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  • MySQL unstable behavior with external stroge

    - by onurozcelik
    In our project we are using MySQL 5.0.90(InnoDB engine) server with an external storage. We store MySQL data files in an external storage. When the external storage down for a reason we have unstable behaviours. So we made some tests. In Windows Server 2008 We closed external storage physically. MySQL service stoped and we could not reach the server. Then we opened the storage unit and we could not start service until we reconfigured MySQL. We made storage unit offline from operating system. After 3-4 minutes and some insert trials(some insert trials succeded) MySQL service stoped and we could not reach the server. Then we made storage unit online and we could start the service(not automatically). In Windows Server 2003 We made storage unit offline. After 3-4 minutes and some insert trials(some insert trials succeded) MySQL service stoped and we could not reach the server. Then we made storage unit online we could not start the service until we reinstalled MySQL. Before reinstall we tried to reconfigure but it did not work. We closed external storage physically. MySQL service stoped and we could not reach the server. After that we opened the storage unit and we could start service(not automatically) We expect service to autostart after storage unit is online/open. But these tests show unstable behaviors. Is there any solutions to this.

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  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

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  • How to unit test a Spring MVC controller using @PathVariable?

    - by Martiner
    I have a simple annotated controller similar to this one: @Controller public class MyController { @RequestMapping("/{id}.html") public String doSomething(@PathVariable String id, Model model) { // do something return "view"; } } and I want to test it with an unit test like this: public class MyControllerTest { @Test public void test() { MockHttpServletRequest request = new MockHttpServletRequest(); request.setRequestURI("/test.html"); new AnnotationMethodHandlerAdapter() .handle(request, new MockHttpServletResponse(), new MyController()); // assert something } } The problem is that AnnotationMethodHandlerAdapter.handler() method throws an exception: java.lang.IllegalStateException: Could not find @PathVariable [id] in @RequestMapping at org.springframework.web.servlet.mvc.annotation.AnnotationMethodHandlerAdapter$ServletHandlerMethodInvoker.resolvePathVariable(AnnotationMethodHandlerAdapter.java:642) at org.springframework.web.bind.annotation.support.HandlerMethodInvoker.resolvePathVariable(HandlerMethodInvoker.java:514) at org.springframework.web.bind.annotation.support.HandlerMethodInvoker.resolveHandlerArguments(HandlerMethodInvoker.java:262) at org.springframework.web.bind.annotation.support.HandlerMethodInvoker.invokeHandlerMethod(HandlerMethodInvoker.java:146)

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  • Is there a complete working example of a unit tested JPA2/CDI/JSF2 WebApp without EJBs ?

    - by Maxime ARNSTAMM
    Hello everyone, I want to build a web app in JPA2/CDI (without EJBs) and i get how to code the different beans (i worked for some time on seam/jpa apps), but i'm stuck because i can't find a complete working set of configuration files (ie : persistence.xmln web.xml and stuff), and there is always a little glitch or something i miss. My goal is to develop a simple CRUD (1 or 2 pages) but unit tested, for future use, as a code base. So if you already did this kind of mini project, or if you know where i can find a working example, that would be great if you could help me. Thanks

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  • How do I properly unit test a Django session?

    - by thebossman
    The behavior of Django sessions changes between "standard" views code and test code, making it unclear how test code is written for sessions. Googling this yields two relevant discussions about this issue: Easier manipulation of sessions by test client test.Client.session.save() raises error for anonymous users I'm confused because both tickets have different ways of dealing with this problem and they were both Accepted. I assume this means they were patched and the behavior is now different. I also don't know to which versions these patches would pertain. If I'm writing a unit test in Django 1.0, how would I set up my session store for sessions to work as they do in the browser?

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  • How do you unit test web page authorization using ASP.NET MVC?

    - by Kevin Pang
    Let's say you have a profile page that can only be accessed by the owner of that profile. This profile page is located at: User/Profile/{userID} Now, I imagine in order to prevent access to this page by other users, you could structure your UserController class's Profile function to check the current session's identity: HttpContext.Current.User.Identity.Name If the id matches the one in the url, then you proceed. Otherwise you redirect to some sort of error page. My question is how do you unit test something like this? I'm guessing that you need to use some sort of dependency injection instead of the HttpContext in the controller to do the check on, but I am unclear what the best way to do that is. Any advice would be helpful.

