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  • Can we change dynamically the interval of "schedule" ?

    - by micropsari
    Hello, I'm making a game on iPhone using cocos2d, and I have a question. In my init method I'm doing this : [self schedule:@selector(newMonster:) interval:1]; It create a new monster every second. But I'd like that the interval change over time. For example : -The 10 first seconds of the game: a new monster appears every 1 second. -Then for 10 seconds: a new monster appears every 0.8 second. -And after every 0.5 second... How can I do that? Thanks !

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  • Classes to Entities; Like-class inheritence problems

    - by Stacey
    Beyond work, some friends and I are trying to build a game of sorts; The way we structure some of it works pretty well for a normal object oriented approach, but as most developers will attest this does not always translate itself well into a database persistent approach. This is not the absolute layout of what we have, it is just a sample model given for sake of representation. The whole project is being done in C# 4.0, and we have every intention of using Entity Framework 4.0 (unless Fluent nHibernate can really offer us something we outright cannot do in EF). One of the problems we keep running across is inheriting things in database models. Using the Entity Framework designer, I can draw the same code I have below; but I'm sure it is pretty obvious that it doesn't work like it is expected to. To clarify a little bit; 'Items' have bonuses, which can be of anything. Therefore, every part of the game must derive from something similar so that no matter what is 'changed' it is all at a basic enough level to be hooked into. Sounds fairly simple and straightforward, right? So then, we inherit everything that pertains to the game from 'Unit'. Weights, Measures, Random (think like dice, maybe?), and there will be other such entities. Some of them are similar, but in code they will each react differently. We're having a really big problem with abstracting this kind of thing into a database model. Without 'Enum' support, it is proving difficult to translate into multiple tables that still share a common listing. One solution we've depicted is to use a 'key ring' type approach, where everything that attaches to a character is stored on a 'Ring' with a 'Key', where each Key has a Value that represents a type. This works functionally but we've discovered it becomes very sluggish and performs poorly. We also dislike this approach because it begins to feel as if everything is 'dumped' into one class; which makes management and logical structure difficult to adhere to. I was hoping someone else might have some ideas on what I could do with this problem. It's really driving me up the wall; To summarize; the goal is to build a type (Unit) that can be used as a base type (Table per Type) for generic reference across a relatively global scope, without having to dump everything into a single collection. I can use an Interface to determine actual behavior so that isn't too big of an issue. This is 'roughly' the same idea expressed in the Entity Framework.

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  • ORM framework that extends base class with database-implementation.

    - by aioobe
    I have a game consisting of a client / server + a webpage. A central notion in both client and game-/webserver is an Account. Accounts are stored in a database thus I'm in need of some ORM and recently had a look at Hibernate and Cayenne. My understanding however, is that both frameworks provide an "DatabaseBackedAccount"-class which I extend with my other Account methods. My problem is that the Account class is reused heavily on the client side, and I would obviously not want to include database-related code on the client implementation. My current solution is to have an Account class (shared by server and client) and extend this with a DatabaseBackedAccount (overriding setter-methods and providing a commit method) on the server side. I find this quite natural and nice, however I've had to implement all gory sql-details and ORM myself. Is there any way to "turn the table" in any existing ORM framework, so that the generated classes extend my existing class?

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  • Javascript does not work on IIS

    - by Cat Mitch
    I have a .NET library executing as part of our website that renders HTML to image formats. It uses the IE rendering engine, and will happily run any javascript if present to do the rendering. The problem is we just moved the code to a new server, and javascript seems to be disabled. I tried changing (briefly the Application Pools Process Model Identity from NetworkService to LocalSystem, and that worked fine. Hence it must be a permissions problem. So my questions are this: 1) What is the specific permission I need to set to allow the IE rendering engine to execute javascript, inside the IIS application pool? 2) What is the best way to enable that in my application pool? Do I just somehow set it in NetworkService, or create a new identify (how is that done?) Thanks!

