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  • WCF net.tcp windows service - call duration and calls outstanding increases over time

    - by Brook
    I have a windows service which uses the ServiceHost class to host a WCF Service using the net.tcp binding. I have done some tweaking to the config to throttle sessions as well as number of connections, but it seems that every once in a while my "Calls outstanding" and "Call duration" shoot up and stay up in perfmon. It seems to me I have a leak somewhere, but the code I have is all fairly minimal, I'm relying on ServiceHost to handle the details. Here's how I start my service ServiceHost host = new ServiceHost(type); host.Faulted+=new EventHandler(Faulted); host.Open(); My Faulted event just does the following (more or less, logging etc removed) if (host.State == CommunicationState.Faulted) { host.Abort(); } else { host.Close(); } host = new ServiceHost(type); host.Faulted+=new EventHandler(Faulted); host.Open(); Here's some snippets from my app.config to show some of the things I've tried <runtime> <gcConcurrent enabled="true" /> <generatePublisherEvidence enabled="false" /> </runtime> ......... <behaviors> <serviceBehaviors> <behavior name="Throttled"> <serviceThrottling maxConcurrentCalls="300" maxConcurrentSessions="300" maxConcurrentInstances="300" /> .......... <services> <service name="MyService" behaviorConfiguration="Throttled"> <endpoint address="net.tcp://localhost:49001/MyService" binding="netTcpBinding" bindingConfiguration="Tcp" contract="IMyService"> </endpoint> </service> </services> .......... <netTcpBinding> <binding name="Tcp" openTimeout="00:00:10" closeTimeout="00:00:10" portSharingEnabled="true" receiveTimeout="00:5:00" sendTimeout="00:5:00" hostNameComparisonMode="WeakWildcard" listenBacklog="1000" maxConnections="1000"> <reliableSession enabled="false"/> <security mode="None"/> </binding> </netTcpBinding> .......... <!--for my diagnostics--> <diagnostics performanceCounters="ServiceOnly" wmiProviderEnabled="true" /> There's obviously some resource getting tied up, but I thought I covered everything with my config. I'm only getting about ~150 clients so I don't think I'm coming up against my "300" limit. "Calls per second" stays constant at anywhere from 2-5 calls per second. The service will run for hours and hours with 0-2 "calls outstanding" and very low "call duration" and then eventually it will shoot up to 30 calls oustanding and 20s call duration. Any tips on what might be causing my "calls outstanding" and "call duration" to spike? Where am I leaking? Point me in the right direction?

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  • Multiple viewport problem

    - by PSilo
    I'm setting up so I can switch between either one or four viewports but I got some trouble. In my bottom right viewport I got camera view, the same camera that I can switch to full view on. The other three viewports are working with fixed locations but the bottom right viewport is compressed on the y scale and half of the picture on the x scale is missing. void display(int what) { if(what==5){glViewport(0, 0, w, h); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ca.lookAt();} if(what==1){glViewport(0, 0, w/2, h/2); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(75,15,-5,0,5,-5,0,1,0);} if(what==2){glViewport(w/2, h/2, w, h); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,110,0,20,0,20,1,0,0);} if(what==3){glViewport(w/2, 0, w, h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, float(320) / float(240), 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ca.lookAt();} if(what==4){glViewport(0, h/2, w/2, h); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(185,75,25,0,28,0,0,1,0);} //glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); ////gluLookAt(cos(shared.time) * shared.distance, 10, sin(shared.time) * shared.distance, 0, 0, 0, 0, 1, 0); // Roterar kameran kring origo genom att skapa en ny vymatris varje bildruta ////ca.orbitYaw(0.05); //ca.lookAt(); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); drawScene(); drawCamera(); glutSwapBuffers(); } void viewport(){ glEnable(GL_SCISSOR_TEST); if(!divided_view_port) { glViewport(0, 0, w, h); glScissor(0,0,640,480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 100.0f); display(5); } else { ////////////////////// bottom left - working glViewport(0, 0, w/2, h/2); glScissor(0,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(1); ////////////////////// ////////////////////// top right - working glViewport(w/2, h/2, w, h); glScissor(w/2,h/2,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(2); ////////////////////// ////////////////////// bottom right -working glViewport(w/2, 0, w, h/2); glScissor(w/2,0,w,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(3); //////////////////////// ////////////////////////// top left glViewport(0, h/2, w/2, h); glScissor(0,h/2,w/2,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(4); /////////////////////////// } glDisable(GL_SCISSOR_TEST); glMatrixMode(GL_MODELVIEW); }

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  • TwoWay Binding With ItemsControl

