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  • Request-local storage in ASP.NET (accessible to the code from IHttpModule implementation)

    - by IgorK
    I need to have some object hanging around between two events I'm interested in: PreRequestHandlerExecute (where I create an instance of my object and want to save it) and PostRequestHandlerExecute (where I want to get to the object). After the second event the object is not needed for my purposes and should be discarded either by storage or my explicit action. So the ideal context where my object should be stored is per request (with guaranteed no sharing issues when different threads are serving requests... or processes/servers :) ) Take into account that actual implementation I can do is being made from a HttpModule and is supposed to be a pluggable solution for already written web apps (so the option to provide some state using static/instance variables in Global.asax doesn't look good - I will have to modify Global.asax on every web application). Cache seems to be too broad for this use. I tried to see whether httpContext.Application (of type HttpApplicationState) is good for me or not, but cannot get whether it is exactly per HttpApplication instance or not (AFAIK you can have several instances of HttpApplications used on different threads and therefore serving several requests simultaneously - then using storage shared between threads will not work correctly; otherwise I would use it because one HttpApplication instance serves exactly one request at a time). Something could be done with storing state on the HttpModule instances if I know for sure that it's exactly bound 1-to-1 with every HttpApplication instance running (but again I need a proof that HttpApplication instance is 1-to-1 with my HttpModule's instance). Any valuable and reputable links on these topics are much appreciated... Would be great to find something particularly well-suited for per request situation (because otherwise I may end up with something ulgy... probably either some 'broader' scoped storage and some hacks to have different keys in the storage for different requests, OR using a thread-local thing and in this way commit to the theory that IIS/ASP.NET will not ever serve first event from one thread and the second event from the other thread and so on)

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  • How to give points for each indices of list

    - by Eric Jung
    def voting_borda(rank_ballots): '''(list of list of str) -> tuple of (str, list of int) The parameter is a list of 4-element lists that represent rank ballots for a single riding. The Borda Count is determined by assigning points according to ranking. A party gets 3 points for each first-choice ranking, 2 points for each second-choice ranking and 1 point for each third-choice ranking. (No points are awarded for being ranked fourth.) For example, the rank ballot shown above would contribute 3 points to the Liberal count, 2 points to the Green count and 1 point to the CPC count. The party that receives the most points wins the seat. Return a tuple where the first element is the name of the winning party according to Borda Count and the second element is a four-element list that contains the total number of points for each party. The order of the list elements corresponds to the order of the parties in PARTY_INDICES.''' #>>> voting_borda([['GREEN','NDP', 'LIBERAL', 'CPC'], ['GREEN','CPC','LIBERAL','NDP'], ['LIBERAL','NDP', 'CPC', 'GREEN']]) #('GREEN',[4, 6, 5, 3]) list_of_party_order = [] for sublist in rank_ballots: for party in sublist[0]: if party == 'GREEN': GREEN_COUNT += 3 elif party == 'NDP': NDP_COUNT += 3 elif party == 'LIBERAL': LIBERAL_COUNT += 3 elif party == 'CPC': CPC_COUNT += 3 for party in sublist[1]: if party == 'GREEN': GREEN_COUNT += 2 elif party == 'NDP': NDP_COUNT += 2 elif party == 'LIBERAL': LIBERAL_COUNT += 2 elif party == 'CPC': CPC_COUNT += 2 for party in sublist[2]: if party == 'GREEN': GREEN_COUNT += 1 elif party == 'NDP': NDP_COUNT += 1 elif party == 'LIBERAL': LIBERAL_COUNT += 1 elif party == 'CPC': CPC_COUNT += 1 I don't know how I would give points for each indices of the list MORE SIMPLY. Can someone please help me? Without being too complicated. Thank you!

