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  • Problem painting JLabel class to another JPanel class

    - by jjpotter
    I have created a class that extends JLabel to use as my object moving around a JPanel for a game. import javax.swing.*; public class Head extends JLabel { int xpos; int ypos; int xvel; int yvel; ImageIcon chickie = new ImageIcon("C:\\Users\\jjpotter.MSDOM1\\Pictures\\clavalle.jpg"); JLabel myLabel = new JLabel(chickie); public Head(int xpos, int ypos, int xvel, int yvel){ this.xpos = xpos; this.ypos = ypos; this.xvel = xvel; this.yvel = yvel; } public void draw(){ myLabel.setLocation(xpos, ypos); } public double getXpos() { return xpos; } public double getYpos() { return ypos; } public int getXvel() { return xvel; } public int getYvel() { return yvel; } public void setPos(int x, int y){ xpos = x; ypos = y; } } I am then trying to add it onto my JPanel. From here I will randomly have it increment its x and y coordinates to float it around the screen. I can not get it to paint itself onto the JPanel. I know there is a key concept I am missing here that involves painting components on different panels. Here is what I have in my GamePanel class import java.awt.Dimension; import java.util.Random; import javax.swing.*; public class GamePanel extends JPanel { Random myRand = new Random(); Head head = new Head(20,20,0,0); public GamePanel(){ this.setSize(new Dimension(640, 480)); this.add(head); } } Any suggestions on how to get this to add to the JPanel? Also, is this a good way to go about having the picture float around the screen randomly for a game?

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  • Avoiding seasonality assumption for stl() or decompose() in R

    - by user303922
    Hello everybody, I have high frequency commodity price data that I need to analyze. My objective is to not assume any seasonal component and just identify a trend. Here is where I run into problems with R. There are two main functions that I know of to analyze this time series: decompose() and stl(). The problem is that they both take a ts object type with a frequency parameter greater than or equal to 2. Is there some way I can assume a frequency of 1 per unit time and still analyze this time series using R? I'm afraid that if I assume frequency greater than 1 per unit time, and seasonality is calculated using the frequency parameter, then my forecasts are going to depend on that assumption. names(crude.data)=c('Date','Time','Price') names(crude.data) freq = 2 win.graph() plot(crude.data$Time,crude.data$Price, type="l") crude.data$Price = ts(crude.data$Price,frequency=freq) I want frequency to be 1 per unit time but then decompose() and stl() don't work! dim(crude.data$Price) decom = decompose(crude.data$Price) win.graph() plot(decom$random[2:200],type="line") acf(decom$random[freq:length(decom$random-freq)]) Thank you.

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  • Simplifying for-if messes with better structure?

    - by HH
    # Description: you are given a bitwise pattern and a string # you need to find the number of times the pattern matches in the string # any one liner or simple pythonic solution? import random def matchIt(yourString, yourPattern): """find the number of times yourPattern occurs in yourString""" count = 0 matchTimes = 0 # How can you simplify the for-if structures? for coin in yourString: #return to base if count == len(pattern): matchTimes = matchTimes + 1 count = 0 #special case to return to 2, there could be more this type of conditions #so this type of if-conditionals are screaming for a havoc if count == 2 and pattern[count] == 1: count = count - 1 #the work horse #it could be simpler by breaking the intial string of lenght 'l' #to blocks of pattern-length, the number of them is 'l - len(pattern)-1' if coin == pattern[count]: count=count+1 average = len(yourString)/matchTimes return [average, matchTimes] # Generates the list myString =[] for x in range(10000): myString= myString + [int(random.random()*2)] pattern = [1,0,0] result = matchIt(myString, pattern) print("The sample had "+str(result[1])+" matches and its size was "+str(len(myString))+".\n" + "So it took "+str(result[0])+" steps in average.\n" + "RESULT: "+str([a for a in "FAILURE" if result[0] != 8])) # Sample Output # # The sample had 1656 matches and its size was 10000. # So it took 6 steps in average. # RESULT: ['F', 'A', 'I', 'L', 'U', 'R', 'E']

