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  • C++ - getline() keeps reading the same line over and over again for some reason

    - by Jammanuser
    I am wondering WTF my while loop which calls istream& getline ( istream& is, string& str ); keeps reading the same line again. I have the following while loop (nested down several levels of other while loops and if statements) which calls getline, but my output statement which is the first code line in the while loop's block of code tells me it is reading the same line over and over again, which explains why my output file doesn't contain the right data when my program is finished. while (getline(file_handle, buffer_str)) { cout<< buffer_str <<endl; cin.get(); if ((buffer_str.find(';', 0) != string::npos) && (buffer_str.find('\"', 0) != string::npos)) { //we're now at the end of the 'exc' initialiation statement buffer_str.erase(buffer_str.size() - 2, 1); buffer_str += '\n'; for (size_t i = 0; i < pos; i++) { buffer_str += ' '; } buffer_str += "throw(exc);\n"; for (size_t i = 0; i < (pos - 3); i++) { buffer_str += ' '; } buffer_str += '}'; } else if (buffer_str.find(search_str6, 0) != string::npos) { //we're now at the second problem line of the first case buffer_str += " {\n"; output_str += buffer_str; output_str += '\n'; getline(file_handle, buffer_str); //We're now at the beginning of the 'exc' initialiation statement output_str += buffer_str; output_str += '\n'; while (getline(file_handle, buffer_str)) { if ((buffer_str.find(';', 0) != string::npos) && (buffer_str.find('\"', 0) != string::npos)) { //we're now at the end of the 'exc' initialiation statement buffer_str.erase(buffer_str.size() - 2, 1); buffer_str += '\n'; for (size_t i = 0; i < pos; i++) { buffer_str += ' '; } buffer_str += "throw(exc);\n"; for (size_t i = 0; i < (pos - 3); i++) { buffer_str += ' '; } buffer_str += '}'; } output_str += buffer_str; output_str += '\n'; if (buffer_str.find("return", 0) != string::npos) { getline(file_handle, buffer_str); output_str += buffer_str; output_str += '\n'; about_to_break = true; break; //out of this while loop } } } if (about_to_break) { break; //out of the level 3 while loop (execution then goes back up to beginning of level 2 while loop) } output_str += buffer_str; output_str += '\n'; } Because of this problem, my if statement and then my else statement in my loop are not functioning as they should, and it doesn't break out of that loop when it should (though it eventually does break out of it, but I don't know exactly how yet). Anyone have any idea what could be causing this problem?? Thanks in advance.

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  • Game programming basics under Windows

    - by dreta
    I've been trying to learn some Windows programming using the Win32 API. Now, i'm used to working with the OS layer being abstracted away, mostly thanks to libraries like SFML or Allegro. Could you guys help me out and tell me if i'm thinking right here. The place for my gameloop is where i'm reading the messages? while (TRUE) { if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break ; TranslateMessage (&msg) ; DispatchMessage (&msg) ; } else { //my game loop goes here } } Now the slightly bigger issue, that is, drawing. Do i run my drawing where i normaly do it, inside the game loop after the game logic? Or do i do it when WM_PAIN is being called and just call InvalidateRect (hwnd, NULL, TRUE); when i want to draw? This does feel weird, the WM_PAINT is a queued message, so i don't know for sure when it'll be called. So if i wanted to avoid this, do i just get the device handle inside the game loop and only ValidateRect (hwnd, NULL); in the WM_PAINT case (beside the ValidateRect (hwnd, NULL); called after drawing in the game loop)? Actually, now that i think about it, do i even need WM_PAINT in this situation or can i skip it and let DefWindowProc handle it (does it validate the screen if WM_PAINT isn't processed)? If this is any important, i'm setting up my code for OpenGL.

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  • Messages do not always appear in [catalog].[event_messages] in the order that they occur [SSIS]

    - by jamiet
    This is a simple heads up for anyone doing SQL Server Integration Services (SSIS) development using SSIS 2012. Be aware that messages do not always appear in [catalog].[event_messages] in the order that they occur, observe… In the following query I am looking at a subset of messages in [catalog].[event_messages] and ordering them by [event_message_id]: SELECT [event_message_id],[event_name],[message_time],[message_source_name]FROM   [catalog].[event_messages] emWHERE  [event_message_id] BETWEEN 290972 AND 290982ORDER  BY [event_message_id] ASC--ORDER BY [message_time] ASC Take a look at the two rows that I have highlighted, note how the OnPostExecute event for “Utility GetTargetLoadDatesPerETLIfcName” appears after the OnPreExecute event for “FELC Loop over TargetLoadDates”, I happen to know that this is incorrect because “Utility GetTargetLoadDatesPerETLIfcName” is a package that gets executed by an Execute Package Task prior to the For Each Loop “FELC Loop over TargetLoadDates”: If we order instead by [message_time] then we see something that makes more sense: SELECT [event_message_id],[event_name],[message_time],[message_source_name]FROM   [catalog].[event_messages] emWHERE  [event_message_id] BETWEEN 290972 AND 290982--ORDER BY [event_message_id] ASCORDER  BY [message_time] ASC We can see that the OnPostExecute for “Utility GetTargetLoadDatesPerETLIfcName” did indeed occur before the OnPreExecute event for “FELC Loop over TargetLoadDates”, they just did not get assigned an [event_message_id] in chronological order. We can speculate as to why that might be (I suspect the explanation is something to do with the two executables appearing in different packages) but the reason is not the important thing here, just be aware that you should be ordering by [message_time] rather than [event_message_id] if you want to get 100% accurate insights into your executions. @Jamiet

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • Avoid duplicate custom post type posts in multiple loops in Wordpress

    - by christinaaa
    I am running two loops with a custom post type of Portfolio (ID of 3). The first loop is for Featured and the second is for the rest. I plan on having more than 3 Featured posts in random order. I would like to have the Featured ones that aren't displaying in the first loop to show up in my second loop. How can I set this up so there are no duplicate posts? <?php /* Template Name: Portfolio */ get_header(); ?> <div class="section-bg"> <div class="portfolio"> <div class="featured-title"> <h1>featured</h1> </div> <!-- end #featured-title --> <div class="featured-gallery"> <?php $args = array( 'post_type' => 'portfolio', 'posts_per_page' => 3, 'cat' => 3, 'orderby' => 'rand' ); $loop = new WP_Query( $args ); while ( $loop->have_posts() ) : $loop->the_post(); ?> <div class="featured peek"> <a href="<?php the_permalink(); ?>"> <h1> <?php $thetitle = $post->post_title; $getlength = strlen($thetitle); $thelength = 40; echo substr($thetitle, 0, $thelength); if ($getlength > $thelength) echo '...'; ?> </h1> <div class="contact-divider"></div> <p><?php the_tags('',' / '); ?></p> <?php the_post_thumbnail('thumbnail', array('class' => 'cover')); ?> </a> </div> <!-- end .featured --> <?php endwhile; ?> </div> <!-- end .featured-gallery --> <div class="clearfix"></div> </div> <!-- end .portfolio --> </div> <!-- end #section-bg --> <div class="clearfix"></div> <div class="section-bg"> <div class="portfolio-gallery"> <?php $args = array( 'post_type' => 'portfolio', 'orderby' => 'rand'); $loop = new WP_Query( $args ); while ( $loop->have_posts() ) : $loop->the_post(); ?> <div class="featured peek"> <a href="<?php the_permalink(); ?>"> <h1> <?php $thetitle = $post->post_title; $getlength = strlen($thetitle); $thelength = 40; echo substr($thetitle, 0, $thelength); if ($getlength > $thelength) echo '...'; ?> </h1> <div class="contact-divider"></div> <p><?php the_tags('',' / '); ?></p> <a href="<?php the_permalink(); ?>"><?php the_post_thumbnail('thumbnail', array('class' => 'cover')); ?></a> </a> </div> <!-- end .featured --> <?php endwhile; ?> <div class="clearfix"></div> </div> <!-- end .portfolio-gallery --> <div class="clearfix"></div> </div> <!-- end #section-bg --> <?php get_footer(); ?> If possible, could the answer outline how to implement it into my existing code? Thank you. :)

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  • How to call 3 threads sequentially many times?

