Search Results

Search found 2677 results on 108 pages for 'eren trigger'.

Page 79/108 | < Previous Page | 75 76 77 78 79 80 81 82 83 84 85 86  | Next Page >

  • Kernel Error during upgrade or update commands

    - by Ashesh
    I am getting these errors during sudo apt-get update and upgrade... I tried all possible options no success. I recently upgraded to 13.04 and had problems with Broadcom WiFi. Fixed tat issues using the clean script... but looks like it did not install the Kernel properly.. Here is the o/p of the few scripts I ran: ashesh@ashesh-HPdv4:~$ sudo dpkg -r bcmwl-kernel-source (Reading database ... 175338 files and directories currently installed.) Removing bcmwl-kernel-source ... Removing all DKMS Modules Done. update-initramfs: deferring update (trigger activated) Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.8.0-25-generic cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/mtd/mtd.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/mtd/mtd.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/sfc/sfc.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/sfc/sfc.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/mellanox/mlx4/mlx4_core.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/mellanox/mlx4/mlx4_core.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/broadcom/bnx2x/bnx2x.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/broadcom/bnx2x/bnx2x.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/broadcom/cnic.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/broadcom/cnic.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/qlogic/netxen/netxen_nic.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/qlogic/netxen/netxen_nic.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/brocade/bna/bna.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/net/ethernet/brocade/bna/bna.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/scsi/libfc/libfc.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/scsi/libfc/libfc.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/scsi/advansys.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/scsi/advansys.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/scsi/be2iscsi/be2iscsi.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/scsi/be2iscsi/be2iscsi.ko’: Input/output error cp: reading ‘/lib/modules/3.8.0-25-generic/kernel/drivers/scsi/bnx2i/bnx2i.ko’: Input/output error cp: failed to extend ‘/tmp/mkinitramfs_8gjKwQ//lib/modules/3.8.0-25-generic/kernel/drivers/scsi/bnx2i/bnx2i.ko’: Input/output error Bus error (core dumped) depmod: ../libkmod/libkmod-elf.c:207: elf_get_mem: Assertion `offset < elf->size' failed. Aborted (core dumped) I am not a techie but I need your support to resolve this without re-installation from scratch....

    Read the article

  • Introducing AutoVue Document Print Service

    - by celine.beck
    We recently announced the availability of our new AutoVue Document Print Service products. For more information, please read the article entitled Print Any Document Type with AutoVue Document Print Services that was posted on our blog. The AutoVue Document Print Service products help address a trivial, yet very common challenge: printing and batch printing documents. The AutoVue Document Print Service is a Web-Services based interface, which allows developers to complement their print server solutions by leveraging AutoVue's printing capabilities within broader enterprise applications like Asset Lifecycle Management, Product Lifecycle Management, Enterprise Content Management solutions, etc. This means that you can leverage the AutoVue Document Print Service products as part of your printing solution to automate the printing of virtually any document type required in any business process. Clients that consume AutoVue's Document Print Service can be written in any language (for example Java or .NET) as long as they understand Web Services Description Language (WSDL) and communicate using Simple Object Access Protocol (SOAP). The print solution consists of three main components, as described in the diagram below: a print server (not included in the AutoVue Document Print Service offering) that will interact with your application to identify the files that need to be printed, the printer to send each file, as well as the print options needed for each file (paper size, page orientation, etc), and collate the print job requests. The print server will also take care of calling the AutoVue Document Print Service to perform the actual printing. The AutoVue Document Print Services send files to a printer for printing. The AutoVue Document Print Service products leverage AutoVue's format- and platform agnostic technology to let you print/batch virtually any type of files, without requiring the authoring application installed on your machine. and Printers As shown above, you can trigger printing from your application either programmatically through automated business processes or manually through human interaction. If documents that need to be printed from your application are stored inside a content repository/Document Management System (DMS) such as Oracle Universal Content Management System (UCM), then the Print Server will need to identify the list of documents and pass the ID of each document to the AutoVue DPS to print. In this case, AutoVue DPS leverages the AutoVue VueLink integration (note: AutoVue VueLink integrations are pre-packaged AutoVue integrations with most common enterprise systems. Check our Website for more information on the subject) to fetch documents out of the document management system for printing. In lieu of the AutoVue VueLink integration, you can also leverage the AutoVue Integration Software Development Kit (iSDK) to build your own connector. If the documents you need to print from your application are not stored in a content management system, the Print Server will need to ensure that files are made available to the AutoVue Document Print Service. The Print Server could for example fetch the files out of your application or an extension to the application could be developed to fetch the files and make them available to the AutoVue DPS. More information on methods to pass on file information to the AutoVue Document Print Service products can be found in the AutoVue Document Print Service Overview documentation available on the Oracle Technology Network. Related article: Any Document Type with AutoVue Document Print Services

    Read the article

  • What's a good scheme for multi-user database synchronization?

    - by Mason Wheeler
    I'm working on a system to allow multiple users to collaborate on an online project. Everything is fairly straightforward, except for keeping the users in sync. Each user has their own local copy of the project database, which allows them to make changes and test things out, and then send the updates to the central server. But this runs into the classic synchronization question: how do you keep two users from editing the same thing and stomping each other's work? I've got an idea that should work, but I wonder if there's a simpler way to do it. Here's the basic concept: All project data is stored in a relational database. Each row in the database has an owner. If the current user is not the owner, he can read but not write that row. (This is enforced client-side.) The user can send a request to the server to take ownership of a row, which will be granted if the server's copy says that the current owner is NULL, or to release ownership when they're done with it. It is not possible to release ownership without committing changes to the server. It is not possible to commit changes to the server without having first downloaded all outstanding changes to the server. When any changes are made to rows you own, a trigger marks that row as Dirty. When you commit changes, the database is scanned for all Dirty rows in all tables, and the data is serialized into an update file, which is posted to the server, and all rows are marked Clean. The server applies the updates on its end, and keeps the file around. When other users download changes, the server sends them the update files that they haven't already received. So, essentially this is a reinvention of version control on a relational database. (Sort of.) As long as taking ownership and applying updates to the server are guaranteed atomic changes, and the server verifies that some smart-aleck user didn't edit their local database so they could send an update for a row they don't have ownership of, it should be guaranteed to be correct, and with no need to worry about merges and merge conflicts. (I think.) Can anyone think of any problems with this scheme, or ways to do it better? (And no, "build [insert VCS here] into your project" is not what I'm looking for. I've thought of that already. VCSs work well with text, and not so well with other file formats, such as relational databases.)

    Read the article

  • Silverlight Cream for November 20, 2011 - 2 -- #1170

    - by Dave Campbell
    In this Issue: Michael Washington, Oliver Fuh, Jeremy Likness, Derik Whittaker, Jesse Liberty, Jeff Blankenburg(-2-), and Michael Crump. Above the Fold: Silverlight: "Handling Extremely Large Data Sets in Silverlight" Jeremy Likness WP7: "31 Days of Mango | Day #8: Contacts API" Jeff Blankenburg LightSwitch: "LightSwitch Chat Application Using A Data Source Extension" Michael Washington Shoutouts: Michael Palermo's latest Desert Mountain Developers is up Michael Washington's latest Visual Studio #LightSwitch Daily is up Check out Shawn Wildermuth's take on the AppStore and WP7 in general: 40,000 Apps - What Does It Mean? Be sure to check out Jesse Liberty & Paul Betts new book: Programming Reactive Extensions and LINQ, I've just had a little time to look at mine, but don't let the size fool you... this is the good stuff! From SilverlightCream.com: LightSwitch Chat Application Using A Data Source Extension In his latest LightSwitch post, Michael Washington gives up code that will enable two people using the same LightSwitch app to chat. Great detailed tutorial as usual! Handling AdControl Fetching Exception WindowsPhoneGeek turns the blog reigns over to Oliver Fuh for this post about using the AdControl in your WP7 app and handling a common exception you get with the Microsoft AdControl Handling Extremely Large Data Sets in Silverlight In this excerpt from his book, Jeremy Likness discusses reading *LARGE* data sets with Silverlight using 3 different patterns: OData, WCF RIA Services, and MVVM. Using MVVM with the AutoCompleteTextBox in Silverlight 4 Derik Whittaker takes a break from WinRT to discuss the Silverlight 4 AutoCompleteTextBox and MVVM ... including a custom Behavior to allow the backing property to be updated and a command to trigger background searches Yet Another Podcast #52–Peter Torr on Windows Phone Multitasking Jesse Liberty scored Peter Torr on his Latest Yet Another Podcast .. talking about Multitasking on Windows Phone including background agents, the backstack, and other Mango features 31 Days of Mango | Day #8: Contacts API Jeff Blankenburg's Day 8 is about a new namespace on WP7: Microsoft.Phone.UserData ... now giving us the ability to treat the user's contact list like a local database 31 Days of Mango | Day #9: Calendar API On Day 9 in his series, Jeff Blankenburg revisits the Microsoft.Phone.UserData namespace and looks at another set of data: the calendar Want to Decompile Silverlight XAP files? Try JustDecompile Beta! Michael Crump has a post up about the new free developer productivity tool from Telerik that provides assembly browsing and decompiling: JustDecompile ... Just download it! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