    - by Andrew
    I'm trying to write a user control that has an ItemsControl, the ItemsTemplate of which contains a TextBox that will allow for TwoWay binding. However, I must be making a mistake somewhere in my code, because the binding only appears to work as if Mode=OneWay. This is a pretty simplified excerpt from my project, but it still contains the problem: <UserControl x:Class="ItemsControlTest.UserControl1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Height="300" Width="300"> <Grid> <StackPanel> <ItemsControl ItemsSource="{Binding Path=.}" x:Name="myItemsControl"> <ItemsControl.ItemTemplate> <DataTemplate> <TextBox Text="{Binding Mode=TwoWay, UpdateSourceTrigger=LostFocus, Path=.}" /> </DataTemplate> </ItemsControl.ItemTemplate> </ItemsControl> <Button Click="Button_Click" Content="Click Here To Change Focus From ItemsControl" /> </StackPanel> </Grid> </UserControl> Here's the code behind for the above control: using System; using System.Windows; using System.Windows.Controls; using System.Collections.ObjectModel; namespace ItemsControlTest { /// <summary> /// Interaction logic for UserControl1.xaml /// </summary> public partial class UserControl1 : UserControl { public ObservableCollection<string> MyCollection { get { return (ObservableCollection<string>)GetValue(MyCollectionProperty); } set { SetValue(MyCollectionProperty, value); } } // Using a DependencyProperty as the backing store for MyCollection. This enables animation, styling, binding, etc... public static readonly DependencyProperty MyCollectionProperty = DependencyProperty.Register("MyCollection", typeof(ObservableCollection<string>), typeof(UserControl1), new UIPropertyMetadata(new ObservableCollection<string>())); public UserControl1() { for (int i = 0; i < 6; i++) MyCollection.Add("String " + i.ToString()); InitializeComponent(); myItemsControl.DataContext = this.MyCollection; } private void Button_Click(object sender, RoutedEventArgs e) { // Insert a string after the third element of MyCollection MyCollection.Insert(3, "Inserted Item"); // Display contents of MyCollection in a MessageBox string str = ""; foreach (string s in MyCollection) str += s + Environment.NewLine; MessageBox.Show(str); } } } And finally, here's the xaml for the main window: <Window x:Class="ItemsControlTest.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:src="clr-namespace:ItemsControlTest" Title="Window1" Height="300" Width="300"> <Grid> <src:UserControl1 /> </Grid> </Window> Well, that's everything. I'm not sure why editing the TextBox.Text properties in the window does not seem to update the source property for the binding in the code behind, namely MyCollection. Clicking on the button pretty much causes the problem to stare me in the face;) Please help me understand where I'm going wrong. Thanx! Andrew

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  • jQuery hold form submit until "continue" button pressed

    - by Seán McCabe
    I am trying to submit a form, which I have had working, but have now modified it to include a modal jQuery UI box, so that it won't submit until the user presses "continue". I've had various problems with this, including getting the form to hold until that button is pressed, but I think I have found a solution to that, but implementing it, I am getting a SyntaxError which I can't find the source of. With the help of kevin B managed to find the answer was the form was submitting, but the returned JSON response wasn't quite formatted right. The response was that the form wasn't being submitted, so that problem is still occurring. So updated the code with the provided feedback, now need to find out why the form isnt submitting. I know its something to do with the 2nd function isnt recognising the submit button has been pressed, so need to know how to submit that form data without the form needing to be submitted again. Below is the new code: function submitData() { $("#submitProvData").submit(function(event) { event.preventDefault(); var gTotal, sTotal, dfd; var dfd = new $.Deferred(); $('html,body').animate({ scrollTop: 0 }, 'fast'); $("#submitProvData input").css("border", "1px solid #aaaaaa"); $("#submitProvData input[readonly='readonly']").css("border", "none"); sTotal = $('#summaryTotal').val(); gTotal = $('#gptotal').val(); if(gTotal !== 'sTotal'){ $("#newsupinvbox").append('<div id="newsupinvdiagbox" title="Warning - Totals do not match" class="hidden"><p>Press "Continue", to submit the invoice flagged for attention.</p> <br /><p class="italic">or</p><br /> <p>Press "Correct" to correct the discrepancy.</p></div>') //CREATE DIV //SET $("#newsupinvdiagbox").dialog({ resizable: false, autoOpen:false, modal: true, draggable: false, width:380, height:240, closeOnEscape: false, position: ['center',20], buttons: { 'Continue': function() { $(this).dialog('close'); reData(); }, // end continue button 'Correct': function() { $(this).dialog('close'); return false; } //end cancel button }//end buttons });//end dialog $('#newsupinvdiagbox').dialog('open'); } return false; }); } function reData() { console.log('submitted'); $("#submitProvData").submit(function(resubmit){ console.log('form submit'); var formData; formData = new FormData($(this)[0]); $.ajax({ type: "POST", url: "functions/invoicing_upload_provider.php", data: formData, async: false, success: function(result) { $.each($.parseJSON(result), function(item, value){ if(item == 'Success'){ $('#newsupinv_window_message_success_mes').html('The provider invoice was uploaded successfully.'); $('#newsupinv_window_message_success').fadeIn(300, function (){ reset(); }).delay(2500).fadeOut(700); } else if(item == 'Error'){ $('#newsupinv_window_message_error_mes').html(value); $('#newsupinv_window_message_error').fadeIn(300).delay(3000).fadeOut(700); } else if(item == 'Warning'){ $('#newsupinv_window_message_warning_mes').html(value); $('#newsupinv_window_message_warning').fadeIn(300, function (){ reset(); }).delay(2500).fadeOut(700); } }); }, error: function() { $('#newsupinv_window_message_error_mes').html("An error occured, the form was not submitted"); $('#newsupinv_window_message_error').fadeIn(300); $('#newsupinv_window_message_error').delay(3000).fadeOut(700); }, cache: false, contentType: false, processData: false }); }); }