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  • Is it possible to have an out-of-process COM server where a separate O/S process is used for each ob

    - by Tom Williams
    I have a legacy C++ "solution engine" that I have already wrapped as an in-process COM object for use by client applications that only require a single "solution engine". However I now have a client application that requires multiple "solution engines". Unfortunately the underlying legacy code has enough global data, singletons and threading horrors that given available resources it isn't possible to have multiple instances of it in-process simultaneously. What I am hoping is that some kind soul can tell me of some COM magic where with the flip of a couple of registry settings it is possible to have a separate out-of-process COM server (separate operating system process) for each instance of the COM object requested. Am I in luck?

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  • 8bpp Bitmap format on the Compact Framework

    - by Kieran
    Hi friends. I am messing around with Conway's Game of Life - http://en.wikipedia.org/wiki/Conway's_Game_of_Life I started out coding algorithmns for winforms and now want to port my work onto windows mobile 6.1 (compact framework). I came across an article by Jon Skeet where he compared several different algorithmns for calculating next generations in the game. He used an array of bytes to store a cells state (alive or dead) and then he would copy this array to an 8bpp bitmap. For each new generation, he works out the state of each byte, then copies the array to a bitmap, then draws that bitmap to a picturebox. void CreateInitialImage() { bitmap = new Bitmap(Width, Height, PixelFormat.Format8bppIndexed); ColorPalette palette = bitmap.Palette; palette.Entries[0] = Color.Black; palette.Entries[1] = Color.White; bitmap.Palette = palette; } public Image Render() { Rectangle rect = new Rectangle(0, 0, Width, Height); BitmapData bmpData = bitmap.LockBits(rect, ImageLockMode.ReadWrite, bitmap.PixelFormat); Marshal.Copy(Data, 0, bmpData.Scan0, Data.Length); bitmap.UnlockBits(bmpData); return bitmap; } His code above is beautifully simple and very fast to render. Jon is using Windows Forms but now I want to port my own version of this onto Windows Mobile 6.1 (Compact Framework) but . . . .there is no way to format a bitmap to 8bpp in the cf. Can anyone suggest a way of rendering an array of bytes to a drawable image in the CF. This array is created in code on the fly (it is NOT loaded from an image file on disk). I basically need to store an array of cells represented by bytes, they are either alive or dead and I then need to draw that array as an image. The game is particularly slow on the CF so I need to implement clever optimised algoritmns but also need to render as fast as possible and the above solution would be pretty dam perfect if only it was available on the compact framework. Many thanks for any help Any suggestions?

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  • Removing WS_BORDER and WS_CAPTION from windows styles doesn't work

    - by lordfrikk
    Hello, I created a small app in C# that removes border and caption from window, then it sets size to the user's resolution and centers it. It's a utility for me to use when I want to play games in windowed mode without being annoyed by the borders. Everything works fine with most games, but I tried to use it on a recently released game Alpha Protocol and it doesn't work. I could almost say that the game reverts my changes, but I'm not sure how to tell if that's true or not. I'm using imported API functions MoveWindow, SetWindowLong and SetWindowPos. Snippet: Win32.MoveWindow(hWnd, 0, 0, Convert.ToInt32(sizeXText.Text), Convert.ToInt32(sizeYText.Text), true); Win32.SetWindowLong(hWnd, GWL_STYLE, Win32.GetWindowLong(hWnd, GWL_STYLE) & ~WS_CAPTION & ~WS_BORDER); Win32.SetWindowPos(hWnd, 0, 0, 0, 0, SWP_NOZORDER|SWP_NOMOVE|SWP_NOSIZE|SWP_NOACTIVATE|SWP_DRAWFRAME);

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  • One to two relationship in Doctrine with YAML