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  • java gregorian calendar timer

    - by Ieyasu Sawada
    I have this java program which calculates the time that the person took to respond to the confirm dialog box. But it seems that both time1 and time 2 gets the same value. What have I done wrong here: import javax.swing.JOptionPane; import java.util.*; public class DialogTimer{ public static void main(String args[]){ int time1, time2, milli1, milli2, sec1, sec2, timeDifference; final int MILLISECSINSECOND =1000; JOptionPane.showConfirmDialog(null, "Is stealing ever justified? "); GregorianCalendar before=new GregorianCalendar(); GregorianCalendar after= new GregorianCalendar(); milli1=before.get(GregorianCalendar.MILLISECOND); milli2=after.get(GregorianCalendar.MILLISECOND); sec1=before.get(GregorianCalendar.SECOND); sec2=after.get(GregorianCalendar.SECOND); time1=MILLISECSINSECOND * sec1 + milli1; time2=MILLISECSINSECOND * sec2 + milli2; //timeDifference=time1 - time2; System.out.println(time1); System.out.println(time2); //JOptionPane.showMessageDialog(null, "It took " + (time1 - time2) + " milliseconds for you to answer"); } }

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  • Is there a generic way of dealing with varying connection strings in C#?

    - by James Wiseman
    I have an application that needs to connect to a SQL database, and execute a SQL Agent Job. The connection string I am trying to access is stored in the registry, which is easily enough pulled out. This appliction is to be run on multiple computers, and I cannot guarantee the format of this connection string being consistent across these computers. Two that I have pulled out for example are: Data Source=Server1;Initial Catalog=DB1;Integrated Security=SSPI; Data Source=Server2;Initial Catalog=DB1;Provider=SQLNCLI.1;Integrated Security=SSPI;Auto Translate=False; I can use an object of type System.Data.SqlClient.SqlConnection to connect to the database with the first connection string, howevever, I get the following error when I pass the second to it: keyword not supported: 'provider' Similarly, I can use the an object of type System.Data.OleDb.OleDbConnection to connect to the database with the second connection string, howevever, I get the following error when I pass the first to it: An OLEDB Provider was not specified in the ConnectionString' I can solve this by scanning the string for 'Provider' and doing the connect conditionally, however I can't help but feel that there is a better way of doing this, and handle the connection strings in a more generic fashion. Does anyone have any suggestions?

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  • Some specific questions about object oriented and MVC design.

    - by Samn
    I have two objects, Users and Mail. Users create Mail objects and send them to other users. If I wanted to get all mail for a User, I could create a method like GetMail() that would return an array of Mail objects owned by that User. But if I wanted to get all mail across the system, what "type" of object would be responsible for that? To solve this problem, I usually create a Manager, which is an object responsible for dealing with a collection of a particular type of object. MailManager deals with collections of Mail objects. GetMailForUser() is one method, GetAllMail() is another method. The User objects invokes the MailManager and executes GetMailForUser(me). Is this stupid? When a user executes the controller CreateMail, a new instance of the Mail object is created. The Mail object, seeing it is creating a new Mail of type 'sent', decides to go ahead and create a second Mail object for the recipient, of type 'received'. Creating one Mail object triggers the creation of a second Mail object. Is this stupid? Should the controller have created both Mail objects, or just the first 'sent' one? When two Users are friends, the association is stored in a table of Relationships. I use a simple object for Relationships. A RelationshipManager has a method called GetFriendsForUser(). The User object has a method GetFriends(), which invokes the RelationshipManager. Is this stupid?

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  • Nginx , Apache , Mysql , Memcache with server 4G ram. How optimize to enoigh of memory?

