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  • HTML5/JS - Choppy Game Loop

    - by Rikonator
    I have been experimenting with HTML5/JS, trying to create a simple game when I hit a wall. My choice of game loop is too choppy to be actually of any use in a game. I'm trying for a fixed time step loop, rendering only when required. I simply use a requestAnimationFrame to run Game.update which finds the elapsed time since the last update, and calls State.update to update and render the current state. State.prototype.update = function(ms) { this.ticks += ms; var updates = 0; while(this.ticks >= State.DELTA_TIME && updates < State.MAX_UPDATES) { this.updateState(); this.updateFrameTicks += State.DELTA_TIME; this.updateFrames++; if(this.updateFrameTicks >= 1000) { this.ups = this.updateFrames; this.updateFrames = 0; this.updateFrameTicks -= 1000; } this.ticks -= State.DELTA_TIME; updates++; } if(updates > 0) { this.renderFrameTicks += updates*State.DELTA_TIME; this.renderFrames++; if(this.renderFrameTicks >= 1000) { this.rps = this.renderFrames; this.renderFrames = 0; this.renderFrameTicks -= 1000; } this.renderState(updates*State.DELTA_TIME); } }; But this strategy does not work very well. This is the result: http://jsbin.com/ukosuc/1 (Edit). As it is apparent, the 'game' has fits of lag, and when you tab out for a long period and come back, the 'game' behaves unexpectedly - updates faster than intended. This is either a problem due to something about game loops that I don't quite understand yet, or a problem due to implementation which I can't pinpoint. I haven't been able to solve this problem despite attempting several variations using setTimeout and requestAnimationFrame. (One such example is http://jsbin.com/eyarod/1/edit). Some help and insight would really be appreciated!

