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  • what is the best way to use loops to detect events while the main loop is running?

    - by yao jiang
    I am making an "game" that has pathfinding using pygame. I am using Astar algo. I have a main loop which draws the whole map. In the loop I check for events. If user press "enter" or "space", random start and end are selected, then animation starts and it will try to get from start to end. My draw function is stupid as hell right now, it works as expected but I feel that I am doing it wrong. It'll draw everything to the end of the animation. I am also detecting events in there as well. What is a better way of implementing the draw function such that it will draw one "step" at a time while checking for events? animating = False; while loop: check events: if not animating: # space or enter press will choose random start/end coords if enter_pressed or space_pressed: start, end = choose_coords route = find_route(start, end) draw(start, end, grid, route) else: # left click == generate an event to block the path # right click == user can choose a new destination if left_mouse_click: gen_event() reroute() elif right_mouse_click: new_end = new_end() new_start = current_pos() route = find_route(new_start, new_end) draw(new_start, new_end, grid, route) # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = [];

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  • Help with game development. Render loop?

    - by John
    Hello, I'm working on a simple game, this is my first game project. Most of the samples I find have a Render Loop where all the game logic is made too and I just don't like this. Let's say I have a ball with X=0, and a wall in X=10 and in a slow machine, the first loop places the ball in X=7 and in a second loop, it places the ball in X=14. It would just crash the game! Is this "render loop" the right way to make games? Should I write code to check for things like this in every frame? Example, new frame X=14, last frame have X=7, so I should check if there's anything from X=7 to X=14?? I was thinking that I should have a separated thread for the game logic and in the render loop, I should just "take a snapshot" of the current game logic and display that, no? How do you guys, experienced game developers work around this? thanks!

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  • Is it inefficient to access a python class member container in a loop statement?

    - by Dave
    Hi there. I'm trying to adopt some best practices to keep my python code efficient. I've heard that accessing a member variable inside of a loop can incur a dictionary lookup for every iteration of the loop, so I cache these in local variables to use inside the loop. My question is about the loop statement itself... if I have the following class: class A(object): def init(self) self.myList = [ 'a','b','c', 'd', 'e' ] Does the following code in a member function incur one, or one-per-loop-iteration (5) dictionary lookups? for letter in self.myList: print letter IE, should I adopt the following pattern, if I am concerned about efficiency... localList = self.myList for letter in localList: print letter or is that actually LESS efficient due to the local variable assign? Note, I am aware that early optimization is a dangerous pitfall if I'm concerned about the overall efficiency of code development. Here I am specifically asking about the efficiency of the code, not the coding. Thanks in advance! D

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  • How to make socket.recv(500) not stop a while loop.

    - by ImTooStupidForThis
    I made an IRC bot which uses a while true loop to receive whatever is said. To receive I use recv(500), but that stops the loop if there isn't anything to receive, but i need the loop to continue even if there isn't anything to receive. I need a makeshift timer to continue running. Example code: /A lot of stuff/ timer=0 while 1: timer=timer+1 line=s.recv(500) #If there is nothing to receive, the loop and thus the timer stop. /A lot of stuff/ So either I need a way to stop it stopping the loop, or I need a better timer.