    - by TomSawyer
    i have 1 dedicated server with Nginx proxy for Apache. Memcache, mysql, 4G Ram. These day, my visitor on my site wasn't increased, but my server get overload always in some specified time. (9AM - 15PM) Ram in use is increased second by second to full. that's moment, my server will get overload. i have to kill all apache , mysql service and reboot it to get free memory. and it'll full again. that's the terrible circle. here is my ram in use at the moment 160(nginx) 220(apache) 512(memcache) 924(mysql) here's process number 4(nginx) 14(apache) 5(memcache) 20(mysql) and here's my my.cnf config. someone can help me to optimize it? [mysqld] datadir=/var/lib/mysql socket=/var/lib/mysql/mysql.sock user=mysql skip-locking skip-networking skip-name-resolve # enable log-slow-queries log-slow-queries = /var/log/mysql-slow-queries.log long_query_time=3 max_connections=200 wait_timeout=64 connect_timeout = 10 interactive_timeout = 25 thread_stack = 512K max_allowed_packet=16M table_cache=1500 read_buffer_size=4M join_buffer_size=4M sort_buffer_size=4M read_rnd_buffer_size = 4M max_heap_table_size=256M tmp_table_size=256M thread_cache=256 query_cache_type=1 query_cache_limit=4M query_cache_size=16M thread_concurrency=8 myisam_sort_buffer_size=128M # Disabling symbolic-links is recommended to prevent assorted security risks symbolic-links=0 [mysqldump] quick max_allowed_packet=16M [mysql] no-auto-rehash [isamchk] key_buffer=256M sort_buffer=256M read_buffer=64M write_buffer=64M [myisamchk] key_buffer=256M sort_buffer=256M read_buffer=64M write_buffer=64M [mysqlhotcopy] interactive-timeout [mysql.server] user=mysql basedir=/var/lib [mysqld_safe] log-error=/var/log/mysqld.log pid-file=/var/run/mysqld/mysqld.pid

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  • Improving performance in this query

    - by Luiz Gustavo F. Gama
    I have 3 tables with user logins: sis_login = administrators tb_rb_estrutura = coordinators tb_usuario = clients I created a VIEW to unite all these users by separating them by levels, as follows: create view `login_names` as select `n1`.`cod_login` as `id`, '1' as `level`, `n1`.`nom_user` as `name` from `dados`.`sis_login` `n1` union all select `n2`.`id` as `id`, '2' as `level`, `n2`.`nom_funcionario` as `name` from `tb_rb_estrutura` `n2` union all select `n3`.`cod_usuario` as `id`, '3' as `level`, `n3`.`dsc_nome` as `name` from `tb_usuario` `n3`; So, can occur up to three ids repeated for different users, which is why I separated by levels. This VIEW is just to return me user name, according to his id and level. considering it has about 500,000 registered users, this view takes about 1 second to load. too much time, but is becomes very small when I need to return the latest posts on the forum of my website. The tables of the forums return the user id and level, then look for a name in this VIEW. I have registered 18 forums. When I run the query, it takes one second for each forum = 18 seconds. OMG. This page loads every time somebody enter my website. This is my query: select `x`.`forum_id`, `x`.`topic_id`, `l`.`nome` from ( select `t`.`forum_id`, `t`.`topic_id`, `t`.`data`, `t`.`user_id`, `t`.`user_level` from `tb_forum_topics` `t` union all select `a`.`forum_id`, `a`.`topic_id`, `a`.`data`, `a`.`user_id`, `a`.`user_level` from `tb_forum_answers` `a` ) `x` left outer join `login_names` `l` on `l`.`id` = `x`.`user_id` and `l`.`level` = `x`.`user_level` group by `x`.`forum_id` asc USING EXPLAIN: id select_type table type possible_keys key key_len ref rows Extra 1 PRIMARY <derived2> ALL NULL NULL NULL NULL 6 Using temporary; Using filesort 1 PRIMARY <derived4> ALL NULL NULL NULL NULL 530415 4 DERIVED n1 ALL NULL NULL NULL NULL 114 5 UNION n2 ALL NULL NULL NULL NULL 2 6 UNION n3 ALL NULL NULL NULL NULL 530299 NULL UNION RESULT ALL NULL NULL NULL NULL NULL 2 DERIVED t ALL NULL NULL NULL NULL 3 3 UNION r ALL NULL NULL NULL NULL 3 NULL UNION RESULT ALL NULL NULL NULL NULL NULL Somebody can help me or give a suggestion?

