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  • iphone dev - loading table content asynchronously

    - by Brian
    My app has a navigation controller which push and pop a series of views. One of the tableViews loads .xml file from URL and it takes 4-5 seconds. If I click the back button on the navigation bar, it will only respond after the content of the table finish loading. Is there an easy way to load the content asynchronously so that the app will still respond to my gesture on the navigation bar? p.s. I search this on the Internet and people are talking about multithreading. I don't know a lot about threads so please be more specific. Thanks in advanced =)

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  • Android app crashes on Async Task

    - by Telmo Vaz
    why is my APP crashing when I invoke the AsyncTask? public class Login extends Activity { String mail; EditText mailIn; Button btSubmit; @Override protected void onCreate(Bundle tokenArg) { super.onCreate(tokenArg); setContentView(R.layout.login); mailIn = (EditText)findViewById(R.id.usermail); btSubmit = (Button)findViewById(R.id.submit); btSubmit.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View thisView) { new LoginProc().execute(); } }); } public class LoginProc extends AsyncTask<String, Void, Void> { @Override protected void onPreExecute() { mailIn = (EditText)findViewById(R.id.usermail); mail = mailIn.getText().toString(); super.onPreExecute(); } @Override protected Void doInBackground(String... params) { Toast.makeText(getApplicationContext(), mail, Toast.LENGTH_SHORT).show(); return null; } } } I'm trying to make the String name get it's value on the preExecute method, but it happens that the app crashes on that point. Even if I take the preExecute and do that on the doInBrackground, it still crashes. What's wrong?

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  • AngularJS directives with async content

    - by SirDavik
    I'm generating a dynamic number of Google Charts tables after receiving the content through an ajax request and I wanted to apply an accordion effect on them. I wanted to know if I could do that with directives (since if I just code render the angular tags they won't get interpreted). I don't need a code example, just a short answer to see if I should learn directives or if I should do it in a different way (I was thinking routeParams). Thanks!

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  • .NET web service call slower when performed asynchronously

    - by joelt
    I have an ASP.NET site, and some pages need to call a web service. I used Visual Studio's "Add Web Reference" to auto-generate classes and methods for the web service. When I call the service synchronously, i.e. objService.MethodName("param1"), a call might take a second or so. When I call it asynchronously, i.e., objService.BeginMethodName("param1", AddressOf MyCallback, Nothing), it typically takes about 6 seconds. When debugging, it appears that the bulk of the time is spent waiting between the completion of the BeginMethodName call and the beginning of MyCallback. Does the thread switching really incur that much overhead? Is there another reason for this?

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  • overriding callbacks avoiding attribute pollution

    - by pygabriel
    I've a class that has some callbacks and its own interface, something like: class Service: def __init__(self): connect("service_resolved", self.service_resolved) def service_resolved(self, a,b c): ''' This function is called when it's triggered service resolved signal and has a lot of parameters''' the connect function is for example the gtkwidget.connect, but I want that this connection is something more general, so I've decided to use a "twisted like" approach: class MyService(Service): def my_on_service_resolved(self, little_param): ''' it's a decorated version of srvice_resolved ''' def service_resolved(self,a,b,c): super(MyService,self).service_resolved(a,b,c) little_param = "something that's obtained from a,b,c" self.my_on_service_resolved(little_param) So I can use MyService by overriding my_on_service_resolved. The problem is the "attributes" pollution. In the real implementation, Service has some attributes that can accidentally be overriden in MyService and those who subclass MyService. How can I avoid attribute pollution? What I've thought is a "wrapper" like approach but I don't know if it's a good solution: class WrapperService(): def __init__(self): self._service = service_resolved # how to override self._service.service_resolved callback? def my_on_service_resolved(self,param): ''' '''

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  • PHP display progress messages on the fly

    - by XaviEsteve
    Hi everyone, I am working in a tool in PHP that processes a lot of data and takes a while to finish. I would like to keep the user updated with what is going on and the current task processed. What is in your opinion the best way to do it? I've got some ideas but can't decide for the most effective one: The old way: execute a small part of the script and display a page to the user with a Meta Redirect or a JavaScript timer to send a request to continue the script (like /script.php?step=2). Sending AJAX requests constantly to read a server file that PHP keeps updating through fwrite(). Same as above but PHP updates a field in the database instead of saving a file. Does any of those sound good? Any ideas? Thanks!