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  • Moses v1.0 multi language ini file

    - by Milan Kocic
    I was working with mosesserver 0.91 and everything works fine but now there is version 1.0 and nothing is same as before. Here is my situation: I want to have multi language translation from arabic to english and from english to arabic. All data and configuration file I have works with 0.91 version of mosesserver. Here is my config file: ------------------------------------------------- ######################### ### MOSES CONFIG FILE ### ######################### # D - decoding path, R - reordering model, L - language model [translation-systems] ar-en D 0 R 0 L 0 en-ar D 1 R 1 L 1 # input factors [input-factors] 0 # mapping steps [mapping] 0 T 0 1 T 1 # translation tables: table type (hierarchical(0), textual (0), binary (1)), source-factors, target-factors, number of scores, file # OLD FORMAT is still handled for back-compatibility # OLD FORMAT translation tables: source-factors, target-factors, number of scores, file # OLD FORMAT a binary table type (1) is assumed [ttable-file] 1 0 0 5 /mnt/models/ar-en/phrase-table/phrase-table 1 0 0 5 /mnt/models/en-ar/phrase-table/phrase-table # no generation models, no generation-file section # language models: type(srilm/irstlm), factors, order, file [lmodel-file] 1 0 5 /mnt/models/ar-en/language-model/en.qblm.mm 1 0 5 /mnt/models/en-ar/language-model/ar.lm.d1.blm.mm # limit on how many phrase translations e for each phrase f are loaded # 0 = all elements loaded [ttable-limit] 20 # distortion (reordering) files [distortion-file] 0-0 wbe-msd-bidirectional-fe-allff 6 /mnt/models/ar-en/reordering-table/reordering-table.wbe-msd-bidirectional-fe.gz 0-0 wbe-msd-bidirectional-fe-allff 6 /mnt/models/en-ar/reordering-model/reordering-table.wbe-msd-bidirectional-fe.gz # distortion (reordering) weight [weight-d] 0.3 0.3 # lexicalised distortion weights [weight-lr] 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 # language model weights [weight-l] 0.5000 0.5000 # translation model weights [weight-t] 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 # no generation models, no weight-generation section # word penalty [weight-w] -1 -1 [distortion-limit] 12 --------------------------------------------------------- So please can someone help me and rewrite this config file so it can work in version 1.0. And i need some python sample code of translation. I am using xmlrpc in python and earler I sent http request with: import xmlrpclib client = xmlrpclib.ServerProxy('http://localhost:8080') client.translate({'text': 'some text', 'system': 'en-ar'}) but now seems there is no more 'system' parameter and moses use always default settings.

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  • 2 Runtime Packages: how can I use a unit from each other? (Delphi)

    - by Christian Almeida
    Hi, Lets assume we have 2 runtime packages, with 1 form in each one; Pkg1 -> Unit1 (frm1) Pkg2 -> Unit2 (frm2) Now I want that they "know" each other. When pkg1 needs to know Unit2, we have to "require" Pkg2 in Pkg1. So now I can do a "uses" Unit2 and then do frm2.Show in Unit1 code. But when I do the same thing in Pkg2 (set to require Pkg1), it does not compile, informing that Pgk2 already have a unit name Unit2 (I think is because Pkg1 is requiring Pkg2). So, how to: in Unit1 do a "uses Unit2" and in Unit2 do a "uses Unit1"? Thanks in advance.

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  • How to link a table to a field a in MySQL server

    - by Nek
    I have this data from a xml file: <?xml version="1.0" encoding="utf-8" ?> <words> <id>...</id> <word>...</word> <meaning>...</meaning> <translation> <ES>...</ES> <PT>...</PT> </translation> </words> This forms the table named "words", which has four fields ("id","word","meaning" and "translation"). On the other hand, the "translation" field can hold several languages like ES,PT,EN,JA,KO,etc... So I create a table ("words.translation", one field is "id" and the others ones are languages ids like "ES","PT",...). I'm sorry for this newby question, but I'd like to know a couple of things about this one-to-many relationship. How to join (or link?) this two tables in MySQL? What information does the "translation" field in the "words" table has to store? How is the sql query to get all the word information (JOIN syntax used?) Thanks for your patience.