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  • Execute a function to affect different template class instances

    - by Samer Afach
    I have a complicated problem, and I need help. I have a base case, class ParamBase { string paramValue; //... } and a bunch of class templates with different template parameters. template <typename T> class Param : public ParamBase { T value; //... } Now, each instance of Param has different template parameter, double, int, string... etc. To make it easier, I have a vector to their base class pointers that contains all the instances that have been created: vector<ParamBase*> allParamsObjects; The question is: How can I run a single function (global or member or anything, your choice), that converts all of those different instances' strings paramValue with different templates arguments and save the conversion result to the appropriate type in Param::value. This has to be run over all objects that are saved in the vector allParamsObjects. So if the template argument of the first Param is double, paramValue has to be converted to double and saved in value; and if the second Param's argument is int, then the paramValue of the second has to be converted to int and saved in value... etc. I feel it's almost impossible... Any help would be highly appreciated :-)

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • I need help understanding how this jQuery filter function works, line-by-line, if possible

    - by user717236
    Here is the HTML: <div> <h3>text</h3> </div> <div> <h3>moretext</h3> </div> <div> <h3>123</h3> </div>?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? Here is the JS: var rv1_wlength = $("div").filter(function() { return $(this).find("h3").filter(function () { return $(this).text() != "123"; }).length; }); var rv1_wolength = $("div").filter(function() { return $(this).find("h3").filter(function () { return $(this).text() != "123"; }); }); var rv2 = $("div").find("h3").filter(function() { return $(this).text() != "123"; }); alert(rv1_wlength.text()); // text // moretext alert(rv1_wolength.text()); // text // moretext // 123 alert(rv2.text());? // textmoretext I don't understand why the first two methods print the elements on each line, whereas the second method concatenates them. "rv2" is a jQuery object. Then, what are the first two (rv1_wlength and rv1_wolength)? Furthermore, I don't understand why the inclusion of the length property makes all the difference in filtering the elements. The second method does nothing, since it returns all the elements. The first method, with the only change being the addition of the length property, correctly filters the elements. I would very much like a line-by-line explanation. I would sincerely appreciate any feedback. Thank you.

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  • Regular expression, excluding .. in suffix of email addy

    - by user1754700
    This is homework, I've been working on it for a while, I've done lots of reading and feel I have gotten pretty familiar with regex for a beginner. I am trying to find a regular expression for validating/invalidating a list of emails. There are two addresses which are giving me problems, I can't get them both to validate the correct way at the same time. I've gone through a dozen different expressions that work for all the other emails on the list but I can't get those two at the same time. First, the addresses. [email protected] - invalid [email protected] - valid The part of my expression which validates the suffix I originally started with @.+\\.[[a-z]0-9]+ And had a second pattern for checking some more invalid addresses and checked the email against both patterns, one checked for validity the other invalidity but my professor said he wanted it all in on expression. @[[\\w]+\\.[\\w]+]+ or @[\\w]+\\.[\\w]+ I've tried it written many, many different ways but I'm pretty sure I was just using different syntax to express these two expressions. I know what I want it to do, I want it to match a character class of "character+"."character+"+ The plus sign being at least one. It works for the invalid class when I only allow the character class to repeat one time(and obviously the ip doesn't get matched), but when I allow the character class to repeat itself it matches the second period even thought it isn't preceded by a character. I don't understand why.

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  • How to start/stop/restart jQuery animation

    - by Emin
    I have the following function that when I call displays a message to the user for a certain amount of time (5 secs in my case). During this "period" if I call the function again to display another message, practically it should hide, then re-appear with the new message for another 5 seconds. What happens with my code below, I call the function to display the message. Then, lets say on the 4th second, I call it again to display another message, the new message is displayed for 1 second. I need to somehow -reset- the time but can't figure out how. Tried stopping the animation, checking if the element was visible and hiding it if it was, and many other things. I believe the solution is a simple chaining issue but can't get it right. So any help would be appreciated! function display_message(msgType, message) { var elem = $('#ur_messagebox'); switch (msgType) { case 'confirm': elem.addClass('msg_confirm'); break; case 'error': elem.addClass('msg_error'); break; } elem.html(message); elem.show().delay(5000).fadeOut(1000); } thanks in advance...

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  • Time to start a counter on client-side.

