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  • How do I fix error building package on ppa, uses tweepy/quickly

    - by qw3rty_rocks
    I'm building an application that uses tweepy (a python library) and when I build it on my local machine it works fine. When I submit it to launchpad though, it sent me a log which has this error: ERROR: Python module tweepy not found. I found a ppa python-tweepy on launchpad. So how do I fix this error. The log from launchpad is here: https://launchpadlibrarian.net/109066317/buildlog_ubuntu-precise-i386.quicknote_12.07_FAILEDTOBUILD.txt.gz

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  • Concurrency pattern of logger in multithreaded application

    - by Dipan Mehta
    The context: We are working on a multi-threaded (Linux-C) application that follows a pipeline model. Each module has a private thread and encapsulated objects which do processing of data; and each stage has a standard form of exchanging data with next unit. The application is free from memory leak and is threadsafe using locks at the point where they exchange data. Total number of threads is about 15- and each thread can have from 1 to 4 objects. Making about 25 - 30 odd objects which all have some critical logging to do. Most discussion I have seen about different levels as in Log4J and it's other translations. The real big questions is about how the overall logging should really happen? One approach is all local logging does fprintf to stderr. The stderr is redirected to some file. This approach is very bad when logs become too big. If all object instantiate their individual loggers - (about 30-40 of them) there will be too many files. And unlike above, one won't have the idea of true order of events. Timestamping is one possibility - but it is still a mess to collate. If there is a single global logger (singleton) pattern - it indirectly blocks so many threads while one is busy putting up logs. This is unacceptable when processing of the threads are heavy. So what should be the ideal way to structure the logging objects? What are some of the best practices in actual large scale applications? I would also love to learn from some of the real designs of large scale applications to get inspirations from!

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  • Decode base64 data as array in Python

    - by skerit
    I'm using this handy Javascript function to decode a base64 string and get an array in return. This is the string: base64_decode_array('6gAAAOsAAADsAAAACAEAAAkBAAAKAQAAJgEAACcBAAAoAQAA') This is what's returned: 234,0,0,0,235,0,0,0,236,0,0,0,8,1,0,0,9,1,0,0,10,1,0,0,38,1,0,0,39,1,0,0,40,1,0,0 The problem is I don't really understand the javascript function: var base64chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'.split(""); var base64inv = {}; for (var i = 0; i < base64chars.length; i++) { base64inv[base64chars[i]] = i; } function base64_decode_array (s) { // remove/ignore any characters not in the base64 characters list // or the pad character -- particularly newlines s = s.replace(new RegExp('[^'+base64chars.join("")+'=]', 'g'), ""); // replace any incoming padding with a zero pad (the 'A' character is zero) var p = (s.charAt(s.length-1) == '=' ? (s.charAt(s.length-2) == '=' ? 'AA' : 'A') : ""); var r = []; s = s.substr(0, s.length - p.length) + p; // increment over the length of this encrypted string, four characters at a time for (var c = 0; c < s.length; c += 4) { // each of these four characters represents a 6-bit index in the base64 characters list // which, when concatenated, will give the 24-bit number for the original 3 characters var n = (base64inv[s.charAt(c)] << 18) + (base64inv[s.charAt(c+1)] << 12) + (base64inv[s.charAt(c+2)] << 6) + base64inv[s.charAt(c+3)]; // split the 24-bit number into the original three 8-bit (ASCII) characters r.push((n >>> 16) & 255); r.push((n >>> 8) & 255); r.push(n & 255); } // remove any zero pad that was added to make this a multiple of 24 bits return r; } What's the function of those "<<<" and "" characters. Or is there a function like this for Python?

