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  • ReSharper 8.0 EAP now available

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/06/28/resharper-8.0-eap-now-available.aspxJetbrains have just released |ReSharper 8.0 Beta on their Early Access |Programme at http://www.jetbrains.com/resharper/whatsnew/?utm_source=resharper8b&utm_medium=newsletter&utm_campaign=resharper&utm_content=customersResharper 8.0 comes with the following new features:Support for Visual Studio 2013 Preview. Yes, ReSharper is known to work well with the fresh preview of Visual Studio 2013, and if you have already started digging into it, ReSharper 8.0 Beta is ready for the challenge.Faster code fixes. Thanks to the new Fix in Scope feature, you can choose to batch-fix some of the code issues that ReSharper detects in the scope of a project or the whole solution. Supported fixes include removing unused directives and redundant casts.Project dependency viewer. ReSharper is now able to visualize a project dependency graph for a bird's eye view of dependencies within your solution, all without compiling anything!Multifile templates. ReSharper's file templates can now be expanded to generate more than one file. For instance, this is handy for generating pairs of a main logic class and a class for extensions, or sets of partial files.Navigation improvements. These include a new action called Go to Everything to let you search for a file, type or method name from the same input box; support for line numbers in navigation actions; a new tool window called Assembly Explorer for browsing through assemblies; and two more contextual navigation actions: Navigate to Generic Substitutions and Navigate to Assembly Explorer.New solution-wide refactorings. The set of fresh refactorings is headlined by the highly requested Move Instance Method to move methods between classes without making them static. In addition, there are Inline Parameter and Pull Parameter. Last but not least, we're also introducing 4 new XAML-specific refactorings!Extraordinary XAML support. A plethora of new and improved functionality for all developers working with XAML code includes dedicated grid inspections and quick-fixes; Extract Style, Extract, Move and Inline Resource refactorings; atomic renaming of dependency properties; and a lot more.More accessible code completion. ReSharper 8 makes more of its IntelliSense magic available in automatic completion lists, including extension methods and an option to import a type. We're also introducing double completion which gives you additional completion items when you press the corresponding shortcut for the second time.A new level of extensibility. With the new NuGet-based Extension Manager, discovering, installing and uninstalling ReSharper extensions becomes extremely easy in Visual Studio 2010 and higher. When we say extensions, we mean not only full-fledged plug-ins but also sets of templates or SSR patterns that can now be shared much more easily.CSS support improvements. Smarter usage search for CSS attributes, new CSS-specific code inspections, configurable support for CSS3 and earlier versions, compatibility checks against popular browsers - there's a rough outline of what's new for CSS in ReSharper 8.A command-line version of ReSharper. ReSharper 8 goes beyond Visual Studio: we now provide a free standalone tool with hundreds of ReSharper inspections and additionally a duplicate code finder that you can integrate with your CI server or version control system.Multiple minor improvements in areas such as decompiling and code formatting, as well as support for the Blue Theme introduced in Visual Studio 2012 Update 2.

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  • ADO and Two Way Storage Tiering

    - by Andy-Oracle
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 We get asked the following question about Automatic Data Optimization (ADO) storage tiering quite a bit. Can you tier back to the original location if the data gets hot again? The answer is yes but not with standard Automatic Data Optimization policies, at least not reliably. That's not how ADO is meant to operate. ADO is meant to mirror a traditional view of Information Lifecycle Management (ILM) where data will be very volatile when first created, will become less active or cool, and then will eventually cease to be accessed at all (i.e. cold). I think the reason this question gets asked is because customers realize that many of their business processes are cyclical and the thinking goes that those segments that only get used during month end or year-end cycles could sit on lower cost storage when not being used. Unfortunately this doesn't fit very well with the ADO storage tiering model. ADO storage tiering is based on the amount of free and used space in the source tablespace. There are two parameters that control this behavior, TBS_PERCENT_USED and TBS_PERCENT_FREE. When the space in the tablespace exceeds the TBS_PERCENT_USED value then segments specified in storage tiering clause(s) can be moved until the percent of free space reaches the TBS_PERCENT_FREE value. It is worth mentioning that no checks are made for available space in the target tablespace. Now, it is certainly possible to create custom functions to control storage tiering, but this can get complicated. The biggest problem is insuring that there is enough space to move the segment back to tier 1 storage, assuming that that's the goal. This isn't as much of a problem when moving from tier 1 to tier 2 storage because there is typically more tier 2 storage available. At least that's the premise since it is supposed to be less costly, lower performing and higher capacity storage. In either case though, if there isn't enough space then the operation fails. In the case of a customized function, the question becomes do you attempt to free the space so the move can be made or do you just stop and return false so that the move cannot take place? This is really the crux of the issue. Once you cross into this territory you're really going to have to implement two-way hierarchical storage and the whole point of ADO was to provide automatic storage tiering. You're probably better off using heat map and/or business access requirements and building your own hierarchical storage management infrastructure if you really want two way storage tiering. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Direct3D - Zooming into Mouse Position