    Read the article

  • Giving a Bomberman AI intelligent bomb placement

    - by Paul Manta
    I'm trying to implement an AI algorithm for Bomberman. Currently I have a working but not very smart rudimentary implementation (the current AI is overzealous in placing bombs). This is the first AI I've ever tried implementing and I'm a bit stuck. The more sophisticated algorithms I have in mind (the ones that I expect to make better decisions) are too convoluted to be good solutions. What general tips do you have for implementing a Bomberman AI? Are there radically different approaches for making the bot either more defensive or offensive? Edit: Current algorithm My current algorithm goes something like this (pseudo-code): 1) Try to place a bomb and then find a cell that is safe from all the bombs, including the one that you just placed. To find that cell, iterate over the four directions; if you can find any safe divergent cell and reach it in time (eg. if the direction is up or down, look for a cell that is found to the left or right of this path), then it's safe to place a bomb and move in that direction. 2) If you can't find and safe divergent cells, try NOT placing a bomb and look again. This time you'll only need to look for a safe cell in only one direction (you don't have to diverge from it). 3) If you still can't find a safe cell, don't do anything. for $(direction) in (up, down, left, right): place bomb at current location if (can find and reach divergent safe cell in current $(direction)): bomb = true move = $(direction) return for $(direction) in (up, down, left, right): do not place bomb at current location if (any safe cell in the current $(direction)): bomb = false move = $(direction) return else: bomb = false move = stay_put This algorithm makes the bot very trigger-happy (it'll place bombs very frequently). It doesn't kill itself, but it does have a habit of making itself vulnerable by going into dead ends where it can be blocked and killed by the other players. Do you have any suggestions on how I might improve this algorithm? Or maybe I should try something completely different? One of the problems with this algorithm is that it tends to leave the bot with very few (frequently just one) safe cells on which it can stand. This is because the bot leaves a trail of bombs behind it, as long as it doesn't kill itself. However, leaving a trail of bombs behind leaves few places where you can hide. If one of the other players or bots decide to place a bomb somewhere near you, it often happens that you have no place to hide and you die. I need a better way to decide when to place bombs.

    Read the article

  • Silverlight Cream for June 16, 2010 -- #884

    - by Dave Campbell
    In this Issue: Zoltan Arvai, Emiel Jongerius, Charles Petzold, Adam Kinney, Deepesh Mohnani, Timmy Kokke, and Damon Payne. Shoutouts: Andy Beaulieu reported his Coding4Fun: Shuffleboard Game for WP7 has been posted -- Big ol' Tutorial and 6 videos of WP7 goodness Karl Shifflett announced Three New WPF and Silverlight Designer Videos Posted Charles Petzold has a cool Flip-Number Clock in Silverlight posted... cool demo, and the source. From SilverlightCream.com: Data Driven Applications with MVVM Part II: Messaging, Unit Testing, and Live Data Sources Zoltan Arvai has part 2 of his Data-Driven Apps with MVVM up, and this one is also including Messaging, Unit Testing, and Live WCF Data... good tutorial and all the code. Silverlight DataContext Changed Event and Trigger Emiel Jongerius takes a hard swing at the lack of DataContextChanged... his solution involves two attached properties instead of one... check it out and see what you think! Orientation Strategies for Windows Phone 7 Charles Petzold is discussing WP7 Orientation... showing the problems you can get involved in, and how to work through them... and you might be surprised at how he does it :) ... pretty cool as usual, Charles! Debugging the TranslateZoomRotate WPF Behavior in Blend Adam Kinney talks through a bug reported about the WPF TranslateZoomRotate Behavior. Again, it's WPF, but it's in Blend, and ya never know when the solution might apply. I want my app to look like the Zune client Deepesh Mohnani demonstrates using the Cosmopolitan theme to get his app to have the same look as the Zune client. MVVM Project and Item Templates Timmy Kokke is continuing with his cool SilverAmp media player, using it to expand upon the new Blend and Silverlight 4 features. This episode touches very lightly on cranking up a new MVVM project in Blend. Great Features for MVVM Friendly Objects Part 0: Favor Composition Over Inheritance Damon Payne has the first part up of a series he's working on with 'MVVM Friendly' features... he's building out a lot of the infrastructure in this post for the ones that follow... all good stuff. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

    Read the article

  • Silverlight Cream for June 10, 2010 -- #879

    - by Dave Campbell
    In this Issue: Emiel Jongerius, Nokola, Christian Schormann, Tim Heuer, David Poll, Mike Snow(-2-), John Papa, and Charles Petzold. Shoutout: Viktor Larsson has a frank look at WP7 based on information from MIX10 and what was said this week in his post: Licking Windows Phone 7... yeah licking, not liking :) .. my guess is even that didn't allow him to keep it! If you haven't already noticed, the CodeProject reader's choice awards are out this week and Telerik won for their RadColorPicker and RadCalendar for Silverlight Telerik also needs congratulations for winning Telerik wins “Best of TechEd” award in the “Components and Middleware” category... check out that trophy... Steven Forte has a picture up of the Telerikers after getting the award. Koen Zwikstra has a new release of Silverlight Spy up that supports the latest release: Silverlight Spy 3.0.0.12 From SilverlightCream.com: Localization of XAML files in Silverlight Emiel Jongerius is back with another post, this time discussing Localizing XAM files... external links and source included. Coolest Silverlight Sound Library for Games I've Seen Yet Nokola talks up a Sound Library for Silverlight 4 Games ... and has links to a great demo, plus the source. SketchFlow: Firing Actions when a Storyboard is Complete Christian Schormann responded to some Twitter questions and demonstrates using the StoryboardCompleted trigger with a Navigate action. Hosting cross-domain Silverlight applications (XAP) Tim Heuer responds to a question from a reader and demonstrates how to host a XAP from a domain other than the one you're working on. Taking Microsoft Silverlight 4 Applications Beyond the Browser (TechEd WEB313) David Poll has all his material up from his TechEd presentation earlier this week on Silverlight OOB... and he covered some pretty extensive material ... check it out! Silverlight Tip of the Day #29 – Configuring Service Reference to Back to LocalHost Mike Snow has a couple new tips up... this first one is quick, but very useful... how to switch your service reference back to localhost without pulling out your hair. Silverlight Tip of the Day #30 – Sending Email from Silverlight In Mike Snow's latest tip, he shows how to send email from your Silverlight app... using a WCF service... and a step-by-step set of instructions. Creating Rich Interactions Using Blend 4: Transition Effects, Fluid Layout and Layout States (Silverlight TV #32) John Papa has Silverlight TV #32 up, and he's talking with Kenny Young of the Expression Blend team while Kenny uses some built-om effects and also creates some impressive examples from scratch -- code included. Simulating Touch Inertia on Windows Phone 7 Charles Petzold has a post up on simulating inertia on WP7... demos in WPF and then moves into WP7... math, source, and external links. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

    Read the article

  • How to detect collisions in AS3?

    - by Gabriel Meono
    I'm trying to make a simple game, when the ball falls into certain block, you win. Mechanics: The ball falls through several obstacles, in the end there are two blocks, if the ball touches the left block you win, the next level will contain more blocks and less space between them. Test the movie (click on the screen to drop the ball): http://gabrielmeono.com/downloads/Lucky_Hit_Alpha.swf These are the main variables: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped Question: How do I trigger a collision function if the ball hits the winBox? (Win message/Next level) Thanks, here is the full code: package { import flash.display.MovieClip; import com.actionsnippet.qbox.*; import flash.events.MouseEvent; [SWF(width = 600, height = 600, frameRate = 60)] public class LuckyHit extends MovieClip { public var sim:QuickBox2D; var winBox:QuickObject; var looseBox:QuickObject; var gameBall:QuickObject; /** * Constructor */ public function LuckyHit() { sim = new QuickBox2D(this); //sim.createStageWalls(); winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0}); looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0}); // make obstacles for (var i:int = 0; i<(stage.stageWidth/50); i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid End sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } sim.start(); stage.addEventListener(MouseEvent.CLICK, _clicked); } /** * .. * @param e MouseEvent.CLICK */ private function _clicked(e:MouseEvent) { gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5}); } } }

    Read the article

  • What is Database Continuous Integration?

    - by David Atkinson
    Although not everyone is practicing continuous integration, many have at least heard of the concept. A recent poll on www.simple-talk.com indicates that 40% of respondents are employing the technique. It is widely accepted that the earlier issues are identified in the development process, the lower the cost to the development process. The worst case scenario, of course, is for the bug to be found by the customer following the product release. A number of Agile development best practices have evolved to combat this problem early in the development process, including pair programming, code inspections and unit testing. Continuous integration is one such Agile concept that tackles the problem at the point of committing a change to source control. This can alternatively be run on a regular schedule. This triggers a sequence of events that compiles the code and performs a variety of tests. Often the continuous integration process is regarded as a build validation test, and if issues were to be identified at this stage, the testers would simply not 'waste their time ' and touch the build at all. Such a ‘broken build’ will trigger an alert and the development team’s number one priority should be to resolve the issue. How application code is compiled and tested as part of continuous integration is well understood. However, this isn’t so clear for databases. Indeed, before I cover the mechanics of implementation, we need to decide what we mean by database continuous integration. For me, database continuous integration can be implemented as one or more of the following: 1)      Your application code is being compiled and tested. You therefore need a database to be maintained at the corresponding version. 2)      Just as a valid application should compile, so should the database. It should therefore be possible to build a new database from scratch. 3)     Likewise, it should be possible to generate an upgrade script to take your already deployed databases to the latest version. I will be covering these in further detail in future blogs. In the meantime, more information can be found in the whitepaper linked off www.red-gate.com/ci If you have any questions, feel free to contact me directly or post a comment to this blog post.

    Read the article

  • What is Database Continuous Integration?