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  • grails question (sample 1 of Grails To Action book) problem with Controller and Service

    - by fegloff
    Hi, I'm doing Grails To Action sample for chapter one. Every was just fine until I started to work with Services. When I run the app I have the following error: groovy.lang.MissingPropertyException: No such property: quoteService for class: qotd.QuoteController at qotd.QuoteController$_closure3.doCall(QuoteController.groovy:14) at qotd.QuoteController$_closure3.doCall(QuoteController.groovy) at java.lang.Thread.run(Thread.java:619) Here is my groovie QuoteService class, which has an error within the definition of GetStaticQuote (ERROR: Groovy:unable to resolve class Quote) package qotd class QuoteService { boolean transactional = false def getRandomQuote() { def allQuotes = Quote.list() def randomQuote = null if (allQuotes.size() > 0) { def randomIdx = new Random().nextInt(allQuotes.size()) randomQuote = allQuotes[randomIdx] } else { randomQuote = getStaticQuote() } return randomQuote } def getStaticQuote() { return new Quote(author: "Anonymous",content: "Real Programmers Don't eat quiche") } } Controller groovie class package qotd class QuoteController { def index = { redirect(action: random) } def home = { render "<h1>Real Programmers do not each quiche!</h1>" } def random = { def randomQuote = quoteService.getRandomQuote() [ quote : randomQuote ] } def ajaxRandom = { def randomQuote = quoteService.getRandomQuote() render "<q>${randomQuote.content}</q>" + "<p>${randomQuote.author}</p>" } } Quote Class: package qotd class Quote { String content String author Date created = new Date() static constraints = { author(blank:false) content(maxSize:1000, blank:false) } } I'm doing the samples using Eclipse with grails addin. Any advice? Regards, Francisco

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  • Do I need to Salt and Hash a randomly generated token?

    - by wag2639
    I'm using Adam Griffiths's Authentication Library for CodeIgniter and I'm tweaking the usermodel. I came across a generate function that he uses to generate tokens. His preferred approach is to reference a value from random.org but I considered that superfluous. I'm using his fall back approach of randomly generating a 20 character long string: $length = 20; $characters = '0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ'; $token = ''; for ($i = 0; $i < $length; $i++) { $token .= $characters[mt_rand(0, strlen($characters)-1)]; } He then hashes this token using a salt (I'm combing code from different functions) sha1($this->CI->config->item('encryption_key').$str); I was wondering if theres any reason to to run the token through the salted hash? I've read that simply randomly generating strings was a naive way of making random passwords but is the sh1 hash and salt necessary? Note: I got my encryption_key from https://www.grc.com/passwords.htm (63 random alpha-numeric)

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  • If attacker has original data, and encrypted data, can they determine the passphrase?

    - by Brad Cupit
    If an attacker has several distinct items (for example: e-mail addresses) and knows the encrypted value of each item, can the attacker more easily determine the secret passphrase used to encrypt those items? Meaning, can they determine the passphrase without resorting to brute force? This question may sound strange, so let me provide a use-case: User signs up to a site with their e-mail address Server sends that e-mail address a confirmation URL (for example: https://my.app.com/confirmEmailAddress/bill%40yahoo.com) Attacker can guess the confirmation URL and therefore can sign up with someone else's e-mail address, and 'confirm' it without ever having to sign in to that person's e-mail account and see the confirmation URL. This is a problem. Instead of sending the e-mail address plain text in the URL, we'll send it encrypted by a secret passphrase. (I know the attacker could still intercept the e-mail sent by the server, since e-mail are plain text, but bear with me here.) If an attacker then signs up with multiple free e-mail accounts and sees multiple URLs, each with the corresponding encrypted e-mail address, could the attacker more easily determine the passphrase used for encryption? Alternative Solution I could instead send a random number or one-way hash of their e-mail address (plus random salt). This eliminates storing the secret passphrase, but it means I need to store that random number/hash in the database. The original approach above does not require this extra table. I'm leaning towards the the one-way hash + extra table solution, but I still would like to know the answer: does having multiple unencrypted e-mail addresses and their encrypted counterparts make it easier to determine the passphrase used?

