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  • How can I use a variable as a jQuery option value?

    - by mattgorecki
    I currently have jQuery code that looks like this: if ($.url.param("s") == "error") { $.gritter.add({ title: 'Error!', text: $.url.param('message') }); } I'm checking to see if the request variable s exists in the url (ie. http://example.com/?s=error&message=this%20is%20my%20message and then showing a popup message that contains information from request variable message. The popup works just fine, but the message variable isn't populated, the plugin asks for a string as a value for the text option. What is the proper way to grab the message variable?

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • How to set PATH variable on Mac OS so that even non-terminal apps see it?

    - by dehmann
    I need to add a directory to my PATH variable on Mac OS. I added it in .bash_profile and .profile, and that works for the terminal. But Emacs (http://emacsformacosx.com) still does not use the new PATH variable. (I'm trying to run latex from emacs, but it's not finding the command in my /usr/local/bin, which I'm trying to add to the PATH ...) I even logged out and back in, but still no luck. Any suggestions?

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  • How to convert non key, value java arguments to applet params? (args like -Xmx64m)

    - by bwizzy
    I'm trying to use xvpviewer (based on TightVNC) to VNC into my VMs running on Citirx XenServer. There are a couple of caveats required with trusting the certificate from XenServer which I've got working. Essentially I'm trying to convert the java command below (which works on the command line to launch VncViewer) for use in an applet that can be accessed via HTML page. java -Djavax.net.ssl.trustStore=/tmp/kimo.jks -Xmx64m -jar VncViewer.jar HOST "/console?ref=OpaqueRef:141f4204-2240-4627-69c6-a0c7d9898e6a&session_id=OpaqueRef:91a483c4-bc40-3bb0-121c-93f2f89acc3c" PORT 443 PROXYHOST1 192.168.0.5 PROXYPORT1 443 SocketFactory "HTTPSConnectSocketFactory" I know I can put the HOST, PORT etc arguments into param tags for the applet but I'm not sure how to apply the two initial argments.

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  • How do I change the output line length from the "top" linux command running in batch mode

    - by Tom
    The following command is useful to capture the current processes that are taking up the most CPU in a file: top -c -b -n 1 > top.log The -c flag is particularly useful because it gives you the command line arguments of each process rather than just the process name. The problem is that each line of output is truncated to fit on the current terminal window. This is ok if you can have a wide terminal because you have a lot of the output but if your terminal is only 165 characters wide, you only get 165 characters of information per process and it is often not enough characters to show the full process command. This is a particular problem when the command is executed without a terminal, for example if you do it via a cron job. Does anyone know how to stop top truncating data or force top to display a certain number of characters per line? This is not urgent because there is an alternative method of getting the top 10 CPU using processes: ps -eo pcpu,pmem,user,args | sort -r -k1 | head -n 10

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  • C# 4.0 Optional/Named Parameters Beginner&rsquo;s Tutorial

    - by mbcrump
    One of the interesting features of C# 4.0 is for both named and optional arguments.  They are often very useful together, but are quite actually two different things.  Optional arguments gives us the ability to omit arguments to method invocations. Named arguments allows us to specify the arguments by name instead of by position.  Code using the named parameters are often more readable than code relying on argument position.  These features were long overdue, especially in regards to COM interop. Below, I have included some examples to help you understand them more in depth. Please remember to target the .NET 4 Framework when trying these samples. Code Snippet using System;   namespace ConsoleApplication3 {     class Program     {         static void Main(string[] args)         {               //C# 4.0 Optional/Named Parameters Tutorial               Foo();                              //Prints to the console | Return Nothing 0             Foo("Print Something");             //Prints to the console | Print Something 0             Foo("Print Something", 1);          //Prints to the console | Print Something 1             Foo(x: "Print Something", i: 5);    //Prints to the console | Print Something 5             Foo(i: 5, x: "Print Something");    //Prints to the console | Print Something 5             Foo("Print Something", i: 5);       //Prints to the console | Print Something 5             Foo2(i3: 77);                       //Prints to the console | 77         //  Foo(x:"Print Something", 5);        //Positional parameters must come before named arguments. This will error out.             Console.Read();         }           static void Foo(string x = "Return Nothing", int i = 0)         {             Console.WriteLine(x + " " + i + Environment.NewLine);         }           static void Foo2(int i = 1, int i2 = 2, int i3 = 3, int i4 = 4)         {             Console.WriteLine(i3);         }     } }

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  • Most common parts of a SELECT SQL query?