    - by SQLDev
    Although not everyone is practicing continuous integration, many have at least heard of the concept. A recent poll on www.simple-talk.com indicates that 40% of respondents are employing the technique. It is widely accepted that the earlier issues are identified in the development process, the lower the cost to the development process. The worst case scenario, of course, is for the bug to be found by the customer following the product release. A number of Agile development best practices have evolved to combat this problem early in the development process, including pair programming, code inspections and unit testing. Continuous integration is one such Agile concept that tackles the problem at the point of committing a change to source control. This can alternatively be run on a regular schedule. This triggers a sequence of events that compiles the code and performs a variety of tests. Often the continuous integration process is regarded as a build validation test, and if issues were to be identified at this stage, the testers would simply not 'waste their time ' and touch the build at all. Such a ‘broken build’ will trigger an alert and the development team’s number one priority should be to resolve the issue. How application code is compiled and tested as part of continuous integration is well understood. However, this isn’t so clear for databases. Indeed, before I cover the mechanics of implementation, we need to decide what we mean by database continuous integration. For me, database continuous integration can be implemented as one or more of the following: 1)      Your application code is being compiled and tested. You therefore need a database to be maintained at the corresponding version. 2)      Just as a valid application should compile, so should the database. It should therefore be possible to build a new database from scratch. 3)     Likewise, it should be possible to generate an upgrade script to take your already deployed databases to the latest version. I will be covering these in further detail in future blogs. In the meantime, more information can be found in the whitepaper linked off www.red-gate.com/ci If you have any questions, feel free to contact me directly or post a comment to this blog post.

    Read the article

  • Coding different states in Adventure Games

    - by Cardin
    I'm planning out an adventure game, and can't figure out what's the right way to implement the behaviour of a level depending on state of story progression. My single-player game features a huge world where the player has to interact with people in a town at various points in the game. However, depending on story progression, different things would be presented to the player, for e.g. the Guild Leader will change locations from the town square to various locations around the city; Doors would only unlock at certain times of the day after finishing a particular routine; Different cut-screen/trigger events happen only after a particular milestone has been reached. I naively thought of using a switch{} statement initially to decide what the NPC should say or which he could be found at, and making quest objectives interact-able only after checking a global game_state variable's condition. But I realised I would quickly run into a lot of different game states and switch-cases in order to change the behaviour of an object. That switch statement would also be massively hard to debug, and I guess it might also be hard to use in a level editor. So I thought, instead of having a single object with multiple states, maybe I should have multiple instances of the same object, with a single state. That way, if I use something like a level editor, I can put an instance of the NPC at all the different locations he could ever appear at, and also an instance for each conversation state he has. But that means there'll be a lot of inactive, invisible game objects floating around the level, which might be trouble for memory, or simply hard to see in a level editor, i don't know. Or simply, make an identical, but separate level for each game state. This feels the cleanest and bug-free way to do things, but it feels like massive manual work making sure each version of the level is really identical to each other. All my methods feel so inefficient, so to recap my question, is there a better or standardised way to implement behaviour of a level depending on state of story progression? PS: I don't have a level editor yet - thinking of using something like JME SDK or making my own.

    Read the article

  • const vs. readonly for a singleton

    - by GlenH7
    First off, I understand there are folk who oppose the use of singletons. I think it's an appropriate use in this case as it's constant state information, but I'm open to differing opinions / solutions. (See The singleton pattern and When should the singleton pattern not be used?) Second, for a broader audience: C++/CLI has a similar keyword to readonly with initonly, so this isn't strictly a C# type question. (Literal field versus constant variable in C++/CLI) Sidenote: A discussion of some of the nuances on using const or readonly. My Question: I have a singleton that anchors together some different data structures. Part of what I expose through that singleton are some lists and other objects, which represent the necessary keys or columns in order to connect the linked data structures. I doubt that anyone would try to change these objects through a different module, but I want to explicitly protect them from that risk. So I'm currently using a "readonly" modifier on those objects*. I'm using readonly instead of const with the lists as I read that using const will embed those items in the referencing assemblies and will therefore trigger a rebuild of those referencing assemblies if / when the list(s) is/are modified. This seems like a tighter coupling than I would want between the modules, but I wonder if I'm obsessing over a moot point. (This is question #2 below) The alternative I see to using "readonly" is to make the variables private and then wrap them with a public get. I'm struggling to see the advantage of this approach as it seems like wrapper code that doesn't provide much additional benefit. (This is question #1 below) It's highly unlikely that we'll change the contents or format of the lists - they're a compilation of things to avoid using magic strings all over the place. Unfortunately, not all the code has converted over to using this singleton's presentation of those strings. Likewise, I don't know that we'd change the containers / classes for the lists. So while I normally argue for the encapsulations advantages a get wrapper provides, I'm just not feeling it in this case. A representative sample of my singleton public sealed class mySingl { private static volatile mySingl sngl; private static object lockObject = new Object(); public readonly Dictionary<string, string> myDict = new Dictionary<string, string>() { {"I", "index"}, {"D", "display"}, }; public enum parms { ABC = 10, DEF = 20, FGH = 30 }; public readonly List<parms> specParms = new List<parms>() { parms.ABC, parms.FGH }; public static mySingl Instance { get { if(sngl == null) { lock(lockObject) { if(sngl == null) sngl = new mySingl(); } } return sngl; } } private mySingl() { doSomething(); } } Questions: Am I taking the most reasonable approach in this case? Should I be worrying about const vs. readonly? is there a better way of providing this information?

    Read the article

  • Economic modelling - Resources for valuing goods

    - by Rushyo
    tl;dr: What economic/computer science books would you suggest for learning about economic valuation of goods and simulations thereof? I'm looking to create an economic model for a game based on goods created procedurally. Every natural resource and produced good would be procedurally generated, with certain goods being assigned certain uses. Fakesium might be used for the production of Weapon A and produced from Fakesium factories which use Dilithium and Widgets as reagents, where Widgets are also the product of Foo and Bar The problem is not creating the resources and their various production utlities - but getting the game's AI empires and merchants to correctly value the goods according to their scarcity, utility and production costs. I need to create a simulation of goods which allows the various game factions to assign a common value denominator (credits) to each resource, depending on how much its worth to that empire. I see the simulation being something like: "I have a high requirement for Weapon A. Since I don't have much of Fakesium, which is needed for Weapon A - I must have a high demand for Fakesium. If I can acquire Fakesium, devalue it. If not, increase its value - and also increase demand for Dilithium and Widgets too." This is very naive - because it may be much much cheaper for the empire to simply purchase Dilithium and Widgets directly rather than purchasing Fakesium, for example. Another example is two resources might allow the creation of Weapon A (Fakesium and Lieron), so we'd need to consider that. I've been scratching my head over the problem and it keeps growing. By the time the player joins the world, I'd expect enough iterations of this process to have occurred that prices would have largely normalised - and would then only trigger rarely to compensate for major changes (eg. if the player blows up the world's only Foo mine!) Could anyone suggest resources (books, largely) which outline this style of modelling, preferably in the context of simulations? Since this problem would never occur outside fantasy worlds, I figured this is probably the most likely place to find people who have encountered similar problems and I'm sure there's people who know of good places for Games Developers to start looking at less specific economic theory too. Additionally, does anyone know of any developers with blogs whose games or research applications perform similar modelling?

    Read the article

  • Simple heart container script for 2D game (Unity)?

    - by N1ghtshade3
    I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for performance) and the rest are too complicated for me to understand and add to my code. The other solutions involve using a single texture and just hiding part of it when damage is taken. In my game, however, the player should be able to go over three hearts (for example, every 100 points). Sebastian Lague's Zelda-Style Health is what I'm looking for, but even though it's a tutorial there is way too much going on that I don't need or can't customize to fit in mine. What I have so far is a script called HealthScript.cs which contains a variable lives. I have another script, PlayerPhysics.cs which calls HealthScript and subtracts a life when an enemy is hit. The part I don't get is actually drawing the hearts. I think I understand what needs to happen, I just am not experienced enough with Unity to know how. The Start function should draw three (or whatever lives is set to) hearts in the top right corner. Since the game should be resolution-independent to accommodate the various sizes of Android devices, I'd rather use scaling rather than PixelInset. When the player hits an enemy as detected by PlayerPhysics.cs, it should subtract from lives. I think that I have this working using this.GetComponent<HealthScript>().lives -= 1 but I'm not sure if it actually works. This should trigger a redraw of the hearts so that there are now two hearts. The same principle would apply for adding hearts when a score is reached, except when lives > maxHeartsPerRow, the new hearts should be drawn below the old ones. I realise I don't have much code to show but believe me; I've tried for quite some time to figure this out and have little to show for it. Any help at all would be welcome; it seems like it shouldn't take that much code to put an image on the screen for each life there is, but I haven't found anything yet. Thanks!