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  • Does BeginReceive() get everything sent by BeginSend()?

    - by IVlad
    I'm writing a program that will have both a server side and a client side, and the client side will connect to a server hosted by the same program (but by another instance of it, and usually on another machine). So basically, I have control over both aspects of the protocol. I am using BeginReceive() and BeginSend() on both sides to send and receive data. My question is if these two statements are true: Using a call to BeginReceive() will give me the entire data that was sent by a single call to BeginSend() on the other end when the callback function is called. Using a call to BeginSend() will send the entire data I pass it to the other end, and it will all be received by a single call to BeginReceive() on the other end. The two are basically the same in fact. If the answer is no, which I'm guessing is the case based on what I've read about sockets, what is the best way to handle commands? I'm writing a game that will have commands such as PUT X Y. I was thinking of appending a special character (# for example) to the end of each command, and each time I receive data, I append it to a buffer, then parse it only after I encounter a #.

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  • Linux signals with extra information parameter

    - by Tester
    I was to have some extra information in the callback to sa_sigaction handler, it does not seems possible. So I was wondering if you could suggest me alternatives. Basic requirements: Function A raises an signal/event with a pointer to a struct Handler function tackles the event. The handler function would only be called on an event and a loop to wait for the event, as in select() , is undesirable. TIA

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  • SLRequest return nil before block complete

    - by jaytr0n
    I'm having a little trouble thinking through this and deciding if it's a design flaw on my behalf or if I'm missing a piece that could make this work. Basically I'm using the new SLRequest to make a Twitter API call. After the data is returned, I'd like to put it into an object and return that object: -(AUDSlide *) getFollowerSlide { SLRequest *getRequest = [SLRequest requestForServiceType:SLServiceTypeTwitter requestMethod:SLRequestMethodGET URL:[NSURL URLWithString:[NSString stringWithFormat:@"https://api.twitter.com/1.1/followers/ids.json?user_id=%@", [[self.twitterAccount valueForKey:@"properties"] valueForKey:@"user_id"]]] parameters:nil]; getRequest.account = twitterAccount; AUDSlide *slide = [[AUDSlide alloc] init]; [getRequest performRequestWithHandler:^(NSData *responseData, NSHTTPURLResponse *urlResponse, NSError *error) { if ([urlResponse statusCode] == 200) { NSError *jsonError = nil; NSDictionary *list = [NSJSONSerialization JSONObjectWithData:responseData options:0 error:&jsonError]; NSLog(@"Number of Followers: %u", [[list objectForKey:@"ids"] count]); slide.title = @"Followers"; slide.number = [NSString stringWithFormat:@"%u",[[list objectForKey:@"ids"] count]]; } else{ slide.title = @"Error"; slide.number = [NSString stringWithFormat: @"E%u", [urlResponse statusCode]]; } }]; return slide; } Of course the slide is returned before the call is complete and returns a nil object. So I'm not sure if I should try to force this into a synchronous request (that seems like it could be a bad idea) or rethink the design. Does anyone have any advice?

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  • Exception in C#

    - by user1803513
    I am facing null pointer exception in below code as it is happening very rarely and I tried to debug to replicate the issue but no luck. Can anybody help me what can cause null point exception here. private static void MyTaskCompletedCallback(IAsyncResult res) { var worker = (AsyncErrorDelegate)((AsyncResult)res).AsyncDelegate; var async = (AsyncOperation)asyncResult.AsyncState; worker.EndInvoke(res); lock (IsAsyncOpOccuring) { IsBusy = false; } var completedArgs = new AsyncCompletedEventArgs(null, false, null); async.PostOperationCompleted(e => OnTaskCompleted((AsyncCompletedEventArgs)e), completedArgs); } Null Pointer exception is reported at var async = (AsyncOperation)asyncResult.AsyncState;

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  • how to deal with async calls in Ajax 4.0(using jquery?)

