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  • How do I find and kill a php loop (process)?

    - by Hoytman
    I have a php script that I have been developing which calls an external api within a loop. It is being tested on a VPS which is running LAMP on Debian. I noticed this morning that the api was not responding to my script. When I called the provider, they told me that my server had been calling the api 1000's of times per hour for the past 10 hours. I am assuming that a php script (which I have been working on the day before and testing on my VPS) entered into an infinite loop during one of the executions, and never came out (I have been testing it from the command prompt, and not over the web.) I have attempted to stop and start Apache, but the api support staff says that the calls are still coming in from my server address. How can I find and stop the process? Also, is there a possibility that the Apache stop/start solved the problem, but the api is still trying to sort through past calls? Please forgive me for not using my local test environment correctly. Edit: I do not know the process name, I need to discover the name (or pid) based on behavior.

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  • Ubuntu 11.10 - How can i stop self-feedback-loop, coming directly from my microphone to speaker?

    - by YumYumYum
    I have microphone audio, which comes instantly to my speaker. I am using default pulseaudio and alsa from the package. I have tried to setup: 1) PA /etc/pulse/default.pa /etc/asound.conf $ ls analog-input-aux.conf analog-input-fm.conf analog-input-mic.conf analog-input-tvtuner.conf analog-output-desktop-speaker.conf analog-output-mono.conf analog-input.conf analog-input-front-mic.conf analog-input-mic.conf.common analog-input-video.conf analog-output-headphones-2.conf analog-output-speaker.conf analog-input.conf.common analog-input-internal-mic.conf analog-input-mic-line.conf analog-output.conf analog-output-headphones.conf iec958-stereo-output.conf analog-input-dock-mic.conf analog-input-linein.conf analog-input-rear-mic.conf analog-output.conf.common analog-output-lfe-on-mono.conf 2) ALSA in lsmod to make sure no loopback modules are loaded etc but none is resolving it. And there are many less information available on this. Has anyone similar problem solution in Ubuntu 11.10? (this problem i have resolved in Ubuntu 11.04 by replacing the default pulseaudio version to latest source from git, but while trying the same in Ubuntu 11.10 does not worked). Any tips please?

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  • How to create the right loop / jquery / picture wipe? [migrated]

    - by Razor
    <script type="text/javascript" src="slider/jquery.touch-gallery-1.0.0.js"></script> <script type="text/javascript" src="slider/jquery.touch-gallery-1.0.0.min.js"></script> <script> $('body').live("click", function() { for (var i=0; i<4; i++) { alert("bla: "+i); } }); $('body').live("swipeleft", function(){ var nextpage = $("#page00002").next('section[data-role="page"]'); $.mobile.changePage(nextpage, 'slide'); }); $('body').live("swiperight", function(){ var prevpage = $("#page1").prev('section[data-role="page"]'); $.mobile.changePage(prevpage, 'slide'); }); </script>

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  • How do I cleanly design a central render/animation loop?

