Search Results

Search found 15247 results on 610 pages for 'state machines'.

Page 85/610 | < Previous Page | 81 82 83 84 85 86 87 88 89 90 91 92  | Next Page >

  • Announcing the release of the Windows Azure SDK 2.1 for .NET

    - by ScottGu
    Today we released the v2.1 update of the Windows Azure SDK for .NET.  This is a major refresh of the Windows Azure SDK and it includes some great new features and enhancements. These new capabilities include: Visual Studio 2013 Preview Support: The Windows Azure SDK now supports using the new VS 2013 Preview Visual Studio 2013 VM Image: Windows Azure now has a built-in VM image that you can use to host and develop with VS 2013 in the cloud Visual Studio Server Explorer Enhancements: Redesigned with improved filtering and auto-loading of subscription resources Virtual Machines: Start and Stop VM’s w/suspend billing directly from within Visual Studio Cloud Services: New Emulator Express option with reduced footprint and Run as Normal User support Service Bus: New high availability options, Notification Hub support, Improved VS tooling PowerShell Automation: Lots of new PowerShell commands for automating Web Sites, Cloud Services, VMs and more All of these SDK enhancements are now available to start using immediately and you can download the SDK from the Windows Azure .NET Developer Center.  Visual Studio’s Team Foundation Service (http://tfs.visualstudio.com/) has also been updated to support today’s SDK 2.1 release, and the SDK 2.1 features can now be used with it (including with automated builds + tests). Below are more details on the new features and capabilities released today: Visual Studio 2013 Preview Support Today’s Window Azure SDK 2.1 release adds support for the recent Visual Studio 2013 Preview. The 2.1 SDK also works with Visual Studio 2010 and Visual Studio 2012, and works side by side with the previous Windows Azure SDK 1.8 and 2.0 releases. To install the Windows Azure SDK 2.1 on your local computer, choose the “install the sdk” link from the Windows Azure .NET Developer Center. Then, chose which version of Visual Studio you want to use it with.  Clicking the third link will install the SDK with the latest VS 2013 Preview: If you don’t already have the Visual Studio 2013 Preview installed on your machine, this will also install Visual Studio Express 2013 Preview for Web. Visual Studio 2013 VM Image Hosted in the Cloud One of the requests we’ve heard from several customers has been to have the ability to host Visual Studio within the cloud (avoiding the need to install anything locally on your computer). With today’s SDK update we’ve added a new VM image to the Windows Azure VM Gallery that has Visual Studio Ultimate 2013 Preview, SharePoint 2013, SQL Server 2012 Express and the Windows Azure 2.1 SDK already installed on it.  This provides a really easy way to create a development environment in the cloud with the latest tools. With the recent shutdown and suspend billing feature we shipped on Windows Azure last month, you can spin up the image only when you want to do active development, and then shut down the virtual machine and not have to worry about usage charges while the virtual machine is not in use. You can create your own VS image in the cloud by using the New->Compute->Virtual Machine->From Gallery menu within the Windows Azure Management Portal, and then by selecting the “Visual Studio Ultimate 2013 Preview” template: Visual Studio Server Explorer: Improved Filtering/Management of Subscription Resources With the Windows Azure SDK 2.1 release you’ll notice significant improvements in the Visual Studio Server Explorer. The explorer has been redesigned so that all Windows Azure services are now contained under a single Windows Azure node.  From the top level node you can now manage your Windows Azure credentials, import a subscription file or filter Server Explorer to only show services from particular subscriptions or regions. Note: The Web Sites and Mobile Services nodes will appear outside the Windows Azure Node until the final release of VS 2013. If you have installed the ASP.NET and Web Tools Preview Refresh, though, the Web Sites node will appear inside the Windows Azure node even with the VS 2013 Preview. Once your subscription information is added, Windows Azure services from all your subscriptions are automatically enumerated in the Server Explorer. You no longer need to manually add services to Server Explorer individually. This provides a convenient way of viewing all of your cloud services, storage accounts, service bus namespaces, virtual machines, and web sites from one location: Subscription and Region Filtering Support Using the Windows Azure node in Server Explorer, you can also now filter your Windows Azure services in the Server Explorer by the subscription or region they are in.  If you have multiple subscriptions but need to focus your attention to just a few subscription for some period of time, this a handy way to hide the services from other subscriptions view until they become relevant. You can do the same sort of filtering by region. To enable this, just select “Filter Services” from the context menu on the Windows Azure node: Then choose the subscriptions and/or regions you want to filter by. In the below example, I’ve decided to show services from my pay-as-you-go subscription within the East US region: Visual Studio will then automatically filter the items that show up in the Server Explorer appropriately: With storage accounts and service bus namespaces, you sometimes need to work with services outside your subscription. To accommodate that scenario, those services allow you to attach an external account (from the context menu). You’ll notice that external accounts have a slightly different icon in server explorer to indicate they are from outside your subscription. Other Improvements We’ve also improved the Server Explorer by adding additional properties and actions to the service exposed. You now have access to most of the properties on a cloud service, deployment slot, role or role instance as well as the properties on storage accounts, virtual machines and web sites. Just select the object of interest in Server Explorer and view the properties in the property pane. We also now have full support for creating/deleting/update storage tables, blobs and queues from directly within Server Explorer.  Simply right-click on the appropriate storage account node and you can create them directly within Visual Studio: Virtual Machines: Start/Stop within Visual Studio Virtual Machines now have context menu actions that allow you start, shutdown, restart and delete a Virtual Machine directly within the Visual Studio Server Explorer. The shutdown action enables you to shut down the virtual machine and suspend billing when the VM is not is use, and easily restart it when you need it: This is especially useful in Dev/Test scenarios where you can start a VM – such as a SQL Server – during your development session and then shut it down / suspend billing when you are not developing (and no longer be billed for it). You can also now directly remote desktop into VMs using the “Connect using Remote Desktop” context menu command in VS Server Explorer.  Cloud Services: Emulator Express with Run as Normal User Support You can now launch Visual Studio and run your cloud services locally as a Normal User (without having to elevate to an administrator account) using a new Emulator Express option included as a preview feature with this SDK release.  