    - by Hello
    How to call 3 threads sequentially many times? For example: In iteration 1, execution order should be "Thread0-thread1-thread2" then in iteration 2 should be same i.e "Thread0 - thread1-thread2" and so on. The sample code is just executing 3 threads only once. It is not going to 2nd iteration. Thread0 = CreateThread( NULL,0,ThreadProc0, NULL, CREATE_SUSPENDED, &ThreadID); Thread1 = CreateThread( NULL,0,ThreadProc1, NULL, CREATE_SUSPENDED, &ThreadID); Thread2 = CreateThread( NULL,0,ThreadProc2, NULL, CREATE_SUSPENDED, &ThreadID); for(i=0;i<iterations;i++) //Iterations in calling threads { ResumeThread(Thread0); WaitForSingleObject(Thread0, INFINITE); ResumeThread(Thread1); WaitForSingleObject(Thread1, INFINITE); ResumeThread(Thread2); WaitForSingleObject(Thread2, INFINITE); } // Close thread and semaphore handles

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  • Basics of Join Predicate Pushdown in Oracle

    - by Maria Colgan
    Happy New Year to all of our readers! We hope you all had a great holiday season. We start the new year by continuing our series on Optimizer transformations. This time it is the turn of Predicate Pushdown. I would like to thank Rafi Ahmed for the content of this blog.Normally, a view cannot be joined with an index-based nested loop (i.e., index access) join, since a view, in contrast with a base table, does not have an index defined on it. A view can only be joined with other tables using three methods: hash, nested loop, and sort-merge joins. Introduction The join predicate pushdown (JPPD) transformation allows a view to be joined with index-based nested-loop join method, which may provide a more optimal alternative. In the join predicate pushdown transformation, the view remains a separate query block, but it contains the join predicate, which is pushed down from its containing query block into the view. The view thus becomes correlated and must be evaluated for each row of the outer query block. These pushed-down join predicates, once inside the view, open up new index access paths on the base tables inside the view; this allows the view to be joined with index-based nested-loop join method, thereby enabling the optimizer to select an efficient execution plan. The join predicate pushdown transformation is not always optimal. The join predicate pushed-down view becomes correlated and it must be evaluated for each outer row; if there is a large number of outer rows, the cost of evaluating the view multiple times may make the nested-loop join suboptimal, and therefore joining the view with hash or sort-merge join method may be more efficient. The decision whether to push down join predicates into a view is determined by evaluating the costs of the outer query with and without the join predicate pushdown transformation under Oracle's cost-based query transformation framework. The join predicate pushdown transformation applies to both non-mergeable views and mergeable views and to pre-defined and inline views as well as to views generated internally by the optimizer during various transformations. The following shows the types of views on which join predicate pushdown is currently supported. UNION ALL/UNION view Outer-joined view Anti-joined view Semi-joined view DISTINCT view GROUP-BY view Examples Consider query A, which has an outer-joined view V. The view cannot be merged, as it contains two tables, and the join between these two tables must be performed before the join between the view and the outer table T4. A: SELECT T4.unique1, V.unique3 FROM T_4K T4,            (SELECT T10.unique3, T10.hundred, T10.ten             FROM T_5K T5, T_10K T10             WHERE T5.unique3 = T10.unique3) VWHERE T4.unique3 = V.hundred(+) AND       T4.ten = V.ten(+) AND       T4.thousand = 5; The following shows the non-default plan for query A generated by disabling join predicate pushdown. When query A undergoes join predicate pushdown, it yields query B. Note that query B is expressed in a non-standard SQL and shows an internal representation of the query. B: SELECT T4.unique1, V.unique3 FROM T_4K T4,           (SELECT T10.unique3, T10.hundred, T10.ten             FROM T_5K T5, T_10K T10             WHERE T5.unique3 = T10.unique3             AND T4.unique3 = V.hundred(+)             AND T4.ten = V.ten(+)) V WHERE T4.thousand = 5; The execution plan for query B is shown below. In the execution plan BX, note the keyword 'VIEW PUSHED PREDICATE' indicates that the view has undergone the join predicate pushdown transformation. The join predicates (shown here in red) have been moved into the view V; these join predicates open up index access paths thereby enabling index-based nested-loop join of the view. With join predicate pushdown, the cost of query A has come down from 62 to 32.  As mentioned earlier, the join predicate pushdown transformation is cost-based, and a join predicate pushed-down plan is selected only when it reduces the overall cost. Consider another example of a query C, which contains a view with the UNION ALL set operator.C: SELECT R.unique1, V.unique3 FROM T_5K R,            (SELECT T1.unique3, T2.unique1+T1.unique1             FROM T_5K T1, T_10K T2             WHERE T1.unique1 = T2.unique1             UNION ALL             SELECT T1.unique3, T2.unique2             FROM G_4K T1, T_10K T2             WHERE T1.unique1 = T2.unique1) V WHERE R.unique3 = V.unique3 and R.thousand < 1; The execution plan of query C is shown below. In the above, 'VIEW UNION ALL PUSHED PREDICATE' indicates that the UNION ALL view has undergone the join predicate pushdown transformation. As can be seen, here the join predicate has been replicated and pushed inside every branch of the UNION ALL view. The join predicates (shown here in red) open up index access paths thereby enabling index-based nested loop join of the view. Consider query D as an example of join predicate pushdown into a distinct view. We have the following cardinalities of the tables involved in query D: Sales (1,016,271), Customers (50,000), and Costs (787,766).  D: SELECT C.cust_last_name, C.cust_city FROM customers C,            (SELECT DISTINCT S.cust_id             FROM sales S, costs CT             WHERE S.prod_id = CT.prod_id and CT.unit_price > 70) V WHERE C.cust_state_province = 'CA' and C.cust_id = V.cust_id; The execution plan of query D is shown below. As shown in XD, when query D undergoes join predicate pushdown transformation, the expensive DISTINCT operator is removed and the join is converted into a semi-join; this is possible, since all the SELECT list items of the view participate in an equi-join with the outer tables. Under similar conditions, when a group-by view undergoes join predicate pushdown transformation, the expensive group-by operator can also be removed. With the join predicate pushdown transformation, the elapsed time of query D came down from 63 seconds to 5 seconds. Since distinct and group-by views are mergeable views, the cost-based transformation framework also compares the cost of merging the view with that of join predicate pushdown in selecting the most optimal execution plan. Summary We have tried to illustrate the basic ideas behind join predicate pushdown on different types of views by showing example queries that are quite simple. Oracle can handle far more complex queries and other types of views not shown here in the examples. Again many thanks to Rafi Ahmed for the content of this blog post.