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  • Building Awesome WM

    - by Dragan Chupacabrovic
    Hello, I am following these steps in order to build Awesome window manager on 10.04 I am building 3.4 while the tutorial is for 3.1 I installed all of the specified dependencies including cairo. After running cd awesome-3.4 && make I get the following missing dependencies error: Running cmake… -- cat - /bin/cat -- ln - /bin/ln -- grep - /bin/grep -- git - /usr/bin/git -- hostname - /bin/hostname -- gperf - /usr/bin/gperf -- asciidoc - /usr/bin/asciidoc -- xmlto - /usr/bin/xmlto -- gzip - /bin/gzip -- lua - /usr/bin/lua -- luadoc - /usr/bin/luadoc -- convert - /usr/bin/convert -- checking for modules 'glib-2.0;cairo;x11;pango=1.19.3;pangocairo=1.19.3;xcb-randr;xcb-xtest;xcb-xinerama;xcb-shape;xcb-event=0.3.6;xcb-aux=0.3.0;xcb-atom=0.3.0;xcb-keysyms=0.3.4;xcb-icccm=0.3.6;xcb-image=0.3.0;xcb-property=0.3.0;cairo-xcb;libstartup-notification-1.0=0.10;xproto=7.0.15;imlib2;libxdg-basedir=1.0.0' -- package 'xcb-xtest' not found -- package 'xcb-property=0.3.0' not found -- package 'libstartup-notification-1.0=0.10' not found -- package 'libxdg-basedir=1.0.0' not found CMake Error at /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:259 (message): A required package was not found Call Stack (most recent call first): /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:311 (_pkg_check_modules_internal) awesomeConfig.cmake:133 (pkg_check_modules) CMakeLists.txt:15 (include) CMake Error at awesomeConfig.cmake:157 (message): Call Stack (most recent call first): CMakeLists.txt:15 (include) -- Configuring incomplete, errors occurred! make: * [cmake] Error 1 I ran sudo apt-get install libxcb-xtest0 libxcb-property1 libxdg-basedir1 libstartup-notification0 but the problem is still there. It is probably because apt-get uses different names for these libraries. Please advise EDIT following enzotib's suggestion, I ran: sudo apt-get install libxcb-xtest0-dev libxcb-property1-dev libxdg-basedir-dev libstartup-notification0-dev and now it looks like I'm missing a library: awesome-3.4$ make Running cmake… -- cat - /bin/cat -- ln - /bin/ln -- grep - /bin/grep -- git - /usr/bin/git -- hostname - /bin/hostname -- gperf - /usr/bin/gperf -- asciidoc - /usr/bin/asciidoc -- xmlto - /usr/bin/xmlto -- gzip - /bin/gzip -- lua - /usr/bin/lua -- luadoc - /usr/bin/luadoc -- convert - /usr/bin/convert -- Configuring lib/naughty.lua -- Configuring lib/awful/tooltip.lua -- Configuring lib/awful/init.lua -- Configuring lib/awful/titlebar.lua -- Configuring lib/awful/key.lua -- Configuring lib/awful/mouse/init.lua -- Configuring lib/awful/mouse/finder.lua -- Configuring lib/awful/autofocus.lua -- Configuring lib/awful/screen.lua -- Configuring lib/awful/rules.lua -- Configuring lib/awful/widget/init.lua -- Configuring lib/awful/widget/taglist.lua -- Configuring lib/awful/widget/graph.lua -- Configuring lib/awful/widget/tasklist.lua -- Configuring lib/awful/widget/common.lua -- Configuring lib/awful/widget/prompt.lua -- Configuring lib/awful/widget/launcher.lua -- Configuring lib/awful/widget/button.lua -- Configuring lib/awful/widget/layoutbox.lua -- Configuring lib/awful/widget/layout/init.lua -- Configuring lib/awful/widget/layout/vertical.lua -- Configuring lib/awful/widget/layout/horizontal.lua -- Configuring lib/awful/widget/layout/default.lua -- Configuring lib/awful/widget/progressbar.lua -- Configuring lib/awful/widget/textclock.lua -- Configuring lib/awful/dbus.lua -- Configuring lib/awful/remote.lua -- Configuring lib/awful/client.lua -- Configuring lib/awful/prompt.lua -- Configuring lib/awful/completion.lua -- Configuring lib/awful/tag.lua -- Configuring lib/awful/util.lua -- Configuring lib/awful/button.lua -- Configuring lib/awful/menu.lua -- Configuring lib/awful/hooks.lua -- Configuring lib/awful/wibox.lua -- Configuring lib/awful/layout/init.lua -- Configuring lib/awful/layout/suit/init.lua -- Configuring lib/awful/layout/suit/floating.lua -- Configuring lib/awful/layout/suit/fair.lua -- Configuring