    - by roohan
    I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the same screen position. My zooming looks like this: VOID ZoomIn(D3DXMATRIX& WorldMatrix, FLOAT const& MouseX, FLOAT const& MouseY) { this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); } I passed the world matrix to the function because I had the idea to move my drawing origin according to the mouse position. But I cant find out how to calculate the offset in to move my drawing origin. Anyone got an idea how to calculate this? Thanks in advance. SOLVED Ok I solved my problem. Here is the code if anyone is interested: VOID CAMERA2D::ZoomIn(FLOAT const& MouseX, FLOAT const& MouseY) { // Get the setting of the current view port. D3DVIEWPORT9 ViewPort; this->Direct3DDevice->GetViewport(&ViewPort); // Convert the screen coordinates of the mouse to world space coordinates. D3DXVECTOR3 VectorOne; D3DXVECTOR3 VectorTwo; D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ = 0.0f; float WorldX = ((WorldZ - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY = ((WorldZ - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Move the camera into the screen. this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); // Calculate the world space vector again based on the new view matrix, D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ2 = 0.0f; float WorldX2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Create a temporary translation matrix for calculating the origin offset. D3DXMATRIX TranslationMatrix; D3DXMatrixIdentity(&TranslationMatrix); // Calculate the origin offset. D3DXMatrixTranslation(&TranslationMatrix, WorldX2 - WorldX, WorldY2 - WorldY, 0.0f); // At the offset to the cameras world matrix. this->WorldMatrix = this->WorldMatrix * TranslationMatrix; } Maybe someone has even a better solution than mine.

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  • A* algorithm very slow

    - by Amaranth
    I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens mainly when there is no path to the target destination, since it that situation there is more nodes to explore. I have the same problem when the path is shorter but selected more than 3 units (can't take the same path since the selected units can be in different part of the map). private List<NodeInfo> FindPath(Unit u, NodeInfo start, NodeInfo end) { Map map = GameInfo.GetInstance().GameMap; _nearestToTarget = start; start.MoveCost = 0; Vector2 endPosition = map.getTileByPos(end.X, end.Y).Position; //getTileByPos simply gets the tile in a 2D array with the X and Y indexes start.EstimatedRemainingCost = (int)(endPosition - map.getTileByPos(start.X, start.Y).Position).Length(); start.Parent = null; List<NodeInfo> openedNodes = new List<NodeInfo>(); ; List<NodeInfo> closedNodes = new List<NodeInfo>(); Point[] movements = GetMovements(u.UnitType); openedNodes.Add(start); while (!closedNodes.Contains(end) && openedNodes.Count > 0) { //Loop in nodes to find lowest cost NodeInfo currentNode = FindLowestCostOpenedNode(openedNodes); openedNodes.Remove(currentNode); closedNodes.Add(currentNode); Vector2 previousMouvement; if (currentNode.Parent == null) { previousMouvement = ConvertRotationToDirectionVector(u.Rotation); } else { previousMouvement = map.getTileByPos(currentNode.X, currentNode.Y).Position - map.getTileByPos(currentNode.Parent.X, currentNode.Parent.Y).Position; previousMouvement.Normalize(); } //For each neighbor foreach (Point movement in movements) { Point exploredGridPos = new Point(currentNode.X + movement.X, currentNode.Y + movement.Y); //Checks if valid move and checks if not if closed nodes list if (ValidNavigableNode(u.UnitType, new Point(currentNode.X, currentNode.Y), exploredGridPos) && !closedNodes.Contains(_gridMap[exploredGridPos.Y, exploredGridPos.X])) { NodeInfo exploredNode = _gridMap[exploredGridPos.Y, exploredGridPos.X]; Tile.TileType exploredTerrain = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).TerrainType; if(openedNodes.Contains(exploredNode)) { int newCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); if (newCost < exploredNode.MoveCost) { exploredNode.Parent = currentNode; exploredNode.MoveCost = newCost; //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); } } else { exploredNode.Parent = currentNode; exploredNode.MoveCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); Vector2 exploredNodeWorldPos = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).Position; exploredNode.EstimatedRemainingCost = (int)(endPosition - exploredNodeWorldPos).Length(); //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); openedNodes.Add(exploredNode); } } } } return closedNodes; } After that, I simply check if the end node is contained in the returned nodes. If so, I add the end node and each parent until I reach the start. If not, I add the nearestToTarget and each parent until I reach the start. I added a condition before calling FindPath so that only one unit can call a find path each frame (60 frame per second), but it makes no difference. I thought maybe I could solve this by allowing the find path to run in background while the game continues to run correctly, even if it takes a few frame (it is currently sequential sonce it is called in the update() of the unit if there's a target location but no path), but I don't really know how... I also though about sorting my opened nodes list by cost so I don't have to loop them, but I don't know if that would have an effect on the performance... Would there be other solutions? P.S. In the code, when I get the Move Cost, I check if the unit has to turn to perform the move, and the terrain type, nothing hard to do.