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  • urllib2 misbehaving with dynamically loaded content

    - by Sheena
    Some Code headers = {} headers['user-agent'] = 'User-Agent: Mozilla/5.0 (X11; Ubuntu; Linux x86_64; rv:16.0) Gecko/20100101 Firefox/16.0' headers['Accept'] = 'text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8' headers['Accept-Language'] = 'en-gb,en;q=0.5' #headers['Accept-Encoding'] = 'gzip, deflate' request = urllib.request.Request(sURL, headers = headers) try: response = urllib.request.urlopen(request) except error.HTTPError as e: print('The server couldn\'t fulfill the request.') print('Error code: {0}'.format(e.code)) except error.URLError as e: print('We failed to reach a server.') print('Reason: {0}'.format(e.reason)) else: f = open('output/{0}.html'.format(sFileName),'w') f.write(response.read().decode('utf-8')) A url http://groupon.cl/descuentos/santiago-centro The situation Here's what I did: enable javascript in browser open url above and keep an eye on the console disable javascript repeat step 2 use urllib2 to grab the webpage and save it to a file enable javascript open the file with browser and observe console repeat 7 with javascript off results In step 2 I saw that a whole lot of the page content was loaded dynamically using ajax. So the HTML that arrived was a sort of skeleton and ajax was used to fill in the gaps. This is fine and not at all surprising Since the page should be seo friendly it should work fine without js. in step 4 nothing happens in the console and the skeleton page loads pre-populated rendering the ajax unnecessary. This is also completely not confusing in step 7 the ajax calls are made but fail. this is also ok since the urls they are using are not local, the calls are thus broken. The page looks like the skeleton. This is also great and expected. in step 8: no ajax calls are made and the skeleton is just a skeleton. I would have thought that this should behave very much like in step 4 question What I want to do is use urllib2 to grab the html from step 4 but I cant figure out how. What am I missing and how could I pull this off? To paraphrase If I was writing a spider I would want to be able to grab plain ol' HTML (as in that which resulted in step 4). I dont want to execute ajax stuff or any javascript at all. I don't want to populate anything dynamically. I just want HTML. The seo friendly site wants me to get what I want because that's what seo is all about. How would one go about getting plain HTML content given the situation I outlined? To do it manually I would turn off js, navigate to the page and copy the html. I want to automate this. stuff I've tried I used wireshark to look at packet headers and the GETs sent off from my pc in steps 2 and 4 have the same headers. Reading about SEO stuff makes me think that this is pretty normal otherwise techniques such as hijax wouldn't be used. Here are the headers my browser sends: Host: groupon.cl User-Agent: Mozilla/5.0 (X11; Ubuntu; Linux x86_64; rv:16.0) Gecko/20100101 Firefox/16.0 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Language: en-gb,en;q=0.5 Accept-Encoding: gzip, deflate Connection: keep-alive Here are the headers my script sends: Accept-Encoding: identity Host: groupon.cl Accept-Language: en-gb,en;q=0.5 Connection: close Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 User-Agent: User-Agent: Mozilla/5.0 (X11; Ubuntu; Linux x86_64; rv:16.0) Gecko/20100101 Firefox/16.0 The differences are: my script has Connection = close instead of keep-alive. I can't see how this would cause a problem my script has Accept-encoding = identity. This might be the cause of the problem. I can't really see why the host would use this field to determine the user-agent though. If I change encoding to match the browser request headers then I have trouble decoding it. I'm working on this now... watch this space, I'll update the question as new info comes up

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  • Threading models when talking to hardware devices