    Read the article

  • Nagging As A Strategy For Better Linking: -z guidance

    - by user9154181
    The link-editor (ld) in Solaris 11 has a new feature that we call guidance that is intended to help you build better objects. The basic idea behind guidance is that if (and only if) you request it, the link-editor will issue messages suggesting better options and other changes you might make to your ld command to get better results. You can choose to take the advice, or you can disable specific types of guidance while acting on others. In some ways, this works like an experienced friend leaning over your shoulder and giving you advice — you're free to take it or leave it as you see fit, but you get nudged to do a better job than you might have otherwise. We use guidance to build the core Solaris OS, and it has proven to be useful, both in improving our objects, and in making sure that regressions don't creep back in later. In this article, I'm going to describe the evolution in thinking and design that led to the implementation of the -z guidance option, as well as give a brief description of how it works. The guidance feature issues non-fatal warnings. However, experience shows that once developers get used to ignoring warnings, it is inevitable that real problems will be lost in the noise and ignored or missed. This is why we have a zero tolerance policy against build noise in the core Solaris OS. In order to get maximum benefit from -z guidance while maintaining this policy, I added the -z fatal-warnings option at the same time. Much of the material presented here is adapted from the arc case: PSARC 2010/312 Link-editor guidance The History Of Unfortunate Link-Editor Defaults The Solaris link-editor is one of the oldest Unix commands. It stands to reason that this would be true — in order to write an operating system, you need the ability to compile and link code. The original link-editor (ld) had defaults that made sense at the time. As new features were needed, command line option switches were added to let the user use them, while maintaining backward compatibility for those who didn't. Backward compatibility is always a concern in system design, but is particularly important in the case of the tool chain (compilers, linker, and related tools), since it is a basic building block for the entire system. Over the years, applications have grown in size and complexity. Important concepts like dynamic linking that didn't exist in the original Unix system were invented. Object file formats changed. In the case of System V Release 4 Unix derivatives like Solaris, the ELF (Extensible Linking Format) was adopted. Since then, the ELF system has evolved to provide tools needed to manage today's larger and more complex environments. Features such as lazy loading, and direct bindings have been added. In an ideal world, many of these options would be defaults, with rarely used options that allow the user to turn them off. However, the reality is exactly the reverse: For backward compatibility, these features are all options that must be explicitly turned on by the user. This has led to a situation in which most applications do not take advantage of the many improvements that have been made in linking over the last 20 years. If their code seems to link and run without issue, what motivation does a developer have to read a complex manpage, absorb the information provided, choose the features that matter for their application, and apply them? Experience shows that only the most motivated and diligent programmers will make that effort. We know that most programs would be improved if we could just get you to use the various whizzy features that we provide, but the defaults conspire against us. We have long wanted to do something to make it easier for our users to use the linkers more effectively. There have been many conversations over the years regarding this issue, and how to address it. They always break down along the following lines: Change ld Defaults Since the world would be a better place the newer ld features were the defaults, why not change things to make it so? This idea is simple, elegant, and impossible. Doing so would break a large number of existing applications, including those of ISVs, big customers, and a plethora of existing open source packages. In each case, the owner of that code may choose to follow our lead and fix their code, or they may view it as an invitation to reconsider their commitment to our platform. Backward compatibility, and our installed base of working software, is one of our greatest assets, and not something to be lightly put at risk. Breaking backward compatibility at this level of the system is likely to do more harm than good. But, it sure is tempting. New Link-Editor One might create a new linker command, not called 'ld', leaving the old command as it is. The new one could use the same code as ld, but would offer only modern options, with the proper defaults for features such as direct binding. The resulting link-editor would be a pleasure to use. However, the approach is doomed to niche status. There is a vast pile of exiting code in the world built around the existing ld command, that reaches back to the 1970's. ld use is embedded in large and unknown numbers of makefiles, and is used by name by compilers that execute it. A Unix link-editor that is not named ld will not find a majority audience no matter how good it might be. Finally, a new linker command will eventually cease to be new, and will accumulate its own burden of backward compatibility issues. An Option To Make ld Do The Right Things Automatically This line of reasoning is best summarized by a CR filed in 2005, entitled 6239804 make it easier for ld(1) to do what's best The idea is to have a '-z best' option that unchains ld from its backward compatibility commitment, and allows it to turn on the "best" set of features, as determined by the authors of ld. The specific set of features enabled by -z best would be subject to change over time, as requirements change. This idea is more realistic than the other two, but was never implemented because it has some important issues that we could never answer to our satisfaction: The -z best proposal assumes that the user can turn it on, and trust it to select good options without the user needing to be aware of the options being applied. This is a fallacy. Features such as direct bindings require the user to do some analysis to ensure that the resulting program will still operate properly. A user who is willing to do the work to verify that what -z best does will be OK for their application is capable of turning on those features directly, and therefore gains little added benefit from -z best. The intent is that when a user opts into -z best, that they understand that z best is subject to sometimes incompatible evolution. Experience teaches us that this won't work. People will use this feature, the meaning of -z best will change, code that used to build will fail, and then there will be complaints and demands to retract the change. When (not if) this occurs, we will of course defend our actions, and point at the disclaimer. We'll win some of those debates, and lose others. Ultimately, we'll end up with -z best2 (-z better), or other compromises, and our goal of simplifying the world will have failed. The -z best idea rolls up a set of features that may or may not be related to each other into a unit that must be taken wholesale, or not at all. It could be that only a subset of what it does is compatible with a given application, in which case the user is expected to abandon -z best and instead set the options that apply to their application directly. In doing so, they lose one of the benefits of -z best, that if you use it, future versions of ld may choose a different set of options, and automatically improve the object through the act of rebuilding it. I drew two conclusions from the above history: For a link-editor, backward compatibility is vital. If a given command line linked your application 10 years ago, you have every reason to expect that it will link today, assuming that the libraries you're linking against are still available and compatible with their previous interfaces. For an application of any size or complexity, there is no substitute for the work involved in examining the code and determining which linker options apply and which do not. These options are largely orthogonal to each other, and it can be reasonable not to use any or all of them, depending on the situation, even in modern applications. It is a mistake to tie them together. The idea for -z guidance came from consideration of these points. By decoupling the advice from the act of taking the advice, we can retain the good aspects of -z best while avoiding its pitfalls: -z guidance gives advice, but the decision to take that advice remains with the user who must evaluate its merit and make a decision to take it or not. As such, we are free to change the specific guidance given in future releases of ld, without breaking existing applications. The only fallout from this will be some new warnings in the build output, which can be ignored or dealt with at the user's convenience. It does not couple the various features given into a single "take it or leave it" option, meaning that there will never be a need to offer "-zguidance2", or other such variants as things change over time. Guidance has the potential to be our final word on this subject. The user is given the flexibility to disable specific categories of guidance without losing the benefit of others, including those that might be added to future versions of the system. Although -z fatal-warnings stands on its own as a useful feature, it is of particular interest in combination with -z guidance. Used together, the guidance turns from advice to hard requirement: The user must either make the suggested change, or explicitly reject the advice by specifying a guidance exception token, in order to get a build. This is valuable in environments with high coding standards. ld Command Line Options The guidance effort resulted in new link-editor options for guidance and for turning warnings into fatal errors. Before I reproduce that text here, I'd like to highlight the strategic decisions embedded in the guidance feature: In order to get guidance, you have to opt in. We hope you will opt in, and believe you'll get better objects if you do, but our default mode of operation will continue as it always has, with full backward compatibility, and without judgement. Guidance suggestions always offers specific advice, and not vague generalizations. You can disable some guidance without turning off the entire feature. When you get guidance warnings, you can choose to take the advice, or you can specify a keyword to disable guidance for just that category. This allows you to get guidance for things that are useful to you, without being bothered about things that you've already considered and dismissed. As the world changes, we will add new guidance to steer you in the right direction. All such new guidance will come with a keyword that let's you turn it off. In order to facilitate building your code on different versions of Solaris, we quietly ignore any guidance keywords we don't recognize, assuming that they are intended for newer versions of the link-editor. If you want to see what guidance tokens ld does and does not recognize on your system, you can use the ld debugging feature as follows: % ld -Dargs -z guidance=foo,nodefs debug: debug: Solaris Linkers: 5.11-1.2275 debug: debug: arg[1] option=-D: option-argument: args debug: arg[2] option=-z: option-argument: guidance=foo,nodefs debug: warning: unrecognized -z guidance item: foo The -z fatal-warning option is straightforward, and generally useful in environments with strict coding standards. Note that the GNU ld already had this feature, and we accept their option names as synonyms: -z fatal-warnings | nofatal-warnings --fatal-warnings | --no-fatal-warnings The -z fatal-warnings and the --fatal-warnings option cause the link-editor to treat warnings as fatal errors. The -z nofatal-warnings and the --no-fatal-warnings option cause the link-editor to treat warnings as non-fatal. This is the default behavior. The -z guidance option is defined as follows: -z guidance[=item1,item2,...] Provide guidance messages to suggest ld options that can improve the quality of the resulting object, or which are otherwise considered to be beneficial. The specific guidance offered is subject to change over time as the system evolves. Obsolete guidance offered by older versions of ld may be dropped in new versions. Similarly, new guidance may be added to new versions of ld. Guidance therefore always represents current best practices. It is possible to enable guidance, while preventing specific guidance messages, by providing a list of item tokens, representing the class of guidance to be suppressed. In this way, unwanted advice can be suppressed without losing the benefit of other guidance. Unrecognized item tokens are quietly ignored by ld, allowing a given ld command line to be executed on a variety of older or newer versions of Solaris. The guidance offered by the current version of ld, and the item tokens used to disable these messages, are as follows. Specify Required Dependencies Dynamic executables and shared objects should explicitly define all of the dependencies they require. Guidance recommends the use of the -z defs option, should any symbol references remain unsatisfied when building dynamic objects. This guidance can be disabled with -z guidance=nodefs. Do Not Specify Non-Required Dependencies Dynamic executables and shared objects should not define any dependencies that do not satisfy the symbol references made by the dynamic object. Guidance recommends that unused dependencies be removed. This guidance can be disabled with -z guidance=nounused. Lazy Loading Dependencies should be identified for lazy loading. Guidance recommends the use of the -z lazyload option should any dependency be processed before either a -z lazyload or -z nolazyload option is encountered. This guidance can be disabled with -z guidance=nolazyload. Direct Bindings Dependencies should be referenced with direct bindings. Guidance recommends the use of the -B direct, or -z direct options should any dependency be processed before either of these options, or the -z nodirect option is encountered. This guidance can be disabled with -z guidance=nodirect. Pure Text Segment Dynamic objects should not contain relocations to non-writable, allocable sections. Guidance recommends compiling objects with Position Independent Code (PIC) should any relocations against the text segment remain, and neither the -z textwarn or -z textoff options are encountered. This guidance can be disabled with -z guidance=notext. Mapfile Syntax All mapfiles should use the version 2 mapfile syntax. Guidance recommends the use of the version 2 syntax should any mapfiles be encountered that use the version 1 syntax. This guidance can be disabled with -z guidance=nomapfile. Library Search Path Inappropriate dependencies that are encountered by ld are quietly ignored. For example, a 32-bit dependency that is encountered when generating a 64-bit object is ignored. These dependencies can result from incorrect search path settings, such as supplying an incorrect -L option. Although benign, this dependency processing is wasteful, and might hide a build problem that should be solved. Guidance recommends the removal of any inappropriate dependencies. This guidance can be disabled with -z guidance=nolibpath. In addition, -z guidance=noall can be used to entirely disable the guidance feature. See Chapter 7, Link-Editor Quick Reference, in the Linker and Libraries Guide for more information on guidance and advice for building better objects. Example The following example demonstrates how the guidance feature is intended to work. We will build a shared object that has a variety of shortcomings: Does not specify all it's dependencies Specifies dependencies it does not use Does not use direct bindings Uses a version 1 mapfile Contains relocations to the readonly allocable text (not PIC) This scenario is sadly very common — many shared objects have one or more of these issues. % cat hello.c #include <stdio.h> #include <unistd.h> void hello(void) { printf("hello user %d\n", getpid()); } % cat mapfile.v1 # This version 1 mapfile will trigger a guidance message % cc hello.c -o hello.so -G -M mapfile.v1 -lelf As you can see, the operation completes without error, resulting in a usable object. However, turning on guidance reveals a number of things that could be better: % cc hello.c -o hello.so -G -M mapfile.v1 -lelf -zguidance ld: guidance: version 2 mapfile syntax recommended: mapfile.v1 ld: guidance: -z lazyload option recommended before first dependency ld: guidance: -B direct or -z direct option recommended before first dependency Undefined first referenced symbol in file getpid hello.o (symbol belongs to implicit dependency /lib/libc.so.1) printf hello.o (symbol belongs to implicit dependency /lib/libc.so.1) ld: warning: symbol referencing errors ld: guidance: -z defs option recommended for shared objects ld: guidance: removal of unused dependency recommended: libelf.so.1 warning: Text relocation remains referenced against symbol offset in file .rodata1 (section) 0xa hello.o getpid 0x4 hello.o printf 0xf hello.o ld: guidance: position independent (PIC) code recommended for shared objects ld: guidance: see ld(1) -z guidance for more information Given the explicit advice in the above guidance messages, it is relatively easy to modify the example to do the right things: % cat mapfile.v2 # This version 2 mapfile will not trigger a guidance message $mapfile_version 2 % cc hello.c -o hello.so -Kpic -G -Bdirect -M mapfile.v2 -lc -zguidance There are situations in which the guidance does not fit the object being built. For instance, you want to build an object without direct bindings: % cc -Kpic hello.c -o hello.so -G -M mapfile.v2 -lc -zguidance ld: guidance: -B direct or -z direct option recommended before first dependency ld: guidance: see ld(1) -z guidance for more information It is easy to disable that specific guidance warning without losing the overall benefit from allowing the remainder of the guidance feature to operate: % cc -Kpic hello.c -o hello.so -G -M mapfile.v2 -lc -zguidance=nodirect Conclusions The linking guidelines enforced by the ld guidance feature correspond rather directly to our standards for building the core Solaris OS. I'm sure that comes as no surprise. It only makes sense that we would want to build our own product as well as we know how. Solaris is usually the first significant test for any new linker feature. We now enable guidance by default for all builds, and the effect has been very positive. Guidance helps us find suboptimal objects more quickly. Programmers get concrete advice for what to change instead of vague generalities. Even in the cases where we override the guidance, the makefile rules to do so serve as documentation of the fact. Deciding to use guidance is likely to cause some up front work for most code, as it forces you to consider using new features such as direct bindings. Such investigation is worthwhile, but does not come for free. However, the guidance suggestions offer a structured and straightforward way to tackle modernizing your objects, and once that work is done, for keeping them that way. The investment is often worth it, and will replay you in terms of better performance and fewer problems. I hope that you find guidance to be as useful as we have.