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  • How to Refresh / Reload a KML layer in OpenLayers. Dynamic KML Layer.

    - by Ozaki
    TLDR See my answer below on how to refresh the layer. So far I have tried action function as follows: function RefreshKMLData(layer) { layer.loaded = false; layer.setVisibility(true); layer.redraw({ force: true }); } set interval of the function: window.setInterval(RefreshKMLData, 5000, KMLLAYER); the layer itself: var KMLLAYER = new OpenLayers.Layer.Vector("MYKMLLAYER", { projection: new OpenLayers.Projection("EPSG:4326"), strategies: [new OpenLayers.Strategy.Fixed()], protocol: new OpenLayers.Protocol.HTTP({ url: MYKMLURL, format: new OpenLayers.Format.KML({ extractStyles: true, extractAttributes: true }) }) }); the url for KMLLAYER with Math random so it doesnt cache: var MYKMLURL = var currentanchorpositionurl = 'http://' + host + '/data?_salt=' + Math.random(); I would have thought that this would Refresh the layer. As by setting its loaded to false unloads it. Visibility to true reloads it and with the Math random shouldn't allow it to cache? So has anyone done this before or know how I can get this to work? TLDR See my answer below on how to refresh the layer.

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  • Cannot Find Symbol Method?

    - by Aaron
    In my driver program, This line gives me cannot find symbol error and I don't know why, the method is clearly defined in the SavingsAccount class, and I can refer to all other methods in my driver program but just not that one, I tried changing the type to double, and etc but still not working. Refer to ** Account acct2 = new SavingsAccount (name); acct2.calculateBalance(); SavingsAccount Class Inherited from Account Class: public class SavingsAccount extends Account { private final short minBalance = 0; private double overdraftFee; private double yearlyInterestRate = 0.02; private double interestAmount; public SavingsAccount (String name) { super(name); } public double withdraw (double amount) { if (accountBalance - amount >= minBalance) { accountBalance -= amount; System.out.print ("Withdraw Successful"); } else { accountBalance -= amount; overdraftFee = accountBalance * (0.10); accountBalance += overdraftFee; System.out.print ("Withdraw Succesful, however overdraft fee of 10% has been applied to your account"); } return accountBalance; } **public void calculateBalance () { interestAmount = (accountBalance * yearlyInterestRate); accountBalance += interestAmount; }** public String toString() { return super.toString() + " Interest Received: " + interestAmount; } } Account class, if needed import java.util.Random; import java.text.NumberFormat; public abstract class Account { protected double accountBalance; protected long accountNumber; protected String accountHolder; public Account (String name) { accountHolder = name; accountBalance = 0; Random accountNo = new Random(); accountNumber = accountNo.nextInt(100000); } public double deposit (double amount) { accountBalance += amount; return accountBalance; } public String toString() { NumberFormat accountBal = NumberFormat.getCurrencyInstance(); return "Account Balance: " + accountBal.format(accountBalance) + "\nAccount Number: " + accountNumber; } public String getAccountHolder() { return accountHolder; } public double getAccountBalance() { return accountBalance; } public abstract double withdraw (double amount); }

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  • html in do_GET() method of a simple Python webserver

    - by Meeri_Peeri
    I am relatively new to Python but have been doing a lot of different things with it recently and I am liking it a lot. However, I ran into trouble/block with the following code. import http.server import socketserver import glob import random class Server(http.server.SimpleHTTPRequestHandler): def do_GET(self): self.send_response(200, 'OK') self.send_header('Content-type', 'html') self.end_headers() self.wfile.write(bytes("<html> <head><title> Hello World </title> </head> <body>", 'UTF-8')) images = glob.glob('*.jpg') rand = random.randint(0,len(images)-1) imagestring = "<img src = \"" + images[rand] + "\" height = 1028 width = 786 align = \"right\"/> </body> </html>" self.wfile.write(bytes(imagestring, 'UTF-8')) def serve_forever(port): socketserver.TCPServer(('', port), Server).serve_forever() if __name__ == "__main__": Server.serve_forever(8000) What I am trying to do here is grab a random image from multiple images in the directory and add it into the response to a web request. The code works fine but when I access the server via browser, the image is not displayed. The html of the page is as intended though. The permissions on the files are 755. Also I tried to create an index.html file in the do_GET method. That didn't work either. I mean the index.html was generated fine, but the response in the browser this time did not show anything (not even the hello world in the title). Am I missing anything very simple here? I was thinking should I overload the handle_request of the underlying SocketServer.BaseServer as the documentation says you should never override BaseHTTPServer's handle() method and should rather override the corresponding do_* method?