    - by Fuzz
    When writing an interface to hardware over a communication bus, communications timing can sometimes be critical to the operation of a device. As such, it is common for developers to spin up new threads to handle communications. It can also be a terrible idea to have a whole bunch of threads in your system, an in the case that you have multiple hardware devices you may have many many threads that are out of control of the main application. Certainly it can be common to have two threads per device, one for reading and one for writing. I am trying to determine the pros and cons of the two different models I can think of, and would love the help of the Programmers community. Each device instance gets handles it's own threads (or shares a thread for a communication device). A thread may exist for writing, and one for reading. Requested writes to a device from the API are buffered and worked on by the writer thread. The read thread exists in the case of blocking communications, and uses call backs to pass read data to the application. Timing of communications can be handled by the communications thread. Devices aren't given their own threads. Instead read and write requests are queued/buffered. The application then calls a "DoWork" function on the interface and allows all read and writes to take place and fire their callbacks. Timing is handled by the application, and the driver can request to be called at a given specific frequency. Pros for Item 1 include finer grain control of timing at the communication level at the expense of having control of whats going on at the higher level application level (which for a real time system, can be terrible). Pros for Item 2 include better control over the timing of the entire system for the application, at the expense of allowing each driver to handle it's own business. If anyone has experience with these scenarios, I'd love to hear some ideas on the approaches used.

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  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

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  • Can we compare programming languages ergonomically?

    - by Nick Rosencrantz
    For instance, would Python be a more ergonomic programming language since it doesn't force you to make curly braces which requires the AltGr key. Also Python usually requires less code to achieve the same or am I being biased towards Python and PHP actually is an ergonomical and comfortable language despite forcing the programmer to use the AltGr key? Isn't forcing the programmer to use the AltGr key not very ergonomical?

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  • ValueError: too many values to unpack in a tuple

    - by falosi
    Please put some light on why am getting a too many to unpack (ValueError in my for loop).Have tried deb naislist = [('CONTROL FILE', '0', '0', '0'), ('REDO LOG', '0', '0', '0'), ('ARCHIVED LOG', '.69', '.59', '3'), ('BACKUP PIECE', '46.54', '0', '192'), ('IMAGE COPY', '0', '0', '0'), ('FLASHBACK LOG', '10.15', '6.31', '82'), ('FOREIGN ARCHIVED LOG', '0', '0', '0')] print "size of naislist is ",len((naislist)) heading = ('MAIN MENU', 'LEVELS', 'LEVEL2', 'LEVEL3') rearrange = dict(zip((0, 1, 2, 3), (len(str(x)) for x in heading))) for tu, x in naislist: rearrange.update((i, max(rearrange[i], len(str(el)))) for i, el in enumerate(tu)) rearrange[4] = max(rearrange[4], len(str(x))) forkit = '|'. join('%%-%ss' % rearrange[i] for i in xrange(0, 4)) print '\n'.join((forkit % heading, '-|-'.join(rearrange[i] * '-' for i in xrange(4)), '\n'.join(forkit % (a, b, c, d) for (a, b, c), d in naislist)))

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  • What do you look for when debugging deadlocks?

    - by Michael K
    Recently I've been working on projects that heavily use threading. I think that I'm OK at designing them; use stateless design as much as possible, lock access to all resources that more than one thread needs, etc. My experience in functional programming has helped that immensely. However, when reading other people's thread code, I get confused. I am debugging a deadlock right now, and since the coding style and design are different from my personal style, I am having a difficult time seeing potential deadlock conditions. What do you look for when debugging deadlocks?

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  • IPC linux huge transaction

    - by poly
    I'm building and application that requires huge transactions/sec of data and I need to use IPC to for the mutithreaded mutliprocceses communication, I know that there are a lot of methods to be used but not sure which one to choose for this application. This is what the application is gonna have, 4 processes, each process has 4 threads, the data chunk that needs to be transferred between two or more threads is around 400KB. I found that fifo is good choice except that it's 64K which is not that big so i'll need to modify and recompile the kernel but not sure if this is the right thing to do? Anyway, I'm open to any suggestions and I'd like to squeeze your experience in this :) and I appreciate it in advance.

