Search Results

Search found 1541 results on 62 pages for 'punching cards'.

Page 55/62 | < Previous Page | 51 52 53 54 55 56 57 58 59 60 61 62  | Next Page >

  • Mastering snow and Java development at jDays in Gothenburg

    - by JavaCecilia
    Last weekend, I took the train from Stockholm to Gothenburg to attend and present at the new Java developer conference jDays. It was professionally arranged in the Swedish exhibition hall close to the amusement park Liseberg and we got a great deal out of the top-level presenters and hallway discussions. Understanding and Improving Your Java Process Our main purpose was to spread information on JVM and our monitoring tools for Java processes, so I held a crash course in the most important terms and concepts if you want to affect the performance of your Java process. From the beginning - the JVM specification to interpretation of heap usage graphs. For correct analysis, you also need to understand something about process memory - you need space for the Java heap (-Xms for initial size and -Xmx for max heap size), but the process memory also contain the thread stacks (to a size of -Xss), JVM internal data structures used for keeping track of Java objects on the heap, method compilation/optimization, native libraries, etc. If you get long pause times, make sure to monitor your application, see the allocation rate and frequency of pause times.My colleague Klara Ward then held a presentation on the Java Mission Control product, the profiling and diagnostics tools suite for HotSpot, coming soon. The room was packed and very appreciated, Klara demonstrated four different scenarios, e.g. how to diagnose and fix latencies due to lock contention for logging.My German colleague, OpenJDK ambassador Dalibor Topic travelled to Sweden to do the second keynote on "Make the Future Java". He let us in on the coming features and roadmaps of Java, now delivering major versions on a two-year schedule (Java 7 2011, Java 8 2013, etc). Also letting us in on where to download early versions of 8, to report problems early on. Software Development in teams Being a scout leader, I'm drilled in different team building and workshop techniques, creating strong groups - of course, I had to attend Henrik Berglund's session on building successful teams. He spoke about the importance of clear goals, autonomy and agreed processes. Thomas Sundberg ended the conference by doing live remote pair programming with Alex in Rumania and a concrete tips for people wanting to try it out (for local collaboration, remember to wash and change clothes). Memory Master Keynote The conference keynote was delivered by the Swedish memory master Mattias Ribbing, showing off by remembering the order of a deck of cards he'd seen once. He made it interactive by forcing the audience to learn a memory mastering technique of remembering ten ordered things by heart, asking us to shout out the order backwards and we made it! I desperately need this - bought the book, will get back on the subject. Continuous Delivery The most impressive presenter was Axel Fontaine on Continuous Delivery. Very well prepared slides with key images of his message and moved about the stage like a rock star. The topic is of course highly interesting, how to create an infrastructure enabling immediate feedback to developers and ability to release your product several times per day. Tomek Kaczanowski delivered a funny and useful presentation on good and bad tests, providing comic relief with poorly written tests and the useful rules of thumb how to rewrite them. To conclude, we had a great time and hope to see you at jDays next year :)

    Read the article

  • MVC Communication Pattern

    - by Kedu
    This is kind of a follow up question to this http://stackoverflow.com/questions/23743285/model-view-controller-and-callbacks, but I wanted to post it separately, because its kind of a different topic. I'm working on a multiplayer cardgame for the Android platform. I split the project into MVC which fits the needs pretty good, but I'm currently stuck because I can't figure out a good way to communicate between the different parts. I have everything setup and working with the controller being a big state machine, which is called over and over from the gameloop, and calls getter methods from the GUI and the android/network part to get the input. The input itself in the GUI and network is set by inputlisteners that set a local variable which I read in the getter method. So far so good, this is working. But my problem is, the controller has to check every input separately,so if I want to add an input I have to check in which states its valid and call the getter method from all these states. This is not good, and lets the code look pretty ugly, makes additions uncomfortable and adds redundance. So what I've got from the question I mentioned above is that some kind of command or event pattern will fit my needs. What I want to do is to create a shared and threadsafe queue in the controller and instead of calling all these getter methods, I just check the queue for new input and proceed it. On the other side, the GUI and network don't have all these getters, but instead create an event or command and send it to the controller through, for example, observer/observable. Now my problem: I can't figure out a way, for these commands/events to fit a common interface (which the queue can store) and still transport different kind of data (button clicks, cards that are played, the player id the command comes from, synchronization data etc.). If I design the communication as command pattern, I have to stick all the information that is needed to execute the command into it when its created, that's impossible because the GUI or network has no knowledge of all the things the controller needs to execute stuff that needs to be done when for example a card is played. I thought about getting this stuff into the command when executing it. But over all the different commands I have, I would need all the information the controller has, and thus give the command a reference to the controller which would make everything in it public, which is real bad design I guess. So, I could try some kind of event pattern. I have to transport data in the event. So, like the command, I would have an interface, which all events have in common, and can be stored in the shared queue. I could create a big enum with all the different events that a are possible, save one of these enums in the actual event, and build a big switch case for the events, to proceed different stuff for different events. The problem here: I have different data for all the events. But I need a common interface, to store the events in a queue. How do I get the specific data, if I can only access the event through the interface? Even if that wouldn't be a problem, I'm creating another big switch case, which looks ugly, and when i want to add a new event, I have to create the event itself, the case, the enum, and the method that's called with the data. I could of course check the event with the enum and cast it to its type, so I can call event type specific methods that give me the data I need, but that looks like bad design too.