    - by dexter
    in my code i have done something like this. $.get('/Home/Module/Submit', { moduleName: ModName, moduleParameters: moduleParameters }, function(result) { $("#" + target).html(result); }); when i put alert in the function(result) {..} it shows html perfectly(both in alert and at the 'target'-on the .aspx page) BUT when i remove the alert.. on the page the 'html' don't appear or appear randomly (this method is called multiple times) i think that the 'result' comes to function asynchronously thats why it is not bind with the respective 'div' however in the last iteration it gets bind every time. can we make process stop until data gets bind? or is there any functionality (like alert) which can make data bind.. without disturbing UI (unlike alert)?

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  • Waiting for thread to finish Python

    - by lunchtime
    Alright, here's my problem. I have a thread that creates another thread in a pool, applies async so I can work with the returned data, which is working GREAT. But I need the current thread to WAIT until the result is returned. Here is the simplified code, as the current script is over 300 lines. I'm sure i've included everything for you to make sense of what I'm attempting: from multiprocessing.pool import ThreadPool import threading pool = ThreadPool(processes=1) class MyStreamer(TwythonStreamer): #[...] def on_success(self, data): #### Everytime data comes in, this is called #[...] #<Pseudocode> if score >= limit if list exists: Do stuff elif list does not exist: #</Pseudocode> dic = [] dic.append([k1, v1]) did = dict(dic) async_result = pool.apply_async(self.list_step, args=(did)) return_val = async_result.get() slug = return_val[0] idd = return_val[1] #[...] def list_step(self, *args): ## CREATE LIST ## RETURN 2 VALUES class threadStream (threading.Thread): def __init__(self, auth): threading.Thread.__init__(self) self.auth = auth def run(self): stream = MyStreamer(auth = auth[0], *auth[0]) stream.statuses.filter(track=auth[1]) t = threadStream(auth=AuthMe) t.start() I receive the results as intended, which is great, but how do I make it so this thread t waits for the async_result to come in?? My problem is everytime new data comes in, it seems that the ## CREATE LIST function is called multiple times if similar data comes in quickly enough. So I'm ending up with many lists of the same name when I have code in place to ensure that a list will never be created if the name already exists. So to reiterate: How do I make this thread wait on the function to complete before accepting new data / continuing. I don't think time.sleep() works because on_success is called when data enters the stream. I don't think Thread.Join() will work either since I have to use a ThreadPool.apply_async to receive the data I need. Is there a hack I can make in the MyStreamer class somehow? I'm kind of at a loss here. Am I over complicating things and can this be simplified to do what I want?

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  • Updating table from async task android

    - by CantChooseUsernames
    I'm following this tutorial: http://huuah.com/android-progress-bar-and-thread-updating/ to learn how to make progress bars. I'm trying to show the progress bar on top of my activity and have it update the activity's table view in the background. So I created an async task for the dialog that takes a callback: package com.lib.bookworm; import android.app.ProgressDialog; import android.content.Context; import android.os.AsyncTask; public class UIThreadProgress extends AsyncTask<Void, Void, Void> { private UIThreadCallback callback = null; private ProgressDialog dialog = null; private int maxValue = 100, incAmount = 1; private Context context = null; public UIThreadProgress(Context context, UIThreadCallback callback) { this.context = context; this.callback = callback; } @Override protected Void doInBackground(Void... args) { while(this.callback.condition()) { this.callback.run(); this.publishProgress(); } return null; } @Override protected void onProgressUpdate(Void... values) { super.onProgressUpdate(values); dialog.incrementProgressBy(incAmount); }; @Override protected void onPreExecute() { super.onPreExecute(); dialog = new ProgressDialog(context); dialog.setCancelable(true); dialog.setMessage("Loading..."); dialog.setProgress(0); dialog.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL); dialog.setMax(maxValue); dialog.show(); } @Override protected void onPostExecute(Void result) { super.onPostExecute(result); if (this.dialog.isShowing()) { this.dialog.dismiss(); } this.callback.onThreadFinish(); } } And in my activity, I do: final String page = htmlPage.substring(start, end).trim(); //Create new instance of the AsyncTask.. new UIThreadProgress(this, new UIThreadCallback() { @Override public void run() { row_id = makeTableRow(row_id, layout, params, matcher); //ADD a row to the table layout. } @Override public void onThreadFinish() { System.out.println("FINISHED!!"); } @Override public boolean condition() { return matcher.find(); } }).execute(); So the above creates an async task to run to update a table layout activity while showing the progress bar that displays how much work has been done.. However, I get an error saying that only the thread that started the activity can update its views. I tried doing: MainActivity.this.runOnUiThread(new Runnable() { @Override public void run() { row_id = makeTableRow(row_id, layout, params, matcher); //ADD a row to the table layout. } } But this gives me synchronization errors.. Any ideas how I can display progress and at the same time update my table in the background? Currently my UI looks like:

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  • how to call async method until get success response?

    - by ppp
    I am making a async method call through a delegate. Delegate pointing to a function is a void function. How can I know that the async function has been executed successfully and if not the again call that function untill I get success response. here my code- BillService bs = new BillService(); PayAdminCommisionDelegate payCom = new PayAdminCommisionDelegate(bs.PaySiteAdminByOrderNo); payCom.BeginInvoke(OrderNo,null,null);

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  • conditional beginReceive

    - by sbenderli
    I am writing a client program that uses Sockets. I would like the client to receive asyncronously UNLESS it is expecting a response, in which case I would like to receive syncronously. My current problem is that because I have to make a call to socket.BeginReceive which waits until there's data on the buffer, the async call always happens prior to the sync call.. How could I temporarily stop BeginReceive from executing? Is there a way to call EndReceive and then once I am done receiving syncronously, I can continue to receive asnycronously?

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  • Check for changes with jquery and a database

    - by Steve
    I am doing a notification system. When a new post is published, users will be notified immediately by an small notification on the screen. I am currently using this: setInterval(function(){ checkForChanges(); }, 2*1000); function checkForChanges(){ $.post("http://"+ document.domain + "/posts/checkForChanges/", function(dat){ if(dat>0){ .... /*create notification*/ } }); } And i was wondering if this is the correct way to do it or not. Because, this is calling a PHP function every 2 seconds and making a query to the database. In case there are no new changes, it won't do anything... Thanks.

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  • AsyncTask not do onPostExecute()

    - by brian
    I write a AsyncTask as below: class Load extends AsyncTask<String, String, String> { @Override protected void onPreExecute() { super.onPreExecute(); } @Override protected String doInBackground(String... aurl) { //do job seconds //stop at here, and does not run onPostExecute } @Override protected void onPostExecute(String unused) { super.onPostExecute(unused); wait = false; new Load().execute(); } } And the other method as below: public void click() { new Load().execute(); while(wait) { ; } } The wait is a global boolean value.

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  • Async run for javascript by using listeners

    - by CharlieShi
    I have two functions, the names are Function3, Function4, Function3 will send request to server side to get jsondata by using ajax, which, however, will take about 3 seconds to complete. Function4 is a common function which will wait for Function3's result and then action. My code puts below: function ajaxRequest(container) { $.ajax({ url: "Home/GetResult", type: "post", success: function (data) { container.append(data.message); } }); } var eventable = { on: function (event, cb) { $(this).on(event, cb); }, trigger: function (event) { $(this).trigger(event); } } var Function3 = { run: function () { var self = this; setTimeout(function () { ajaxRequest($(".container1")); self.trigger('done'); }, 500); } } var Function4 = { run: function () { var self = this; setTimeout(function () { $(".container1").append("Function4 complete"); self.trigger('done'); },500); } } $.extend(Function3, eventable); $.extend(Function4, eventable); Function3.on('done', function (event) { Function4.run(); }); Function4.on('done', function () { $(".container1").append("All done"); }); Function3.run(); but now the problem is, when I start the code , it always show me the result as : first will appear "Function4 complete", then "All done" follows, 3 seconds later, "Function3 complete" will appear. That's out of my expection because my expection is "Function3 complete" comes first, "Function4 complete" comes second and "All done" is expected as the last one. Anyone can help me on this? thx in advice. EDIT: I have included all the functions above now. Also, you can check the js script in JSFIDDER: http://jsfiddle.net/sporto/FYBjc/light/ I have replaced the function in JSFIDDER from a common array push action to ajax request.

