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  • Should i expect real world questions from interviewing agency ? [closed]

    - by KPO
    I started coding almost a year ago. By "coding" I mean HTML(5), CSS(3), and only few times I implemented some AJAX and JavaScript. I am interviewing for a position that expects me to know HTML, CSS, JS, JQuery, and AJAX. I feel confident in HTML5/CSS3 subject area and somewhat ok with javascript. Will agency expect from me to write some code during the interview? I do have a live website as an example which contains snapshots of past projects which were sent to them. I am little nervous, so any tips or recommendations are welcome.

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  • HTML5 - Does it have the power to handle a large 2D game with a huge world?

    - by user15858
    I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have very high 2D graphic demands for my game. The game itself will have a HDD size of anywhere between 6GB (min) to 12GB (max) which would be a full game deployed offline. The size of the images aren't significantly large, so streaming would be entirely possible if only those assets required were streamed as needed. The game has a massive file size because of the sheer amount of content. For some images or spritesheets, they would be quite massive. (ex. a very large Dragon, which if animated in a spritesheet would be split into two 4096x4096 sheets or one 8192x8192 sheet). Most assets would be very small, and about 7MB for a full character with 15 animations in every direction (all animations not required immediately) so in the size of a few hundred KB to download before the game loads. My question, however, is if the graphical power of HTML5 is enough to animate several characters on screen at once, when it flips through frames quite rapidly. All my sprites have about 25 frames per animation, 5 directions (a spritesheet for each direction & animation), and run at 30fps. Upon changing direction, animation, or a new character entering, spritesheets would change and be constantly loading/unloading. If I pack all directions in a single sheet, it would be about 2048x2048 per sheet. Most frameworks have no problem with this, but I am afraid from what I read that HTML5's graphical capabilities will limit me. Since it takes significant time simply to animate characters in any language, I'd like a quick answer.

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  • The Need For Affordable SEO Hosting Plans

    As more and number of people in the world opt for Affordable SEO Hosting Plans to ensure that they can make the most of their domains on the top search engines of the world. There will be a greater number of people in the world today that would need to make the most of their needs by opting for the best in online management. This is the world of SEO Hosting Plans which are developed exclusively for webmasters that would want to dominate the top search engines of the world.

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  • How to make the Eclipse text editor background transparent?

    - by briankb
    Is there a way to make the background of Eclipse IDE text editor transparent? I would like to adjust the alpha transparency of the background, but have the text still be opaque. Perhaps there is a plugin that accomplishes this? I haven't seen any options under preferences. And my search on Google has ended in vain thus far, although I did find some nice color themes. Example (Textmate): Note that the text is still solid. This is important, since making the whole window transparent could cause text to bleed into the desktop wallpaper (or whatever is under Eclipse). On another side note, I'm using the latest version of Eclipse (Helios), on both Windows 7 and Fedora 14. Related questions: Transparent background in editor but solid text Eclipse fonts and background color

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  • A new day has dawned in my SharePoint world.

    - by SPTales
    Until I started working with SharePoint, I never thought I would be blogging.  I am usually a pretty private individual, but this thing called the SharePoint community pulls you in and makes you feel like you should be a part of it, contributing to it and giving something back.  So here I am blogging for the first time – and so begins my tale. I started my work life as a Systems admin, but was given a chance to start working with SharePoint 2007 back in - ironically enough - January of 2007.  It has been downhill from there or uphill depending on your perspective!  I jumped in with both feet and haven’t looked back.  Lucky for me Microsoft gave us a new version to work with.  A new job a couple years ago gave me the chance to work with that new version.  Now I spend my days weaving a tale of SharePoint for a Sales based organization. So why this blog?  To give something back. I spend most days toggling between administration, InfoPath, Branding and design, HTML, JQuery, and XSLT depending on the need.  The blog will detail these projects and solutions as best I can.  Hopefully they will be of use to someone who may be trying to accomplish similar things, just as many of the blogs that I have referenced over the last 5 years have been a huge help and resource for me.

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  • I want to begin in this world, where can i meet information,help and people to start? [on hold]

    - by SYNOXYS
    So like the question says, I really want to begin to create something,or help creating something. I mess around with some 2d and 3d softwares like unity,gamemaker,UE... and tried to modelate (maya,3dmax),I use them a little,nothing professional, but all i've got is the sensation that i can't go really far. I feel like i am learning really slow, even having the will and some basics knows. But I want to change that, i want to really learn, to progress. I think that a good idea is meeting people like me, and start a non-commercial project or something. Thanks for your time,really. Greetings, SYNOXYS.

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  • Would you use (a dialect of) LISP for a real-world application? Where and why?

    - by Anto
    LISP (and dialects such as Scheme, Common LISP and Clojure) haven't gained much industry support even though they are quite decent programming languages. (At the moment though it seems like they are gaining some traction). Now, this is not directly related to the question, which is would you use a LISP dialect for a production program? What kind of program and why? Usages of the kind of being integrated into some other code (e.g. C) are included as well, but note that it is what you mean in your answer. Broad concepts are preferred but specific applications are okey as well.

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  • Why does calling the YUI Datatable showCellEditor not display the editor?

    - by t-boy
    Clicking on the second cell (any row) in the datatable causes the cell editor to display. But, I am trying to display the cell editor from code. The code looks like the following: var firstEl = oDataTable.getFirstTdEl(rowIndex); var secondCell = oDataTable.getNextTdEl(firstEl); oDataTable.showCellEditor(secondCell); When I debug into the datatable.js code (either with a click or from the code above) it follows the same path through the showCellEditor function but the above code will not display the editor. I am using YUI version 2.8.0r4.

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  • What encoding I should use in editor (NetBeans), if I were intend to print non-english character

    - by Yan Cheng CHEOK
    I try to set the encoding of my editor to UTF-16. (Java String store the data in UTF-16 internally, right?) And I type the following code package helloworld; /** * * @author yan-cheng.cheok */ public class Main { /** * @param args the command line arguments */ public static void main(String[] args) { // TODO code application logic here System.out.println("???"); System.out.println("\u6587\u4EF6\u79CD\u7C7B"); } } However, the output is not what I expected : ???? ????? I try to change the editor encoding format to UTF-8, it works this time! ??? ???? May I know why I need to change the editor encoding format to UTF-8 but not UTF-16? Isn't Java String store the data in UTF-16 internally?