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  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

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  • itertools.product eliminating repeated reversed tuples

    - by genclik27
    I asked a question yesterday and thanks to Tim Peters, it is solved. The question is here; itertools.product eliminating repeated elements The new question is further version of this. This time I will generate tuples inside of tuples. Here is an example; lis = [[(1,2), (3,4)], [(5,2), (1,2)], [(2,1), (1,2)]] When I use it in itertools.product function this is what I get, ((1, 2), (5, 2), (2, 1)) ((1, 2), (5, 2), (1, 2)) ((1, 2), (1, 2), (2, 1)) ((1, 2), (1, 2), (1, 2)) ((3, 4), (5, 2), (2, 1)) ((3, 4), (5, 2), (1, 2)) ((3, 4), (1, 2), (2, 1)) ((3, 4), (1, 2), (1, 2)) I want to change it in a way that if a sequence has (a,b) inside of it, then it can not have (b,a). In this example if you look at this sequence ((3, 4), (1, 2), (2, 1)) it has (1,2) and (2,1) inside of it. So, this sequence ((3, 4), (1, 2), (2, 1)) should not be considered in the results. As I said, I asked similar question before, in that case it was not considering duplicate elements. I try to adapt it to my problem. Here is modified code. Changed parts in old version are taken in comments. def reverse_seq(seq): s = [] for i in range(len(seq)): s.append(seq[-i-1]) return tuple(s) def uprod(*seqs): def inner(i): if i == n: yield tuple(result) return for elt in sets[i] - reverse: #seen.add(elt) rvrs = reverse_seq(elt) reverse.add(rvrs) result[i] = elt for t in inner(i+1): yield t #seen.remove(elt) reverse.remove(rvrs) sets = [set(seq) for seq in seqs] n = len(sets) #seen = set() reverse = set() result = [None] * n for t in inner(0): yield t In my opinion this code should work but I am getting error for the input lis = [[(1,2), (3,4)], [(5,2), (1,2)], [(2,1), (1,2)]]. I could not understand where I am wrong. for i in uprod(*lis): print i Output is, ((1, 2), (1, 2), (1, 2)) Traceback (most recent call last): File "D:\Users\SUUSER\workspace tree\sequence_covering _array\denemeler_buraya.py", line 39, in <module> for i in uprod(*lis): File "D:\Users\SUUSER\workspace tree\sequence_covering _array\denemeler_buraya.py", line 32, in uprod for t in inner(0): File "D:\Users\SUUSER\workspace tree\sequence_covering _array\denemeler_buraya.py", line 22, in inner for t in inner(i+1): File "D:\Users\SUUSER\workspace tree\sequence_covering _array\denemeler_buraya.py", line 25, in inner reverse.remove(rvrs) KeyError: (2, 1) Thanks,

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  • why client can not receive message from server (java) [migrated]

    - by user1745931
    I have just started learning java. I modified the client side code for a server/client communication program, by creating two threads for the client side, main thread for receiving user's input, and inputThread for receiving server's response. I am sure that server has sent the response to client, however, no response message is obtain at client. Here is my code. Can anyone help me to figure it out? Thanks package clientnio; import java.net.*; import java.nio.*; import java.io.*; import java.nio.channels.*; import java.util.Scanner; public class ClientNIO { public static int bufferLen = 50; public static SocketChannel client; public static ByteBuffer writeBuffer; public static ByteBuffer readBuffer; public static void main(String[] args) { writeBuffer = ByteBuffer.allocate(bufferLen); readBuffer = ByteBuffer.allocate(bufferLen); try { SocketAddress address = new InetSocketAddress("localhost",5505); System.out.println("Local address: "+ address); client=SocketChannel.open(address); client.configureBlocking(false); //readBuffer.flip(); new inputThread(readBuffer); /* String a="asdasdasdasddffasfas"; writeBuffer.put(a.getBytes()); writeBuffer.clear(); int d=client.write(writeBuffer); writeBuffer.flip(); */ while (true) { InputStream inStream = System.in; Scanner scan = new Scanner(inStream); if (scan.hasNext()==true) { String inputLine = scan.nextLine(); writeBuffer.put(inputLine.getBytes()); //writeBuffer.clear(); System.out.println(writeBuffer.remaining()); client.write(writeBuffer); System.out.println("Sending data: "+new String(writeBuffer.array())); writeBuffer.flip(); Thread.sleep(300); } } } catch(Exception e) { System.out.println(e); } } } class inputThread extends Thread { private ByteBuffer readBuffer; public inputThread(ByteBuffer readBuffer1) { System.out.println("Receiving thread starts."); this.readBuffer = readBuffer1; start(); } @Override public void run() { try { while (true) { readBuffer.flip(); int i=ClientNIO.client.read(readBuffer); if(i>0) { byte[] b=readBuffer.array(); System.out.println("Receiving data: "+new String(b)); //client.close(); //System.out.println("Connection closed."); //break; } Thread.sleep(100); } } catch (Exception e) { System.out.println(e); } } }