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  • Draw camera position in specific view port.

    - by snackbar
    Most of this code should be fairly self explanatory. I got an display function and my view port function. There are two modes which is 4 small view ports in the window or one large. I got one camera which can be moved and if in 4 view port mode just 3 fixed angles. The thing is I want the free moving cameras position to be displayed in the 3 other view ports. I tried doing it by drawing spheres using opengl but the problem is that then the position gets draw in the free roaming camera too as it shows the same scene. It doesn't have to be a sphere, just something simple that represents the cameras spacial position in these three other views. Drawing the scene once with camera object showing for the three viewports, render to texture. Clear and draw scene without camera object render to texture and then stitch these together before actually drawing the scene seems like a lot o work for something that should be easy. void display(int what) { if(what==5){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==1){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(75,15,-5,0,5,-5,0,1,0);} if(what==2){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,110,0,0,0,0,1,0,0);} if(what==3){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, float(320) / float(240), 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==4){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(185,75,25,0,28,0,0,1,0);} glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); drawScene(); drawCamera(); glutSwapBuffers(); } void viewport(){ glEnable(GL_SCISSOR_TEST); if(!divided_view_port) { glViewport(0, 0, w, h); glScissor(0,0,640,480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 100.0f); display(5); } else { ////////////////////// bottom left - working glViewport(0, 0, w/2, h/2); glScissor(0,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(1); ////////////////////// ////////////////////// top right - working glViewport(w/2, h/2, w/2, h/2); glScissor(w/2,h/2,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(2); ////////////////////// ////////////////////// bottom right -working glViewport(w/2, 0, w/2, h/2); glScissor(w/2,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(3); //////////////////////// ////////////////////////// top left glViewport(0, h/2, w/2, h/2); glScissor(0,h/2,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(4); /////////////////////////// } glDisable(GL_SCISSOR_TEST); glMatrixMode(GL_MODELVIEW); }

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  • How can I draw a line with a variable of width?

    - by user1729944
    #include <iostream> #include <cmath> #include "graph1.h" using namespace std; int main() { int diameter = 0; int height = 0; double rate = 0; char repeat = 'y'; int obj_num = 0; displayGraphics(); obj_num = drawRect(0,0,50,400); setColor(obj_num,200,200,200); obj_num = drawRect(0,400,640,79); setColor(obj_num,71,35,35); obj_num = drawLine(50,50,150,50,5); setColor(obj_num,80,80,80); displayBMP("faucet.bmp",150,12); do { do { cout << "Enter the diamater of the cylinder <in inches > 0 but <= 300: "; cin >> diameter; if((diameter<0) || (diameter>300)) { cout << "Incorrect diamater entered; value must be between 1 and 300" << endl; } }while((diameter<0) || (diameter>300)); do { cout << "Enter the height of the cylinder <in inches > 0 but <= 325: "; cin >> height; if((height<0) || (height>325)) { cout << "Incorrect height entered; value must be between 1 and 325" << endl; } }while((height<0) || (height>325)); do { cout << "Enter the facet water's rate: <gallons/minute> "; cin >> rate; if((rate<0) || (rate>100)) { cout << "Incorrect rate entered; value must be between 1 and 100" << endl; } }while((rate<0) || (rate>100)); //I need to draw the lines here. The graphics window has a faucet that is supposed to fill //up a cylinder made out of 3 lines. I don't know how to make the lines vary from the users //input since lines are hard coded with points and all i am receiving is the width for the //bottom line and the height for the left and right lines. cout << "Repeat program? (y/n): "; cin >> repeat; clearGraphics(); }while ( (repeat == 'y') || (repeat == 'Y') ); return 0; } Here is a screenshot for reference:

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  • SQL SERVER – Microsoft SQL Server 2014 CTP1 Product Guide

    - by Pinal Dave
    Today in User Group meeting there were lots of questions related to SQL Server 2014. There are plenty of people still using SQL Server 2005 but everybody is curious about what is coming in SQL Server 2014.  Microsoft has officially released SQL Server 2014 CTP1 Product Guide. You can easily download the product guide and explore various learning around SQL Server 2014 as well explore the new concepts introduced in this latest version. This SQL Server 2014 CTP1 Product Guide contains few interesting White Papers, a Datasheet and Presentation Deck. Here is the list of the white papers: Mission-Critical Performance and Scale with SQL Server and Windows Server Faster Insights from Any Data Platform for Hybrid Cloud SQL Server In-Memory OLTP Internals Overview for CTP1 SQL Server 2014 CTP1 Frequently Asked Questions for TechEd 2013 North America Here is the list of slide decks: SQL Server 2014 Level 100 Deck SQL Server 2014 Mission Critical Performance LEvel 300 Deck SQL Server 2014 Faster Insights from Any Data Level Level 300 Deck SQL Server 2014 Platform for Hybrid Cloud Level 100 Deck I have earlier downloaded the Product Guide and I have yet not completed reading everything SQL Server 2014 has to offer. If you want to read what are the features which I am going to use in SQL Server 2014, you can read over here. Download Microsoft SQL Server 2014 CTP1 Product Guide Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Tkinter on Ubuntu 14.04 seems not to work

    - by empedokles
    I receive following Traceback: Traceback (most recent call last): File "tkinter_basic_frame.py", line 4, in <module> from Tkinter import Tk, Frame, BOTH File "/usr/lib/python2.7/lib-tk/Tkinter.py", line 42, in raise ImportError, str(msg) + ', please install the python-tk package' ImportError: No module named _tkinter, please install the python-tk package This is the demoscript I'm trying to run: #!/usr/bin/python # -*- coding: utf-8 -*- from Tkinter import Tk, Frame, BOTH class Example(Frame): def __init__(self, parent): Frame.__init__(self, parent, background="white") self.parent = parent self.initUI() def initUI(self): self.parent.title("Simple") self.pack(fill=BOTH, expand=1) def main(): root = Tk() root.geometry("250x150+300+300") app = Example(root) root.mainloop() if __name__ == '__main__': main() From my knowledge Tkinter should be included in Python 2.7. Why do I receive the traceback? Doesn't ubuntu contain the standard-python-distribution? This is solved. I had to install it manually in synaptic (got the hint in the meantime from another forum), see here: Wikipedia says: "Tkinter is a Python binding to the Tk GUI toolkit. It is the standard Python interface to the Tk GUI toolkit1 and is Python's de facto standard GUI,2 and is included with the standard Windows and Mac OS X install of Python." - Not good, that it isn't included in Ubuntu as well. Tkinter on Wikipedia

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  • Pygame surfaces and their Rects

    - by Jaka Novak
    I am trying to understand how pygame surfaces work. I am confused about Rect position of Surface object. If I try blit surface on screen at some position then Surface is drawn at right position, but Rect of the surface is still at position (0, 0)... I tried write my own surface class with new rect, but i am not sure if is that right solution. My goal is that i could move surface like image with rect.move() or something like that. If there is any solution to do that i would be happy to read it. Thanks for answer and time for reading this awful English If helps i write some code for better understanding my problem. (run it first, and then uncomment two lines of code and run again to see the diference): import pygame from pygame.locals import * class SurfaceR(pygame.Surface): def __init__(self, size, position): pygame.Surface.__init__(self, size) self.rect = pygame.Rect(position, size) self.position = position self.size = size def get_rect(self): return self.rect def main(): pygame.init() screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Screen!?") clock = pygame.time.Clock() fps = 30 white = (255, 255, 255) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) surface = pygame.Surface((70,200)) surface.fill(red) surface_re = SurfaceR((300, 50), (100, 300)) surface_re.fill(blue) while True: for event in pygame.event.get(): if event.type == QUIT: return 0 screen.blit(surface, (100,50)) screen.blit(surface_re, surface_re.position) #pygame.draw.rect(screen, white, surface.get_rect()) #pygame.draw.rect(screen, white, surface_re.get_rect()) pygame.display.update() clock.tick(fps) if __name__ == "__main__": main()

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  • Jung Meets the NetBeans Platform