    - by Felipe
    Hi everybody, I'm developing an web application using asp.net mvc, and i need to do a stopwatch (chronometer) (with 30 seconds preprogrammed to start in a certain moment) on client-side using the time of the server, by the way, the client's clock can't be as the server's clock. So, i'm using Jquery to call the server by JSon and get the time, but it's very stress because each one second I call the server to get time, something like this: $(function() { GetTimeByServer(); }); function GetTimeByServer() { $.getJSon('/Home/Time', null, function(result) { if (result.SecondsPending < 30) { // call another function to start an chronometer } else { window.SetTimeout(GetTimeByServer, 1000); //call again each 1 second! } }); } It works fine, but when I have more than 3 or 4 call like this, the browser slowly but works! I'd like to know, how improve more performace in client side, or if is there any way to do this... is there any way to client listen the server like a "socket" to know if the chronometer should start... PS: Sorry for my english! thanks Cheers

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  • Java applet loading images from external jars

    - by Mathias
    I have a jar on a server, and users should be able to develop extensions for it. Therefore the jars main class should be extended and some resources should be added to a second user created jar which will be loaded from another server or locally. Now I have problems accessing the resources (images) from the user loaded jars. Heres is the structure: My Server: game.jar containing game.class images.class ... image1.png (...) Local: user.jar containing: user.class extends game userimage.png The extension is loaded via Greasemonkey, it modifies the "archive" attribute to "/home/username/user.jar, game.jar" and the "code" attribute to "user.class". The user should be able to overwrite already defined images. If the image does not exist in game.jar, it is loaded correctly from user.jar. But the images loaded early in the game are always loaded from the game.jar, others seem to be overwritten correctly by the user. Is there a way to make sure they are always loaded in the correct order? This might be because of some caching mechanism. Because Greasemonkey removes the game from the page, changes the archive and code and reinsert it, the game is loaded without a mod for a brief second. In that time, images are loaded as expected from game jar, but those are the ones not being overwritable by the user. But how to avoid it? Another thing: If I overwrite the "run" method in user.class, the game is unable to load any image at all. Not from the user.jar and not from the game.jar. Java doesn't find the image, as the URL object "getClass().getResource(imagename)" returns with null. I tried to overwrite the image.class, but that doesn't fix the problem, unless I overwrite every class from game.class involved into calling the image.class

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  • Can I force the auto-generated Linq-to-SQL classes to use an OUTER JOIN?

    - by Gary McGill
    Let's say I have an Order table which has a FirstSalesPersonId field and a SecondSalesPersonId field. Both of these are foreign keys that reference the SalesPerson table. For any given order, either one or two salespersons may be credited with the order. In other words, FirstSalesPersonId can never be NULL, but SecondSalesPersonId can be NULL. When I drop my Order and SalesPerson tables onto the "Linq to SQL Classes" design surface, the class builder spots the two FK relationships from the Order table to the SalesPerson table, and so the generated Order class has a SalesPerson field and a SalesPerson1 field (which I can rename to SalesPerson1 and SalesPerson2 to avoid confusion). Because I always want to have the salesperson data available whenever I process an order, I am using DataLoadOptions.LoadWith to specify that the two salesperson fields are populated when the order instance is populated, as follows: dataLoadOptions.LoadWith<Order>(o => o.SalesPerson1); dataLoadOptions.LoadWith<Order>(o => o.SalesPerson2); The problem I'm having is that Linq to SQL is using something like the following SQL to load an order: SELECT ... FROM Order O INNER JOIN SalesPerson SP1 ON SP1.salesPersonId = O.firstSalesPersonId INNER JOIN SalesPerson SP2 ON SP2.salesPersonId = O.secondSalesPersonId This would make sense if there were always two salesperson records, but because there is sometimes no second salesperson (secondSalesPersonId is NULL), the INNER JOIN causes the query to return no records in that case. What I effectively want here is to change the second INNER JOIN into a LEFT OUTER JOIN. Is there a way to do that through the UI for the class generator? If not, how else can I achieve this? (Note that because I'm using the generated classes almost exclusively, I'd rather not have something tacked on the side for this one case if I can avoid it).

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  • What are the elegant ways to do MixIns in Python?

