Search Results

Search found 62701 results on 2509 pages for 'sql function'.

Page 1395/2509 | < Previous Page | 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402  | Next Page >

  • Hiding the Flash Message After a Time Delay

    - by Madhan ayyasamy
    Hi Friends,The flash hash is a great way to provide feedback to your users.Here is a quick tip for hiding the flash message after a period of time if you don’t want to leave it lingering around.First, add this line to the head of your layout to ensure the prototype and script.aculo.us javascript libraries are loaded:Next, add the following to either your layout (recommended), your view templates or a partial depending on your needs. I usually add this to a partial and include the partial in my layouts. "flash", :id = flash_type % "text/javascript" do % setTimeout("new Effect.Fade('');", 10000); This will wrap the flash message in a div with class=‘flash’ and id=‘error’, ‘notice’ or ‘warn’ depending on the flash key specified.The value ‘10000’ is the time in milliseconds before the flash will disappear. In this case, 10 seconds.This function looks pretty good and little javascript stunts like this can help make your site feel more professional. It’s also worth bearing in mind though, not everybody can see well or read as quickly as others so this may not be suitable for every application.Update:As Mitchell has pointed out (see comments below), it may be better to set the flash_type as the div class rather than it’s id. If there is the possibility that you’ll be showing more than one flash message per page, setting the flash_type as the div id will result in your HTML/XHTML code becoming invalid because the unique intentifier will be used more than once per page.Here is a slightly more complex version of the method shown above that will hide all divs with class ‘flash’ after a time delay, achieving the same effect and also ensuring your code stays valid with more than one flash message! "flash #{flash_type}" % "text/javascript" do % setTimeout("$$('div.flash').each(function(flash){ flash.hide();})", 10000); In this example, the div id is not set at all. Instead, each flash div will have class “div” and also class of the type of flash message (“error”, “warning” etc.).Have a Great Day..:)

    Read the article

  • Cinnamon Settings Panel Blank After v 2.0.6

    - by Cinnamon Challenge
    After cinnamon upgrade to 2.0.6-20131026040307-precise via synaptic, the "cinnamon settings" gui or window is broken. It appears blank, only showing the configuration category icons for "Appearance", "Preferences", "Hardware", and "Administration". The icons that should be within these categories are gone. I don't know if cinnamon-control-center was removed during the last cinnamon update, but this issue began on Oct. 25. When running cinnamon-settings from terminal, several errors appear such as this: Could not load screen module; is the cinnamon-control-center package installed? /usr/lib/cinnamon-settings/modules/cs_user.py:112: Warning: g_object_unref: assertion `G_IS_OBJECT (object)' failed file_icon = Gio.FileIcon().new(file) (cinnamon-settings.py:5471): Gtk-WARNING **: Attempting to add a widget with type GtkImage to a GtkMenuItem, but as a GtkBin subclass a GtkMenuItem can only contain one widget at a time; it already contains a widget of type GtkAccelLabel Could not find network module; is the cinnamon-control-center package installed? cinnamon-control-center is not installed in synaptic, and when the module is marked for installation, unity is selected for removal. Is there any way to get this function back without removing unity? Release: Ubuntu 12.04 (precise) Kernel: 3.2.0-55-generic Desktop: Cinnamon 2.0.6-20131026040307-precise Some settings are still accessible through terminal by appending the name of the function to the command: cinnamon-settings panel cinnamon-settings calendar cinnamon-settings themes cinnamon-settings applets cinnamon-settings windows cinnamon-settings fonts cinnamon-settings hotcorner

    Read the article

  • Extreme Optimization –Mathematical Constants and Basic Functions

    - by JoshReuben
    Machine constants The MachineConstants class - contains constants for floating-point arithmetic because the CLS System.Single and Double floating-point types do not follow the standard conventions and are useless. machine constants for the Double type: machine precision: Epsilon , SqrtEpsilon CubeRootEpsilon largest possible value: MaxDouble , SqrtMaxDouble, LogMaxDouble smallest Double-precision floating point number that is greater than zero: MinDouble , SqrtMinDouble , LogMinDouble A similar set of constants is available for the Single Datatype  Mathematical Constants The Constants class contains static fields for many mathematical constants and common expressions involving small integers – if you are doing thousands of iterations, you wouldn't want to calculate OneOverSqrtTwoPi , Sqrt17 or Log17 !!! Fundamental constants E - The base for the natural logarithm, e (2.718...). EulersConstant - (0.577...). GoldenRatio - (1.618...). Pi - the ratio between the circumference and the diameter of a circle (3.1415...). Expressions involving fundamental constants: TwoPi, PiOverTwo, PiOverFour, LogTwoPi, PiSquared, SqrPi, SqrtTwoPi, OneOverSqrtPi, OneOverSqrtTwoPi Square roots of small integers: Sqrt2, Sqrt3, Sqrt5, Sqrt7, Sqrt17 Logarithms of small integers: Log2, Log3, Log10, Log17, InvLog10  Elementary Functions The IterativeAlgorithm<T> class in the Extreme.Mathematics namespace defines many elementary functions that are missing from System.Math. Hyperbolic Trig Functions: Cosh, Coth, Csch, Sinh, Sech, Tanh Inverse Hyperbolic Trig Functions: Acosh, Acoth, Acsch, Asinh, Asech, Atanh Exponential, Logarithmic and Miscellaneous Functions: ExpMinus1 - The exponential function minus one, ex-1. Hypot - The hypotenuse of a right-angled triangle with specified sides. LambertW - Lambert's W function, the (real) solution W of x=WeW. Log1PlusX - The natural logarithm of 1+x. Pow - A number raised to an integer power.