lib/awful/layout/suit/spiral.lua -- Configuring lib/awful/layout/suit/magnifier.lua -- Configuring lib/awful/layout/suit/tile.lua -- Configuring lib/awful/layout/suit/max.lua -- Configuring lib/awful/placement.lua -- Configuring lib/awful/startup_notification.lua -- Configuring lib/beautiful.lua -- Configuring themes/zenburn//theme.lua -- Configuring themes/default//theme.lua -- Configuring themes/sky//theme.lua -- Configuring config.h -- Configuring awesomerc.lua -- Configuring awesome-version-internal.h -- Configuring awesome.doxygen -- Configuring done -- Generating done -- Build files have been written to: /home/druden/util/awesome-3.4/.build-vedroid-i486-linux-gnu-4.4.3 Running make Makefile… Building… [ 4%] Built target generated_sources [ 5%] Building C object CMakeFiles/awesome.dir/awesome.c.o In file included from /home/druden/util/awesome-3.4/spawn.h:25, from /home/druden/util/awesome-3.4/awesome.c:33: /home/druden/util/awesome-3.4/globalconf.h:57: error: expected specifier-qualifier-list before ‘xcb_event_handlers_t’ In file included from /home/druden/util/awesome-3.4/awesome.c:34: /home/druden/util/awesome-3.4/client.h: In function ‘client_stack’: /home/druden/util/awesome-3.4/client.h:212: error: ‘awesome_t’ has no member named ‘client_need_stack_refresh’ /home/druden/util/awesome-3.4/client.h: In function ‘client_raise’: /home/druden/util/awesome-3.4/client.h:227: error: ‘awesome_t’ has no member named ‘stack’ In file included from /home/druden/util/awesome-3.4/awesome.c:42: /home/druden/util/awesome-3.4/titlebar.h: In function ‘titlebar_update_geometry’: /home/druden/util/awesome-3.4/titlebar.h:150: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/titlebar.h:151: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/titlebar.h:152: error: ‘awesome_t’ has no member named ‘L’ In file included from /home/druden/util/awesome-3.4/awesome.c:47: /home/druden/util/awesome-3.4/common/xutil.h: In function ‘xutil_get_text_property_from_reply’: /home/druden/util/awesome-3.4/common/xutil.h:39: warning: ‘STRING’ is deprecated (declared at /usr/local/include/xcb/xcb_atom.h:83) /home/druden/util/awesome-3.4/common/xutil.h: At top level: /home/druden/util/awesome-3.4/common/xutil.h:60: error: expected ‘)’ before ‘*’ token /home/druden/util/awesome-3.4/awesome.c: In function ‘awesome_atexit’: /home/druden/util/awesome-3.4/awesome.c:65: error: ‘awesome_t’ has no member named ‘hooks’ /home/druden/util/awesome-3.4/awesome.c:66: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/awesome.c:66: error: ‘awesome_t’ has no member named ‘hooks’ /home/druden/util/awesome-3.4/awesome.c:68: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/awesome.c:73: error: ‘awesome_t’ has no member named ‘embedded’ /home/druden/util/awesome-3.4/awesome.c:76: error: ‘awesome_t’ has no member named ‘embedded’ /home/druden/util/awesome-3.4/awesome.c:77: error: ‘awesome_t’ has no member named ‘embedded’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: warning: type defaults to ‘int’ in declaration of ‘c’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:89: error: ‘awesome_t’ has no member named ‘clients’ /home/druden/util/awesome-3.4/awesome.c:91: error: invalid type argument of ‘unary *’ (have ‘int’) /home/druden/util/awesome-3.4/awesome.c:92: error: invalid type argument of ‘unary *’ (have ‘int’) /home/druden/util/awesome-3.4/awesome.c:96: error: ‘awesome_t’ has no member named ‘L’ /home/druden/util/awesome-3.4/awesome.c: In function ‘a_xcb_check_cb’: /home/druden/util/awesome-3.4/awesome.c:223: warning: implicit declaration of function ‘xcb_event_handle’ /home/druden/util/awesome-3.4/awesome.c:223: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:230: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c: In function ‘awesome_restart’: /home/druden/util/awesome-3.4/awesome.c:277: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c: In function ‘xerror’: /home/druden/util/awesome-3.4/awesome.c:305: error: ‘XCB_EVENT_ERROR_BAD_WINDOW’ undeclared (first use in this function) /home/druden/util/awesome-3.4/awesome.c:305: error: (Each undeclared identifier is reported only once /home/druden/util/awesome-3.4/awesome.c:305: error: for each function it appears in.) /home/druden/util/awesome-3.4/awesome.c:306: error: ‘XCB_EVENT_ERROR_BAD_MATCH’ undeclared (first use in this function) /home/druden/util/awesome-3.4/awesome.c:308: error: ‘XCB_EVENT_ERROR_BAD_VALUE’ undeclared (first use in this function) /home/druden/util/awesome-3.4/awesome.c: In function ‘main’: /home/druden/util/awesome-3.4/awesome.c:369: error: ‘awesome_t’ has no member named ‘keygrabber’ /home/druden/util/awesome-3.4/awesome.c:370: error: ‘awesome_t’ has no member named ‘mousegrabber’ /home/druden/util/awesome-3.4/awesome.c:376: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:377: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:381: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:382: error: ‘awesome_t’ has no member named ‘argv’ /home/druden/util/awesome-3.4/awesome.c:424: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:425: error: ‘awesome_t’ has no member named ‘timer’ /home/druden/util/awesome-3.4/awesome.c:431: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:432: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:433: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:434: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:435: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:436: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:443: error: ‘awesome_t’ has no member named ‘default_screen’ /home/druden/util/awesome-3.4/awesome.c:450: error: ‘awesome_t’ has no member named ‘have_xtest’ /home/druden/util/awesome-3.4/awesome.c:462: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:464: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:465: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:467: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:468: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:471: warning: implicit declaration of function ‘xcb_event_handlers_init’ /home/druden/util/awesome-3.4/awesome.c:471: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:472: warning: implicit declaration of function ‘xutil_error_handler_catch_all_set’ /home/druden/util/awesome-3.4/awesome.c:472: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:490: warning: implicit declaration of function ‘xcb_event_poll_for_event_loop’ /home/druden/util/awesome-3.4/awesome.c:490: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:493: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:496: error: ‘awesome_t’ has no member named ‘keysyms’ /home/druden/util/awesome-3.4/awesome.c:507: error: ‘awesome_t’ has no member named ‘colors’ /home/druden/util/awesome-3.4/awesome.c:510: error: ‘awesome_t’ has no member named ‘colors’ /home/druden/util/awesome-3.4/awesome.c:513: error: ‘awesome_t’ has no member named ‘font’ /home/druden/util/awesome-3.4/awesome.c:519: error: ‘awesome_t’ has no member named ‘keysyms’ /home/druden/util/awesome-3.4/awesome.c:519: error: ‘awesome_t’ has no member named ‘numlockmask’ /home/druden/util/awesome-3.4/awesome.c:520: error: ‘awesome_t’ has no member named ‘shiftlockmask’ /home/druden/util/awesome-3.4/awesome.c:520: error: ‘awesome_t’ has no member named ‘capslockmask’ /home/druden/util/awesome-3.4/awesome.c:521: error: ‘awesome_t’ has no member named ‘modeswitchmask’ /home/druden/util/awesome-3.4/awesome.c:563: error: ‘awesome_t’ has no member named ‘evenths’ /home/druden/util/awesome-3.4/awesome.c:572: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:575: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:576: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:577: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:578: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:579: error: ‘awesome_t’ has no member named ‘loop’ /home/druden/util/awesome-3.4/awesome.c:580: error: ‘awesome_t’ has no member named ‘loop’ make[3]: * [CMakeFiles/awesome.dir/awesome.c.o] Error 1 make[2]: [CMakeFiles/awesome.dir/all] Error 2 make[1]: [all] Error 2 make: * [cmake-build] Error 2

