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Articles indexed in July 2012

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  • How to Install Moodle to subdomain with softaculous via cpanel

    - by Sean
    Hi there i installed moodle to a directory with softaculous as it doesn't allow installing to subdomain, after install I created a subdomain and pointed the destination (of subdomain) to previously created moodle directory, now when I go to the subdomain.example.com it says Incorrect access detected, this server may be accessed only through "http://example.com/moodle" address, sorry. Please notify server administrator. Any suggestions much appreciated! I must be doing something wrong, when installing it was very similar to these instructions

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  • Is Wordpress a good CMS for a Event Site? [closed]

    - by Roland
    I plan on building a gallery/exhibition event site. so Locations are usually always the same an fall into 3 categorys (gallery, offspace, institution). then there is the Exhibition title the date and the participating artists. So I was wondering if Wordpress could handle such a site. it should be very data driving though, so all the information is in a list view on one site and can be ordered and queryed (which artists took part in which exhibitions and so on) Please tell me the cons and pros of using Wordpress for such a site and problems I could run into if I might plan to broaden the scope later on. thanks!

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  • Is Version control with GIT useful to work in small projects fon an individual developer? [closed]

    - by chefnelone
    I work as website developer. I develop with Drupal CSM. I have a drupal base installation which has some settings which are sort of default for all my proyects. This drupal installation is my drupal-base folder Every time I start a new project I just duplicate the `drupal-base- folder and start coding the new features I need for the new proyect. The problem is that sometimes I work in more than one projects at the same time and I get a new feature in one of the project that I'd like to commit to my drupal base installation and also to the other projects. Then keeping the sync of all this is nightmare. I thought that Version Control with GIT could help me with this and I went into a tutorial about it. But now I'm not sure if this will be usefull for me. Then my question is: I think that GIT is just usefull for big projects where a team is working all together in the same files. But it is not usefull to work in small and individual projects. Am I right?

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  • What is recommended minimum object size for gzip benefits?

    - by utt73
    I'm working on improving page speed display times, and one of the methods is to gzip content from the webserver. Google recommends: Note that gzipping is only beneficial for larger resources. Due to the overhead and latency of compression and decompression, you should only gzip files above a certain size threshold; we recommend a minimum range between 150 and 1000 bytes. Gzipping files below 150 bytes can actually make them larger. We serve our content through Akamai, using their network for a proxy and CDN. What they've told me: Following up on your question regarding what is the minimum size Akamai will compress the requested object when sending it to the end user: The minimum size is 860 bytes. My reply: What is the reason(s) for why Akamai's minimum size is 860 bytes? And why, for example, is this not the case for files Akamai serves for facebook? (see below) Google recommends to gzip more agressively. And that seems appropriate on our site where the most frequent hits, by far, are AJAX calls that are <860 bytes. Akamai's response: The reasons 860 bytes is the minimum size for compression is twofold: (1) The overhead of compressing an object under 860 bytes outweighs performance gain. (2) Objects under 860 bytes can be transmitted via a single packet anyway, so there isn't a compelling reason to compress them. So I'm here for some fact checking. Is the 860 byte limit due to packet size the end of this reasoning? Why would high traffic sites push this lower/closer to the 150 byte limit... just to save on bandwidth costs, or is there a performance gain in doing so?

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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  • Scene transitions

    - by Mars
    It's my first time working with actual scenes/states, aka DrawableGameComponents, which work separate from one another. I'm now wondering what's the best way to make transitions between them, and how to affect them from other scenes. Lets say I wanted to "push" one screen to the right, with another one coming in at the same time. Naturally I'd have to keep drawing both, until the transition is complete. And I'd have to adjust the coordinates I'm drawing at while doing it. Is there a way around specifically handling this special case in every single scene? Or of I wanted to fade one into the other. Basically the question stays the same, how would you do that without having to handle it in every single scene? While writing this I'm realizing it will be the same thing for all kinds of transitions. Maybe a central Draw method in the manager could be a solution, where parameters and effects are applied when necessary. But this wouldn't work if objects that are drawn have their own method, and aren't drawn within the scene, or if an effect has to be applied to the whole scene. That means, maybe scenes have to be drawn to their own rendertarget? That way one call to the base class after the normal drawing could be enough, to apply the effects, while drawing it to the main render target. But I once heard there are problems when switching from target to target, back and forth. So is that even a viable option? As you can see, I have some basic ideas how it might work... but nothing specific. I'd like to learn what's the common way to achieve such things, a general way to apply all kinds of transitions.