    Read the article

  • Blank screen after Switch User or Resume

    - by matt wilkie
    About half the time when I switch users or resume from standby or resume the screen goes blank (black). If I work the cursor keys I can hear the system bell when it gets to the end of the user list. I can also successfully login, going from memory, but screen stays black. Sometimes closing and re-opening the lid will light up the screen again. Pressing the special Function key to enable/disable external monitor connection has no effect [Fn]-[F5],[Fn]-[F6]. If none of the previous work I need to put the computer into hibernation or full power off to restore screen function. If I watch closely when switching users I think I can see the screen initially start to light up and then quickly fade to black. The computer is an Acer Aspire 3500, model ZL6, running Ubuntu 10.10 installed 2 days ago. No proprietary drivers are in use. I'll provide a list of hardware details as soon as I can figure out how to generate that (didn't there used to be an entry for hardware details under the System menu?). Possibly related questions: No resume after Hibernate or Standby When I resume from suspension - the screen is blank Switch user fails to complete successfully For what it's worth, blank after resume also used to happen occasionally when the laptop was running XP-Home, but nowhere near as often, perhaps 6 or 8 times a year. UPDATE: I found System Administration System Testing and ran the Monitor test. It went very very dark, but the window elements could be discerned, and the whole screen flashed (from very very dark to black). On the third repeat of that same test the screen went to full blaupck and stayed there. Moving the mouse, via touchpad, or touch keys did not wake it up again. I had to close the lid and put the computer into hibernate, and press the power button to restore it. UPDATE2: output of lshw: http://pastebin.com/q7n8676r, lspci: http://pastebin.com/6ujzVK4r UPDATE3: sometimes I can restore the screen by flipping to console 1 with ctrl-alt-F1 and then back to graphical with ctrl-alt-F7.

    Read the article

  • How can I test if an oriented rectangle contains another oriented rectangle?

    - by gronzzz
    I have the following situation: To detect whether is the red rectangle is inside orange area I use this function: - (BOOL)isTile:(CGPoint)tile insideCustomAreaMin:(CGPoint)min max:(CGPoint)max { if ((tile.x < min.x) || (tile.x > max.x) || (tile.y < min.y) || (tile.y > max.y)) { NSLog(@" Object is out of custom area! "); return NO; } return YES; } But what if I need to detect whether the red tile is inside of the blue rectangle? I wrote this function which uses the world position: - (BOOL)isTileInsidePlayableArea:(CGPoint)tile { // get world positions from tiles CGPoint rt = [[CoordinateFunctions shared] worldFromTile:ccp(24, 0)]; CGPoint lb = [[CoordinateFunctions shared] worldFromTile:ccp(24, 48)]; CGPoint worldTile = [[CoordinateFunctions shared] worldFromTile:tile]; return [self isTile:worldTile insideCustomAreaMin:ccp(lb.x, lb.y) max:ccp(rt.x, rt.y)]; } How could I do this without converting to the global position of the tiles?

    Read the article

  • passing data to php in ajax [closed]

    - by MertMETIN
    i try to pass my data, actually checkboxes has some datas in their ids, and i read try to read them. like that, <input align="right" type=checkbox name="checkArtist[]" class="checkClass" id ="{$movieId}-{$mCast.id}"></li> dont worry about {$movieId}-{$mCast.id} They are template lite tags. I successfully read checkboxes datas in ajax side. The problem is that i cannot send these datas to my php. var artistIds = new Array(); $(".p16 input:checked").each()(function(){ artistIds.push($(this).attr('id')); }); $.post('/json/crewonly/deleteDataAjax2', { 'artistIds': artistIds },function(response){ if(response=='ok') alert("ok"); }); above code is my ajax but in php side $artistIds is always empty. I found a topic in stackoverflow http://stackoverflow.com/questions/5571646/how-to-pass-a-javascript-array-via-jquery-post-so-that-all-its-contents-are-acce It says how to pass js arrays $.post('/url/to/page', {'someKeyName': variableName}); This is same with my code. What's going wrong ?

    Read the article

  • 8-Puzzle Solution executes infinitely [migrated]

