velocity of a platform. Basically I run through all of the objects necessary to detect collisions on and resolve those collisions as I find them. Part of that resolution is setting the player's velocity = the platform's velocity. Which works great! Unless I have a row of platforms moving at different velocities or a platform between a stack of tiles.... (current system) bool player::handle_collisions() { collisions tcol; bool did_handle = false; bool thisObjectHandle = false; for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(prevPos.x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.y >= collideQueue[temp]->get_prev_pos().y + collideQueue[temp]->get_img()->get_height()) if (tcol.top > 0) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.y + get_img()->get_height() <= collideQueue[temp]->get_prev_pos().y) if (tcol.bottom > 0) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x/*collideQueue[temp]->get_vel().x*/,collideQueue[temp]->get_vel().y); ableToJump = true; jumpTimes = maxjumpable; thisObjectHandle = did_handle = true; } /// /// ADD CODE FROM NEXT CODE BLOCK HERE (on forum, not in code) /// } for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.x + get_img()->get_width() <= collideQueue[temp]->get_prev_pos().x) if (tcol.left > 0) { add_pos(-tcol.left,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.x >= collideQueue[temp]->get_prev_pos().x + collideQueue[temp]->get_img()->get_width()) if (tcol.right > 0) { add_pos(tcol.right,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } } return did_handle; } (if I add the following code {where the comment to do so is}, which is glitchy, the above problem doesn't happen, though it brings others) if (!thisObjectHandle) { if (tcol.bottom > tcol.top) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } else if (tcol.top > tcol.bottom) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } } How would you change my system to prevent this?

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

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  • How can I gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting?

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  • Library order is important

    - by Darryl Gove
    I've written quite extensively about link ordering issues, but I've not discussed the interaction between archive libraries and shared libraries. So let's take a simple program that calls a maths library function: #include <math.h int main() { for (int i=0; i<10000000; i++) { sin(i); } } We compile and run it to get the following performance: bash-3.2$ cc -g -O fp.c -lm bash-3.2$ timex ./a.out real 6.06 user 6.04 sys 0.01 Now most people will have heard of the optimised maths library which is added by the flag -xlibmopt. This contains optimised versions of key mathematical functions, in this instance, using the library doubles performance: bash-3.2$ cc -g -O -xlibmopt fp.c -lm bash-3.2$ timex ./a.out real 2.70 user 2.69 sys 0.00 The optimised maths library is provided as an archive library (libmopt.a), and the driver adds it to the link line just before the maths library - this causes the linker to pick the definitions provided by the static library in preference to those provided by libm. We can see the processing by asking the compiler to print out the link line: bash-3.2$ cc -### -g -O -xlibmopt fp.c -lm /usr/ccs/bin/ld ... fp.o -lmopt -lm -o a.out... The flag to the linker is -lmopt, and this is placed before the -lm flag. So what happens when the -lm flag is in the wrong place on the command line: bash-3.2$ cc -g -O -xlibmopt -lm fp.c bash-3.2$ timex ./a.out real 6.02 user 6.01 sys 0.01 If the -lm flag is before the source file (or object file for that matter), we get the slower performance from the system maths library. Why's that? If we look at the link line we can see the following ordering: /usr/ccs/bin/ld ... -lmopt -lm fp.o -o a.out So the optimised maths library is still placed before the system maths library, but the object file is placed afterwards. This would be ok if the optimised maths library were a shared library, but it is not - instead it's an archive library, and archive library processing is different - as described in the linker and library guide: "The link-editor searches an archive only to resolve undefined or tentative external references that have previously been encountered." An archive library can only be used resolve symbols that are outstanding at that point in the link processing. When fp.o is placed before the libmopt.a archive library, then the linker has an unresolved symbol defined in fp.o, and it will search the archive library to resolve that symbol. If the archive library is placed before fp.o then there are no unresolved symbols at that point, and so the linker doesn't need to use the archive library. This is why libmopt needs to be placed after the object files on the link line. On the other hand if the linker has observed any shared libraries, then at any point these are checked for any unresolved symbols. The consequence of this is that once the linker "sees" libm it will resolve any symbols it can to that library, and it will not check the archive library to resolve them. This is why libmopt needs to be placed before libm on the link line. This leads to the following order for placing files on the link line: Object files Archive libraries Shared libraries If you use this order, then things will consistently get resolved to the archive libraries rather than to the shared libaries.

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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  • Problem with creating a deterministic finite automata (DFA) - Mercury