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  • Beginnerquestion: How to count amount of each number drawn in a Lottery and output it in a list?

    - by elementz
    I am writing this little Lottery application. Now the plan is, to count how often each number has been drawn during each iteration of the Lottery, and store this somewhere. My guess is that I would need to use a HashMap, that has 6 keys and increments the value by one everytime the respective keys number is drawn. But how would I accomplish this? My code so far: public void numberCreator() { // creating and initializing a Random generator Random rand = new Random(); // A HashMap to store the numbers picked. HashMap hashMap = new HashMap(); // A TreeMap to sort the numbers picked. TreeMap treeMap = new TreeMap(); // creating an ArrayList which will store the pool of availbale Numbers List<Integer>numPool = new ArrayList<Integer>(); for (int i=1; i<50; i++){ // add the available Numbers to the pool numPool.add(i); hashMap.put(nums[i], 0); } // array to store the lotto numbers int [] nums = new int [6]; for (int i =0; i < nums.length; i++){ int numPoolIndex = rand.nextInt(numPool.size()); nums[i] = numPool.get(numPoolIndex); // check how often a number has been called and store the new amount in the Map int counter = hashMap.get numPool.remove(numPoolIndex); } System.out.println(Arrays.toString(nums)); } Maybe someone can tell me if I have the right idea, or even how I would implement the map properly?

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  • generate k distinct number less then n

    - by davit-datuashvili
    hi i have following question task is this generate k distinct positive numbers less then n without duplication my method is following first create array size of k where we should write these numbers int a[]=new int[k]; //now i am going to cretae another array where i check if (at given number position is 1 then generate number again else put this number in a array and continue cycle i put here a piece of code and explanations int a[]=new int[k]; int t[]=new int[n+1]; Random r=new Random(); for (int i==0;i<t.length;i++){ t[i]=0;//initialize it to zero } int m=0;//initialize it also for (int i=0;i<a.length;i++){ m=r.nextInt(n);//random element between 0 and n if (t[m]==1){ //i have problem with this i want in case of duplication element occurs repeats this steps afain until there will be different number else{ t[m]=1; x[i]=m; } } so i fill concret my problem if t[m]==1 it means that this element occurs already so i want to generate new number but problem is that number of generated numbers will not be k beacuse if i==0 and occurs duplicate element and we write continue then it will switch at i==1 i need like goto for repeat step or for (int i=0;i<x.length;i++){ loop: m=r.nextInt(n); if ( x[m]==1){ continue loop; } else{ x[m]=1; a[i]=m; continue;//continue next step at i=1 and so on } } i need this code in java please help

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  • question about permut-by-sorting

    - by davit-datuashvili
    hi i have following question from book introduction in algorithms second edition there is such problem suppose we have some array A int a[]={1,2,3,4} and we have some random priorities array P={36,3,97,19} we shoud permut array a randomly using this priorities array here is pseudo code P ERMUTE -B Y-S ORTING ( A) 1 n ? length[A] 2 for i ? 1 to n do P[i] = R ANDOM(1, n 3 ) 3 4 sort A, using P as sort keys 5 return A and result will be permuted array B={2, 4, 1, 3}; please help any ideas i have done this code and need aideas how continue import java.util.*; public class Permut { public static void main(String[]args){ Random r=new Random(); int a[]=new int[]{1,2,3,4}; int n=a.length; int b[]=new int[a.length]; int p[]=new int[a.length]; for (int i=0;i<p.length;i++){ p[i]=r.nextInt(n*n*n)+1; } // for (int i=0;i<p.length;i++){ // System.out.println(p[i]); //} } } please help

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  • Calculating percent "x/y * 100" always results in 0?

