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  • Best way to pass a 2d array into javascript from php?

    - by 133794m3r
    Ok, what i'm trying to do here is to pass a 2d array from php to javascript in the easiest way possible. The main reason for this is because i have the array which is previously filled with data via the phpscript and doing it one by one and just "calling it as it's needed" will not work out too well since well there's more than just one row required when it's called and i'd rather not do something like for all of the elements in it as it's number is unknown until it gets said data from the database. I was going to do a while loop to write in some of the data into elements sot hat it coudl be later pulled up more easily but i cannot seem to find an easy way to do this currently. If anyone has an easy way to transfer this to javascript without having to do what i previously said.

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  • C# 2D Vector Graphics Game using DirectX or OpenGL?

    - by Brian
    Hey Guys, So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use. I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, but mostly in 3D, but now I am interested in writing a 2D game with all vector graphics, something that resembles the look of Geometry Wars or the old Star Wars arcade game. Key points I am interested in: • Ease of use/implementation. • Easy on memory. (I plan on having a lot going on at once) • Looks good, I don't want curve to look pixelated. • Maybe some nice effects like glow or particle. I am open to any and all suggestions, maybe even something I have not thought of... Thanks in advance!

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  • 2D Game: Fast(est) way to find x closest entities for another entity - huge amount of entities, high

    - by Pygmy
    I'm working on a 2D game that has a huge amount of dynamic entities. For fun's sake, let's call them soldiers, and let's say there are 50000 of them (which I just randomly thought up, it might be much more or much less :)). All these soldiers are moving every frame according to rules - think boids / flocking / steering behaviour. For each soldier, to update it's movement I need the X soldiers that are closest to the one I'm processing. What would be the best spatial hierarchy to store them to facilitate calculations like this without too much overhead ? (All entities are updated/moved every frame, so it has to handle dynamic entities very well)

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  • How can I initialize a 2d array in Perl?

    - by Mark
    How do I initialize a 2d array in perl? I am trying the following code: 0 use strict; 10 my @frame_events = (((1) x 10), ((1) x 10)); 20 print "$frame_events[1][1]\n"; but it gives the following error: Can't use string ("1") as an ARRAY ref while "strict refs" in use at ./dyn_pf.pl line 20. This syntax only seems to initialize a 1d array as print "$frame_events[1]\n" works. Though perl doesn't give any error during the assignment.

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  • Django freezes when adding objects through the admin

    - by Quartz
    I have a Django 1.1 website running via Apache/mod_wsgi with a PostgreSQL 8.3.1 database. Recently, when I added objects through the admin interface, the connection froze up and I lost several worker processes, so I had to restart Apache. Upon trying to replicate this, I found that it only happens through the admin: if I go into the Django shell and issue the same insert, it works fine. Also, performing an UPDATE operation works without issues, so just INSERTs. I've rebuilt indexes on PostgreSQL and run a full VACUUM. Error logs don't show anything, and I can't figure out for the life of me what's wrong. Anyone have any ideas?

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  • How do I declare and initialize a 2d int vector in C++?

    - by FrankTheTank
    I'm trying to do something like: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; bool move(int, int); bool isSolved(); void print(); void pushDown(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 6) + 1; board[i][j] = color; } } } However, apparently I can't initialize the "board" vector of vectors this way. How can I create a public member of a 2d vector type and initialize it properly?

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  • Given a 2d array sorted in increasing order from left to right and top to bottom, what is the best w

    - by Phukab
    I was recently given this interview question and I'm curious what a good solution to it would be. Say I'm given a 2d array where all the numbers in the array are in increasing order from left to right and top to bottom. What is the best way to search and determine if a target number is in the array? Now, my first inclination is to utilize a binary search since my data is sorted. I can determine if a number is in a single row in O(log N) time. However, it is the 2 directions that throw me off. Another solution I could use, if I could be sure the matrix is n x n, is to start at the middle. If the middle value is less than my target, then I can be sure it is in the left square portion of the matrix from the middle. I then move diagnally and check again, reducing the size of the square that the target could potentially be in until I have honed in on the target number. Does anyone have any good ideas on solving this problem? Example array: Sorted left to right, top to bottom. 1 2 4 5 6 2 3 5 7 8 4 6 8 9 10 5 8 9 10 11

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  • Can I turn a 2D image into something like a ribbon without 3D Tools?

    - by Michael Stum
    I have a picture that's very long and not very tall. I want to create a graphic like the one below, but with my picture as the "texture". Can Photoshop do something like that? I'd like to avoid to spin up a 3D Program because then I need to render it, get the image out of it and into Photoshop. They seem to have added 3D Functionality into CS5, I just never looked at it. Obvious question after that: What would the backside look like? Are there other applications that can do something like that in a simple way?

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  • Is it possible to shuffle a 2D matrix while preserving row AND column frequencies?

    - by j_random_hacker
    Suppose I have a 2D array like the following: GACTG AGATA TCCGA Each array element is taken from a small finite set (in my case, DNA nucleotides -- {A, C, G, T}). I would like to randomly shuffle this array somehow while preserving both row and column nucleotide frequencies. Is this possible? Can it be done efficiently? [EDIT]: By this I mean I want to produce a new matrix where each row has the same number of As, Cs, Gs and Ts as the corresponding row of the original matrix, and where each column has the same number of As, Cs, Gs and Ts as the corresponding column of the original matrix. Permuting the rows or columns of the original matrix will not achieve this in general. (E.g. for the example above, the top row has 2 Gs, and 1 each of A, C and T; if this row was swapped with row 2, the top row in the resulting matrix would have 3 As, 1 G and 1 T.) It's simple enough to preserve just column frequencies by shuffling a column at a time, and likewise for rows. But doing this will in general alter the frequencies of the other kind. My thoughts so far: If it's possible to pick 2 rows and 2 columns so that the 4 elements at the corners of this rectangle have the pattern XY YX for some pair of distinct elements X and Y, then replacing these 4 elements with YX XY will maintain both row and column frequencies. In the example at the top, this can be done for (at least) rows 1 and 2 and columns 2 and 5 (whose corners give the 2x2 matrix AG;GA), and for rows 1 and 3 and columns 1 and 4 (whose corners give GT;TG). Clearly this could be repeated a number of times to produce some level of randomisation. Generalising a bit, any "subrectangle" induced by a subset of rows and a subset of columns, in which the frequencies of all rows are the same and the frequencies of all columns are the same, can have both its rows and columns permuted to produce a valid complete rectangle. (Of these, only those subrectangles in which at least 1 element is changed are actually interesting.) Big questions: Are all valid complete matrices reachable by a series of such "subrectangle rearrangements"? I suspect the answer is yes. Are all valid subrectangle rearrangements decomposable into a series of 2x2 swaps? I suspect the answer is no, but I hope it's yes, since that would seem to make it easier to come up with an efficient algorithm. Can some or all of the valid rearrangements be computed efficiently? This question addresses a special case in which the set of possible elements is {0, 1}. The solutions people have come up with there are similar to what I have come up with myself, and are probably usable, but not ideal as they require an arbitrary amount of backtracking to work correctly. Also I'm concerned that only 2x2 swaps are considered. Finally, I would ideally like a solution that can be proven to select a matrix uniformly at random from the set of all matrices having identical row frequencies and column frequencies to the original. I know, I'm asking for a lot :)