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  • How To Run integrational Tests

    - by Vladimir
    In our project we have a plenty of Unit Tests. They help to keep project rather well-tested. Besides them we have a set of tests which are unit tests, but depends on some kind of external resource. We call them external tests. They can access web-service sometimes or similar. While unit tests is easy to run the integrational tests couldn't pass sometimes - for example due to timeout error. Also these tests can take too much time to run. Currently we keep integration/external unit tests just to run them when developing corresponding functionality. For plain unit tests we use TeamCIty for continuous integration. How do you run the integration unit tests and when do you run them?

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  • What is the best way, if possible, to send information from a Java PrintStream to a JTextPane?

    - by Daniel Reeves
    In Java, I have a package that translates XML metadata from one standard to another. This package is ultimately accessed through a single function and sends all of its output through a PrintStream object. The output sent is just a status of each file and whether or not it was translated. This is pretty fine and dandy if I'm just printing to System.out, but I'm actually wanting to print this to a JTextPane while it translates (kind of like a progress text box). It wouldn't be a big deal to just print the status after it was done translating the XML, but since there may be thousands of XML files, that's just not feasible. One thing that I've tried is to use a thread that takes all of the information from the PrintStream (which is attached to a ByteArrayOutputStream) and let it send any new information to the text pane. Unfortunately, this still sends the information all at once at the end of the translation. This does work correctly for System.out. Here's the code that does the translation and tries to show the output: public class ConverterGUI extends javax.swing.JFrame { boolean printToResultsBox = false; PrintStream printStream = null; ByteArrayOutputStream baos = null; private class ResultsPrinter implements Runnable { public ResultsPrinter() { baos = new ByteArrayOutputStream(); printStream = new PrintStream(baos); } public void run() { String tempString = ""; while (printToResultsBox) { try { if (!baos.toString().equals(tempString)) { tempString = baos.toString(); resultsBox.setText(tempString); } } catch (Exception ex) { } } } } ... ResultsPrinter rp = new ResultsPrinter(); Thread thread = new Thread(rp); thread.start(); // Do the translation. try { printToResultsBox = true; boolean success = false; TranslationEngine te = new TranslationEngine(); // fileOrFolderToConvert is a text box in the GUI. // linkNeeded and destinationFile are just parameters for the translation process. success = te.translate(fileOrFolderToConvert.getText(), linkNeeded, destinationFile, printStream); if (success) { printStream.println("File/folder translation was a success."); } resultsBox.setText(baos.toString()); } catch (Exception ex) { printStream.println("File translation failed."); } finally { printToResultsBox = false; } ... } Ultimately, this code prints out to the JTextPane just fine after all the translation is done but not during. Any suggestions? Do I need to change the PrintStream to something else?

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  • Sample uniformly at random from an n-dimensional unit simplex.

    - by dreeves
    Sampling uniformly at random from an n-dimensional unit simplex is the fancy way to say that you want n random numbers such that they are all non-negative, they sum to one, and every possible vector of n non-negative numbers that sum to one are equally likely. In the n=2 case you want to sample uniformly from the segment of the line x+y=1 (ie, y=1-x) that is in the positive quadrant. In the n=3 case you're sampling from the triangle-shaped part of the plane x+y+z=1 that is in the positive octant of R3: (Image from http://en.wikipedia.org/wiki/Simplex.) Note that picking n uniform random numbers and then normalizing them so they sum to one does not work. You end up with a bias towards less extreme numbers. Similarly, picking n-1 uniform random numbers and then taking the nth to be one minus the sum of them also introduces bias. Wikipedia gives two algorithms to do this correctly: http://en.wikipedia.org/wiki/Simplex#Random_sampling (Though the second one currently claims to only be correct in practice, not in theory. I'm hoping to clean that up or clarify it when I understand this better. I initially stuck in a "WARNING: such-and-such paper claims the following is wrong" on that Wikipedia page and someone else turned it into the "works only in practice" caveat.) Finally, the question: What do you consider the best implementation of simplex sampling in Mathematica (preferably with empirical confirmation that it's correct)? Related questions http://stackoverflow.com/questions/2171074/generating-a-probability-distribution http://stackoverflow.com/questions/3007975/java-random-percentages

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  • WatiN NativeElement.GetElementBounds() - What is the unit of measurement?