    - by Jeremy DeGroot
    I'm working on my first Symfony project with Doctrine, and I've run into a hitch. I'm trying to express a game with two players. The relationship I want to have is PlayerOne and PlayerTwo each being keyed to an ID in the Users table. This is part of what I've got so far: Game: actAs: { Timestampable:- } columns: id: { type: integer, notnull: true, unique: true } startDate: { type: timestamp, notnull: true } playerOne: { type: integer, notnull: true } playerTwo: { type: integer, notnull: true } winner: { type: integer, notnull:true, default:0 } relations: User: { onUpdate: cascade, local: playerOne, foreign: id} User: { onUpdate: cascade, local: playerTwo, foreign: id} That doesn't work. It builds fine, but the SQL it generates only includes a constraint for playerTwo. I've tried a few other things: User: { onUpdate: cascade, local: [playerOne, playerTwo], foreign: id} Also: User: [{ onUpdate: cascade, local: playerOne, foreign: id}, { onUpdate: cascade, local: playerTwo, foreign: id}] Those last two throw errors when I try to build. Is there anyone out there who understands what I'm trying to do and can help me achieve it?

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  • Initialization of components with interdependencies - possible antipattern?

    - by Rosarch
    I'm writing a game that has many components. Many of these are dependent upon one another. When creating them, I often get into catch-22 situations like "WorldState's constructor requires a PathPlanner, but PathPlanner's constructor requires WorldState." Originally, this was less of a problem, because references to everything needed were kept around in GameEngine, and GameEngine was passed around to everything. But I didn't like the feel of that, because it felt like we were giving too much access to different components, making it harder to enforce boundaries. Here is the problematic code: /// <summary> /// Constructor to create a new instance of our game. /// </summary> public GameEngine() { graphics = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); //Sets dimensions of the game window graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); IsMouseVisible = true; screenManager = new ScreenManager(this); //Adds ScreenManager as a component, making all of its calls done automatically Components.Add(screenManager); // Tell the program to load all files relative to the "Content" directory. Assets = new CachedContentLoader(this, "Content"); inputReader = new UserInputReader(Constants.DEFAULT_KEY_MAPPING); collisionRecorder = new CollisionRecorder(); WorldState = new WorldState(new ReadWriteXML(), Constants.CONFIG_URI, this, contactReporter); worldQueryUtils = new WorldQueryUtils(worldQuery, WorldState.PhysicsWorld); ContactReporter contactReporter = new ContactReporter(collisionRecorder, worldQuery, worldQueryUtils); gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; pathPlanner = new PathPlanner(this, worldQueryUtils, WorldQuery); gameObjectManager.PathPlanner = pathPlanner; combatEngine = new CombatEngine(worldQuery, new Random()); } Here is an excerpt of the above that's problematic: gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; I hope that no one ever forgets that setting of gameObjectManager.WorldQueryEngine, or else it will fail. Here is the problem: gameObjectManager needs a WorldQuery, and WorldQuery needs a property of gameObjectManager. What can I do about this? Have I found an anti-pattern?

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  • VS compiling Error 1256 ( integer overflow in internal computation ... ) during inheritance

    - by odbb
    Hi there, my problem occurs during compiling Irrlicht3D Engine in VS 2008. 1Error 1256: integer overflow in internal computation due to size or complexity of "irr::IReferenceCounted" I'm currently merging a very old Softwaredriver I have written with the rest of the engine which is much newer. The main Problme is that I have tried to resolve abstract inherince problems. But now I get this error and it is the only one. "irr::IReferenceCounted" is one of the base classes used by other classes which have been inherinced from. What does that mean? I know that an integer overflow can be a normal overflow, but why is this shown during compilation? Any help appreciated! -db

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  • Howto access thread data outside a thread