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  • How to generate portal zones?

    - by Meow
    I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly. Is there any way my editor can generate portal zones automatically with the user having to set the portals themselves only? For example, the Max Payne 1/2 engine ("Max-FX") only required to set the portal quads, unlike the C4 engine where you also have to explicitly set the portal zones.

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  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • Mobile game production workflow using Html5 and visual studio

    - by Mihalis Bagos
    I want to know of any framework, that lets you build/test applications inside Visual Studio using Html5/JS. We need to be able to have an emulator (like the one on android sdk) for as many devices as possible, and we need to be able to run the application with as few steps as possible (using the "RUN" command in visual studio is no1 choice). Also, this extends to build and deployment to app stores. Is there a way to circumvent the cloud services and build locally? I am at a loss of the plethora of tools and technologies available for game design using Html5. However, I really don't like the way implementations try to get you to rely on their cloud services, so services like appmobi are at the bottom of the favored list.

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  • C++ and SDL Trouble Creating a STL Vector of a Game Object

    - by Jackson Blades
    I am trying to create a Space Invaders clone using C++ and SDL. The problem I am having is in trying to create Waves of Enemies. I am trying to model this by making my Waves a vector of 8 Enemy objects. My Enemy constructor takes two arguments, an x and y offset. My Wave constructor also takes two arguments, an x and y offset. What I am trying to do is have my Wave constructor initialize a vector of Enemies, and have each enemy given a different x offset so that they are spaced out appropriately. Enemy::Enemy(int x, int y) { box.x = x; box.y = y; box.w = ENEMY_WIDTH; box.h = ENEMY_HEIGHT; xVel = ENEMY_WIDTH / 2; } Wave::Wave(int x, int y) { box.x = x; box.y = y; box.w = WAVE_WIDTH; box.y = WAVE_HEIGHT; xVel = (-1)*ENEMY_WIDTH; yVel = 0; std::vector<Enemy> enemyWave; for (int i = 0; i < enemyWave.size(); i++) { Enemy temp(box.x + ((ENEMY_WIDTH + 16) * i), box.y); enemyWave.push_back(temp); } } I guess what I am asking is if there is a cleaner, more elegant way to do this sort of initialization with vectors, or if this is right at all. Any help is greatly appreciated.

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  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • Math major as a viable degree

    - by Zak O'Keefe
    While I realize there are many topics about CS vs software engineering vs game school programs, I haven't found anything relating to whether pure math degrees (with CS minor and electives) would also be a viable program. By this I mean: Would having a math major, CS minor put one at competitive disadvantage as compared to a pure CS program? This relates specifically to game engine programming, more on the graphics side. Background (for those who care): Currently a math major, CS minor at school and looking to land a career doing graphics engine programming. Admittedly, I love math and if at all possible would like to stay my current program as long as it doesn't put me at a competitive disadvantage trying to land a job post-graduation. That being said, I'm strong in the traditional C/C++ languages, strong concurrent programming skills, and currently produce self-made games for iOS. As an employer, how badly is the math major hurting me? Just want to get some advice from people already in the field!

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  • Implementing a FSM with ActionScript 2 without using classes?

    - by Up2u
    I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has an A.I., the A.I. has 3 states: distanceCheck, ChaseTarget, and Hit the target. It's an FPS game and played via mouse. I have created the A.I. successfully, but I want to convert it to FSM method... My first state is CheckDistanceState() and in that function I look for the nearest target and trigger the function ChaseState(), there I insert the Hit() function to destroy the enemy, The 3 functions that I created are being called in AI_cursor.onEnterframe. Is there any chance to implement an FSM without the need to create a class? From what I've read before, you have to create a class. I prefer to write the code on frames in flash and I still don't understand how to have external classes.