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  • How to reclaim storage for deleted LOBs

    - by Jim Hudson
    I have a LOB tablespace. Currently holding 9GB out of 12GB available. And, as far as I can tell, deleting records doesn't reclaim any storage in the tablespace. I'm getting worried about handling further processing. This is Oracle 11.1 and the data are in a CLOB and a BLOB column in the same table. The LOB Index segments (SYS_IL...) are small, all the storage is in the data segments (SYS_LOB...) We'e tried purge and coalesce and didn't get anywhere -- same number of bytes in user_extents. "Alter table xxx move" will work, but we'd need to have someplace to move it to that has enough space for the revised data. We'd also need to do that off hours and rebuild the indexes, of course, but that's easy enough. Copying out the good data and doing a truncate, then copying it back, will also work. But that's pretty much just what the "alter table" command does. Am I missing some easy ways to shrink things down and get the storage back? Or is "alter table xxx move" the best approach? Or is this a non-issue and Oracle will grab back the space from the deleted lob rows when it needs it?

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  • Is there a perfect algorithm for chess?

    - by Overflown
    Dear Stack Overflow community, I was recently in a discussion with a non-coder person on the possibilities of chess computers. I'm not well versed in theory, but think I know enough. I argued that there could not exist a deterministic Turing machine that always won or stalemated at chess. I think that, even if you search the entire space of all combinations of player1/2 moves, the single move that the computer decides upon at each step is based on a heuristic. Being based on a heuristic, it does not necessarily beat ALL of the moves that the opponent could do. My friend thought, to the contrary, that a computer would always win or tie if it never made a "mistake" move (however do you define that?). However, being a programmer who has taken CS, I know that even your good choices - given a wise opponent - can force you to make "mistake" moves in the end. Even if you know everything, your next move is greedy in matching a heuristic. Most chess computers try to match a possible end game to the game in progress, which is essentially a dynamic programming traceback. Again, the endgame in question is avoidable though. -- thanks, Allan Edit: Hmm... looks like I ruffled some feathers here. That's good. Thinking about it again, it seems like there is no theoretical problem with solving a finite game like chess. I would argue that chess is a bit more complicated than checkers in that a win is not necessarily by numerical exhaustion of pieces, but by a mate. My original assertion is probably wrong, but then again I think I've pointed out something that is not yet satisfactorily proven (formally). I guess my thought experiment was that whenever a branch in the tree is taken, then the algorithm (or memorized paths) must find a path to a mate (without getting mated) for any possible branch on the opponent moves. After the discussion, I will buy that given more memory than we can possibly dream of, all these paths could be found.

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  • Showing right sub-ul of parent ul menu

    - by Micke
    Hello, i have this html menu: <ul id='main'> <li class='active current' id='lighty'> <a href='/'>Lighty</a> <ul> <li class='sub'> <a href='/'>Hem</a> </li> </ul> </li> <li id='community'> <a href='/community'>Community</a> </li> </ul> And this jquery: $("#menu ul > li").mouseenter(function(){ id = $(this).attr("id"); $("#menu #main li").removeClass("active"); $(this).addClass("active"); }).mouseleave(function(){ id = $(this).attr("id"); menu.timers[id] = setTimeout(function(){$("#menu #main li#"+id).removeClass("active");}, 2000); }); What i am trying to acomplish is that when i hover one of the li's in the main ul the child ul of that li should be displayed. and when i move the mouse out of the li or the child ul the menu should be visible for 2 seconds. It works through the main li button but if on the child ul and move out it just disapears, it doesnt wait for two seconds. The waiting two seconds is so you can go in to the menu if you accidentaly move the mouse out of it. Can anybody help me to fix this error? Maybe you have a better solution? Here is also a screenshot on how the menu looks if it helps: screen shot under or click here

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  • Blackberry: How to properly handle focus traversal in custom field?