    - by Brian Schroer
    When I'm testing with WatiN, I like to save screenshots. Sometimes I don't really need a picture of the whole browser window though - I just want a picture of the element that I'm testing. My attempt to save a picture of an element with the code below resulted in a picture of a block box, because elementBounds.Top points to a pixel position way past the bottom of the screen. The elementBounds.Width and .Height values also appear to be about half what they should be. Is this a WatiN bug, or are these properties in a different unit of measure that I have to convert to pixels somehow? public static void SaveElementScreenshot (WatiN.Core.IE ie, WatiN.Core.Element element, string screenshotPath) { ScrollIntoView(ie, element); ie.BringToFront(); var ieClass = (InternetExplorerClass) ie.InternetExplorer; Rectangle elementBounds = element.NativeElement.GetElementBounds(); int left = ieClass.Left + elementBounds.Left; int top = ieClass.Top + elementBounds.Top; int width = elementBounds.Width; int height = elementBounds.Height; using (var bitmap = new Bitmap(width, height)) { using (Graphics graphics = Graphics.FromImage(bitmap)) { graphics.CopyFromScreen (new Point(left, top), Point.Empty, new Size(width, height)); } bitmap.Save(screenshotPath, ImageFormat.Jpeg); } }

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  • Why does trying to unit test with two .NET 4.0 assemblies under NUnit 2.5.4 fail?

    - by GiddyUpHorsey
    I have an MSBuild script that uses NUnit to run tests in two assemblies. These were on .NET Framework 3.5 and it worked perfectly for a long time. The command line was: (actual paths & names simplified) nunit-console tests1\bin\debug\tests1.dll tests2\bin\tests2.dll I've upgraded to VS2010 and have now made the two test assemblies target .NET 4.0. I've also upgraded to NUnit 2.5.4. I can unit test a single assembly with the following: nunit-console tests1\bin\debug\tests1.dll /framework=4.0.30319 It works fine with either tests1.dll or tests2.dll. If I try to specify both like before, it now fails. nunit-console tests1\bin\debug\tests1.dll tests2\bin\debug\tests2.dll /framework=4.0.30319 The error is: Could not load file or assembly 'tests2' or one of its dependencies. The system cannot find the file specified. I've had a look in fuslogvw and it shows tests2 being searched for in the tests1\bin\debug and nunit-console folders. It never searches tests2\bin\debug even though it's specified on the command line. What's up with that?

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  • Unit Testing (xUnit) an ASP.NET Mvc Controller with a custom input model?

    - by Danny Douglass
    I'm having a hard time finding information on what I expect to be a pretty straightforward scenario. I'm trying to unit test an Action on my ASP.NET Mvc 2 Controller that utilizes a custom input model w/ DataAnnotions. My testing framework is xUnit, as mentioned in the title. Here is my custom Input Model: public class EnterPasswordInputModel { [Required(ErrorMessage = "")] public string Username { get; set; } [Required(ErrorMessage = "Password is a required field.")] public string Password { get; set; } } And here is my Controller (took out some logic to simplify for this ex.): [HttpPost] public ActionResult EnterPassword(EnterPasswordInputModel enterPasswordInput) { if (!ModelState.IsValid) return View(); // do some logic to validate input // if valid - next View on successful validation return View("NextViewName"); // else - add and display error on current view return View(); } And here is my xUnit Fact (also simplified): [Fact] public void EnterPassword_WithValidInput_ReturnsNextView() { // Arrange var controller = CreateLoginController(userService.Object); // Act var result = controller.EnterPassword( new EnterPasswordInputModel { Username = username, Password = password }) as ViewResult; // Assert Assert.Equal("NextViewName", result.ViewName); } When I run my test I get the following error on my test fact when trying to retrieve the controller result (Act section): System.NullReferenceException: Object reference not set to an instance of an object. Thanks in advance for any help you can offer!