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  • C# Performance Pitfall – Interop Scenarios Change the Rules

    - by Reed
    C# and .NET, overall, really do have fantastic performance in my opinion.  That being said, the performance characteristics dramatically differ from native programming, and take some relearning if you’re used to doing performance optimization in most other languages, especially C, C++, and similar.  However, there are times when revisiting tricks learned in native code play a critical role in performance optimization in C#. I recently ran across a nasty scenario that illustrated to me how dangerous following any fixed rules for optimization can be… The rules in C# when optimizing code are very different than C or C++.  Often, they’re exactly backwards.  For example, in C and C++, lifting a variable out of loops in order to avoid memory allocations often can have huge advantages.  If some function within a call graph is allocating memory dynamically, and that gets called in a loop, it can dramatically slow down a routine. This can be a tricky bottleneck to track down, even with a profiler.  Looking at the memory allocation graph is usually the key for spotting this routine, as it’s often “hidden” deep in call graph.  For example, while optimizing some of my scientific routines, I ran into a situation where I had a loop similar to: for (i=0; i<numberToProcess; ++i) { // Do some work ProcessElement(element[i]); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This loop was at a fairly high level in the call graph, and often could take many hours to complete, depending on the input data.  As such, any performance optimization we could achieve would be greatly appreciated by our users. After a fair bit of profiling, I noticed that a couple of function calls down the call graph (inside of ProcessElement), there was some code that effectively was doing: // Allocate some data required DataStructure* data = new DataStructure(num); // Call into a subroutine that passed around and manipulated this data highly CallSubroutine(data); // Read and use some values from here double values = data->Foo; // Cleanup delete data; // ... return bar; Normally, if “DataStructure” was a simple data type, I could just allocate it on the stack.  However, it’s constructor, internally, allocated it’s own memory using new, so this wouldn’t eliminate the problem.  In this case, however, I could change the call signatures to allow the pointer to the data structure to be passed into ProcessElement and through the call graph, allowing the inner routine to reuse the same “data” memory instead of allocating.  At the highest level, my code effectively changed to something like: DataStructure* data = new DataStructure(numberToProcess); for (i=0; i<numberToProcess; ++i) { // Do some work ProcessElement(element[i], data); } delete data; Granted, this dramatically reduced the maintainability of the code, so it wasn’t something I wanted to do unless there was a significant benefit.  In this case, after profiling the new version, I found that it increased the overall performance dramatically – my main test case went from 35 minutes runtime down to 21 minutes.  This was such a significant improvement, I felt it was worth the reduction in maintainability. In C and C++, it’s generally a good idea (for performance) to: Reduce the number of memory allocations as much as possible, Use fewer, larger memory allocations instead of many smaller ones, and Allocate as high up the call stack as possible, and reuse memory I’ve seen many people try to make similar optimizations in C# code.  For good or bad, this is typically not a good idea.  The garbage collector in .NET completely changes the rules here. In C#, reallocating memory in a loop is not always a bad idea.  In this scenario, for example, I may have been much better off leaving the original code alone.  The reason for this is the garbage collector.  The GC in .NET is incredibly effective, and leaving the allocation deep inside the call stack has some huge advantages.  First and foremost, it tends to make the code more maintainable – passing around object references tends to couple the methods together more than necessary, and overall increase the complexity of the code.  This is something that should be avoided unless there is a significant reason.  Second, (unlike C and C++) memory allocation of a single object in C# is normally cheap and fast.  Finally, and most critically, there is a large advantage to having short lived objects.  If you lift a variable out of the loop and reuse the memory, its much more likely that object will get promoted to Gen1 (or worse, Gen2).  This can cause expensive compaction operations to be required, and also lead to (at least temporary) memory fragmentation as well as more costly collections later. As such, I’ve found that it’s often (though not always) faster to leave memory allocations where you’d naturally place them – deep inside of the call graph, inside of the loops.  This causes the objects to stay very short lived, which in turn increases the efficiency of the garbage collector, and can dramatically improve the overall performance of the routine as a whole. In C#, I tend to: Keep variable declarations in the tightest scope possible Declare and allocate objects at usage While this tends to cause some of the same goals (reducing unnecessary allocations, etc), the goal here is a bit different – it’s about keeping the objects rooted for as little time as possible in order to (attempt) to keep them completely in Gen0, or worst case, Gen1.  It also has the huge advantage of keeping the code very maintainable – objects are used and “released” as soon as possible, which keeps the code very clean.  It does, however, often have the side effect of causing more allocations to occur, but keeping the objects rooted for a much shorter time. Now – nowhere here am I suggesting that these rules are hard, fast rules that are always true.  That being said, my time spent optimizing over the years encourages me to naturally write code that follows the above guidelines, then profile and adjust as necessary.  In my current project, however, I ran across one of those nasty little pitfalls that’s something to keep in mind – interop changes the rules. In this case, I was dealing with an API that, internally, used some COM objects.  In this case, these COM objects were leading to native allocations (most likely C++) occurring in a loop deep in my call graph.  Even though I was writing nice, clean managed code, the normal managed code rules for performance no longer apply.  After profiling to find the bottleneck in my code, I realized that my inner loop, a innocuous looking block of C# code, was effectively causing a set of native memory allocations in every iteration.  This required going back to a “native programming” mindset for optimization.  Lifting these variables and reusing them took a 1:10 routine down to 0:20 – again, a very worthwhile improvement. Overall, the lessons here are: Always profile if you suspect a performance problem – don’t assume any rule is correct, or any code is efficient just because it looks like it should be Remember to check memory allocations when profiling, not just CPU cycles Interop scenarios often cause managed code to act very differently than “normal” managed code. Native code can be hidden very cleverly inside of managed wrappers

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  • Need some help on how to replay the last game of a java maze game