    - by DaveJohnston
    I am writing an app for Blackberry and I have the following problem: I have implemented a custom field by extending the Manager class. The field is quite simple, it consists of a label and two check boxes, yes and no. The fields are laid out so that the label is on the left and uses as much space as it can while still allowing room for the check boxes which are positioned next to each other at the right and vertically centred compared to the label (if it spans more than one line). So it looks like this: This is a question? O Yes O No Everything is fine so far in terms of laying out the fields. But now I am trying to handle focus traversal. First of all the default behaviour when the user scrolls up or down is to move between the yes and no options. I want to move to the next field above or below when up or down is pressed, so I did this: protected int moveFocus(int amount, int status, int time) { if (status == 537001984 || status == -1610481664) { // Up or down was pressed // Don't move focus between yes and no when up or down is pressed. return amount; } return super.moveFocus(amount, status, time); } And that seems to work. The next thing I would like to do is to remember which option last had the focus when the field loses focus, then on gaining focus again (regardless of which direction the focus comes from) set this field to have the focus. I tried overriding onUnfocus and onFocus so that onUnfocus I note which field was focussed then onFocus setFocus to that field. But I get a StackOverflowError, I guess because the call to setFocus on a field within the manager actually calls onFocus for the manager itself again?? So does anyone know how I should be doing this? I checked the DateField and it has the exact behaviour I am looking for, i.e. it remembers if you were last on the day, month or year field and sets this field to focus when the field itself gets the focus.

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  • Frame Accurate Browser Launchable Video Player ... ?

    - by cliftonc
    I have a requirement where I need to enable playback (full screen) of a h.264 MPEG4 (thanks for the correction!) video from a local network, launchable from a browser link on a Windows workstation, and be frame accurate. By frame accurate I mean that I need to be able to scrub through the video in the same way you would with a vtr, stop at a frame, and then move backwards and forwards frame by frame (it is for a very specific compliance requirement where have to be able to check every frame if there is something that is potentially against broadcasting guidelines). The application itself is used to capture notes while viewing the material, so the end model is for a dual monitor workstation, with a web form in one, the video playing full screen in the second (no issue launching the video and manually having to move it to the second screen), and then the user controls the video via keyboard shortcuts or a jog shuttle. I have looked at QT, but the java bindings seem to be dead or nearly so, flash isn't frame accurate, VLC given its streaming heritage seems to be only able to move forward by a frame and not backwards, and all I have left are commercial offerings that in my experience are difficult and expensive to change. Any ideas of where I should look or alternative options? Any advice appreciated!

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  • Using a .MDF SQL Server Database with ASP.NET Versus Using SQL Server

    - by Maxim Z.
    I'm currently writing a website in ASP.NET MVC, and my database (which doesn't have any data in it yet, it only has the correct tables) uses SQL Server 2008, which I have installed on my development machine. I connect to the database out of my application by using the Server Explorer, followed by LINQ to SQL mapping. Once I finish developing the site, I will move it over to my hosting service, which is a virtual hosting plan. I'm concerned about whether using the SQL Server setup that is currently working on my development machine will be hard to do on the production server, as I'll have to import all the database tables through the hosting control panel. I've noticed that it is possible to create a SQL Server database from inside Visual Studio. It is then stored in the App_Data directory. My questions are the following: Does it make sense to move my SQL Server DB out of SQL Server and into the App_Data directory as an .mdf file? If so, how can I move it? I believe this is called the Detach command, is it not? Are there any performance/security issues that can occur with a .mdf file like this? Would my intended setup work OK with a typical virtual hosting plan? I'm hoping that the .mdf database won't count against the limited number of SQL Server databases that can be created with my plan. I hope this question isn't too broad. Thanks in advance! Note: I'm just starting out with ASP.NET MVC and all this, so I might be completely misunderstanding how this is supposed to work.