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  • How to modulate every texture unit in OpenGL ES 1.1?

    - by Jesse Beder
    I have two textures and a "blend factor", and I'd like to mix them, modulated by the current color; in effect, I want to use the following shader: gl_FragColor = gl_Color * mix(tex0, tex1, blendFactor); I'm using OpenGL ES 1.1, targeting all versions of the iPhone, so I can't use shaders, and I have two texture units. My best attempt is: // texture 0 glActiveTexture(GL_TEXTURE0); image1.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // texture 1 glActiveTexture(GL_TEXTURE1); image2.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA); const float factor[] = { 0, 0, 0, blendFactor }; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, factor); This has the effect of the shader: gl_FragColor = mix(gl_Color * tex0, tex1, blendFactor); but I don't see how to module texture 1 by the color. Is there any way to have the color provided by a texture unit automatically modulated by the incoming primary color? Or any other way to do what I want that I'm missing? Multiple passes are definitely allowed, but they have to have the proper blend effect; I have glBlend(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); enabled, so it can be tricky to get right with multiple passes.

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  • Unit testing an MVC action method with a Cache dependency?

    - by Steve
    I’m relatively new to testing and MVC and came across a sticking point today. I’m attempting to test an action method that has a dependency on HttpContext.Current.Cache and wanted to know the best practice for achieving the “low coupling” to allow for easy testing. Here's what I've got so far... public class CacheHandler : ICacheHandler { public IList<Section3ListItem> StateList { get { return (List<Section3ListItem>)HttpContext.Current.Cache["StateList"]; } set { HttpContext.Current.Cache["StateList"] = value; } } ... I then access it like such... I'm using Castle for my IoC. public class ProfileController : ControllerBase { private readonly ISection3Repository _repository; private readonly ICacheHandler _cache; public ProfileController(ISection3Repository repository, ICacheHandler cacheHandler) { _repository = repository; _cache = cacheHandler; } [UserIdFilter] public ActionResult PersonalInfo(Guid userId) { if (_cache.StateList == null) _cache.StateList = _repository.GetLookupValues((int)ELookupKey.States).ToList(); ... Then in my unit tests I am able to mock up ICacheHandler. Would this be considered a 'best practice' and does anyone have any suggestions for other approaches? Thanks in advance. Cheers

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  • Why is my Scala function returning type Unit and not whatever is the last line?

    - by Andy
    I am trying to figure out the issue, and tried different styles that I have read on Scala, but none of them work. My code is: .... val str = "(and x y)"; def stringParse ( exp: String, pos: Int, expreshHolder: ArrayBuffer[String], follow: Int ) var b = pos; //position of where in the expression String I am currently in val temp = expreshHolder; //holder of expressions without parens var arrayCounter = follow; //just counts to make sure an empty spot in the array is there to put in the strings if(exp(b) == '(') { b = b + 1; while(exp(b) == ' '){b = b + 1} //point of this is to just skip any spaces between paren and start of expression type if(exp(b) == 'a') { temp(arrayCounter) = exp(b).toString; b = b+1; temp(arrayCounter)+exp(b).toString; b = b+1; temp(arrayCounter) + exp(b).toString; arrayCounter+=1} temp; } } val hold: ArrayBuffer[String] = stringParse(str, 0, new ArrayBuffer[String], 0); for(test <- hold) println(test); My error is: Driver.scala:35: error: type mismatch; found : Unit required: scala.collection.mutable.ArrayBuffer[String] ho = stringParse(str, 0, ho, 0); ^one error found When I add an equals sign after the arguments in the method declaration, like so: def stringParse ( exp: String, pos: Int, expreshHolder: ArrayBuffer[String], follow: Int ) ={....} It changes it to "Any". I am confused on how this works. Any ideas? Much appreciated.

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  • Need data on disk drive management by OS: getting base I/O unit size, "sync" option, Direct Memory A

    - by Richard T
    Hello All, I want to ensure I have done all I can to configure a system's disks for serious database use. The three areas I know of (any others?) to be concerned about are: I/O size: the database engine and disk's native size should either match, or the database's native I/O size should be a multiple of the disk's native I/O size. Disks that are capable of Direct Memory Access (eg. IDE) should be configured for it. When a disk says it has written data persistently, it must be so! No keeping it in cache and lying about it. I have been looking for information on how to ensure these are so for CENTOS and Ubuntu, but can't seem to find anything at all! I want to be able to check these things and change them if needed. Any and all input appreciated.