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  • How can I make a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

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  • 3D/perspective Top down shooter bullet issues

    - by Tseng
    I'm developing a top-down shooter with multiple levels (ground for ground units, middle level for buildings, top level for air unity). The problem is the collision. Though I can make the collider box of a bullet be long enough to reach the ground (and collide with it), the real issue is optical. When the bullet is fired from a aircraft and collides with some object on the ground (building, ground unit) it will be optically offset due to the perspective camera, because it looks like the shot "by-passed" the target as seen below Is there any way to make the bullets collide perspectively correct? I'm using Unity3d Engine and it offers only simple colliders (box, sphere, cylinder, mesh and wheel), though I don't think a cone-formed collider would solve this issue. I'd need a (cheap) way to check if it's overlapping a destructible object? I thought of casting a ray from the camera through the bullet and if it hits something destructible, trigger an action, but that's quite punctual and maybe to performance heavy on certain number of bullets

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  • Targeting row when responding with js rails

    - by berto77
    I have an application where a user can vote on reviews. They can vote up or down. Now when there's a listing of reviews, I have a problem targeting the review the user voted on. I'm using a respon_to block in my rails controller and responding with js. So for instance, I have a vote_up method, and a vote_up.js.erb template. in that template, I have the following: var id = $('article.comment').attr('id').split('_')[1]; alert("id: " + id); $('.votecomment_' + id).find('.score').html("<%= @review2.vote_total %>"); I'm just alerting the id. The problem is that the id always returns the value of the first review found on the page. How can I pass the context aka this, to javascript, so I can figure out which review to target?

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  • Jquery: Setting permanent height to an specific tab & resize plugin

    - by charlieCodex
    I am working with jquery sliding tabs. I have found a resize plugin that helps the tabs adjust to expanding content. The only thing is that i want to set a permanent height to tab 1(st_content_1). The code i have below works but it is a bit faulty. Should place in the function if statements? Check for the height of the first tab and then set it? Or a any better solution? You can check my EXAMPLE. Jquery $('.st_tab_view').resize(function() { var height = 250 $('div#st_content_1').css('height', height+'px'); var $this = $(this); $this.closest('.st_view').css('height', $this.height()); });

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  • twitter bootstrap collapsable nav menu

    - by clifgray
    I am using twitter bootstrap on my web app to do all of the styling and everything is great for the most part. The problem is that my nav bar, once collapsed, will not drop down when I click the dropdown icon. I have listed my HTML but I think the problem is with my javascript seeing as this fiddle with the exact same code: http://jsfiddle.net/YWUmb/30/ works just fine. <div class="navbar navbar-fixed-top"> <div class="navbar-inner"> <div class="container"> <a class="btn btn-navbar" data-toggle="collapse" data-target=".nav-collapse"> <span class="icon-bar"></span> <span class="icon-bar"></span> <span class="icon-bar"></span> </a> <a class="brand" href="/">Exployre</a> <div class="nav-collapse"> <ul class="nav"> <li><a href="/">Home</a></li> <li><a href="/profile">Profile</a></li> <li><a href="/sponsors">Sponsors</a></li> <li><a href="/working">Exployrers</a></li> <li><a href="/about">About</a></li> <li><a href="/share">Share</a></li> <li> {% if user %} User: {{ user }}<br> <a href="{{ logout }}">Logout</a> {% else %} <a href="/login">Signin or Register</a> {% endif %} <li> <a href="/profile"> {% if visits %} {% if visits > 10 %} Prestige: {{ visits }} {% elif visits > 5 %} {% endif %} {% endif %} </a> </li> <li> <form action="/search" class="navbar-search"> <div> <input type="text" placeholder="Search" class="search-query" name="q" size="55"/> </div> </form> <script type="text/javascript" src="http://www.google.com/coop/cse/brand?form=cse-search-box&amp;lang=en"></script> </li> </ul> </div><!--/.nav-collapse --> </div> </div> </div> <script type="text/javascript" src="/static/js/bootstrap.js"></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script> Is there anything wrong with my source code links or anything additional that I need to do to make it work?

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  • Failure in Yahoo Authentication in Android