    - by Patrick Beninga
    In my assignment i have to make a simple version of Craps, for some reason the percentage assignments always produce 0 even when both variables are non 0, here is the code. import java.util.Random; Header, note the variables public class Craps { private int die1, die2,myRoll ,myBet,point,myWins,myLosses; private double winPercent,lossPercent; private Random r = new Random(); Just rolls two dies and produces their some. public int roll(){ die1 = r.nextInt(6)+1; die2 = r.nextInt(6)+1; return(die1 + die2); } The Play method, this just loops through the game. public void play(){ myRoll = roll(); point = 0; if(myRoll == 2 ||myRoll == 3 || myRoll == 12){ System.out.println("You lose!"); myLosses++; }else if(myRoll == 7 || myRoll == 11){ System.out.println("You win!"); myWins++; }else{ point = myRoll; do { myRoll = roll(); }while(myRoll != 7 && myRoll != point); if(myRoll == point){ System.out.println("You win!"); myWins++; }else{ System.out.println("You lose!"); myLosses++; } } } This is where the bug is, this is the tester method. public void tester(int howMany){ int i = 0; while(i < howMany){ play(); i++; } bug is right here in these assignments statements winPercent = myWins/i * 100; lossPercent = myLosses/i* 100; System.out.println("program ran "+i+" times "+winPercent+"% wins "+ lossPercent+"% losses with "+myWins+" wins and "+myLosses+" losses"); } }

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  • Python - creating a list with 2 characteristics bug

    - by user2733911
    The goal is to create a list of 99 elements. All elements must be 1s or 0s. The first element must be a 1. There must be 7 1s in total. import random import math import time # constants determined through testing generation_constant = 0.96 def generate_candidate(): coin_vector = [] coin_vector.append(1) for i in range(0, 99): random_value = random.random() if (random_value > generation_constant): coin_vector.append(1) else: coin_vector.append(0) return coin_vector def validate_candidate(vector): vector_sum = sum(vector) sum_test = False if (vector_sum == 7): sum_test = True first_slot = vector[0] first_test = False if (first_slot == 1): first_test = True return (sum_test and first_test) vector1 = generate_candidate() while (validate_candidate(vector1) == False): vector1 = generate_candidate() print vector1, sum(vector1), validate_candidate(vector1) Most of the time, the output is correct, saying something like [1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0] 7 True but sometimes, the output is: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] 2 False What exactly am I doing wrong?

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  • getting duplicate array output - java

    - by dowln
    Hello, Can someone could be kind and help me out here. Thanks in advance... My code below outputs the string as duplicates. I don't want to use Sets or ArrayList. I am using java.util.Random. I am trying to write a code that checks if string has already been randomly outputted and if it does, then it won't display. Where I am going wrong and how do I fix this. public class Worldcountries { private static Random nums = new Random(); private static String[] countries = { "America", "Candada", "Chile", "Argentina" }; public static int Dice() { return (generator.nums.nextInt(6) + 1); } public String randomCounties() { String aTemp = " "; int numOfTimes = Dice(); int dup = 0; for(int i=0 ; i<numOfTimes; i++) { // I think it's in the if statement where I am going wrong. if (!countries[i].equals(countries[i])) { i = i + 1; } else { dup--; } // and maybe here aTemp = aTemp + countries[nums.nextInt(countries.length)]; aTemp = aTemp + ","; } return aTemp; } } So the output I am getting (randomly) is, "America, America, Chile" when it should be "America, Chile".

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  • What external comment system to use for Jekyll powered blog?

    - by Jakub Narebski
    What external comment system (i.e. something like Disqus or perhaps even Hacker News / YCombinator) would you recommend for Jekyll-powered blog (in this case: blog on GitHub Pages), or in more generic term for blog aware static site generator powered blog (which includes beside Jekyll also for example ikiwiki or xfire's growl)? Because a blog without comments is not a blog :-).