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  • Scrolling screen upward to expose TextView above keyboard

    - by Matt Winters
    I think I'm missing something obvious and would appreciate an answer. I have a view with a 2-section grouped tableView, each section having one row and a textView, the heights of the rows 335 and 140. This allows for a box with nicely rounded corners to type text into when the keyboard appears (140 height section) and when the keyboard is dismissed, a nice box to read more text (notes); most of the time, use is without the keyboard. I also added a toolbar at the bottom of the screen to scroll up above the keyboard. A button on the toolbar dismisses the keyboard. This last part works fine with the keyboard going up and down using a notification and the following code in a keyboardWillShow method: [UIView beginAnimations:@"showKeyboardAnimation" context:nil]; [UIView setAnimationDuration:0.50]; self.view.frame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height - 216); [UIView commitAnimations]; But with the above code, the 2 sections of the tableView remain unscrolled, only the toolbar and the keyboard move. With the following code (found both in previous posts), both the toolbar and the tableView sections move. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.50]; CGRect rect = self.view.frame; rect.origin.y -= 216; self.view.frame = rect; [UIView commitAnimations]; Now I know that I have to tweak the numbers to get the everything as I want it but my first question is what is substantively different between the 2 sets of code that the sections move in the 2nd but not in the 1st? The toolbar also moves with the 2nd code. The second question is, am I going to be able to scroll the smaller height section from off the screen to above the keyboard while at the same time moving the toolbar up just 216? Thanks

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  • Animate multiple UIView in a cicle

    - by Giovanni
    Hi all, i'm creating a card game on iphone. My problem is that i want to animate the cards at the beginning of the game making the cards animate from a point to another point in a deck. I move my cards that are UIView, in afor cicle. this is what i do With this code, alla tha cards move together, i need to move the cards separately one after another CGPoint point; // Create the deck of playing cards for (int i = 0; i < 28; i++) { CardView *aCardView = [self.mazzo objectAtIndex:i]; point.x = -100; point.y = 200; aCardView.center = point; aCardView.zPosition = i; [self.viewGioco addSubview:aCardView]; [aCardView release]; //Here i call the method to position the card [aCardView positionCard]; } in the card view there are this methods -(void)positionCard{ [self performSelector:@selector(_positionCard) withObject:nil afterDelay:0.0]; } -(void)_positionCard{ [UIView beginAnimations:@"posizionacarta" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:0.3f]; CGPoint point; point.x = 280 + ((arc4random() % 2) - 1); point.y = 240 + ((arc4random() % 2) - 1); self.center = point; [UIView commitAnimations]; [self setNeedsLayout]; }

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  • jQuery change CSS background position and mouseover/mouseout

    - by steelfrog
    I have a menu composed of a single image (e.g., sprites). In order to display the hover image, I simply move the background image down. I'd like this effect to be controlled by jQuery and animated. This is a sample menu item. <ul> <li id="home"><a href="#"></a></li> </ul> This is what I'm toying with. I'm very new to jQuery and am having problems getting the proper selector going. $(document).ready(function(){ $('#home a'); // Set the 'normal' state background position .css( {backgroundPosition: "0 0"} ) // On mouse over, move the background .mouseover(function(){ $(this).stop().animate({backgroundPosition:"(0 -54px)"}, {duration:500}) }) // On mouse out, move the background back .mouseout(function(){ $(this).stop().animate({backgroundPosition:"(0 0)"}, {duration:500}) }) }); Could you point out what I'm doing wrong? I know the selector is probably incorrect but I'm having a hard time figuring out how to manipulate the anchor.

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  • iPhone multitouch - Some touches dispatch touchesBegan: but not touchesMoved:

    - by zkarcher
    I'm developing a multitouch application. One touch is expected to move, and I need to track its position. For all other touches, I need to track their beginnings and endings, but their movement is less critical. Sometimes, when 3 or more touches are active, my UIView does not receive touchesMoved: events for the moving touch. This problem is intermittent, and can always be reproduced after a few attempts: Touch the screen with 2 fingers. Touch the screen with another finger, and move this finger around. The moving finger always dispatches touchesBegan: and touchesEnded:, but sometimes does not dispatch any touchesMoved: events. Whenever the moving touch does not dispatch touchesMoved: events, I can force it to dispatch touchesMoved: if I move one of the other touches. This seems to "force" every touch to recheck its position, and I successfully receive a touchesMoved: event. However, this is clumsy. This bug is reproducible on both the iPhone 2G and 3GS models. My question is: How do I ensure that my moving touch dispatches touchesMoved: events? Does anyone have any experience with this issue? I've spent few fruitless days searching the web for answers. I found a post describing how to sync touch events with the VBL: http://www.71squared.com/2009/04/maingameloop-changes/ . However, this has not solved the problem. I really don't know how to proceed. Any help is appreciated!