    - by Jayson Tamayo
    I'm trying to integrate Yahoo into my application. I want them to login using their Yahoo accounts because I will be needing their names later in the application. But whenever I request for a token, I receive the following errors: getRequestToken() Exception: oauth.signpost.exception.OAuthCommunicationException: Communication with the service provider failed: Service provider responded in error: 400 (Bad Request) Here is my code (Request_Token_Activity.java): import oauth.signpost.OAuth; import oauth.signpost.OAuthConsumer; import oauth.signpost.OAuthProvider; import oauth.signpost.commonshttp.CommonsHttpOAuthConsumer; import oauth.signpost.commonshttp.CommonsHttpOAuthProvider; import oauth.signpost.signature.HmacSha1MessageSigner; import android.app.Activity; import android.content.Intent; import android.content.SharedPreferences; import android.content.SharedPreferences.Editor; import android.net.Uri; import android.os.Bundle; import android.preference.PreferenceManager; import android.util.Log; public class Request_Token_Activity extends Activity { private OAuthConsumer consumer; private OAuthProvider provider; private SharedPreferences prefs; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); try { consumer = new CommonsHttpOAuthConsumer("my consumer key", "my consumer secret"); consumer.setMessageSigner(new HmacSha1MessageSigner()); provider = new CommonsHttpOAuthProvider( "http://api.login.yahoo.com/oauth/v2/get_request_token", "http://api.login.yahoo.com/oauth/v2/get_token", "http://api.login.yahoo.com/oauth/v2/request_auth"); } catch (Exception e) { Log.e("", "onCreate Exception: " + e.toString()); } getRequestToken(); } private void getRequestToken() { try { String url = provider.retrieveRequestToken(consumer, "yahooapi://callback"); Log.i("", "Yahoo URL: " + url); Intent intent = new Intent(Intent.ACTION_VIEW, Uri.parse(url)).setFlags(Intent.FLAG_ACTIVITY_SINGLE_TOP | Intent.FLAG_ACTIVITY_NO_HISTORY | Intent.FLAG_FROM_BACKGROUND); this.startActivity(intent); } catch (Exception e) { Log.i("", "getRequestToken() Exception: " + e.toString()); } } @Override public void onNewIntent(Intent intent) { super.onNewIntent(intent); prefs = PreferenceManager.getDefaultSharedPreferences(this); final Uri uri = intent.getData(); if (uri != null && uri.getScheme().equals("yahooapi")) { getAccessToken(uri); } } private void getAccessToken(Uri uri) { final String oauth_verifier = uri.getQueryParameter(OAuth.OAUTH_VERIFIER); try { provider.retrieveAccessToken(consumer, oauth_verifier); final Editor edit = prefs.edit(); edit.putString("YAHOO_OAUTH_TOKEN", consumer.getToken()); edit.putString("YAHOO_OAUTH_TOKEN_SECRET", consumer.getTokenSecret()); edit.commit(); String token = prefs.getString("YAHOO_OAUTH_TOKEN", ""); String secret = prefs.getString("YAHOO_OAUTH_TOKEN_SECRET", ""); consumer.setTokenWithSecret(token, secret); Log.i("", "Yahoo OAuth Token: " + token); Log.i("", "Yahoo OAuth Token Secret: " + token); } catch (Exception e) { Log.i("", "getAccessToken Exception: " + e.toString()); } } } And this is a snapshot of my AndroidManifest.xml: <activity android:name="Request_Token_Activity" android:launchMode="singleTask"> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> <category android:name="android.intent.category.BROWSABLE" /> <data android:scheme="yahooapi" android:host="callback" /> </intent-filter> </activity> I have set-up my Yahoo Project as a Web Application and put Read and Write access to Social and Contacts. What am I doing wrong?

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  • How to generalize a method call in Java (to avoid code duplication)