    Read the article

  • Ops Center 12c - Update - Provisioning Solaris on x86 Using a Card-Based NIC

    - by scottdickson
    Last week, I posted a blog describing how to use Ops Center to provision Solaris over the network via a NIC on a card rather than the built-in NIC.  Really, that was all about how to install Solaris on a SPARC system.  This week, we'll look at how to do the same thing for an x86-based server. Really, the overall process is exactly the same, at least for Solaris 11, with only minor updates. We will focus on Solaris 11 for this blog.  Once I verify that the same approach works for Solaris 10, I will provide another update. Booting Solaris 11 on x86 Just as before, in order to configure the server for network boot across a card-based NIC, it is necessary to declare the asset to associate the additional MACs with the server.  You likely will need to access the server console via the ILOM to figure out the MAC and to get a good idea of the network instance number.  The simplest way to find both of these is to start a network boot using the desired NIC and see where it appears in the list of network interfaces and what MAC is used when it tries to boot.  Go to the ILOM for the server.  Reset the server and start the console.  When the BIOS loads, select the boot menu, usually with Ctrl-P.  This will give you a menu of devices to boot from, including all of the NICs.  Select the NIC you want to boot from.  Its position in the list is a good indication of what network number Solaris will give the device. In this case, we want to boot from the 5th interface (GB_4, net4).  Pick it and start the boot processes.  When it starts to boot, you will see the MAC address for the interface Once you have the network instance and the MAC, go through the same process of declaring the asset as in the SPARC case.  This associates the additional network interface with the server.. Creating an OS Provisioning Plan The simplest way to do the boot via an alternate interface on an x86 system is to do a manual boot.  Update the OS provisioning profile as in the SPARC case to reflect the fact that we are booting from a different interface.  Update, in this case, the network boot device to be GB_4/net4, or the device corresponding to your network instance number.  Configure the profile to support manual network boot by checking the box for manual boot in the OS Provisioning profile. Booting the System Once you have created a profile and plan to support booting from the additional NIC, we are ready to install the server. Again, from the ILOM, reset the system and start the console.  When the BIOS loads, select boot from the Boot Menu as above.  Select the network interface from the list as before and start the boot process.  When the grub bootloader loads, the default boot image is the Solaris Text Installer.  On the grub menu, select Automated Installer and Ops Center takes over from there. Lessons The key lesson from all of this is that Ops Center is a valuable tool for provisioning servers whether they are connected via built-in network interfaces or via high-speed NICs on cards.  This is great news for modern datacenters using converged network infrastructures.  The process works for both SPARC and x86 Solaris installations.  And it's easy and repeatable.

    Read the article

  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

    Read the article

  • X509 Certificates, DigitalSignature vs NonRepudiation (C#)

    - by Eyvind
    We have been handed a set of test sertificates on smart cards for developing a solution that requires XML messages to be signed using PKI. Each (physical) smart card seems to have two certificates stored on it. I import them into the Windows certificate store using software supplied by the smart card provider, and then use code resembling the following to iterate over the installed certificates: foreach (X509Certificate2 x509 in CertStore.Certificates) { foreach (X509Extension extension in x509.Extensions) { if (extension.Oid.Value == "one we are interested in") { X509KeyUsageExtension ext = (X509KeyUsageExtension)extension; if ((ext.KeyUsages & X509KeyUsageFlags.DigitalSignature) != X509KeyUsageFlags.None) { // process certs here We have been told to use the certificates that have the NonRepudiation key usage flag set to sign the XMLs. However, the certificate that has the NonRepudiation flag has this flag only, and not for instance the DigitalSignature flag which I check for above. Does this strike anyone but me as slightly odd? I am in other words told to sign with a certificate that does not (appear to) have the DigitalSignature usage flag set. Is this normal procedure? Any comments? Thanks.

    Read the article

  • Rails: Single Table Inheritance and models subdirectories

    - by Chris
    I have a card-game application which makes use of Single Table Inheritance. I have a class Card, and a database table cards with column type, and a number of subclasses of Card (including class Foo < Card and class Bar < Card, for the sake of argument). As it happens, Foo is a card from the original printing of the game, which Bar is a card from an expansion. In an attempt to rationalise my models, I have created a directory structure like so: app/ + models/ + card.rb + base_game/ + foo.rb + expansion/ + bar.rb And modified environment.rb to contain: Rails::Initializer.run do |config| config.load_paths += Dir["#{RAILS_ROOT}/app/models/**"] end However, when my reads a card from the database, Rails throws the following exception: ActiveRecord::SubclassNotFound (The single-table inheritance mechanism failed to locate the subclass: 'Foo'. This error is raised because the column 'type' is reserved for storing the class in case of inheritance. Please rename this column if you didn't intend it to be used for storing the inheritance class or overwrite Card.inheritance_column to use another column for that information.) Is it possible to make this work, or am I doomed to a flat directory structure?