    - by mtoast
    I'm learning some graphics programming, and am in the midst of my first such project of any substance. But, I am really struggling at the moment with how to architect it cleanly. Let me explain. To display complicated graphics in my current language of choice (JavaScript -- have you heard of it?), you have to draw graphical content onto a <canvas> element. And to do animation, you must clear the <canvas> after every frame (unless you want previous graphics to remain). Thus, most canvas-related JavaScript demos I've seen have a function like this: function render() { clearCanvas(); // draw stuff here requestAnimationFrame(render); } render, as you may surmise, encapsulates the drawing of a single frame. What a single frame contains at a specific point in time, well... that is determined by the program state. So, in order for my program to do its thing, I just need to look at the state, and decide what to render. Right? Right. But that is more complicated than it seems. My program is called "Critter Clicker". In my program, you see several cute critters bouncing around the screen. Clicking on one of them agitates it, making it bounce around even more. There is also a start screen, which says "Click to start!" prior to the critters being displayed. Here are a few of the objects I'm working with in my program: StartScreenView // represents the start screen CritterTubView // represents the area in which the critters live CritterList // a collection of all the critters Critter // a single critter model CritterView // view of a single critter Nothing too egregious with this, I think. Yet, when I set out to flesh out my render function, I get stuck, because everything I write seems utterly ugly and reminiscent of a certain popular Italian dish. Here are a couple of approaches I've attempted, with my internal thought process included, and unrelated bits excluded for clarity. Approach 1: "It's conditions all the way down" // "I'll just write the program as I think it, one frame at a time." if (assetsLoaded) { if (userClickedToStart) { if (critterTubDisplayed) { if (crittersDisplayed) { forEach(crittersList, function(c) { if (c.wasClickedRecently) { c.getAgitated(); } }); } else { displayCritters(); } } else { displayCritterTub(); } } else { displayStartScreen(); } } That's a very much simplified example. Yet even with only a fraction of all the rendering conditions visible, render is already starting to get out of hand. So, I dispense with that and try another idea: Approach 2: Under the Rug // "Each view object shall be responsible for its own rendering. // "I'll pass each object the program state, and each can render itself." startScreen.render(state); critterTub.render(state); critterList.render(state); In this setup, I've essentially just pushed those crazy nested conditions to a deeper level in the code, hiding them from view. In other words, startScreen.render would check state to see if it needed actually to be drawn or not, and take the correct action. But this seems more like it only solves a code-aesthetic problem. The third and final approach I'm considering that I'll share is the idea that I could invent my own "wheel" to take care of this. I'm envisioning a function that takes a data structure that defines what should happen at any given point in the render call -- revealing the conditions and dependencies as a kind of tree. Approach 3: Mad Scientist renderTree({ phases: ['startScreen', 'critterTub', 'endCredits'], dependencies: { startScreen: ['assetsLoaded'], critterTub: ['startScreenClicked'], critterList ['critterTubDisplayed'] // etc. }, exclusions: { startScreen: ['startScreenClicked'], // etc. } }); That seems kind of cool. I'm not exactly sure how it would actually work, but I can see it being a rather nifty way to express things, especially if I flex some of JavaScript's events. In any case, I'm a little bit stumped because I don't see an obvious way to do this. If you couldn't tell, I'm coming to this from the web development world, and finding that doing animation is a bit more exotic than arranging an MVC application for handling simple requests - responses. What is the clean, established solution to this common-I-would-think problem?

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  • where to define variable for a for each loop?

    - by David
    can you please advise me why my first code attempt didn't work : public void listAllFiles() { for(String filename : files) { int position = 0; System.out.println(position + ": " + filename); position = position + 1; } } it kept printing position at 0 without iterating position but it seems to work after i did it this way: public void listAllFiles() { int position = 0; for(String filename : files) { System.out.println(position + ": " + filename); position = position + 1; } } I don't understand why the position + 1 was not being executed, is it because we are not meant to define variables inside for loops or am i missing something in my code.

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  • Why do most of us use 'i' as a loop counter variable?

    - by kprobst
    Has anyone thought about why so many of us repeat this same pattern using the same variable names? for (int i = 0; i < foo; i++) { // ... } It seems most code I've ever looked at uses i, j, k and so on as iteration variables. I suppose I picked that up from somewhere, but I wonder why this is so prevalent in software development. Is it something we all picked up from C or something like that? Just an itch I've had for a while in the back of my head.

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  • How to debug a fatal system crash - [graphical loop DOTA2]?

    - by Huw
    Whilst playing DOTA2, I occasionally and apparently randomly seem to be experiencing a fatal crash where the display freezes fixed and the audio loops over approx the last .5 of a second. Now, I'm interested in resolving this - but my trouble is I don't know where to start. The error appears non-reproducible (I've tried returning to games and deploying the same combination of events in hopes of pinning to to a certain shader etc), and I don't know which part of 'the stack' it might be coming from. Variables that occur to me: I custom build this system, did I do something wrong - is my PSU not providing enough power to the graphics card? I am running Steam and DOTA under Linux, could this new software have a bug Might it be something to do with my ATI Catalyst graphics drivers Is some other background process interfering I'm usually mid game when this occurs, so i quickly kill the power and reboot (when i'm lucky i can get back in with only 1-2 mins lost!). So my question here relates to logs. Where should I start to look or how might I set up logs to help me pin down a fatal crash of this kind by recording moments up to / before a crash and is this likely to be something I should push Steam to do, or is there something at a system level? Then perhaps I can return with a more specific question and perhaps even a bug report :) Many thanks in advance.