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  • Locking behaviour is different via network shares

    - by MattH
    I have been trying to lock a file so that other cloned services cannot access the file. I then read the file, and then move the file when finished. The Move is allowed by using FileShare.Delete. However in later testing, we found that this approach does not work if we are looking at a network share. I appreciate my approach may not have been the best, but my specific question is: Why does the below demo work against the local file, but not against the network file? The more specific you can be the better, as I've found very little information in my searches that indicates network shares behave differently to local disks. string sourceFile = @"C:\TestFile.txt"; string localPath = @"C:\MyLocalFolder\TestFile.txt"; string networkPath = @"\\MyMachine\MyNetworkFolder\TestFile.txt"; File.WriteAllText(sourceFile, "Test data"); if (!File.Exists(localPath)) File.Copy(sourceFile, localPath); foreach (string path in new string[] { localPath, networkPath }) { using (FileStream fsLock = File.Open(path, FileMode.Open, FileAccess.ReadWrite, (FileShare.Read | FileShare.Delete))) { string target = path + ".out"; File.Move(path, target); //This is the point of failure, when working with networkPath if (File.Exists(target)) File.Delete(target); } if (!File.Exists(path)) File.Copy(sourceFile, path); }

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  • Logical file not working for SUBFILE/SETLL?

    - by user1516536
    I'm using three logical file with different Record Format where on the first subfile I'm using LF1 and LF2 where on the first subfile I cannot use *LOVAL SETLL it will give me Run Time Error. not sure why? then the program will lead me to second subfile and I'm using LF3 it seems fine. but then If I back to first subfile the subfile turn to blanks.???? why? this my subroutine for building my subfile: C CLRSR BEGSR C EVAL *IN55='0' C WRITE USQLSCTL C EVAL *IN55='1' C ENDSR C* C*BUILDING SUBFILE C BLDSR BEGSR C *LOVAL SETLL USRLGX C EVAL RECNO=0 C EXSR TMISR1 C EXSR REDSR1 C DOW NOT %EOF C IF USRID<>IDD C EXSR MVESR C EXSR DIMSR C MOVE USRID IDD C EVAL RECNO=RECNO+1 C WRITE USQLS C ENDIF C EXSR TMISR1 C EXSR REDSR1 C ENDDO C ENDSR and the related subroutine C TMISR1 BEGSR C READ USRLGX C MOVE USRTI MINTI C ENDSR C REDSR1 BEGSR C READ USRLG C MOVE USRTO MAXTO C ENDSR 6 n the LF I used is USRLG and USRLGX. where both LF refer to the same record format. but each LF has different sorted order. *record format has been RENAME on F-Spec I have this two problem which is: I only can use *LOVAL setll logical-file once only. n the result for coding above sometime it will give result for UserTimeIn some time it equals to blanks.(000000)

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  • How to use boost::bind with non-copyable params, for example boost::promise ?

    - by zhengxi
    Some C++ objects have no copy constructor, but have move constructor. For example, boost::promise. How can I bind those objects using their move constructors ? #include <boost/thread.hpp> void fullfil_1(boost::promise<int>& prom, int x) { prom.set_value(x); } boost::function<void()> get_functor() { // boost::promise is not copyable, but movable boost::promise<int> pi; // compilation error boost::function<void()> f_set_one = boost::bind(&fullfil_1, pi, 1); // compilation error as well boost::function<void()> f_set_one = boost::bind(&fullfil_1, std::move(pi), 1); // PS. I know, it is possible to bind a pointer to the object instead of // the object itself. But it is weird solution, in this case I will have // to take cake about lifetime of the object instead of delegating that to // boost::bind (by moving object into boost::function object) // // weird: pi will be destroyed on leaving the scope boost::function<void()> f_set_one = boost::bind(&fullfil_1, boost::ref(pi), 1); return f_set_one; }

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  • Simulate mouse movement in Ubuntu

    - by Dave Jarvis
    Problem Am looking to automatically move the mouse cursor and simulate mouse button clicks from the command-line using an external script. Am not looking to: Record mouse movement and playback (e.g., xnee, xmacro) Instantly move the mouse from one location to another (e.g., xdotool, Python's warp_pointer) Ideal Solution What I'd like to do is the following: Edit a simple script file (e.g., mouse-script.txt). Add a list of coordinates, movement speeds, delays, and button clicks. For example: (x, y, rate) = (500, 500, 50) sleep = 5 click = left Run the script: xsim < mouse-script.txt. Question How do you automate mouse movement so that it transitions from its current location to another spot on the screen, at a specific velocity? For example: xdotool mousemove 500 500 --rate 50 The --rate 50 doesn't exist with xdotool. I could write a script that uses xdotool to get the current mouse coordinates then move it a pixel at a time to the destination with a suitable sleep interval; what automated testing tool already does this? Thank you.