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  • Optimizing a memoization decorator not increase call stack

    - by Tyler Crompton
    I have a very, very basic memoization decorator that I need to optimize below: def memoize(function): memos = {} def wrapper(*args): try: return memos[args] except KeyError: pass result = function(*args) memos[args] = result return result return wrapper The goal is to make this so that it doesn't add on to the call stack. It actually doubles it right now. I realize that I can embed this on a function by function basis, but that is not desired as I would like a global solution for memoizing. Any ideas?

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  • A* algorithm very slow

    - by Amaranth
    I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens mainly when there is no path to the target destination, since it that situation there is more nodes to explore. I have the same problem when the path is shorter but selected more than 3 units (can't take the same path since the selected units can be in different part of the map). private List<NodeInfo> FindPath(Unit u, NodeInfo start, NodeInfo end) { Map map = GameInfo.GetInstance().GameMap; _nearestToTarget = start; start.MoveCost = 0; Vector2 endPosition = map.getTileByPos(end.X, end.Y).Position; //getTileByPos simply gets the tile in a 2D array with the X and Y indexes start.EstimatedRemainingCost = (int)(endPosition - map.getTileByPos(start.X, start.Y).Position).Length(); start.Parent = null; List<NodeInfo> openedNodes = new List<NodeInfo>(); ; List<NodeInfo> closedNodes = new List<NodeInfo>(); Point[] movements = GetMovements(u.UnitType); openedNodes.Add(start); while (!closedNodes.Contains(end) && openedNodes.Count > 0) { //Loop in nodes to find lowest cost NodeInfo currentNode = FindLowestCostOpenedNode(openedNodes); openedNodes.Remove(currentNode); closedNodes.Add(currentNode); Vector2 previousMouvement; if (currentNode.Parent == null) { previousMouvement = ConvertRotationToDirectionVector(u.Rotation); } else { previousMouvement = map.getTileByPos(currentNode.X, currentNode.Y).Position - map.getTileByPos(currentNode.Parent.X, currentNode.Parent.Y).Position; previousMouvement.Normalize(); } //For each neighbor foreach (Point movement in movements) { Point exploredGridPos = new Point(currentNode.X + movement.X, currentNode.Y + movement.Y); //Checks if valid move and checks if not if closed nodes list if (ValidNavigableNode(u.UnitType, new Point(currentNode.X, currentNode.Y), exploredGridPos) && !closedNodes.Contains(_gridMap[exploredGridPos.Y, exploredGridPos.X])) { NodeInfo exploredNode = _gridMap[exploredGridPos.Y, exploredGridPos.X]; Tile.TileType exploredTerrain = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).TerrainType; if(openedNodes.Contains(exploredNode)) { int newCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); if (newCost < exploredNode.MoveCost) { exploredNode.Parent = currentNode; exploredNode.MoveCost = newCost; //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); } } else { exploredNode.Parent = currentNode; exploredNode.MoveCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); Vector2 exploredNodeWorldPos = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).Position; exploredNode.EstimatedRemainingCost = (int)(endPosition - exploredNodeWorldPos).Length(); //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); openedNodes.Add(exploredNode); } } } } return closedNodes; } After that, I simply check if the end node is contained in the returned nodes. If so, I add the end node and each parent until I reach the start. If not, I add the nearestToTarget and each parent until I reach the start. I added a condition before calling FindPath so that only one unit can call a find path each frame (60 frame per second), but it makes no difference. I thought maybe I could solve this by allowing the find path to run in background while the game continues to run correctly, even if it takes a few frame (it is currently sequential sonce it is called in the update() of the unit if there's a target location but no path), but I don't really know how... I also though about sorting my opened nodes list by cost so I don't have to loop them, but I don't know if that would have an effect on the performance... Would there be other solutions? P.S. In the code, when I get the Move Cost, I check if the unit has to turn to perform the move, and the terrain type, nothing hard to do.