    Read the article

  • testing Clojure in Maven

    - by Ralph
    I am new at Maven and even newer at Clojure. As an exercise to learn the language, I am writing a spider solitaire player program. I also plan on writing a similar program in Scala to compare the implementations (see my post http://stackoverflow.com/questions/2571267/modern-java-alternatives-closed). I have configured a Maven directory structure containing the usual src/main/clojure and src/test/clojure directories. My pom.xml file includes the clojure-maven-plugin. When I run "mvn test", it displays "No tests to run", despite my having test code in the src/test/clojure directory. As I misnaming something? Here is my pom.xml file: <?xml version="1.0" encoding="UTF-8"?> <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd"> <modelVersion>4.0.0</modelVersion> <groupId>SpiderPlayer</groupId> <artifactId>SpiderPlayer</artifactId> <version>1.0.0-SNAPSHOT</version> <inceptionYear>2010</inceptionYear> <packaging>jar</packaging> <properties> <maven.build.timestamp.format>yyMMdd.HHmm</maven.build.timestamp.format> <main.dir>org/dogdaze/spider_player</main.dir> <main.package>org.dogdaze.spider_player</main.package> <main.class>${main.package}.Main</main.class> </properties> <build> <sourceDirectory>src/main/clojure</sourceDirectory> <testSourceDirectory>src/main/clojure</testSourceDirectory> <plugins> <plugin> <groupId>com.theoryinpractise</groupId> <artifactId>clojure-maven-plugin</artifactId> <version>1.3.1</version> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-antrun-plugin</artifactId> <version>1.3</version> <executions> <execution> <goals> <goal>run</goal> </goals> <phase>generate-sources</phase> <configuration> <tasks> <echo file="${project.build.sourceDirectory}/${main.dir}/Version.clj" message="(ns ${main.package})${line.separator}"/> <echo file="${project.build.sourceDirectory}/${main.dir}/Version.clj" append="true" message="(def version &quot;${maven.build.timestamp}&quot;)${line.separator}"/> </tasks> </configuration> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-assembly-plugin</artifactId> <version>2.1</version> <executions> <execution> <goals> <goal>single</goal> </goals> <phase>package</phase> <configuration> <descriptorRefs> <descriptorRef>jar-with-dependencies</descriptorRef> </descriptorRefs> <archive> <manifest> <mainClass>${main.class}</mainClass> </manifest> </archive> </configuration> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-surefire-plugin</artifactId> <configuration> <redirectTestOutputToFile>true</redirectTestOutputToFile> <skipTests>false</skipTests> <skip>false</skip> </configuration> <executions> <execution> <id>surefire-it</id> <phase>integration-test</phase> <goals> <goal>test</goal> </goals> <configuration> <skip>false</skip> </configuration> </execution> </executions> </plugin> </plugins> </build> <dependencies> <dependency> <groupId>commons-cli</groupId> <artifactId>commons-cli</artifactId> <version>1.2</version> <scope>compile</scope> </dependency> </dependencies> </project> Here is my Clojure source file (src/main/clojure/org/dogdaze/spider_player/Deck.clj): ; Copyright 2010 Dogdaze (ns org.dogdaze.spider_player.Deck (:use [clojure.contrib.seq-utils :only (shuffle)])) (def suits [:clubs :diamonds :hearts :spades]) (def ranks [:ace :two :three :four :five :six :seven :eight :nine :ten :jack :queen :king]) (defn suit-seq "Return 4 suits: if number-of-suits == 1: :clubs :clubs :clubs :clubs if number-of-suits == 2: :clubs :diamonds :clubs :diamonds if number-of-suits == 4: :clubs :diamonds :hearts :spades." [number-of-suits] (take 4 (cycle (take number-of-suits suits)))) (defstruct card :rank :suit) (defn unshuffled-deck "Create an unshuffled deck containing all cards from the number of suits specified." [number-of-suits] (for [rank ranks suit (suit-seq number-of-suits)] (struct card rank suit))) (defn deck "Create a shuffled deck containing all cards from the number of suits specified." [number-of-suits] (shuffle (unshuffled-deck number-of-suits))) Here is my test case (src/test/clojure/org/dogdaze/spider_player/TestDeck.clj): ; Copyright 2010 Dogdaze (ns org.dogdaze.spider_player (:use clojure.set clojure.test org.dogdaze.spider_player.Deck)) (deftest test-suit-seq (is (= (suit-seq 1) [:clubs :clubs :clubs :clubs])) (is (= (suit-seq 2) [:clubs :diamonds :clubs :diamonds])) (is (= (suit-seq 4) [:clubs :diamonds :hearts :spades]))) (def one-suit-deck [{:rank :ace, :suit :clubs} {:rank :ace, :suit :clubs} {:rank :ace, :suit :clubs} {:rank :ace, :suit :clubs} {:rank :two, :suit :clubs} {:rank :two, :suit :clubs} {:rank :two, :suit :clubs} {:rank :two, :suit :clubs} {:rank :three, :suit :clubs} {:rank :three, :suit :clubs} {:rank :three, :suit :clubs} {:rank :three, :suit :clubs} {:rank :four, :suit :clubs} {:rank :four, :suit :clubs} {:rank :four, :suit :clubs} {:rank :four, :suit :clubs} {:rank :five, :suit :clubs} {:rank :five, :suit :clubs} {:rank :five, :suit :clubs} {:rank :five, :suit :clubs} {:rank :six, :suit :clubs} {:rank :six, :suit :clubs} {:rank :six, :suit :clubs} {:rank :six, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :king, :suit :clubs} {:rank :king, :suit :clubs} {:rank :king, :suit :clubs} {:rank :king, :suit :clubs}]) (def two-suits-deck [{:rank :ace, :suit :clubs} {:rank :ace, :suit :diamonds} {:rank :ace, :suit :clubs} {:rank :ace, :suit :diamonds} {:rank :two, :suit :clubs} {:rank :two, :suit :diamonds} {:rank :two, :suit :clubs} {:rank :two, :suit :diamonds} {:rank :three, :suit :clubs} {:rank :three, :suit :diamonds} {:rank :three, :suit :clubs} {:rank :three, :suit :diamonds} {:rank :four, :suit :clubs} {:rank :four, :suit :diamonds} {:rank :four, :suit :clubs} {:rank :four, :suit :diamonds} {:rank :five, :suit :clubs} {:rank :five, :suit :diamonds} {:rank :five, :suit :clubs} {:rank :five, :suit :diamonds} {:rank :six, :suit :clubs} {:rank :six, :suit :diamonds} {:rank :six, :suit :clubs} {:rank :six, :suit :diamonds} {:rank :seven, :suit :clubs} {:rank :seven, :suit :diamonds} {:rank :seven, :suit :clubs} {:rank :seven, :suit :diamonds} {:rank :eight, :suit :clubs} {:rank :eight, :suit :diamonds} {:rank :eight, :suit :clubs} {:rank :eight, :suit :diamonds} {:rank :nine, :suit :clubs} {:rank :nine, :suit :diamonds} {:rank :nine, :suit :clubs} {:rank :nine, :suit :diamonds} {:rank :ten, :suit :clubs} {:rank :ten, :suit :diamonds} {:rank :ten, :suit :clubs} {:rank :ten, :suit :diamonds} {:rank :jack, :suit :clubs} {:rank :jack, :suit :diamonds} {:rank :jack, :suit :clubs} {:rank :jack, :suit :diamonds} {:rank :queen, :suit :clubs} {:rank :queen, :suit :diamonds} {:rank :queen, :suit :clubs} {:rank :queen, :suit :diamonds} {:rank :king, :suit :clubs} {:rank :king, :suit :diamonds} {:rank :king, :suit :clubs} {:rank :king, :suit :diamonds}]) (def four-suits-deck [{:rank :ace, :suit :clubs} {:rank :ace, :suit :diamonds} {:rank :ace, :suit :hearts} {:rank :ace, :suit :spades} {:rank :two, :suit :clubs} {:rank :two, :suit :diamonds} {:rank :two, :suit :hearts} {:rank :two, :suit :spades} {:rank :three, :suit :clubs} {:rank :three, :suit :diamonds} {:rank :three, :suit :hearts} {:rank :three, :suit :spades} {:rank :four, :suit :clubs} {:rank :four, :suit :diamonds} {:rank :four, :suit :hearts} {:rank :four, :suit :spades} {:rank :five, :suit :clubs} {:rank :five, :suit :diamonds} {:rank :five, :suit :hearts} {:rank :five, :suit :spades} {:rank :six, :suit :clubs} {:rank :six, :suit :diamonds} {:rank :six, :suit :hearts} {:rank :six, :suit :spades} {:rank :seven, :suit :clubs} {:rank :seven, :suit :diamonds} {:rank :seven, :suit :hearts} {:rank :seven, :suit :spades} {:rank :eight, :suit :clubs} {:rank :eight, :suit :diamonds} {:rank :eight, :suit :hearts} {:rank :eight, :suit :spades} {:rank :nine, :suit :clubs} {:rank :nine, :suit :diamonds} {:rank :nine, :suit :hearts} {:rank :nine, :suit :spades} {:rank :ten, :suit :clubs} {:rank :ten, :suit :diamonds} {:rank :ten, :suit :hearts} {:rank :ten, :suit :spades} {:rank :jack, :suit :clubs} {:rank :jack, :suit :diamonds} {:rank :jack, :suit :hearts} {:rank :jack, :suit :spades} {:rank :queen, :suit :clubs} {:rank :queen, :suit :diamonds} {:rank :queen, :suit :hearts} {:rank :queen, :suit :spades} {:rank :king, :suit :clubs} {:rank :king, :suit :diamonds} {:rank :king, :suit :hearts} {:rank :king, :suit :spades}]) (deftest test-unshuffled-deck (is (= (unshuffled-deck 1) one-suit-deck)) (is (= (unshuffled-deck 2) two-suits-deck)) (is (= (unshuffled-deck 4) four-suits-deck))) (deftest test-shuffled-deck (is (= (set (deck 1)) (set one-suit-deck))) (is (= (set (deck 2)) (set two-suits-deck))) (is (= (set (deck 4)) (set four-suits-deck)))) (run-tests) Any idea why the test is not running? BTW, feel free to suggest improvements to the Clojure code. Thanks, Ralph