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • Hibernate session problem for transactions.

    - by Jani
    Hi all, I am new to hibernate and trying integrate hibernate with an existing spring based application. I configured session factory and transaction manager, transaction proxy template. I am also using Quartz scheduler in this application. When I run the application, I am getting the following exception. ERROR au.com.michaelpage.ctsgui.utils.OrganisationMergeProfileThread - Error while updating opportunity: Could not open Hibernate Session for transaction; nested exception is java.lang.IllegalStateException: Already value [org.springframework.jdbc.datasource.ConnectionHolder@9f6885] for key [weblogic.jdbc.common.internal.RmiDataSource@32b034] bound to thread [DefaultQuartzScheduler_Worker-0] My hibernate session configuration: <bean id="sessionFactoryAU" class="org.springframework.orm.hibernate3.LocalSessionFactoryBean"> <property name="dataSource"> <ref bean="profileAU" /> </property> <property name="mappingResources"> <list> <value> /au/com/michaelpage/ctsgui/hibernate/dao/mappings/Opportunity.hbm.xml </value> <value> /au/com/michaelpage/ctsgui/hibernate/dao/mappings/Position.hbm.xml </value> <value> /au/com/michaelpage/ctsgui/hibernate/dao/mappings/EventRole.hbm.xml </value> </list> </property> <property name="hibernateProperties"> <props> <!-- Database Settings --> <prop key="hibernate.dialect"> org.hibernate.dialect.SybaseDialect </prop> <prop key="hibernate.query.factory_class"> org.hibernate.hql.ast.ASTQueryTranslatorFactory </prop> <!-- Cache settings --> <prop key="hibernate.cache.provider_class"> org.hibernate.cache.EhCacheProvider </prop> </props> </property> </bean> <!-- Transaction manager for a Hibernate SessionFactory --> <bean id="txManager" class="org.springframework.orm.hibernate3.HibernateTransactionManager"> <property name="sessionFactory"> <ref bean="sessionFactoryAU" /> </property> </bean> <!-- Transaction template for Managers --> <bean id="txProxyTemplateHibernateProfileAU" abstract="true" class="org.springframework.transaction.interceptor.TransactionProxyFactoryBean"> <property name="transactionManager"> <ref bean="txManager" /> </property> <property name="transactionAttributes"> <props> <prop key="create*">PROPAGATION_REQUIRED</prop> <prop key="save*">PROPAGATION_REQUIRED</prop> <prop key="update*">PROPAGATION_REQUIRED</prop> <prop key="delete*">PROPAGATION_REQUIRED</prop> <prop key="remove*">PROPAGATION_REQUIRED</prop> <prop key="get*">PROPAGATION_SUPPORTS</prop> </props> </property> </bean> <bean id="organisationMergeProfileMgrAU" parent="txProxyTemplateHibernateProfileAU"> <property name="target"> <bean class="au.com.michaelpage.ctsgui.mgr.profile.OrganisationMergeProfileMgrImpl"> <property name="commonProfileDao"> <ref bean="commonProfileDaoAU" /> </property> <property name="organisationMergeProfileDao"> <ref bean="organisationMergeDaoAU" /> </property> <property name="hibernateOrganisationDAO"> <ref bean="hibernateOrganisationDAOAU" /> </property> <property name="hibernateOpportunityDAO"> <ref bean="hibernateOpportunityDAOAU" /> </property> <property name="hibernatePositionDAO"> <ref bean="hibernatePositionDAOAU" /> </property> <property name="hibernateEventRoleDAO"> <ref bean="hibernateEventRoleDAOAU" /> </property> </bean> </property> </bean> My Quartz scheduler configuration: <bean id="organisationMergeJobDetail" class="org.springframework.scheduling.quartz.MethodInvokingJobDetailFactoryBean"> <property name="targetObject" ref="organisationMergeJob" /> <property name="targetMethod" value="execute" /> <property name="concurrent" value="false" /> </bean> <bean id="organisationMergeProfileRegularCheckerTrigger" class="org.springframework.scheduling.quartz.SimpleTriggerBean"> <property name="jobDetail" ref="organisationMergeJobDetail" /> <property name="repeatInterval"> <util:constant static-field="au.com.michaelpage.ctsgui.common.Constants.CHECK_FREQUENCY" /> </property> </bean> Here is the bean definition for 'organisationMergeJob' <bean id="organisationMergeJob" class="au.com.michaelpage.ctsgui.utils.OrganisationMergeProfileThread"> <property name="organisationMergeMgr" ref="organisationMergeMgr"/> </bean> <bean id="organisationMergeMgr" class="au.com.michaelpage.ctsgui.mgr.OrganisationMergeMgrImpl"> <property name="organisationMergeDao" ref="organisationMergeDao"/> </bean> Any help to solve this? Thank you in advance. Hi skaffman, Here is the stack trace of the error: Could not open Hibernate Session for transaction; nested exception is java.lang.IllegalStateException: Already value [org.springframework.jdbc.datasource.ConnectionHolder@5f2fb8] for key [weblogic.jdbc.common.internal.RmiDataSource@326b7b] bound to thread [DefaultQuartzScheduler_Worker-3] Caused by: java.lang.IllegalStateException: Already value [org.springframework.jdbc.datasource.ConnectionHolder@5f2fb8] for key [weblogic.jdbc.common.internal.RmiDataSource@326b7b] bound to thread [DefaultQuartzScheduler_Worker-3] at org.springframework.transaction.support.TransactionSynchronizationManager.bindResource(TransactionSynchronizationManager.java:163) at org.springframework.orm.hibernate3.HibernateTransactionManager.doBegin(HibernateTransactionManager.java:526) at org.springframework.transaction.support.AbstractPlatformTransactionManager.getTransaction(AbstractPlatformTransactionManager.java:350) at org.springframework.transaction.interceptor.TransactionAspectSupport.createTransactionIfNecessary(TransactionAspectSupport.java:262) at org.springframework.transaction.interceptor.TransactionInterceptor.invoke(TransactionInterceptor.java:101) at org.springframework.aop.framework.ReflectiveMethodInvocation.proceed(ReflectiveMethodInvocation.java:171) at org.springframework.aop.framework.JdkDynamicAopProxy.invoke(JdkDynamicAopProxy.java:204) at $Proxy73.updateEventRole(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.springframework.aop.support.AopUtils.invokeJoinpointUsingReflection(AopUtils.java:304) at org.springframework.aop.framework.ReflectiveMethodInvocation.invokeJoinpoint(ReflectiveMethodInvocation.java:182) at org.springframework.aop.framework.ReflectiveMethodInvocation.proceed(ReflectiveMethodInvocation.java:149) at org.springframework.transaction.interceptor.TransactionInterceptor.invoke(TransactionInterceptor.java:106) at org.springframework.aop.framework.ReflectiveMethodInvocation.proceed(ReflectiveMethodInvocation.java:171) at org.springframework.transaction.interceptor.TransactionInterceptor.invoke(TransactionInterceptor.java:106) at org.springframework.aop.framework.ReflectiveMethodInvocation.proceed(ReflectiveMethodInvocation.java:171) at org.springframework.aop.interceptor.ExposeInvocationInterceptor.invoke(ExposeInvocationInterceptor.java:89) at org.springframework.aop.framework.ReflectiveMethodInvocation.proceed(ReflectiveMethodInvocation.java:171) at org.springframework.aop.framework.JdkDynamicAopProxy.invoke(JdkDynamicAopProxy.java:204) at $Proxy73.updateEventRole(Unknown Source) at au.com.michaelpage.ctsgui.utils.OrganisationMergeProfileThread.execute(OrganisationMergeProfileThread.java:100) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.springframework.util.MethodInvoker.invoke(MethodInvoker.java:283) at org.springframework.scheduling.quartz.MethodInvokingJobDetailFactoryBean$MethodInvokingJob.executeInternal(MethodInvokingJobDetailFactoryBean.java:272) at org.springframework.scheduling.quartz.QuartzJobBean.execute(QuartzJobBean.java:86) at org.quartz.core.JobRunShell.run(JobRunShell.java:203) at org.quartz.simpl.SimpleThreadPool$WorkerThread.run(SimpleThreadPool.java:520) Thank you. Here is the bean definition for 'organisationMergeMgr' <bean id="organisationMergeMgr" class="au.com.michaelpage.ctsgui.mgr.OrganisationMergeMgrImpl"> <property name="organisationMergeDao" ref="organisationMergeDao"/> </bean>