    Read the article

  • iPhone SDK vs. Windows Phone 7 Series SDK Challenge, Part 2: MoveMe

    In this series, I will be taking sample applications from the iPhone SDK and implementing them on Windows Phone 7 Series.  My goal is to do as much of an apples-to-apples comparison as I can.  This series will be written to not only compare and contrast how easy or difficult it is to complete tasks on either platform, how many lines of code, etc., but Id also like it to be a way for iPhone developers to either get started on Windows Phone 7 Series development, or for developers in general to learn the platform. Heres my methodology: Run the iPhone SDK app in the iPhone Simulator to get a feel for what it does and how it works, without looking at the implementation Implement the equivalent functionality on Windows Phone 7 Series using Silverlight. Compare the two implementations based on complexity, functionality, lines of code, number of files, etc. Add some functionality to the Windows Phone 7 Series app that shows off a way to make the scenario more interesting or leverages an aspect of the platform, or uses a better design pattern to implement the functionality. You can download Microsoft Visual Studio 2010 Express for Windows Phone CTP here, and the Expression Blend 4 Beta here. If youre seeing this series for the first time, check out Part 1: Hello World. A note on methodologyin the prior post there was some feedback about lines of code not being a very good metric for this exercise.  I dont really disagree, theres a lot more to this than lines of code but I believe that is a relevant metric, even if its not the ultimate one.  And theres no perfect answer here.  So I am going to continue to report the number of lines of code that I, as a developer would need to write in these apps as a data point, and Ill leave it up to the reader to determine how that fits in with overall complexity, etc.  The first example was so basic that I think it was difficult to talk about in real terms.  I think that as these apps get more complex, the subjective differences in concept count and will be more important.  MoveMe The MoveMe app is the main end-to-end app writing example in the iPhone SDK, called Creating an iPhone Application.  This application demonstrates a few concepts, including handling touch input, how to do animations, and how to do some basic transforms. The behavior of the application is pretty simple.  User touches the button: The button does a throb type animation where it scales up and then back down briefly. User drags the button: After a touch begins, moving the touch point will drag the button around with the touch. User lets go of the button: The button animates back to its original position, but does a few small bounces as it reaches its original point, which makes the app fun and gives it an extra bit of interactivity. Now, how would I write an app that meets this spec for Windows Phone 7 Series, and how hard would it be?  Lets find out!     Implementing the UI Okay, lets build the UI for this application.  In the HelloWorld example, we did all the UI design in Visual Studio and/or by hand in XAML.  In this example, were going to use the Expression Blend 4 Beta. You might be wondering when to use Visual Studio, when to use Blend, and when to do XAML by hand.  Different people will have different takes on this, but heres mine: XAML by hand simple UI that doesnt contain animations, gradients, etc., and or UI that I want to really optimize and craft when I know exactly what I want to do. Visual Studio Basic UI layout, property setting, data binding, etc. Blend Any serious design work needs to be done in Blend, including animations, handling states and transitions, styling and templating, editing resources. As in Part 1, go ahead and fire up Visual Studio 2010 Express for Windows Phone (yes, soon it will take longer to say the name of our products than to start them up!), and create a new Windows Phone Application.  As in Part 1, clear out the XAML from the designer.  An easy way to do this is to just: Click on the design surface Hit Control+A Hit Delete Theres a little bit left over (the Grid.RowDefinitions element), just go ahead and delete that element so were starting with a clean state of only one outer Grid element. To use Blend, we need to save this project.  See, when you create a project with Visual Studio Express, it doesnt commit it to the disk (well, in a place where you can find it, at least) until you actually save the project.  This is handy if youre doing some fooling around, because it doesnt clutter your disk with WindowsPhoneApplication23-like directories.  But its also kind of dangerous, since when you close VS, if you dont save the projectits all gone.  Yes, this has bitten me since I was saving files and didnt remember that, so be careful to save the project/solution via Save All, at least once. So, save and note the location on disk.  Start Expression Blend 4 Beta, and chose File > Open Project/Solution, and load your project.  You should see just about the same thing you saw over in VS: a blank, black designer surface. Now, thinking about this application, we dont really need a button, even though it looks like one.  We never click it.  So were just going to create a visual and use that.  This is also true in the iPhone example above, where the visual is actually not a button either but a jpg image with a nice gradient and round edges.  Well do something simple here that looks pretty good. In Blend, look in the tool pane on the left for the icon that looks like the below (the highlighted one on the left), and hold it down to get the popout menu, and choose Border:    Okay, now draw out a box in the middle of the design surface of about 300x100.  The Properties Pane to the left should show the properties for this item. First, lets make it more visible by giving it a border brush.  Set the BorderBrush to white by clicking BorderBrush and dragging the color selector all the way to the upper right in the palette.  Then, down a bit farther, make the BorderThickness 4 all the way around, and the CornerRadius set to 6. In the Layout section, do the following to Width, Height, Horizontal and Vertical Alignment, and Margin (all 4 margin values): Youll see the outline now is in the middle of the design surface.  Now lets give it a background color.  Above BorderBrush select Background, and click the third tab over: Gradient Brush.  Youll see a gradient slider at the bottom, and if you click the markers, you can edit the gradient stops individually (or add more).  In this case, you can select something you like, but wheres what I chose: Left stop: #BFACCFE2 (I just picked a spot on the palette and set opacity to 75%, no magic here, feel free to fiddle these or just enter these numbers into the hex area and be done with it) Right stop: #FF3E738F Okay, looks pretty good.  Finally set the name of the element in the Name field at the top of the Properties pane to welcome. Now lets add some text.  Just hit T and itll select the TextBlock tool automatically: Now draw out some are inside our welcome visual and type Welcome!, then click on the design surface (to exit text entry mode) and hit V to go back into selection mode (or the top item in the tool pane that looks like a mouse pointer).  Click on the text again to select it in the tool pane.  Just like the border, we want to center this.  So set HorizontalAlignment and VerticalAlignment to Center, and clear the Margins: Thats it for the UI.  Heres how it looks, on the design surface: Not bad!  Okay, now the fun part Adding Animations Using Blend to build animations is a lot of fun, and its easy.  In XAML, I can not only declare elements and visuals, but also I can declare animations that will affect those visuals.  These are called Storyboards. To recap, well be doing two animations: The throb animation when the element is touched The center animation when the element is released after being dragged. The throb animation is just a scale transform, so well do that first.  In the Objects and Timeline Pane (left side, bottom half), click the little + icon to add a new Storyboard called touchStoryboard: The timeline view will appear.  In there, click a bit to the right of 0 to create a keyframe at .2 seconds: Now, click on our welcome element (the Border, not the TextBlock in it), and scroll to the bottom of the Properties Pane.  Open up Transform, click the third tab ("Scale), and set X and Y to 1.2: This all of this says that, at .2 seconds, I want the X and Y size of this element to scale to 1.2. In fact you can see this happen.  Push the Play arrow in the timeline view, and youll see the animation run! Lets make two tweaks.  First, we want the animation to automatically reverse so it scales up then back down nicely. Click in the dropdown that says touchStoryboard in Objects and Timeline, then in the Properties pane check Auto Reverse: Now run it again, and youll see it go both ways. Lets even make it nicer by adding an easing function. First, click on the Render Transform item in the Objects tree, then, in the Property Pane, youll see a bunch of easing functions to choose from.  Feel free to play with this, then seeing how each runs.  I chose Circle In, but some other ones are fun.  Try them out!  Elastic In is kind of fun, but well stick with Circle In.  Thats it for that animation. Now, we also want an animation to move the Border back to its original position when the user ends the touch gesture.  This is exactly the same process as above, but just targeting a different transform property. Create a new animation called releaseStoryboard Select a timeline point at 1.2 seconds. Click on the welcome Border element again Scroll to the Transforms panel at the bottom of the Properties Pane Choose the first tab (Translate), which may already be selected Set both X and Y values to 0.0 (we do this just to make the values stick, because the value is already 0 and we need Blend to know we want to save that value) Click on RenderTransform in the Objects tree In the properties pane, choose Bounce Out Set Bounces to 6, and Bounciness to 4 (feel free to play with these as well) Okay, were done. Note, if you want to test this Storyboard, you have to do something a little tricky because the final value is the same as the initial value, so playing it does nothing.  