    Read the article

  • Changing values of (multiple) dropdown lists from one dropdown list in MVC

    - by Mario
    I have an MVC page, with some controls inside a form. The part I need help with: I have a bunch of dropdowns in a list. All dynamically named (drop{0}, where {0} is the id (really, its just a counter: 1,2,3,etc)). At the top of the list, I want to have another dropdown that will update ALL the dropdowns when it is changed. I've done similar things with checkboxes (check one and all are checked, etc) so I assume this can be done, hopefully just as simple. I'd prefer it to be on the client side, so once the form is submitted, the new values will be added/updated to the database. Edit: The values of ALL the dropdowns are static. They are all a list of 1-50, representing the number of cards I need to produce for a given record. This is how I did the checkbox: $("#chkSelectAll").click(function() { $(".checkbox").attr('checked', this.checked); }); Any thoughts on where to begin? Thanks!

    Read the article

  • weird swing heavyweight object lightweight objects problem

    - by Yoav Schwartz
    Hello, We have a problem in our swing based application since we've upgraded our java version from 6u5 to 6u18 (The application runs over WinXP). Our application contains a Canvas object which resides in a JFrame. The application draws things on the canvas. Every time we drag a lightweight swing object (popup or another frame) over the canvas, it has a refresh problem. It blinks - becomes black. The problem only resolves after we move the swing component away from the canvas and click on it again. We think this problem is related to the fact the the canvas is a heavyweight object. And we know there were changes done in the new versions of java on the mixing of heavyweight and lightweight objects issue. Some more details: 1) Our problem reproduces in java 6u14 and 6u16. 2) Everything works fine in java 6u5. Another strange thing: We have 2 types of stations running our application. The first type has a ATI FireGL7100 PCI-E graphics card. The second type has a Matrox G450 PCI graphic card. The problem does not reproduce on the Matrox based station in any java version. One more thing: http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6829858 - looks similar to our problem. Is our problem familiar? Do you have any suggestions (workarounds, ideas how the difference in graphics cards is connected to this problem) Hope I was clear enough, Yoav

    Read the article

  • httprequest handle time delays till having response

    - by bourax webmaster
    I have an application that calls a function to send JSON object to a REST API, my problem is how can I handle time delays and repeat this function till i have a response from the server in case of interrupted network connexion ?? I try to use the Handler but i don't know how to stop it when i get a response !!! here's my function that is called when button clicked : protected void sendJson(final String name, final String email, final String homepage,final Long unixTime,final String bundleId) { Thread t = new Thread() { public void run() { Looper.prepare(); //For Preparing Message Pool for the child Thread HttpClient client = new DefaultHttpClient(); HttpConnectionParams.setConnectionTimeout(client.getParams(), 10000); //Timeout Limit HttpResponse response; JSONObject json = new JSONObject(); //creating meta object JSONObject metaJson = new JSONObject(); try { HttpPost post = new HttpPost("http://util.trademob.com:5000/cards"); metaJson.put("time", unixTime); metaJson.put("bundleId", bundleId); json.put("name", name); json.put("email", email); json.put("homepage", homepage); //add the meta in the root object json.put("meta", metaJson); StringEntity se = new StringEntity( json.toString()); se.setContentType(new BasicHeader(HTTP.CONTENT_TYPE, "application/json")); post.setEntity(se); String authorizationString = "Basic " + Base64.encodeToString( ("tester" + ":" + "tm-sdktest").getBytes(), Base64.NO_WRAP); //Base64.NO_WRAP flag post.setHeader("Authorization", authorizationString); response = client.execute(post); String temp = EntityUtils.toString(response.getEntity()); Toast.makeText(getApplicationContext(), temp, Toast.LENGTH_LONG).show(); } catch(Exception e) { e.printStackTrace(); } Looper.loop(); //Loop in the message queue } }; t.start(); }