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  • Need data on disk drive management by OS: getting base I/O unit size, “sync” option, Direct Memory A

    - by Richard T
    Hello All, I want to ensure I have done all I can to configure a system's disks for serious database use. The three areas I know of (any others?) to be concerned about are: I/O size: the database engine and disk's native size should either match, or the database's native I/O size should be a multiple of the disk's native I/O size. Disks that are capable of Direct Memory Access (eg. IDE) should be configured for it. When a disk says it has written data persistently, it must be so! No keeping it in cache and lying about it. I have been looking for information on how to ensure these are so for CENTOS and Ubuntu, but can't seem to find anything at all! I want to be able to check these things and change them if needed. Any and all input appreciated.

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  • ScrollViewer.EnsureVisible for Windows Phone

    - by Daniel Moth
    In my Translator By Moth app, on both the current and saved pivot pages the need arose to programmatically scroll to the bottom. In the former, case it is when a translation takes place (if the text is too long, I want to scroll to the bottom of the translation so the user can focus on that, and not their input text for translation). In the latter case it was when a new translation is saved (it is added to the bottom of the list, so scrolling is required to make it visible). On both pages a ScrollViewer is used. In my exploration of the APIs through intellisense and msdn I could not find a method that auto scrolled to the bottom. So I hacked together a solution where I added a blank textblock to the bottom of each page (within the ScrollViewer, but above the translated textblock and the saved list) and tried to make it scroll it into view from code. After searching the web I found a little algorithm that did most of what I wanted (sorry, I do not have the reference handy, but thank you whoever it was) that after minor tweaking I turned into an extension method for the ScrollViewer that is very easy to use: this.Scroller.EnsureVisible(this.BlankText); The method itself I share with you here: public static void EnsureVisible(this System.Windows.Controls.ScrollViewer scroller, System.Windows.UIElement uiElem) { System.Diagnostics.Debug.Assert(scroller != null); System.Diagnostics.Debug.Assert(uiElem != null); scroller.UpdateLayout(); double maxScrollPos = scroller.ExtentHeight - scroller.ViewportHeight; double scrollPos = scroller.VerticalOffset - scroller.TransformToVisual(uiElem).Transform(new System.Windows.Point(0, 0)).Y; if (scrollPos > maxScrollPos) scrollPos = maxScrollPos; else if (scrollPos < 0) scrollPos = 0; scroller.ScrollToVerticalOffset(scrollPos); } I am sure there are better ways, but this "worked for me" :-) Comments about this post by Daniel Moth welcome at the original blog.

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  • C#/.NET Little Wonders: Constraining Generics with Where Clause