    - by Geertjan
    Here's a small Jung diagram in a NetBeans Platform application: And the code, copied directly from the Jung 2.0 Tutorial:  public final class JungTopComponent extends TopComponent { public JungTopComponent() { initComponents(); setName(Bundle.CTL_JungTopComponent()); setToolTipText(Bundle.HINT_JungTopComponent()); setLayout(new BorderLayout()); Graph sgv = getGraph(); Layout<Integer, String> layout = new CircleLayout(sgv); layout.setSize(new Dimension(300, 300)); BasicVisualizationServer<Integer, String> vv = new BasicVisualizationServer<Integer, String>(layout); vv.setPreferredSize(new Dimension(350, 350)); add(vv, BorderLayout.CENTER); } public Graph getGraph() { Graph<Integer, String> g = new SparseMultigraph<Integer, String>(); g.addVertex((Integer) 1); g.addVertex((Integer) 2); g.addVertex((Integer) 3); g.addEdge("Edge-A", 1, 2); g.addEdge("Edge-B", 2, 3); Graph<Integer, String> g2 = new SparseMultigraph<Integer, String>(); g2.addVertex((Integer) 1); g2.addVertex((Integer) 2); g2.addVertex((Integer) 3); g2.addEdge("Edge-A", 1, 3); g2.addEdge("Edge-B", 2, 3, EdgeType.DIRECTED); g2.addEdge("Edge-C", 3, 2, EdgeType.DIRECTED); g2.addEdge("Edge-P", 2, 3); return g; } And here's what someone who attended a NetBeans Platform training course in Poland has done with Jung and the NetBeans Platform: The source code for the above is on Git: git://gitorious.org/j2t/j2t.git

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  • Graduated transition from Green - Yellow - Red

    - by GoldBishop
    I have am having algorithm mental block in designing a way to transition from Green to Red, as smoothly as possible with a, potentially, unknown length of time to transition. For testing purposes, i will be using 300 as my model timespan but the methodology algorithm design needs to be flexible enough to account for larger or even smaller timespans. Figured using RGB would probably be the best to transition with, but open to other color creation types, assuming its native to .Net (VB/C#). Currently i have: t = 300 x = t/2 z = 0 low = Green (0, 255, 0) mid = Yellow (255, 255, 0) high = Red (255, 0, 0) Lastly, sort of an optional piece, is to account for the possibility of the low, mid, and high color's to be flexible as well. I assume that there would need to be a check to make sure that someone isnt putting in low = (255,0,0), mid=(254,0,0), and high=(253,0,0). Outside of this anomaly, which i will handle myself based on the best approach to evaluate a color. Question: What would be the best approach to do the transition from low to mid and then from mid to high? What would be some potential pitfalls of implementing this type of design, if any?

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  • Double vs Single Quotes in Chrome

    - by Rodrigo
    So when you want to embed google docs on a site you are given this chunk of code: <iframe width='500' height='300' frameborder='0' src='https://docs.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0AiV6Vq32hBZIdHZRN3EwWERLZHVUT25ST01LTGxubWc&output=html&widget=true'></iframe> This works fine on my site. If you edit the page, we run the new content through some filters to escape out stuff and make sure it is valid html. After the process, the link above gets converted to this: <iframe frameborder="0" height="300" src="https://docs.google.com/spreadsheet/pub?hl=en_US&amp;hl=en_US&amp;key=0AiV6Vq32hBZIdHZRN3EwWERLZHVUT25ST01LTGxubWc&amp;output=html&amp;widget=true" width="500"></iframe> This will work on every browser except for chrome. Chrome thinks I am running JS in the src. I narrowed it down to a combination of double quotes and escaped '&' symbols. If i revert one of those back to the original state, the iframe works. I work in ruby where ' and " have different behaviors. Is Chrome doing the same thing? Is there a way to turn that off?

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  • which flash 3d particle engine generate such xml file

    - by Huang F. Lei
    I found some particle config files like below one, but I don't know which flash 3d particle engine use them, they are different from away3d's which use 'root' as root element of xml. <effect pos="0 0 0"> <property cache="1" lifetime="10000"/> <mesh blendmode="add"> <path> <frame y="100" durtime="1000" x="0" z="0"/> </path> <scale> <frame y="0.2000000001" durtime="300" x="2.2" z="2.2"/> <frame y="0.4" durtime="300" x="2.7" z="2.7"/> </scale> </mesh> <vibrate delayTime="100" amplitude="10" durationTime="750" intension="50"/> <quad billboard="false" > </quad> <particle global="false" pos=""> <scale> <frame y="1" durtime="0" x="1" z="1"/> <frame y="1" durtime="2000" x="1.5" z="1.5"/> </scale> </particle> </effect>

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  • Is a disk/ata timeout exception dangerous?