    - by Ashwin
    I am looking for a solution to 8-puzzle problem using the A* Algorithm. I found this project on the internet. Please see the files - proj1 and EightPuzzle. The proj1 contains the entry point for the program(the main() function) and EightPuzzle describes a particular state of the puzzle. Each state is an object of the 8-puzzle. I feel that there is nothing wrong in the logic. But it loops forever for these two inputs that I have tried : {8,2,7,5,1,6,3,0,4} and {3,1,6,8,4,5,7,2,0}. Both of them are valid input states. What is wrong with the code? Note For better viewing copy the code in a Notepad++ or some other text editor(which has the capability to recognize java source file) because there are lot of comments in the code. Since A* requires a heuristic, they have provided the option of using manhattan distance and a heuristic that calculates the number of misplaced tiles. And to ensure that the best heuristic is executed first, they have implemented a PriorityQueue. The compareTo() function is implemented in the EightPuzzle class. The input to the program can be changed by changing the value of p1d in the main() function of proj1 class. The reason I am telling that there exists solution for the two my above inputs is because the applet here solves them. Please ensure that you select 8-puzzle from teh options in the applet. EDITI gave this input {0,5,7,6,8,1,2,4,3}. It took about 10 seconds and gave a result with 26 moves. But the applet gave a result with 24 moves in 0.0001 seconds with A*. For quick reference I have pasted the the two classes without the comments : EightPuzzle import java.util.*; public class EightPuzzle implements Comparable <Object> { int[] puzzle = new int[9]; int h_n= 0; int hueristic_type = 0; int g_n = 0; int f_n = 0; EightPuzzle parent = null; public EightPuzzle(int[] p, int h_type, int cost) { this.puzzle = p; this.hueristic_type = h_type; this.h_n = (h_type == 1) ? h1(p) : h2(p); this.g_n = cost; this.f_n = h_n + g_n; } public int getF_n() { return f_n; } public void setParent(EightPuzzle input) { this.parent = input; } public EightPuzzle getParent() { return this.parent; } public int inversions() { /* * Definition: For any other configuration besides the goal, * whenever a tile with a greater number on it precedes a * tile with a smaller number, the two tiles are said to be inverted */ int inversion = 0; for(int i = 0; i < this.puzzle.length; i++ ) { for(int j = 0; j < i; j++) { if(this.puzzle[i] != 0 && this.puzzle[j] != 0) { if(this.puzzle[i] < this.puzzle[j]) inversion++; } } } return inversion; } public int h1(int[] list) // h1 = the number of misplaced tiles { int gn = 0; for(int i = 0; i < list.length; i++) { if(list[i] != i && list[i] != 0) gn++; } return gn; } public LinkedList<EightPuzzle> getChildren() { LinkedList<EightPuzzle> children = new LinkedList<EightPuzzle>(); int loc = 0; int temparray[] = new int[this.puzzle.length]; EightPuzzle rightP, upP, downP, leftP; while(this.puzzle[loc] != 0) { loc++; } if(loc % 3 == 0){ temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 1]; temparray[loc + 1] = 0; rightP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); rightP.setParent(this); children.add(rightP); }else if(loc % 3 == 1){ //add one child swaps with right temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 1]; temparray[loc + 1] = 0; rightP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); rightP.setParent(this); children.add(rightP); //add one child swaps with left temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 1]; temparray[loc - 1] = 0; leftP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); leftP.setParent(this); children.add(leftP); }else if(loc % 3 == 2){ // add one child swaps with left temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 1]; temparray[loc - 1] = 0; leftP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); leftP.setParent(this); children.add(leftP); } if(loc / 3 == 0){ //add one child swaps with lower temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 3]; temparray[loc + 3] = 0; downP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); downP.setParent(this); children.add(downP); }else if(loc / 3 == 1 ){ //add one child, swap with upper temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 3]; temparray[loc - 3] = 0; upP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); upP.setParent(this); children.add(upP); //add one child, swap with lower temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 3]; temparray[loc + 3] = 0; downP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); downP.setParent(this); children.add(downP); }else if (loc / 3 == 2 ){ //add one child, swap with upper temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 3]; temparray[loc - 3] = 0; upP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); upP.setParent(this); children.add(upP); } return children; } public int h2(int[] list) // h2 = the sum of the distances of the tiles from their goal positions // for each item find its goal position // calculate how many positions it needs to move to get into that position { int gn = 0; int row = 0; int col = 0; for(int i = 0; i < list.length; i++) { if(list[i] != 0) { row = list[i] / 3; col = list[i] % 3; row = Math.abs(row - (i / 3)); col = Math.abs(col - (i % 3)); gn += row; gn += col; } } return gn; } public String toString() { String x = ""; for(int i = 0; i < this.puzzle.length; i++){ x += puzzle[i] + " "; if((i + 1) % 3 == 0) x += "\n"; } return x; } public int compareTo(Object input) { if (this.f_n < ((EightPuzzle) input).getF_n()) return -1; else if (this.f_n > ((EightPuzzle) input).getF_n()) return 1; return 0; } public boolean equals(EightPuzzle test){ if(this.f_n != test.getF_n()) return false; for(int i = 0 ; i < this.puzzle.length; i++) { if(this.puzzle[i] != test.puzzle[i]) return false; } return true; } public boolean mapEquals(EightPuzzle test){ for(int i = 0 ; i < this.puzzle.length; i++) { if(this.puzzle[i] != test.puzzle[i]) return false; } return true; } } proj1 import java.util.*; public class proj1 { /** * @param args */ public static void main(String[] args) { int[] p1d = {1, 4, 2, 3, 0, 5, 6, 7, 8}; int hueristic = 2; EightPuzzle start = new EightPuzzle(p1d, hueristic, 0); int[] win = { 0, 1, 2, 3, 4, 5, 6, 7, 8}; EightPuzzle goal = new EightPuzzle(win, hueristic, 0); astar(start, goal); } public static void astar(EightPuzzle start, EightPuzzle goal) { if(start.inversions() % 2 == 1) { System.out.println("Unsolvable"); return; } // function A*(start,goal) // closedset := the empty set // The set of nodes already evaluated. LinkedList<EightPuzzle> closedset = new LinkedList<EightPuzzle>(); // openset := set containing the initial node // The set of tentative nodes to be evaluated. priority queue PriorityQueue<EightPuzzle> openset = new PriorityQueue<EightPuzzle>(); openset.add(start); while(openset.size() > 0){ // x := the node in openset having the lowest f_score[] value EightPuzzle x = openset.peek(); // if x = goal if(x.mapEquals(goal)) { // return reconstruct_path(came_from, came_from[goal]) Stack<EightPuzzle> toDisplay = reconstruct(x); System.out.println("Printing solution... "); System.out.println(start.toString()); print(toDisplay); return; } // remove x from openset // add x to closedset closedset.add(openset.poll()); LinkedList <EightPuzzle> neighbor = x.getChildren(); // foreach y in neighbor_nodes(x) while(neighbor.size() > 0) { EightPuzzle y = neighbor.removeFirst(); // if y in closedset if(closedset.contains(y)){ // continue continue; } // tentative_g_score := g_score[x] + dist_between(x,y) // // if y not in openset if(!closedset.contains(y)){ // add y to openset openset.add(y); // } // } // } } public static void print(Stack<EightPuzzle> x) { while(!x.isEmpty()) { EightPuzzle temp = x.pop(); System.out.println(temp.toString()); } } public static Stack<EightPuzzle> reconstruct(EightPuzzle winner) { Stack<EightPuzzle> correctOutput = new Stack<EightPuzzle>(); while(winner.getParent() != null) { correctOutput.add(winner); winner = winner.getParent(); } return correctOutput; } }