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  • Using Stub Objects

    - by user9154181
    Having told the long and winding tale of where stub objects came from and how we use them to build Solaris, I'd like to focus now on the the nuts and bolts of building and using them. The following new features were added to the Solaris link-editor (ld) to support the production and use of stub objects: -z stub This new command line option informs ld that it is to build a stub object rather than a normal object. In this mode, it accepts the same command line arguments as usual, but will quietly ignore any objects and sharable object dependencies. STUB_OBJECT Mapfile Directive In order to build a stub version of an object, its mapfile must specify the STUB_OBJECT directive. When producing a non-stub object, the presence of STUB_OBJECT causes the link-editor to perform extra validation to ensure that the stub and non-stub objects will be compatible. ASSERT Mapfile Directive All data symbols exported from the object must have an ASSERT symbol directive in the mapfile that declares them as data and supplies the size, binding, bss attributes, and symbol aliasing details. When building the stub objects, the information in these ASSERT directives is used to create the data symbols. When building the real object, these ASSERT directives will ensure that the real object matches the linking interface presented by the stub. Although ASSERT was added to the link-editor in order to support stub objects, they are a general purpose feature that can be used independently of stub objects. For instance you might choose to use an ASSERT directive if you have a symbol that must have a specific address in order for the object to operate properly and you want to automatically ensure that this will always be the case. The material presented here is derived from a document I originally wrote during the development effort, which had the dual goals of providing supplemental materials for the stub object PSARC case, and as a set of edits that were eventually applied to the Oracle Solaris Linker and Libraries Manual (LLM). The Solaris 11 LLM contains this information in a more polished form. Stub Objects A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be used at runtime. However, an application can be built against a stub object, where the stub object provides the real object name to be used at runtime, and then use the real object at runtime. When building a stub object, the link-editor ignores any object or library files specified on the command line, and these files need not exist in order to build a stub. Since the compilation step can be omitted, and because the link-editor has relatively little work to do, stub objects can be built very quickly. Stub objects can be used to solve a variety of build problems: Speed Modern machines, using a version of make with the ability to parallelize operations, are capable of compiling and linking many objects simultaneously, and doing so offers significant speedups. However, it is typical that a given object will depend on other objects, and that there will be a core set of objects that nearly everything else depends on. It is necessary to impose an ordering that builds each object before any other object that requires it. This ordering creates bottlenecks that reduce the amount of parallelization that is possible and limits the overall speed at which the code can be built. Complexity/Correctness In a large body of code, there can be a large number of dependencies between the various objects. The makefiles or other build descriptions for these objects can become very complex and difficult to understand or maintain. The dependencies can change as the system evolves. This can cause a given set of makefiles to become slightly incorrect over time, leading to race conditions and mysterious rare build failures. Dependency Cycles It might be desirable to organize code as cooperating shared objects, each of which draw on the resources provided by the other. Such cycles cannot be supported in an environment where objects must be built before the objects that use them, even though the runtime linker is fully capable of loading and using such objects if they could be built. Stub shared objects offer an alternative method for building code that sidesteps the above issues. Stub objects can be quickly built for all the shared objects produced by the build. Then, all the real shared objects and executables can be built in parallel, in any order, using the stub objects to stand in for the real objects at link-time. Afterwards, the executables and real shared objects are kept, and the stub shared objects are discarded. Stub objects are built from a mapfile, which must satisfy the following requirements. The mapfile must specify the STUB_OBJECT directive. This directive informs the link-editor that the object can be built as a stub object, and as such causes the link-editor to perform validation and sanity checking intended to guarantee that an object and its stub will always provide identical linking interfaces. All function and data symbols that make up the external interface to the object must be explicitly listed in the mapfile. The mapfile must use symbol scope reduction ('*'), to remove any symbols not explicitly listed from the external interface. All global data exported from the object must have an ASSERT symbol attribute in the mapfile to specify the symbol type, size, and bss attributes. In the case where there are multiple symbols that reference the same data, the ASSERT for one of these symbols must specify the TYPE and SIZE attributes, while the others must use the ALIAS attribute to reference this primary symbol. Given such a mapfile, the stub and real versions of the shared object can be built using the same command line for each, adding the '-z stub' option to the link for the stub object, and omiting the option from the link for the real object. To demonstrate these ideas, the following code implements a shared object named idx5, which exports data from a 5 element array of integers, with each element initialized to contain its zero-based array index. This data is available as a global array, via an alternative alias data symbol with weak binding, and via a functional interface. % cat idx5.c int _idx5[5] = { 0, 1, 2, 3, 4 }; #pragma weak idx5 = _idx5 int idx5_func(int index) { if ((index 4)) return (-1); return (_idx5[index]); } A mapfile is required to describe the interface provided by this shared object. % cat mapfile $mapfile_version 2 STUB_OBJECT; SYMBOL_SCOPE { _idx5 { ASSERT { TYPE=data; SIZE=4[5] }; }; idx5 { ASSERT { BINDING=weak; ALIAS=_idx5 }; }; idx5_func; local: *; }; The following main program is used to print all the index values available from the idx5 shared object. % cat main.c #include <stdio.h> extern int _idx5[5], idx5[5], idx5_func(int); int main(int argc, char **argv) { int i; for (i = 0; i The following commands create a stub version of this shared object in a subdirectory named stublib. elfdump is used to verify that the resulting object is a stub. The command used to build the stub differs from that of the real object only in the addition of the -z stub option, and the use of a different output file name. This demonstrates the ease with which stub generation can be added to an existing makefile. % cc -Kpic -G -M mapfile -h libidx5.so.1 idx5.c -o stublib/libidx5.so.1 -zstub % ln -s libidx5.so.1 stublib/libidx5.so % elfdump -d stublib/libidx5.so | grep STUB [11] FLAGS_1 0x4000000 [ STUB ] The main program can now be built, using the stub object to stand in for the real shared object, and setting a runpath that will find the real object at runtime. However, as we have not yet built the real object, this program cannot yet be run. Attempts to cause the system to load the stub object are rejected, as the runtime linker knows that stub objects lack the actual code and data found in the real object, and cannot execute. % cc main.c -L stublib -R '$ORIGIN/lib' -lidx5 -lc % ./a.out ld.so.1: a.out: fatal: libidx5.so.1: open failed: No such file or directory Killed % LD_PRELOAD=stublib/libidx5.so.1 ./a.out ld.so.1: a.out: fatal: stublib/libidx5.so.1: stub shared object cannot be used at runtime Killed We build the real object using the same command as we used to build the stub, omitting the -z stub option, and writing the results to a different file. % cc -Kpic -G -M mapfile -h libidx5.so.1 idx5.c -o lib/libidx5.so.1 Once the real object has been built in the lib subdirectory, the program can be run. % ./a.out [0] 0 0 0 [1] 1 1 1 [2] 2 2 2 [3] 3 3 3 [4] 4 4 4 Mapfile Changes The version 2 mapfile syntax was extended in a number of places to accommodate stub objects. Conditional Input The version 2 mapfile syntax has the ability conditionalize mapfile input using the $if control directive. As you might imagine, these directives are used frequently with ASSERT directives