    - by dln385
    I have a process that needs to call a method and return its value. However, there are several different methods that this process may need to call, depending on the situation. If I could pass the method and its arguments to the process (like in Python), then this would be no problem. However, I don't know of any way to do this in Java. Here's a concrete example. (This example uses Apache ZooKeeper, but you don't need to know anything about ZooKeeper to understand the example.) The ZooKeeper object has several methods that will fail if the network goes down. In this case, I always want to retry the method. To make this easy, I made a "BetterZooKeeper" class that inherits the ZooKeeper class, and all of its methods automatically retry on failure. This is what the code looked like: public class BetterZooKeeper extends ZooKeeper { private void waitForReconnect() { // logic } @Override public Stat exists(String path, Watcher watcher) { while (true) { try { return super.exists(path, watcher); } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } @Override public byte[] getData(String path, boolean watch, Stat stat) { while (true) { try { return super.getData(path, watch, stat); } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } @Override public void delete(String path, int version) { while (true) { try { super.delete(path, version); return; } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } } (In the actual program there is much more logic and many more methods that I took out of the example for simplicity.) We can see that I'm using the same retry logic, but the arguments, method call, and return type are all different for each of the methods. Here's what I did to eliminate the duplication of code: public class BetterZooKeeper extends ZooKeeper { private void waitForReconnect() { // logic } @Override public Stat exists(final String path, final Watcher watcher) { return new RetryableZooKeeperAction<Stat>() { @Override public Stat action() { return BetterZooKeeper.super.exists(path, watcher); } }.run(); } @Override public byte[] getData(final String path, final boolean watch, final Stat stat) { return new RetryableZooKeeperAction<byte[]>() { @Override public byte[] action() { return BetterZooKeeper.super.getData(path, watch, stat); } }.run(); } @Override public void delete(final String path, final int version) { new RetryableZooKeeperAction<Object>() { @Override public Object action() { BetterZooKeeper.super.delete(path, version); return null; } }.run(); return; } private abstract class RetryableZooKeeperAction<T> { public abstract T action(); public final T run() { while (true) { try { return action(); } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } } } The RetryableZooKeeperAction is parameterized with the return type of the function. The run() method holds the retry logic, and the action() method is a placeholder for whichever ZooKeeper method needs to be run. Each of the public methods of BetterZooKeeper instantiates an anonymous inner class that is a subclass of the RetryableZooKeeperAction inner class, and it overrides the action() method. The local variables are (strangely enough) implicitly passed to the action() method, which is possible because they are final. In the end, this approach does work and it does eliminate the duplication of the retry logic. However, it has two major drawbacks: (1) it creates a new object every time a method is called, and (2) it's ugly and hardly readable. Also I had to workaround the 'delete' method which has a void return value. So, here is my question: is there a better way to do this in Java? This can't be a totally uncommon task, and other languages (like Python) make it easier by allowing methods to be passed. I suspect there might be a way to do this through reflection, but I haven't been able to wrap my head around it.

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  • PHP transfer files from server to server in LAN

    - by cheapez
    So, I have 5-6 pages of requirements. I'm trying to build this application in PHP based on the requirements. I want to transfer files from one server to the other server in LAN, and then send a shell command to the other server to find out if the file has been transferred successfully. In php, I can transfer files using FTP, and send shell commands using SSH. Using the methods above, I will need to open connection to the server first, but I don't know the ftp server name, domain name, ip address, or anything like that. I only know the the server ID (I'm not sure what this ID is, but I guess it is like the computer's name). An example of the server ID is: "c23bap234" How do I open a connection with just that server ID? These servers are in the same building, have LAN connection, don't have connection to the outside world. These machines have PHP, Apache, ... installed. If my post doesn't make sense to you, it's because I'm a learner. I hope someone can help me on this. Thanks in advance.

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  • Android: Cannot get the httpPost params but can get the httpGet from php

    - by jjLin
    Here is my android code to send request: // defaultHttpClient DefaultHttpClient httpClient = new DefaultHttpClient(); HttpPost httpPost = new HttpPost(serverUrl); List<NameValuePair> params = new ArrayList<NameValuePair>(); params.add(new BasicNameValuePair("abc", "abc2")); httpPost.setEntity(new UrlEncodedFormEntity(params)); HttpResponse httpResponse = httpClient.execute(httpPost); HttpEntity httpEntity = httpResponse.getEntity(); InputStream is = null; is = httpEntity.getContent(); BufferedReader reader = new BufferedReader(new InputStreamReader( is, "UTF-8"), 8); StringBuilder sb = new StringBuilder(); String line = null; while ((line = reader.readLine()) != null) { sb.append(line + "\n"); } is.close(); String json = ""; json = sb.toString(); Log.d("JSON", "JSON is:" + json); and here is my php code to get the request: <?php echo $_POST['abc']; ?> When I run the application, the string json is nothing. I expect to get JSON is:abc2 Then I change the some code, in android part: HttpPost httpPost = new HttpPost(serverUrl); change to: HttpPost httpPost = new HttpPost(serverUrl + "?abc=abc3"); in php part: <?php echo $_GET['abc']; ?> This time, the string json in logcat is JSON is:abc3. It is correct!! I have tried lots of time, but seems cannot send HttpPost request with params. Any one can help me to find out what wrongs with my code??

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  • simplifying a =Mid() equation

    - by JT.
    lets say i want to test if the first letter in cell A1 is an "A" =Mid(A1, 1, 1)="A" Now lets say i want to find out if either the first and fourth letters in cell A1 is an "A" I would of thought you could something like this: =Mid(A1, or(1,4), 1)="A" Instead of having to do this: =IF(MID(A1,1,1)="A",TRUE,IF(MID(A!,4,1)="A",TRUE,FALSE)) Am i on the right track? Could i make the above Formula simpler? If not, why not?

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