    - by j-g-faustus
    I have a few hard drives in mdadm RAID 5 configured to go to standby after a few minutes of inactivity. (Using hdparm.conf spindown_time.) At irregular intervals I get messages like these in dmesg: [ 1840.251661] ata4.00: exception Emask 0x0 SAct 0x0 SErr 0x0 action 0x6 frozen [ 1840.251722] ata4.00: failed command: SMART [ 1840.251758] ata4.00: cmd b0/d5:01:06:4f:c2/00:00:00:00:00/00 tag 0 pio 512 in [ 1840.251759] res 40/00:14:50:2e:04/00:00:02:00:00/40 Emask 0x4 (timeout) [ 1840.251858] ata4.00: status: { DRDY } [ 1840.251888] ata4: hard resetting link [ 1840.600742] ata4: SATA link up 3.0 Gbps (SStatus 123 SControl 300) [ 1840.601521] ata4.00: configured for UDMA/133 [ 1840.601547] ata4: EH complete [337877.713988] ata4.00: exception Emask 0x0 SAct 0x0 SErr 0x0 action 0x6 frozen [337877.714019] ata4.00: failed command: SMART [337877.714038] ata4.00: cmd b0/d5:01:06:4f:c2/00:00:00:00:00/00 tag 0 pio 512 in [337877.714039] res 40/00:04:90:10:81/00:00:00:00:00/40 Emask 0x4 (timeout) [337877.714089] ata4.00: status: { DRDY } [337877.714107] ata4: hard resetting link [337878.063085] ata4: SATA link up 3.0 Gbps (SStatus 123 SControl 300) [337878.063743] ata4.00: configured for UDMA/133 [337878.063764] ata4: EH complete I think the exception is caused by smartd when a drive does not wake up quickly enough. There are no issues (that I can tell) in accessing the drives normally through the file system - it takes a few seconds longer than normal when they are asleep, but there are no exceptions. Is this something I should worry about, as a potential symptom on something that could corrupt a drive over time? Or can I safely ignore it as part of normal operation? Edit: By request: smartctl -a for sdaand sde, both disks are members of the array. If ata4is the same as scsi-4 then sde is the one that gave the error above, according to /dev/disk/by-path.

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  • Slick 2d scrolling off screen

    - by Peter
    I have something scrolling in and out of the screen. Now when it goes off screen, I want it to scroll into the screen at another location. What I do is I grab the last pixels at the screens edge using g.copyArea and then g.drawImage on the edge of the screen. And then I do a g.translate to create room for the next row which is next render cycle. My problem is that I get a single pixel row, which is not copied onto the canvas. Where as I want each row to be added and then translated, so that the image that scrolled off screen is recreated on the other side of the screen. Here is my code, maybe there is a better way of doing this, open to any suggests, cause I'm totally stuck @Override public void render(GameContainer gc, Graphics g) throws SlickException { //g.setClip(0, 0, 300, gc.getHeight()); g.translate(0, y); g.drawImage(image,0,200); g.resetTransform(); //g.clearClip(); g.copyArea(rightImage, 0, gc.getHeight() - 1); g.drawImage(rightImage, 300, 0); g.translate(0, y); y=y+3; }

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  • JAVA Gui on Hello World [closed]

    - by user58892
    I am designing, implementing, testing, and debuging a GUI-based version of a “Hello, World!” program in a JFrame that includes a JLabel that reads “Hello, World!” and I am trying to use a layout manager, and an Exit button to close the program. Here's what I have so far, I would really apreciate if you could help on it syntax. I am 90% done but tried hard and it couldn't run. import java.awt.*; // Needed for flow layout manager import javax.swing.*; //All swing components live in the javax.swing package import javax.swing.JButton; //to recognize buttons import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.JTextField; public class HelloWorld { public static void main(String[] args) { //creates the label. The JLabel constructor //takes an optional argument which set the text of the label /* The text will be aligned with the center of the frame * otherwise it will align on the left. */ JLabel label= new JLabel("Hello World!"); new FlowWindow(); label.setHorizontalAlignment (SwingConstants.CENTER); JFrame frame = new JFrame("Hello"); //create exit button JButton button1 = new JButton("Exit"); //Add exit button to the content pane. add(button1); frame.add(label); frame.setSize(300, 300); frame.setVisible(true); frame.setLocationRelativeTo(null); frame.toFront(); } public static void FlowWindow() { //Add a new FlowLayout()); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } }

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  • Faster 2D Collision detection

