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  • Wait for inline thread to complete before moving to next method...

    - by Tyler
    Hello, I have an android app where I am doing the following: private void onCreate() { final ProgressDialog dialog = ProgressDialog.show(this, "Please wait..", "Doing stuff..", true); new Thread() { public void run() { //do some serious stuff... dialog.dismiss(); } }.start(); stepTwo(); } And I would like to ensure that my thread is complete before stepTwo(); is called. How can I do this? Thanks!

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  • Is there any way static block is executed more than once? if so then how?

    - by learner
    My Understanding Static block is executed during class loading, If a class is already loaded then there is no way to load the class other than class reloading Doubt/Question 1) Is there any time JVM reloads the class? My Understanding In Class Loading JVM loads source of the Java file, so it can not keep all thousands files source is a memory, it should discard the rarely used code and reload again when it is necessary and during reload JVM is not initializing static variables and locks again(may be using some tracking mechanism) Doubt/Question 2) If my above understanding is incorrect then please correct me

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  • How to Block images (img tags) from an iFrame?

    - by ramayac
    Hello, Im searching for ideas to solve the following problem: I'm loading an URL (any for that matter) into an iFrame, and then block (server side) all image tags, o object tags before sending the page to the client. -- What I was thinking to do is: fetching the URL, and then manipulating the fetched content using a Java library (any recomendation on that matter?). And after that, send the modify content to que client. Would that be the best approach to solve this problem? suggestions are wellcome :)

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  • How to do inline paste from system buffer in Vim?

    - by yetapb
    When pasting from the system buffer in a line like foo( someVal , <cursor is here>, someVal3); If I use "*p I get foo( someVal, , someVal3); <pasted text> If I use "*P I get <pasted text> foo( someVal, , someVal3); but I want foo( someVal, <pasted text>, someVal3 ); How can I get the result I want? edit If there is a newline in the buffer as @amardeep suspects, is there a way I can tell vim to ignore it?

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  • How do I block safari users from my website?

    - by user360322
    I would like to block all users of Safari from visiting my flash game web site. I would like them to see a picture of someone being punched in the face instead of the games. My understanding is that you can use javascript to do it, but I don't want to use some heavy framework like JQuery. Is there a way to do it in like a single line or two of javascript?

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  • How much slower is a try/catch block? [closed]

    - by Euclid
    Possible Duplicate: What is the real overhead of try/catch in C#? how much slower is a try catch block than a conditional? eg try { v = someArray[10]; } catch { v = defaultValue; } or if (null != someArray) { v = someArray[10]; } else { v = defaultValue; } is there much in it or isn't there a definative performance differance?

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  • How to block writing in pipes, until the read has taken place ? (in C)

    - by user492194
    Hi everyone :) I'm currently working on some C program, and I'd like to know if there's any chance to block writing in the writer process (until the read is done) ? i.e. I have 3 pipes between the parent process and the children processes (the parent writes and the children read), I'd like to let the parent to write only to the process that finishes its reading :) I hope it's clear.. Thanks in advance.

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  • Why your Netapp is so slow...