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  • Why do most of us use 'i' as a loop counter variable?

    - by kprobst
    Has anyone thought about why so many of us repeat this same pattern using the same variable names? for (int i = 0; i < foo; i++) { // ... } It seems most code I've ever looked at uses i, j, k and so on as iteration variables. I suppose I picked that up from somewhere, but I wonder why this is so prevalent in software development. Is it something we all picked up from C or something like that? Just an itch I've had for a while in the back of my head.

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  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

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  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

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  • Why does VBA Find loop fail when called from Evaluate?

    - by Abiel
    I am having some problems running a find loop inside of a subroutine when the routine is called using the Application.Evaluate or ActiveSheet.Evaluate method. For example, in the code below, I define a subroutine FindSub() which searches the sheet for a string "xxx". The routine CallSub() calls the FindSub() routine using both a standard Call statement and Evaluate. When I run Call FindSub, everything will work as expected: each matching address gets printed out to the immediate window and we get a final message "Finished up" when the code is done. However, when I do Application.Evaluate "FindSub()", only the address of the first match gets printed out, and we never reach the "Finished up" message. In other words, an error is encountered after the Cells.FindNext line as the loop tries to evaluate whether it should continue, and program execution stops without any runtime error being printed. I would expect both Call FindSub and Application.Evaluate "FindSub()" to yield the same results in this case. Can someone explain why they do not, and if possible, a way to fix this? Thanks. Note: In this example I obviously do not need to use Evaluate. This version is simplified to just focus on the particular problem I am having in a more complex situation. Sub CallSub() Call FindSub Application.Evaluate "FindSub()" End Sub Sub FindSub() Dim rngFoundCell As Range Dim rngFirstCell As Range Set rngFoundCell = Cells.Find(What:="xxx", after:=ActiveCell, LookIn:=xlValues, _ LookAt:=xlPart, SearchOrder:=xlByRows, SearchDirection:=xlNext, _ MatchCase:=False, SearchFormat:=False) If Not rngFoundCell Is Nothing Then Set rngFirstCell = rngFoundCell Do Debug.Print rngFoundCell.Address Set rngFoundCell = Cells.FindNext(after:=rngFoundCell) Loop Until (rngFoundCell Is Nothing) Or (rngFoundCell.Address = rngFirstCell.Address) End If Debug.Print "Finished up" End Sub

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  • Why doesn't Perl file glob() work outside of a loop in scalar context?

    - by Rob
    According to the Perl documentation on file globbing, the <*> operator or glob() function, when used in a scalar context, should iterate through the list of files matching the specified pattern, returning the next file name each time it is called or undef when there are no more files. But, the iterating process only seems to work from within a loop. If it isn't in a loop, then it seems to start over immediately before all values have been read. From the Perl docs: In scalar context, glob iterates through such filename expansions, returning undef when the list is exhausted. http://perldoc.perl.org/functions/glob.html However, in scalar context the operator returns the next value each time it's called, or undef when the list has run out. http://perldoc.perl.org/perlop.html#I/O-Operators Example code: use warnings; use strict; my $filename; # in scalar context, <*> should return the next file name # each time it is called or undef when the list has run out $filename = <*>; print "$filename\n"; $filename = <*>; # doesn't work as documented, starts over and print "$filename\n"; # always returns the same file name $filename = <*>; print "$filename\n"; print "\n"; print "$filename\n" while $filename = <*>; # works in a loop, returns next file # each time it is called In a directory with 3 files...file1.txt, file2.txt, and file3.txt, the above code will output: file1.txt file1.txt file1.txt file1.txt file2.txt file3.txt Note: The actual perl script should be outside the test directory, or you will see the file name of the script in the output as well. Am I doing something wrong here, or is this how it is supposed to work?

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  • How to get around the jslint error 'Don't make functions within a loop.'