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • The UIManager Pattern

    - by Duncan Mills
    One of the most common mistakes that I see when reviewing ADF application code, is the sin of storing UI component references, most commonly things like table or tree components in Session or PageFlow scope. The reasons why this is bad are simple; firstly, these UI object references are not serializable so would not survive a session migration between servers and secondly there is no guarantee that the framework will re-use the same component tree from request to request, although in practice it generally does do so. So there danger here is, that at best you end up with an NPE after you session has migrated, and at worse, you end up pinning old generations of the component tree happily eating up your precious memory. So that's clear, we should never. ever, be storing references to components anywhere other than request scope (or maybe backing bean scope). So double check the scope of those binding attributes that map component references into a managed bean in your applications.  Why is it Such a Common Mistake?  At this point I want to examine why there is this urge to hold onto these references anyway? After all, JSF will obligingly populate your backing beans with the fresh and correct reference when needed.   In most cases, it seems that the rational is down to a lack of distinction within the application between what is data and what is presentation. I think perhaps, a cause of this is the logical separation between business data behind the ADF data binding (#{bindings}) façade and the UI components themselves. Developers tend to think, OK this is my data layer behind the bindings object and everything else is just UI.  Of course that's not the case.  The UI layer itself will have state which is intrinsically linked to the UI presentation rather than the business model, but at the same time should not be tighly bound to a specific instance of any single UI component. So here's the problem.  I think developers try and use the UI components as state-holders for this kind of data, rather than using them to represent that state. An example of this might be something like the selection state of a tabset (panelTabbed), you might be interested in knowing what the currently disclosed tab is. The temptation that leads to the component reference sin is to go and ask the tabset what the selection is.  That of course is fine in context - e.g. a handler within the same request scoped bean that's got the binding to the tabset. However, it leads to problems when you subsequently want the same information outside of the immediate scope.  The simple solution seems to be to chuck that component reference into session scope and then you can simply re-check in the same way, leading of course to this mistake. Turn it on its Head  So the correct solution to this is to turn the problem on its head. If you are going to be interested in the value or state of some component outside of the immediate request context then it becomes persistent state (persistent in the sense that it extends beyond the lifespan of a single request). So you need to externalize that state outside of the component and have the component reference and manipulate that state as needed rather than owning it. This is what I call the UIManager pattern.  Defining the Pattern The  UIManager pattern really is very simple. The premise is that every application should define a session scoped managed bean, appropriately named UIManger, which is specifically responsible for holding this persistent UI component related state.  The actual makeup of the UIManger class varies depending on a needs of the application and the amount of state that needs to be stored. Generally I'll start off with a Map in which individual flags can be created as required, although you could opt for a more formal set of typed member variables with getters and setters, or indeed a mix. This UIManager class is defined as a session scoped managed bean (#{uiManager}) in the faces-config.xml.  The pattern is to then inject this instance of the class into any other managed bean (usually request scope) that needs it using a managed property.  So typically you'll have something like this:   <managed-bean>     <managed-bean-name>uiManager</managed-bean-name>     <managed-bean-class>oracle.demo.view.state.UIManager</managed-bean-class>     <managed-bean-scope>session</managed-bean-scope>   </managed-bean>  When is then injected into any backing bean that needs it:    <managed-bean>     <managed-bean-name>mainPageBB</managed-bean-name>     <managed-bean-class>oracle.demo.view.MainBacking</managed-bean-class>     <managed-bean-scope>request</managed-bean-scope>     <managed-property>       <property-name>uiManager</property-name>       <property-class>oracle.demo.view.state.UIManager</property-class>       <value>#{uiManager}</value>     </managed-property>   </managed-bean> In this case the backing bean in question needs a member variable to hold and reference the UIManager: private UIManager _uiManager;  Which should be exposed via a getter and setter pair with names that match the managed property name (e.g. setUiManager(UIManager _uiManager), getUiManager()).  This will then give your code within the backing bean full access to the UI state. UI components in the page can, of course, directly reference the uiManager bean in their properties, for example, going back to the tab-set example you might have something like this: <af:paneltabbed>   <af:showDetailItem text="First"                disclosed="#{uiManager.settings['MAIN_TABSET_STATE'].['FIRST']}"> ...   </af:showDetailItem>   <af:showDetailItem text="Second"                      disclosed="#{uiManager.settings['MAIN_TABSET_STATE'].['SECOND']}">     ...   </af:showDetailItem>   ... </af:panelTabbed> Where in this case the settings member within the UI Manger is a Map which contains a Map of Booleans for each tab under the MAIN_TABSET_STATE key. (Just an example you could choose to store just an identifier for the selected tab or whatever, how you choose to store the state within UI Manger is up to you.) Get into the Habit So we can see that the UIManager pattern is not great strain to implement for an application and can even be retrofitted to an existing application with ease. The point is, however, that you should always take this approach rather than committing the sin of persistent component references which will bite you in the future or shotgun scattered UI flags on the session which are hard to maintain.  If you take the approach of always accessing all UI state via the uiManager, or perhaps a pageScope focused variant of it, you'll find your applications much easier to understand and maintain. Do it today!

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  • Is defining every method/state per object in a series of UML diagrams representative of MDA in general?

    - by Max
    I am currently working on a project where we use a framework that combines code generation and ORM together with UML to develop software. Methods are added to UML classes and are generated into partial classes where "stuff happens". For example, an UML class "Content" could have the method DeleteFromFileSystem(void). Which could be implemented like this: public partial class Content { public void DeleteFromFileSystem() { File.Delete(...); } } All methods are designed like this. Everything happens in these gargantuan logic-bomb domain classes. Is this how MDA or DDD or similar usually is done? For now my impression of MDA/DDD (which this has been called by higherups) is that it severely stunts my productivity (everything must be done The Way) and that it hinders maintenance work since all logic are roped, entrenched, interspersed into the mentioned gargantuan bombs. Please refrain from interpreting this as a rant - I am merely curious if this is typical MDA or some sort of extreme MDA UPDATE Concerning the example above, in my opinion Content shouldn't handle deleting itself as such. What if we change from local storage to Amazon S3, in that case we would have to reimplement this functionality scattered over multiple places instead of one single interface which we can provide a second implementation for.

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  • Overloading interface buttons, what are the best practices?

    - by XMLforDummies
    Imagine you'll have always a button labeled "Continue" in the same position in your app's GUI. Would you rather make a single button instance that takes different actions depending on the current state? private State currentState = State.Step1; private ContinueButton_Click() { switch(currentState) { case State.Step1: DoThis(); currentState = State.Step2; break; case State.Step2: DoThat(); break; } } Or would you rather have something like this? public Form() { this.ContinueStep2Button.Visible = false; } private ContinueStep1Button_Click() { DoThis(); this.ContinueStep1Button.Visible = false; this.ContinueStep2Button.Visible = true; } private ContinueStep2Button_Click() { DoThat(); }

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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • How to review the current state of open source vs. closed source graphics drivers?