for data, because a given data symbol will frequently have a different size in 32 or 64-bit code, or on differing hardware such as x86 versus sparc. The link-editor maintains an internal table of names that can be used in the logical expressions evaluated by $if and $elif. At startup, this table is initialized with items that describe the class of object (_ELF32 or _ELF64) and the type of the target machine (_sparc or _x86). We found that there were a small number of cases in the Solaris code base in which we needed to know what kind of object we were producing, so we added the following new predefined items in order to address that need: NameMeaning ...... _ET_DYNshared object _ET_EXECexecutable object _ET_RELrelocatable object ...... STUB_OBJECT Directive The new STUB_OBJECT directive informs the link-editor that the object described by the mapfile can be built as a stub object. STUB_OBJECT; A stub shared object is built entirely from the information in the mapfiles supplied on the command line. When the -z stub option is specified to build a stub object, the presence of the STUB_OBJECT directive in a mapfile is required, and the link-editor uses the information in symbol ASSERT attributes to create global symbols that match those of the real object. When the real object is built, the presence of STUB_OBJECT causes the link-editor to verify that the mapfiles accurately describe the real object interface, and that a stub object built from them will provide the same linking interface as the real object it represents. All function and data symbols that make up the external interface to the object must be explicitly listed in the mapfile. The mapfile must use symbol scope reduction ('*'), to remove any symbols not explicitly listed from the external interface. All global data in the object is required to have an ASSERT attribute that specifies the symbol type and size. If the ASSERT BIND attribute is not present, the link-editor provides a default assertion that the symbol must be GLOBAL. If the ASSERT SH_ATTR attribute is not present, or does not specify that the section is one of BITS or NOBITS, the link-editor provides a default assertion that the associated section is BITS. All data symbols that describe the same address and size are required to have ASSERT ALIAS attributes specified in the mapfile. If aliased symbols are discovered that do not have an ASSERT ALIAS specified, the link fails and no object is produced. These rules ensure that the mapfiles contain a description of the real shared object's linking interface that is sufficient to produce a stub object with a completely compatible linking interface. SYMBOL_SCOPE/SYMBOL_VERSION ASSERT Attribute The SYMBOL_SCOPE and SYMBOL_VERSION mapfile directives were extended with a symbol attribute named ASSERT. The syntax for the ASSERT attribute is as follows: ASSERT { ALIAS = symbol_name; BINDING = symbol_binding; TYPE = symbol_type; SH_ATTR = section_attributes; SIZE = size_value; SIZE = size_value[count]; }; The ASSERT attribute is used to specify the expected characteristics of the symbol. The link-editor compares the symbol characteristics that result from the link to those given by ASSERT attributes. If the real and asserted attributes do not agree, a fatal error is issued and the output object is not created. In normal use, the link editor evaluates the ASSERT attribute when present, but does not require them, or provide default values for them. The presence of the STUB_OBJECT directive in a mapfile alters the interpretation of ASSERT to require them under some circumstances, and to supply default assertions if explicit ones are not present. See the definition of the STUB_OBJECT Directive for the details. When the -z stub command line option is specified to build a stub object, the information provided by ASSERT attributes is used to define the attributes of the global symbols provided by the object. ASSERT accepts the following: ALIAS Name of a previously defined symbol that this symbol is an alias for. An alias symbol has the same type, value, and size as the main symbol. The ALIAS attribute is mutually exclusive to the TYPE, SIZE, and SH_ATTR attributes, and cannot be used with them. When ALIAS is specified, the type, size, and section attributes are obtained from the alias symbol. BIND Specifies an ELF symbol binding, which can be any of the STB_ constants defined in <sys/elf.h>, with the STB_ prefix removed (e.g. GLOBAL, WEAK). TYPE Specifies an ELF symbol type, which can be any of the STT_ constants defined in <sys/elf.h>, with the STT_ prefix removed (e.g. OBJECT, COMMON, FUNC). In addition, for compatibility with other mapfile usage, FUNCTION and DATA can be specified, for STT_FUNC and STT_OBJECT, respectively. TYPE is mutually exclusive to ALIAS, and cannot be used in conjunction with it. SH_ATTR Specifies attributes of the section associated with the symbol. The section_attributes that can be specified are given in the following table: Section AttributeMeaning BITSSection is not of type SHT_NOBITS NOBITSSection is of type SHT_NOBITS SH_ATTR is mutually exclusive to ALIAS, and cannot be used in conjunction with it. SIZE Specifies the expected symbol size. SIZE is mutually exclusive to ALIAS, and cannot be used in conjunction with it. The syntax for the size_value argument is as described in the discussion of the SIZE attribute below. SIZE The SIZE symbol attribute existed before support for stub objects was introduced. It is used to set the size attribute of a given symbol. This attribute results in the creation of a symbol definition. Prior to the introduction of the ASSERT SIZE attribute, the value of a SIZE attribute was always numeric. While attempting to apply ASSERT SIZE to the objects in the Solaris ON consolidation, I found that many data symbols have a size based on the natural machine wordsize for the class of object being produced. Variables declared as long, or as a pointer, will be 4 bytes in size in a 32-bit object, and 8 bytes in a 64-bit object. Initially, I employed the conditional $if directive to handle these cases as follows: $if _ELF32 foo { ASSERT { TYPE=data; SIZE=4 } }; bar { ASSERT { TYPE=data; SIZE=20 } }; $elif _ELF64 foo { ASSERT { TYPE=data; SIZE=8 } }; bar { ASSERT { TYPE=data; SIZE=40 } }; $else $error UNKNOWN ELFCLASS $endif I found that the situation occurs frequently enough that this is cumbersome. To simplify this case, I introduced the idea of the addrsize symbolic name, and of a repeat count, which together make it simple to specify machine word scalar or array symbols. Both the SIZE, and ASSERT SIZE attributes support this syntax: The size_value argument can be a numeric value, or it can be the symbolic name addrsize. addrsize represents the size of a machine word capable of holding a memory address. The link-editor substitutes the value 4 for addrsize when building 32-bit objects, and the value 8 when building 64-bit objects. addrsize is useful for representing the size of pointer variables and C variables of type long, as it automatically adjusts for 32 and 64-bit objects without requiring the use of conditional input. The size_value argument can be optionally suffixed with a count value, enclosed in square brackets. If count is present, size_value and count are multiplied together to obtain the final size value. Using this feature, the example above can be written more naturally as: foo { ASSERT { TYPE=data; SIZE=addrsize } }; bar { ASSERT { TYPE=data; SIZE=addrsize[5] } }; Exported Global Data Is Still A Bad Idea As you can see, the additional plumbing added to the Solaris link-editor to support stub objects is minimal. Furthermore, about 90% of that plumbing is dedicated to handling global data. We have long advised against global data exported from shared objects. There are many ways in which global data does not fit well with dynamic linking. Stub objects simply provide one more reason to avoid this practice. It is always better to export all data via a functional interface. You should always hide your data, and make it available to your users via a function that they can call to acquire the address of the data item. However, If you do have to support global data for a stub, perhaps because you are working with an already existing object, it is still easilily done, as shown above. Oracle does not like us to discuss hypothetical new features that don't exist in shipping product, so I'll end this section with a speculation. It might be possible to do more in this area to ease the difficulty of dealing with objects that have global data that the users of the library don't need. Perhaps someday... Conclusions It is easy to create stub objects for most objects. If your library only exports function symbols, all you have to do to build a faithful stub object is to add STUB_OBJECT; and then to use the same link command you're currently using, with the addition of the -z stub option. Happy Stubbing!