    Read the article

  • Audio stream mangement in Linux

    - by User1
    I have a very complicated audio setup for a project. Here's what we have: 3 applications playing sound 2 applications recording sound 2 sound cards I really don't really have the code to any of these applications. All I want to do is monitor and control the audio streams. Here are a few examples of operations I'd like to do while the applications are running: Mute one of the incoming audio streams. Have one of the incoming audio streams do a "solo" (be the only stream that can "talk"). Get a graph (about 30 seconds worth) of the audio that each stream produced. Send one of the audio streams to soundcard #1, but all three audio streams to soundcard #2. I would likely switch audio streams every 2 minutes or so with one of the operations listed above. A GUI would be preferred. I started looking at the sound systems in Linux and it gets extremely complex and I feel like there have been many new advances in the past few years. I see jack, pulseaudio, artsd, and several other packages. They all have some promise but where should I start? Is there something someone already built that can help?

    Read the article

  • Bare-metal virtualisation for the desktop

    - by Andrew Taylor
    Hi, Does anyone have any knowledge about bare-metal virtualisation products? I'm interested in building a new desktop machine for home, I've been looking at the Intel Quad Core processors and I'd like to put 8GB of RAM in there, but, it got me thinking about making the most out of the available resources. I thought if I could get a good 64bit machine, put some bare-metal virtualisation on, then have a primary system, I'd also be able to bring up some extra virtualised systems as and when I needed. I know most of the bare metal systems are designed for the server market, but, is there anything out there that works well for a desktop. What are the caveats? I presume I won't be able to make the most out of any video cards I could buy, what about just getting a decent screen resolution, will this be a problem? I run a single 24" screen. What about DVD/CD writing, is this possible? I'd like to re-rip my CD collection, I was hoping the quad 64Bit goodness would help me out with the encoding. I currently use a Mac and couldn't go back to windows so that leaves Linux, I was thinking a primary OS of ubuntu. Does this make a difference? Thanks Andrew

    Read the article

  • Trouble with C# array

    - by Biosci3c
    Hi, I am writing a card playing program as a way of learning C#. I ran into an issue with an array going out of bounds. Here is my code: namespace Pcardconsole { class Deck { public Deck() { // Assign standard deck to new deck object int j; for (int i = 0; i != CurrentDeck.Length; i++) { CurrentDeck[i] = originalCards[i]; } // Fisher-Yates Shuffling Algorithim Random rnd = new Random(); for (int k = CurrentDeck.Length - 1; k >= 0; k++) { int r = rnd.Next(0, k + 1); int tmp = CurrentDeck[k]; CurrentDeck[k] = CurrentDeck[r]; CurrentDeck[r] = tmp; // Console.WriteLine(i); } } public void Shuffle() { // TODO } // public int[] ReturnCards() // { // TODO // } public int[] originalCards = new int[54] { 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x50, 0x51 }; public int[] CurrentDeck = new int[54]; } class Program { static void Main(string[] args) { // Create a Deck object Deck mainDeck = new Deck(); Console.WriteLine("Here is the card array:"); for (int index = 0; index != mainDeck.CurrentDeck.Length; index++) { string card = mainDeck.CurrentDeck[index].ToString("x"); Console.WriteLine("0x" + card); } } } The hexidecimal numbers stand for different cards. When I compile it I get an array index out of bounds error, and a crash. I don't understand what is wrong. Any help would be much appreciated.

    Read the article

  • Can I spead out a long running stored proc accross multiple CPU's?

    - by Russ
    [Also on SuperUser - http://superuser.com/questions/116600/can-i-spead-out-a-long-running-stored-proc-accross-multiple-cpus] I have a stored procedure in SQL server the gets, and decrypts a block of data. ( Credit cards in this case. ) Most of the time, the performance is tolerable, but there are a couple customers where the process is painfully slow, taking literally 1 minute to complete. ( Well, 59377ms to return from SQL Server to be exact, but it can vary by a few hundred ms based on load ) When I watch the process, I see that SQL is only using a single proc to perform the whole process, and typically only proc 0. Is there a way I can change my stored proc so that SQL can multi-thread the process? Is it even feasible to cheat and to break the calls in half, ( top 50%, bottom 50% ), and spread the load, as a gross hack? ( just spit-balling here ) My stored proc: USE [Commerce] GO /****** Object: StoredProcedure [dbo].[GetAllCreditCardsByCustomerId] Script Date: 03/05/2010 11:50:14 ******/ SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER ON GO ALTER PROCEDURE [dbo].[GetAllCreditCardsByCustomerId] @companyId UNIQUEIDENTIFIER, @DecryptionKey NVARCHAR (MAX) AS SET NoCount ON DECLARE @cardId uniqueidentifier DECLARE @tmpdecryptedCardData VarChar(MAX); DECLARE @decryptedCardData VarChar(MAX); DECLARE @tmpTable as Table ( CardId uniqueidentifier, DecryptedCard NVarChar(Max) ) DECLARE creditCards CURSOR FAST_FORWARD READ_ONLY FOR Select cardId from CreditCards where companyId = @companyId and Active=1 order by addedBy desc --2 OPEN creditCards --3 FETCH creditCards INTO @cardId -- prime the cursor WHILE @@Fetch_Status = 0 BEGIN --OPEN creditCards DECLARE creditCardData CURSOR FAST_FORWARD READ_ONLY FOR select convert(nvarchar(max), DecryptByCert(Cert_Id('Oh-Nay-Nay'), EncryptedCard, @DecryptionKey)) FROM CreditCardData where cardid = @cardId order by valueOrder OPEN creditCardData FETCH creditCardData INTO @tmpdecryptedCardData -- prime the cursor WHILE @@Fetch_Status = 0 BEGIN print 'CreditCardData' print @tmpdecryptedCardData set @decryptedCardData = ISNULL(@decryptedCardData, '') + @tmpdecryptedCardData print '@decryptedCardData' print @decryptedCardData; FETCH NEXT FROM creditCardData INTO @tmpdecryptedCardData -- fetch next END CLOSE creditCardData DEALLOCATE creditCardData insert into @tmpTable (CardId, DecryptedCard) values ( @cardId, @decryptedCardData ) set @decryptedCardData = '' FETCH NEXT FROM creditCards INTO @cardId -- fetch next END select CardId, DecryptedCard FROM @tmpTable CLOSE creditCards DEALLOCATE creditCards

    Read the article

  • How does this code break the Law of Demeter?