    - by Bucic
    How to know whether it's worth it to replace open source drivers installed by default with proprietary ones. Are there any benchmarks? Major known issues summaries. I don't mean 'at the time of writing this post'. I mean an up-to-date status on how the drivers compare. This page https://help.ubuntu.com/community/BinaryDriverHowto/ certainly doesn't do much on the matter, nor it even mentions Intel. EDIT: I've just learned there is no Intel proprietary driver because they made their drivers open source http://askubuntu.com/a/17395/29347

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  • How to turn off Libnotify notifications only when sound is in muted state?

    - by Michael Butler
    I have a multimedia keyboard that allows me to easily mute the sound (Ubuntu 12.04). It would be nice to "link" this to also turn off libnotify messages that pop-up in the top right corner (i.e. Pidgin messages). So when Ubuntu is muted, no libnotify messages would pop up. When not muted, messages show as normal. Is this possible with a script of some kind or would it require changing source code?

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  • Defining scope for Record Count functoid:

    - by ArunManick
    Defining scope for Record Count functoid: Problem: One of the most common scenarios in BizTalk is calculating the record count of repeating structure. BizTalk has come up with an advanced functoid called Record Count functoid which will give the record count for the repeating structure however you cannot define the scope for a Record Count functoid. Because Record Count functoid accepts exactly one parameter which can be repeating record or field element.   If somebody don’t know what “scope” means I will explain with a simple example. Consider that we have a source schema having a structure Country -> State -> City. Country will have various states and each state will have different cities. Now you want to calculate no. of cities present in each state. Here scope is defined at the parent node “State”. Traditional Record Count functoid will give the total no. of cities present in the source message and not the State level city count.   Source Schema:   Destination Schema:   Soultion #1: As the title indicates we are not going to add one more parameter to the record count functoid. Instead of that, we are going to achieve the solution with the help of Scripting functoid with Inline XSLT script. XSLT is basically the transformation language used in the mapping.     “No.OfCities” indicates the destination field name to which we are going to send the value. In count(City), “count” refers to built in XPath function used in XSLT and “City” refers to source schema record name. Here you can find the list of built-in functions available in XSLT.   The mapping will look like as follows:   The 2 Record Count functoids used in this map will give the total number of states and total number of cities as that of input message.   Soultion #2:  If someone doesn’t like XSLT code and they wish to achieve the solution using functoids alone, then here is another solution.   Use logical Existence functoid to check whether “City” exist or not Connect the output of Logical Existence functoid to the Value Mapping functoid with second parameter as constant “1”. Hence if the first parameter is TRUE it will give the output as “1”. Connect the output of Value Mapping functoid to the Cumulative Sum functoid with scope as “1”   This will calculate the City count at the state level. The mapping will look like as follows:     Let us see the sample input and the map output.   Input: <?xml version="1.0" encoding="utf-8"?> <ns0:Country xmlns:ns0="http://RecordCount.Source">   <State>     <StateName>Tamilnadu</StateName>     <City>       <CityName>Pollachi</CityName>     </City>     <City>       <CityName>Coimbatore</CityName>     </City>     <City>       <CityName>Chennai</CityName>     </City>   </State>   <State>     <StateName>Kerala</StateName>     <City>       <CityName>Palakad</CityName>     </City>   </State>   <State>     <StateName>Karnataka</StateName>     <City>       <CityName>Bangalore</CityName>     </City>     <City>       <CityName>Mangalore</CityName>     </City>   </State> </ns0:Country>     Output: <ns0:Country xmlns:ns0="http://RecordCount.Destination">           <No.OfStates>3</No.OfStates>           <No.OfCities>6</No.OfCities>           <States>                    <No.OfCities>3</No.OfCities>           </States>           <States>                    <No.OfCities>1</No.OfCities>           </States>           <States>                    <No.OfCities>2</No.OfCities>           </States> </ns0:Country>   Conclusion: This is my first post and I hope you enjoyed it.   -Arun

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  • power manger keeps on shuting down the display even when i state in the power manger to never do that.