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  • ForEach with EditorFor

    - by hermiod
    I have got an Entity model which contains a collection of Message objects which are of the type Message which has several properties, including content, MessageID, from, and to. I have created an EditorTemplate for type Message, however, I cannot get it to display the contents of the Messages collection. There are no errors, but nothing is output. Please note that the view code is from an EditorTemplate for the parent Talkback class. Can you have an EditorTemplate calling another EditorTemplate for a child collection? Both the Talkback and Message class are generated by Entity framework from an existing database. View code: <% foreach (TalkbackEntityTest.Message msg in Model.Messages) { Html.EditorFor(x=> msg, "Message"); } %> This is my template code. It is the standard auto-generated view code with some minor changes. <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<TalkbackEntityTest.Message>" %> <%: Html.ValidationSummary(true) %> <fieldset> <legend>Fields</legend> <div class="editor-label"> <%: Html.LabelFor(model => model.MessageID) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.MessageID) %> <%: Html.ValidationMessageFor(model => model.MessageID) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.acad_period) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.acad_period) %> <%: Html.ValidationMessageFor(model => model.acad_period) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.talkback_id) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.talkback_id) %> <%: Html.ValidationMessageFor(model => model.talkback_id) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.From) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.From) %> <%: Html.ValidationMessageFor(model => model.From) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.To) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.To) %> <%: Html.ValidationMessageFor(model => model.To) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.SentDatetime) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.SentDatetime, String.Format("{0:g}", Model.SentDatetime)) %> <%: Html.ValidationMessageFor(model => model.SentDatetime) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.content) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.content) %> <%: Html.ValidationMessageFor(model => model.content) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.MessageTypeID) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.MessageTypeID) %> <%: Html.ValidationMessageFor(model => model.MessageTypeID) %> </div> <p> <input type="submit" value="Save" /> </p> </fieldset> There is definitely content in the Message collection as, if I remove EditorFor and put in response.write on the content property of the Message class, I get the content field for 3 Message objects on the page, which is exactly as expected.

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  • How do I ensure that a JPanel Shrinks when the parent frame is resized?