    - by Marty
    Hello, I am working on creating a Java maze game for a project. The maze is displayed on the console as standard output not in an applet. I have created most of hte code I need, however I am stuck at one problem and that is I need a user to be able to replay the last game i.e redraw the maze with the users moves but without any input from the user. I am not sure on what course of action to take, i was thinking about copying each users move or the position of each move into another array, as you can see i have 2 variables which hold the position of the player, plyrX and plyrY do you think copying these values into a new array after each move would solve my problem and how would i go about this? I have updated my code, apologies about the textIO.java class not being present, not sure how to resolve that exept post a link to TextIO.java [TextIO.java][1] My code below is updated with a new array of type char to hold values from the original maze (read in from text file and displayed using unicode characters) and also to new variables c_plyrX and c_plyrY which I am thinking should hold the values of plyrX and plyrY and copy them into the new array. When I try to call the replayGame(); method from the menu the maze loads for a second then the console exits so im not sure what I am doing wrong Thanks public class MazeGame { //unicode characters that will define the maze walls, //pathways, and in game characters. final static char WALL = '\u2588'; //wall final static char PATH = '\u2591'; //pathway final static char PLAYER = '\u25EF'; //player final static char ENTRANCE = 'E'; //entrance final static char EXIT = '\u2716'; //exit //declaring member variables which will hold the maze co-ordinates //X = rows, Y = columns static int entX = 0; //entrance X co-ordinate static int entY = 1; //entrance y co-ordinate static int plyrX = 0; static int plyrY = 1; static int exitX = 24; //exit X co-ordinate static int exitY = 37; //exit Y co-ordinate //static member variables which hold maze values //used so values can be accessed from different methods static int rows; //rows variable static int cols; //columns variable static char[][] maze; //defines 2 dimensional array to hold the maze //variables that hold player movement values static char dir; //direction static int spaces; //amount of spaces user can travel //variable to hold amount of moves the user has taken; static int movesTaken = 0; //new array to hold player moves for replaying game static char[][] mazeCopy; static int c_plyrX; static int c_plyrY; /** userMenu method for displaying the user menu which will provide various options for * the user to choose such as play a maze game, get instructions, etc. */ public static void userMenu(){ TextIO.putln("Maze Game"); TextIO.putln("*********"); TextIO.putln("Choose an option."); TextIO.putln(""); TextIO.putln("1. Play the Maze Game."); TextIO.putln("2. View Instructions."); TextIO.putln("3. Replay the last game."); TextIO.putln("4. Exit the Maze Game."); TextIO.putln(""); int option; //variable for holding users option TextIO.put("Type your choice: "); option = TextIO.getlnInt(); //gets users option //switch statement for processing menu options switch(option){ case 1: playMazeGame(); case 2: instructions(); case 3: if (c_plyrX == plyrX && c_plyrY == plyrY)replayGame(); else { TextIO.putln("Option not available yet, you need to play a game first."); TextIO.putln(); userMenu(); } case 4: System.exit(0); //exits the user out of the console default: TextIO.put("Option must be 1, 2, 3 or 4"); } } //end of userMenu /**main method, will call the userMenu and get the users choice and call * the relevant method to execute the users choice. */ public static void main(String[]args){ userMenu(); //calls the userMenu method } //end of main method /**instructions method, displays instructions on how to play * the game to the user/ */ public static void instructions(){ TextIO.putln("To beat the Maze Game you have to move your character"); TextIO.putln("through the maze and reach the exit in as few moves as possible."); TextIO.putln(""); TextIO.putln("Your characer is displayed as a " + PLAYER); TextIO.putln("The maze exit is displayed as a " + EXIT); TextIO.putln("Reach the exit and you have won escaped the maze."); TextIO.putln("To control your character type the direction you want to go"); TextIO.putln("and how many spaces you want to move"); TextIO.putln("for example 'D3' will move your character"); TextIO.putln("down 3 spaces."); TextIO.putln("Remember you can't walk through walls!"); boolean insOption; //boolean variable TextIO.putln(""); TextIO.put("Do you want to play the Maze Game now? (Y or N) "); insOption = TextIO.getlnBoolean(); if (insOption == true)playMazeGame(); else userMenu(); } //end of instructions method /**playMazeGame method, calls the loadMaze method and the charMove method * to start playing the Maze Game. */ public static void playMazeGame(){ loadMaze(); plyrMoves(); } //end of playMazeGame method /**loadMaze method, loads the 39x25 maze from the MazeGame.txt text file * and inserts values from the text file into the maze array and * displays the maze on screen using the unicode block characters. * plyrX and plyrY variables are set at their staring co ordinates so that when * a game is completed and the user selects to play a new game * the player character will always be at position 01. */ public static void loadMaze(){ plyrX = 0; plyrY = 1; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end of loadMaze method /**redrawMaze method, method for redrawing the maze after each move. * */ public static void redrawMaze(){ TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end redrawMaze method /**replay game method * */ public static void replayGame(){ c_plyrX = plyrX; c_plyrY = plyrY; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions mazeCopy = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ mazeCopy[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == c_plyrX && j == c_plyrY){ c_plyrX = i; c_plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (mazeCopy[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (mazeCopy[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (mazeCopy[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (mazeCopy[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end replayGame method /**plyrMoves method, method for moving the players character * around the maze. */ public static void plyrMoves(){ int nplyrX = plyrX; int nplyrY = plyrY; int pMoves; direction(); //UP if (dir == 'U' || dir == 'u'){ nplyrX = plyrX; nplyrY = plyrY; for(pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrX =plyrX + 1; } else { plyrX = plyrX-spaces; c_plyrX = plyrX; movesTaken++; } } }//end UP if //DOWN if (dir == 'D' || dir == 'd'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves ++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrX = plyrX+1; } else{ plyrX = plyrX+spaces; c_plyrX = plyrX; movesTaken++; } } } //end DOWN if //LEFT if (dir == 'L' || dir =='l'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrY = plyrY + 1; } else{ plyrY = plyrY-spaces; c_plyrY = plyrY; movesTaken++; } } } //end LEFT if //RIGHT if (dir == 'R' || dir == 'r'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrY += 1; } else{ plyrY = plyrY+spaces; c_plyrY = plyrY; movesTaken++; } } } //end RIGHT if //prints message if player escapes from the maze. if (maze[plyrX][plyrY] == '3'){ TextIO.putln("****Congratulations****"); TextIO.putln(); TextIO.putln("You have escaped from the maze."); TextIO.putln(); userMenu(); } else{ movesTaken++; redrawMaze(); plyrMoves(); } } //end of plyrMoves method /**direction, method * */ public static char direction(){ TextIO.putln("Enter the direction you wish to move in and the distance"); TextIO.putln("i.e D3 = move down 3 spaces"); TextIO.putln("U - Up, D - Down, L - Left, R - Right: "); dir = TextIO.getChar(); if (dir =='U' || dir == 'D' || dir == 'L' || dir == 'R' || dir == 'u' || dir == 'd' || dir == 'l' || dir == 'r'){ spacesMoved(); } else{ loadMaze(); TextIO.putln("Invalid direction!"); TextIO.put("Direction must be one of U, D, L or R"); direction(); } return dir; //returns the value of dir (direction) } //end direction method /**spaces method, gets the amount of spaces the user wants to move * */ public static int spacesMoved(){ TextIO.putln(" "); spaces = TextIO.getlnInt(); if (spaces <= 0){ loadMaze(); TextIO.put("Invalid amount of spaces, try again"); spacesMoved(); } return spaces; } //end spacesMoved method } //end of MazeGame class

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  • Searching for tasks with code – Executables and Event Handlers