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  • How to Avoid a Busy Loop Inside a Function That Returns the Object That's Being Waited For

    - by Carl Smith
    I have a function which has the same interface as Python's input builtin, but it works in a client-server environment. When it's called, the function, which runs in the server, sends a message to the client, asking it to get some input from the user. The user enters some stuff, or dismisses the prompt, and the result is passed back to the server, which passes it to the function. The function then returns the result. The function must work like Python's input [that's the spec], so it must block until it has the result. This is all working, but it uses a busy loop, which, in practice, could easily be spinning for many minutes. Currently, the function tells the client to get the input, passing an id. The client returns the result with the id. The server puts the result in a dictionary, with the id as the key. The function basically waits for that key to exist. def input(): '''simplified example''' key = unique_key() tell_client_to_get_input(key) while key not in dictionary: pass return dictionary.pop(pin) Using a callback would be the normal way to go, but the input function must block until the result is available, so I can't see how that could work. The spec can't change, as Python will be using the new input function for stuff like help and pdb, which provide their own little REPLs. I have a lot of flexibility in terms of how everything works overall, but just can't budge on the function acting exactly like Python's. Is there any way to return the result as soon as it's available, without the busy loop?

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  • Audio playback, creating nested loop for fade in/out.

    - by Dave Slevin
    Hi Folks, First time poster here. A quick question about setting up a loop here. I want to set up a for loop for the first 1/3 of the main loop that will increase a value from .00001 or similar to 1. So I can use it to multiply a sample variable so as to create a fade-in in this simple audio file playback routine. So far it's turning out to be a bit of a head scratcher, any help greatfully recieved. for(i=0; i < end && !feof(fpin); i+=blockframes) { samples = fread(audioblock, sizeof(short), blocksamples, fpin); frames = samples; for(j=0; j < frames; j++) { for (f = 0; f< frames/3 ;f++) { fade = fade--; } output[j] = audioblock[j]/fade; } fwrite(output,sizeof(short), frames, fpoutput); } Apologies, So far I've read and re-write the file successfully. My problem is I'm trying to figure out a way to loop the variable 'fade' so it either increases or decreases to 1, so as I can modify the output variable. I wanted to do this in say 3 stages: 1. From 0 to frames/3 to increace a multiplication factor from .0001 to 1 2. from frames 1/3 to frames 2/3 to do nothing (multiply by 1) and 3. For the factor to decrease again below 1 so as for the output variable to decrease back to the original point. How can I create a loop that will increase and decrease these values over the outside loop?

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  • Is it necessary to var scope loop variables in CFScript?

    - by Mel
    When using CFML and CF9 I usually var scope my loop variables; in this case local.i, for example: <cfloop list="#this.list#" index="local.i"> <cfif Len(local.i) GT 10> // do something </cfif> </cfloop> I recently started converting some stuff into CFScript, and (to my disappointment I found out that there is no way to loop over a list in CFScript) I'm wondering if I should still var scope my loop variables, and how: for (i = 1; LTE ListLen(this.list); i = i + 1 ) { if (Len(ListGetAt(this.list, i) GT 10)) { // do something } } Should I be doing local.i = 1 and local.i = local.i + 1 istead of the sample code in my example? Is it necessary? EDIT: I should also ask if the CFScript form of my CFML loop is correct; I ask because I just noticed that my CFML loop uses a , (comma and space) for the delimiter argument, which seems non-existence in the CFScript version of the loop.

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  • Help combining these two queries

    - by Horace Loeb
    I need a SQL query that returns results matched by EITHER of the following SQL queries: Query 1: SELECT "annotations".* FROM "annotations" INNER JOIN "votes" ON "votes".voteable_id = "annotations".id AND "votes".voteable_type = 'Annotation' WHERE (votes.vote = 't' AND votes.voter_id = 78) Query 2: SELECT "annotations".* FROM "annotations" INNER JOIN "songs" ON "songs".id = "annotations".song_id INNER JOIN "songs" songs_annotations ON "songs_annotations".id = "annotations".song_id INNER JOIN "users" ON "users".id = "songs_annotations".state_last_updated_by_id WHERE (annotations.referent IS NOT NULL AND annotations.updated_at < '2010-04-05 01:51:24' AND (body = '?' OR body LIKE '%[?]%') AND ((users.id = songs.state_last_updated_by_id and users.needs_edit = 'f' and songs.state != 'work_in_progress') OR (songs.state = 'published')) Here's what I tried, but it doesn't work: SELECT "annotations".* FROM "annotations" INNER JOIN "songs" ON "songs".id = "annotations".song_id INNER JOIN "songs" songs_annotations ON "songs_annotations".id = "annotations".song_id INNER JOIN "users" ON "users".id = "songs_annotations".state_last_updated_by_id INNER JOIN "votes" ON "votes".voteable_id = "annotations".id AND "votes".voteable_type = 'Annotation' WHERE ((votes.vote = 't' and votes.voter_id = 78) OR (annotations.referent IS NOT NULL and annotations.updated_at < '2010-04-05 01:43:52' and (annotations.body = '?' OR annotations.body LIKE '%[?]%') and ((users.id = songs.state_last_updated_by_id and users.needs_edit = 'f') OR songs.state = 'published')))

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  • How to fix width of DIV that contains floated elements?