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  • Read from file hexadecimal number and change their representation style

    - by user576844
    I want to write a program changing the notation of all hexadecimal numbers found in an assembly source file from traditional (h) to C-style (0x). I have started the coding part but am not sure how can I detect the hexadecimal numbers and eventually change the style and save it back in the file... I have started writing the program.. ## Mips program - .data fin: .ascii "" # filename for input msg0: .asciiz "aaaa" msg1: .asciiz "Please enter the input file name:" buffer: .asciiz "" .text #----------------------- li $v0, 4 la $a0, msg1 syscall li $v0, 8 la $a0, fin li $a1, 21 syscall jal fileRead #read from file move $s1, $v0 #$t0 = total number of bytes li $t0, 0 # Loop counter loop: bge $t0, $s1, end #if end of file reached OR if there is an error in the file lb $t5, buffer($t0) #load next byte from file jal checkhexa #check for hexadecimal numbers addi $t0, $t0, 1 #increment loop counter j loop end: jal output jal fileClose li $v0, 10 syscall fileRead: # Open file for reading li $v0, 13 # system call for open file la $a0, fin # input file name li $a1, 0 # flag for reading li $a2, 0 # mode is ignored syscall # open a file move $s0, $v0 # save the file descriptor # reading from file just opened li $v0, 14 # system call for reading from file move $a0, $s0 # file descriptor la $a1, buffer # address of buffer from which to read li $a2, 100000 # hardcoded buffer length syscall # read from file jr $ra Any help would be appreciated.

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  • trackroll does not works as i want or expect to do,blackberry

    - by SWATI
    i am working on blackberry curve 8300 i have added some components in the main screen,now i want to move the focus vertically when the trackball moves up or down and move the focus horizontally when track-Wheel moves left or right. ================================================================================== --Title area that contains a focusable field(BACK)-- --Non focusable Label field that indicates the name of the user-- --A horizontal field manager1 that contains 4 buttons-- --A horizontal field manager2 that contains 4 buttons-- --A horizontal field manager2 that contains 4 buttons-- ================================================================================== now suppose currently focus is on BACK button and i scroll the track-wheel downwards then, focus should come on 1st button of manager1 Again when i scroll downwards,then focus should come on the 1st button of manager2 and not the 2nd button of manager1(as its happening on device) my code is ::: protected boolean trackwheelRoll(int amount, int status, int time) { focusIndex = this.getFieldWithFocusIndex(); System.out.println("focus index ::::::::::::::::"+focusIndex); Field f; if(focusIndex!=0) { if(amount==-1) { //move up if(focusIndex>=0) { focusIndex = focusIndex-1; f = getField(focusIndex); f.setFocus(); } } if(amount==1) { //moving down if(focusIndex<=3) { f = getField(++focusIndex); f.setFocus(); } } } return super.trackwheelRoll(amount, status, time); } even after this control moves abruptly on simulator but on device no change took place

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  • How can we best represent the SDLC process as a board game?

    - by Innogetics
    I recently got interested in financial board games and saw how they can be very useful in educating children about certain concepts. It got me thinking whether it was also possible to represent certain aspects of executing a software project via a boardgame and make it fun. Here are a few things that I have come up so far: human resources and tools / techniques are represented as cards. requirements are also represented as cards, which are dealt equally to each player, and the objective is to move all requirement cards through an "SDLC" board (one per player) that represent a series of squares grouped according to phases (design all the way to deployment) the passage of time is represented in a main square board like monopoly, and completing a trip around the board (passing "Go") allows the player to move each of the requirement cards a number of steps through the SDLC board depending on the capability of the resource cards (senior programmer allows one requirement to move two squares in the dev phase, junior programmer only one, etc.) players will start with play money representing the project budget, and at every pass at "Go" is payday. the player is out of the game if he runs out of funds. the main board also has "chance" / "risk" cards, which represent things that can mess up a project. damage is applied at the roll of a die, and chance modifiers depend on whether the user has "bought" tools / techniques. I haven't implemented this idea yet as I'm still looking at more play elements that can make the game more engaging, as well as soliciting for more ideas. I am planning to release this under Creative Commons license but haven't decided on the exact license yet. Any more game play suggestions are welcome. UPDATE: This was posted in BoardGameGeek and there's now an active discussion thread there. http://www.boardgamegeek.com/article/4436694