    - by Ernelli
    I am working on making all of our JS code pass through jslint, sometimes with a lot of tweaking with the options to get legacy code pass for now on with the intention to fix it properly later. There is one thing that jslint complains about that I do not have a workround for. That is when using constructs like this, we get the error 'Don't make functions within a loop.' for (prop in newObject) { // Check if we're overwriting an existing function if (typeof newObject[prop] === "function" && typeof _super[prop] === "function" && fnTest.test(newObject[prop])) { prototype[prop] = (function (name, func) { return function () { var result, old_super; old_super = this._super; this._super = _super[name]; result = func.apply(this, arguments); this._super = old_super; return result; }; })(prop, newObject[prop]); } This loop is part of a JS implementation of classical inheritance where classes that extend existing classes retain the super property of the extended class when invoking a member of the extended class. Just to clarify, the implementation above is inspired by this blog post by John Resig. But we also have other instances of functions created within a loop. The only workaround so far is to exclude these JS files from jslint, but we would like to use jslint for code validation and syntax checking as part of our continuous integration and build workflow. Is there a better way to implement functionality like this or is there a way to tweak code like this through jslint?

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  • Parse Facebook API data using loop for getting fan page ID#s?

    - by Brandon Lee
    I've been learning how to parse json data returned from the facebook-api. I've figured out how to fetch fan pages from a specific profile id and want to parse them using a loop! Heres the code and example I have below: This is the data I get back from the facebook-api Array ( [0] => Array ( [page_id] => XXXXXX60828 ) [1] => Array ( [page_id] => XXXXXX0750 ) [2] => Array ( [page_id] => XXXXXX91225 ) [3] => Array ( [page_id] => XXXXXX1960343 ) [4] => Array ( [page_id] => XXXXXX60863 ) [5] => Array ( [page_id] => XXXXXX8582 ) ) I need to be able to put this data in a loop and extract the page_id#s out... still getting familiar with json and am having issues figuring this out? How can I get this in a loop using for each and strip out the page id#s?

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  • How to increase the performance of a loop which runs for every 'n' minutes.

    - by GustlyWind
    Hi Giving small background to my requirement and what i had accomplished so far: There are 18 Scheduler tasks run at regular intervals (least being 30 mins) takes input of nearly 5000 eligible employees run into a static method for iteration and generates a mail content for that employee and mails. An average task takes about 9 min multiplied by 18 will be roughly 162 mins meanwhile there would be next tasks which will be in queue (I assume). So my plan is something like the below loop try { // Handle Arraylist of alerts eligible employees Iterator employee = empIDs.iterator(); while (employee.hasNext()) { ScheduledImplementation.getInstance().sendAlertInfoToEmpForGivenAlertType((Long)employee.next(), configType,schedType); } } catch (Exception vEx) { _log.error("Exception Caught During sending " + configType + " messages:" + configType, vEx); } Since I know how many employees would come to my method I will divide the while loop into two and perform simultaneous operations on two or three employees at a time. Is this possible. Or is there any other ways I can improve the performance. Some of the things I had implemented so far 1.Wherever possible made methods static and variables too Didn't bother to catch exceptions and send back because these are background tasks. (And I assume this improves performance) Get the DB values in one query instead of multiple hits. If am successful in optimizing the while loop I think i can save couple of mins. Thanks

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  • How do I update a progress bar in Cocoa during a long running loop?

    - by Nic
    Hi, I've got a while loop, that runs for many seconds and that's why I want to update a progress bar (NSProgressIndicator) during that process, but it updates only once after the loop has finished. The same happens if I want to update a label text, by the way. I believe, my loop prevents other things of that application to happen. There must be another technique. Does this have to do with threads or something? Am I on the right track? Can someone please give me a simple example, how to “optimize” my application? My application is a Cocoa Application (Xcode 3.2.1) with these two methods in my Example_AppDelegate.m: // This method runs when a start button is clicked. - (IBAction)startIt:(id)sender { [progressbar setDoubleValue:0.0]; [progressbar startAnimation:sender]; running = YES; // this is a instance variable int i = 0; while (running) { if (i++ = processAmount) { // processAmount is something like 1000000 running = NO; continue; } // Update progress bar double progr = (double)i / (double)processAmount; NSLog(@"progr: %f", progr); // Logs values between 0.0 and 1.0 [progressbar setDoubleValue:progr]; [progressbar needsDisplay]; // Do I need this? // Do some more hard work here... } } // This method runs when a stop button is clicked, but as long // as -startIt is busy, a click on the stop button does nothing. - (IBAction)stopIt:(id)sender { NSLog(@"Stop it!"); running = NO; [progressbar stopAnimation:sender]; } I'm really new to Objective-C, Cocoa and applications with a UI. Thank you very much for any helpful answer.