    - by Quandary
    Question: I start the MS Text-to-speech engine in a thread, in order to avoid a crash on DLL_attach. It starts fine, and the text to speech engine gets initialized, but I can't access ISpVoice outside the thread. How can I access ISpVoice outside the thread ? It's a global variable after all... #include <windows.h> #include <sapi.h> #include "XPThreads.h" ISpVoice * pVoice = NULL; unsigned long init_engine_thread(void* param) { Sleep(5000); printf("lolthread\n"); //HRESULT hr = CoInitializeEx(NULL, COINIT_MULTITHREADED); HRESULT hr = CoInitialize(NULL); if(FAILED(hr) ) { MessageBox(NULL, TEXT("Failed To Initialize"), TEXT("Error"), 0); char buffer[2000] ; sprintf(buffer, "An error occured: 0x%08X.\n", hr); FILE * pFile = fopen ( "c:\\temp\\CoInitialize_dll.txt" , "w" ); fwrite (buffer , 1 , strlen(buffer) , pFile ); fclose (pFile); } else { printf("trying to create instance.\n"); //HRESULT hr = CoCreateInstance(CLSID_SpVoice, NULL, CLSCTX_ALL, IID_ISpVoice, (void **) &pVoice); //hr = CoCreateInstance(CLSID_SpVoice, NULL, CLSCTX_ALL, IID_ISpVoice, (void **) &pVoice); //HRESULT hr = CoCreateInstance(__uuidof(ISpVoice), NULL, CLSCTX_INPROC_SERVER, IID_ISpVoice, (void **) &pVoice); HRESULT hr = CoCreateInstance(__uuidof(SpVoice), NULL, CLSCTX_ALL, IID_ISpVoice, (void **) &pVoice); if( SUCCEEDED( hr ) ) { printf("Succeeded\n"); hr = pVoice->Speak(L"The text to speech engine has been successfully initialized.", 0, NULL); } else { printf("failed\n"); MessageBox(NULL, TEXT("Failed To Create COM instance"), TEXT("Error"), 0); char buffer[2000] ; sprintf(buffer, "An error occured: 0x%08X.\n", hr); FILE * pFile = fopen ( "c:\\temp\\CoCreateInstance_dll.txt" , "w" ); fwrite (buffer , 1 , strlen(buffer) , pFile ); fclose (pFile); } } if(pVoice != NULL) { pVoice->Release(); pVoice = NULL; } CoUninitialize(); return NULL; } XPThreads* ptrThread = new XPThreads(init_engine_thread); BOOL APIENTRY DllMain( HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: //init_engine(); LoadLibrary(TEXT("ole32.dll")); ptrThread->Run(); break; case DLL_THREAD_ATTACH: break; case DLL_THREAD_DETACH: break; case DLL_PROCESS_DETACH: break; } return TRUE; }

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  • Sqlalchemy layout with WSGI application

    - by TheDude
    I'm working on writing a small WSGI application using Bottle and SqlAlchemy and am confused on how the "layout" of my application should be in terms of SqlAlchemy. My confusion is with creating engines and sessions. My understanding is that I should only create one engine with the 'create_engine' method. Should I be creating an engine instance in the global namespace in some sort of singleton pattern and creating sessions based off of it? How have you done this in your projects? Any insight would be appreciated. The examples in the documentation dont seem to make this entirely clear (unless I'm missing something obvious). Any thoughts?

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  • Can I prevent Flash's Input Events from stacking up when my framerate low?

    - by Matt W
    My Flash game targets 24 fps, but slows to 10 on slower machines. This is fine, except Flash decides to throttle the queue of incoming MouseEvent and KeyboardEvents, and they stack up and the Events fall behind. Way behind. It's so bad that, at 10 fps, if I spam the Mouse and Keyboard for a few seconds not much happens, then, after I stop, the game seems to play itself for the next 5 seconds as the Events trickle in. Spooky, I know. Does anyone know a way around this? I basically need to say to Flash, "I know you think we're falling behind, but throttling the input events won't help. Give them to me as soon as you get them, please."