    Searching packages or just enumerating through all tasks is not quite as straightforward as it may first appear, mainly because of the way you can nest tasks within other containers. You can see this illustrated in the sample package below where I have used several sequence containers and loops. To complicate this further all containers types, including packages and tasks, can have event handlers which can then support the full range of nested containers again. Towards the lower right, the task called SQL In FEL also has an event handler not shown, within which is another Execute SQL Task, so that makes a total of 6 Execute SQL Tasks 6 tasks spread across the package. In my previous post about such as adding a property expressionI kept it simple and just looked at tasks at the package level, but what if you wanted to find any or all tasks in a package? For this post I've written a console program that will search a package looking at all tasks no matter how deeply nested, and check to see if the name starts with "SQL". When it finds a matching task it writes out the hierarchy by name for that task, starting with the package and working down to the task itself. The output for our sample package is shown below, note it has found all 6 tasks, including the one on the OnPreExecute event of the SQL In FEL task TaskSearch v1.0.0.0 (1.0.0.0) Copyright (C) 2009 Konesans Ltd Processing File - C:\Projects\Alpha\Packages\MyPackage.dtsx MyPackage\FOR Counter Loop\SQL In Counter Loop MyPackage\SEQ For Each Loop Wrapper\FEL Simple Loop\SQL In FEL MyPackage\SEQ For Each Loop Wrapper\FEL Simple Loop\SQL In FEL\OnPreExecute\SQL On Pre Execute for FEL SQL Task MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SEQ Nested Lvl 2\SQL In Nested Lvl 2 MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SQL In Nested Lvl 1 #1 MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SQL In Nested Lvl 1 #2 6 matching tasks found in package. The full project and code is available for download below, but first we can walk through the project to highlight the most important sections of code. This code has been abbreviated for this description, but is complete in the download. First of all we load the package, and then start by looking at the Executables for the package. // Load the package file Application application = new Application(); using (Package package = application.LoadPackage(filename, null)) { int matchCount = 0; // Look in the package's executables ProcessExecutables(package.Executables, ref matchCount); ... // // ... // Write out final count Console.WriteLine("{0} matching tasks found in package.", matchCount); } The ProcessExecutables method is a key method, as an executable could be described as the the highest level of a working functionality or container. There are several of types of executables, such as tasks, or sequence containers and loops. To know what to do next we need to work out what type of executable we are dealing with as the abbreviated version of method shows below. private static void ProcessExecutables(Executables executables, ref int matchCount) { foreach (Executable executable in executables) { TaskHost taskHost = executable as TaskHost; if (taskHost != null) { ProcessTaskHost(taskHost, ref matchCount); ProcessEventHandlers(taskHost.EventHandlers, ref matchCount); continue; } ... // // ... ForEachLoop forEachLoop = executable as ForEachLoop; if (forEachLoop != null) { ProcessExecutables(forEachLoop.Executables, ref matchCount); ProcessEventHandlers(forEachLoop.EventHandlers, ref matchCount); continue; } } } As you can see if the executable we find is a task we then call out to our ProcessTaskHost method. As with all of our executables a task can have event handlers which themselves contain more executables such as task and loops, so we also make a call out our ProcessEventHandlers method. The other types of executables such as loops can also have event handlers as well as executables. As shown with the example for the ForEachLoop we call the same ProcessExecutables and ProcessEventHandlers methods again to drill down into the hierarchy of objects that the package may contain. This code needs to explicitly check for each type of executable (TaskHost, Sequence, ForLoop and ForEachLoop) because whilst they all have an Executables property this is not from a common base class or interface. This example was just a simple find a task by its name, so ProcessTaskHost really just does that. We also get the hierarchy of objects so we can write out for information, obviously you can adapt this method to do something more interesting such as adding a property expression. private static void ProcessTaskHost(TaskHost taskHost, ref int matchCount) { if (taskHost == null) { return; } // Check if the task matches our match name if (taskHost.Name.StartsWith(TaskNameFilter, StringComparison.OrdinalIgnoreCase)) { // Build up the full object hierarchy of the task // so we can write it out for information StringBuilder path = new StringBuilder(); DtsContainer container = taskHost; while (container != null) { path.Insert(0, container.Name); container = container.Parent; if (container != null) { path.Insert(0, "\\"); } } // Write the task path // e.g. Package\Container\Event\Task Console.WriteLine(path); Console.WriteLine(); // Increment match counter for info matchCount++; } } Just for completeness, the other processing method we covered above is for event handlers, but really that just calls back to the executables. This same method is called in our main package method, but it was omitted for brevity here. private static void ProcessEventHandlers(DtsEventHandlers eventHandlers, ref int matchCount) { foreach (DtsEventHandler eventHandler in eventHandlers) { ProcessExecutables(eventHandler.Executables, ref matchCount); } } As hopefully the code demonstrates, executables (Microsoft.SqlServer.Dts.Runtime.Executable) are the workers, but within them you can nest more executables (except for task tasks).Executables themselves can have event handlers which can in turn hold more executables. I have tried to illustrate this highlight the relationships in the following diagram. Download Sample code project TaskSearch.zip (11KB)

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  • Searching for tasks with code – Executables and Event Handlers

    Searching packages or just enumerating through all tasks is not quite as straightforward as it may first appear, mainly because of the way you can nest tasks within other containers. You can see this illustrated in the sample package below where I have used several sequence containers and loops. To complicate this further all containers types, including packages and tasks, can have event handlers which can then support the full range of nested containers again. Towards the lower right, the task called SQL In FEL also has an event handler not shown, within which is another Execute SQL Task, so that makes a total of 6 Execute SQL Tasks 6 tasks spread across the package. In my previous post about such as adding a property expressionI kept it simple and just looked at tasks at the package level, but what if you wanted to find any or all tasks in a package? For this post I've written a console program that will search a package looking at all tasks no matter how deeply nested, and check to see if the name starts with "SQL". When it finds a matching task it writes out the hierarchy by name for that task, starting with the package and working down to the task itself. The output for our sample package is shown below, note it has found all 6 tasks, including the one on the OnPreExecute event of the SQL In FEL task TaskSearch v1.0.0.0 (1.0.0.0) Copyright (C) 2009 Konesans Ltd Processing File - C:\Projects\Alpha\Packages\MyPackage.dtsx MyPackage\FOR Counter Loop\SQL In Counter Loop MyPackage\SEQ For Each Loop Wrapper\FEL Simple Loop\SQL In FEL MyPackage\SEQ For Each Loop Wrapper\FEL Simple Loop\SQL In FEL\OnPreExecute\SQL On Pre Execute for FEL SQL Task MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SEQ Nested Lvl 2\SQL In Nested Lvl 2 MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SQL In Nested Lvl 1 #1 MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SQL In Nested Lvl 1 #2 6 matching tasks found in package. The full project and code is available for download below, but first we can walk through the project to highlight the most important sections of code. This code has been abbreviated for this description, but is complete in the download. First of all we load the package, and then start by looking at the Executables for the package. // Load the package file Application application = new Application(); using (Package package = application.LoadPackage(filename, null)) { int matchCount = 0; // Look in the package's executables ProcessExecutables(package.Executables, ref matchCount); ... // // ... // Write out final count Console.WriteLine("{0} matching tasks found in package.", matchCount); } The ProcessExecutables method is a key method, as an executable could be described as the the highest level of a working functionality or container. There are several of types of executables, such as tasks, or sequence containers and loops. To know what to do next we need to work out what type of executable we are dealing with as the abbreviated version of method shows below. private static void ProcessExecutables(Executables executables, ref int matchCount) { foreach (Executable executable in executables) { TaskHost taskHost = executable as TaskHost; if (taskHost != null) { ProcessTaskHost(taskHost, ref matchCount); ProcessEventHandlers(taskHost.EventHandlers, ref matchCount); continue; } ... // // ... ForEachLoop forEachLoop = executable as ForEachLoop; if (forEachLoop != null) { ProcessExecutables(forEachLoop.Executables, ref matchCount); ProcessEventHandlers(forEachLoop.EventHandlers, ref matchCount); continue; } } } As you can see if the executable we find is a task we then call out to our ProcessTaskHost method. As with all of our executables a task can have event handlers which themselves contain more executables such as task and loops, so we also make a call out our ProcessEventHandlers method. The other types of executables such as loops can also have event handlers as well as executables. As shown with the example for the ForEachLoop we call the same ProcessExecutables and ProcessEventHandlers methods again to drill down into the hierarchy of objects that the package may contain. This code needs to explicitly check for each type of executable (TaskHost, Sequence, ForLoop and ForEachLoop) because whilst they all have an Executables property this is not from a common base class or interface. This example was just a simple find a task by its name, so ProcessTaskHost really just does that. We also get the hierarchy of objects so we can write out for information, obviously you can adapt this method to do something more interesting such as adding a property expression. private static void ProcessTaskHost(TaskHost taskHost, ref int matchCount) { if (taskHost == null) { return; } // Check if the task matches our match name if (taskHost.Name.StartsWith(TaskNameFilter, StringComparison.OrdinalIgnoreCase)) { // Build up the full object hierarchy of the task // so we can write it out for information StringBuilder path = new StringBuilder(); DtsContainer container = taskHost; while (container != null) { path.Insert(0, container.Name); container = container.Parent; if (container != null) { path.Insert(0, "\\"); } } // Write the task path // e.g. Package\Container\Event\Task Console.WriteLine(path); Console.WriteLine(); // Increment match counter for info matchCount++; } } Just for completeness, the other processing method we covered above is for event handlers, but really that just calls back to the executables. This same method is called in our main package method, but it was omitted for brevity here. private static void ProcessEventHandlers(DtsEventHandlers eventHandlers, ref int matchCount) { foreach (DtsEventHandler eventHandler in eventHandlers) { ProcessExecutables(eventHandler.Executables, ref matchCount); } } As hopefully the code demonstrates, executables (Microsoft.SqlServer.Dts.Runtime.Executable) are the workers, but within them you can nest more executables (except for task tasks).Executables themselves can have event handlers which can in turn hold more executables. I have tried to illustrate this highlight the relationships in the following diagram. Download Sample code project TaskSearch.zip (11KB)