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  • Does QThread::sleep() require the event loop to be running?

    - by suszterpatt
    I have a simple client-server program written in Qt, where processes communicate using MPI. The basic design I'm trying to implement is the following: The first process (the "server") launches a GUI (derived from QMainWindow), which listens for messages from the clients (using repeat fire QTimers and asynchronous MPI receive calls), updates the GUI depending on what messages it receives, and sends a reply to every message. Every other process (the "clients") runs in an infinite loop, and all they are intended to do is send a message to the server process, receive the reply, go to sleep for a while, then wake up and repeat. Every process instantiates a single object derived from QThread, and calls its start() method. The run() method of these classes all look like this: from foo.cpp: void Foo::run() { while (true) { // Send message to the first process // Wait for a reply // Do uninteresting stuff with the reply sleep(3); // also tried QThread::sleep(3) } } In the client's code, there is no call to exec() anywhere, so no event loop should start. The problem is that the clients never wake up from sleeping (if I surround the sleep() call with two writes to a log file, only the first one is executed, control never reaches the second). Is this because I didn't start the event loop? And if so, what is the simplest way to achieve the desired functionality?

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  • How do I loop through elements inside a div?

    - by crosenblum
    I have to make a custom function for search/replace text, because firefox counts text nodes differently than IE, Google Chrome, etc.. I am trying to use this code, that I saw at Firefox WhiteSpace Issue since in my other function, I am looping numerically through nodes, which serves my functional needs perfectly, in other browsers. But refuses to work, as part of a search/replace function that takes place after some ajax content is loaded. Here is the code, that I have tried to get to work, but I must be missing the correct understanding of the context of how to loop thru elements inside a div. // get all childnodes inside div function div_translate(divid) { // list child nodes of parent if (divid != null) { // var children = parent.childNodes, child; var parentNode = divid; // start loop thru child nodes for(var node=parentNode.firstChild;node!=null;node=node.nextSibling){ // begin check nodeType if(node.nodeType == 1){ // get value of this node var value = content(node); // get class of this node var myclass = node.attr('class'); console.log(myclass); // begin check if value undefined if (typeof(value) != 'undefined' && value != null) { console.log(value); // it is a text node. do magic. for (var x = en_count; x > 0; x--) { // get current english phrase var from = en_lang[x]; // get current other language phrase var to = other_lang[x]; if (value.match(from)) { content(node, value.replace(from, to)); } } } // end check if value undefined } // end check nodeType } // end loop thru child nodes } }

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  • Python2.7: How can I speed up this bit of code (loop/lists/tuple optimization)?

    - by user89
    I repeat the following idiom again and again. I read from a large file (sometimes, up to 1.2 million records!) and store the output into an SQLite databse. Putting stuff into the SQLite DB seems to be fairly fast. def readerFunction(recordSize, recordFormat, connection, outputDirectory, outputFile, numObjects): insertString = "insert into NODE_DISP_INFO(node, analysis, timeStep, H1_translation, H2_translation, V_translation, H1_rotation, H2_rotation, V_rotation) values (?, ?, ?, ?, ?, ?, ?, ?, ?)" analysisNumber = int(outputPath[-3:]) outputFileObject = open(os.path.join(outputDirectory, outputFile), "rb") outputFileObject, numberOfRecordsInFileObject = determineNumberOfRecordsInFileObjectGivenRecordSize(recordSize, outputFileObject) numberOfRecordsPerObject = (numberOfRecordsInFileObject//numberOfObjects) loop1StartTime = time.time() for i in range(numberOfRecordsPerObject ): processedRecords = [] loop2StartTime = time.time() for j in range(numberOfObjects): fout = outputFileObject .read(recordSize) processedRecords.append(tuple([j+1, analysisNumber, i] + [x for x in list(struct.unpack(recordFormat, fout))])) loop2EndTime = time.time() print "Time taken to finish loop2: {}".format(loop2EndTime-loop2StartTime) dbInsertStartTime = time.time() connection.executemany(insertString, processedRecords) dbInsertEndTime = time.time() loop1EndTime = time.time() print "Time taken to finish loop1: {}".format(loop1EndTime-loop1StartTime) outputFileObject.close() print "Finished reading output file for analysis {}...".format(analysisNumber) When I run the code, it seems that "loop 2" and "inserting into the database" is where most execution time is spent. Average "loop 2" time is 0.003s, but it is run up to 50,000 times, in some analyses. The time spent putting stuff into the database is about the same: 0.004s. Currently, I am inserting into the database every time after loop2 finishes so that I don't have to deal with running out RAM. What could I do to speed up "loop 2"?