    - by Dave Jarvis
    The following code breaks the Law of Demeter: public class Student extends Person { private Grades grades; public Student() { } /** Must never return null; throw an appropriately named exception, instead. */ private synchronized Grades getGrades() throws GradesException { if( this.grades == null ) { this.grades = createGrades(); } return this.grades; } /** Create a new instance of grades for this student. */ protected Grades createGrades() throws GradesException { // Reads the grades from the database, if needed. // return new Grades(); } /** Answers if this student was graded by a teacher with the given name. */ public boolean isTeacher( int year, String name ) throws GradesException, TeacherException { // The method only knows about Teacher instances. // return getTeacher( year ).nameEquals( name ); } private Grades getGradesForYear( int year ) throws GradesException { // The method only knows about Grades instances. // return getGrades().getForYear( year ); } private Teacher getTeacher( int year ) throws GradesException, TeacherException { // This method knows about Grades and Teacher instances. A mistake? // return getGradesForYear( year ).getTeacher(); } } public class Teacher extends Person { public Teacher() { } /** * This method will take into consideration first name, * last name, middle initial, case sensitivity, and * eventually it could answer true to wild cards and * regular expressions. */ public boolean nameEquals( String name ) { return getName().equalsIgnoreCase( name ); } /** Never returns null. */ private synchronized String getName() { if( this.name == null ) { this.name == ""; } return this.name; } } Questions How is the LoD broken? Where is the code breaking the LoD? How should the code be written to uphold the LoD?

    Read the article

  • SD card initialization SPI

    - by Openavr
    Hi People I saw a lot of infos about MMC/SD cards and I tried to make a lib to read this.. (modifying the Procyon Avrlib) But I have some problems here. I Don´t change the original code and tried here. My problem is about the init of SD card. I have 2 here, a 256mb and another 1GB. I send the init commands like this order: CMD0, CMD55, ACMD41, CMD1 But SD 256mb returns me only 0x01 response for each command.. the CMD1 i send a lot of times, SD 256mb always returs only 0x01.. never 0x00. The SD 1GB is more crazy... CMD0 returns with 0x01 ..nice but the CMD55 response with 0x05... another times responde with 0xC1... and another ones response 0xF0 with a 0x5F in the next interation... Around internet have infos and examples, but a bit of confused. Here in my project, I must use 1GB card and I´m trying with a MicroSD with a SD Adapter (I think that this is not the problem). Please any help are apreciate! Regards PS - my problem like the problem from this guy http://stackoverflow.com/questions/2365897/initializing-sd-card-in-spi-issues but his solution don´t solved my problem.. The SD1GB returns only 0x01 ever... :cry:

    Read the article

  • My images aren't updating immediately upon changing their src in javascript

    - by Dale
    I'm using the function below to change the img src. It's an array of ten images. When going through the loop, using break points, the images don't all update on the page immediately. Some of them do. If I inspect the unchanged images on the page (while paused at a breakpoint), the src has changed, but the image hasn't changed yet. All of the unchanged images get updated correctly when the function ends. Anyone know why they don't all get updated instantly and how I can force them to update? Also, is there a way I can hold off the updates of all of them until they're all reassigned and thus have them all update on the "simultaneously"? Here's my function. function mainFunction(){ finalSet = calculateSet(); for ( var int = 0; int < finalSet.length; int++) { var fileName = "cardImg" + (int); document.getElementById(fileName).src = "images/cards/" + finalSet[int].name + ".jpg"; } } Thanks for the help. Dale

    Read the article

  • Can I spread out a long running stored proc accross multiple CPU's?

    - by Russ
    [Also on SuperUser - http://superuser.com/questions/116600/can-i-spead-out-a-long-running-stored-proc-accross-multiple-cpus] I have a stored procedure in SQL server the gets, and decrypts a block of data. ( Credit cards in this case. ) Most of the time, the performance is tolerable, but there are a couple customers where the process is painfully slow, taking literally 1 minute to complete. ( Well, 59377ms to return from SQL Server to be exact, but it can vary by a few hundred ms based on load ) When I watch the process, I see that SQL is only using a single proc to perform the whole process, and typically only proc 0. Is there a way I can change my stored proc so that SQL can multi-thread the process? Is it even feasible to cheat and to break the calls in half, ( top 50%, bottom 50% ), and spread the load, as a gross hack? ( just spit-balling here ) My stored proc: USE [Commerce] GO /****** Object: StoredProcedure [dbo].[GetAllCreditCardsByCustomerId] Script Date: 03/05/2010 11:50:14 ******/ SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER ON GO ALTER PROCEDURE [dbo].[GetAllCreditCardsByCustomerId] @companyId UNIQUEIDENTIFIER, @DecryptionKey NVARCHAR (MAX) AS SET NoCount ON DECLARE @cardId uniqueidentifier DECLARE @tmpdecryptedCardData VarChar(MAX); DECLARE @decryptedCardData VarChar(MAX); DECLARE @tmpTable as Table ( CardId uniqueidentifier, DecryptedCard NVarChar(Max) ) DECLARE creditCards CURSOR FAST_FORWARD READ_ONLY FOR Select cardId from CreditCards where companyId = @companyId and Active=1 order by addedBy desc --2 OPEN creditCards --3 FETCH creditCards INTO @cardId -- prime the cursor WHILE @@Fetch_Status = 0 BEGIN --OPEN creditCards DECLARE creditCardData CURSOR FAST_FORWARD READ_ONLY FOR select convert(nvarchar(max), DecryptByCert(Cert_Id('Oh-Nay-Nay'), EncryptedCard, @DecryptionKey)) FROM CreditCardData where cardid = @cardId order by valueOrder OPEN creditCardData FETCH creditCardData INTO @tmpdecryptedCardData -- prime the cursor WHILE @@Fetch_Status = 0 BEGIN print 'CreditCardData' print @tmpdecryptedCardData set @decryptedCardData = ISNULL(@decryptedCardData, '') + @tmpdecryptedCardData print '@decryptedCardData' print @decryptedCardData; FETCH NEXT FROM creditCardData INTO @tmpdecryptedCardData -- fetch next END CLOSE creditCardData DEALLOCATE creditCardData insert into @tmpTable (CardId, DecryptedCard) values ( @cardId, @decryptedCardData ) set @decryptedCardData = '' FETCH NEXT FROM creditCards INTO @cardId -- fetch next END select CardId, DecryptedCard FROM @tmpTable CLOSE creditCards DEALLOCATE creditCards

    Read the article

  • Can I spread out a long running stored proc accross multiple CPU's?