If you want to play with it, do the following: Next to the selection dropdown, hit the little "x (Close Storyboard) Go to the Translate Transform value for welcome Set X,Y to 50, 200, respectively (or whatever) Select releaseStoryboard again from the dropdown Hit play, see it run Go into the object tree and select RenderTransform to change the easing function. When youre done, hit the Close Storyboard x again and set the values in Transform/Translate back to 0 Wiring Up the Animations Okay, now go back to Visual Studio.  Youll get a prompt due to the modification of MainPage.xaml.  Hit Yes. In the designer, click on the welcome Border element.  In the Property Browser, hit the Events button, then double click each of ManipulationStarted, ManipulationDelta, ManipulationCompleted.  Youll need to flip back to the designer from code, after each double click. Its code time.  Here we go. Here, three event handlers have been created for us: welcome_ManipulationStarted: This will execute when a manipulation begins.  Think of it as MouseDown. welcome_ManipulationDelta: This executes each time a manipulation changes.  Think MouseMove. welcome_ManipulationCompleted: This will  execute when the manipulation ends. Think MouseUp. Now, in ManipuliationStarted, we want to kick off the throb animation that we called touchAnimation.  Thats easy: 1: private void welcome_ManipulationStarted(object sender, ManipulationStartedEventArgs e) 2: { 3: touchStoryboard.Begin(); 4: } .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; } Likewise, when the manipulation completes, we want to re-center the welcome visual with our bounce animation: 1: private void welcome_ManipulationCompleted(object sender, ManipulationCompletedEventArgs e) 2: { 3: releaseStoryboard.Begin(); 4: } .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; } Note there is actually a way to kick off these animations from Blend directly via something called Triggers, but I think its clearer to show whats going on like this.  A Trigger basically allows you to say When this event fires, trigger this Storyboard, so its the exact same logical process as above, but without the code. But how do we get the object to move?  Well, for that we really dont want an animation because we want it to respond immediately to user input. We do this by directly modifying the transform to match the offset for the manipulation, and then well let the animation bring it back to zero when the manipulation completes.  The manipulation events do a great job of keeping track of all the stuff that you usually had to do yourself when doing drags: where you started from, how far youve moved, etc. So we can easily modify the position as below: 1: private void welcome_ManipulationDelta(object sender, ManipulationDeltaEventArgs e) 2: { 3: CompositeTransform transform = (CompositeTransform)welcome.RenderTransform; 4:   5: transform.TranslateX = e.CumulativeManipulation.Translation.X; 6: transform.TranslateY = e.CumulativeManipulation.Translation.Y; 7: } .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; } Thats it! Go ahead and run the app in the emulator.  I suggest running without the debugger, its a little faster (CTRL+F5).  If youve got a machine that supports DirectX 10, youll see nice smooth GPU accelerated graphics, which also what it looks like on the phone, running at about 60 frames per second.  If your machine does not support DX10 (like the laptop Im writing this on!), it wont be quite a smooth so youll have to take my word for it! Comparing Against the iPhone This is an example where the flexibility and power of XAML meets the tooling of Visual Studio and Blend, and the whole experience really shines.  So, for several things that are declarative and 100% toolable with the Windows Phone 7 Series, this example does them with code on the iPhone.  In parens is the lines of code that I count to do these operations. PlacardView.m: 19 total LOC Creating the view that hosts the button-like image and the text Drawing the image that is the background of the button Drawing the Welcome text over the image (I think you could technically do this step and/or the prior one using Interface Builder) MoveMeView.m:  63 total LOC Constructing and running the scale (throb) animation (25) Constructing the path describing the animation back to center plus bounce effect (38) Beyond the code count, yy experience with doing this kind of thing in code is that its VERY time intensive.  When I was a developer back on Windows Forms, doing GDI+ drawing, we did this stuff a lot, and it took forever!  You write some code and even once you get it basically working, you see its not quite right, you go back, tweak the interval, or the math a bit, run it again, etc.  You can take a look at the iPhone code here to judge for yourself.  Scroll down to animatePlacardViewToCenter toward the bottom.  I dont think this code is terribly complicated, but its not what Id call simple and its not at all simple to get right. And then theres a few other lines of code running around for setting up the ViewController and the Views, about 15 lines between MoveMeAppDelegate, PlacardView, and MoveMeView, plus the assorted decls in the h files. Adding those up, I conservatively get something like 100 lines of code (19+63+15+decls) on iPhone that I have to write, by hand, to make this project work. The lines of code that I wrote in the examples above is 5 lines of code on Windows Phone 7 Series. In terms of incremental concept counts beyond the HelloWorld app, heres a shot at that: iPhone: Drawing Images Drawing Text Handling touch events Creating animations Scaling animations Building a path and animating along that Windows Phone 7 Series: Laying out UI in Blend Creating & testing basic animations in Blend Handling touch events Invoking animations from code This was actually the first example I tried converting, even before I did the HelloWorld, and I was pretty surprised.  Some of this is luck that this app happens to match up with the Windows Phone 7 Series platform just perfectly.  In terms of time, I wrote the above application, from scratch, in about 10 minutes.  I dont know how long it would take a very skilled iPhone developer to write MoveMe on that iPhone from scratch, but if I was to write it on Silverlight in the same way (e.g. all via code), I think it would likely take me at least an hour or two to get it all working right, maybe more if I ended up picking the wrong strategy or couldnt get the math right, etc. Making Some Tweaks Silverlight contains a feature called Projections to do a variety of 3D-like effects with a 2D surface. So lets play with that a bit. Go back to Blend and select the welcome Border in the object tree.  In its properties, scroll down to the bottom, open Transform, and see Projection at the bottom.  Set X,Y,Z to 90.  Youll see the element kind of disappear, replaced by a thin blue line. Now Create a new animation called startupStoryboard. Set its key time to .5 seconds in the timeline view Set the projection values above to 0 for X, Y, and Z. Save Go back to Visual Studio, and in the constructor, add the following bold code (lines 7-9 to the constructor: 1: public MainPage() 2: { 3: InitializeComponent(); 4:   5: SupportedOrientations = SupportedPageOrientation.Portrait; 6:   7: this.Loaded += (s, e) => 8: { 9: startupStoryboard.Begin(); 10: }; 11: } .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; } If the code above looks funny, its using something called a lambda in C#, which is an inline anonymous method.  Its just a handy shorthand for creating a handler like the manipulation ones above. So with this youll get a nice 3D looking fly in effect when the app starts up.  Here it is, in flight: Pretty cool!Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Issues with touch buttons in XNA (Release state to be precise)

    - by Aditya
    I am trying to make touch buttons in WP8 with all the states (Pressed, Released, Moved), but the TouchLocationState.Released is not working. Here's my code: Class variables: bool touching = false; int touchID; Button tempButton; Button is a separate class with a method to switch states when touched. The Update method contains the following code: TouchCollection touchCollection = TouchPanel.GetState(); if (!touching && touchCollection.Count > 0) { touching = true; foreach (TouchLocation location in touchCollection) { for (int i = 0; i < menuButtons.Count; i++) { touchID = location.Id; // store the ID of current touch Point touchLocation = new Point((int)location.Position.X, (int)location.Position.Y); // create a point Button button = menuButtons[i]; if (GetMenuEntryHitBounds(button).Contains(touchLocation)) // a method which returns a rectangle. { button.SwitchState(true); // change the button state tempButton = button; // store the pressed button for accessing later } } } } else if (touchCollection.Count == 0) // clears the state of all buttons if no touch is detected { touching = false; for (int i = 0; i < menuButtons.Count; i++) { Button button = menuButtons[i]; button.SwitchState(false); } } menuButtons is a list of buttons on the menu. A separate loop (within the Update method) after the touched variable is true if (touching) { TouchLocation location; TouchLocation prevLocation; if (touchCollection.FindById(touchID, out location)) { if (location.TryGetPreviousLocation(out prevLocation)) { Point point = new Point((int)location.Position.X, (int)location.Position.Y); if (prevLocation.State == TouchLocationState.Pressed && location.State == TouchLocationState.Released) { if (GetMenuEntryHitBounds(tempButton).Contains(point)) // Execute the button action. I removed the excess } } } } The code for switching the button state is working fine but the code where I want to trigger the action is not. location.State == TouchLocationState.Released mostly ends up being false. (Even after I release the touch, it has a value of TouchLocationState.Moved) And what is more irritating is that it sometimes works! I am really confused and stuck for days now. Is this the right way? If yes then where am I going wrong? Or is there some other more effective way to do this? PS: I also posted this question on stack overflow then realized this question is more appropriate in gamedev. Sorry if it counts as being redundant.