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  • JBoss AS 5: starts but can't connect (Windows, remote)

    - by Nuwan
    Hello I installed Jboss 5.0GA and Its works fine in localhost.But I want It to access through remote Machine.Then I bind my IP address to my server and started it.This is the command I used run.bat -b 10.17.62.63 Then the server Starts fine This is the console log when starting the server > =============================================================================== > > JBoss Bootstrap Environment > > JBOSS_HOME: C:\jboss-5.0.0.GA > > JAVA: C:\Program Files\Java\jdk1.6.0_34\bin\java > > JAVA_OPTS: -Dprogram.name=run.bat -server -Xms128m -Xmx512m > -XX:MaxPermSize=25 6m -Dorg.jboss.resolver.warning=true -Dsun.rmi.dgc.client.gcInterval=3600000 -Ds un.rmi.dgc.server.gcInterval=3600000 > > CLASSPATH: C:\jboss-5.0.0.GA\bin\run.jar > > =============================================================================== > > run.bat: unused non-option argument: ûb run.bat: unused non-option > argument: 0.0.0.0 13:43:38,179 INFO [ServerImpl] Starting JBoss > (Microcontainer)... 13:43:38,179 INFO [ServerImpl] Release ID: JBoss > [Morpheus] 5.0.0.GA (build: SV NTag=JBoss_5_0_0_GA date=200812041714) > 13:43:38,179 INFO [ServerImpl] Bootstrap URL: null 13:43:38,179 INFO > [ServerImpl] Home Dir: C:\jboss-5.0.0.GA 13:43:38,179 INFO > [ServerImpl] Home URL: file:/C:/jboss-5.0.0.GA/ 13:43:38,195 INFO > [ServerImpl] Library URL: file:/C:/jboss-5.0.0.GA/lib/ 13:43:38,195 > INFO [ServerImpl] Patch URL: null 13:43:38,195 INFO [ServerImpl] > Common Base URL: file:/C:/jboss-5.0.0.GA/common/ > > 13:43:38,195 INFO [ServerImpl] Common Library URL: > file:/C:/jboss-5.0.0.GA/comm on/lib/ 13:43:38,195 INFO [ServerImpl] > Server Name: default 13:43:38,195 INFO [ServerImpl] Server Base Dir: > C:\jboss-5.0.0.GA\server 13:43:38,195 INFO [ServerImpl] Server Base > URL: file:/C:/jboss-5.0.0.GA/server/ > > 13:43:38,210 INFO [ServerImpl] Server Config URL: > file:/C:/jboss-5.0.0.GA/serve r/default/conf/ 13:43:38,210 INFO > [ServerImpl] Server Home Dir: C:\jboss-5.0.0.GA\server\defaul t > 13:43:38,210 INFO [ServerImpl] Server Home URL: > file:/C:/jboss-5.0.0.GA/server/ default/ 13:43:38,210 INFO > [ServerImpl] Server Data Dir: C:\jboss-5.0.0.GA\server\defaul t\data > 13:43:38,210 INFO [ServerImpl] Server Library URL: > file:/C:/jboss-5.0.0.GA/serv er/default/lib/ 13:43:38,210 INFO > [ServerImpl] Server Log Dir: C:\jboss-5.0.0.GA\server\default \log > 13:43:38,210 INFO [ServerImpl] Server Native Dir: > C:\jboss-5.0.0.GA\server\defa ult\tmp\native 13:43:38,210 INFO > [ServerImpl] Server Temp Dir: C:\jboss-5.0.0.GA\server\defaul t\tmp > 13:43:38,210 INFO [ServerImpl] Server Temp Deploy Dir: > C:\jboss-5.0.0.GA\server \default\tmp\deploy 13:43:39,710 INFO > [ServerImpl] Starting Microcontainer, bootstrapURL=file:/C:/j > boss-5.0.0.GA/server/default/conf/bootstrap.xml 13:43:40,851 INFO > [VFSCacheFactory] Initializing VFSCache [org.jboss.virtual.pl > ugins.cache.IterableTimedVFSCache] 13:43:40,866 INFO > [VFSCacheFactory] Using VFSCache [IterableTimedVFSCache{lifet > ime=1800, resolution=60}] 13:43:41,616 INFO [CopyMechanism] VFS temp > dir: C:\jboss-5.0.0.GA\server\defaul t\tmp 13:43:41,648 INFO > [ZipEntryContext] VFS force nested jars copy-mode is enabled. > > 13:43:44,288 INFO [ServerInfo] Java version: 1.6.0_34,Sun > Microsystems Inc. 13:43:44,288 INFO [ServerInfo] Java VM: Java > HotSpot(TM) Server VM 20.9-b04,Sun Microsystems Inc. 13:43:44,288 > INFO [ServerInfo] OS-System: Windows XP 5.1,x86 13:43:44,569 INFO > [JMXKernel] Legacy JMX core initialized 13:43:50,148 INFO > [ProfileServiceImpl] Loading profile: default from: org.jboss > .system.server.profileservice.repository.SerializableDeploymentRepository@e72f0c > (root=C:\jboss-5.0.0.GA\server, > key=org.jboss.profileservice.spi.ProfileKey@143b > 82c3[domain=default,server=default,name=default]) 13:43:50,148 INFO > [ProfileImpl] Using repository:org.jboss.system.server.profil > eservice.repository.SerializableDeploymentRepository@e72f0c(root=C:\jboss-5.0.0. > GA\server, > key=org.jboss.profileservice.spi.ProfileKey@143b82c3[domain=default,s > erver=default,name=default]) 13:43:50,148 INFO [ProfileServiceImpl] > Loaded profile: ProfileImpl@8b3bb3{key=o > rg.jboss.profileservice.spi.ProfileKey@143b82c3[domain=default,server=default,na > me=default]} 13:43:54,804 INFO [WebService] Using RMI server > codebase: http://127.0.0.1:8083 / 13:44:12,147 INFO [CXFServerConfig] > JBoss Web Services - Stack CXF Runtime Serv er 13:44:12,147 INFO > [CXFServerConfig] 3.1.2.GA 13:44:29,788 INFO > [Ejb3DependenciesDeployer] Encountered deployment AbstractVFS > DeploymentContext@29776073{vfszip:/C:/jboss-5.0.0.GA/server/default/deploy/myE-e > jb.jar} 13:44:29,819 INFO [Ejb3DependenciesDeployer] Encountered > deployment AbstractVFS > DeploymentContext@29776073{vfszip:/C:/jboss-5.0.0.GA/server/default/deploy/myE-e > jb.jar} 13:44:29,819 INFO [Ejb3DependenciesDeployer] Encountered > deployment AbstractVFS > DeploymentContext@29776073{vfszip:/C:/jboss-5.0.0.GA/server/default/deploy/myE-e > jb.jar} 13:44:29,819 INFO [Ejb3DependenciesDeployer] Encountered > deployment AbstractVFS > DeploymentContext@29776073{vfszip:/C:/jboss-5.0.0.GA/server/default/deploy/myE-e > jb.jar} 13:44:37,116 INFO [JMXConnectorServerService] JMX Connector > server: service:jmx > :rmi://127.0.0.1/jndi/rmi://127.0.0.1:1090/jmxconnector 13:44:38,022 > INFO [MailService] Mail Service bound to java:/Mail 13:44:43,162 WARN > [JBossASSecurityMetadataStore] WARNING! POTENTIAL SECURITY RI SK. It > has been detected that the MessageSucker component which sucks > messages f rom one node to another has not had its password changed > from the installation d efault. Please see the JBoss Messaging user > guide for instructions on how to do this. 13:44:43,209 WARN > [AnnotationCreator] No ClassLoader provided, using TCCL: org. > jboss.managed.api.annotation.ManagementComponent 13:44:43,600 INFO > [TransactionManagerService] JBossTS Transaction Service (JTA version) > - JBoss Inc. 13:44:43,600 INFO [TransactionManagerService] Setting up property manager MBean and JMX layer 13:44:44,366 INFO > [TransactionManagerService] Initializing recovery manager 13:44:44,678 > INFO [TransactionManagerService] Recovery manager configured > 13:44:44,678 INFO [TransactionManagerService] Binding > TransactionManager JNDI R eference 13:44:44,787 INFO > [TransactionManagerService] Starting transaction recovery man ager > 13:44:46,428 INFO [Http11Protocol] Initializing Coyote HTTP/1.1 on > http-127.0.0 .1-8080 13:44:46,459 INFO [AjpProtocol] Initializing > Coyote AJP/1.3 on ajp-127.0.0.1-80 09 13:44:46,459 INFO > [StandardService] Starting service jboss.web 13:44:46,475 INFO > [StandardEngine] Starting Servlet Engine: JBoss Web/2.1.1.GA > 13:44:46,616 INFO [Catalina] Server startup in 350 ms 13:44:46,709 > INFO [TomcatDeployment] deploy, ctxPath=/web-console, vfsUrl=manag > ement/console-mgr.sar/web-console.war 13:44:48,553 INFO > [TomcatDeployment] deploy, ctxPath=/juddi, vfsUrl=juddi-servi > ce.sar/juddi.war 13:44:48,678 INFO [RegistryServlet] Loading jUDDI > configuration. 13:44:48,694 INFO [RegistryServlet] Resources loaded > from: /WEB-INF/juddi.prope rties 13:44:48,709 INFO [RegistryServlet] > Initializing jUDDI components. 13:44:48,991 INFO [TomcatDeployment] > deploy, ctxPath=/invoker, vfsUrl=http-invo ker.sar/invoker.war > 13:44:49,162 INFO [TomcatDeployment] deploy, ctxPath=/jbossws, > vfsUrl=jbossws.s ar/jbossws-management.war 13:44:49,475 INFO > [RARDeployment] Required license terms exist, view vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/jboss-local-jdbc.rar/META-INF/ra.xml > 13:44:49,569 INFO [RARDeployment] Required license terms exist, view > vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/jboss-xa-jdbc.rar/META-INF/ra.xml > 13:44:49,741 INFO [RARDeployment] Required license terms exist, view > vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/jms-ra.rar/META-INF/ra.xml > 13:44:49,819 INFO [RARDeployment] Required license terms exist, view > vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/mail-ra.rar/META-INF/ra.xml > 13:44:49,912 INFO [RARDeployment] Required license terms exist, view > vfszip:/C: > /jboss-5.0.0.GA/server/default/deploy/quartz-ra.rar/META-INF/ra.xml > 13:44:50,069 INFO [SimpleThreadPool] Job execution threads will use > class loade r of thread: main 13:44:50,115 INFO [QuartzScheduler] > Quartz Scheduler v.1.5.2 created. 13:44:50,131 INFO [RAMJobStore] > RAMJobStore initialized. 13:44:50,131 INFO [StdSchedulerFactory] > Quartz scheduler 'DefaultQuartzSchedule r' initialized from default > resource file in Quartz package: 'quartz.properties' > > 13:44:50,131 INFO [StdSchedulerFactory] Quartz scheduler version: > 1.5.2 13:44:50,131 INFO [QuartzScheduler] Scheduler DefaultQuartzScheduler_$_NON_CLUS TERED started. 13:44:51,194 INFO > [ConnectionFactoryBindingService] Bound ConnectionManager 'jb > oss.jca:service=DataSourceBinding,name=DefaultDS' to JNDI name > 'java:DefaultDS' 13:44:51,819 WARN [QuartzTimerServiceFactory] sql > failed: CREATE TABLE QRTZ_JOB > _DETAILS(JOB_NAME VARCHAR(80) NOT NULL, JOB_GROUP VARCHAR(80) NOT NULL, DESCRIPT ION VARCHAR(120) NULL, JOB_CLASS_NAME VARCHAR(128) NOT > NULL, IS_DURABLE VARCHAR( 1) NOT NULL, IS_VOLATILE VARCHAR(1) NOT > NULL, IS_STATEFUL VARCHAR(1) NOT NULL, R EQUESTS_RECOVERY VARCHAR(1) > NOT NULL, JOB_DATA BINARY NULL, PRIMARY KEY (JOB_NAM E,JOB_GROUP)) > 13:44:51,912 INFO [SimpleThreadPool] Job execution threads will use > class loade r of thread: main 13:44:51,928 INFO [QuartzScheduler] > Quartz Scheduler v.1.5.2 created. 