    - by Jabba The hut
    I would like to have a deterministic finite automata (DFA) simulated in Mercury. But I’m s(t)uck at several places. Formally, a DFA is described with the following characteristics: a setOfStates S, an inputAlphabet E <-- summation symbol, a transitionFunction : S × E -- S, a startState s € S, a setOfAcceptableFinalStates F =C S. A DFA will always starts in the start state. Then the DFA will read all the characters on the input, one by one. Based on the current input character and the current state, there will be made to a new state. These transitions are defined in the transitions function. when the DFA is in one of his acceptable final states, after reading the last character, then will the DFA accept the input, If not, then the input will be is rejected. The figure shows a DFA the accepting strings where the amount of zeros, is a plurality of three. Condition 1 is the initial state, and also the only acceptable state. for each input character is the corresponding arc followed to the next state. Link to Figure What must be done A type “mystate” which represents a state. Each state has a number which is used for identification. A type “transition” that represents a possible transition between states. Each transition has a source_state, an input_character, and a final_state. A type “statemachine” that represents the entire DFA. In the solution, the DFA must have the following properties: The set of all states, the input alphabet, a transition function, represented as a set of possible transitions, a set of accepting final states, a current state of the DFA A predicate “init_machine (state machine :: out)” which unifies his arguments with the DFA, as shown as in the Figure. The current state for the DFA is set to his initial state, namely, 1. The input alphabet of the DFA is composed of the characters '0'and '1'. A user can enter a text, which will be controlled by the DFA. the program will continues until the user types Ctrl-D and simulates an EOF. If the user use characters that are not allowed into the input alphabet of the DFA, then there will be an error message end the program will close. (pred require) Example Enter a sentence: 0110 String is not ok! Enter a sentence: 011101 String is not ok! Enter a sentence: 110100 String is ok! Enter a sentence: 000110010 String is ok! Enter a sentence: 011102 Uncaught exception Mercury: Software Error: Character does not belong to the input alphabet! the thing wat I have. :- module dfa. :- interface. :- import_module io. :- pred main(io.state::di, io.state::uo) is det. :- implementation. :- import_module int,string,list,bool. 1 :- type mystate ---> state(int). 2 :- type transition ---> trans(source_state::mystate, input_character::bool, final_state::mystate). 3 (error, finale_state and current_state and input_character) :- type statemachine ---> dfa(list(mystate),list(input_character),list(transition),list(final_state),current_state(mystate)) 4 missing a lot :- pred init_machine(statemachine :: out) is det. %init_machine(statemachine(L_Mystate,0,L_transition,L_final_state,1)) :- <-probably fault 5 not perfect main(!IO) :- io.write_string("\nEnter a sentence: ", !IO), io.read_line_as_string(Input, !IO), ( Invoer = ok(StringVar), S1 = string.strip(StringVar), (if S1 = "mustbeabool" then io.write_string("Sentenceis Ok! ", !IO) else io.write_string("Sentence is not Ok!.", !IO)), main(!IO) ; Invoer = eof ; Invoer = error(ErrorCode), io.format("%s\n", [s(io.error_message(ErrorCode))], !IO) ). Hope you can help me kind regards

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  • I am trying to create an windows application watcher? [migrated]

    - by Broken_Code
    I recently started coding in c #(in may this year) and well I find it best to learn by working with code. this application http://www.c-sharpcorner.com/UploadFile/satisharveti/ActiveApplicationWatcher01252007024921AM/ActiveApplicationWatcher.aspx. I am trying to recreate it however mine will be saving the information into an sql database(new at this as well). I am having some coding problems though as it does not do what I expect it to do. THis is the main code I am using. private void GetTotalTimer() { DateTime now = DateTime.Now; IntPtr hwnd = APIFunc.getforegroundWindow(); Int32 pid = APIFunc.GetWindowProcessID(hwnd); Process p = Process.GetProcessById(pid); appName = p.ProcessName; const int nChars = 256; int handle = 0; StringBuilder Buff = new StringBuilder(nChars); handle = GetForegroundWindow(); appltitle = APIFunc.ActiveApplTitle().Trim().Replace("\0", ""); //if (GetWindowText(handle, Buff, nChars) > 0) //{ // string strbuff = Buff.ToString(); // StrWindow = strbuff; #region insert statement try { if (Conn.State == ConnectionState.Closed) { Conn.Open(); } if (Conn.State == ConnectionState.Open) { SqlCommand com = new SqlCommand("Select top 1 [Window Title] From TimerLogs ORDER BY [Time of Event] DESC", Conn); SqlDataReader reader = com.ExecuteReader(); startTime = DateTime.Now; string time = now.ToString(); if (!reader.HasRows) { reader.Close(); cmd = new SqlCommand("insert into [TimerLogs] values(@time,@appName,@appltitle,@Elapsed_Time,@userName)", Conn); cmd.Parameters.AddWithValue("@time", time); cmd.Parameters.AddWithValue("@appName", appName); cmd.Parameters.AddWithValue("@appltitle", appltitle); cmd.Parameters.AddWithValue("@Elapsed_Time", blank.ToString()); cmd.Parameters.AddWithValue("@userName", userName); cmd.ExecuteNonQuery(); Conn.Close(); } else if(reader.HasRows) { reader.Read(); if (appltitle != reader.ToString()) { reader.Close(); endTime = DateTime.Now; appduration = endTime.Subtract(startTime); cmd = new SqlCommand("insert into [TimerLogs] values (@time,@appName,@appltitle,@Elapsed_Time,@userName)", Conn); cmd.Parameters.AddWithValue("@time", time); cmd.Parameters.AddWithValue("@appName", appName); cmd.Parameters.AddWithValue("@appltitle", appltitle); cmd.Parameters.AddWithValue("@Elapsed_Time", appduration.ToString()); cmd.Parameters.AddWithValue("@userName", userName); cmd.ExecuteNonQuery(); reader.Close(); Conn.Close(); } } } } catch (Exception) { } //} #endregion ActivityTimer.Start(); Processing = "Working"; } Unfortunately this is the result. it is not saving the data as I expect it to. What am i doing wrong I had thought that with the sql reader it would first check for a value and only save if they do not match however it is saving whether there is a match or not.

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