    - by Slava Vishnyakov
    I need to find an elegant way to do 2 kinds of MixIns. First: class A(object): def method1(self): do_something() Now, a MixInClass should make method1 do this: do_other() - A.method1() - do_smth_else() - i.e. basically "wrap" the older function. I'm pretty sure there must exist a good solution to this. Second: class B(object): def method1(self): do_something() do_more() In this case, I want MixInClass2 to be able to inject itself between do_something() and do_more(), i.e.: do_something() - MixIn.method1 - do_more(). I understand that probably this would require modifying class B - that's ok, just looking for simplest ways to achieve this. These are pretty trivial problems and I actually solved them, but my solution is tainted. Fisrt one by using self._old_method1 = self.method1(); self.method1() = self._new_method1(); and writing _new_method1() that calls to _old_method1(). Problem: multiple MixIns will all rename to _old_method1 and it is inelegant. Second MixIn one was solved by creating a dummy method call_mixin(self): pass and injecting it between calls and defining self.call_mixin(). Again inelegant and will break on multiple MixIns.. Any ideas?

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  • How to prevent ADO.NET from altering double values when it reads from Excel files

    - by Khnle
    I have the following rows in my Excel input file: Column1 Column2 0-5 3.040 6 2.957 7 2.876 and the following code which uses ADO.NET to read it: string fileName = "input.xls"; var connectionString = string.Format("Provider=Microsoft.Jet.OLEDB.4.0; data source={0}; Extended Properties=Excel 8.0;", fileName); var dbConnection = new OleDbConnection(connectionString); dbConnection.Open(); try { var dbCommand = new OleDbCommand("SELECT * FROM [Sheet1$]", dbConnection); var dbReader = dbCommand.ExecuteReader (); while (dbReader.Read()) { string col1 = dbReader.GetValue(0).ToString(); string col2 = dbReader.GetValue(1).ToString(); } } finally { dbConnection.Close(); } The results are very disturbing. Here's why: The values of each column in the first time through the loop: col1 is empty (blank) col2 is 3.04016411633586 Second time: col1 is 6 col2 is 2.95722928448829 Third time: col1 is 7 col2 is 2.8763272933077 The first problem happens with col1 in the first iteration. I expect 0-5. The second problem happens at every iteration with col2 where ADO.NET obviously alters the values as it reads them. How to stop this mal-behavior?

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  • keybd_event is not working right =(

    - by user302131
    I can't get this to work right. This should press left for 1 second then wait 10 seconds, then right 1 second, etc.: keybd_event(0x25, 0xCB, 0, 0); // press left cout << "Ldown\n"; // so i know it worked Sleep(1000); // hold it for 1sec keybd_event(0x25, 0xCB, KEYEVENTF_KEYUP, 0);// let go of the key cout << "Lup\n"; // so i know i let go Sleep(10000); // Sleep for 10secs keybd_event(0x27, 0xCD, 0, 0); // press right cout << "Rdown\n"; // so i know i pressed right Sleep(1000); // sleep 1sec keybd_event(0x27, 0xCD, KEYEVENTF_KEYUP, 0);// let go of the key cout << "Rdown\n"; // so i know i let go. This is in a loop but it wont do anything :( Unless I close the program before the key is let go, then it will just keep the key down until I press the key again. I know you can use only one key code if you want but I need to use both. So what am I missing?

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  • Convert a Dynamic[] construct to a numerical list