    - by James Michael Hare
    Back when I was primarily a C++ developer, I loved C++ templates.  The power of writing very reusable generic classes brought the art of programming to a brand new level.  Unfortunately, when .NET 1.0 came about, they didn’t have a template equivalent.  With .NET 2.0 however, we finally got generics, which once again let us spread our wings and program more generically in the world of .NET However, C# generics behave in some ways very differently from their C++ template cousins.  There is a handy clause, however, that helps you navigate these waters to make your generics more powerful. The Problem – C# Assumes Lowest Common Denominator In C++, you can create a template and do nearly anything syntactically possible on the template parameter, and C++ will not check if the method/fields/operations invoked are valid until you declare a realization of the type.  Let me illustrate with a C++ example: 1: // compiles fine, C++ makes no assumptions as to T 2: template <typename T> 3: class ReverseComparer 4: { 5: public: 6: int Compare(const T& lhs, const T& rhs) 7: { 8: return rhs.CompareTo(lhs); 9: } 10: }; Notice that we are invoking a method CompareTo() off of template type T.  Because we don’t know at this point what type T is, C++ makes no assumptions and there are no errors. C++ tends to take the path of not checking the template type usage until the method is actually invoked with a specific type, which differs from the behavior of C#: 1: // this will NOT compile! C# assumes lowest common denominator. 2: public class ReverseComparer<T> 3: { 4: public int Compare(T lhs, T rhs) 5: { 6: return lhs.CompareTo(rhs); 7: } 8: } So why does C# give us a compiler error even when we don’t yet know what type T is?  This is because C# took a different path in how they made generics.  Unless you specify otherwise, for the purposes of the code inside the generic method, T is basically treated like an object (notice I didn’t say T is an object). That means that any operations, fields, methods, properties, etc that you attempt to use of type T must be available at the lowest common denominator type: object.  Now, while object has the broadest applicability, it also has the fewest specific.  So how do we allow our generic type placeholder to do things more than just what object can do? Solution: Constraint the Type With Where Clause So how do we get around this in C#?  The answer is to constrain the generic type placeholder with the where clause.  Basically, the where clause allows you to specify additional constraints on what the actual type used to fill the generic type placeholder must support. You might think that narrowing the scope of a generic means a weaker generic.  In reality, though it limits the number of types that can be used with the generic, it also gives the generic more power to deal with those types.  In effect these constraints says that if the type meets the given constraint, you can perform the activities that pertain to that constraint with the generic placeholders. Constraining Generic Type to Interface or Superclass One of the handiest where clause constraints is the ability to specify the type generic type must implement a certain interface or be inherited from a certain base class. For example, you can’t call CompareTo() in our first C# generic without constraints, but if we constrain T to IComparable<T>, we can: 1: public class ReverseComparer<T> 2: where T : IComparable<T> 3: { 4: public int Compare(T lhs, T rhs) 5: { 6: return lhs.CompareTo(rhs); 7: } 8: } Now that we’ve constrained T to an implementation of IComparable<T>, this means that our variables of generic type T may now call any members specified in IComparable<T> as well.  This means that the call to CompareTo() is now legal. If you constrain your type, also, you will get compiler warnings if you attempt to use a type that doesn’t meet the constraint.  This is much better than the syntax error you would get within C++ template code itself when you used a type not supported by a C++ template. Constraining Generic Type to Only Reference Types Sometimes, you want to assign an instance of a generic type to null, but you can’t do this without constraints, because you have no guarantee that the type used to realize the generic is not a value type, where null is meaningless. Well, we can fix this by specifying the class constraint in the where clause.  By declaring that a generic type must be a class, we are saying that it is a reference type, and this allows us to assign null to instances of that type: 1: public static class ObjectExtensions 2: { 3: public static TOut Maybe<TIn, TOut>(this TIn value, Func<TIn, TOut> accessor) 4: where TOut : class 5: where TIn : class 6: { 7: return (value != null) ? accessor(value) : null; 8: } 9: } In the example above, we want to be able to access a property off of a reference, and if that reference is null, pass the null on down the line.  To do this, both the input type and the output type must be reference types (yes, nullable value types could also be considered applicable at a logical level, but there’s not a direct constraint for those). Constraining Generic Type to only Value Types Similarly to constraining a generic type to be a reference type, you can also constrain a generic type to be a value type.  To do this you use the struct constraint which specifies that the generic type must be a value type (primitive, struct, enum, etc). Consider the following method, that will convert anything that is IConvertible (int, double, string, etc) to the value type you specify, or null if the instance is null. 1: public static T? ConvertToNullable<T>(IConvertible value) 2: where T : struct 3: { 4: T? result = null; 5:  6: if (value != null) 7: { 8: result = (T)Convert.ChangeType(value, typeof(T)); 9: } 10:  11: return result; 12: } Because T was constrained to be a value type, we can use T? (System.Nullable<T>) where we could not do this if T was a reference type. Constraining Generic Type to Require Default Constructor You can also constrain a type to require existence of a default constructor.  Because by default C# doesn’t know what constructors a generic type placeholder does or does not have available, it can’t typically allow you to call one.  That said, if you give it the new() constraint, it will mean that the type used to realize the generic type must have a default (no argument) constructor. Let’s assume you have a generic adapter class that, given some mappings, will adapt an item from type TFrom to type TTo.  Because it must create a new instance of type TTo in the process, we need to specify that TTo has a default constructor: 1: // Given a set of Action<TFrom,TTo> mappings will map TFrom to TTo 2: public class Adapter<TFrom, TTo> : IEnumerable<Action<TFrom, TTo>> 3: where TTo : class, new() 4: { 5: // The list of translations from TFrom to TTo 6: public List<Action<TFrom, TTo>> Translations { get; private set; } 7:  8: // Construct with empty translation and reverse translation sets. 9: public Adapter() 10: { 11: // did this instead of auto-properties to allow simple use of initializers 12: Translations = new List<Action<TFrom, TTo>>(); 13: } 14:  15: // Add a translator to the collection, useful for initializer list 16: public void Add(Action<TFrom, TTo> translation) 17: { 18: Translations.Add(translation); 19: } 20:  21: // Add a translator that first checks a predicate to determine if the translation 22: // should be performed, then translates if the predicate returns true 23: public void Add(Predicate<TFrom> conditional, Action<TFrom, TTo> translation) 24: { 25: Translations.Add((from, to) => 26: { 27: if (conditional(from)) 28: { 29: translation(from, to); 30: } 31: }); 32: } 33:  34: // Translates an object forward from TFrom object to TTo object. 35: public TTo Adapt(TFrom sourceObject) 36: { 37: var resultObject = new TTo(); 38:  39: // Process each translation 40: Translations.ForEach(t => t(sourceObject, resultObject)); 41:  42: return resultObject; 43: } 44:  45: // Returns an enumerator that iterates through the collection. 46: public IEnumerator<Action<TFrom, TTo>> GetEnumerator() 47: { 48: return Translations.GetEnumerator(); 49: } 50:  51: // Returns an enumerator that iterates through a collection. 52: IEnumerator IEnumerable.GetEnumerator() 53: { 54: return GetEnumerator(); 55: } 56: } Notice, however, you can’t specify any other constructor, you can only specify that the type has a default (no argument) constructor. Summary The where clause is an excellent tool that gives your .NET generics even more power to perform tasks higher than just the base "object level" behavior.  There are a few things you cannot specify with constraints (currently) though: Cannot specify the generic type must be an enum. Cannot specify the generic type must have a certain property or method without specifying a base class or interface – that is, you can’t say that the generic must have a Start() method. Cannot specify that the generic type allows arithmetic operations. Cannot specify that the generic type requires a specific non-default constructor. In addition, you cannot overload a template definition with different, opposing constraints.  For example you can’t define a Adapter<T> where T : struct and Adapter<T> where T : class.  Hopefully, in the future we will get some of these things to make the where clause even more useful, but until then what we have is extremely valuable in making our generics more user friendly and more powerful!   Technorati Tags: C#,.NET,Little Wonders,BlackRabbitCoder,where,generics