    - by joe
    I have a DIV container with several inner DIVs layed out by floating them all left. The inner DIVs may change width on certain events, and the containing DIV adjusts accordingly. I use float:left in the container to keep it shrunk to the width of the inner divs. I use float:left in the inner divs so the layout is clean even when their contents change. The catch is that I want the DIV container width and height to remain constant, UNLESS a particular event causes a change to the inner widths. Conceptually I want to use float on the inners for the layout benefit, but then I want to "fix" them so they don't float around. So if the container is 700px wide, I want it to remain so even if the user narrows the browser window. I'd like the container, and it's internal DIVs to just be clipped by the browser window. I sense this can all be done nicely in CSS, I just can't quite figure out how. I'm not averse to adding another container if necessary... Since the only desired layout changes are event-based, I am also willing to use a bit of JS. But is this necessary? (And I'm still not sure I know what to modify: container dimensions? inner floatiness? other?) <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> <style type="text/css"> #canvas { overflow:auto; /* for clearing floats */ } #container { float:left; /* so container shrinks around contained divs */ border:thin solid blue; } .inner { float:left; /* so inner elems line up nicely w/o saying fixed coords */ padding-top:8px; padding-bottom:4px; padding-left:80px; padding-right:80px; } #inner1 { background-color:#ffdddd; } #inner2 { background-color:#ddffdd; } #inner3 { background-color:#ddddff; } </style> </head> <body> <div id="canvas"> <div id="container"> <div id="inner1" class="inner"> inner 1 </div> <div id="inner2" class="inner"> inner 2 </div> <div id="inner3" class="inner"> inner 3 </div> </div> </div> cleared element </body> </html>

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  • In SQL, if we rename INNER JOIN as INTERSECT JOIN, LEFT OUTER JOIN as LEFT UNION JOIN, and FULL OUTE

    - by Jian Lin
    In SQL, the name Join gives an idea of "merging" or a sense of "union", making something bigger. But in fact, as in the other post http://stackoverflow.com/questions/2706051/in-sql-a-join-is-actually-an-intersection-and-it-is-also-a-linkage-or-a-sidew it turns out that a Join (Inner Join) is actually an Intersection. So if we think of Join = Inner Join = Intersect Join Left Outer Join = Left Union Join Full Outer Join = Full Union Join = Union Join then we always get a feel of what's happening, and maybe never forget what they are easily. In a way, we can think of Intersect as "making it less", therefore it is excluding something. That's why the name "Join" won't go with the idea of "Intersect". But in fact, both Intersect and Union can be thought of as: Union: bringing something together and merge them unconditionally. Intersect: bringing something together and merge them based on some condition. so the "bringing something together" is probably what "Join" is all about. It is like, Intersection is a "half glass of water" -- we can thinking of it as "excluding something" or as "bringing something together and accepting the common ones". So if the word "Intersect Join" is used, maybe a clear picture is there, and "Union Join" can be a clear picture too. Maybe the word "Inner Join" and "Outer Join" is very clear when we use SQL a lot. Somehow, the word "Outer" tends to give a feeling that it is "outside" and excluding something rather than a "Union".

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  • Overhead of calling tiny functions from a tight inner loop? [C++]