    - by Leo Alekseyev
    I have been trying to put together something that allows me to extract points from a ListPlot in order to use them in further computations. My current approach is to select points with a Locator[]. This works fine for displaying points, but I cannot figure out how to extract numerical values from a construct with head Dynamic[]. Below is a self-contained example. By dragging the gray locator, you should be able to select points (indicated by the pink locator and stored in q, a list of two elements). This is the second line below the plot. Now I would like to pass q[[2]] to a function, or perhaps simply display it. However, Mathematica treats q as a single entity with head Dynamic, and thus taking the second part is impossible (hence the error message). Can anyone shed light on how to convert q into a regular list? EuclideanDistanceMod[p1_List, p2_List, fac_: {1, 1}] /; Length[p1] == Length[p2] := Plus @@ (fac.MapThread[Abs[#1 - #2]^2 &, {p1, p2}]) // Sqrt; test1 = {{1.`, 6.340196001221532`}, {1.`, 13.78779876355869`}, {1.045`, 6.2634018978377295`}, {1.045`, 13.754947081416544`}, {1.09`, 6.178367702583522`}, {1.09`, 13.72055251752498`}, {1.135`, 1.8183153704413153`}, {1.135`, 6.082497198000075`}, {1.135`, 13.684582525399742`}, {1.18`, 1.6809452373465104`}, {1.18`, 5.971583107298081`}, {1.18`, 13.646996905469383`}, {1.225`, 1.9480537697339537`}, {1.225`, 5.838386922625636`}, {1.225`, 13.607746407088161`}, {1.27`, 2.1183174369679234`}, {1.27`, 5.669799095595362`}, {1.27`, 13.566771130126131`}, {1.315`, 2.2572975468163463`}, {1.315`, 5.444014254828522`}, {1.315`, 13.523998701347882`}, {1.36`, 2.380307009155079`}, {1.36`, 5.153024664297602`}, {1.36`, 13.479342200528283`}, {1.405`, 2.4941312539733285`}, {1.405`, 4.861423833512566`}, {1.405`, 13.432697814928654`}, {1.45`, 2.6028066447609426`}, {1.45`, 4.619367407525507`}, {1.45`, 13.383942212133244`}}; DynamicModule[{p = {1.2, 10}, q = {1.3, 11}}, q := Dynamic@ First@test1[[ Ordering[{#, EuclideanDistanceMod[p, #, {1, .1}]} & /@ test1, 1, #1[[2]] < #2[[2]] &]]]; Grid[{{Show[{ListPlot[test1, Frame -> True, ImageSize -> 300], Graphics@Locator[Dynamic[p]], Graphics@ Locator[q, Appearance -> {Small}, Background -> Pink]}]}, {Dynamic@p}, {q},{q[[2]]}}]]

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  • Design question for windows application, best approach?

    - by Jamie Keeling
    Hello, I am in the process of designing an application that will allow you to find pictures (screen shots) made from certain programs. I will provide the locations of a few of the program in the application itself to get the user started. I was wondering how I should go about adding new locations as the time goes on, my first thought was simply hard coding it into the application but this will mean the user has to reinstall it to make the changes take affect. My second idea was to use an XML file to contain all the locations as well as other data, such as the name of the application. This also means the user can add their own locations if they wish as well as sharing them over the internet. The second option seemed the best approach but then I had to think how would it be managed on the users computer. Ideally I'd like just a single .exe without the reliance on any external files such as the XML but this would bring me back to point one. Would it be best to simply use the ClickOnce deployment to create an entry in the start menu and create a folder containing the .exe and the file names? Thanks for the feedback, I don't want to start implementing the application until the design is nailed.

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  • Creating a dynamic two-column iOS spinning wheel with HTML/Javascript

    - by JSW189
    I am trying to create a dynamic two-column spinning wheel for iOS Safari using this HTML/Javascript wheel. However, I am having trouble getting the value of the first column to change the results of the second column. I have tried using an if statement to get the value of the first variable (var beverage) and add the value of the second column correspondingly. Does anybody know what I am doing wrong/if there is a better approach? function openBirthDate() { var beverage = { 1:'Coffee', 2:'Soda' }; //THIS IS WHERE I'M HAVING TROUBLE var results = SpinningWheel.getSelectedValues(); if (results.values === 1) { var company = { 1:'Starbucks', 2:'Dunkin Donuts' }; } else { var company = { 1:'Coke', 2:'Pepsi' }; } var size = { 1:'Tall', 2:'Grande', 3:'Venti' }; SpinningWheel.addSlot(type, '', 1); SpinningWheel.addSlot(company, '', 1); SpinningWheel.addSlot(size, '', 1); SpinningWheel.setCancelAction(cancel); SpinningWheel.setDoneAction(done); SpinningWheel.open(); } function done() { var results = SpinningWheel.getSelectedValues(); document.getElementById('result').innerHTML = 'values: ' + results.values.join(' ') + '<br />keys: ' + results.keys.join(', '); } function cancel() { document.getElementById('result').innerHTML = 'cancelled!'; } window.addEventListener('load', function(){ setTimeout(function(){ window.scrollTo(0,0); }, 100); }, true);