    Read the article

  • When and why you should use void (instead of i.e. bool/int)

    - by Jonas
    I occasionally run into methods where a developer chose to return something which isn't critical to the function. I mean, when looking at the code, it apparently works just as nice as a void and after a moment of thought, I ask "Why?" Does this sound familiar? Sometimes I would agree that most often it is better to return something like a bool or int, rather then just do a void. I'm not sure though, in the big picture, about the pros and cons. Depending on situation, returning an int can make the caller aware of the amount of rows or objects affected by the method (e.g., 5 records saved to MSSQL). If a method like "InsertSomething" returns a boolean, I can have the method designed to return true if success, else false. The caller can choose to act or not on that information. On the other hand, May it lead to a less clear purpose of a method call? Bad coding often forces me to double-check the method content. If it returns something, it tells you that the method is of a type you have to do something with the returned result. Another issue would be, if the method implementation is unknown to you, what did the developer decide to return that isn't function critical? Of course you can comment it. The return value has to be processed, when the processing could be ended at the closing bracket of method. What happens under the hood? Did the called method get false because of a thrown error? Or did it return false due to the evaluated result? What are your experiences with this? How would you act on this?

    Read the article

  • Brand New Annotations Support

    - by Ondrej Brejla
    Hi all! Today we would like to introduce you our brand new annotation support for NetBeans 7.2. The first thing which is different is the look of annotations in code completion. As you can see, there is a new annotation icon and an annotation type. Because we have a lot of modules with their own annotations, we differ them in code completion window by their type. We support annotations for: ApiGen (legacy PHPDoc annotations), PHPUnit, Doctrine 2 (ORM and ODM) and Symfony 2. Every annotation can be associated with some context. We recognize four of them: function, class/interface (type), method and field. It means that you will get just proper annotations for your class field as well as your global function. Do you have your own annotations? Or do you simply miss some? There is nothing hard to add it in there. We have a simple UI for adding your custom annotations! It's in Tools -> Options -> PHP -> Annotations. Here you can simply add, edit or delete your annotations. When you try to create new one, all fields are prefilled by some default values. So you really don't have to remember "how to use that crazy freemarker syntax". If you are satisfied with your new annotation, you can see it in a code completion window among other annotations. As you can see it has its own "Custom" type. That's all for today and as usual, please test it and if you find something strange, don't hesitate to file a new issue (component php, subcomponent Editor). Thanks.

    Read the article

  • Ridiculously easy AJAX with ASP.NET MVC and jQuery

    - by eddraper
    After deciding I wanted to dive full-on into the world of ASP.NET MVC 2, I  began doing some research into what would be the best way to support some of my required AJAX functionality on this platform.  The result of these efforts was a barrage of options – many of which required completely different JScript infrastructure than what I planned to go forward with.  As I’ve been delighted with jQuery so far, I began tossing out all approaches that didn’t natively leverage it… Thus, I planned to resist the temptation to take anymore <script> dependencies whatsoever, unless I thoroughly proved that jQuery could NOT do what I planned to do.   Here’s some code I wish I would’ve found early in my research.  This would’ve saved me quite a bit of time and search engine bandwidth. ;-)   <script type="text/javascript">     $(document).ready(function () {         $('#div_name_here').load('<%=Url.Action("ACTION_NAME_HERE","CONTROLLER_NAME_HERE")%>');         $('#id_of_link_I_want_trigger_the_ajax_call')       .bind('click', function (event) {           $('#div_name_where_I_want_to_have_the_ajax_response_loaded_here').load('<%=Url.Action("ACTION_HERE","CONTROLLER_HERE", )%>');       })     }) </script>

    Read the article

  • How to run the pixel shader effcet??

    - by Yashwinder
    Below stated is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel Shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

    Read the article

  • Can't use the hardware scissor any more, should I use the stencil buffer or manually clip sprites?

    - by Alex Ames
    I wrote a simple UI system for my game. There is a clip flag on my widgets that you can use to tell a widget to clip any children that try to draw outside their parent's box (for scrollboxes for example). The clip flag uses glScissor, which is fed an axis aligned rectangle. I just added arbitrary rotation and transformations to my widgets, so I can rotate or scale them however I want. Unfortunately, this breaks the scissor that I was using as now my clip rectangle might not be axis aligned. There are two ways I can think of to fix this: either by using the stencil buffer to define the drawable area, or by having a wrapper function around my sprite drawing function that will adjust the vertices and texture coords of the sprites being drawn based on the clipper on the top of a clipper stack. Of course, there may also be other options I can't think of (something fancy with shaders possibly?). I'm not sure which way to go at the moment. Changing the implementation of my scissor functions to use the stencil buffer probably requires the smallest change, but I'm not sure how much overhead that has compared to the coordinate adjusting or if the performance difference is even worth considering.