    - by jnrbsn
    I'm writing a function that generates a SELECT SQL query. (I'm not looking for a tool that already does this.) My function currently takes the following arguments which correspond to different parts of the SELECT query (the base table name is already known): where order fields joins group limit All of these arguments will be optional so that the function generates something like this by default: SELECT * FROM `table_name` I want to order the arguments so that the most often used parts of a SELECT query are first. That way the average call to the function will use as few of the arguments as possible rather than passing a null value or something like that to skip an argument. For example, if someone wanted to use the 1st and 3rd arguments but not the rest, they might have to pass a null value as the 2nd argument in order to skip it. So, for general purpose use, how should I order the arguments? Edit: To be more precise, out of the query parts I listed above, what is the order from most used to least used? Also, I'm not looking for solutions that allow me to not have to specify the order. Edit #2: The "fields" argument will default to "*" (i.e all fields/columns).

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  • Should *'s go next to the type or the variable name? [closed]

    - by derekerdmann
    Possible Duplicate: int* i; or int *i; or int * i; When working in C or C++, how should pointers be declared? Like this: char* derp; or this: char *derp; I typically use the first method, because the variable is a character pointer, but I know that it can create confusion when declaring multiple variables at once: char* herp, derp; herp becomes a character pointer, while derp is just a character. I know it often comes down to coding style, but which one is "better?" Should I sacrifice clarity to eliminate potential confusion?

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  • User defined type for healthcare / Medical Records variable name prefixes?

    - by Peter Turner
    I was reading Code Complete regarding variable naming in trying to find an answer to this question and stumbled on a table of commonly accepted prefixes for programming word processor software. Well, I'm not a word processor software programmer, but if I was, I'd be happy to use those user defined types. Since I'm a programmer for a smallish healthcare ISV, and have no contact with the larger community of healthcare software programmers (other than the neglected and forsaken HealthCareIT.SE where I never had the chance to ask this question). I want to know if there is a coding convention for medical records. Like Patient = pnt and Chart = chrt and Medication = med or mdctn or whatever. I'm not talking full on hungarian notation, but just a standard that would fit in code complete in place of that wonderful chart of word processor UDT's which are of so little use to me.

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  • How can I access profile fields with a % variable in Drupal Actions?

    - by Rob Mosher
    I have an action setup in drupal to e-mail me when a new user registers for the site. Right now it is only telling me their user name (%username). Is there a variable that can access added fields so I can get their real name (First Last), or another way to add this info to the action message? So instead of my new user action having a message like: "%username created an account" - "jschmoe created and account" I could have: "%first_name %last_name (%username) created an account" - "Joe Schmoe (jschmoe) created an account". I'm using Content Profile module for the first and last name fields, though have few enough users at the moment that I could switch to Profile module fields.

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  • Should I sacrifice code succintness to ensure the narrowest variable scope? [duplicate]

    - by David Scholefield
    This question already has an answer here: Is the usage of internal scope blocks within a function bad style? 3 answers In many languages (e.g. both Perl and Java - which are the two languages I work most with) it is possible to narrow the scope of local variables by declaring them within a block. Although it adds extra code length (the opening and closing block braces), and possibly reduces readability, should I create blocks purely to narrow the scope of variables to the statements that use the variables and to uphold the principle of narrowest scope or does this sacrifice succinctness and readability just to unnecessarily uphold an agreed 'best practice' principle? I usually declare local variables to functions/methods at the start of the function to aid readability, but I could not do this, and just create blocks throughout the function and declare the variables throughout the code - within those blocks - to narrow their scope.

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  • Why do most of us use 'i' as a loop counter variable?

    - by kprobst
    Has anyone thought about why so many of us repeat this same pattern using the same variable names? for (int i = 0; i < foo; i++) { // ... } It seems most code I've ever looked at uses i, j, k and so on as iteration variables. I suppose I picked that up from somewhere, but I wonder why this is so prevalent in software development. Is it something we all picked up from C or something like that? Just an itch I've had for a while in the back of my head.

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  • Why do most of us use 'i' as a loop counter variable?

    - by kprobst
    Has anyone thought about why so many of us repeat this same pattern using the same variable names? for (int i = 0; i < foo; i++) { // ... } It seems most code I've ever looked at uses i, j, k and so on as iteration variables. I suppose I picked that up from somewhere, but I wonder why this is so prevalent in software development. Is it something we all picked up from C or something like that? Just an itch I've had for a while in the back of my head.

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  • Why do you have to manually type variable names while debugging?