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  • Problems installing PIL after OSX 10.9

    - by user2632417
    I installed Mac OSX 10.9 the day it came out. Afterwards I decided I needed to install PIL. I'd installed it before, but it appeared the update had broken that. When I try to use pip to install PIL, it fails when building _imaging. It appears the root cause is this. /usr/include/sys/cdefs.h:655:2: error: Unsupported architecture Theres also a similar error here: /usr/include/machine/limits.h:8:2: error: architecture not supported and here: /usr/include/machine/_types.h:34:2: error: architecture not supported Then there's a whole list of missing types. /usr/include/sys/_types.h:94:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_blkcnt_t; /* total blocks */ ^ /usr/include/sys/_types.h:95:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_blksize_t; /* preferred block size */ ^ /usr/include/sys/_types.h:96:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_dev_t; /* dev_t */ ^ /usr/include/sys/_types.h:99:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_gid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:100:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_id_t; /* [XSI] pid_t, uid_t, or gid_t*/ ^ /usr/include/sys/_types.h:101:9: error: unknown type name '__uint64_t' typedef __uint64_t __darwin_ino64_t; /* [???] Used for 64 bit inodes */ Needless to say I don't know where to go from here. I've got a couple of guesses, but I don't even know how to check. Wrong include probably as a result of a badly configured environment variable Problem with Xcode's installation/ missing command line tools Messed up header files If anyone has any suggestions either to check one of those possibilities or for one of their own I'm all ears.

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  • Parsing Data in XML and Storing to DB in Python

    - by Rakesh
    Hi Guys i have problem parsing an xml file and entering the data to sqlite, the format is like i need to enter the chracters before the token like 111,AAA,BBB etc <DOCUMENT> <PAGE width="544.252" height="634.961" number="1" id="p1"> <MEDIABOX x1="0" y1="0" x2="544.252" y2="634.961"/> <BLOCK id="p1_b1"> <TEXT width="37.7" height="74.124" id="p1_t1" x="51.1" y="20.8652"> <TOKEN sid="p1_s11" id="p1_w1" font-name="Verdanae" bold="yes" italic="no">111</TOKEN> </TEXT> </BLOCK> <BLOCK id="p1_b3"> <TEXT width="151.267" height="10.725" id="p1_t6" x="24.099" y="572.096"> <TOKEN sid="p1_s35" id="p1_w22" font-name="Verdanae" bold="yes" italic="yes">AAA</TOKEN> <TOKEN sid="p1_s36" id="p1_w23" font-name="verdanae" bold="yes" italic="no">BBB</TOKEN> <TOKEN sid="p1_s37" id="p1_w24" font-name="verdanae" bold="yes" italic="no">CCC</TOKEN> </TEXT> </BLOCK> <BLOCK id="p1_b4"> <TEXT width="82.72" height="26" id="p1_t7" x="55.426" y="138.026"> <TOKEN sid="p1_s42" id="p1_w29" font-name="verdanae" bold="yes" italic="no">DDD</TOKEN> <TOKEN sid="p1_s43" id="p1_w30" font-name="verdanae" bold="yes" italic="no">EEE</TOKEN> </TEXT> <TEXT width="101.74" height="26" id="p1_t8" x="55.406" y="162.026"> <TOKEN sid="p1_s45" id="p1_w31" font-name="verdanae" bold="yes" italic="no">FFF</TOKEN> </TEXT> <TEXT width="152.96" height="26" id="p1_t9" x="55.406" y="186.026"> <TOKEN sid="p1_s47" id="p1_w32" font-name="verdanae" bold="yes" italic="no">GGG</TOKEN> <TOKEN sid="p1_s48" id="p1_w33" font-name="verdanae" bold="yes" italic="no">HHH</TOKEN> </TEXT> </BLOCK> </PAGE> </DOCUMENT> in .net it is done with 3 foreach loops 1. for "DOCUMENT/PAGE/BLOCK" 2."TEXT" 3. "TOKEN" and then it is entered into the DB i dont get how to do it in python and i am trying it with lxml module