    Read the article

  • CLR 4.0: Corrupted State Exceptions

    - by Scott Dorman
    Corrupted state exceptions are designed to help you have fewer bugs in your code by making it harder to make common mistakes around exception handling. A very common pattern is code like this: public void FileSave(String name) { try { FileStream fs = new FileStream(name, FileMode.Create); } catch (Exception e) { MessageBox.Show("File Open Error"); throw new Exception(IOException); } The standard recommendation is not to catch System.Exception but rather catch the more specific exceptions (in this case, IOException). While this is a somewhat contrived example, what would happen if Exception were really an AccessViolationException or some other exception indicating that the process state has been corrupted? What you really want to do is get out fast before persistent data is corrupted or more work is lost. To help solve this problem and minimize the chance that you will catch exceptions like this, CLR 4.0 introduces Corrupted State Exceptions, which cannot be caught by normal catch statements. There are still places where you do want to catch these types of exceptions, particularly in your application’s “main” function or when you are loading add-ins.  There are also rare circumstances when you know code that throws an exception isn’t dangerous, such as when calling native code. In order to support these scenarios, a new HandleProcessCorruptedStateExceptions attribute has been added. This attribute is added to the function that catches these exceptions. There is also a process wide compatibility switch named legacyCorruptedStateExceptionsPolicy which when set to true will cause the code to operate under the older exception handling behavior. Technorati Tags: CLR 4.0, .NET 4.0, Exception Handling, Corrupted State Exceptions

    Read the article

  • To display the field values submitted with AJAX [closed]

    - by work
    Here is the code:I want to post the field values entered in this code to the page ajaxpost.php using Ajax and then do some operations there. What would be code required to be written in ajaxpost.php <html> <head> <script type="text/javascript"> function loadXMLDoc() { var xmlhttp; if (window.XMLHttpRequest) {// code for IE7+, Firefox, Chrome, Opera, Safari xmlhttp=new XMLHttpRequest(); } else {// code for IE6, IE5 xmlhttp=new ActiveXObject("Microsoft.XMLHTTP"); } xmlhttp.onreadystatechange=function() { if (xmlhttp.readyState==4 && xmlhttp.status==200) { document.getElementById("myDiv").innerHTML=xmlhttp.responseText; } } var zz=document.f1.dd.value; //alert(zz); var qq= document.f1.cc.value; xmlhttp.open("POST","ajaxpost.php",true); xmlhttp.setRequestHeader("Content-type","application/x-www-form-urlencoded"); xmlhttp.send("dd=zz&cc=qq"); } </script> </head> <body> <h2>AJAX</h2> <form name="f1"> <input type="text" name="dd"> <input type="text" name="cc"> <button type="button" onclick="loadXMLDoc()">Request data</button> <div id="myDiv"></div> </form> </body> </html>

    Read the article

  • using php to list some files in folders

    - by Terix
    I have collected many free themes from around internet. Each of them has a screenshot.jpg or png file on their folder. I want to scan all the folders for that file, and return the full file path to be used with an img html tag. I am not interested on partial path or folders where there are not screenshots. For example, if my fodler structure is: ./a/b/ ./c/d/e/screenshot.jpg ./f/ ./g/screenshot.jpg ./h/i/j/k/ ./l/m/screenshot.png ./n/o/ ./p/screenshot.jpg I want to get: ./c/d/e/screenshot.jpg ./g/screenshot.jpg ./l/m/screenshot.png ./p/screenshot.jpg I managed somehow to get a recursive function, but I figured only the way to return an array and then i can't get rid of what I don't need, and I miss png. Can anyone help me on that? the code I managed to put together is this: function getDirectoryTree( $outerDir , $x){ $dirs = array_diff( scandir( $outerDir ), Array( ".", ".." ) ); $dir_array = Array(); foreach( $dirs as $d ){ if( is_dir($outerDir."/".$d) ){ $dir_array[ $d ] = getDirectoryTree( $outerDir."/".$d , $x); }else{ if ($d==x) $dir_array[ $d ] = $d; } } return $dir_array; } $dirlist = getDirectoryTree('.','screenshot.jpg'); print_r($dirlist);

    Read the article

  • How to translate formulas into form of natural language?

    - by Ricky
    I am recently working on a project aiming at evaluating whether an android app crashes or not. The evaluation process is 1.Collect the logs(which record the execution process of an app). 2.Generate formulas to predict the result (formulas is generated by GP) 3.Evaluate the logs by formulas Now I can produce formulas, but for convenience for users, I want to translate formulas into form of natural language and tell users why crash happened.(I think it looks like "inverse natural language processing".) To explain the idea more clearly, imagine you got a formula like this: 155 - count(onKeyDown) >= 148 It's obvious that if count(onKeyDown) 7, the result of "155 - count(onKeyDown) = 148" is false, so the log contains more than 7 onKeyDown event would be predicted "Failed". I want to show users that if onKeyDown event appears more than 7 times(155-148=7), this app will crash. However, the real formula is much more complicated, such as: (< !( ( SUM( {Att[17]}, Event[5]) <= MAX( {Att[7]}, Att[0] >= Att[11]) OR SUM( {Att[17]}, Event[5]) > MIN( {Att[12]}, 734 > Att[19]) ) OR count(Event[5]) != 1 ) > (< count(Att[4] = Att[3]) >= count(702 != Att[8]) + 348 / SUM( {Att[13]}, 641 < Att[12]) mod 587 - SUM( {Att[13]}, Att[10] < Att[15]) mod MAX( {Att[13]}, Event[2]) + 384 > count(Event[10]) != 1)) I tried to implement this function by C++, but it's quite difficult, here's the snippet of code I am working right now. Does anyone knows how to implement this function quickly?(maybe by some tools or research findings?)Any idea is welcomed: ) Thanks in advance.

    Read the article

  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

    Read the article

  • How to get rid of grub menu after boot?