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  • A Simple Approach For Presenting With Code Samples

    - by Jesse Taber
    Originally posted on: http://geekswithblogs.net/GruffCode/archive/2013/07/31/a-simple-approach-for-presenting-with-code-samples.aspxI’ve been getting ready for a presentation and have been struggling a bit with the best way to show and execute code samples. I don’t present often (hardly ever), but when I do I like the presentation to have a lot of succinct and executable code snippets to help illustrate the points that I’m making. Depending on what the presentation is about, I might just want to build an entire sample application that I would run during the presentation. In other cases, however, building a full-blown application might not really be the best way to present the code. The presentation I’m working on now is for an open source utility library for dealing with dates and times. I could have probably cooked up a sample app for accepting date and time input and then contrived ways in which it could put the library through its paces, but I had trouble coming up with one app that would illustrate all of the various features of the library that I wanted to highlight. I finally decided that what I really needed was an approach that met the following criteria: Simple: I didn’t want the user interface or overall architecture of a sample application to serve as a distraction from the demonstration of the syntax of the library that the presentation is about. I want to be able to present small bits of code that are focused on accomplishing a single task. Several of these examples will look similar, and that’s OK. I want each sample to “stand on its own” and not rely much on external classes or methods (other than the library that is being presented, of course). “Debuggable” (not really a word, I know): I want to be able to easily run the sample with the debugger attached in Visual Studio should I want to step through any bits of code and show what certain values might be at run time. As far as I know this rules out something like LinqPad, though using LinqPad to present code samples like this is actually a very interesting idea that I might explore another time. Flexible and Selectable: I’m going to have lots of code samples to show, and I want to be able to just package them all up into a single project or module and have an easy way to just run the sample that I want on-demand. Since I’m presenting on a .NET framework library, one of the simplest ways in which I could execute some code samples would be to just create a Console application and use Console.WriteLine to output the pertinent info at run time. This gives me a “no frills” harness from which to run my code samples, and I just hit ‘F5’ to run it with the debugger. This satisfies numbers 1 and 2 from my list of criteria above, but item 3 is a little harder. By default, just running a console application is going to execute the ‘main’ method, and then terminate the program after all code is executed. If I want to have several different code samples and run them one at a time, it would be cumbersome to keep swapping the code I want in and out of the ‘main’ method of the console application. What I really want is an easy way to keep the console app running throughout the whole presentation and just have it run the samples I want when I want. I could setup a simple Windows Forms or WPF desktop application with buttons for the different samples, but then I’m getting away from my first criteria of keeping things as simple as possible. Infinite Loops To The Rescue I found a way to have a simple console application satisfy all three of my requirements above, and it involves using an infinite loop and some Console.ReadLine calls that will give the user an opportunity to break out and exit the program. (All programs that need to run until they are closed explicitly (or crash!) likely use similar constructs behind the scenes. Create a new Windows Forms project, look in the ‘Program.cs’ that gets generated, and then check out the docs for the Application.Run method that it calls.). Here’s how the main method might look: 1: static void Main(string[] args) 2: { 3: do 4: { 5: Console.Write("Enter command or 'exit' to quit: > "); 6: var command = Console.ReadLine(); 7: if ((command ?? string.Empty).Equals("exit", StringComparison.OrdinalIgnoreCase)) 8: { 9: Console.WriteLine("Quitting."); 10: break; 11: } 12: 13: } while (true); 14: } The idea here is the app prompts me for the command I want to run, or I can type in ‘exit’ to break out of the loop and let the application close. The only trick now is to create a set of commands that map to each of the code samples that I’m going to want to run. Each sample is already encapsulated in a single public method in a separate class, so I could just write a big switch statement or create a hashtable/dictionary that maps command text to an Action that will invoke the proper method, but why re-invent the wheel? CLAP For Your Own Presentation I’ve blogged about the CLAP library before, and it turns out that it’s a great fit for satisfying criteria #3 from my list above. CLAP lets you decorate methods in a class with an attribute and then easily invoke those methods from within a console application. CLAP was designed to take the arguments passed into the console app from the command line and parse them to determine which method to run and what arguments to pass to that method, but there’s no reason you can’t re-purpose it to accept command input from within the infinite loop defined above and invoke the corresponding method. Here’s how you might define a couple of different methods to contain two different code samples that you want to run during your presentation: 1: public static class CodeSamples 2: { 3: [Verb(Aliases="one")] 4: public static void SampleOne() 5: { 6: Console.WriteLine("This is sample 1"); 7: } 8:   9: [Verb(Aliases="two")] 10: public static void SampleTwo() 11: { 12: Console.WriteLine("This is sample 2"); 13: } 14: } A couple of things to note about the sample above: I’m using static methods. You don’t actually need to use static methods with CLAP, but the syntax ends up being a bit simpler and static methods happen to lend themselves well to the “one self-contained method per code sample” approach that I want to use. The methods are decorated with a ‘Verb’ attribute. This tells CLAP that they are eligible targets for commands. The “Aliases” argument lets me give them short and easy-to-remember aliases that can be used to invoke them. By default, CLAP just uses the full method name as the command name, but with aliases you can simply the usage a bit. I’m not using any parameters. CLAP’s main feature is its ability to parse out arguments from a command line invocation of a console application and automatically pass them in as parameters to the target methods. My code samples don’t need parameters ,and honestly having them would complicate giving the presentation, so this is a good thing. You could use this same approach to invoke methods with parameters, but you’d have a couple of things to figure out. When you invoke a .NET application from the command line, Windows will parse the arguments and pass them in as a string array (called ‘args’ in the boilerplate console project Program.cs). The parsing that gets done here is smart enough to deal with things like treating strings in double quotes as one argument, and you’d have to re-create that within your infinite loop if you wanted to use parameters. I plan on either submitting a pull request to CLAP to add this capability or maybe just making a small utility class/extension method to do it and posting that here in the future. So I now have a simple class with static methods to contain my code samples, and an infinite loop in my ‘main’ method that can accept text commands. Wiring this all up together is pretty easy: 1: static void Main(string[] args) 2: { 3: do 4: { 5: try 6: { 7: Console.Write("Enter command or 'exit' to quit: > "); 8: var command = Console.ReadLine(); 9: if ((command ?? string.Empty).Equals("exit", StringComparison.OrdinalIgnoreCase)) 10: { 11: Console.WriteLine("Quitting."); 12: break; 13: } 14:   15: Parser.Run<CodeSamples>(new[] { command }); 16: Console.WriteLine("---------------------------------------------------------"); 17: } 18: catch (Exception ex) 19: { 20: Console.Error.WriteLine("Error: " + ex.Message); 21: } 22:   23: } while (true); 24: } Note that I’m now passing the ‘CodeSamples’ class into the CLAP ‘Parser.Run’ as a type argument. This tells CLAP to inspect that class for methods that might be able to handle the commands passed in. I’m also throwing in a little “----“ style line separator and some basic error handling (because I happen to know that some of the samples are going to throw exceptions for demonstration purposes) and I’m good to go. Now during my presentation I can just have the console application running the whole time with the debugger attached and just type in the alias of the code sample method that I want to run when I want to run it.