13:44:51,928 INFO [JobStoreCMT] > Using db table-based data access locking (synch ronization). > 13:44:51,944 INFO [JobStoreCMT] Removed 0 Volatile Trigger(s). > 13:44:51,944 INFO [JobStoreCMT] Removed 0 Volatile Job(s). > 13:44:51,944 INFO [JobStoreCMT] JobStoreCMT initialized. 13:44:51,944 > INFO [StdSchedulerFactory] Quartz scheduler 'JBossEJB3QuartzSchedu > ler' initialized from an externally provided properties instance. > 13:44:51,959 INFO [StdSchedulerFactory] Quartz scheduler version: > 1.5.2 13:44:51,959 INFO [JobStoreCMT] Freed 0 triggers from 'acquired' / 'blocked' st ate. 13:44:51,975 INFO [JobStoreCMT] > Recovering 0 jobs that were in-progress at the time of the last > shut-down. 13:44:51,975 INFO [JobStoreCMT] Recovery complete. > 13:44:51,975 INFO [JobStoreCMT] Removed 0 'complete' triggers. > 13:44:51,975 INFO [JobStoreCMT] Removed 0 stale fired job entries. > 13:44:51,990 INFO [QuartzScheduler] Scheduler > JBossEJB3QuartzScheduler_$_NON_CL USTERED started. 13:44:52,381 INFO > [ServerPeer] JBoss Messaging 1.4.1.GA server [0] started 13:44:52,569 > INFO [QueueService] Queue[/queue/DLQ] started, fullSize=200000, pa > geSize=2000, downCacheSize=2000 13:44:52,584 INFO [QueueService] > Queue[/queue/ExpiryQueue] started, fullSize=20 0000, pageSize=2000, > downCacheSize=2000 13:44:52,709 INFO [ConnectionFactory] Connector > bisocket://127.0.0.1:4457 has l easing enabled, lease period 10000 > milliseconds 13:44:52,709 INFO [ConnectionFactory] > org.jboss.jms.server.connectionfactory.Co nnectionFactory@1a8ac5e > started 13:44:52,725 WARN [ConnectionFactoryJNDIMapper] > supportsFailover attribute is t rue on connection factory: > jboss.messaging.connectionfactory:service=ClusteredCo nnectionFactory > but post office is non clustered. So connection factory will *no t* > support failover 13:44:52,725 WARN [ConnectionFactoryJNDIMapper] > supportsLoadBalancing attribute is true on connection factory: > jboss.messaging.connectionfactory:service=Cluste redConnectionFactory > but post office is non clustered. So connection factory wil l *not* > support load balancing 13:44:52,740 INFO [ConnectionFactory] > Connector bisocket://127.0.0.1:4457 has l easing enabled, lease period > 10000 milliseconds 13:44:52,740 INFO [ConnectionFactory] > org.jboss.jms.server.connectionfactory.Co nnectionFactory@1d43178 > started 13:44:52,740 INFO [ConnectionFactory] Connector > bisocket://127.0.0.1:4457 has l easing enabled, lease period 10000 > milliseconds 13:44:52,756 INFO [ConnectionFactory] > org.jboss.jms.server.connectionfactory.Co nnectionFactory@52728a > started 13:44:53,084 INFO [ConnectionFactoryBindingService] Bound > ConnectionManager 'jb > oss.jca:service=ConnectionFactoryBinding,name=JmsXA' to JNDI name > 'java:JmsXA' 13:44:53,225 INFO [TomcatDeployment] deploy, ctxPath=/, > vfsUrl=ROOT.war 13:44:53,553 INFO [TomcatDeployment] deploy, > ctxPath=/jmx-console, vfsUrl=jmx-c onsole.war 13:44:53,975 INFO > [TomcatDeployment] deploy, ctxPath=/TestService, vfsUrl=TestS > erviceEAR.ear/TestService.war 13:44:55,662 INFO [JBossASKernel] > Created KernelDeployment for: myE-ejb.jar 13:44:55,709 INFO > [JBossASKernel] installing bean: jboss.j2ee:jar=myE-ejb.jar,n > ame=RPSService,service=EJB3 13:44:55,725 INFO [JBossASKernel] with > dependencies: 13:44:55,725 INFO [JBossASKernel] and demands: > 13:44:55,725 INFO [JBossASKernel] > jboss.ejb:service=EJBTimerService 13:44:55,725 INFO [JBossASKernel] > and supplies: 13:44:55,725 INFO [JBossASKernel] > jndi:RPSService/remote 13:44:55,725 INFO [JBossASKernel] Added > bean(jboss.j2ee:jar=myE-ejb.jar,name=RP SService,service=EJB3) to > KernelDeployment of: myE-ejb.jar 13:44:56,772 INFO > [SessionSpecContainer] Starting jboss.j2ee:jar=myE-ejb.jar,na > me=RPSService,service=EJB3 13:44:56,803 INFO [EJBContainer] STARTED > EJB: com.monz.rpz.RPSService ejbName: RPSService 13:44:56,819 INFO > [JndiSessionRegistrarBase] Binding the following Entries in G lobal > JNDI: > > > 13:44:57,381 INFO [DefaultEndpointRegistry] register: > jboss.ws:context=myE-ejb, endpoint=RPSService 13:44:57,428 INFO > [DescriptorDeploymentAspect] Add Service id=RPSService > address=http://127.0.0.1:8080/myE-ejb/RPSService > implementor=com.monz.rpz.RPSService > invoker=org.jboss.wsf.stack.cxf.InvokerEJB3 mtomEnabled=false > 13:44:57,459 INFO [DescriptorDeploymentAspect] JBossWS-CXF > configuration genera ted: > file:/C:/jboss-5.0.0.GA/server/default/tmp/jbossws/jbossws-cxf1864137209199 > 110130.xml 13:44:57,569 INFO [TomcatDeployment] deploy, ctxPath=/myE-ejb, vfsUrl=myE-ejb.j ar 13:44:57,709 WARN [config] > Unable to process deployment descriptor for context '/myE-ejb' > 13:44:59,334 INFO [Http11Protocol] Starting Coyote HTTP/1.1 on > http-127.0.0.1-8 080 13:44:59,397 INFO [AjpProtocol] Starting Coyote > AJP/1.3 on ajp-127.0.0.1-8009 13:44:59,459 INFO [ServerImpl] JBoss > (Microcontainer) [5.0.0.GA (build: SVNTag= JBoss_5_0_0_GA > date=200812041714)] Started in 1m:21s:233ms But Still I cant connect to It when I Type my IP address in my browser thanks