    - by umpirsky
    Here is my /etc/default/grub: # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" GRUB_CMDLINE_LINUX="" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' #GRUB_GFXMODE=640x480 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_LINUX_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" I tried various things including: How do I hide the GRUB menu showing up in the beginning of boot? How to disable Grub's menu from showing up after failed boot http://www.itworld.com/software/306238/disable-grub-boot-menu-ubuntu-1210 But I still get grub menu each time I boot. My generated /boot/grub/grub.cfg: # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi if [ "${next_entry}" ] ; then set default="${next_entry}" set next_entry= save_env next_entry set boot_once=true else set default="0" fi if [ x"${feature_menuentry_id}" = xy ]; then menuentry_id_option="--id" else menuentry_id_option="" fi export menuentry_id_option if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { if [ x$feature_all_video_module = xy ]; then insmod all_video else insmod efi_gop insmod efi_uga insmod ieee1275_fb insmod vbe insmod vga insmod video_bochs insmod video_cirrus fi } if [ x$feature_default_font_path = xy ] ; then font=unicode else insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi font="/usr/share/grub/unicode.pf2" fi if loadfont $font ; then set gfxmode=auto load_video insmod gfxterm set locale_dir=$prefix/locale set lang=en_US insmod gettext fi terminal_output gfxterm if [ "${recordfail}" = 1 ] ; then set timeout=-1 else if [ x$feature_timeout_style = xy ] ; then set timeout_style=hidden set timeout=0 # Fallback hidden-timeout code in case the timeout_style feature is # unavailable. elif sleep --interruptible 0 ; then set timeout=0 fi fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### set menu_color_normal=white/black set menu_color_highlight=black/light-gray if background_color 45,51,53; then clear fi ### END /etc/grub.d/05_debian_theme ### ### BEGIN /etc/grub.d/10_linux ### function gfxmode { set gfxpayload="${1}" if [ "${1}" = "keep" ]; then set vt_handoff=vt.handoff=7 else set vt_handoff= fi } if [ "${recordfail}" != 1 ]; then if [ -e ${prefix}/gfxblacklist.txt ]; then if hwmatch ${prefix}/gfxblacklist.txt 3; then if [ ${match} = 0 ]; then set linux_gfx_mode=keep else set linux_gfx_mode=text fi else set linux_gfx_mode=text fi else set linux_gfx_mode=keep fi else set linux_gfx_mode=text fi export linux_gfx_mode menuentry 'Ubuntu' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-simple-ed6b32bc-ec1d-444c-a000-282fddd6d460' { recordfail load_video gfxmode $linux_gfx_mode insmod gzio insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi linux /boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro quiet splash $vt_handoff initrd /boot/initrd.img-3.13.0-29-generic } submenu 'Advanced options for Ubuntu' $menuentry_id_option 'gnulinux-advanced-ed6b32bc-ec1d-444c-a000-282fddd6d460' { menuentry 'Ubuntu, with Linux 3.13.0-29-generic' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.13.0-29-generic-advanced-ed6b32bc-ec1d-444c-a000-282fddd6d460' { recordfail load_video gfxmode $linux_gfx_mode insmod gzio insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi echo 'Loading Linux 3.13.0-29-generic ...' linux /boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro quiet splash $vt_handoff echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.13.0-29-generic } menuentry 'Ubuntu, with Linux 3.13.0-29-generic (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.13.0-29-generic-recovery-ed6b32bc-ec1d-444c-a000-282fddd6d460' { recordfail load_video insmod gzio insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi echo 'Loading Linux 3.13.0-29-generic ...' linux /boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.13.0-29-generic } menuentry 'Ubuntu, with Linux 3.13.0-24-generic' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.13.0-24-generic-advanced-ed6b32bc-ec1d-444c-a000-282fddd6d460' { recordfail load_video gfxmode $linux_gfx_mode insmod gzio insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi echo 'Loading Linux 3.13.0-24-generic ...' linux /boot/vmlinuz-3.13.0-24-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro quiet splash $vt_handoff echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.13.0-24-generic } menuentry 'Ubuntu, with Linux 3.13.0-24-generic (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.13.0-24-generic-recovery-ed6b32bc-ec1d-444c-a000-282fddd6d460' { recordfail load_video insmod gzio insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi echo 'Loading Linux 3.13.0-24-generic ...' linux /boot/vmlinuz-3.13.0-24-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.13.0-24-generic } } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/20_memtest86+ ### ### END /etc/grub.d/20_memtest86+ ### ### BEGIN /etc/grub.d/30_os-prober ### menuentry 'Ubuntu 14.04 LTS (14.04) (on /dev/mapper/isw_beaaegcdjh_ASUS_OS2)' --class gnu-linux --class gnu --class os $menuentry_id_option 'osprober-gnulinux-simple-ed6b32bc-ec1d-444c-a000-282fddd6d460' { insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi linux /boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro splash quiet quiet splash $vt_handoff initrd /boot/initrd.img-3.13.0-29-generic } submenu 'Advanced options for Ubuntu 14.04 LTS (14.04) (on /dev/mapper/isw_beaaegcdjh_ASUS_OS2)' $menuentry_id_option 'osprober-gnulinux-advanced-ed6b32bc-ec1d-444c-a000-282fddd6d460' { menuentry 'Ubuntu (on /dev/mapper/isw_beaaegcdjh_ASUS_OS2)' --class gnu-linux --class gnu --class os $menuentry_id_option 'osprober-gnulinux-/boot/vmlinuz-3.13.0-29-generic.efi.signed--ed6b32bc-ec1d-444c-a000-282fddd6d460' { insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi linux /boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro splash quiet quiet splash $vt_handoff initrd /boot/initrd.img-3.13.0-29-generic } menuentry 'Ubuntu, with Linux 3.13.0-29-generic (on /dev/mapper/isw_beaaegcdjh_ASUS_OS2)' --class gnu-linux --class gnu --class os $menuentry_id_option 'osprober-gnulinux-/boot/vmlinuz-3.13.0-29-generic.efi.signed--ed6b32bc-ec1d-444c-a000-282fddd6d460' { insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi linux /boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro splash quiet quiet splash $vt_handoff initrd /boot/initrd.img-3.13.0-29-generic } menuentry 'Ubuntu, with Linux 3.13.0-29-generic (recovery mode) (on /dev/mapper/isw_beaaegcdjh_ASUS_OS2)' --class gnu-linux --class gnu --class os $menuentry_id_option 'osprober-gnulinux-/boot/vmlinuz-3.13.0-29-generic.efi.signed-root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro recovery nomodeset splash quiet-ed6b32bc-ec1d-444c-a000-282fddd6d460' { insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi linux /boot/vmlinuz-3.13.0-29-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro recovery nomodeset splash quiet initrd /boot/initrd.img-3.13.0-29-generic } menuentry 'Ubuntu, with Linux 3.13.0-24-generic (on /dev/mapper/isw_beaaegcdjh_ASUS_OS2)' --class gnu-linux --class gnu --class os $menuentry_id_option 'osprober-gnulinux-/boot/vmlinuz-3.13.0-24-generic.efi.signed--ed6b32bc-ec1d-444c-a000-282fddd6d460' { insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi linux /boot/vmlinuz-3.13.0-24-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro splash quiet quiet splash $vt_handoff initrd /boot/initrd.img-3.13.0-24-generic } menuentry 'Ubuntu, with Linux 3.13.0-24-generic (recovery mode) (on /dev/mapper/isw_beaaegcdjh_ASUS_OS2)' --class gnu-linux --class gnu --class os $menuentry_id_option 'osprober-gnulinux-/boot/vmlinuz-3.13.0-24-generic.efi.signed-root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro recovery nomodeset splash quiet-ed6b32bc-ec1d-444c-a000-282fddd6d460' { insmod part_gpt insmod ext2 if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 else search --no-floppy --fs-uuid --set=root ed6b32bc-ec1d-444c-a000-282fddd6d460 fi linux /boot/vmlinuz-3.13.0-24-generic.efi.signed root=UUID=ed6b32bc-ec1d-444c-a000-282fddd6d460 ro recovery nomodeset splash quiet initrd /boot/initrd.img-3.13.0-24-generic } } set timeout_style=menu if [ "${timeout}" = 0 ]; then set timeout=10 fi ### END /etc/grub.d/30_os-prober ### ### BEGIN /etc/grub.d/30_uefi-firmware ### menuentry 'System setup' $menuentry_id_option 'uefi-firmware' { fwsetup } ### END /etc/grub.d/30_uefi-firmware ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f ${config_directory}/custom.cfg ]; then source ${config_directory}/custom.cfg elif [ -z "${config_directory}" -a -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ###