Emulator Express is a version of the Windows Azure Compute Emulator that runs a restricted mode – one instance per role – and it doesn’t require administrative permissions and uses 40% less resources than the full Windows Azure Emulator. Emulator Express supports both web and worker roles. To run your application locally using the Emulator Express option, simply change the following settings in the Windows Azure project. On the shortcut menu for the Windows Azure project, choose Properties, and then choose the Web tab. Check the setting for IIS (Internet Information Services). Make sure that the option is set to IIS Express, not the full version of IIS. Emulator Express is not compatible with full IIS. On the Web tab, choose the option for Emulator Express. Service Bus: Notification Hubs With the Windows Azure SDK 2.1 release we are adding support for Windows Azure Notification Hubs as part of our official Windows Azure SDK, inside of Microsoft.ServiceBus.dll (previously the Notification Hub functionality was in a preview assembly). You are now able to create, update and delete Notification Hubs programmatically, manage your device registrations, and send push notifications to all your mobile clients across all platforms (Windows Store, Windows Phone 8, iOS, and Android). Learn more about Notification Hubs on MSDN here, or watch the Notification Hubs //BUILD/ presentation here. Service Bus: Paired Namespaces One of the new features included with today’s Windows Azure SDK 2.1 release is support for Service Bus “Paired Namespaces”.  Paired Namespaces enable you to better handle situations where a Service Bus service namespace becomes unavailable (for example: due to connectivity issues or an outage) and you are unable to send or receive messages to the namespace hosting the queue, topic, or subscription. Previously,to handle this scenario you had to manually setup separate namespaces that can act as a backup, then implement manual failover and retry logic which was sometimes tricky to get right. Service Bus now supports Paired Namespaces, which enables you to connect two namespaces together. When you activate the secondary namespace, messages are stored in the secondary queue for delivery to the primary queue at a later time. If the primary container (namespace) becomes unavailable for some reason, automatic failover enables the messages in the secondary queue. For detailed information about paired namespaces and high availability, see the new topic Asynchronous Messaging Patterns and High Availability. Service Bus: Tooling Improvements In this release, the Windows Azure Tools for Visual Studio contain several enhancements and changes to the management of Service Bus messaging entities using Visual Studio’s Server Explorer. The most noticeable change is that the Service Bus node is now integrated into the Windows Azure node, and supports integrated subscription management. Additionally, there has been a change to the code generated by the Windows Azure Worker Role with Service Bus Queue project template. This code now uses an event-driven “message pump” programming model using the QueueClient.OnMessage method. PowerShell: Tons of New Automation Commands Since my last blog post on the previous Windows Azure SDK 2.0 release, we’ve updated Windows Azure PowerShell (which is a separate download) five times. You can find the full change log here. We’ve added new cmdlets in the following areas: China instance and Windows Azure Pack support Environment Configuration VMs Cloud Services Web Sites Storage SQL Azure Service Bus China Instance and Windows Azure Pack We now support the following cmdlets for the China instance and Windows Azure Pack, respectively: China Instance: Web Sites, Service Bus, Storage, Cloud Service, VMs, Network Windows Azure Pack: Web Sites, Service Bus We will have full cmdlet support for these two Windows Azure environments in PowerShell in the near future. Virtual Machines: Stop/Start Virtual Machines Similar to the Start/Stop VM capability in VS Server Explorer, you can now stop your VM and suspend billing: If you want to keep the original behavior of keeping your stopped VM provisioned, you can pass in the -StayProvisioned switch parameter. Virtual Machines: VM endpoint ACLs We’ve added and updated a bunch of cmdlets for you to configure fine-grained network ACL on your VM endpoints. You can use the following cmdlets to create ACL config and apply them to a VM endpoint: New-AzureAclConfig Get-AzureAclConfig Set-AzureAclConfig Remove-AzureAclConfig Add-AzureEndpoint -ACL Set-AzureEndpoint –ACL The following example shows how to add an ACL rule to an existing endpoint of a VM. Other improvements for Virtual Machine management includes Added -NoWinRMEndpoint parameter to New-AzureQuickVM and Add-AzureProvisioningConfig to disable Windows Remote Management Added -DirectServerReturn parameter to Add-AzureEndpoint and Set-AzureEndpoint to enable/disable direct server return Added Set-AzureLoadBalancedEndpoint cmdlet to modify load balanced endpoints Cloud Services: Remote Desktop and Diagnostics Remote Desktop and Diagnostics are popular debugging options for Cloud Services. We’ve introduced cmdlets to help you configure these two Cloud Service extensions from Windows Azure PowerShell. Windows Azure Cloud Services Remote Desktop extension: New-AzureServiceRemoteDesktopExtensionConfig Get-AzureServiceRemoteDesktopExtension Set-AzureServiceRemoteDesktopExtension Remove-AzureServiceRemoteDesktopExtension Windows Azure Cloud Services Diagnostics extension New-AzureServiceDiagnosticsExtensionConfig Get-AzureServiceDiagnosticsExtension Set-AzureServiceDiagnosticsExtension Remove-AzureServiceDiagnosticsExtension The following example shows how to enable Remote Desktop for a Cloud Service. Web Sites: Diagnostics With our last SDK update, we introduced the Get-AzureWebsiteLog –Tail cmdlet to get the log streaming of your Web Sites. Recently, we’ve also added cmdlets to configure Web Site application diagnostics: Enable-AzureWebsiteApplicationDiagnostic Disable-AzureWebsiteApplicationDiagnostic The following 2 examples show how to enable application diagnostics to the file system and a Windows Azure Storage Table: SQL Database Previously, you had to know the SQL Database server admin username and password if you want to manage the database in that SQL Database server. Recently, we’ve made the experience much easier by not requiring the admin credential if the database server is in your subscription. So you can simply specify the -ServerName parameter to tell Windows Azure PowerShell which server you want to use for the following cmdlets. Get-AzureSqlDatabase New-AzureSqlDatabase Remove-AzureSqlDatabase Set-AzureSqlDatabase We’ve also added a -AllowAllAzureServices parameter to New-AzureSqlDatabaseServerFirewallRule so that you can easily add a firewall rule to whitelist all Windows Azure IP addresses. Besides the above experience improvements, we’ve also added cmdlets get the database server quota and set the database service objective. Check out the following cmdlets for details. Get-AzureSqlDatabaseServerQuota Get-AzureSqlDatabaseServiceObjective Set-AzureSqlDatabase –ServiceObjective Storage and Service Bus Other new cmdlets include Storage: CRUD cmdlets for Azure Tables and Queues Service Bus: Cmdlets for managing authorization rules on your Service Bus Namespace, Queue, Topic, Relay and NotificationHub Summary Today’s release includes a bunch of great features that enable you to build even better cloud solutions.  All the above features/enhancements are shipped and available to use immediately as part of the 2.1 release of the Windows Azure SDK for .NET. If you don’t already have a Windows Azure account, you can sign-up for a free trial and start using all of the above features today.  Then visit the Windows Azure Developer Center to learn more about how to build apps with it. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