    - by david25
    i'm probably missing something here, i'm using the default ubuntu power manger, i setup it like that: on AC: no screen dimming when ideal. never put computer to sleep. never put display to sleep. on battery i kept the default setting. and still ubuntu does what ever it likes :\ , after 15 min it puts the display to sleep. any one having the same problem and found a way to bypass it? im using eee pc with ubuntu 10.10 desktop.

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  • does class reference itself static anti pattern in prism

    - by Michael Riva
    I have an application and my desing approach look like this: class Manager { public int State; static Manager _instance = null; public static Manager Instance { get { return _instance; } set { if (_instance == value) return; _instance = value; } } public Manager() { State = 0; Instance=this; } } class Module1 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module2 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module3 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } Manager class already registered in Bootstrapper like : protected override void ConfigureContainer() { base.ConfigureContainer(); Container.RegisterType<Manager>(new ContainerControlledLifetimeManager()); } protected override void InitializeModules() { Manager man= Container.Resolve<Manager>(); } Question is do I need to define my manager object as static in its field to be able to reach its state? Or this is anti pattern or bad for performance?

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  • Why does this article state that graduate education liberate one from concerns like the efficiency of hardware-based integers?

    - by kadaj
    Quoting The Evolution of Haskell Programmer, graduate education tends to liberate one from petty concerns about, e.g., the efficiency of hardware-based integers What exactly does this suggest? Is it that after graduation, one gets more interested in abstract ideas so much that he does not think hardware is relevant? Or that hardware is also abstracted and one is more interested in algorithms? I am trying to understand on what grounds the sentence is based.

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  • What is the SEO-recommended method for using underscores and dashes in URLs that contain geographic locations?

    - by ElHaix
    In reading through this article: In Subfolder & File Names, Use Dashes, Not Underscores Good: Good: http://www.domain.com/sub-folder/file-name.htm Bad: http://www.domain.com/sub_folder/file_name.htm In my URL's, I may have one or two city names, ending with the province/state: Burnaby_New_Westminister-BC/[some search term]. My URL rules currently are defined such that everything after the dash is the prov/state. Some geographic locations already contain dashes: Notre-Dame-de-Grâce (in QC), which I would convert to ~/Notre_Dame_de_Grace-QC/ I thought of placing the prov/state after another "/", however in some cases the province/state name may not exist, thus ~/Notre_Dame_de_Grace/, so the first term after the domain name contains the geo location {city, city_name-state}. I am now revisiting this, and wondering if this rule set should change, and if so, what is the recommended way of implementing this? -- UPDATE -- After reviewing this video, I see that I should be using the dashes, rather than underscores. However since I still want to have my geo locations in the first URL section, is there anything wrong with using a double-dash separator - ie: /city-name--state/ ?

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  • is a factory pattern to prevent multuple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquly define what the object is (what node, what edge etc), and the oens that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methdos, so these objects all act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approch which accepts a Builder object and construct the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquly defines the type of object (this is node A nto node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows it's state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overiding of serlization methods to make it work (ensure when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in it's place), as well as using a weakHashMap as if it was a weakHashSet to know rather an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to it's own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state taht is different then my memory; to tell my memory when it's own state is inconsistent. I believe this is possible despit their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect I'm posting).

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  • Is there a factory pattern to prevent multiple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquely define what the object is (what node, what edge etc), and the others that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methods, so all these objects act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approach which accepts a Builder object and constructs the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquely defines the type of object (this is node A to node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows its state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overriding of serialization methods to make it work (ensure that when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in its place), as well as using a weakHashMap as if it was a weakHashSet to know whether an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to its own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state that is different than my memory; to tell my memory when its own state is inconsistent. I believe this is possible despite their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect that I'm posting).

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  • How to build a web service to detect content change(s) at an external website?

    - by Global nomad
    I'm researching ways to build a web service to periodically traverse a predetermined list of web pages (of another external website) to detect if a page's content has changed from editing of the page, and deletion of the page. The end goal is to have this web service post push-notification events to mobile devices. FYI, I've searched and read "Questions with similar titles" here. Thank you for sharing your answers.

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  • What is the current state of apple device (iPhone, iPod, etc.) support?