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  • OpenGL or OpenGL ES

    - by zxspectrum
    What should I learn? OpenGL 4.1 or OpenGL ES 2.0? I will be developing desktop applications using Qt but I may start developing mobile applications in a few months, too. I don't know anything about 3D, 3D math, etc and I'd rather spend 100 bucks in a good book than 1 week digging websites and going through trial and error. One problem I see with OpenGL 4.1 is as far as I know there is no book yet (the most recent ones are for OpenGL 3.3 or 4.0), while there are books on OpenGL ES 2.0. On the other hand, from my naive point of view, OpenGL 4.1 seems like OpenGL ES 2.0 + additions, so it looks like it would be easier/better to first learn OpenGL ES 2.0, then go for the shader language, etc Please, don't tell me to use NeHe (it's generally agreed it's full of bad/old practices), the Durian tutorial, etc. Thanks

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  • How To Delete Top 100 Rows From SQL Server Tables

    - by Gopinath
    If you want to delete top 100/n records from an SQL Server table, it is very easy with the following query: DELETE FROM MyTable WHERE PK_Column IN(     SELECT TOP 100 PK_Column     FROM MyTable     ORDER BY creation    ) Why Would You Require To Delete Top 100 Records? I often delete a top n records of a table when number of rows in the are too huge. Lets say if I’ve 1000000000 records in a table, deleting 10000 rows at a time in a loop is faster than trying to delete all the 1000000000  at a time. What ever may be reason, if you ever come across a requirement of deleting a bunch of rows at a time, this query will be helpful to you. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Unity: how to apply programmatical changes to the Terrain SplatPrototype?

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • displaying python's autodoc to the user (python 3.3)

    - by Plotinus
    I'm writing a simple command line math game, and I'm using python's autodoc for my math algorithms to help me remember, for example, what a proth number is while i'm writing the algorithm, but later on I'll want to tell that information to the user as well, so they'll know what the answer was. So, for example I have: def is_proth(): """Proth numbers and numbers that fit the formula k×2^n + 1, where k are odd positive integers, and 2^n > k.""" [snip] return proths and then I tried to make a dictionary, like so: definitions = {"proths" : help(is_proth)} But it doesn't work. It prints this when I start the program, one for each item in the dictionary, and then it errors out on one of them that returns a set. And anyway, I don't want it displayed to the user until after they've played the game. Help on function is_proth in module __main__: is_proth() Proth numbers and numbers that fit the formula k×2^n + 1, where k are odd positive integers, and 2^n > k. (END) I understand the purpose of autodoc is more for helping programmers who are calling a function than for generating userdoc, but it seems inefficient to have to type out the definition of what a proth number is twice, once in a comment to help me remember what an algorithm does and then once to tell the user the answer to the game they were playing after they've won or lost.

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  • What popular "best practices" are not always best, and why?

    - by SnOrfus
    "Best practices" are everywhere in our industry. A Google search on "coding best practices" turns up nearly 1.5 million results. The idea seems to bring comfort to many; just follow the instructions, and everything will turn out fine. When I read about a best practice - for example, I just read through several in Clean Code recently - I get nervous. Does this mean that I should always use this practice? Are there conditions attached? Are there situations where it might not be a good practice? How can I know for sure until I've learned more about the problem? Several of the practices mentioned in Clean Code did not sit right with me, but I'm honestly not sure if that's because they're potentially bad, or if that's just my personal bias talking. I do know that many prominent people in the tech industry seem to think that there are no best practices, so at least my nagging doubts place me in good company. The number of best practices I've read about are simply too numerous to list here or ask individual questions about, so I would like to phrase this as a general question: Which coding practices that are popularly labeled as "best practices" can be sub-optimal or even harmful under certain circumstances? What are those circumstances and why do they make the practice a poor one? I would prefer to hear about specific examples and experiences.

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