    Read the article

  • ValueProvider.GetValue Extension Method

    - by griegs
    I have a model like this; public class QuickQuote { [Required] public Enumerations.AUSTRALIA_STATES state { get; set; } [Required] public Enumerations.FAMILY_TYPE familyType { get; set; } As you can see the two proerties are enumerations. Now I want to employ my own model binder for reasons that I won't bother getting into at the moment. So I have; public class QuickQuoteBinder : DefaultModelBinder { public object BindModel(ControllerContext controllerContext, ModelBindingContext bindingContext) { quickQuote = new QuickQuote(); try { quickQuote.state = (Enumerations.AUSTRALIA_STATES) Enum.Parse(typeof(Enumerations.AUSTRALIA_STATES), bindingContext.ValueProvider.GetValue(bindingContext.ModelName + ".state").AttemptedValue); } catch { ModelState modelState = new ModelState(); ModelError err = new ModelError("Required"); modelState.Errors.Add(err); bindingContext.ModelState.Add(bindingContext.ModelName + ".state", modelState); } The problem is that for each property, and there are heaps, I need to do the whole try catch block. What I thought I might do is create an extension method which would do the whole block for me and all i'd need to pass in is the model property and the enumeration. So I could do something like; quickQuote.state = bindingContext.ValueProvider.GetModelValue("state", ...) etc. Is this possible?

    Read the article

  • No flow definition found. Spring web flow

    - by user184794
    Hi, I am new to Spring webflow and now I am trying the example in Spring recipes book and I know this is a basic question. I am getting the error as follows, org.springframework.webflow.definition.registry.NoSuchFlowDefinitionException: No flow definition '${flowExecutionUrl}&_eventId=next' found at org.springframework.webflow.definition.registry.FlowDefinitionRegistryImpl.getFlowDefinitionHolder(FlowDefinitionRegistryImpl.java:126) at org.springframework.webflow.definition.registry.FlowDefinitionRegistryImpl.getFlowDefinition(FlowDefinitionRegistryImpl.java:61) at org.springframework.webflow.executor.FlowExecutorImpl.launchExecution(FlowExecutorImpl.java:138) at org.springframework.webflow.mvc.servlet.FlowHandlerAdapter.handle(FlowHandlerAdapter.java:193).... Shown below is my configurations, <bean name="flowController" class="org.springframework.webflow.mvc.servlet.FlowController"> <property name="flowExecutor" ref="flowExecutor"></property> </bean> <webflow:flow-executor id="flowExecutor" /> <webflow:flow-registry id="flowRegistry" > <webflow:flow-location path="/WEB-INF/flows/welcome/welcome.xml"></webflow:flow-location> </webflow:flow-registry> /WEB-INF/flows/welcome/welcome.xml, <view-state id="welcome"> <transition on="next" to="introduction" /> <transition on="skip" to="menu" /> </view-state> <view-state id="introduction"> <on-render> <evaluate expression="libraryService.getHolidays()" result="requestScope.holidays" /> </on-render> <transition on="next" to="menu" /> </view-state> <view-state id="menu"></view-state> In welcome.jsp, <a href="${flowExecutionUrl}&_eventId=next">Next</a> <a href="${flowExecutionUrl}&_eventId=skip">Skip</a> Please let me know what is going wrong. I am using 2.0.9 Release. Thanks in advance, SD

    Read the article

  • Using repaint() method.