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • Need to combine a color, mask, and sprite layer in a shader

    - by Donutz
    My task: to display a sprite using different team colors. I have a sprte graphic, part of which has to be displayed as a team color. The color isn't 'flat', i.e. it shades from brighter to darker. I can't "pre-build" the graphics because there are just too many, so I have to generate them at runtime. I've decided to use a shader, and supply it with a texture consisting of the team color, a texture consisting of a mask (black=no color, white=full color, gray=progressively dimmed color), and the sprite grapic, with the areas where the team color shows being transparent. So here's my shader code: // Effect attempts to merge a color layer, a mask layer, and a sprite layer // to produce a complete sprite sampler UnitSampler : register(s0); // the unit sampler MaskSampler : register(s1); // the mask sampler ColorSampler : register(s2); // the color float4 main(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex1 = tex2D(ColorSampler, texCoord); // get the color float4 tex2 = tex2D(MaskSampler, texCoord); // get the mask float4 tex3 = tex2D(UnitSampler,texCoord); // get the unit float4 tex4 = tex1 * tex2.r * tex3; // color * mask * unit return tex4; } My problem is the calculations involving tex1 through tex4. I don't really understand how the manipulations work, so I'm just thrashing around, producing lots of different incorrect effects. So given tex1 through tex3, what calcs do I do in order to take the color (tex1), mask it (tex2), and apply the result to the unit if it's not zero? And would I be better off to make the mask just on/off (white/black) and put the color shading in the unit graphic?

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