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  • Design Question - how do you break the dependency between classes using an interface?

    - by Seth Spearman
    Hello, I apologize in advance but this will be a long question. I'm stuck. I am trying to learn unit testing, C#, and design patterns - all at once. (Maybe that's my problem.) As such I am reading the Art of Unit Testing (Osherove), and Clean Code (Martin), and Head First Design Patterns (O'Reilly). I am just now beginning to understand delegates and events (which you would see if you were to troll my SO questions of recent). I still don't quite get lambdas. To contextualize all of this I have given myself a learning project I am calling goAlarms. I have an Alarm class with members you'd expect (NextAlarmTime, Name, AlarmGroup, Event Trigger etc.) I wanted the "Timer" of the alarm to be extensible so I created an IAlarmScheduler interface as follows... public interface AlarmScheduler { Dictionary<string,Alarm> AlarmList { get; } void Startup(); void Shutdown(); void AddTrigger(string triggerName, string groupName, Alarm alarm); void RemoveTrigger(string triggerName); void PauseTrigger(string triggerName); void ResumeTrigger(string triggerName); void PauseTriggerGroup(string groupName); void ResumeTriggerGroup(string groupName); void SetSnoozeTrigger(string triggerName, int duration); void SetNextOccurrence (string triggerName, DateTime nextOccurrence); } This IAlarmScheduler interface define a component that will RAISE an alarm (Trigger) which will bubble up to my Alarm class and raise the Trigger Event of the alarm itself. It is essentially the "Timer" component. I have found that the Quartz.net component is perfectly suited for this so I have created a QuartzAlarmScheduler class which implements IAlarmScheduler. All that is fine. My problem is that the Alarm class is abstract and I want to create a lot of different KINDS of alarm. For example, I already have a Heartbeat alarm (triggered every (int) interval of minutes), AppointmentAlarm (triggered on set date and time), Daily Alarm (triggered every day at X) and perhaps others. And Quartz.NET is perfectly suited to handle this. My problem is a design problem. I want to be able to instantiate an alarm of any kind without my Alarm class (or any derived classes) knowing anything about Quartz. The problem is that Quartz has awesome factories that return just the right setup for the Triggers that will be needed by my Alarm classes. So, for example, I can get a Quartz trigger by using TriggerUtils.MakeMinutelyTrigger to create a trigger for the heartbeat alarm described above. Or TriggerUtils.MakeDailyTrigger for the daily alarm. I guess I could sum it up this way. Indirectly or directly I want my alarm classes to be able to consume the TriggerUtils.Make* classes without knowing anything about them. I know that is a contradiction, but that is why I am asking the question. I thought about putting a delegate field into the alarm which would be assigned one of these Make method but by doing that I am creating a hard dependency between alarm and Quartz which I want to avoid for both unit testing purposes and design purposes. I thought of using a switch for the type in QuartzAlarmScheduler per here but I know it is bad design and I am trying to learn good design. If I may editorialize a bit. I've decided that coding (predefined) classes is easy. Design is HARD...in fact, really hard and I am really fighting feeling stupid right now. I guess I want to know if you really smart people took a while to really understand and master this stuff or should I feel stupid (as I do) because I haven't grasped it better in the couple of weeks/months I have been studying. You guys are awesome and thanks in advance for your answers. Seth