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  • Ajax security problem

    - by coolboycsaba
    I want to create a browser based game and I have a huge problem, the game can be easily hacked. The problem is at a page where you can go to "work", I store in a file the work ending date and the amount of money what you will receive after finishing the work. There are 4 type of works. The problem is that I use ajax to send to a php file the necessary information. The URL looks like this x.php?date=....&pay=.... The javascript part of the page calculates the date and the pay but if you simply enter in your URL bar x.php?date=anynumber&pay=99999 you will receive that 99999 dollars. What should I do ? And sorry for my bad english :)

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  • Creating an array & outputting its code definition for preloading

    - by user422318
    I want to create a 2d array that represents my 2d canvas. For each pixel, I will look up the value and then save an integer {0, 1, 2, 3, 4} as each element of the array. Unfortunately, this takes way too friggin' long to run each time I load the game. How can I write a script that creates this array for me and outputs the array code so I can just paste it in a js file and have it preloaded? (I'm prototyping a game, so I just need to run this for my test map or two.)

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  • XNA or C# Pop-up progress bar for the LoadContent() method

    - by Warlax
    Hey people, We wrote a small game using Microsoft's XNA Game Studio 3.1. The LoadContent() takes a long time because, other than loading models, and config files, we're also running some one-time (per run) terrain analysis. We are not C# or XNA programmers... we're Java programmers, and want to be able to give the user some feedback that the system is loading. Preferably, this will be through a simple pop-up with a progress bar that will say something simple like "loading please wait". The progress bar doesn't have to be a 0 to 1 progress bar, it can instead be one of those 'back and forth' progress bars. I was hoping for some quick copy-paste ready code to just do that - as it is not a central piece of our project, nor do we have a need to delve into too much documentation. I appreciate you time, effort, and possible donation. Thanks.

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  • What is the meanning of 'idx_categories_desc_categories_name' in osCommerce

    - by Sumant
    while working on osCommerce-3 i got the table structure for category & categories_description as CREATE TABLE IF NOT EXISTS `osc_categories` ( `categories_id` int(10) unsigned NOT NULL AUTO_INCREMENT, `categories_image` varchar(255) DEFAULT NULL, `parent_id` int(10) unsigned DEFAULT NULL, `sort_order` int(11) DEFAULT NULL, `date_added` datetime DEFAULT NULL, `last_modified` datetime DEFAULT NULL, PRIMARY KEY (`categories_id`), KEY `idx_categories_parent_id` (`parent_id`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8 AUTO_INCREMENT=5 ; CREATE TABLE IF NOT EXISTS `osc_categories_description` ( `categories_id` int(10) unsigned NOT NULL, `language_id` int(10) unsigned NOT NULL, `categories_name` varchar(255) NOT NULL, PRIMARY KEY (`categories_id`,`language_id`), KEY `idx_categories_desc_categories_id` (`categories_id`), KEY `idx_categories_desc_language_id` (`language_id`), KEY `idx_categories_desc_categories_name` (`categories_name`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8; here i am not getting the meanning of indexing "idx_categories_desc_categories_id", "idx_categories_desc_language_id", "idx_categories_desc_categories_name" What is the use of this indexing.What does it mean?

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  • Screen scraping an application window and interacting with the mouse and keyboard

    - by ccook
    The other day I found myself addicted to a flash game and frustrated by the thing at the same time. In a moment of frustration with the game I thought I would make a 'bot' to beat it for me. Well, I really wouldn't, but it made me realize: I don't know how to interact with another application in a way to do this. Which brings me to the question, how would one take screenshots of another running application and interact with it with the keyboard and mouse. Ideally the solution would be in a managed language like c#. When doing the background reading the net was drowning with articles on scrapping HTML. There were not many articles on actually screen scrapping an application. Diverse answers are appreciated as I’m really looking at surveying what’s out there.