    - by dah
    I have a basic notes panel that I'm looking to shrink the width of when the parent jframe is resized but it isn't happening. I'm using nested gridbaglayouts. package com.protocase.notes.views; import com.protocase.notes.controller.NotesController; import com.protocase.notes.model.Subject; import com.protocase.notes.model.Note; import com.protocase.notes.model.database.PMSNotesAdapter; import java.awt.Color; import java.awt.GridBagConstraints; import java.awt.GridBagLayout; import javax.swing.BorderFactory; import javax.swing.JButton; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JScrollPane; /** * @author DavidH */ public class NotesViewer extends JPanel { // <editor-fold defaultstate="collapsed" desc="Attributes"> private Subject subject; private NotesController controller; //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Getters N' Setters"> /** * Gets back the current subject. * @return */ public Subject getSubject() { return subject; } public NotesController getController() { return controller; } public void setController(NotesController controller) { this.controller = controller; } /** * Should clear the panel of the current subject and load the details for * the other object. * @param subject */ public void setSubject(Subject subject) { this.subject = subject; } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Constructor"> /** * -- Sets up a note viewer with a subject and a controller. Likely this * would be the constructor used if you were passing off from another * NoteViewer or something else that used a notes adapter or controller. * @param subject * @param controller */ public NotesViewer(Subject subject, NotesController controller) { this.subject = subject; this.controller = controller; initComponents(); } /** * -- Sets up a note view with a subject and creates a new controller. This * would be the constructor typically chosen if choosing notes was * infrequent and only one or two notes needs to be displayed. * @param subject */ public NotesViewer(Subject subject) { this(subject, new NotesController(new PMSNotesAdapter())); } /** * -- Sets up a note view without a subject and creates a new controller. * This would be for a note viewer without any notes, perhaps populating * as you choose values in another form. * @param subject */ public NotesViewer() { this(null); } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="initComponents()"> /** * Sets up the view for the NotesViewer */ private void initComponents() { // -- Make a new panel for the header JPanel panel = new JPanel(); panel.setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); c.gridx = 0; c.fill = GridBagConstraints.HORIZONTAL; c.gridy = 0; c.weightx = .5; //c.anchor = GridBagConstraints.NORTHWEST; JLabel label = new JLabel("Viewing Notes for [Subject]"); label.setAlignmentX(JLabel.LEFT_ALIGNMENT); label.setBorder(BorderFactory.createLineBorder(Color.YELLOW)); panel.add(label); JButton newNoteButton = new JButton("New"); c = new GridBagConstraints(); // c.fill = GridBagConstraints.HORIZONTAL; c.gridx = 1; c.gridy = 0; c.weightx = .5; c.anchor = GridBagConstraints.EAST; panel.add(newNoteButton, c); // -- NotePanels c = new GridBagConstraints(); c.fill = GridBagConstraints.HORIZONTAL; c.weightx = 1; c.weighty = 1; c.gridx = 0; c.gridwidth = 2; int y = 1; for (Note n : subject.getNotes()) { c.gridy = y++; panel.add(new NotesPanel(n, controller), c); } this.setLayout(new GridBagLayout()); GridBagConstraints pc = new GridBagConstraints(); pc.gridx = 0; pc.gridy = 0; pc.weightx = 1; pc.weighty = 1; pc.fill = GridBagConstraints.BOTH; panel.setBackground(Color.blue); JScrollPane scroll = new JScrollPane(); scroll.setViewportView(panel); //scroll.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_NEVER); this.add(scroll, pc); //this.add(panel, pc); // -- Add it all to the layout } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="private methods"> //</editor-fold> } package com.protocase.notes.views; import com.protocase.notes.controller.NotesController; import com.protocase.notes.model.Note; import java.awt.CardLayout; import java.awt.Color; import java.awt.Component; import java.awt.Dimension; import java.awt.GridBagConstraints; import java.awt.GridBagLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.text.DateFormat; import java.text.SimpleDateFormat; import javax.swing.BorderFactory; import javax.swing.JButton; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JScrollPane; import javax.swing.JTextArea; import javax.swing.JTextField; import javax.swing.border.BevelBorder; import javax.swing.border.Border; import javax.swing.border.MatteBorder; /** * @author dah01 */ public class NotesPanel extends JPanel { // <editor-fold defaultstate="collapsed" desc="Attributes"> private Note note; private NotesController controller; private CardLayout cardLayout; private JTextArea viewTextArea; private JTextArea editTextArea; //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Getters N' Setters"> public NotesController getController() { return controller; } public void setController(NotesController controller) { this.controller = controller; } public Note getNote() { return note; } public void setNote(Note note) { this.note = note; } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Constructor"> /** * Sets up a note panel that shows everything about the note. * @param note */ public NotesPanel(Note note, NotesController controller) { this.note = note; cardLayout = new CardLayout(); this.setLayout(cardLayout); // -- Setup the layout manager. this.setBackground(new Color(199, 187, 192)); this.setBorder(new BevelBorder(BevelBorder.RAISED)); // -- ViewPanel this.add("ViewPanel", initViewPanel()); this.add("EditPanel", initEditPanel()); } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="EditPanel"> private JPanel initEditPanel() { JPanel editPanel = new JPanel(); editPanel.setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); c.fill = GridBagConstraints.HORIZONTAL; c.gridy = 0; c.weightx = 1; c.weighty = 0.3; editPanel.add(initCreatorLabel(), c); c.gridy++; editPanel.add(initEditTextScroll(), c); c.gridy++; c.anchor = GridBagConstraints.WEST; c.fill = GridBagConstraints.NONE; editPanel.add(initEditorLabel(), c); c.gridx++; c.anchor = GridBagConstraints.EAST; editPanel.add(initSaveButton(), c); return editPanel; } private JScrollPane initEditTextScroll() { this.editTextArea = new JTextArea(note.getContents()); editTextArea.setLineWrap(true); editTextArea.setWrapStyleWord(true); JScrollPane scrollPane = new JScrollPane(editTextArea); scrollPane.setAlignmentX(JScrollPane.LEFT_ALIGNMENT); Border b = scrollPane.getViewportBorder(); MatteBorder mb = BorderFactory.createMatteBorder(2, 2, 2, 2, Color.BLUE); scrollPane.setBorder(mb); return scrollPane; } private JButton initSaveButton() { final CardLayout l = this.cardLayout; final JPanel p = this; final NotesController c = this.controller; final Note n = this.note; final JTextArea noteText = this.viewTextArea; final JTextArea textToSubmit = this.editTextArea; ActionListener al = new ActionListener() { @Override public void actionPerformed(ActionEvent e) { //controller.saveNote(n); noteText.setText(textToSubmit.getText()); l.next(p); } }; JButton saveButton = new JButton("Save"); saveButton.addActionListener(al); saveButton.setPreferredSize(new Dimension(62, 26)); return saveButton; } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="ViewPanel"> private JPanel initViewPanel() { JPanel viewPanel = new JPanel(); viewPanel.setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); c.fill = GridBagConstraints.HORIZONTAL ; c.gridy = 0; c.weightx = 1; c.weighty = 0.3; viewPanel.add(initCreatorLabel(), c); c.gridy++; viewPanel.add(this.initNoteTextArea(), c); c.fill = GridBagConstraints.NONE; c.anchor = GridBagConstraints.WEST; c.gridy++; viewPanel.add(initEditorLabel(), c); c.gridx++; c.anchor = GridBagConstraints.EAST; viewPanel.add(initEditButton(), c); return viewPanel; } private JLabel initCreatorLabel() { DateFormat formatter = new SimpleDateFormat("yyyy-MM-dd"); if (note != null) { String noteBy = "Note by " + note.getCreator(); String noteCreated = formatter.format(note.getDateCreated()); JLabel creatorLabel = new JLabel(noteBy + " @ " + noteCreated); creatorLabel.setAlignmentX(JLabel.LEFT_ALIGNMENT); return creatorLabel; } else { System.out.println("NOTE IS NULL"); return null; } } private JScrollPane initNoteTextArea() { // -- Setup the notes area. this.viewTextArea = new JTextArea(note.getContents()); viewTextArea.setEditable(false); viewTextArea.setLineWrap(true); viewTextArea.setWrapStyleWord(true); JScrollPane scrollPane = new JScrollPane(viewTextArea); scrollPane.setAlignmentX(JScrollPane.LEFT_ALIGNMENT); return scrollPane; } private JLabel initEditorLabel() { // -- Setup the edited by label. JLabel editorLabel = new JLabel(" -- Last edited by " + note.getLastEdited() + " at " + note.getDateModified()); editorLabel.setAlignmentX(Component.LEFT_ALIGNMENT); return editorLabel; } private JButton initEditButton() { final CardLayout l = this.cardLayout; final JPanel p = this; ActionListener ar = new ActionListener() { @Override public void actionPerformed(ActionEvent e) { l.next(p); } }; JButton editButton = new JButton("Edit"); editButton.setPreferredSize(new Dimension(62,26)); editButton.addActionListener(ar); return editButton; } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Grow Width When Resized"> @Override public Dimension getPreferredSize() { int fw = this.getParent().getSize().width; int fh = super.getPreferredSize().height; return new Dimension(fw,fh); } //</editor-fold> }