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  • ISO booting with grub2 in Ubuntu on an Apple

    - by Robert Vila
    I have Ubuntu with grub2 installed in an Apple Macbook pro with dual boot (using rEFIt), and I would like to use grub2 to boot the LiveCD ISO image of a system based in Debian too (CrunchBang). The ISO image is saved in the same hard disk, same partition as Ubuntu. I can easily boot many other LiveCD ISO images, but I cannot boot this one, and I cannot boot the MacOS system, from the grub menu, either. The installation of Ubuntu left a couple of menu entries to boot MacOS, but they never worked. SO I don't know if it is possible to boot them, and how. I have tried many options, but the menuentry I am trying now to boot crunchBang is this one: menuentry "crunchbang-10-20120207-i386.iso" { set isofile="/home/user/Desktop/ISO/crunchbang-10-20120207-i386.iso" loopback loop (hd0,3)$isofile linux (loop)/live/vmlinuz1 iso-scan/filename=$isofile toram=filesystem.squashfs findiso=$isofile boot=live config -- initrd (loop)/live/initrd1.img } And I copied it from here: http://linux4netbook.blogspot.com.es/2012/08/due-crunchbang-e-un-pennino.html

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  • Using your own gameloop logic on iphone?

    - by kkan
    I'm currently working on moving some android-ndk code to the iphone and have hit a wall. I'm new to iphone development, and from looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render method on the view to handle the rendering and add a selector to handle the update methods. The render method itself lookslike it's attached to the windows refresh. But in android I've got my own game loop that controls the rendering and updates using c++ time.h. is it possible to implement the same here bypassing apple's loop? I'd really like the keep the structures of the code similar. Thanks!

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  • Multi threaded game - updating, rendering, and how to split them

    - by CodeBunny
    From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of splitting updating and rendering into separate threads sounds like a very good idea. How should I do this? Single threaded game engines are (conceptually) very easy to make, you have a loop where you update - render - sleep - repeat. However, I can't think of a good way to break updating and rendering apart, especially if I change their update rates (say I go through the update loop 25x a second, and have 60fps for rendering) - what if I begin updating halfway through a render loop, or vice versa?

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  • Enable DreamScene in Any Version of Vista or Windows 7

    - by DigitalGeekery
    Windows DreamScene was a utility available for Vista Ultimate that allowed users to set video as desktop wallpaper. It was dropped in Windows 7, but we’ll take a look at how to play DreamScenes in all versions of Windows 7 or Vista. Downloading DreamScenes First, you’ll need to find some DreamScenes to download. We’ve found some nice ones at both DreamScene.org and DeviantArt. You can find those download links at the end of the article. They’ll come as compressed files, so you’ll need to extract them after downloading. Windows 7 DreamScene Activator If you are running Windows 7 you can use Windows 7 DreamScene Activator. This free portable utility enables DreamScene in both 32 & 64 bit versions of Windows 7. Users can then set either MPG or WMV files as desktop wallpaper. Download and extract the Windows 7 DreamScene Activator (link below). Once extracted, you’ll need to run the application as administrator. Right-click on the .exe and select Run as administrator. Click on Enable DreamScene. This will also restart Windows Explorer if it is open. To play your DreamScene, browse for the file in Windows Explorer, right-click the file and select Set as Desktop Background. Enjoy your new Windows 7 DreamScene.   Although it says it is for Windows 7 only, we were able to get it to work with no problems on Vista Home Premium x32 as well.   You can Pause the DreamScene at anytime by right-clicking on the desktop and selecting Pause DreamScene.   When you are ready for a change, click Disable DreamScene and switch back to your previous wallpaper. Using VLC Media Player Users of all versions of Windows 7 & Vista can enable a DreamScene using VLC. Recently, we showed you how to set a video as your desktop wallpaper in VLC.  Since DreamScenes are in MPEG or WMV format, we will use the same tactic to display them as desktop wallpaper. We’ll just need to make a few additional tweaks to the VLC settings. You’ll need to download and install VLC media player if you don’t already have it. You can find the download link below. Next, select Tools > Preferences from the Menu. Select the Video button on the left and then choose DirectX video output from the Output dropdown list. Next, select All under Show Settings at the lower left, then select the Video button on the left pane. Uncheck Show media title on video. This will prevent VLC from constantly showing the title of the video on the screen each time the video loops. Click Save and the restart VLC.   Now we will add the video to our playlist and set it to continuously loop. Select View > Playlist from the Menu. Select the Add file button from the bottom of the Playlist window and select Add file.   Browse for your file and click Open.   Click the Loop button at the bottom so the video plays in a continuous loop.   Now, we’re ready to play the video. After the video starts playing, select Video > DirectX Wallpaper from the Menu, then minimize VLC.   If you’re using Aero Themes, you may get a pop-up warning and Windows will switch automatically to a basic theme.   If looping one video gets to be a little repetitive, you can add multiple videos to your playlist in VLC and loop the entire playlist. Just make sure you toggle the Loop button on the playlist window to Loop All. Now you’ve got a nice DreamScene playing on your desktop. Another cool trick you can do with VLC is take snapshots of favorite movie scenes and set them as backgrounds. When you’re ready to go back to your old wallpaper, maximize VLC, select Video and click DirectX Wallpaper again to turn it off the video background. Occasionally we were left with a black screen and had to manually change our wallpaper back to normal even after turning off the DirectX Wallpaper. Note: Keep in mind that using the VLC method takes up a lot of resources so if you try to run it on older hardware, or say a netbook, you’re not going to get good results. We also tried to use the VLC method in XP, but couldn’t get it to work. If you have leave a comment and let us know. While the DreamScene feature never really caught on in Vista, we find them to be a cool way to pump a little life into your desktop on any version of Vista or Windows 7. Downloads DreamScenes from Dreamscene.org DreamScenes from DeviantArt Download VLC media player Windows 7 DreamScene Activator Similar Articles Productive Geek Tips Wait, How do I Turn on DreamScene Again?Enable Run Command on Windows 7 or Vista Start MenuEnable or Disable UAC From the Windows 7 / Vista Command LineUnderstanding Windows Vista Aero Glass RequirementsEnable Mapping to \HostnameC$ Share on Windows 7 or Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Microsoft Office Web Apps Guide Know if Someone Accessed Your Facebook Account Shop for Music with Windows Media Player 12 Access Free Documentaries at BBC Documentaries Rent Cameras In Bulk At CameraRenter Download Songs From MySpace