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  • How to properly multi thread an RPG

    - by Nagrom_17
    I am working on an RPG type game in Java and I would like to know a few things relating to threading, What is the best way to implement a "wait for this then do this" without hanging the whole thread? Like waiting for a player to move to a location then pick up an item? or to wait one second then attack? Currently I am spawning new threads every time I need to wait for something, but that doesn't feel like the best solution. Any help is appreciated. EDIT: Clarification and an example of how I currently do things. User clicks on an item The function walkToAndPickUp(item) is called which is basically this: Make a new thread so we don't freeze the thread handling input while the player moves. Tell player to move to the item While the player is not at the item(The player moves through an update() function called in a different thread, I don't know how else to do it without freezing threads) Repeat until the player is at the item If the player is at the item then call delete item from map and add to inventory.

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  • Multi Threading - How to split the tasks

    - by Motig
    if I have a game engine with the basic 'game engine' components, what is the best way to 'split' the tasks with a multi-threaded approach? Assuming I have the standard components of: Rendering Physics Scripts Networking And a quad-core, I see two ways of multi-threading: Option A ('Vertical'): Using this approach I can allow one core for each component of the engine; e.g. one core for the Rendering task, one for the Physics, etc. Advantages: I do not need to worry about thread-safety within each component I can take advantage of special optimizations provided for single-threaded access (e.g. DirectX offers a flag that can be set to tell it that you will only use single-threading) Option B ('Horizontal'): Using this approach, each task may be split up into 1 <= n <= numCores threads, and executed simultaneously, one after the other. Advantages: Allows for work-sharing, i.e. each thread can take over work still remaining as the others are still processing I can take advantage of libraries that are designed for multi-threading (i.e. ... DirectX) I think, in retrospect, I would pick Option B, but I wanted to hear you guys' thoughts on the matter.

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  • Selecting and Copying a Random File Several Times

    - by user1252778
    [Edit: see below for final code] I have the following code and I'm trying to figure out where to insert the random.choice code to make it select a single file, copy it, and repeat (here 6 times). import os import shutil import random dir_input = str(input("Enter Source Directory: ")) src_files = (os.listdir(dir_input)) for x in range (0,5): print ('This is the %d time' % x) for file_name in src_files: full_file_name = (os.path.join(dir_input, file_name)) if (os.path.isfile(full_file_name)): print ('copying...' + full_file_name) shutil.copy(full_file_name, r'C:\Dir')) else: print ('Finished!')

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  • Launchpad failed to build after "quickly submitubuntu"

    - by function
    I uploaded my python project by running "quickly submitubuntu", but it failed to build on Launchpad. "quickly submitubuntu" is supposed to add package dependencies automatically, but the error log https://launchpadlibrarian.net/108711786/buildlog_ubuntu-precise-i386.indicator-launcher_12.06.24_FAILEDTOBUILD.txt.gz says some python modules aren't found; for example "ERROR: Python module gconf not found". Is this a bug in quickly, or is there something wrong in my program?

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  • GLES2.0 3D Android game performance and multi threading the update?