    - by eShredder
    Recently I've been working on a fast-paced 2d shooter and I came across a mighty problem. Collision detection. Sure, it is working, but it is very slow. My goal is: Have lots of enemies on screen and have them to not touch each other. All of the enemies are chasing the player entity. Most of them have the same speed so sooner or later they all end up taking the same space while chasing the player. This really drops the fun factor since, for the player, it looks like you are being chased by one enemy only. To prevent them to take the same space I added a collision detection (a very basic 2D detection, the only method I know of) which is. Enemy class update method Loop through all enemies (continue; if the loop points at this object) If enemy object intersects with this object Push enemy object away from this enemy object This works fine. As long as I only have <200 enemy entities that is. When I get closer to 300-350 enemy entities my frame rate begins to drop heavily. First I thought it was bad rendering so I removed their draw call. This did not help at all so of course I realised it was the update method. The only heavy part in their update method is this each-enemy-loops-through-every-enemy part. When I get closer to 300 enemies the game does a 90000 (300x300) step itteration. My my~ I'm sure there must be another way to aproach this collision detection. Though I have no idea how. The pages I find is about how to actually do the collision between two objects or how to check collision between an object and a tile. I already know those two things. tl;dr? How do I aproach collision detection between LOTS of entities? Quick edit: If it is to any help, I'm using C# XNA.

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  • Influence Maps for Pathfinding?

    - by james
    I'm taking the plunge and am getting into game dev, it's been going well but I've got stuck on a problem. I have a maze that is 100x100 with 0,1 to indicate if its a path or a wall. Within the maze I have 300 or so enemies and a player. The outcome I'm looking for is all the enemies work their way towards the player position. Originally I did this using an A* path finding algorithm but with 300 enemies it was taking forever to path find each one individually. After some research I found that an influence map / collaborative diffusion would be the best way to go. But I'm having a real hard time working out how this is actually done. Firstly.. How do you create a influence map? From what I understand each of my walls with have a scent of 0 so that makes them impassable.. then basically a radial effect from my player position to each other cell (So my player starts at 100 and then going outwards from that each other cell will be reduced value) Is that correct? If so,.. How would you do that (Math magic?) My next problem is if that is correct how would my "enemies" stop from getting stuck if they have gone down the wrong way? As say if my player was standing on the otherside of a wall if the enemy is just looking for larger numbers wont it keep getting stuck? I'm doing this in JavaScript so performance is key. Thanks for any help! EDIT: Or if anyones got a better solution? I've been reading about navmeshs, steering pathing, pre calculating all paths on load etc etc

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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • Why is my HDD going back from standy?

    - by Pablo
    My hard drives, connected to Ubuntu server are producing the following log every exactly 5 minutes. Nov 1 14:10:50 localhost kernel: [ 1602.884936] ata2.00: hard resetting link Nov 1 14:10:51 localhost kernel: [ 1603.226804] ata2.01: hard resetting link Nov 1 14:10:52 localhost kernel: [ 1604.274533] ata2.00: SATA link up 3.0 Gbps (SStatus 123 SControl 300) Nov 1 14:10:52 localhost kernel: [ 1604.274548] ata2.01: SATA link up 3.0 Gbps (SStatus 123 SControl 300) Nov 1 14:10:52 localhost kernel: [ 1604.356669] ata2.00: configured for UDMA/133 Nov 1 14:10:52 localhost kernel: [ 1604.375247] ata2.01: configured for UDMA/133 Nov 1 14:10:52 localhost kernel: [ 1604.375265] ata2: EH complete I don't think this is related to hard drive failure, because it happens for ALL hard drives connected and ONLY when I write spindown_time = 12 in /etc/hdparm.conf. The reason I add this value is to put disks into standby mode after 60 seconds, which is happening after that period (checked with hdparm -C). The first clue I thought that smartd was running and spinning the drive. However, I couldn't find it in ps -aux | grep smart. Additionally, iostat does show that nobody accessed those drives, since Blk_read, Blk_wrtn remain unchanged. I also killed all processes that may be doing something with hdd(eg SAMBA). So I guess the problem is solely with hdparm... I have no more clue where that 5 minute value hides.

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  • Installation on SSD with Windows preinstalled

    - by ebbot
    I bought a laptop with this fancy SSD drive, fancy new UEFI aso. I figured at first Windows out Ubuntu in but after doing 3 DoA on 3 laptops in one day I realized that maybe keeping Windows could come in handy. So dual boot it is. And this is what I've got: Disk 1 - 500 Gb HD 300 Mb Windoze only says "Healthy" don't know what it's for. 600 Mb "Healthy (EFI partition)" 186.30 Gb NTFS "OS (C:)" "Healthy (Boot, Page File, Crash Dump, Primary Partition)" 258.45 Gb NTFS "Data (D:)" "Healthy" 20.00 Gb "Healthy (Recovery Partition)" Disk 2 - 24 Gb SSD 4.00 Gb "Healthy (OEM Partition)" 18.36 Gb "Healthy (Primary Partition)" So I'm not sure what the first partition on each drive does (the 300 Gb on the HD and the OEM Partition on the SSD. Nor do I know what Data (D:). I think the 2nd partition on the SSD is for some speedup of Windoze. I'm debating if I should shrink the OS (C:) drive to around 120 GB or so. Clear the Data (D:) and also use the whole SSD for Ubuntu. That would leave me 24 Gb for e.g. / on the SSD and some 320 Gb on the HD for /home and swap. Is this a reasonable setup? Do I need to configure fstab for the SSD differently to a HD?