    - by owca
    I'm still struggling to create this game : http://stackoverflow.com/questions/2844190/choosing-design-method-for-ladder-like-word-game .I've got it almost working but there is a problem though. When I'm inserting a word and it's correct, the whole window should reload, and JButtons containing letters should be repainted with different style. But somehow repaint() method for the game panel (in Main method) doesn't affect it at all. What am I doing wrong ? Here's my code: Main: import java.util.Scanner; import javax.swing.*; import java.awt.*; public class Main { public static void main(String[] args){ final JFrame f = new JFrame("Ladder Game"); Scanner sc = new Scanner(System.in); System.out.println("Creating game data..."); System.out.println("Height: "); //setting height of the grid while (!sc.hasNextInt()) { System.out.println("int, please!"); sc.next(); } final int height = sc.nextInt(); /* * I'm creating Grid[]game. Each row of game contains Grid of Element[]line. * Each row of line contains Elements, which are single letters in the game. */ Grid[]game = new Grid[height]; for(int L = 0; L < height; L++){ Grid row = null; int i = L+1; String s; do { System.out.println("Length "+i+", please!"); s = sc.next(); } while (s.length() != i); Element[] line = new Element[s.length()]; Element single = null; String[] temp = null; String[] temp2 = new String[s.length()]; temp = s.split(""); for( int j = temp2.length; j>0; j--){ temp2[j-1] = temp[j]; } for (int k = 0 ; k < temp2.length ; k++) { if( k == 0 ){ single = new Element(temp2[k], 2); } else{ single = new Element(temp2[k], 1); } line[k] = single; } row = new Grid(line); game[L] = row; } //############################################ //THE GAME STARTS HERE //############################################ //create new game panel with box layout JPanel panel = new JPanel(); panel.setLayout(new BoxLayout(panel, BoxLayout.Y_AXIS)); panel.setBackground(Color.ORANGE); panel.setBorder(BorderFactory.createEmptyBorder(10, 10, 10, 10)); //for each row of the game array add panel containing letters Single panel //is drawn with Grid's paint() method and then returned here to be added for(int i = 0; i < game.length; i++){ panel.add(game[i].paint()); } f.setContentPane(panel); f.pack(); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setVisible(true); boolean end = false; boolean word = false; String text; /* * Game continues until solved() returns true. First check if given word matches the length, * and then the value of any row. If yes - change state of each letter from EMPTY * to OTHER_LETTER. Then repaint the window. */ while( !end ){ while( !word ){ text = JOptionPane.showInputDialog("Input word: "); for(int i = 1; i< game.length; i++){ if(game[i].equalLength(text)){ if(game[i].equalValue(text)){ game[i].changeState(3); f.repaint(); //simple debug - I'm checking if letter, and //state values for each Element are proper for(int k=0; k<=i; k++){ System.out.print(game[k].e[k].letter()); } System.out.println(); for(int k=0; k<=i; k++){ System.out.print(game[k].e[k].getState()); } System.out.println(); //set word to true and ask for another word word = true; } } } } word = false; //check if the game has ended for(int i = 0; i < game.length; i++){ if(game[i].solved()){ end = true; } else { end = false; } } } } } Element: import javax.swing.*; import java.awt.*; public class Element { final int INVISIBLE = 0; final int EMPTY = 1; final int FIRST_LETTER = 2; final int OTHER_LETTER = 3; private int state; private String letter; public Element(){ } //empty block public Element(int state){ this("", 0); } //filled block public Element(String s, int state){ this.state = state; this.letter = s; } public JButton paint(){ JButton button = null; if( state == EMPTY ){ button = new JButton(" "); button.setBackground(Color.WHITE); } else if ( state == FIRST_LETTER ){ button = new JButton(letter); button.setBackground(Color.red); } else { button = new JButton(letter); button.setBackground(Color.yellow); } return button; } public void changeState(int s){ state = s; } public void setLetter(String s){ letter = s; } public String letter(){ return letter; } public int getState(){ return state; } } Grid: import javax.swing.*; import java.awt.*; public class Grid extends JPanel{ public Element[]e; private Grid[]g; public Grid(){} public Grid( Element[]elements ){ e = new Element[elements.length]; for(int i=0; i< e.length; i++){ e[i] = elements[i]; } } public Grid(Grid[]grid){ g = new Grid[grid.length]; for(int i=0; i<g.length; i++){ g[i] = grid[i]; } Dimension d = new Dimension(600, 600); setMinimumSize(d); setPreferredSize(new Dimension(d)); setMaximumSize(d); } //for Each element in line - change state to i public void changeState(int i){ for(int j=0; j< e.length; j++){ e[j].changeState(3); } } //create panel which will be single row of the game. Add elements to the panel. // return JPanel to be added to grid. public JPanel paint(){ JPanel panel = new JPanel(); panel.setLayout(new GridLayout(1, e.length)); panel.setBorder(BorderFactory.createEmptyBorder(2, 2, 2, 2)); for(int j = 0; j < e.length; j++){ panel.add(e[j].paint()); } return panel; } //check if the length of given string is equal to length of row public boolean equalLength(String s){ int len = s.length(); boolean equal = false; for(int j = 0; j < e.length; j++){ if(e.length == len){ equal = true; } } return equal; } //check if the value of given string is equal to values of elements in row public boolean equalValue(String s){ int len = s.length(); boolean equal = false; String[] temp = null; String[] temp2 = new String[len]; temp = s.split(""); for( int j = len; j>0; j--){ temp2[j-1] = temp[j]; } for(int j = 0; j < e.length; j++){ if( e[j].letter().equals(temp2[j]) ){ equal = true; } else { equal = false; } } if(equal){ for(int i = 0; i < e.length; i++){ e[i].changeState(3); } } return equal; } //check if the game has finished public boolean solved(){ boolean solved = false; for(int j = 0; j < e.length; j++){ if(e[j].getState() == 3){ solved = true; } else { solved = false; } } return solved; } }

    Read the article

  • Static variables and long running thread on IIS 7.5

    - by Dmitry
    Hello people. Help me solve next problem. I have ASP .NET MVC2 application. I run it on IIS 7.5. In one page user clicks button and handler for this button sends request to server (jquery.ajax). At server action in controller starts new thread (it makes long time import): var thread = new Thread(RefreshCitiesInDatabase); thread.Start(); State of import is available in static variable. New thread changes value of variable in the begin of work. User can check state of import too with the help of this variable, which is used in view. And user sees import's state. When I start this function few minutes everything is okey. On page I see right state of import, quantity of imported records is changed, I see changes in logs. But after few minutes begin troubles. When I refresh page with import state sometimes I see that import is okey but sometimes I see page with default values about import (like application is just started), but after that again I can see page with normal import's state. I tried to attach Visual Studio to IIS process and debug application. But when request comes to controller sometimes static variables have right values and sometimes they have default values (static int has 0, static string has "" etc.). Tell me what I do wrong. May be I must start additional thread in other way? Thanks in advance, Dmitry