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  • Password best practices

    - by pcampbell
    Given the recent events with a 'hacker' learning and retrying passwords from website administrators, what can we suggest to everyone about best practices when it comes to passwords? use unique passwords between sites (i.e. never re-use a password) words found in the dictionary are to be avoided consider using words or phrases from a non-English language use pass phrases and use the first letter of each word l33tifying doesn't help very much Please suggest more!

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  • Is Firefox less vulnerable to exploit when running NoScript?

    - by PP
    The article titled "iPhone, IE, Firefox, Safari get stomped at hacker contest" at The Register website discusses that Firefox can be exploited. I wonder if NoScript protects against the kind of exploits written about; or whether the browser can be exploited regardless of having the extension loaded. Any opinions? Might make this a community wiki given that it's not simple problem/solution post.

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  • Always route a keypress to an application regardless of focus

    - by George Mauer
    I have to transcribe some audio (not enough to download dedicated software but enough to put my hacker hat on) and flipping back and forth between vlc and my text editor every time I want to pause is really annoying. Is there a way to always route a key-press (for example F10) to vlc regardless of what window has focus. Bonus - I have a Makey Makey so if I can get this working I can create a pedal and it will be my first real use of it!

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Small performance test on a web service

    - by vtortola
    Hi, I'm trying to develop a small application that test how many requests per second can my service support but I think I'm doing something wrong. The service is in an early development stage, but I'd like to have this test handy in order to check in time to time I'm not doing something that decrease the performance. The problem is that I cannot get the web server or the database server go to the 100% of CPU. I'm using three different computers, in one is the web server (WinSrv Standard 2008 x64 IIS7), in other the database (Win 2K - SQL Server 2005) and the last is my computer (Win7 x64 ultimate), where I'll run the test. The computers are connected through a 100 ethernet switch. The request POST is 9 bytes and the response will be 842 bytes. The test launches several threads, and each thread has a "while" loop, in each loop it creates a WebRequest object, performs a call, increment a common counter and waits between 1 and 5 millisencods, then it do it again: static Int32 counter = 0; static void Main(string[] args) { ServicePointManager.DefaultConnectionLimit = 250; Console.WriteLine("Ready. Press any key..."); Console.ReadKey(); Console.WriteLine("Running..."); String localhost = "localhost"; String linuxmono = "192.168.1.74"; String server= "192.168.1.5:8080"; DateTime start = DateTime.Now; Random r = new Random(DateTime.Now.Millisecond); for (int i = 0; i < 50; i++) { new Thread(new ParameterizedThreadStart(Test)).Start(server); Thread.Sleep(r.Next(1, 3)); } Thread.Sleep(2000); while (true) { Console.WriteLine("Request per second :" + counter/DateTime.Now.Subtract(start).TotalSeconds ); Thread.Sleep(3000); } } public static void Test(Object ip) { Guid guid = Guid.NewGuid(); Random r = new Random(DateTime.Now.Millisecond); while (true) { String test = "<lalala/>"; WebRequest req = WebRequest.Create("http://" + (String)ip + "/WebApp/"+guid.ToString()+"/Data/Tables=whatever"); req.Method = "POST"; req.ContentType = "application/xml"; req.Credentials = new NetworkCredential("aaa", "aaa","domain"); Byte[] array = Encoding.UTF8.GetBytes(test); req.ContentLength = array.Length; using (Stream reqStream = req.GetRequestStream()) { reqStream.Write(array, 0, array.Length); reqStream.Close(); } using (Stream responseStream = req.GetResponse().GetResponseStream()) { String response = new StreamReader(responseStream).ReadToEnd(); if (response.Length != 842) Console.Write(" EEEE "); } Interlocked.Increment(ref counter); Thread.Sleep(r.Next(1,5)); } } If I run the test neither of the computers do an excesive CPU usage. Let's say I get a X requests per second, if I run the console application two times at the same moment, I get X/2 request per second in each one... but still the web server is on 30% of CPU, the database server on 25%... I've tried to remove the thread.sleep in the loop, but it doesn't make a big difference. I'd like to put the machines to the maximun, to check how may requests per second they can provide. I guessed that I could do it in this way... but apparently I'm missing something here... What is the problem? Kind regards.