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  • GLSL: How to get pixel x,y,z world position?

    - by Rookie
    I want to adjust the colors depending on which xyz position they are in the world. I tried this in my fragment shader: vec4 pos = vec4(gl_FragCoord); // get pixel position but it seems that the z-coord is always towards my camera... how do i make the coords independent from my camera position/angle? Edit: if it matters, heres my vertex shader: gl_Position = ftransform(); Edit2: changed title, so i want world coords, not screen coords!

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  • Why does my simple hello world console app use so much memory?

    - by CodingThunder
    Looking in Process Explorer it uses; Virtual Size: 550,000k , Working Set: 28000k Why does my simple hello world console app use so much memory? I take it the difference between the Working Set and Virtual Size means that difference will be paged to disk? /I am running 64 bit XP. Thanks class Program { static void Main(string[] args) { Console.WriteLine("Hello world"); Console.ReadLine(); } }

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  • What are real world examples of when Linked Lists should be used?

    - by oo
    Another programmer was mentioning that they haven't found a use case for using a linked list data structure in any professional software in his career. I couldn't think of any good examples off the top of my head. He is mostly a C# and Java developer Can anyone give some examples where this was the correct data structure to solve a particular real world problem? Related: What is a practical, real world example of the Linked List?

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  • Creating, using and managing XML component dictionaries quick tutorials

    - by drrwebber
    XML Component Dictionary capabilities are provided in conjunction with the CAM Editor toolset.  These dictionaries accelerate the development of consistent XML information exchanges using standard sets of dictionary components. The quick tutorials are aimed at showing the 'how to' of the basic capabilities to jump start use of XML dictionaries with the CAM Editor. The collection of dictionary tutorials videos run for a total of approximately 20 minutes.  Each video can be reviewed individually also. Learn how to use the dictionary functions to create dictionaries by harvesting data model components from existing XSD schema, SQL database table schema, or simple Excel / Open Office spreadsheets with tables of components listed.Also included are tips and functions relating to use of NIEM exchange development, IEPD and EIEM techniques.These videos should be viewed in conjunction with reviewing the overall concepts and techniques described in the companion video on the CAM Editor and Dictionaries overview.  The approach is aligned with OASIS and Core Components Technical Specification (CCTS) standards specifications for XML components and dictionaries.Dictionary collections can be stored locally on the file system, or local network, or collaboratively on the web or cloud deployment, or can be shared and managed securely using the Oracle Enterprise Repository (OER) tool. Also included are techniques relating to the use of the NIEM approach for developing XML exchange schema and IEPD packages.  This includes generating reuse scores, wantlist, and cross reference spreadsheets. Included in the latest release of the CAM Editor is the ability to use the analyse dictionary tool to determine duplicate components, conflicting component definitions, missing component descriptions and so on.  This ensures high quality dictionary component specifications.  Using the CAM Editor you can also create MindMap models and UML physical models of your dictionary components sets. For a complete guide to using the CAM Editor see the main YouTube video tutorials website and the CAM Editor website.

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  • SOA Suite 11g Dynamic Payload Testing with soapUI Free Edition