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  • grub2 loopback booting ubuntu server iso

    - by Thermionix
    I've got usb-keys setup to multi-boot different linux images using grub2 loopback. The standard ubuntu release isos boot fine, however when attempting to use the server iso it will fail to install saying 'unable to detect cd-media for installation'. the grub.cfg entry; menuentry "ubuntu-12.04-server-amd64" { set isofile="/boot/ubuntu-12.04-server-amd64.iso" loopback loop $isofile linux (loop)/install/vmlinuz file=$isofile/preseed/ubuntu-server.seed ro noprompt noeject -- initrd (loop)/install/initrd.gz } I've attempted to add the following parameters as the fromiso works for debian images on the key iso-scan/filename=/boot/ubuntu-12.04-server-amd64.iso iso-scan/filename=/dev/disk/by-uuid/2859-44B7/boot/ubuntu-12.04-server-amd64.iso fromiso=/dev/disk/by-uuid/2859-44B7/boot/ubuntu-12.04-server-amd64.iso

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  • ubuntu cobbler server - importing distros

    - by Stu2000
    I setup and fully configured ubuntu-12.04-server machine with cobbler/dhcp running in about 10 minutes (compared to taking over an hour on centos 5.8). I discovered the cobbler import which appears to be useful. Does this remove the need to use a cobbler distro add? whenever I run a cobbler report after a successful import of ubuntu desktop iso: sudo cobbler import --name=Ubuntu --path=/mnt --breed=debian task started: 2012-12-13_163245_import task started (id=Media import, time=Thu Dec 13 16:32:45 2012) Found a debian/ubuntu compatible signature: pool adding distros avoiding symlink loop avoiding symlink loop avoiding symlink loop associating repos associating kickstarts *** TASK COMPLETE *** I just get the following (nothing): distros: ========== profiles: ========== systems: ========== repos: ========== images: ========== mgmtclasses: ========== packages: ========== files: ========== I was rather hoping that I wouldn't have to do the traditional copying of all files in /mnt to a new /distro directory and then perform a cobbler distro add --initrd=/path/to/inird --kernel=/path/to/kernel Maybe I am mistaken about what the import actually does for me. If someone could elaborate on what the import is actually for please do.

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  • Boot from Ubuntu ISO on a hfsplus partition (macbook pro)

    - by user279771
    I would like to be able to boot from an ISO stored on an HFS+ partition (the main partition on my macbook pro). Here is what I've done so far: (writing in shorthand :D) grub> insmod hfs,hfsplus,loopback,part_gpt grub> loopback loop (hd0,gpt2)/location/to/img.io grub> configfile (loop)/boot/grub/loopback.cfg ... This does not work. tab-complete of the (loop) path does not work... However, this does work (tab-complete and all) if the iso comes from my ext3 partition. For particular reasons, I can't have the iso images on the ext3 partition, they need to be kept on the hfs+ partition. What should be done?

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  • 2d Ice movement

    - by Jeremy Clarkson
    I am building an top-down 2d RPG like zelda. I have been trying to implement ice sliding. I have a tile with the slide property. I thought it would be easy to get working. I figured that I would read the slide property, and move the character forward until the slide property no longer exists. So I tried a loop but all it did was stop at the first tile in an infinite loop. I then took the loop out and tried taking direct control of the character to move him along the slide path but I couldn't get it to move. Is there an easy way to do an ice sliding tile based movement in libgdx. I looked for a tutorial but none exist.

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  • comparison of an unsigned variable to 0

    - by user2651062
    When I execute the following loop : unsigned m; for( m = 10; m >= 0; --m ){ printf("%d\n",m); } the loop doesn't stop at m==0, it keeps executing interminably, so I thought that reason was that an unsigned cannot be compared to 0. But when I did the following test unsigned m=9; if(m >= 0) printf("m is positive\n"); else printf("m is negative\n"); I got this result: m is positive which means that the unsigned variable m was successfully compared to 0. Why doesn't the comparison of m to 0 work in the for loop and works fine elsewhere?

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  • Displaying and updating score in Android (OpenGL ES 2)

    - by user16547
    I'm using a FrameLayout where I have a GLSurfaceView at the bottom and a few Views on top of it. One of those Views is a TextView that displays the current score. Here's how I'm updating the score TextView based on what happens in my game loop: whenever an event happens that increases the score, I call activity.runOnUiThread(updater), where activity is the activity that has the above FrameLayout (my main game activity) and updater is just a Runnable that increments the score. From my understanding, using runOnUiThread() from the OpenGL thread is standard practice - otherwise you'll get an exception, I can't remember its name. The problem is that there's a very noticeable lag between the event and the score update. For example the character gets a coin, but the coin count is not updated quickly. I tried summing all the score events from my game loop and calling runOnUiThread() only once per loop, but it doesn't seem to make much of a difference - the lag is still noticeable. How can I improve my design to avoid this lag?

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  • memory and time intensive php task

    - by Goddard
    Sorry if this question has been asked before, but I couldn't find anything usable. I'm working on a project for a client and currently I have to loop through the users table which is about 3000 records and still growing. I have to do some calculations on a nightly basis which I am going to be using cron/php. The calculations script uses about 3.5mb of memory and takes about 1 second to run. When loading individual users my current php setup handles this fine, but if I try and loop through the user list my php script execution time runs out. I've read after doing some searching that I can make the page reload itself after each user calculation and just keep my previous place in the loop and this sounds like a good idea, but I wanted to hear some opinions from others that have handled similar situations and how you handled these types of tasks. Thanks.

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  • What are good words for defining multiples?

    - by Scott Langham
    In databases you might take about one-to-many. This means there's one thing that maps to zero or more others. In this kind of style I'm looking for words that define min/max amounts of things. So far, I have: min max one 1 1 many 0 infinite optional 0 1 ??? 1 infinite Is there a single word that fits '???' to mean more than one? Do you have better alternatives for 'optional'? I'm wondering if there are any conventional names for those concepts?

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  • Need to produce an animated texture of Water where each image tiles in all directions

    - by ProfVersaggi
    I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of something the likes of Blender. The final result from Caustics Generator is 32 images that are actually animated such that when the full 32 images are played in a loop they will seamlessly loop forever. They will not only loop in time, but each image also tile in all directions. This is nice, but it comes in only one flavor so to speak. I'd like to accomplish the same thing with a Blender type tool, and I have actually gotten to the point where I generate the X number of images, but they do not tile in 'all' directions, nor are they slightly animated. I've tried Blender texture animations using offsets but with only limited success. Does anyone know of how to (or of a tool) which will animate textures such that they tile in all (4) directions? Many thanks in advance ....

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