    Read the article

  • Flex AS3: ComboBox set visible to false doesn't hide

    - by jolierouge
    I have a combobox in a view that receives information about application state changes, and then is supposed to show or hide it's children based on the whole application state. It receives state change messages, it traces the correct values, it does what it's supposed to do, however, it just doesn't seem to work. Essentially, all it needs to do is hide a combobox during one state, and show it again during another state. Here is the code: public function updateState(event:* = null):void { trace("Project Panel Updating State"); switch(ApplicationData.getSelf().currentState) { case 'login': this.visible = false; break; case 'grid': this.visible = true; listProjects.includeInLayout = false; listProjects.visible = false; trace("ListProjects: " + listProjects.visible); listLang.visible = true; break; default: break; } } Here is the MXML: <mx:HBox> <mx:Button id="btnLoad" x="422" y="84" label="Load" enabled="true" click="loadProject();"/> <mx:ComboBox id="listProjects" x="652" y="85" editable="true" change="listChange()" color="#050CA8" fontFamily="Arial" /> <mx:Label x="480" y="86" text="Language:" id="label3" fontFamily="Arial" /> <mx:ComboBox id="listLang" x="537" y="84" editable="true" dataProvider="{langList}" color="#050CA8" fontFamily="Arial" width="107" change="listLangChange(event)"/> <mx:CheckBox x="830" y="84" label="Languages in English" id="langCheckbox" click='toggleLang()'/> </mx:HBox>

    Read the article

  • Kernighan & Ritchie word count example program in a functional language

    - by Frank
    I have been reading a little bit about functional programming on the web lately and I think I got a basic idea about the concepts behind it. I'm curious how everyday programming problems which involve some kind of state are solved in a pure functional programing language. For example: how would the word count program from the book 'The C programming Language' be implemented in a pure functional language? Any contributions are welcome as long as the solution is in a pure functional style. Here's the word count C code from the book: #include <stdio.h> #define IN 1 /* inside a word */ #define OUT 0 /* outside a word */ /* count lines, words, and characters in input */ main() { int c, nl, nw, nc, state; state = OUT; nl = nw = nc = 0; while ((c = getchar()) != EOF) { ++nc; if (c == '\n') ++nl; if (c == ' ' || c == '\n' || c = '\t') state = OUT; else if (state == OUT) { state = IN; ++nw; } } printf("%d %d %d\n", nl, nw, nc); }

    Read the article

  • Problem in setting backgound color to my TreeCellRenderer

    - by Sunil Kumar Sahoo
    Hi I have cretaed my own renderer. I want the back ground should be blue. I have set background color as blue also. But I donot know what is tha problem that the background color of my renderer always seems to be white. I have post the code. please help where I am wrong so that the background color becomes white. class CheckTreeCellRenderer extends JPanel implements TreeCellRenderer { private CheckTreeSelectionModel selectionModel; private MyRenderer delegate; private TristateCheckBox checkBox = new TristateCheckBox("", null, true); public static final State NOT_SELECTED = new State(); public static final State SELECTED = new State(); public static final State DONT_CARE = new State(); public CheckTreeCellRenderer(MyRenderer delegate, CheckTreeSelectionModel selectionModel) { this.delegate = delegate; this.selectionModel = selectionModel; setLayout(new BorderLayout()); setOpaque(true); setBackground(new Color(207, 219, 234)); checkBox.setState(Boolean.TRUE); checkBox.setOpaque(true); checkBox.setBackground(new Color(207, 219, 234)); } public Component getTreeCellRendererComponent(JTree tree, Object value, boolean selected, boolean expanded, boolean leaf, int row, boolean hasFocus) { Component renderer = delegate.getTreeCellRendererComponent(tree, value, selected, expanded, leaf, row, hasFocus); TreePath path = tree.getPathForRow(row); if (path != null) { if (selectionModel.isPathSelected(path, true)) { checkBox.setState(Boolean.TRUE); } else { checkBox.setState(selectionModel.isPartiallySelected(path) ? null : Boolean.FALSE); } } renderer.setBackground(new Color(207, 219, 234)); tree.setOpaque(true); tree.setBackground(new Color(207, 219, 234)); this.setOpaque(true); this.setBackground(new Color(207, 219, 234)); add(checkBox, BorderLayout.WEST); add(renderer, BorderLayout.CENTER); return this; } }

    Read the article

  • Is it possible to create a python iterator over pre-defined mutable data?

    - by Wilduck
    I might be doing this wrong, if I am, let me know, but I'm curious if the following is possible: I have a class that holds a number of dictionaries, each of which pairs names to a different set of objects of a given class. For example: items = {"ball" : ItemInstance1, "sword" : ItemInstance2} people = {"Jerry" : PersonInstance1, "Bob" : PersonInstance2, "Jill" : PersonInstance3} My class would then hold the current items and people that are availible, and these would be subject to change as the state changes: Class State: def __init__(self, items, people): self.items = items self.people = people I would like to define a iter() and next() method such that it iterates through all of the values in its attributes. My first question is whether or not this is possible. If it is, will it be able to support a situation as follows: I define items and people as above then: state = State(items, people) for names, thing in state: print name + " is " + thing.color items[cheese] = ItemInstance3 for names, thing in state: print name + " weighs " + thing.weight While I feel like this would be usefull in the code I have, I don't know if it's either possible or the right approach. Everything I've read about user defined iterators has suggested that each instance of them is one use only.

    Read the article

  • Horizontal histogram won't accept input after the first input

    - by vincentbelkin
    So I'm making a program which is supposed to print a horizontal histogram of the lengths of words in its input. I don't know if most of it is OK since the main problem is it won't accept any input after the first one. Oh I also put comments on the parts I'm having some trouble with, like how to print "-" multiple times in order to represent histogram. I've tried making other versions of the code but I couldn't check if I'm close to getting it because again it won't accept another input after the first input. /*Write a program to print a histogram of the lengths of words in its input. It is easy to draw the histogram with the bars horizontal*/ #include <stdio.h> #define MAX 30 #define IN 1 #define OUT 0 int main() { int a,c,i,k,state,word[MAX]; a=0; k=0; state=OUT; for(i=0;i<MAX;i++) word[i]=0; while((c=getchar())!=EOF) { if(c==' '||c=='\t'||c=='\n') state=OUT; else state=IN; while(state==IN) a++; if(state==OUT) { word[i]=a; i++; } /*This part is hard for me, I don't know how to print X multiple times!*/ if((c==getchar())&&c==EOF) { for(i=0;i<MAX;i++) { for(i=0;i<=word[i];i++) putchar('-'); putchar('\n'); } } } }