    - by Russ
    [Also on SuperUser - http://superuser.com/questions/116600/can-i-spead-out-a-long-running-stored-proc-accross-multiple-cpus] I have a stored procedure in SQL server the gets, and decrypts a block of data. ( Credit cards in this case. ) Most of the time, the performance is tolerable, but there are a couple customers where the process is painfully slow, taking literally 1 minute to complete. ( Well, 59377ms to return from SQL Server to be exact, but it can vary by a few hundred ms based on load ) When I watch the process, I see that SQL is only using a single proc to perform the whole process, and typically only proc 0. Is there a way I can change my stored proc so that SQL can multi-thread the process? Is it even feasible to cheat and to break the calls in half, ( top 50%, bottom 50% ), and spread the load, as a gross hack? ( just spit-balling here ) My stored proc: USE [Commerce] GO /****** Object: StoredProcedure [dbo].[GetAllCreditCardsByCustomerId] Script Date: 03/05/2010 11:50:14 ******/ SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER ON GO ALTER PROCEDURE [dbo].[GetAllCreditCardsByCustomerId] @companyId UNIQUEIDENTIFIER, @DecryptionKey NVARCHAR (MAX) AS SET NoCount ON DECLARE @cardId uniqueidentifier DECLARE @tmpdecryptedCardData VarChar(MAX); DECLARE @decryptedCardData VarChar(MAX); DECLARE @tmpTable as Table ( CardId uniqueidentifier, DecryptedCard NVarChar(Max) ) DECLARE creditCards CURSOR FAST_FORWARD READ_ONLY FOR Select cardId from CreditCards where companyId = @companyId and Active=1 order by addedBy desc --2 OPEN creditCards --3 FETCH creditCards INTO @cardId -- prime the cursor WHILE @@Fetch_Status = 0 BEGIN --OPEN creditCards DECLARE creditCardData CURSOR FAST_FORWARD READ_ONLY FOR select convert(nvarchar(max), DecryptByCert(Cert_Id('Oh-Nay-Nay'), EncryptedCard, @DecryptionKey)) FROM CreditCardData where cardid = @cardId order by valueOrder OPEN creditCardData FETCH creditCardData INTO @tmpdecryptedCardData -- prime the cursor WHILE @@Fetch_Status = 0 BEGIN print 'CreditCardData' print @tmpdecryptedCardData set @decryptedCardData = ISNULL(@decryptedCardData, '') + @tmpdecryptedCardData print '@decryptedCardData' print @decryptedCardData; FETCH NEXT FROM creditCardData INTO @tmpdecryptedCardData -- fetch next END CLOSE creditCardData DEALLOCATE creditCardData insert into @tmpTable (CardId, DecryptedCard) values ( @cardId, @decryptedCardData ) set @decryptedCardData = '' FETCH NEXT FROM creditCards INTO @cardId -- fetch next END select CardId, DecryptedCard FROM @tmpTable CLOSE creditCards DEALLOCATE creditCards

    Read the article

  • Radix Sort in Python [on hold]

    - by Steven Ramsey
    I could use some help. How would you write a program in python that implements a radix sort? Here is some info: A radix sort for base 10 integers is a based on sorting punch cards, but it turns out the sort is very ecient. The sort utilizes a main bin and 10 digit bins. Each bin acts like a queue and maintains its values in the order they arrive. The algorithm begins by placing each number in the main bin. Then it considers the ones digit for each value. The rst value is removed and placed in the digit bin corresponding to the ones digit. For example, 534 is placed in digit bin 4 and 662 is placed in the digit bin 2. Once all the values in the main bin are placed in the corresponding digit bin for ones, the values are collected from bin 0 to bin 9 (in that order) and placed back in the main bin. The process continues with the tens digit, the hundreds, and so on. After the last digit is processed, the main bin contains the values in order. Use randint, found in random, to create random integers from 1 to 100000. Use a list comphrension to create a list of varying sizes (10, 100, 1000, 10000, etc.). To use indexing to access the digits rst convert the integer to a string. For this sort to work, all numbers must have the same number of digits. To zero pad integers with leading zeros, use the string method str.zfill(). Once main bin is sorted, convert the strings back to integers. I'm not sure how to start this, Any help is appreciated. Thank you.

    Read the article

  • Is "Server not found" error related to Activclient?

    - by Kent
    Users are getting sporadic "Server not found" errors after idling in the browser. We have a HTTPS web application (Apache/Tomcat) using NSS for authentication on the server. The error occurs when a user opens the application and later lets it sit idle/untouched for 15 minutes. When they try to access the application they can get a "Server not found" error. Users use CAC cards with ActivClient software and our web application uses the certificates for authentication and authorization. We have been able to recreate the problem but have been unable to diagnose it. In recreating the problem the server is getting a series of "Unable to find the certificate or key necessary for authentication" errors in the NSS log associated with the browser error. These erros don't occur until the user tries to access the idle application. When the application is idle for 15 minutes the PIN is not requested yet the PIN Cache timeout in ActivClient is set at 15 minutes. All our server side timeout parameters are set to hours not minutes. IE 6 is our browser and NSS is using TLS. We have tried modifying "SetEnvIf User-Agent ".MSIE." ssl-unclean-shutdown" with no improvement. I understand that the PIN cache timeout and SSL session don't have a 1:1 relationship but the timing is suspicious. Can't find anything in the windows error logs that indicates a problem (security logs are not accessible to us). Any suggestions as to how to identify the cause of the problem would be appreciated.