    - by Greg Mally
    Overview Many web service developers use soapUI for various tests like: smoke test, unit test, and load testing because you can get a free edition that is fairly robust. However, if you need to venture into more complex testing that requires a dynamic payload, then the free edition doesn't necessarily make it easy. This feature does exist in soapUI, but for obvious reasons it is in the Pro version. In this blog I will show you how to use soapUI free edition for dynamic payloads in a simplified example. Hopefully this will open the doors for you to expand into more complex scenarios. The following assumes that you have a working knowledge of soapUI and will not go into concepts like setting up a project etc. For the basics, please review the documentation for soapUI: http://www.soapui.org/Getting-Started/. Additionally, we will be using asynchronous web services and you can review the setup for this in my blog: SOA Suite 11g Asynchronous Testing with soapUI. Features in soapUI Free Edition Relating to this Topic The soapUI test tool provides a very feature rich environment that can do many things provided you are willing to go beyond point and click. For this example, we will be leveraging just a couple features for our dynamic payload example: Test Case Properties Scripting with Groovy Basically, we will be using a property as a global variable and we will manipulate that property using a Groovy script. Setting Up Our Property Properties are available throughout soapUI and here is a snippet from the soapUI website defining the locations: Projects : for handling Project scope values, for example a subscription ID TestSuite : for handling TestSuite scoped values, can be seen as "arguments" to a TestSuite TestCases : for handling TestCase scoped values, can be seen as "arguments" to a TestCase Properties TestStep : for providing local values/state within a TestCase Local TestStep properties : several TestStep types maintain their own list of properties specific to their functionality : DataSource, DataSink, Run TestCase MockServices : for handling MockService scoped values/arguments MockResponses : for handling MockResponse scoped values Global Properties : for handling Global properties, optionally from an external source For our example, we will be defining a custom property in a TestCase called SimpleAsyncPayload. The property can be created in either the Custom Properties tab located at the bottom of the Navigator panel when the TestCase is selected in the Navigator or the Properties label in the TestCase editor: Navigator Panel TestCase Editor You will notice that I set a value of “0” for the custom property. For this simplified example, we will need to retrieve that value and manipulate it prior to making the web service request invocation. In order to accomplish this, we will need to get Groovy ;) Let's Get Groovy We will now add a new Groovy Script step to the TestCase called Manipulate Payload: TestCase Editor > Append Step > Groovy Script Once we have added the Groovy Script step to our TestCase, we can open the Groovy Script editor to add the code to: Get the current value of the property we created called SimpleAsyncPayload. Convert the value of the property to an integer. Increment the value. Store the incremented value back into the TestCase property called SimpleAsyncPayload. The script should look something like the following: Groovy Script Editor – Manipulate Payload At this point we can test the script to see if it is working by simply running the TestCase (left-click on the green triangle in the upper left-hand corner of the TestCase editor). To verify if it ran correctly, we can look at the value of the SimpleAsyncPayload property which should now be 1: TestCase Editor – Run Results All that is left to complete the TestCase is to append another step of type Test Request. The information required to append the request is a name and an operation to invoke. In this example we will use the default name and select the SimpleAsyncBPELProcessBingd -> process as the operation (any other information being requested, simply use the defaults unless you are calling an asynchronous operation then do not add any assertions). We are now in familiar ground with the Test Request editor. Depending upon the type of operation you are invoking (synchronous or asynchronous), please update the request with the necessary information (e.g., callback information for asynchronous operations). We will now tweak the Test Request payload to retrieve the value of the SimpleAsyncPayload property. The soapUI editor makes this very simple: right-click in the payload and navigate to the property (e.g., right-click > Get Data.. > TestCase: [Groovy TestCase] > Property [SimpleAsyncPayload]): Test Request Editor – Insert Property Value Your payload should now look something like the following: Test Request Editor – Inserted Property Value Just like before, we are now ready to run the TestCase. If everything goes as expected we should see a response like the following: Message Viewer – Results of TestCase Run We are now setup to be able to run a stress test where the payload will change for each request. This simple example can be expanded to include multiple payload values, complex calculations in the scripts, or whatever can be done via the soapUI scripting. Hopefully you have found this useful and happy testing to you :)

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  • strange segmentation fault during function return