    Read the article

  • Conditional execution of EventTriggers in Silverlight 3

    - by Jason
    I'm currently working on the UI of a Silverlight application and need to be able to change the visual state of a control to one of two possible states based on it's current state when handling the same event trigger. For example: I have a control that sits partially in a clipping path, when I click the visible part of the control I want to change the state to "visible" and if I click it again when it is in its "visible" state I want to change to the "hidden" state. Example XAML: <i:Interaction.Triggers> <i:EventTrigger EventName="MouseLeftButtonUp"> <ic:GoToStateAction StateName="Visible"/> <ic:GoToStateAction StateName="Hidden"/> </i:EventTrigger> </i:Interaction.Triggers> Where "i" is "System.Windows.Interactivity;assembly=System.Windows.Interactivity" and "ic" is "Microsoft.Expression.Interactivity.Core;assembly=Microsoft.Expression.Interactions". I'm currently working in Expression Blend 3 and would prefer to have a XAML only solution but am not opposed to coding this if it is completely necessary. I have tried recording a change in the target state name in Blend but this did not work. Any thoughts on this?

    Read the article

  • How to filter what is shown in the for-each loop in XSL

    - by Denoteone
    I thought it would be as easy as tell the for-each to only select top_coach_sales_vw that has "Site" equal to "PB" but when I run the script it does not loop through any of the data in the XML. I am escaping the single quotes because it is part of a php echo. <xsl:for-each select="NewDataSet/top_coach_sales_vw[Site==\'PB\']"> <td><xsl:value-of select="name"/></td> <td><xsl:value-of select="Site"/></td> <td><xsl:value-of select="Status"/></td> </xsl:for-each> XML: <NewDataSet> <top_coach_sales_vw> <name>Mike</name> <Site>PB</Site> <State>Ready</State> </top_coach_sales_vw> <top_coach_sales_vw> <name>Bill</name> <Site>EL</Site> <State>Talking</State> </top_coach_sales_vw> <top_coach_sales_vw> <name>Ted</name> <Site>PB</Site> <State>Ready</State> </top_coach_sales_vw> </NewDataSet>

    Read the article

  • Synth LaF JLabel DISABLED color

    - by mmoris
    Hi all, Using the Synth LaF, I am unable to set a JLabel's FOREGROUND color for the DISABLED state. has anybody succeeded in doing this? Here is my label's style definition in my LaF.xml file. <style id="whiteLabelStyle"> <opaque value="false"/> <font name="Bitstream Vera Sans" size="16" /> <state> <color type="FOREGROUND" value="WHITE"/> </state> <state value="DISABLED"> <color type="FOREGROUND" value="BLACK"/> </state> </style> <bind style="whiteLabelStyle" type="name" key="WhiteOrbitLabel"/> Please not that all the other styles defined in my LaF.xml file are rendered properly in my application including my label's WHITE normal state color (it just never goes to black when I do lbl.setEnabled(false) Also, going through the Synth code, I have found the following comment in SynthStyle.getColor if ((context.getComponentState() & SynthConstants.DISABLED) != 0) { //This component is disabled, so return the disabled color. //In some cases this means ignoring the color specified by the //developer on the component. In other cases it means using a //specified disabledTextColor, such as on JTextComponents. //For example, JLabel doesn't specify a disabled color that the //developer can set, yet it should have a disabled color to the //text when the label is disabled. This code allows for that. if (c instanceof JTextComponent) { JTextComponent txt = (JTextComponent)c; Color disabledColor = txt.getDisabledTextColor(); if (disabledColor == null || disabledColor instanceof UIResource) { return getColorForState(context, type); } } else if (c instanceof JLabel && (type == ColorType.FOREGROUND || type == ColorType.TEXT_FOREGROUND)){ return getColorForState(context, type); } But I could not figure out how to set a disabled color for a JLabel Thanks for your help!

    Read the article

  • Java: Tracking a user login session - Session EJBs vs HTTPSession

    - by bguiz
    If I want to keep track of a conversational state with each client using my web application, which is the better alternative - a Session Bean or a HTTP Session - to use? Using HTTP Session: //request is a variable of the class javax.servlet.http.HttpServletRequest //UserState is a POJO HttpSession session = request.getSession(true); UserState state = (UserState)(session.getAttribute("UserState")); if (state == null) { //create default value .. } String uid = state.getUID(); //now do things with the user id Using Session EJB: In the implementation of ServletContextListener registered as a Web Application Listener in WEB-INF/web.xml: //UserState NOT a POJO this this time, it is //the interface of the UserStateBean Stateful Session EJB @EJB private UserState userStateBean; public void contextInitialized(ServletContextEvent sce) { ServletContext servletContext = sce.getServletContext(); servletContext.setAttribute("UserState", userStateBean); ... In a JSP: public void jspInit() { UserState state = (UserState)(getServletContext().getAttribute("UserState")); ... } Elsewhere in the body of the same JSP: String uid = state.getUID(); //now do things with the user id It seems to me that the they are almost the same, with the main difference being that the UserState instance is being transported in the HttpRequest.HttpSession in the former, and in a ServletContext in the case of the latter. Which of the two methods is more robust, and why?

    Read the article

  • How to "wrap" implementation in C#

    - by igor
    Hello, I have these classes in C# (.NET Framework 3.5) described below: public class Base { public int State {get; set;} public virtual int Method1(){} public virtual string Method2(){} ... public virtual void Method10(){} } public class B: Base { // some implementation } public class Proxy: Base { private B _b; public class Proxy(B b) { _b = b; } public override int Method1() { if (State == Running) return _b.Method1(); else return base.Method1(); } public override string Method2() { if (State == Running) return _b.Method2(); else return base.Method2(); } public override void Method10() { if (State == Running) _b.Method10(); else base.Method10(); } } I want to get something this: public Base GetStateDependentImplementation() { if (State == Running) // may be some other rule return _b; else return base; // compile error } and my Proxy's implementation will be: public class Proxy: Base { ... public override int Method1() { return GetStateDependentImplementation().Method1(); } public override string Method2() { return GetStateDependentImplementation().Method2(); } ... } Of course, I can do this (aggregation of base implementation): public RepeaterOfBase: Base // no any overrides, just inheritance { } public class Proxy: Base { private B _b; private RepeaterOfBase _Base; public class Proxy(B b, RepeaterOfBase aBase) { _b = b; _base = aBase; } } ... public Base GetStateDependentImplementation() { if (State == Running) return _b; else return _Base; } ... But instance of Base class is very huge and I have to avoid to have other additional copy in memory. So I have to simplify my code have to "wrap" implementation have to avoid a code duplication have to avoid aggregation of any additional instance of Base class (duplication) Is it possible to reach these goals?