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  • Nagios "CRITICAL - Socket timeout after 10 seconds" problems with service and host Checks.

    - by Kristiaan
    Hi Everyone, got a little bit of a problem with a Nagios system we are using in our office, which has only recently started appearing. what i would like to know really is the best solution to resolve this problem as ive done a bit of reading on it and there seems to be lots of different ways to solve it.. basically at random points throughout the day and on random hosts / services we will get a Critical warning flagged up that something is not behaving as it should, when we investigate 9 times out of 10 we end up with this as an error message. "SERVICE ALERT: SERVERNAME ;NSClient++ Version;CRITICAL;SOFT;1;CRITICAL - Socket timeout after 10 seconds" indicating the service or host has timed out, where do i go about setting the timeouts so this stops ? ive read that some of the plugin timesouts are as low as 10 seconds... thanks Kris

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  • Jquery removeClass Not Working

    - by Wade D Ouellet
    Hey, My site is here: http://treethink.com What I have going is a news ticker on the right that is inside a jquery function. The function starts right away and extracts the news ticker and then retracts it as it should. When a navigation it adds a class to the div, which the function then checks for to see if it should stop extracting/retracting. This all works great. The problem I am having is that after the close button is clicked (in the content window), the removeClass won't work. This means that it keeps thinking the window is open and therefore the conditional statement inside the function won't let it extract and retract again. With a simple firebug check, it's showing that the class isn't being removed period. It's not the cboxClose id that it's not finding because I tried changing that to just "a" tags in general and it still wouldn't work so it's something to do with the jQuery for sure. Someone also suggested a quick alert() to check if the callback is working but I'm not sure what this is. Here is the code: /* News Ticker */ /* Initially hide all news items */ $('#ticker1').hide(); $('#ticker2').hide(); $('#ticker3').hide(); var randomNum = Math.floor(Math.random()*3); /* Pick random number */ newsTicker(); function newsTicker() { if (!$("#ticker").hasClass("noTicker")) { $("#ticker").oneTime(2000,function(i) { /* Do the first pull out once */ $('div#ticker div:eq(' + randomNum + ')').show(); /* Select div with random number */ $("#ticker").animate({right: "0"}, {duration: 800 }); /* Pull out ticker with random div */ }); $("#ticker").oneTime(15000,function(i) { /* Do the first retract once */ $("#ticker").animate({right: "-450"}, {duration: 800}); /* Retract ticker */ $("#ticker").oneTime(1000,function(i) { /* Afterwards */ $('div#ticker div:eq(' + (randomNum) + ')').hide(); /* Hide that div */ }); }); $("#ticker").everyTime(16500,function(i) { /* Everytime timer gets to certain point */ /* Show next div */ randomNum = (randomNum+1)%3; $('div#ticker div:eq(' + (randomNum) + ')').show(); $("#ticker").animate({right: "0"}, {duration: 800}); /* Pull out right away */ $("#ticker").oneTime(15000,function(i) { /* Afterwards */ $("#ticker").animate({right: "-450"}, {duration: 800});/* Retract ticker */ }); $("#ticker").oneTime(16000,function(i) { /* Afterwards */ /* Hide all divs */ $('#ticker1').hide(); $('#ticker2').hide(); $('#ticker3').hide(); }); }); } else { $("#ticker").animate({right: "-450"}, {duration: 800}); /* Retract ticker */ $("#ticker").oneTime(1000,function(i) { /* Afterwards */ $('div#ticker div:eq(' + (randomNum) + ')').hide(); /* Hide that div */ }); $("#ticker").stopTime(); } } /* when nav item is clicked re-run news ticker function but give it new class to prevent activity */ $("#nav li").click(function() { $("#ticker").addClass("noTicker"); newsTicker(); }); /* when close button is clicked re-run news ticker function but take away new class so activity can start again */ $("#cboxClose").click(function() { $("#ticker").removeClass("noTicker"); newsTicker(); }); Thanks, Wade

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