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  • Unable to relate two MySQL tables (foreign keys)

    - by KPL
    Hello people, Here's my USER table CREATE TABLE IF NOT EXISTS `users` ( `id` int(11) NOT NULL AUTO_INCREMENT, `username` varchar(100) NOT NULL, `expiry` varchar(6) NOT NULL, `contact_id` int(11) NOT NULL, `email` varchar(255) NOT NULL, `password` varchar(100) NOT NULL, `level` int(3) NOT NULL, `active` tinyint(4) NOT NULL DEFAULT '1', PRIMARY KEY (`id`,`email`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=1 ; And here's my contact_info table CREATE TABLE IF NOT EXISTS `contact_info` ( `id` int(11) NOT NULL AUTO_INCREMENT, `name` varchar(255) NOT NULL, `email_address` varchar(255) NOT NULL, `company_name` varchar(255) NOT NULL, `license_number` varchar(255) NOT NULL, `phone` varchar(30) NOT NULL, `fax` varchar(30) NOT NULL, `mobile` varchar(30) NOT NULL, `category` varchar(100) NOT NULL, `country` varchar(20) NOT NULL, `state` varchar(20) NOT NULL, `city` varchar(100) NOT NULL, `postcode` varchar(50) NOT NULL, PRIMARY KEY (`id`,`email_address`), ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=1 ; The system uses username to login users.I want to modify it in such a way that it uses email for login. But there's no email_address in users table. I have added foreign key - email in user table(which is email_address in contact_info). How should I query database?

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  • AI testing framework

    - by Jon
    I am looking at developing an AI player for a simple game I have created in C#. I will be creating a population of the bots and evolving them over generations. What I was wondering is there any frameworks out there that could be good for this sort of testing / development. Ideally I would like something that I could plug any / some type of games into and say, OK so have a population of X run it over Y generations and chart the results for me. I was having a think about how I would create something that would do this for me and allow me to reuse this later for different AI projects and all I could think of was to have some sort of core code and some interface contracts that the game and AI would use so that the server can script it. What are your thoughts, does anyone have any practical experience of this sort of thing?

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  • MySQL forgot about automatically creating an index for a foreign key?

    - by bobo
    After running the following SQL statements, you will see that, MySQL has automatically created the non-unique index question_tag_tag_id_tag_id on the tag_id column for me after the first ALTER TABLE statement has run. But after the second ALTER TABLE statement has run, I think MySQL should also automatically create another non-unique index question_tag_question_id_question_id on the question_id column for me. But as you can see from the SHOW INDEXES statement output, it's not there. Why does MySQL forget about the second ALTER TABLE statement? By the way, since I have already created a unique index question_id_tag_id_idx used by both question_id and tag_id columns. Is creating a separate index for each of them redundant? mysql> DROP DATABASE mydatabase; Query OK, 1 row affected (0.00 sec) mysql> CREATE DATABASE mydatabase; Query OK, 1 row affected (0.00 sec) mysql> USE mydatabase; Database changed mysql> CREATE TABLE question (id BIGINT AUTO_INCREMENT, html TEXT, PRIMARY KEY(id)) ENGINE = INNODB; Query OK, 0 rows affected (0.05 sec) mysql> CREATE TABLE tag (id BIGINT AUTO_INCREMENT, name VARCHAR(10) NOT NULL, UNIQUE INDEX name_idx (name), PRIMARY KEY(id)) ENGINE = INNODB; Query OK, 0 rows affected (0.05 sec) mysql> CREATE TABLE question_tag (question_id BIGINT, tag_id BIGINT, UNIQUE INDEX question_id_tag_id_idx (question_id, tag_id), PRIMARY KEY(question_id, tag_id)) ENGINE = INNODB; Query OK, 0 rows affected (0.00 sec) mysql> ALTER TABLE question_tag ADD CONSTRAINT question_tag_tag_id_tag_id FOREIGN KEY (tag_id) REFERENCES tag(id); Query OK, 0 rows affected (0.10 sec) Records: 0 Duplicates: 0 Warnings: 0 mysql> ALTER TABLE question_tag ADD CONSTRAINT question_tag_question_id_question_id FOREIGN KEY (question_id) REFERENCES question(id); Query OK, 0 rows affected (0.13 sec) Records: 0 Duplicates: 0 Warnings: 0 mysql> SHOW INDEXES FROM question_tag; +--------------+------------+----------------------------+--------------+-------------+-----------+-------------+----------+--------+------+------------+---------+ | Table | Non_unique | Key_name | Seq_in_index | Column_name | Collation | Cardinality | Sub_part | Packed | Null | Index_type | Comment | +--------------+------------+----------------------------+--------------+-------------+-----------+-------------+----------+--------+------+------------+---------+ | question_tag | 0 | PRIMARY | 1 | question_id | A | 0 | NULL | NULL | | BTREE | | | question_tag | 0 | PRIMARY | 2 | tag_id | A | 0 | NULL | NULL | | BTREE | | | question_tag | 0 | question_id_tag_id_idx | 1 | question_id | A | 0 | NULL | NULL | | BTREE | | | question_tag | 0 | question_id_tag_id_idx | 2 | tag_id | A | 0 | NULL | NULL | | BTREE | | | question_tag | 1 | question_tag_tag_id_tag_id | 1 | tag_id | A | 0 | NULL | NULL | | BTREE | | +--------------+------------+----------------------------+--------------+-------------+-----------+-------------+----------+--------+------+------------+---------+ 5 rows in set (0.01 sec) mysql>