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  • SDL2 sprite batching and texture atlases

    - by jms
    I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn simultaneously to the screen. I'd like to know what can be done for increasing rendering efficiency if the need arises, preferably using the SDL2 API only. I have previously given a quick look at OpenGL-based 2D rendering, and noticed that SDL2 lacks a command like int SDL_RenderCopyMulti(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* srcrects, SDL_Rect* dstrects, int count) Which would permit SDL to benefit from two common techniques used for efficient 2D graphics: Texture batching: Sorting sprites by the texture used, and then simultaneously rendering as many sprites that use the same texture as possible, changing only the source area on the texture and the destination area on the render target between sprites. This allows the encapsulation of the whole operation in a single GPU command, reducing the overhead drastically from multiple distinct calls. Texture atlases: Instead of creating one texture for each frame of each animation of each sprite, combining multiple animations and even multiple sprites into a single large texture. This lessens the impact of changing the current texture when switching between sprites, as the correct texture is often ready to be used from the previous draw call. Furthemore the GPU is optimized for handling large textures, in contrast to the many tiny textures typically used for sprites. My question: Would SDL2 still get somewhat faster from any rudimentary sprite sorting or from combining multiple images into one texture thanks to automatic video driver optimizations? If I will encounter performance issues related to 2D rendering in the future, will I be forced to switch to OpenGL for lower level control over the GPU? Edit: Are there any plans to include such functionality in the near future?

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  • CIC 2010 - Ghost Stories and Model Based Design

    - by warren.baird
    I was lucky enough to attend the collaboration and interoperability congress recently. The location was very beautiful and interesting, it was held in the mountains about two hours outside Denver, at the Stanley hotel, famous both for inspiring Steven King's novel "The Shining" and for attracting a lot of attention from the "Ghost Hunters" TV show. My visit was prosaic - I didn't get to experience the ghosts the locals promised - but interesting, with some very informative sessions. I noticed one main theme - a lot of people were talking about Model Based Design (MBD), which is moving design and manufacturing away from 2d drawings and towards 3d models. 2d has some pretty deep roots in industrial manufacturing and there have been a lot of challenges encountered in making the leap to 3d. One of the challenges discussed in several sessions was how to get model information out to the non-engineers in the company, which is a topic near and dear to my heart. In the 2D space, people without access to CAD software (for example, people assembling a product on the shop floor) can be given printouts of the design - it's not particularly efficient, and it definitely isn't very green, but it tends to work. There's no direct equivalent in the 3D space. One of the ways that AutoVue is used in industrial manufacturing is to provide non-CAD users with an easy to use, interactive 3D view of their products - in some cases it's directly used by people on the shop floor, but in cases where paper is really ingrained in the process, AutoVue can be used by a technical publications person to create illustrative 2D views that can be printed that show all of the details necessary to complete the work. Are you making the move to model based design? Is AutoVue helping you with your challenges? Let us know in the comments below.

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  • Can't login to Unity 3d after enabling Xinerama for a short moment

    - by Amir Adar
    Today I connected a second monitor to my computer. I set it up using nVidia's control panel, and all was working quite well, so I figured it won't be a problem to try Xinerama, just to see the difference between that and twinview. After enabling Xinerama and restarting the X session, I saw that I was logged into a Unity 2d session. I thought it was a problem with Xinerama, so I switched back to twinview, but it still logged me into Unity 2d. I tried disconnecting the second monitor, no luck: still Unity 2d. I tried changing GPU drivers and installing drivers from a separate ppa, and still I was logged into Unity 2d. Up until this point, I didn't have any problem logging into Unity 3d. It only happened after I tried using Xinerama. I should note that I was doing all this while updates were going on in the background, so it could be something related to that, though I can't imagine what (I tried booting with another kernel, but no luck). So what exactly happened? Did changing the mode to Xinerama triggered some other changes that I'm not aware of? Did these updates cause a certain malfunction in the driver? Is it something else?

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  • Angle between two 2d vectors, diff between two methods?

    - by Sean Ochoa
    Hey all. I've got this code snippet, and I'm wondering why the results of the first method differ from the results of the second method, given the same input? public double AngleBetween_1(vector a, vector b) { var dotProd = a.Dot(b); var lenProd = a.Len*b.Len; var divOperation = dotProd/lenProd; return Math.Acos(divOperation) * (180.0 / Math.PI); } public double AngleBetween_2(vector a, vector b) { var dotProd = a.Dot(b); var lenProd = a.Len*b.Len; var divOperation = dotProd/lenProd; return (1/Math.Cos(divOperation)) * (180.0 / Math.PI); }

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  • C# - Angle between two 2d vectors, diff between two methods?

    - by Sean Ochoa
    Hey all. I've got this code snippet, and I'm wondering why the results of the first method differ from the results of the second method, given the same input? public double AngleBetween_1(vector a, vector b) { var dotProd = a.Dot(b); var lenProd = Len*b.Len; var divOperation = dotProd/lenProd; return Math.Acos(divOperation) * (180.0 / Math.PI); } public double AngleBetween_2(vector a, vector b) { var dotProd = a.Dot(b); var lenProd = Len*b.Len; var divOperation = dotProd/lenProd; return (1/Math.Cos(divOperation)) * (180.0 / Math.PI); }

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  • Non recursive way to position a genogram in 2D points for x axis. Descendant are below