    Read the article

  • Updating physics for animated models

    - by Mathias Hölzl
    For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each character has ~30 bones and for every update tick the animation gets calculated and every bone fires a event with the new matrix. The physics receives the event with the new matrix and updates the collision shape for that bone. The time that it takes to build the animation isn't that bad (0.2ms for 30 Bones - 6ms for 30 models). But the main problem is that the physic engine (Bullet) uses a diffrent matrix for transformation and so its necessary to convert it. Code for matrix conversion: (~0.005ms) btTransform CLEAR_PHYSICS_API Mat_to_btTransform( Mat mat ) { btMatrix3x3 bulletRotation; btVector3 bulletPosition; XMFLOAT4X4 matData = mat.GetStorage(); // copy rotation matrix for ( int row=0; row<3; ++row ) for ( int column=0; column<3; ++column ) bulletRotation[row][column] = matData.m[column][row]; for ( int column=0; column<3; ++column ) bulletPosition[column] = matData.m[3][column]; return btTransform( bulletRotation, bulletPosition ); } The function for updating the transform(Physic): void CLEAR_PHYSICS_API BulletPhysics::VKinematicMove(Mat mat, ActorId aid) { if ( btRigidBody * const body = FindActorBody( aid ) ) { btTransform tmp = Mat_to_btTransform( mat ); body->setWorldTransform( tmp ); } } The real problem is the function FindActorBody(id): ActorIDToBulletActorMap::const_iterator found = m_actorBodies.find( id ); if ( found != m_actorBodies.end() ) return found->second; All physic actors are stored in m_actorBodies and thats why the updating process takes to long. But I have no idea how I could avoid this. Friendly greedings, Mathias

    Read the article

  • OpenGL CPU vs. GPU

    - by Nitrex88
    So I've always been under the impression that doing work on the GPU is always faster than on the CPU. Because of this, in OpenGL, I usually try to do intensive tasks in shaders so they get the speed boost from the GPU. However, now I'm starting to realize that some things simply work better on the CPU and actually perform worse on the GPU (particularly when a geometry shader is involved). For example, in a recent project I did involving procedurally generated terrain, I tried passing a grid of single triangles into a geometry shader, and tesselated each of these triangles into quads with 400 vertices whose height was determined by a noise function. This worked fine, and looked great, but easily maxed out the GPU with only 25 base triangles and caused a very slow framerate. I then discovered that tesselating on the CPU instead, and setting the height (using noise function) in the vertex shader was actually faster! This prompted me to question the benefits of using the GPU as much as possible... So, I was wondering if someone could describe the general pros and cons of using the GPU vs CPU for intensive graphics tasks. I know this mainly comes down to what your trying to achieve, so if necessary, use the above scenario to discuss why the "CPU + vertex shader" was actually faster than doing everything in the geometry shader on the GPU. It's possible my hardware (newest macbook pro) isn't optomized well for the geometry shader (thus causing the slow framerate). Also, I read that the vertex shader is very good with parallelism, and would love a quick explanation of how this may have played a role in speeding up my procedural terrain. Any info/advice about CPU/GPU/shaders would be awesome!