    Read the article

  • VirtualBox 4.2.14 is now available

    - by user12611829
    The VirtualBox development team has just released version 4.2.14, and it is now available for download. This is a maintenance release for version 4.2 and contains quite a few fixes. Here is the list from the official Changelog. VMM: another TLB invalidation fix for non-present pages VMM: fixed a performance regression (4.2.8 regression; bug #11674) GUI: fixed a crash on shutdown GUI: prevent stuck keys under certain conditions on Windows hosts (bugs #2613, #6171) VRDP: fixed a rare crash on the guest screen resize VRDP: allow to change VRDP parameters (including enabling/disabling the server) if the VM is paused USB: fixed passing through devices on Mac OS X host to a VM with 2 or more virtual CPUs (bug #7462) USB: fixed hang during isochronous transfer with certain devices (4.1 regression; Windows hosts only; bug #11839) USB: properly handle orphaned URBs (bug #11207) BIOS: fixed function for returning the PCI interrupt routing table (fixes NetWare 6.x guests) BIOS: don't use the ENTER / LEAVE instructions in the BIOS as these don't work in the real mode as set up by certain guests (e.g. Plan 9 and QNX 4) DMI: allow to configure DmiChassisType (bug #11832) Storage: fixed lost writes if iSCSI is used with snapshots and asynchronous I/O (bug #11479) Storage: fixed accessing certain VHDX images created by Windows 8 (bug #11502) Storage: fixed hang when creating a snapshot using Parallels disk images (bug #9617) 3D: seamless + 3D fixes (bug #11723) 3D: version 4.2.12 was not able to read saved states of older versions under certain conditions (bug #11718) Main/Properties: don't create a guest property for non-running VMs if the property does not exist and is about to be removed (bug #11765) Main/Properties: don't forget to make new guest properties persistent after the VM was terminated (bug #11719) Main/Display: don't lose seamless regions during screen resize Main/OVF: don't crash during import if the client forgot to call Appliance::interpret() (bug #10845) Main/OVF: don't create invalid appliances by stripping the file name if the VM name is very long (bug #11814) Main/OVF: don't fail if the appliance contains multiple file references (bug #10689) Main/Metrics: fixed Solaris file descriptor leak Settings: limit depth of snapshot tree to 250 levels, as more will lead to decreased performance and may trigger crashes VBoxManage: fixed setting the parent UUID on diff images using sethdparentuuid Linux hosts: work around for not crashing as a result of automatic NUMA balancing which was introduced in Linux 3.8 (bug #11610) Windows installer: force the installation of the public certificate in background (i.e. completely prevent user interaction) if the --silent command line option is specified Windows Additions: fixed problems with partial install in the unattended case Windows Additions: fixed display glitch with the Start button in seamless mode for some themes Windows Additions: Seamless mode and auto-resize fixes Windows Additions: fixed trying to to retrieve new auto-logon credentials if current ones were not processed yet Windows Additions installer: added the /with_wddm switch to select the experimental WDDM driver by default Linux Additions: fixed setting own timed out and aborted texts in information label of the lightdm greeter Linux Additions: fixed compilation against Linux 3.2.0 Ubuntu kernels (4.2.12 regression as a side effect of the Debian kernel build fix; bug #11709) X11 Additions: reduced the CPU load of VBoxClient in drag'and'drop mode OS/2 Additions: made the mouse wheel work (bug #6793) Guest Additions: fixed problems copying and pasting between two guests on an X11 host (bug #11792) The full changelog can be found here. You can download binaries for Solaris, Linux, Windows and MacOS hosts at http://www.virtualbox.org/wiki/Downloads Technocrati Tags: Oracle Virtualization VirtualBox

    Read the article

  • [ADF tip #1] Working around some clientListener limitation

    - by julien.schneider(at)oracle.com
    As i occasionally work on Oracle ADF, i've decided to write tips on this Framework. Previous version of adf (10g) had a <afh:body> component to represent the body of your page which allowed to specify javascript events like onload or onunload. In ADF RC, the body (as well as html and head) is geneated by a single <af:document>. To implement the onXXXXX events you embed an <af:clientListener> within this <af:document> and specify property type="load" with the method to trigger.   Problem is that onunload property is not supported by th af:clientListener. So how do i do ? Well, a solution is to add this event during page load.   First step : Embed in your <af:document> the following : <af:clientListener type="load" method="addOnUnload()"/>   Second step : Add your unload event using this kind of script : <af:document>     <f:facet name="metaContainer">     <f:verbatim>     <script type="text/javascript">                 function addOnUnload(evt) {                       window.onunload=function()                               {                                   alert('Goodbye Word');                              }                    }     </script>     </f:verbatim>   When closing browser your event will be triggered as expected.    

    Read the article

  • Online Application Upgrade

    - by lsarecz
    Amikor HA (High Availability - Magas Rendelkezésre Állás) megoldásokról beszélünk, általában elsoként a klaszterek, redundáns megoldások jutnak eszünkbe. Pedig nem csak a hardver hibákra kell gondolni, hanem a tervezett leállásokkal is érdemes foglalkozni. Az egyik talán legkevésbé megoldott probléma az, ha egy alkalmazás verzió váltást kell végrehajtani úgy, hogy közben változik az adatstruktúra is. Ez nyilván azt eredményezi, hogy le kell állítani az adatbázist is, és az átszervezéseket, akár adat átalakításokkal együtt végre kell hajtani. De a legnagyobb probléma talán az, hogy amennyiben valami rosszul sül el, és vissza kell állni a kiinduló állapotra, akkor az adatbázis mentést is vissza kell tölteni, hiszen átmenetileg minden felhasználó aki épp használatba vette az új alkalmazás verziót már egy új adatstruktúrába kezdett dolgozni. Az Oracle Database Online Application Upgrade képessége, vagy pontosabb nevén az Edition Based Redefinition pontosan ezt a problémát célozza meg. Az Edition Based Redefinition 3 alap objektummal muködik, ezek: edition, editioning view és crossedition trigger. Az edition egy új nonschema objektum típus. 11gR2 verziótól minden adatbázis rendelkezik legalább egy edition-nel, melynek neve Ora$Base. Minden új edition egy már létezo gyermeke kell, hogy legyen. Amikor kapcsolódunk az adatbázishoz, meghatározható, hogy melyik edition-höz kapcsolódjunk. Kizárólag nézetek, szinonímák és PL/SQL ojektum típusoknak lehet több edíciója (ezek metadat típusú objektumok, nem tartalmaznak adatokat). Azok az objektumok, melyek több edícióval rendelkeznek egyedileg csak úgy azonosíthatók, ha az owner, name, namespace mellett az edition-t is megnevezzük. Azaz két vagy több példánya is létezhet egy adatbázison belül ugyanazzal az owner, name és namespace azonosítókkal rendelkezo objektumnak, amennyiben használjuk az edition-based redefinition-t. Egy új objektum típus, az editioning view is edicionálható. Mivel a fizikai tábla nem edicionálható (elkerülendo az adatok többszörös tárolását és teljesítmény gondokat), ezért az editioning view feladata egy adott tábla egyszeru leképezése egy nézet formájában, ami már több edition-ben is létezhet, és képes elfedni a tábla módosításait. Amennyiben a tábla módosítások olyan táblákat érintenek, amelyek tartalmát  az alkalmazás felhasználók módosítják, szükség van olyan triggerekre, amelyek az egyes editioning view-k között a módosításokat karbantartják. Ezek a crossedition triggerek. Természetesen ahhoz, hogy az online application upgrade muködjön, minden érintett tábla elé el kell készíteni az editioning nézetet és a megfelelo crossedition triggereket. Ezeket használva az alkalmazás két vagy több különbözo verzió képes ugyanazon adatbázison párhuzamosan futni, és ha megtörtént a verzióváltás, akkor még mindig egyszeru visszaállni a régi verzióra egészen addig, amíg a régi edition eldobásra nem kerül. További információk az Edition-Based Redefinition címu whitepaper-ben találhatók.