    Read the article

  • What's the *right* way to handle a POST in FP?

    - by Malvolio
    I'm just getting started with FP and I'm using Scala, which may not be the best way, since I can always fall back to an imperative style if the going gets tough. I'd just rather not. I've got a very specific question that points to a broader lacuna in my understanding of FP. When a web application is processing a GET request, the user wants information that already exists on the web-site. The application only has to process and format the data in some way. The FB way is clear. When a web application is processing a POST request, the user wants change the information held on the site. True, the information is not typically held in application variables, it's in a database or a flat-file, but still, I get the feeling I'm not grokking FP properly. Is there a pattern for handling updates to static data in an FP language? My vague picture of this is that the application is handed the request and the then-current site state. The application does its thing and returns the new site-state. If the current site-state hasn't changed since the application started, the new state becomes the current state and the reply is sent back to the browser (this is my dim image of Clojure's style); if the current state has been changed (by another thread, well, something else happens ...

    Read the article

  • database table design

    - by e.b.white
    I design the tables as below for the system which looks like a package delivering system For example, after user received the package, postman should record in system, and the state(history table) is "delivered",and operator is this postman, the current state(state table) is of course "delivered" history table: +---------------+--------------------------+ | Field | Desc | +---------------+--------------------------+ | id | PRIMARY KEY | +---------------+--------------------------+ | package_id | package_tacking_id | +---------------+--------------------------+ | state | package_state | +---------------+--------------------------+ | operators | operators | +---------------+--------------------------+ | create_time| create_time | +---------------+--------------------------+ state table: +---------------+--------------------------+ | Field | Desc | +---------------+--------------------------+ | id | PRIMARY KEY | +---------------+--------------------------+ | package_id | package_tacking_id | +---------------+--------------------------+ | state | latest_package_state | +---------------+--------------------------+ Above is just the basic information to record, some other information( like invoice, destination,...) should be recored as well. But there are different service types like s1 and s2, for s1 it is not needed to record invoice but s1 need, and maybe s1 need some other information to record (like the tel of end user). After all, at delivering way stations there are additional information to record, and for different service type the information type is different. My question is: 1. For different service type, shall I need to declare different tables(option A) or just one big table which can record all information for all types(option B)? 2. If option A, since the basic information above is MUST, how can prevent from declaring there duplicate fields in different tables?

    Read the article

  • naming a function that exhibits "set if not equal" behavior

    - by Chris Sears
    This might be an odd question, but I'm looking for a word to use in a function name. I'm normally good at coming up with succinct, meaningful function names, but this one has me stumped so I thought I'd appeal for help. The function will take some desired state as an argument and compare it to the current state. If no change is needed, the function will exit normally without doing anything. Otherwise, the function will take some action to achieve the desired state. For example, if wanted to make sure the front door was closed, i might say: my_house.<something>_front_door('closed') What word or term should use in place of the something? I'd like it to be short, readable, and minimize the astonishment factor. A couple clarifying points... I would want someone calling the function to intuitively know they didn't need to wrap the function an 'if' that checks the current state. For example, this would be bad: if my_house.front_door_is_open(): my_house.<something>_front_door('closed') Also, they should know that the function won't throw an exception if the desired state matches the current state. So this should never happen: try: my_house.<something>_front_door('closed') except DoorWasAlreadyClosedException: pass Here are some options I've considered: my_house.set_front_door('closed') my_house.setne_front_door('closed') # ne=not equal, from the setne x86 instruction my_house.ensure_front_door('closed') my_house.configure_front_door('closed') my_house.update_front_door('closed') my_house.make_front_door('closed') my_house.remediate_front_door('closed') And I'm open to other forms, but most I've thought of don't improve readability. Such as... my_house.ensure_front_door_is('closed') my_house.conditionally_update_front_door('closed') my_house.change_front_door_if_needed('closed') Thanks for any input!

    Read the article

  • Flash Builder 4 "includeIn" property causing design view error

    - by Chris
    I am creating a custom TextInput component that will define an "error" state. I have extended the TextInput class to change the state to "error" if the errorString property's length is greater than 0. In the skin class, I have defined an "error" state, and added some logic to detect the size and position of the error icon. However, if I have this code at the same time I use the "includeIn" property in the bitmap image tag, I get a design view error. If I either A) Only include that code with no "includeIn" property set, it works or B) dont include the code to set the icon size and position and only use the "includeIn" property, it works. Any ideas what could be causing the design view problem when I use both the "includeIn" property and the icon size/position code at the same time? TextInput Class: package classes { import spark.components.TextInput; public class TextInput extends spark.components.TextInput { [SkinState("error")]; public function TextInput() { super(); } override public function set errorString( value:String ):void { super.errorString = value; invalidateSkinState(); } override protected function getCurrentSkinState():String { if (errorString.length>0) { return "error"; } return super.getCurrentSkinState(); } } } TextInput Skin File: override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void { //THIS IS THE CODE THAT SEEMS TO BE CAUSING THE PROBLEM if(getStyle("iconSize") == "large") { errorIcon.right = -12; errorIcon.source = new errorIconLg(); } else { errorIcon.right = -5; errorIcon.source = new errorIconSm(); } super.updateDisplayList(unscaledWidth, unscaledHeight); } </fx:Script> <s:states> <s:State name="normal"/> <s:State name="disabled"/> <s:State name="error"/> </s:states> //If I remove the problem code above or if I take out the includeIn //property here, it works <s:BitmapImage id="errorIcon" verticalCenter="0" includeIn="error" /> </s:SparkSkin>

    Read the article

  • jquery-ui drag and drop - how to dropped items?