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  • Precise explanation of JavaScript <-> DOM circular reference issue

    - by Joey Adams
    One of the touted advantages of jQuery.data versus raw expando properties (arbitrary attributes you can assign to DOM nodes) is that jQuery.data is "safe from circular references and therefore free from memory leaks". An article from Google titled "Optimizing JavaScript code" goes into more detail: The most common memory leaks for web applications involve circular references between the JavaScript script engine and the browsers' C++ objects' implementing the DOM (e.g. between the JavaScript script engine and Internet Explorer's COM infrastructure, or between the JavaScript engine and Firefox XPCOM infrastructure). It lists two examples of circular reference patterns: DOM element → event handler → closure scope → DOM DOM element → via expando → intermediary object → DOM element However, if a reference cycle between a DOM node and a JavaScript object produces a memory leak, doesn't this mean that any non-trivial event handler (e.g. onclick) will produce such a leak? I don't see how it's even possible for an event handler to avoid a reference cycle, because the way I see it: The DOM element references the event handler. The event handler references the DOM (either directly or indirectly). In any case, it's almost impossible to avoid referencing window in any interesting event handler, short of writing a setInterval loop that reads actions from a global queue. Can someone provide a precise explanation of the JavaScript ↔ DOM circular reference problem? Things I'd like clarified: What browsers are effected? A comment in the jQuery source specifically mentions IE6-7, but the Google article suggests Firefox is also affected. Are expando properties and event handlers somehow different concerning memory leaks? Or are both of these code snippets susceptible to the same kind of memory leak? // Create an expando that references to its own element. var elem = document.getElementById('foo'); elem.myself = elem; // Create an event handler that references its own element. var elem = document.getElementById('foo'); elem.onclick = function() { elem.style.display = 'none'; }; If a page leaks memory due to a circular reference, does the leak persist until the entire browser application is closed, or is the memory freed when the window/tab is closed?

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  • The framerate of one movieclip slowly declines over time. What could cause this? [Flash CS3]

    - by Miles
    I'm creating a flash rhythm game. I have a looping (at a certain frame I have a gotoAndPlay) movieclip that represents the notes that scroll by, which plays for about three minutes. As the level progresses, the movieclip's framerate begins to lag and stutter. I have no idea how this could occur. It is also worth mentioning that the notes are represented by text, if that makes any difference. As far as posting my code goes, I think it would be far too convoluted to be worth your time. And I think it could be a simple problem. I just don't understand how the framerate of this movieclip could drop independent of the rest of the game.

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