    - by BullfrogBlues
    What ubuntu applications provide support? (guides, how to's, status) Also, specifically, details on support for syncing music to iPhone's and iPod's with the latest OS version, as of writing iOS 5: Can you sync music to apple devices using iOS5? (iPhone & iPod) What applications allow you to do this and how? (guides, how to's, status) What has already been established is: Apple does not support Linux and has no plans to. libimobiledevice seems to provide some support but does not support syncing music with devices using iOS5. (I can't test libmobiledevice with anything other iOS5, so I can't provide details on how that works)

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  • Why is it good not to rely on changing state?

    - by Slomojo
    This question arises out of the question Is Haskell worth learning? Generally a few often repeated statements are made, about how Haskell improves your coding skills in other languages, and furthermore, this is because Haskell is stateless, and that's a good thing. Why? I've seen someone compare this to only typing with the left hand, or perhaps closing your eyes for a day and just relying on touch. Surely there is more to it than that? Does it relate to hardware memory access, or something else which is a big performance gain?

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  • nconf deployment.ini configuration for a basic Nagios server on CentOS 6.2

    - by jshin47
    I have set up nconf and Nagios but I cannot figure out how to configure deployment.ini to properly deploy the generated configuration to /usr/local/nagios/etc. Here are the directory listings of interest: [jshin@nag0 tmp]$ ls Default_collector global [jshin@nag0 tmp]$ cd Default_collector/ [jshin@nag0 Default_collector]$ ls advanced_services.cfg hostgroups.cfg service_dependencies.cfg services.cfg host_dependencies.cfg hosts.cfg servicegroups.cfg [jshin@nag0 Default_collector]$ cd .. [jshin@nag0 tmp]$ cd global/ [jshin@nag0 global]$ ls checkcommands.cfg contacts.cfg misccommands.cfg timeperiods.cfg contactgroups.cfg host_templates.cfg service_templates.cfg [jshin@nag0 global]$ cd .. [jshin@nag0 tmp]$ cd /usr/local/nagios/etc/ [jshin@nag0 etc]$ ls cgi.cfg htpasswd.users nagios.cfg objects resource.cfg [jshin@nag0 etc]$ cd objects/ [jshin@nag0 objects]$ ls commands.cfg localhost.cfg switch.cfg timeperiods.cfg contacts.cfg printer.cfg templates.cfg windows.cfg Here is my deployment.ini (pretty much the default setting) ;; LOCAL deployment ;; [extract config] type = local source_file = "/var/www/html/nconf/output/NagiosConfig.tgz" target_file = "/tmp/" action = extract [copy collector config] type = local source_file = "/tmp/Default_collector/" target_file = "/usr/local/nagios/etc/Default_collector/" action = copy [copy global config] type = local source_file = "/tmp/global/" target_file = "/usr/local/nagios/etc/global" action = copy reload_command = "service nagios restart" What I am wondering is why the directory structure that the default deployment.ini seems to suggest, with Default_collector and global, is different from the one that Nagios has by default, with only a folder called objects. What am I missing? Or more importantly, how does your deployment.ini look?

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  • UITableView: Juxtaposing row, header, and footer insertions/deletions