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  • File Storage for Web Applications: Filesystem vs DB vs NoSQL engines

    - by El Yobo
    I have a web application that stores a lot of user generated files. Currently these are all stored on the server filesystem, which has several downsides for me. When we move "folders" (as defined by our application) we also have to move the files on disk (although this is more due to strange design decisions on the part of the original developers than a requirement of storing things on the filesystem). It's hard to write tests for file system actions; I have a mock filesystem class that logs actions like move, delete etc, without performing them, which more or less does the job, but I don't have 100% confidence in the tests. I will be adding some other jobs which need to access the files from other service to perform additional tasks (e.g. indexing in Solr, generating thumbnails, movie format conversion), so I need to get at the files remotely. Doing this over network shares seems dodgy... Dealing with permissions on the filesystem as sometimes given us problems in the past, although now that we've moved to a pure Linux environment this should be less of an issue. What are the downsides of storing files as BLOBs in MySQL? I guess that it would massively increase the database size and reduce the effectiveness of caches, but are there other problems? Do the same problems exist with NoSQL systems like Cassandra? Does anyone have any other suggestions that might be appropriate?

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  • DSP - Filter sweep effect

    - by Trap
    I'm implementing a 'filter sweep' effect (I don't know if it's called like that). What I do is basically create a low-pass filter and make it 'move' along a certain frequency range. To calculate the filter cut-off frequency at a given moment I use a user-provided linear function, which yields values between 0 and 1. My first attempt was to directly map the values returned by the linear function to the range of frequencies, as in cf = freqRange * lf(x). Although it worked ok it looked as if the sweep ran much faster when moving through low frequencies and then slowed down during its way to the high frequency zone. I'm not sure why is this but I guess it's something to do with human hearing perceiving changes in frequency in a non-linear manner. My next attempt was to move the filter's cut-off frequency in a logarithmic way. It works much better now but I still feel that the filter doesn't move at a constant perceived speed through the range of frequencies. How should I divide the frequency space to obtain a constant perceived sweep speed? Thanks in advance.

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  • What programming language is this?

    - by Richard M.
    I recently stumbled over a very odd source listing on a rather old programming-related site (lost it somewhere in my browser history as I didn't care about it at first). I think that this is part of a simple (console-based?) snake game. I searched and searched but didn't find a language that looked somwhat like this. This seems like a mix of Python, Ruby and C++. What the hell? What programming-language is the below source listing written in? Maybe you can figure it out? my Snake.hasProps { length parts xDir yDir } & hasMethods { init: length = 0 parts[0].x,y = 5 move: parts[ 0 ].x,y.!add xDir | yDir # Move the head map parts(i,v): parts[ i ] = parts[ i + 1 ] checkBiteSelf checkFeed checkBiteSelf: part } my SnakePart.hasProps { x y } fork SnakePart to !Feed my Game.hasProps { frameTime = 30 } & hasMethods { init: mainloop mainloop: sys.util.sleep frameTime Snake.move Field.getInput -> Snake.xDir | Snake.yDir Field.reDraw with Snake & Feed & Game # For FPS } main.isMethod { game.init }

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  • Objective C Enumerate Sentences in a paragraph

    - by Faz Ya
    I would like to write an enumerator that would go through a paragraph of text and gives me one sentence at a time. I tried using stringEnumerate with the NSStringEnumerationBySentences but that simply looks at the periods and fails. For example, lets say I have the following text Block: "Senator John A. Boehner decided not to move forward. He also decided not to call the congress. The news reporter said though...." I would like my function to break down the above paragraph in the following sentences: Senator John A. Boehner decided not to move forward He also decided not to call the congress (No third sentence because it's a half a sentence) The String Enumerator with the sentence optionjust looks at the periods and breaks down that way which is wrong: Senator John A. Boehner decided not to move forward He also decided not to call the congress The news reporter said though.... Is there any library or function that I can call that does a better job at this? Thanks - (NSMutableString *) getOnlyFullSentencesFromTextBlock:(NSMutableString *) textBlock{ [textBlock enumerateSubstringsInRange:NSMakeRange(0, [textBlock length]) options:NSStringEnumerationBySentences | NSStringEnumerationLocalized usingBlock:^(NSString *substring, NSRange substringRange, NSRange enclosingRange, BOOL *stop) { NSLog(@"Sentence Frag:%@", substring); }]; return textBlock; }

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