    Read the article

  • How does rc job work / order of (contradicting) "start on ..." and "stop on ..." stanzas

    - by Binarus
    Hi, I just can't understand how Upstart's rc job definition in Natty 11.04 works. To illustrate the problem, here is the definition (empty lines and comments are left out): start on runlevel [0123456] stop on runlevel [!$RUNLEVEL] export RUNLEVEL export PREVLEVEL console output env INIT_VERBOSE task exec /etc/init.d/rc $RUNLEVEL Let's suppose we currently are in runlevel 2 and the rc job is stopped (that is exactly the situation after booting my box and logging in via SSH). Now, let's assume that the system switches to runlevel 3, for example due to a command like "telinit 3" given by root. What will happen to the rc job? Obviously, the rc job will be started since it is currently stopped and the event runlevel 3 is matching the start events. But from now on, things are unclear to me: According to the manual $RUNLEVEL evaluates to the new runlevel when the job is started (that means 3 in our example). Therefore, the next stanza "stop on runlevel [!$RUNLEVEL]" translates to "stop on runlevel [!3]"; that means we have a first stanza which will trigger the job, but the second stanza will never stop the job and seems to be useless. Since I know that the Ubuntu / Upstart people won't do useless things, I must be heavily misunderstanding something. I would be grateful for any explanation. While trying to understand this, an additional question came to my mind. If I had contradicting start and stop triggers, for example start on foo stop on foo what would happen? I swear I never will do that, but I am nevertheless very interested in how Upstart handles that on the theoretical level. Thank you very much! Editing the question as a reaction on geekosaur's first answer: I can see the parallelism, but it is not that easy (at least, not to me). Let's assume the job aurrently is still running, and a new runlevel event comes in (of course, the new runlevel is different from the current one). Then, the following should happen: 1) The job is single instance. That means that "start on ..." won't be triggered since the job is currently running; $RUNLEVEL is not touched. 2) "stop on ..." will be triggered since the new runlevel is different from $RUNLEVEL, so the job will be aborted. 3) Now, the job is stopped and waiting. I can't see how it is restarted with the new runlevel. AFAIK, initctl emits events only once, so "start on ..." won't be triggered and the new runlevel won't be entered. I know that I still misunderstanding something, and I am grateful for explanations. Thank you very much!

    Read the article

  • An Epic Question "How to call a method when the page loads"

    - by Arunkumar Ramamoorthy
    Quite often, there comes a question in OTN, with different subjects, all meaning "How to call a method when my ADF page loads?". More often, people tend to take the approach of ADF Phase Listener by overriding before/afterPhase methods.In this blog, we will go through different options in achieving it.1. Method Call Activity as default activity in Taskflow :If the application is built with taskflows, then this is the best suited approach to take. 1.a. Calling a Data Control Method :To call a Data Control method (ex: A method in AMImpl exposed as client interface), simply Drag and Drop the method as Default Method Call Activity, then draw a control flow case from the method to your page. Once after this, drop the taskflow as region in main page. When we run the main page, the Method Call Activity would be called first, and then the page will be rendered.1.b. Calling a Method in Backing Bean: To call a method in the backing bean before pageload, we can follow the similar approach as above. Instead of binding the Method Call Activity to an action/method binding in pagedef, we bind to the method. Insert a Method Call Activity (and make it as default) from the Component Palette. Double click on to select a method to bind. This approach can also be used, to perform some action in backing bean along with calling a method Data Control (just need to add bindings code in backing bean to execute DC method). 2. Using invokeAction Executable :If the application is built with pages and no taskflows are involved, then this option can be taken into consideration.In the page definition of the page, add an invokeAction Executable and bind it to the method needed to be executed. 3. Using combination of Server and Client Listeners : If the page does not have any page definition, then to call a method in backing bean, this approach can be taken. In this, a serverListener would be added at the document level, which would be calling the method in backing bean. Along with this, a clientListener would be added with "load" type (i.e will be triggered when the page loads), which would queue a serverEvent to trigger the method. 4. Using Page Phase Listener :This should be the last resort. Care should be taken when using this approach since the Phase Listener would be called for each request sent by the client.Zeeshan Baig's blog covers this scenario.

    Read the article

  • An Epic Question "How to call a method when the page loads"

    - by Arunkumar Ramamoorthy
    Quite often, there comes a question in OTN, with different subjects, all meaning "How to call a method when my ADF page loads?". More often, people tend to take the approach of ADF Phase Listener by overriding before/afterPhase methods.In this blog, we will go through different options in achieving it.1. Method Call Activity as default activity in Taskflow :If the application is built with taskflows, then this is the best suited approach to take. 1.a. Calling a Data Control Method :To call a Data Control method (ex: A method in AMImpl exposed as client interface), simply Drag and Drop the method as Default Method Call Activity, then draw a control flow case from the method to your page. Once after this, drop the taskflow as region in main page. When we run the main page, the Method Call Activity would be called first, and then the page will be rendered.1.b. Calling a Method in Backing Bean: To call a method in the backing bean before pageload, we can follow the similar approach as above. Instead of binding the Method Call Activity to an action/method binding in pagedef, we bind to the method. Insert a Method Call Activity (and make it as default) from the Component Palette. Double click on to select a method to bind. This approach can also be used, to perform some action in backing bean along with calling a method Data Control (just need to add bindings code in backing bean to execute DC method). 2. Using invokeAction Executable :If the application is built with pages and no taskflows are involved, then this option can be taken into consideration.In the page definition of the page, add an invokeAction Executable and bind it to the method needed to be executed. 3. Using combination of Server and Client Listeners : If the page does not have any page definition, then to call a method in backing bean, this approach can be taken. In this, a serverListener would be added at the document level, which would be calling the method in backing bean. Along with this, a clientListener would be added with "load" type (i.e will be triggered when the page loads), which would queue a serverEvent to trigger the method. 4. Using Page Phase Listener :This should be the last resort. Care should be taken when using this approach since the Phase Listener would be called for each request sent by the client.Zeeshan Baig's blog covers this scenario.

    Read the article

  • Upstart: How does rc job work / order of (contradicting) "start on ..." and "stop on ..." stanzas

    - by Binarus
    Hi, I just can't understand how Upstart's rc job definition in Natty 11.04 works. To illustrate the problem, here is the definition (empty lines and comments are left out): start on runlevel [0123456] stop on runlevel [!$RUNLEVEL] export RUNLEVEL export PREVLEVEL console output env INIT_VERBOSE task exec /etc/init.d/rc $RUNLEVEL Let's suppose we currently are in runlevel 2 and the rc job is stopped (that is exactly the situation after booting my box and logging in via SSH). Now, let's assume that the system switches to runlevel 3, for example due to a command like "telinit 3" given by root. What will happen to the rc job? Obviously, the rc job will be started since it is currently stopped and the event runlevel 3 is matching the start events. But from now on, things are unclear to me: According to the manual $RUNLEVEL evaluates to the new runlevel when the job is started (that means 3 in our example). Therefore, the next stanza "stop on runlevel [!$RUNLEVEL]" translates to "stop on runlevel [!3]"; that means we have a first stanza which will trigger the job, but the second stanza will never stop the job and seems to be useless. Since I know that the Ubuntu / Upstart people won't do useless things, I must be heavily misunderstanding something. I would be grateful for any explanation. While trying to understand this, an additional question came to my mind. If I had contradicting start and stop triggers, for example start on foo stop on foo what would happen? I swear I never will do that, but I am nevertheless very interested in how Upstart handles that on the theoretical level. Thank you very much! Editing the question as a reaction on geekosaur's first answer: I can see the parallelism, but it is not that easy (at least, not to me). Let's assume the job aurrently is still running, and a new runlevel event comes in (of course, the new runlevel is different from the current one). Then, the following should happen: 1) The job is single instance. That means that "start on ..." won't be triggered since the job is currently running; $RUNLEVEL is not touched. 2) "stop on ..." will be triggered since the new runlevel is different from $RUNLEVEL, so the job will be aborted. 3) Now, the job is stopped and waiting. I can't see how it is restarted with the new runlevel. AFAIK, initctl emits events only once, so "start on ..." won't be triggered and the new runlevel won't be entered. I know that I still misunderstanding something, and I am grateful for explanations. Thank you very much!

    Read the article

  • glGetActiveAttrib on Android NDK

    - by user408952
    In my code-base I need to link the vertex declarations from a mesh to the attributes of a shader. To do this I retrieve all the attribute names after linking the shader. I use the following code (with some added debug info since it's not really working): int shaders[] = { m_ps, m_vs }; if(linkProgram(shaders, 2)) { ASSERT(glIsProgram(m_program) == GL_TRUE, "program is invalid"); int attrCount = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTES, &attrCount)); int maxAttrLength = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttrLength)); LOG_INFO("shader", "got %d attributes for '%s' (%d) (maxlen: %d)", attrCount, name, m_program, maxAttrLength); m_attrs.reserve(attrCount); GLsizei attrLength = -1; GLint attrSize = -1; GLenum attrType = 0; char tmp[256]; for(int i = 0; i < attrCount; i++) { tmp[0] = 0; GL_CHECKED(glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)); LOG_INFO("shader", "%d: %d %d '%s'", i, attrLength, attrSize, tmp); m_attrs.append(String(tmp, attrLength)); } } GL_CHECKED is a macro that calls the function and calls glGetError() to see if something went wrong. This code works perfectly on Windows 7 using ANGLE and gives this this output: info:shader: got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) info:shader: 0: 7 1 'a_Color' info:shader: 1: 10 1 'a_Position' But on my Nexus 7 (1st gen) I get the following (the errors are the output from the GL_CHECKED macro): I/testgame:shader(30865): got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 0: -1 -1 '' E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 1: -1 -1 '' I.e. the call to glGetActiveAttrib gives me an INVALID_VALUE. The opengl docs says this about the possible errors: GL_INVALID_VALUE is generated if program is not a value generated by OpenGL. This is not the case, I added an ASSERT to make sure glIsProgram(m_program) == GL_TRUE, and it doesn't trigger. GL_INVALID_OPERATION is generated if program is not a program object. Different error. GL_INVALID_VALUE is generated if index is greater than or equal to the number of active attribute variables in program. i is 0 and 1, and the number of active attribute variables are 2, so this isn't the case. GL_INVALID_VALUE is generated if bufSize is less than 0. Well, it's not zero, it's 256. Does anyone have an idea what's causing this? Am I just lucky that it works in ANGLE, or is the nvidia tegra driver wrong?

    Read the article

< Previous Page | 75 76 77 78 79 80 81 82 83 84 85 86  | Next Page >