    - by jdandrea
    Consider a very simple UITableView with one of two states. First state: One (overall) table footer One section containing two rows, a section header, and a section footer Second state: No table footer One section containing four rows and no section header/footer In both cases, each row is essentially one of four possible UITableViewCell objects, each containing its own UITextField. We don't even bother with reuse or caching, since we're only dealing with four known cells in this case. They've been created in an accompanying XIB, so we already have them all wired up and ready to go. Now consider we want to toggle between the two states. Sounds easy enough. Let's suppose our view controller's right bar button item provides the toggling support. We'll also track the current state with an ivar and enumeration. To be explicit for a sec, here's how one might go from state 1 to 2. (Presume we handle the bar button item's title as well.) In short, we want to clear out our table's footer view, then insert the third and fourth rows. We batch this inside an update block like so: // Brute forced references to the third and fourth rows in section 0 NSUInteger row02[] = {0, 2}; NSUInteger row03[] = {0, 3}; [self.tableView beginUpdates]; state = tableStateTwo; // 'internal' iVar, not a property self.tableView.tableFooterView = nil; [self.tableView insertRowsAtIndexPaths:[NSArray arrayWithObjects: [NSIndexPath indexPathWithIndexes:row02 length:2], [NSIndexPath indexPathWithIndexes:row03 length:2], nil] withRowAnimation:UITableViewRowAnimationFade]; [self.tableView endUpdates]; For the reverse, we want to reassign the table footer view (which, like the cells, is in the XIB ready and waiting), and remove the last two rows: // Use row02 and row03 from earlier snippet [self.tableView beginUpdates]; state = tableStateOne; self.tableView.tableFooterView = theTableFooterView; [self.tableView deleteRowsAtIndexPaths:[NSArray arrayWithObjects: [NSIndexPath indexPathWithIndexes:row02 length:2], [NSIndexPath indexPathWithIndexes:row03 length:2], nil] withRowAnimation:UITableViewRowAnimationFade]; [self.tableView endUpdates]; Now, when the table asks for rows, it's very cut and dry. The first two cells are the same in both cases. Only the last two appear/disappear depending on the state. The state ivar is consulted when the Table View asks for things like number of rows in a section, height for header/footer in a section, or view for header/footer in a section. This last bit is also where I'm running into trouble. Using the above logic, section 0's header/footer does not disappear. Specifically, the footer stays below the inserted rows, but the header now overlays the topmost row. If we switch back to state one, the section footer is removed, but the section header remains. How about using [self.tableView reloadData] then? Sure, why not. We take care not to use it inside the update block, per Apple's advisement, and simply add it after endUpdates. This time, good news! The section 0 header/footer disappears. :) However ... Toggling back to state one results in a most exquisite mess! The section 0 header returns, only to overlay the first row once again (instead of appear above it). The section 0 footer is placed below the last row just fine, but the overall table footer - now reinstated - overlays the section footer. Waaaaaah … now what? Just to be sure, let's toggle back to state two again. Yep, that looks fine. Coming back to state one? Yecccch. I also tried sprinkling in a few other stunts like using reloadSections:withRowAnimation:, but that only serves to make things worse. NSRange range = {0, 1}; NSIndexSet *indexSet = [NSIndexSet indexSetWithIndexesInRange:range]; ... [self.tableView reloadSections:indexSet withRowAnimation:UITableViewRowAnimationFade]; Case in point: If we invoke reloadSections... just before the end of the update block, changing to state two hides the first two rows from view, even though the space they would otherwise occupy remains. Switching back to state one returns section 0's header/footer to normal, but those first two rows remain invisible. Case two: Moving reloadSections... to just after the update block but before reloadData results in all rows becoming invisible! (I refer to the row as being invisible because, during tracing, tableView:cellForRowAtIndexPath: is returning bona-fide cell objects for those rows.) Case three: Moving reloadSections... after tableView:cellForRowAtIndexPath: brings us a bit closer, but the section 0 header/footer never returns when switching back to state one. Hmm. Perhaps it's a faux pas using both reloadSections... and reloadData, based on what I'm seeing at trace-time, which brings us to: Case four: Replacing reloadData with reloadSections... outright. All cells in state two disappear. All cells in state one remain missing as well (though the space is kept). So much for that theory. :) Tracing through the code, the cell and view objects, as well as the section heights, are all where they should be at the opportune times. They just aren't rendering sanely. So, how to crack this case? Clues welcome/appreciated!

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  • What can cause Windows to unhook a low level (global) keyboard hook?

    - by Davy8
    We have some global keyboard hooks installed via SetWindowsHookEx with WH_KEYBOARD_LL that appear to randomly get unhooked by Windows. We verified that they hook was no longer attached because calling UnhookWindowsHookEx on the handle returns false. (Also verified that it returns true when it was working properly) There doesn't seem to be a consistent repro, I've heard that they can get unhooked due to timeouts or exceptions getting thrown, but I've tried both just letting it sit on a breakpoint in the handling method for over a minute, as well as just throwing a random exception (C#) and it still appears to work. In our callback we quickly post to another thread, so that probably isn't the issue. I've read about solutions in Windows 7 for setting the timeout higher in the registry because Windows 7 is more aggressive about the timeouts apparently (we're all running Win7 here, so not sure if this occurs on other OS's) , but that doesn't seem like an ideal solution. I've considered just having a background thread running to refresh the hook every once in a while, which is hackish, but I don't know of any real negative consequences of doing that, and it seems better than changing a global Windows registry setting. Any other suggestions or solutions? The delegates are not being GC'd since they're static members, which is one cause that I've read about.