    - by Darius Zanganeh
    Have you ever wondered why your Netapp FAS box is slow and doesn't perform well at large block workloads?  In this blog entry I will give you a little bit of information that will probably help you understand why it’s so slow, why you shouldn't use it for applications that read and write in large blocks like 64k, 128k, 256k ++ etc..  Of course since I work for Oracle at this time, I will show you why the ZS3 storage boxes are excellent choices for these types of workloads. Netapp’s Fundamental Problem The fundamental problem you have running these workloads on Netapp is the backend block size of their WAFL file system.  Every application block on a Netapp FAS ends up in a 4k chunk on a disk. Reference:  Netapp TR-3001 Whitepaper Netapp has proven this lacking large block performance fact in at least two different ways. They have NEVER posted an SPC-2 Benchmark yet they have posted SPC-1 and SPECSFS, both recently. In 2011 they purchased Engenio to try and fill this GAP in their portfolio. Block Size Matters So why does block size matter anyways?  Many applications use large block chunks of data especially in the Big Data movement.  Some examples are SAS Business Analytics, Microsoft SQL, Hadoop HDFS is even 64MB! Now let me boil this down for you.  If an application such MS SQL is writing data in a 64k chunk then before Netapp actually writes it on disk it will have to split it into 16 different 4k writes and 16 different disk IOPS.  When the application later goes to read that 64k chunk the Netapp will have to again do 16 different disk IOPS.  In comparison the ZS3 Storage Appliance can write in variable block sizes ranging from 512b to 1MB.  So if you put the same MSSQL database on a ZS3 you can set the specific LUNs for this database to 64k and then when you do an application read/write it requires only a single disk IO.  That is 16x faster!  But, back to the problem with your Netapp, you will VERY quickly run out of disk IO and hit a wall.  Now all arrays will have some fancy pre fetch algorithm and some nice cache and maybe even flash based cache such as a PAM card in your Netapp but with large block workloads you will usually blow through the cache and still need significant disk IO.  Also because these datasets are usually very large and usually not dedupable they are usually not good candidates for an all flash system.  You can do some simple math in excel and very quickly you will see why it matters.  Here are a couple of READ examples using SAS and MSSQL.  Assume these are the READ IOPS the application needs even after all the fancy cache and algorithms.   Here is an example with 128k blocks.  Notice the numbers of drives on the Netapp! Here is an example with 64k blocks You can easily see that the Oracle ZS3 can do dramatically more work with dramatically less drives.  This doesn't even take into account that the ONTAP system will likely run out of CPU way before you get to these drive numbers so you be buying many more controllers.  So with all that said, lets look at the ZS3 and why you should consider it for any workload your running on Netapp today.  ZS3 World Record Price/Performance in the SPC-2 benchmark ZS3-2 is #1 in Price Performance $12.08ZS3-2 is #3 in Overall Performance 16,212 MBPS Note: The number one overall spot in the world is held by an AFA 33,477 MBPS but at a Price Performance of $29.79.  A customer could purchase 2 x ZS3-2 systems in the benchmark with relatively the same performance and walk away with $600,000 in their pocket.

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  • Problems with 3D Array for Voxel Data

    - by Sean M.
    I'm trying to implement a voxel engine in C++ using OpenGL, and I've been working on the rendering of the world. In order to render, I have a 3D array of uint16's that hold that id of the block at the point. I also have a 3D array of uint8's that I am using to store the visibility data for that point, where each bit represents if a face is visible. I have it so the blocks render and all of the proper faces are hidden if needed, but all of the blocks are offset by a power of 2 from where they are stored in the array. So the block at [0][0][0] is rendered at (0, 0, 0), and the block at 11 is rendered at (1, 1, 1), but the block at [2][2][2] is rendered at (4, 4, 4) and the block at [3][3][3] is rendered at (8, 8, 8), and so on and so forth. This is the result of drawing the above situation: I'm still a little new to the more advanced concepts of C++, like triple pointers, which I'm using for the 3D array, so I think the error is somewhere in there. This is the code for creating the arrays: uint16*** _blockData; //Contains a 3D array of uint16s that are the ids of the blocks in the region uint8*** _visibilityData; //Contains a 3D array of bytes that hold the visibility data for the faces //Allocate memory for the world data _blockData = new uint16**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _blockData[i] = new uint16*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _blockData[i][j] = new uint16[REGION_DIM]; } //Allocate memory for the visibility _visibilityData = new uint8**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _visibilityData[i] = new uint8*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _visibilityData[i][j] = new uint8[REGION_DIM]; } Here is the code used to create the block mesh for the region: //Check if the positive x face is visible, this happens for every face //Block::VERT_X_POS is just an array of non-transformed cube verts for one face //These checks are in a triple loop, which goes over every place in the array if (_visibilityData[x][y][z] & 0x01 > 0) { _vertexData->AddData(&(translateVertices(Block::VERT_X_POS, x, y, z)[0]), sizeof(Block::VERT_X_POS)); } //This is a seperate method, not in the loop glm::vec3* translateVertices(const glm::vec3 data[], uint16 x, uint16 y, uint16 z) { glm::vec3* copy = new glm::vec3[6]; memcpy(&copy, &data, sizeof(data)); for(int i = 0; i < 6; i++) copy[i] += glm::vec3(x, -y, z); //Make +y go down instead return copy; } I cannot see where the blocks may be getting offset by more than they should be, and certainly not why the offsets are a power of 2. Any help is greatly appreciated. Thanks.

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  • Is there a standard syntax for encoding structure objects as HTTP GET request parameters?