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  • Thread-safety of read-only memory access

    - by Edmund
    I've implemented the Barnes-Hut gravity algorithm in C as follows: Build a tree of clustered stars. For each star, traverse the tree and apply the gravitational forces from each applicable node. Update the star velocities and positions. Stage 2 is the most expensive stage, and so is implemented in parallel by dividing the set of stars. E.g. with 1000 stars and 2 threads, I have one thread processing the first 500 stars and the second thread processing the second 500. In practice this works: it speeds the computation by about 30% with two threads on a two-core machine, compared to the non-threaded version. Additionally, it yields the same numerical results as the original non-threaded version. My concern is that the two threads are accessing the same resource (namely, the tree) simultaneously. I have not added any synchronisation to the thread workers, so it's likely they will attempt to read from the same location at some point. Although access to the tree is strictly read-only I am not 100% sure it's safe. It has worked when I've tested it but I know this is no guarantee of correctness! Questions Do I need to make a private copy of the tree for each thread? Even if it is safe, are there performance problems of accessing the same memory from multiple threads?

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  • Creating C++ client app for some abstract windows server - how to manage TCP connection to server speed?

    - by Kabumbus
    So we have some server with some address port and ip. we are developing that server so we can implement on it what ever we need for help. What are standard/best practices for data transfer speed management between C++ windows client app and server (C++)? My main point is in how to get how much data can be uploaded/downloaded from/to client via his low speed network to my relatively super fast server. (I need it for set up of his live stream Audio/Video bit rate) My try on explaining number 3. We do not care how fast is our server. It is always faster than needed. We care about client tyring to stream out to our server his media. he streams encoded (via ffmpeg) live video data to our server. But he has say ADSL with 500kb/s of outgoing traffic. Also he uses some ICQ or what so ever so he has less than 500 kb/s per second. And he wants to stream live video! So we need to set up our ffmpeg to encode video with respect to the bit rate user can provide. We develop server side and client side. We need a way of finding out how much user can upload per second currently (so value can change dynamically over time)

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  • How does scope in Javascript work?

    - by Jim
    I can not understand how scoping works in Javascript. E.g. <html> <head> <script>var userName = "George"; </script> </head> <body> ...... <script> document.write('Name = ' + userName); </script> </body> </html> The variable userName is declared in another "section" of a script. As I understand it the browser renders html and executes code in the order it finds it. So how does userName in the second script tag gets resolved? Does it go to a global setting? Anything I declare earlier is global? I noticed the same happens if I do something like: <html> <head> <script> do { var userName = "George"; //bla } while (someCondition); </script> </head> <body> ...... <script> document.write('Name = ' + userName); </script> </body> </html> Even when userName is declared inside {} it is still resolved in the second script. How is that possible?

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  • Display two array's in the same table

    - by Naeem Ahmed
    $row = $query->fetchAll(PDO::FETCH_ASSOC); $num_rows = count($row); for ($i = 0; $i < $num_rows; $i++) { $title = htmlspecialchars($row[$i]['title']); $author =htmlspecialchars($row[$i]['author']); $school =htmlspecialchars($row[$i]['school']); $solution = $row[$i]['solution']; $notes = $row[$i]['notes']; $ad = array($title, $price, $author, $school, $contact, $content, $date); $inlcude = array($solutions, $notes); $field = 0; echo "<table border='1'>"; // foreach($inlcude as $in) This failled miserably foreach ($ad as $post) { if ($field < 3) //The first three values are placed in the first row { echo "<td>$post</td>"; } if ($field >= 3) { echo "<tr><td>$post</td><td>$in</td></tr>"; } $field++; } echo '</table>'; } I have two arrays and I would like to display them in different columns in my table. $ad displays perfectly fine but I'm having trouble displaying the contents in $inlcude in the second column. I've tried putting another foreach loop to iterate through contents of the second array but that really screws up my table by placing random values in different places on the table. Besides the foreach loop, I don't know of any other way to iterate through the array. Any suggestions would be appreciated.Thanks!

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