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  • An observation on .NET loops – foreach, for, while, do-while

    It’s very common that .NET programmers use “foreach” loop for iterating through collections. Following is my observation whilst I was testing simple scenario on loops. “for” loop is 30% faster than “foreach” and “while” loop is 50% faster than “foreach”. “do-while” is bit faster than “while”. Someone may feel that how does it make difference if I’m iterating only 1000 times in a loop. This test case is only for simple iteration. According to the "Data structure" concepts, best and worst cases are completely based on the data we provide to the algorithm. so we can not conclude that a "foreach" algorithm is not good. All I want to tell that we need to be little cautious even choosing the loops. Example:- You might want to chose quick sort when you want to sort more numbers. At the same time bubble sort may be effective than quick sort when you want to sort less numbers. Take a simple scenario, a request of a simple web application fetches the data of 10000 (10K) rows and iterating them for some business logic. Think, this application is being accessed by 1000 (1K) people simultaneously. In this simple scenario you are ending up with 10000000 (10Million or 1 Crore) iterations. below is the test scenario with simple console application to test 100 Million records. using System;using System.Collections.Generic;using System.Diagnostics;namespace ConsoleApplication1{ class Program { static void Main(string[] args) { var sw = new Stopwatch(); var numbers = GetSomeNumbers(); sw.Start(); foreach (var item in numbers) { } sw.Stop(); Console.WriteLine( String.Format("\"foreach\" took {0} milliseconds", sw.ElapsedMilliseconds)); sw.Reset(); sw.Start(); for (int i = 0; i < numbers.Count; i++) { } sw.Stop(); Console.WriteLine( String.Format("\"for\" loop took {0} milliseconds", sw.ElapsedMilliseconds)); sw.Reset(); sw.Start(); var it = 0; while (it++ < numbers.Count) { } sw.Stop(); Console.WriteLine( String.Format("\"while\" loop took {0} milliseconds", sw.ElapsedMilliseconds)); sw.Reset(); sw.Start(); var it2 = 0; do { } while (it2++ < numbers.Count); sw.Stop(); Console.WriteLine( String.Format("\"do-while\" loop took {0} milliseconds", sw.ElapsedMilliseconds)); } #region Get me 10Crore (100 Million) numbers private static List<int> GetSomeNumbers() { var lstNumbers = new List<int>(); var count = 100000000; for (var i = 1; i <= count; i++) { lstNumbers.Add(i); } return lstNumbers; } #endregion Get me some numbers }} In above example, I was just iterating through 100 Million numbers. You can see the time to execute various  loops provided in .NET Output "foreach" took 1108 milliseconds "for" loop took 727 milliseconds "while" loop took 596 milliseconds "do-while" loop took 594 milliseconds   Press any key to continue . . . So I feel we need to be careful while choosing the looping strategy. Please comment your thoughts. span.fullpost {display:none;}

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  • Why the CCLayer can't use a for loop in draw method??

    - by Tattat
    I have a CClayer, that have a draw method, every second, it will call the draw method 60 times. So, I have method like this: -(void)draw{ glEnable(GL_LINE_SMOOTH); glColor4f(0.0f, 1.0f, 0.0f, 1.0f); glLineWidth(5.0f); ccDrawLine(ccp(300,20), CGPointZero); } I work great. but after I added a for looop, for example....: -(void)draw{ glEnable(GL_LINE_SMOOTH); glColor4f(0.0f, 1.0f, 0.0f, 1.0f); glLineWidth(5.0f); ccDrawLine(ccp(300,20), CGPointZero); for(int i=0; i<5; i++){ NSLog(@"Testing the loop, %i", i); } } It can't draw anything, the screen only black. But I can see the Testing the loop is keep calling.... Why? thank you.

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