    - by Kyle
    I am running a program on 2 different machines. On one it works fine without issue. On the other it results in a segmentation fault. Through debugging, I have figured out where the fault occurs, but I can't figure out a logical reason for it to happen. In one function I have the following code: pass_particles(particle_grid, particle_properties, input_data, coll_eros_track, collision_number_part, world, grid_rank_lookup, grid_locations); cout<<"done passing particles"<<endl; The function pass_particles looks like: void pass_particles(map<int,map<int,Particle> > & particle_grid, std::vector<Particle_props> & particle_properties, User_input& input_data, data_tracking & coll_eros_track, vector<int> & collision_number_part, mpi::communicator & world, std::map<int,int> & grid_rank_lookup, map<int,std::vector<double> > & grid_locations) { //cout<<"east-west"<<endl; //east-west exchange (x direction) map<int, vector<Particle> > particles_to_be_sent_east; map<int, vector<Particle> > particles_to_be_sent_west; vector<Particle> particles_received_east; vector<Particle> particles_received_west; int counter_x_sent=0; int counter_x_received=0; for(grid_iter=particle_grid.begin();grid_iter!=particle_grid.end();grid_iter++) { map<int,Particle>::iterator part_iter; for (part_iter=grid_iter->second.begin();part_iter!=grid_iter->second.end();) { if (particle_properties[part_iter->second.global_part_num()].particle_in_box()[grid_iter->first]) { //decide if a particle has left the box...need to consider whether particle was already outside the box if ((part_iter->second.position().x()<(grid_locations[grid_iter->first][0]) && part_iter->second.position().x()>(grid_locations[grid_iter->first-input_data.z_numboxes()][0])) || (input_data.periodic_walls_x() && (grid_iter->first-floor(grid_iter->first/(input_data.xz_numboxes()))*input_data.xz_numboxes()<input_data.z_numboxes()) && (part_iter->second.position().x()>(grid_locations[input_data.total_boxes()-1][0])))) { particles_to_be_sent_west[grid_iter->first].push_back(part_iter->second); particle_properties[particle_grid[grid_iter->first][part_iter->first].global_part_num()].particle_in_box()[grid_iter->first]=false; counter_sent++; counter_x_sent++; } else if ((part_iter->second.position().x()>(grid_locations[grid_iter->first][1]) && part_iter->second.position().x()<(grid_locations[grid_iter->first+input_data.z_numboxes()][1])) || (input_data.periodic_walls_x() && (grid_iter->first-floor(grid_iter->first/(input_data.xz_numboxes()))*input_data.xz_numboxes())>input_data.xz_numboxes()-input_data.z_numboxes()-1) && (part_iter->second.position().x()<(grid_locations[0][1]))) { particles_to_be_sent_east[grid_iter->first].push_back(part_iter->second); particle_properties[particle_grid[grid_iter->first][part_iter->first].global_part_num()].particle_in_box()[grid_iter->first]=false; counter_sent++; counter_x_sent++; } //select particles in overlap areas to send to neighboring cells else if ((part_iter->second.position().x()>(grid_locations[grid_iter->first][0]) && part_iter->second.position().x()<(grid_locations[grid_iter->first][0]+input_data.diam_large()))) { particles_to_be_sent_west[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } else if ((part_iter->second.position().x()<(grid_locations[grid_iter->first][1]) && part_iter->second.position().x()>(grid_locations[grid_iter->first][1]-input_data.diam_large()))) { particles_to_be_sent_east[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } ++part_iter; } else if (particles_received_current[grid_iter->first].find(part_iter->first)!=particles_received_current[grid_iter->first].end()) { if ((part_iter->second.position().x()>(grid_locations[grid_iter->first][0]) && part_iter->second.position().x()<(grid_locations[grid_iter->first][0]+input_data.diam_large()))) { particles_to_be_sent_west[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } else if ((part_iter->second.position().x()<(grid_locations[grid_iter->first][1]) && part_iter->second.position().x()>(grid_locations[grid_iter->first][1]-input_data.diam_large()))) { particles_to_be_sent_east[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } part_iter++; } else { particle_grid[grid_iter->first].erase(part_iter++); counter_removed++; } } } world.barrier(); mpi::request reqs_x_send[particles_to_be_sent_west.size()+particles_to_be_sent_east.size()]; vector<multimap<int,int> > box_sent_x_info; box_sent_x_info.resize(world.size()); vector<multimap<int,int> > box_received_x_info; box_received_x_info.resize(world.size()); int counter_x_reqs=0; //send particles for(grid_iter_vec=particles_to_be_sent_west.begin();grid_iter_vec!=particles_to_be_sent_west.end();grid_iter_vec++) { if (grid_iter_vec->second.size()!=0) { //send a particle. 50 will be "west" tag if (input_data.periodic_walls_x() && (grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes()))*input_data.xz_numboxes()<input_data.z_numboxes())) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1)], grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1), particles_to_be_sent_west[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1)]].insert(pair<int,int>(world.rank(), grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1))); } else if (!(grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes()))*input_data.xz_numboxes()<input_data.z_numboxes())) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()], grid_iter_vec->first - input_data.z_numboxes(), particles_to_be_sent_west[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()]].insert(pair<int,int>(world.rank(),grid_iter_vec->first - input_data.z_numboxes())); } } } for(grid_iter_vec=particles_to_be_sent_east.begin();grid_iter_vec!=particles_to_be_sent_east.end();grid_iter_vec++) { if (grid_iter_vec->second.size()!=0) { //send a particle. 60 will be "east" tag if (input_data.periodic_walls_x() && (grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes())*input_data.xz_numboxes())>input_data.xz_numboxes()-input_data.z_numboxes()-1)) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)], 2000000000-(grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)), particles_to_be_sent_east[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)]].insert(pair<int,int>(world.rank(),2000000000-(grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)))); } else if (!(grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes())*input_data.xz_numboxes())>input_data.xz_numboxes()-input_data.z_numboxes()-1)) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()], 2000000000-(grid_iter_vec->first + input_data.z_numboxes()), particles_to_be_sent_east[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()]].insert(pair<int,int>(world.rank(), 2000000000-(grid_iter_vec->first + input_data.z_numboxes()))); } } } counter=0; for (int i=0;i<world.size();i++) { //if (world.rank()!=i) //{ reqs[counter++]=world.isend(i,1000000000,box_sent_x_info[i]); reqs[counter++]=world.irecv(i,1000000000,box_received_x_info[i]); //} } mpi::wait_all(reqs, reqs + world.size()*2); //receive particles //receive west particles for (int j=0;j<world.size();j++) { multimap<int,int>::iterator received_info_iter; for (received_info_iter=box_received_x_info[j].begin();received_info_iter!=box_received_x_info[j].end();received_info_iter++) { //receive the message if (received_info_iter->second<1000000000) { //receive the message world.recv(received_info_iter->first,received_info_iter->second,particles_received_west); //loop through all the received particles and add them to the particle_grid for this processor for (unsigned int i=0;i<particles_received_west.size();i++) { particle_grid[received_info_iter->second].insert(pair<int,Particle>(particles_received_west[i].global_part_num(),particles_received_west[i])); if(particles_received_west[i].position().x()>grid_locations[received_info_iter->second][0] && particles_received_west[i].position().x()<grid_locations[received_info_iter->second][1]) { particle_properties[particles_received_west[i].global_part_num()].particle_in_box()[received_info_iter->second]=true; } counter_received++; counter_x_received++; } } else { //receive the message world.recv(received_info_iter->first,received_info_iter->second,particles_received_east); //loop through all the received particles and add them to the particle_grid for this processor for (unsigned int i=0;i<particles_received_east.size();i++) { particle_grid[2000000000-received_info_iter->second].insert(pair<int,Particle>(particles_received_east[i].global_part_num(),particles_received_east[i])); if(particles_received_east[i].position().x()>grid_locations[2000000000-received_info_iter->second][0] && particles_received_east[i].position().x()<grid_locations[2000000000-received_info_iter->second][1]) { particle_properties[particles_received_east[i].global_part_num()].particle_in_box()[2000000000-received_info_iter->second]=true; } counter_received++; counter_x_received++; } } } } mpi::wait_all(reqs_y_send, reqs_y_send + particles_to_be_sent_bottom.size()+particles_to_be_sent_top.size()); mpi::wait_all(reqs_z_send, reqs_z_send + particles_to_be_sent_south.size()+particles_to_be_sent_north.size()); mpi::wait_all(reqs_x_send, reqs_x_send + particles_to_be_sent_west.size()+particles_to_be_sent_east.size()); cout<<"x sent "<<counter_x_sent<<" and received "<<counter_x_received<<" from rank "<<world.rank()<<endl; cout<<"rank "<<world.rank()<<" sent "<<counter_sent<<" and received "<<counter_received<<" and removed "<<counter_removed<<endl; cout<<"done passing"<<endl; } I only posted some of the code (so ignore the fact that some variables may appear to be undefined, as they are in a portion of the code I didn't post) When I run the code (on the machine in which it fails), I get done passing but not done passing particles I am lost as to what could possibly cause a segmentation fault between the end of the called function and the next line in the calling function and why it would happen on one machine and not another.

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  • Cutting out smaller rectangles from a larger rectangle

    - by Mauro Destro
    The world is initially a rectangle. The player can move on the world border and then "cut" the world via orthogonal paths (not oblique). When the player reaches the border again I have a list of path segments they just made. I'm trying to calculate and compare the two areas created by the path cut and select the smaller one to remove it from world. After the first iteration, the world is no longer a rectangle and player must move on border of this new shape. How can I do this? Is it possible to have a non rectangular path? How can I move the player character only on path? EDIT Here you see an example of what I'm trying to achieve: Initial screen layout. Character moves inside the world and than reaches the border again. Segment of the border present in the smaller area is deleted and last path becomes part of the world border. Character moves again inside the world. Segments of border present in the smaller area are deleted etc.

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