    Read the article

  • Bi-directional view model syncing with "live" collections and properties (MVVM)

    - by Schneider
    I am getting my knickers in a twist recently about View Models (VM). Just like this guy I have come to the conclusion that the collections I need to expose on my VM typically contain a different type to the collections exposed on my business objects. Hence there must be a bi-directional mapping or transformation between these two types. (Just to complicate things, on my project this data is "Live" such that as soon as you change a property it gets transmitted to other computers) I can just about cope with that concept, using a framework like Truss, although I suspect there will be a nasty surprise somewhere within. Not only must objects be transformed but a synchronization between these two collections is required. (Just to complicate things I can think of cases where the VM collection might be a subset or union of business object collections, not simply a 1:1 synchronization). I can see how to do a one-way "live" sync, using a replicating ObservableCollection or something like CLINQ. The problem then becomes: What is the best way to create/delete items? Bi-directinal sync does not seem to be on the cards - I have found no such examples, and the only class that supports anything remotely like that is the ListCollectionView. Would bi-directional sync even be a sensible way to add back into the business object collection? All the samples I have seen never seem to tackle anything this "complex". So my question is: How do you solve this? Is there some technique to update the model collections from the VM? What is the best general approach to this?

    Read the article

  • What is optimal hardware configuration for heavy load LAMP application

    - by Piotr Kochanski
    I need to run Linux-Apache-PHP-MySQL application (Moodle e-learning platform) for a large number of concurrent users - I am aiming 5000 users. By concurrent I mean that 5000 people should be able to work with the application at the same time. "Work" means not only do database reads but writes as well. The application is not very typical, since it is doing a lot of inserts/updates on the database, so caching techniques are not helping to much. We are using InnoDB storage engine. In addition application is not written with performance in mind. For instance one Apache thread usually occupies about 30-50 MB of RAM. I would be greatful for information what hardware is needed to build scalable configuration that is able to handle this kind of load. We are using right now two HP DLG 380 with two 4 core processors which are able to handle much lower load (typically 300-500 concurrent users). Is it reasonable to invest in this kind of boxes and build cluster using them or is it better to go with some more high-end hardware? I am particularly curious how many and how powerful servers are needed (number of processors/cores, size of RAM) what network equipment should be used (what kind of switches, network cards) any other hardware, like particular disc storage solutions, etc, that are needed Another thing is how to put together everything, that is what is the most optimal architecture. Clustering with MySQL is rather hard (people are complaining about MySQL Cluster, even here on Stackoverflow).

    Read the article

  • Data mining - parsing a log file in Java

    - by nuvio
    Hello I am carrying on a Java project for the university, where I should analyse poker hands. I found some poker hands in a txt log file. They would typically look like this: PokerStars Zoom Hand #86981279921: Hold'em No Limit ($0.10/$0.25 USD) - 2012/09/30 23:49:51 ET Table 'Whirlpool Zoom 40-100 bb' 9-max Seat #1 is the button Seat 1: lgwong ($30.99 in chips) Seat 2: hastyboots ($28.61 in chips) Seat 3: seula i ($25.31 in chips) Seat 4: fr_kevin01 ($31.81 in chips) Seat 5: limey05 ($27.45 in chips) Seat 6: sanlu ($24.65 in chips) Seat 7: Masterfrank ($25.35 in chips) Seat 8: Refu$e2Lose ($33.23 in chips) Seat 9: 1pepepe0114 ($37.62 in chips) hastyboots: posts small blind $0.10 seula i: posts big blind $0.25 *** HOLE CARDS *** fr_kevin01: folds limey05: folds sanlu: folds Masterfrank: folds Refu$e2Lose: folds 1pepepe0114: folds lgwong: folds hastyboots: folds Uncalled bet ($0.15) returned to seula i seula i collected $0.20 from pot seula i: doesn't show hand *** SUMMARY *** Total pot $0.20 | Rake $0 Seat 1: lgwong (button) folded before Flop (didn't bet) Seat 2: hastyboots (small blind) folded before Flop Seat 3: seula i (big blind) collected ($0.20) Seat 4: fr_kevin01 folded before Flop (didn't bet) Seat 5: limey05 folded before Flop (didn't bet) Seat 6: sanlu folded before Flop (didn't bet) Seat 7: Masterfrank folded before Flop (didn't bet) Seat 8: Refu$e2Lose folded before Flop (didn't bet) Seat 9: 1pepepe0114 folded before Flop (didn't bet) My problem is that I am not sure about how to proceed to parse the log file: the only knowledge I have is "manually" scanning line by line for a particular character or symbol, but I am afraid it would need exhaustive error handling. So I was wandering if there is any other techniques or better way to parse these poker hands? Many thanks for your help

    Read the article

  • How to solve the problem of not being informed of successful payments by the 3rd party system used b

    - by user68759
    I have a subscription based website that interacts with a 3rd party system to handle the payments. The steps to process a new subscriber registration are as follow: The subscriber enters his/her details in the subscription form and click on the submit button. Assuming the details specified are valid, a new record is created in the database to store these details. The subscriber is then redirected to the website of the 3rd party system (similar to paypal) to process the payment. Once the payment is succesful, the 3rd party website then redirect the subscriber back to our website. At this time, I know that the payment was succesful, so the record in the database is updated to indicate that payment has been made successfully. A problem that I have found occurring quite often is that if a subscriber pays but does not complete the process correctly (e.g. uses the back browser, closes the window), his/her record in the database doesn't get updated about this. Accordingly, I don't know if s/he has paid by just looking the record and need to wait for the report from the 3rd party system to find this out. How do you solve this problem? PS. One of the main reasons to store their details into the database before the payment process is done is so they can come back to complete the payment without re-entering their details again. For example, when their credit cards were rejected by the 3rd party system and they need to sort this out with their financial institution which may take a while.

    Read the article

< Previous Page | 51 52 53 54 55 56 57 58 59 60 61 62  | Next Page >