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  • ORACLE: can we create global temp tables or any tables in stored proc?

    - by mrp
    Hi, below is the stored proc I wrote: create or replace procedure test005 as begin CREATE GLOBAL TEMPORARY TABLE TEMP_TRAN ( COL1 NUMBER(9), COL2 VARCHAR2(30), COL3 DATE ) ON COMMIT PRESERVE ROWS / INSERT INTO TEMP_TRAN VALUES(1,'D',sysdate); INSERT INTO TEMP_TRAN VALUES(2,'I',sysdate); INSERT INTO TEMP_TRAN VALUES(3,'s',sysdate); COMMIT; end; when i executed it , i get an error message mentioning: create or replace procedure test005 as begin CREATE GLOBAL TEMPORARY TABLE TEMP_TRAN ( COL1 NUMBER(9), COL2 VARCHAR2(30), COL3 DATE ) ON COMMIT PRESERVE ROWS / INSERT INTO TEMP_TRAN VALUES(1,'D',sysdate); INSERT INTO TEMP_TRAN VALUES(2,'I',sysdate); INSERT INTO TEMP_TRAN VALUES(3,'s',sysdate); COMMIT; end; Error at line 1 ORA-00955: name is already used by an existing object Script Terminated on line 1. I tried to drop the TEMP_TRAN and it says table doesn't exist. So there is no TEMP_TRAN table existed in system. why am I getting this error? I am using TOAD to create this stored proc. Any help would be highly appreciated.

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  • Creating a global variable on the fly. [PHP ENCRYPTION]

    - by stormdrain
    Is there a way to dynamically create constant variables on the fly? The idea is that upon logging into the system, a user would be asked to upload a small text file that would be fread, and assigned to a var that would be accessible throughout the system. If this is possible, just to be clear, would this variable then only be accessible to that user and only while the session is alive? Security being the main concern here, would it be more practical to store the var in a session variable? The plan: Data in the db will be encrypted via mcrypt, and the key will be stored on USB thumbdrives. The user will insert the thumbdrive when going to access the system. Upon logging in, the app will prompt the user to upload the key. They will navigate to the thumbdrive and key. Via fopen and fread, the key will be assigned to a global var which will then allow access to encrypted data, and will be used to encrypt new info being entered to the db. When the user logs out, or session times out, the global var will become empty. Thanks!

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  • How does one force construction of a global object in a statically linked library? [MSVC9]

    - by Peter C O Johansson
    I have a global list of function pointers. This list should be populated at startup. Order is not important and there are no dependencies that would complicate static initialization. To facilitate this, I've written a class that adds a single entry to this list in its constructor, and scatter global instances of this class via a macro where necessary. One of the primary goals of this approach is to remove the need for explicitly referencing every instance of this class externally, instead allowing each file that needs to register something in the list to do it independently. Nice and clean. However, when placing these objects in a static library, the linker discards (or rather never links in) these units because no code in them is explicitly referenced. Explicitly referencing symbols in the compilation units would be counterproductive, directly contradicting one of the main goals of the approach. For the same reason, /INCLUDE is not an acceptable option, and /OPT:NOREF is not actually related to this problem. Metrowerks has a __declspec directive for it, GCC has -force_load, but I cannot find any equivalent for MSVC.

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  • are C functions declared in <c____> headers gauranteed to be in the global namespace as well as std?

    - by Evan Teran
    So this is something that I've always wondered but was never quite sure about. So it is strictly a matter of curiosity, not a real problem. As far as I understand, what you do something like #include <cstdlib> everything (except macros of course) are declared in the std:: namespace. Every implementation that I've ever seen does this by doing something like the following: #include <stdlib.h> namespace std { using ::abort; // etc.... } Which of course has the effect of things being in both the global namespace and std. Is this behavior guaranteed? Or is it possible that an implementation could put these things in std but not in the global namespace? The only way I can think of to do that would be to have your libstdc++ implement every c function itself placing them in std directly instead of just including the existing libc headers (because there is no mechanism to remove something from a namespace). Which is of course a lot of effort with little to no benefit. The essence of my question is, is the following program strictly conforming and guaranteed to work? #include <cstdio> int main() { ::printf("hello world\n"); }

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