    - by user246114
    Hi, I'm trying to use jquery-ui. I am using one of the drag and drop examples which is pretty much exactly what I need, except instead of moving items between the two lists, I'd like the items to be cloned: http://jqueryui.com/demos/sortable/#connect-lists $(function() { $("#sortable1, #sortable2").sortable({ connectWith: '.connectedSortable' }).disableSelection(); }); <ul id="sortable1" class="connectedSortable"> <li class="ui-state-default">Item 1</li> <li class="ui-state-default">Item 2</li> <li class="ui-state-default">Item 3</li> </ul> <ul id="sortable2" class="connectedSortable"> <li class="ui-state-default">Item 1</li> <li class="ui-state-default">Item 2</li> <li class="ui-state-default">Item 3</li> </ul> so moving an item from the first list to the second list results in list 1 have 2 items, and list 2 having 4 items. I just want it to make clones of the items on the drop. So in the above example, list 1 would still have 3 items, but list 2 would have 4 items, Thank you

    Read the article

  • The Importance of a Security Assessment - by Michael Terra, Oracle

    - by Darin Pendergraft
    Today's Blog was written by Michael Terra, who was the Subject Matter Expert for the recently announced Oracle Online Security Assessment. You can take the Online Assessment here: Take the Online Assessment Over the past decade, IT Security has become a recognized and respected Business discipline.  Several factors have contributed to IT Security becoming a core business and organizational enabler including, but not limited to, increased external threats and increased regulatory pressure. Security is also viewed as a key enabler for strategic corporate activities such as mergers and acquisitions.Now, the challenge for senior security professionals is to develop an ongoing dialogue within their organizations about the importance of information security and how it can impact their organization's strategic objectives/mission. The importance of conducting regular “Security Assessments” across the IT and physical infrastructure has become increasingly important. Security standards and frameworks, such as the international standard ISO 27001, are increasingly being adopted by organizations and their business partners as proof of their security posture and “Security Assessments” are a great way to ensure a continued alignment to these frameworks.Oracle offers a number of different security assessment covering a broad range of technologies. Some of these are short engagements conducted for free with our strategic customers and partners. Others are longer term paid engagements delivered by Oracle Consulting Services or one of our partners. The goal of a security assessment, (also known as a security audit or security review), is to ensure that necessary security controls are integrated into the design and implementation of a project, application or technology.  A properly completed security assessment should provide documentation outlining any security gaps that exist in an infrastructure and the associated risks for those gaps. With that knowledge, an organization can choose to either mitigate, transfer, avoid or accept the risk. One example of an Oracle offering is a Security Readiness Assessment:The Oracle Security Readiness Assessment is a practical security architecture review focused on aligning an organization’s enterprise security architecture to their business principals and strategic objectives. The service will establish a multi-phase security architecture roadmap focused on supporting new and existing business initiatives.Offering OverviewThe Security Readiness Assessment will: Define an organization’s current security posture and provide a roadmap to a desired future state architecture by mapping  security solutions to business goals Incorporate commonly accepted security architecture concepts to streamline an organization’s security vision from strategy to implementation Define the people, process and technology implications of the desired future state architecture The objective is to deliver cohesive, best practice security architectures spanning multiple domains that are unique and specific to the context of your organization. Offering DetailsThe Oracle Security Readiness Assessment is a multi-stage process with a dedicated Oracle Security team supporting your organization.  During the course of this free engagement, the team will focus on the following: Review your current business operating model and supporting IT security structures and processes Partner with your organization to establish a future state security architecture leveraging Oracle’s reference architectures, capability maps, and best practices Provide guidance and recommendations on governance practices for the rollout and adoption of your future state security architecture Create an initial business case for the adoption of the future state security architecture If you are interested in finding out more, ask your Sales Consultant or Account Manager for details.

    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

  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

    Read the article

  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

    Read the article

  • Programming Language, Turing Completeness and Turing Machine

    - by Amumu
    A programming language is said to be Turing Completeness if it can successfully simulate a universal TM. Let's take functional programming language for example. In functional programming, function has highest priority over anything. You can pass functions around like any primitives or objects. This is called first class function. In functional programming, your function does not produce side effect i.e. output strings onto screen, change the state of variables outside of its scope. Each function has a copy of its own objects if the objects are passed from the outside, and the copied objects are returned once the function finishes its job. Each function written purely in functional style is completely independent to anything outside of it. Thus, the complexity of the overall system is reduced. This is referred as referential transparency. In functional programming, each function can have its local variables kept its values even after the function exits. This is done by the garbage collector. The value can be reused the next time the function is called again. This is called memoization. A function usually should solve only one thing. It should model only one algorithm to answer a problem. Do you think that a function in a functional language with above properties simulate a Turing Machines? Functions (= algorithms = Turing Machines) are able to be passed around as input and returned as output. TM also accepts and simulate other TMs Memoization models the set of states of a Turing Machine. The memorized variables can be used to determine states of a TM (i.e. which lines to execute, what behavior should it take in a give state ...). Also, you can use memoization to simulate your internal tape storage. In language like C/C++, when a function exits, you lose all of its internal data (unless you store it elsewhere outside of its scope). The set of symbols are the set of all strings in a programming language, which is the higher level and human-readable version of machine code (opcode) Start state is the beginning of the function. However, with memoization, start state can be determined by memoization or if you want, switch/if-else statement in imperative programming language. But then, you can't Final accepting state when the function returns a value, or rejects if an exception happens. Thus, the function (= algorithm = TM) is decidable. Otherwise, it's undecidable. I'm not sure about this. What do you think? Is my thinking true on all of this? The reason I bring function in functional programming because I think it's closer to the idea of TM. What experience with other programming languages do you have which make you feel the idea of TM and the ideas of Computer Science in general? Can you specify how you think?

    Read the article

< Previous Page | 81 82 83 84 85 86 87 88 89 90 91 92  | Next Page >