    - by SoboLAN
    I've seen this in a lot of IDEs (even in the most popular and heavily used ones, like Visual Studio): if you want to watch a variable's value, you have to manually type its name in the Watches section of the debugger. Why can't there just be a list of all of them with checkboxes next to them ? The developer can then just check the box next to the one he wants to watch and that's it. Variables with identical names can probably be numbered in some way (for example a, b, x(1), x(2), c, etc. I've seen some exceptions to this (NetBeans or BlueJ), but there are exceptions to everything, right ? Maybe it's a stupid question, maybe not, but I've always wondered why this is so.

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  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

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  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

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  • HttpServerUtility.UrlTokenDecode fails "sometimes" (Invalid length for a Base-64 char array.)

    - by Josef
    We have an IHttpHandler for stylesheets and add a <link/> tag to the page like this: HtmlGenericControl link = new HtmlGenericControl("link"); link.Attributes.Add("rel", "stylesheet"); link.Attributes.Add("href", "stylesheet.axd?d=" + HttpServerUtility.UrlTokenEncode(token)); head.Controls.Add(link); In the stylesheet.axd handler, we UrlTokenDecode the d query string parameter like this: var token = HttpServerUtility.UrlTokenDecode(Request.QueryString["d"]); This works most of the time but every now and then we find one of the following two exceptions in our log: [FormatException: Invalid character in a Base-64 string.] System.Convert.FromBase64CharArray(Char[] inArray, Int32 offset, Int32 length) System.Web.HttpServerUtility.UrlTokenDecode(String input) ... [FormatException: Invalid length for a Base-64 char array.] System.Convert.FromBase64CharArray(Char[] inArray, Int32 offset, Int32 length) System.Web.HttpServerUtility.UrlTokenDecode(String input) System.Web.HttpServerUtilityWrapper.UrlTokenDecode(String input) ... Any ideas what would cause this phenomenon? Remarks: the resulting URL is < 1500, so below any known URL limits (e.g. IE: 2083) seems to be independent of user agent (we have these exceptions for IE6,7,8, FF & Chrome) our (unconfirmed) suspicions include AntiVirus products, HTTP proxies, browser addons found this remotely related question, but it's about a viewstate issue

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  • Why is function's length information of other shared lib in ELF?

    - by minastaros
    Our project (C++, Linux, gcc, PowerPC) consists of several shared libraries. When releasing a new version of the package, only those libs should change whose source code was actually affected. With "change" I mean absolute binary identity (the checksum over the file is compared. Different checksum - different version according to the policy). (I should mention that the whole project is always built at once, no matter if any code has changed or not per library). Usually this can by achieved by hiding private parts of the included Header files and not changing the public ones. However, there was a case where just a delete was added to the destructor of a class TableManager (in the TableManager.cpp file!) of library libTableManager.so, and yet the binary/checksum of library libB.so (which uses class TableManager ) has changed. TableManager.h: class TableManager { public: TableManager(); ~TableManager(); private: int* myPtr; } TableManager.cpp: TableManager::~TableManager() { doSomeCleanup(); delete myPtr; // this delete has been added } By inspecting libB.so with readelf --all libB.so, looking at the .dynsym section, it turned out that the length of all functions, even the dynamically used ones from other libraries, are stored in libB! It looks like this (length is the 668 in the 3rd column): 527: 00000000 668 FUNC GLOBAL DEFAULT UND _ZN12TableManagerD1Ev So my questions are: Why is the length of a function actually stored in the client lib? Wouldn't a start address be sufficient? Can this be suppressed somehow when compiling/linking of libB.so (kind of "stripping")? We would really like to reduce this degree of dependency...

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  • "java.lang.ArrayIndexOutOfBoundsException" with System.arraycopy()

    - by Noona
    These few lines of code are giving me a "java.lang.ArrayIndexOutOfBoundsException" exception, could someone please take a look and point out why (the exception is caused in the second arraycopy() call): byte [] newContentBytes = EntityUtils.toByteArray((serverResponse.getEntity())); newContent = new String(newContentBytes); System.out.println( newContent); byte [] headerBytes = headers.getBytes(); byte[] res = new byte[newContentBytes.length + headerBytes.length]; //headerBytes. System.arraycopy(headerBytes, 0, res, 0, headerBytes.length); System.out.println( "length: " + newContentBytes.length); System.arraycopy(newContentBytes, 0, res, newContentBytes.length , newContentBytes.length); The problem is in allocating res size, for example if I write new byte[newContentBytes.length + headerBytes.length+ 2000] instead the exception doesn't occur, so what should the accurate size be?

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