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  • What is involved with writing a lobby server?

    - by Kira
    So I'm writing a Chess matchmaking system based on a Lobby view with gaming rooms, general chat etc. So far I have a working prototype but I have big doubts regarding some things I did with the server. Writing a gaming lobby server is a new programming experience to me and so I don't have a clear nor precise programming model for it. I also couldn't find a paper that describes how it should work. I ordered "Java Network Programming 3rd edition" from Amazon and still waiting for shipment, hopefully I'll find some useful examples/information in this book. Meanwhile, I'd like to gather your opinions and see how you would handle some things so I can learn how to write a server correctly. Here are a few questions off the top of my head: (may be more will come) First, let's define what a server does. It's primary functionality is to hold TCP connections with clients, listen to the events they generate and dispatch them to the other players. But is there more to it than that? Should I use one thread per client? If so, 300 clients = 300 threads. Isn't that too much? What hardware is needed to support that? And how much bandwidth does a lobby consume then approx? What kind of data structure should be used to hold the clients' sockets? How do you protect it from concurrent modification (eg. a player enters or exists the lobby) when iterating through it to dispatch an event without hurting throughput? Is ConcurrentHashMap the correct answer here, or are there some techniques I should know? When a user enters the lobby, what mechanism would you use to transfer the state of the lobby to him? And while this is happening, where do the other events bubble up? Screenshot : http://imageshack.us/photo/my-images/695/sansrewyh.png/

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • Network(ing) to the Limit

    - by Oracle OpenWorld Blog Team
     By Karen Shamban While Oracle OpenWorld attendees are networking, there's an Oracle Global IT team that builds and maintains the massive networks that help run the show. The objective? To keep things running as seamlessly and smoothly as possible, constantly evaluate priorities, mitigate risk, and be ready for whatever might happen -- because things do happen when there are 50,000 plus attendees, tens of thousands of devices, unexpected requirements, and a constant flow of up-to-the-minute information. Here's just some of what it takes to keep the conference going, network style: 100 Oracle network, voice, and desktop engineers; security, risk management, and other IT experts, who come in from 17 countries  1000+ network switches 300+ miles of copper and fiber 485 wireless access points 2,500 wired laptops 300 VoIP phones And just where are all these networks and devices deployed? This is what the team had to build and manage: Moscone North, South, and West, including: The keynote hall Oracle DEMOgrounds in the Exhibition Halls Hundreds of session rooms Connection Centers, Social Avenue, Lounges Registration The Howard Street Tent and Taylor Street Cafe tented venues Oracle Square (Union Square) Yerba Buena Gardens Masonic Auditorium Sessions and demos at 8 hotel venues That's a whole lot of networking going on. And here's the kicker: the team has only 4 days to bring get it all up and running across these many venues, and exactly 12 hours to take it all down once the show ends. The Global IT team puts in the equivalent of 152 24-hour days for set-up, 227 24-hour days of support during the conferences, and then tears it all down in about 20 24-hour days. And in case you were wondering, the planning for next year's Oracle OpenWorld starts ... next week. No rest for the weary.  Now THAT's networking!  So hats off to the Global IT team -- the job ain't easy, but somebody's got to do it, and they do it remarkably well.

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  • I’m new to C++ and unsure about how to improve this code [migrated]

    - by Laian Alsabbagh
    The purpose of the following code is to get a random number of 100 nodes and to distribute these nodes randomly in range 500*500 …(X,Y).. this was the first step #include<iostream> #include <fstream> #include<cmath> using namespace std; int main() { const int x = 0, y = 1; int nodes[100][2]; ofstream myfile; myfile.open ("example.txt"); myfile << "Writing this to a file.\n"; for (int i=0; i<100 ;i++) { nodes[i][x] = rand() % 501; nodes[i][y] = rand() % 501; myfile <<nodes[i][x]<<" "<<nodes[i][y]; } myfile.close(); } now the next step is to improve this code to distribute these nodes in order ( "Imust divide both xy_coordinates as : x= 0-100-200-300-400-500 & y=0-100-200-300-400-500) next is to distribute the nodes (regardless number of nodes) in order range Starting from (0,100 )….(100,100)..(100,200)…….untile i reach the last point (500,500),, ") I’m really confused of how to do it correctly I start to think to define 2 dimensional array , and then to define 2 for loops enter code here Int no_nodes=100; Int XY_coordinate [500][500]; For (int i=0;i<no_nodes; i++) { For (int j=0;j<no_nodes; j++)

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