    - by Ofer
    I have profiled my mixed Java\C++ Android game and I got the following result: https://dl.dropbox.com/u/8025882/PompiDev/AndroidProfile.png As you can see, the pink think is a C++ functions that updates the game. It does things like updating the logic but it mostly it generates a "request list" for rendering. The thing is, I generate DrawLists on C++ and then send them to Java to process and draw using GLES2.0. Since then I was able to improve update from 9ms down to about 7ms, but I would like to ask if I would benefit from multi threading the update? As I understand from that diagram is that the function that takes the most time is the one you see it's color on the timeline. So the pink area is taken mostly by update. The other area has MainOpenGL.Handle as it's main contributor(whch is my java function), but since it's not drawn to the top of the diagram I can conclude other things are happening at the same time that use the CPU? Or even GPU stuff that isn't shown in this diagram. I am not sure how the GPU works on this. Does it calculate stuff in parallel to the CPU? Or is it part of the CPU usage as in SoC? I am not sure. Anyway, in case GPU things DO happen in parallel to CPU, then I would guess that if I do this C++ Update in parallel to the thread that makes the OpenGL calls, I might make use of "dead CPU time" due to GPU stalling or maybe have the GPU calls getting processed earlier because it won't have to wait for Update to finish? How do you suggest to improve performance based on that? Thanks.

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  • StringBuffer behavior in LWJGL

    - by Michael Oberlin
    Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract input polling to it, which (in theory) captures key presses from the Keyboard object and appends them to a StringBuilder/StringBuffer, then retrieves the completed string after receiving the ENTER key. The problem is, after I trigger the String return (currently with ESCAPE), and attempt to print it to System.out, I consistently get a blank line. I can get an appropriate string length, and I can even sample a single character out of it and get complete accuracy, but it never prints the actual string. I could swear that LWJGL slipped some kind of thread-safety trick in while I wasn't looking. Here's my code: static volatile StringBuffer command = new StringBuffer(); @Override public void chain(InputPoller poller) { this.chain = poller; } @Override public synchronized void poll() { //basic testing for modifier keys, to be used later on boolean shift = false, alt = false, control = false, superkey = false; if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) shift = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU)) alt = true; if(Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL)) control = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMETA) || Keyboard.isKeyDown(Keyboard.KEY_RMETA)) superkey = true; while(Keyboard.next()) if(Keyboard.getEventKeyState()) { command.append(Keyboard.getEventCharacter()); } if (Framework.isConsoleEnabled() && Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { System.out.println("Escape down"); System.out.println(command.length() + " characters polled"); //works System.out.println(command.toString().length()); //works System.out.println(command.toString().charAt(4)); //works System.out.println(command.toString().toCharArray()); //blank line! System.out.println(command.toString()); //blank line! Framework.disableConsole(); } //TODO: Add command construction and console management after that } } Maybe the answer's obvious and I'm just feeling tired, but I need to walk away from this for a while. If anyone sees the issue, please let me know. This machine is running the latest release of Java 7 on Ubuntu 12.04, Mate desktop environment. Many thanks.

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  • Game engine development in C++ [closed]

    - by Chris Cochran
    I am arriving at completion on a multithreaded concurrency framework designed for high-performance computing. Though I am not a gamer, it has occurred to me that this stand-alone software core could be an ideal basis for a multiprocessor game engine (64-bit native C++, 5000+ entry points). Are there any websites I could visit to discuss this technology with programmers and developers who could really benefit from it?

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  • Djangobb problem

    - by Djero
    I've installed Djangobb app on my server (Debian, mod_python) by cloning original source. The only things I've changed is database options in settings.py. All needed components are installed - syncdb query was executed right. But, when I'm trying to enter on my forum, it returns me error: ImproperlyConfigured: Error importing middleware django_authopenid.middleware: "No module named djangobb_forum.subscription" I've checked - djangobb_forum/subscription.py exist, so I don't know what can be wrong. Maybe someone had problems like that and know how to fix it? Sorry for my english.

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