    - by John
    Say you see a loop like this one: for(int i=0; i<thing.getParent().getObjectModel().getElements(SOME_TYPE).count(); ++i) { thing.getData().insert( thing.GetData().Count(), thing.getParent().getObjectModel().getElements(SOME_TYPE)[i].getName() ); } if this was Java I'd probably not think twice. But in performance-critical sections of C++, it makes me want to tinker with it... however I don't know if the compiler is smart enough to make it futile. This is a made up example but all it's doing is inserting strings into a container. Please don't assume any of these are STL types, think in general terms about the following: Is having a messy condition in the for loop going to get evaluated each time, or only once? If those get methods are simply returning references to member variables on the objects, will they be inlined away? Would you expect custom [] operators to get optimized at all? In other words is it worth the time (in performance only, not readability) to convert it to something like: ElementContainer &source = thing.getParent().getObjectModel().getElements(SOME_TYPE); int num = source.count(); Store &destination = thing.getData(); for(int i=0;i<num;++i) { destination.insert(thing.GetData().Count(), source[i].getName(); } Remember, this is a tight loop, called millions of times a second. What I wonder is if all this will shave a couple of cycles per loop or something more substantial? Yes I know the quote about "premature optimisation". And I know that profiling is important. But this is a more general question about modern compilers, Visual Studio in particular.

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  • Should if statments be in inner or outer method?

    - by mjcopple
    Which of these designs is better? What are the pros and cons of each? Which one would you use? Any other suggestions of how to deal with methods like is are appreciated. It is reasonable to assume that Draw() is the only place that the other draw methods are called from. This needs to expand to many more Draw* methods and Show* properties, not just the three shown here. public void Draw() { if (ShowAxis) { DrawAxis(); } if (ShowLegend) { DrawLegend(); } if (ShowPoints && Points.Count > 0) { DrawPoints(); } } private void DrawAxis() { // Draw things. } private void DrawLegend() { // Draw things. } private void DrawPoints() { // Draw things. } Or public void Draw() { DrawAxis(); DrawLegend(); DrawPoints(); } private void DrawAxis() { if (!ShowAxis) { return; } // Draw things. } private void DrawLegend() { if (!ShowLegend) { return; } // Draw things. } private void DrawPoints() { if (!ShowPoints || Points.Count <= 0)) { return; } // Draw things. }

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  • PHP: go back to the start of loop using a sort of 'break' ?

    - by matthy
    Hi i have a loop and i was wondering if there was a command that you can jump back to the start of the loop and ignore the rest of the code in the loop example: for ($index = 0; $index < 10; $index++) { if ($index == 6) that command to go the start of the loop echo "$index, "; } should output 1,2,3,4,5,7,8,9 and skip the six sort of same result as for ($index = 0; $index < 10; $index++) { if ($index != 6) echo "$index, "; } is there a command for that? thanks, matthy

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  • Porting a select loop application to Android with NDK. Design question.

    - by plaisthos
    Hi, I have an network application which uses a select loop like this: bool shutdown=false; while (!shutdown) { [do something] select(...,timeout); } THe main loop cannot work like this in an Android application anymore since the application needs to receive Intents, need to handle GUI, etc. I think I have basically three possibilities: Move the main loop to the java part of the application. Let the loop run in its own thread and somehow communicate from/to java. Screw Android <= 2.3 and use a native activity and use AInputQueue/ALooper instead of select. The first possibility is not easy since java has no select which works on fds. Simply using the select and return after each loop to java is not an elegant possibility either since that requires setting the timeout to something like 20ms to have a good response time in the java part of the program. The second probability sound nicer but I have do some communication between java and the c++/c part of the program. Things that cold work: Using a socket, kind of ugly. using native calls in the "java gui thread" and callback from native in the "c thread". Both threads need to have thread safe implementations but this is managable. I have not explored the third possibility but I think that it is not the way to go. I think I can hack something together which will work but I asking what is the best path to chose.

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  • Indicator-cpufreq does not work at 12.04 ¿infinite loop insaid?

    - by Juan
    Good night, i want to use indicator-cpufreq, but it is not possible, i think that when i start it, i get an infinite loop and it doesnt start I think i am doing it well, here you have a snapshoot when i try to start it http://i.stack.imgur.com/mvaYf.jpg But 6 or 7 minutes later, it continues at the same point, i have to stop it with Ctrl-c, and shows that: http://i.stack.imgur.com/Vi0pp.jpg It says:" Traceback (most recent call last): File "/usr/bin/indicator-cpufreq", line 82, in gtk.main() KeyboardInterrupt" I do not have idea of what do for fix that, i hope you can help me to do that Thanks for your time and sorry about my english

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  • Is there a way to circumvent Python list.append() becoming progressively slower in a loop as the lis

    - by Deniz
    I have a big file I'm reading from, and convert every few lines to an instance of an Object. Since I'm looping through the file, I stash the instance to a list using list.append(instance), and then continue looping. This is a file that's around ~100MB so it isn't too large, but as the list grows larger, the looping slows down progressively. (I print the time for each lap in the loop). This is not intrinsic to the loop ~ when I print every new instance as I loop through the file, the program progresses at constant speed ~ it is only when I append them to a list it gets slow. My friend suggested disabling garbage collection before the while loop and enabling it afterward & making a garbage collection call. Did anyone else observe a similar problem with list.append getting slower? Is there any other way to circumvent this?