    - by Nassign
    I currently was tasked to make a genogram for a family consisting of siblings, parents with aunts and uncles with grandparents and greatgrandparents for only blood relatives. My current algorithm is using recursion. but I am wondering how to do it in non recursive way to make it more efficient. it is programmed in c# using graphics to draw on a bitmap. Current algorithm for calculating x position, the y position is by getting the generation number. public void StartCalculatePosition() { // Search the start node (The only node with targetFlg set to true) Person start = null; foreach (Person p in PersonDic.Values) { if (start == null) start = p; if (p.Targetflg) { start = p; break; } } CalcPositionRecurse(start); // Normalize the position (shift all values to positive value) // Get the minimum value (must be negative) // Then offset the position of all marriage and person with that to make it start from zero float minPosition = float.MaxValue; foreach (Person p in PersonDic.Values) { if (minPosition > p.Position) { minPosition = p.Position; } } if (minPosition < 0) { foreach (Person p in PersonDic.Values) { p.Position -= minPosition; } foreach (Marriage m in MarriageList) { m.ParentsPosition -= minPosition; m.ChildrenPosition -= minPosition; } } } /// <summary> /// Calculate position of genogram using recursion /// </summary> /// <param name="psn"></param> private void CalcPositionRecurse(Person psn) { // End the recursion if (psn.BirthMarriage == null || psn.BirthMarriage.Parents.Count == 0) { psn.Position = 0.0f; if (psn.BirthMarriage != null) { psn.BirthMarriage.ParentsPosition = 0.0f; psn.BirthMarriage.ChildrenPosition = 0.0f; } CalculateSiblingPosition(psn); return; } // Left recurse if (psn.Father != null) { CalcPositionRecurse(psn.Father); } // Right recurse if (psn.Mother != null) { CalcPositionRecurse(psn.Mother); } // Merge Position if (psn.Father != null && psn.Mother != null) { AdjustConflict(psn.Father, psn.Mother); // Position person in center of parent psn.Position = (psn.Father.Position + psn.Mother.Position) / 2; psn.BirthMarriage.ParentsPosition = psn.Position; psn.BirthMarriage.ChildrenPosition = psn.Position; } else { // Single mom or single dad if (psn.Father != null) { psn.Position = psn.Father.Position; psn.BirthMarriage.ParentsPosition = psn.Position; psn.BirthMarriage.ChildrenPosition = psn.Position; } else if (psn.Mother != null) { psn.Position = psn.Mother.Position; psn.BirthMarriage.ParentsPosition = psn.Position; psn.BirthMarriage.ChildrenPosition = psn.Position; } else { // Should not happen, checking in start of function } } // Arrange the siblings base on my position (left younger, right older) CalculateSiblingPosition(psn); } private float GetRightBoundaryAncestor(Person psn) { float rPos = psn.Position; // Get the rightmost position among siblings foreach (Person sibling in psn.Siblings) { if (sibling.Position > rPos) { rPos = sibling.Position; } } if (psn.Father != null) { float rFatherPos = GetRightBoundaryAncestor(psn.Father); if (rFatherPos > rPos) { rPos = rFatherPos; } } if (psn.Mother != null) { float rMotherPos = GetRightBoundaryAncestor(psn.Mother); if (rMotherPos > rPos) { rPos = rMotherPos; } } return rPos; } private float GetLeftBoundaryAncestor(Person psn) { float rPos = psn.Position; // Get the rightmost position among siblings foreach (Person sibling in psn.Siblings) { if (sibling.Position < rPos) { rPos = sibling.Position; } } if (psn.Father != null) { float rFatherPos = GetLeftBoundaryAncestor(psn.Father); if (rFatherPos < rPos) { rPos = rFatherPos; } } if (psn.Mother != null) { float rMotherPos = GetLeftBoundaryAncestor(psn.Mother); if (rMotherPos < rPos) { rPos = rMotherPos; } } return rPos; } /// <summary> /// Check if two parent group has conflict and compensate on the conflict /// </summary> /// <param name="leftGroup"></param> /// <param name="rightGroup"></param> public void AdjustConflict(Person leftGroup, Person rightGroup) { float leftMax = GetRightBoundaryAncestor(leftGroup); leftMax += 0.5f; float rightMin = GetLeftBoundaryAncestor(rightGroup); rightMin -= 0.5f; float diff = leftMax - rightMin; if (diff > 0.0f) { float moveHalf = Math.Abs(diff) / 2; RecurseMoveAncestor(leftGroup, 0 - moveHalf); RecurseMoveAncestor(rightGroup, moveHalf); } } /// <summary> /// Recursively move a person and all his/her ancestor /// </summary> /// <param name="psn"></param> /// <param name="moveUnit"></param> public void RecurseMoveAncestor(Person psn, float moveUnit) { psn.Position += moveUnit; foreach (Person siblings in psn.Siblings) { if (siblings.Id != psn.Id) { siblings.Position += moveUnit; } } if (psn.BirthMarriage != null) { psn.BirthMarriage.ChildrenPosition += moveUnit; psn.BirthMarriage.ParentsPosition += moveUnit; } if (psn.Father != null) { RecurseMoveAncestor(psn.Father, moveUnit); } if (psn.Mother != null) { RecurseMoveAncestor(psn.Mother, moveUnit); } } /// <summary> /// Calculate the position of the siblings /// </summary> /// <param name="psn"></param> /// <param name="anchor"></param> public void CalculateSiblingPosition(Person psn) { if (psn.Siblings.Count == 0) { return; } List<Person> sibling = psn.Siblings; int argidx; for (argidx = 0; argidx < sibling.Count; argidx++) { if (sibling[argidx].Id == psn.Id) { break; } } // Compute position for each brother that is younger that person int idx; for (idx = argidx - 1; idx >= 0; idx--) { sibling[idx].Position = sibling[idx + 1].Position - 1; } for (idx = argidx + 1; idx < sibling.Count; idx++) { sibling[idx].Position = sibling[idx - 1].Position + 1; } }

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  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

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  • How to simplify my code... 2D NSArray in Objective C...?

    - by Tattat
    self.myArray = [NSArray arrayWithObjects: [NSArray arrayWithObjects: [self d], [self generateMySecretObject],nil], [NSArray arrayWithObjects: [self generateMySecretObject], [self generateMySecretObject],nil],nil]; for (int k=0; k<[self.myArray count]; k++) { for(int s = 0; s<[[self.myArray objectAtIndex:k] count]; s++){ [[[self.myArray objectAtIndex:k] objectAtIndex:s] setAttribute:[self generateSecertAttribute]]; } } As you can see this is a simple 2*2 array, but it takes me lots of code to assign the NSArray in very first place, because I found that the NSArray can't assign the size at very beginning. Also, I want to set attribute one by one. I can't think of if my array change to 10*10. How long it could be. So, I hope you guys can give me some suggestions on shorten the code, and more readable. thz

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