    - by lexicore
    Imagine we need to pass a a number structured objects to the web application - for instance, locale, layout settings and a definition of some query. This can be easily done with JSON or XML similar to the following fragment: <Locale>en</Locale> <Layout> <Block id="header">hide</Block> <Block id="footer">hide</Block> <Block id="navigation">minimize</Block> </Layout> <Query> <What>water</What> <When> <Start>2010-01-01</Start> </When> </Query> However, passing such structures with HTTP implies (roughly speaking) HTTP POST. Now assume we're limited to HTTP GET. Is there some kind of a standard solution for encoding structured data in HTTP GET request parameters? I can easily imagine something like: Locale=en& Layout.Block.header=hide& Layout.Block.footer=hide& Layout.Block.navigation=minimize& Query.What=water& Query.When.Start=2010-01-01 But what I'm looking for is a "standard" syntax, if there's any. ps. I'm surely aware of the problem with URL length. Please assume that it's not a problem in this case.

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  • Javascript code refactoring and assessment

    - by neitony
    I'm using javascript to toggle the display state of some objects based on the time of day. A sample of the code is given below. I was wondering if anyone could give a suggestion as to how I can refactor this code while at the same time improving the logic. switch(tcode) { case 'eur' : eur.setAttribute('style', 'display:block; opacity:0.5'); us.style.display = 'none'; asia.style.display = 'none'; us_inactive.style.display = 'block'; asia_inactive.style.display = 'block'; break; case 'us' : us.style.display = 'block'; eur.style.display = 'none'; asia.style.display = 'none'; eur_inactive.style.display = 'block'; asia_inactive.style.display = 'block'; break; case 'asia' : asia.setAttribute('style', 'display:block; opacity:0.5'); us.style.display = 'none'; eur.style.display = 'none'; eur_inactive.style.display = 'block'; us_inactive.style.display = 'block';

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  • Refactoring and assessment

    - by neitony
    I'm using javascript to toggle the display state of some objects based on the time of day. A sample of the code is given below. I was wondering if anyone could give a suggestion as to how I can refactor this code while at the same time improving the logic. switch(tcode) { case 'eur' : eur.setAttribute('style', 'display:block; opacity:0.5'); us.style.display = 'none'; asia.style.display = 'none'; us_inactive.style.display = 'block'; asia_inactive.style.display = 'block'; break; case 'us' : us.style.display = 'block'; eur.style.display = 'none'; asia.style.display = 'none'; eur_inactive.style.display = 'block'; asia_inactive.style.display = 'block'; break; case 'asia' : asia.setAttribute('style', 'display:block; opacity:0.5'); us.style.display = 'none'; eur.style.display = 'none'; eur_inactive.style.display = 'block'; us_inactive.style.display = 'block';

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  • OSX: Programmatically added subviews not responding to mouse down events

    - by BigCola
    I have 3 subclasses: a Block class, a Row class and a Table class. All are subclasses of NSView. I have a Table added with IB which programmatically displays 8 rows, each of which displays 8 blocks. I overrode the mouseDown: method in Block to change the background color to red, but it doesn't work. Still if I add a block directly on top of the Table with IB it does work so I can't understand why it won't work in the first case. Here's the implementation code for Block and Row (Table's implementation works the same way as Row's): //block.m - (void)drawRect:(NSRect)dirtyRect { [color set]; [NSBezierPath fillRect:dirtyRect]; } -(void)mouseDown:(NSEvent *)theEvent { color = [NSColor redColor]; checked = YES; [self setNeedsDisplay:YES]; } //row.m - (void)drawRect:(NSRect)dirtyRect { [[NSColor blueColor] set]; [NSBezierPath fillRect:dirtyRect]; int x; for(x=0; x<8; x++){ int margin = x*2; NSRect rect = NSMakeRect(0, 50*x+margin, 50, 50); Block *block = [[Block alloc] initWithFrame:rect]; [self addSubview:block]; } }

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • Physics for moving blocks

    - by Gabson
    I'm working on a 2D game for windows phone where the player moves blocks around to bounce a laser beams. I need to create some simple physics for moving the blocks. For the moment I have a simple collision class, telling me if two rectangles collide. But that's not enough because when I'm moving a block the rectangle/rectangle function doesn't work. By Doesn't work i mean,I manage the collision but I don't how to stop the block mooving while the user sliding the block. The collision response for the block I want is if the user tries to slide it on another object, the block should slide up against the other object and not overlap. How would I go about implementing this functionality?

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