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  • Implementing ma? osx loop device driver.

    - by Inso Reiges
    Hello, I am aware that there is a native implementation of loop device system on osx, the hdiutil/hdix driver. But due to a number of reasons i need to roll out my own custom loop driver. Since hdix is closed-source can anyone give some starting pointers, links, advises, etc. on the subject? I had expirience implementing loop drivers on linux and windows but i don't really have a clue where to start from on osx. The basic functionality i need to implement is the same: given any file on disk, simulate a virtual block device interface for it. I also would like my loop driver to use all the native partition filter stacking available for real and hdix virtual block devices on osx.

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • How to link subprograms to a main program's game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is roughly : how does it work ? It seems that each robot's code is compiled by the main program and then used in a way I cannot understand. I thought it could yields a thread for each robot, but I have not any proof of this and it seems a bit complicated to achieve it. Any idea how it could work, someone ?

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  • How to get scripted programs governing game entities run in parallel with a game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is: How to achieve a similar result using scripted languages in collaboration with a C/C++ main program ? I found a possible approach using Python, multi-threading and shared memory, although I am not sure yet that it is possible this way. TCP/IP seems a bit too complicated for this kind of application.

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  • Parallel.Foreach loop creating multiple db connections throws connection errors?

    - by shawn.mek
    Login failed. The login is from an untrusted domain and cannot be used with Windows authentication I wanted to get my code running in parallel, so I changed my foreach loop to a parallel foreach loop. It seemed simple enough. Each loop connects to the database, looks up some stuff, performs some logic, adds some stuff, closes the connection. But I get the above error? I'm using my local sql server and entity framework (each loop uses it's own context). Is there some problem with connecting multiple times using the same local login or something? How did I get around this? I have (before trying to covert to a parallel.foreach loop) split my list of objects that I am foreach looping through into four groups (separate csv files) and run four concurrent instances of my program (which ran faster overall than just one, thus the idea for parallel). So it seems connecting to the db shouldn't be a problem? Any ideas? EDIT: Here's before var gtgGenerator = new CustomGtgGenerator(); var connectionString = ConfigurationManager.ConnectionStrings["BioEntities"].ConnectionString; var allAccessionsFromObs = _GetAccessionListFromDataFiles(collectionId); ForEach(cloneIdAndAccessions in allAccessionsFromObs) DoWork(gtgGenerator, taxonId, organismId, cloneIdAndAccessions, connectionString)); after var gtgGenerator = new CustomGtgGenerator(); var connectionString = ConfigurationManager.ConnectionStrings["BioEntities"].ConnectionString; var allAccessionsFromObs = _GetAccessionListFromDataFiles(collectionId); Parallel.ForEach(allAccessionsFromObs, cloneIdAndAccessions => DoWork(gtgGenerator, taxonId, organismId, cloneIdAndAccessions, connectionString)); Inside the DoWork I use the BioEntities using (var bioEntities = new BioEntities(connectionString)) {...}

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  • Why increase pointer by two while finding loop in linked list, why not 3,4,5?

    - by GG
    I had a look at question already which talk about algorithm to find loop in a linked list. I have read Floyd's cycle-finding algorithm solution, mentioned at lot of places that we have to take two pointers. One pointer( slower/tortoise ) is increased by one and other pointer( faster/hare ) is increased by 2. When they are equal we find the loop and if faster pointer reaches null there is no loop in the linked list. Now my question is why we increase faster pointer by 2. Why not something else? Increasing by 2 is necessary or we can increase it by X to get the result. Is it necessary that we will find a loop if we increment faster pointer by 2 or there can be the case where we need to increment by 3 or 5 or x.

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