    Read the article

  • Track user through Google Universal Analytics

    - by raygo
    I want to track a user from my site, give an id to Google Analytics and later be able to see which pages that id visited and for how long did that id view the pages. I've tried custom variables with the classic analytics. I tried enabling the User-ID feature in the Universal Analytics. Neither of these have given me what I want yet. Is there any way to accomplish this with Universal Analytics? UPDATE This is a sample code with a user whose id is 2. I try to set the userid in different ways to see if at least in one way it shows. <script> (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) })(window,document,'script','//www.google-analytics.com/analytics.js','ga'); ga('create', 'UA-XXXXXXX-1', 'domain.com', { 'userId': '2' }); ga('set', '&uid', '2'); // Set the user ID using signed-in user_id. var dimensionValue = '2'; ga('set', 'dimension1', dimensionValue); ga('send', 'pageview'); </script>

    Read the article

  • How to refactor and improve this XNA mouse input code?

    - by Andrew Price
    Currently I have something like this: public bool IsLeftMouseButtonDown() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Pressed; } public bool IsLeftMouseButtonPressed() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonUp() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonReleased() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Pressed; } This is fine. In fact, I kind of like it. However, I'd hate to have to repeat this same code five times (for right, middle, X1, X2). Is there any way to pass in the button I want to the function so I could have something like this? public bool IsMouseButtonDown(MouseButton button) { return currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonPressed(MouseButton button) { return currentMouseState.IsPressed(button) && !previousMouseState.IsPressed(button); } public bool IsMouseButtonUp(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonReleased(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } I suppose I could create some custom enumeration and switch through it in each function, but I'd like to first see if there is a built-in solution or a better way.. Thanks!

    Read the article

  • Building Interactive User Interfaces with Microsoft ASP.NET AJAX: Refreshing An UpdatePanel With Jav

    The ASP.NET AJAX UpdatePanel provides a quick and easy way to implement a snappier, AJAX-based user interface in an ASP.NET WebForm. In a nutshell, UpdatePanels allow page developers to refresh selected parts of the page (instead of refreshing the entire page). Typically, an UpdatePanel contains user interface elements that would normally trigger a full page postback - controls like Buttons or DropDownLists that have their AutoPostBack property set to True. Such controls, when placed inside an UpdatePanel, cause a partial page postback to occur. On a partial page postback only the contents of the UpdatePanel are refreshed, avoiding the "flash" of having the entire page reloaded. (For a more in-depth look at the UpdatePanel control, refer back to the Using the UpdatePanel installment in this article series.) Triggering a partial page postback refreshes the contents within an UpdatePanel, but what if you want to refresh an UpdatePanel's contents via JavaScript? Ideally, the UpdatePanel would have a client-side function named something like Refresh that could be called from script to perform a partial page postback and refresh the UpdatePanel. Unfortunately, no such function exists. Instead, you have to write script that triggers a partial page postback for the UpdatePanel you want to refresh. This article looks at how to accomplish this using just a single line of markup/script and includes a working demo you can download and try out for yourself. Read on to learn more! Read More >

    Read the article

  • OpenGL CPU vs. GPU

    - by Nitrex88
    So I've always been under the impression that doing work on the GPU is always faster than on the CPU. Because of this, in OpenGL, I usually try to do intensive tasks in shaders so they get the speed boost from the GPU. However, now I'm starting to realize that some things simply work better on the CPU and actually perform worse on the GPU (particularly when a geometry shader is involved). For example, in a recent project I did involving procedurally generated terrain, I tried passing a grid of single triangles into a geometry shader, and tesselated each of these triangles into quads with 400 vertices whose height was determined by a noise function. This worked fine, and looked great, but easily maxed out the GPU with only 25 base triangles and caused a very slow framerate. I then discovered that tesselating on the CPU instead, and setting the height (using noise function) in the vertex shader was actually faster! This prompted me to question the benefits of using the GPU as much as possible... So, I was wondering if someone could describe the general pros and cons of using the GPU vs CPU for intensive graphics tasks. I know this mainly comes down to what your trying to achieve, so if necessary, use the above scenario to discuss why the "CPU + vertex shader" was actually faster than doing everything in the geometry shader on the GPU. It's possible my hardware (newest macbook pro) isn't optomized well for the geometry shader (thus causing the slow framerate). Also, I read that the vertex shader is very good with parallelism, and would love a quick explanation of how this may have played a role in speeding up my procedural terrain. Any info/advice about CPU/GPU/shaders would be awesome!

    Read the article

  • CodePlex Daily Summary for Wednesday, May 30, 2012

    CodePlex Daily Summary for Wednesday, May 30, 2012Popular ReleasesOMS.Ice - T4 Text Template Generator: OMS.Ice - T4 Text Template Generator v1.4.0.14110: Issue 601 - Template file name cannot contain characters that are not allowed in C#/VB identifiers Issue 625 - Last line will be ignored by the parser Issue 626 - Usage of environment variables and macrosSilverlight Toolkit: Silverlight 5 Toolkit Source - May 2012: Source code for December 2011 Silverlight 5 Toolkit release.totalem: version 2012.05.30.1: Beta version added function for mass renaming files and foldersAudio Pitch & Shift: Audio Pitch and Shift 4.4.0: Tracklist added on main window Improved performances with tracklist Some other fixesJson.NET: Json.NET 4.5 Release 6: New feature - Added IgnoreDataMemberAttribute support New feature - Added GetResolvedPropertyName to DefaultContractResolver New feature - Added CheckAdditionalContent to JsonSerializer Change - Metro build now always uses late bound reflection Change - JsonTextReader no longer returns no content after consecutive underlying content read failures Fix - Fixed bad JSON in an array with error handling creating an infinite loop Fix - Fixed deserializing objects with a non-default cons...DBScripterCmd - A command line tool to script database objects to seperate files: DBScripterCmd Source v1.0.2.zip: Add support for SQL Server 2005Indent Guides for Visual Studio: Indent Guides v12.1: Version History Changed in v12.1: Fixed crash when unable to start asynchronous analysis Fixed upgrade from v11 Changed in v12: background document analysis new options dialog with Quick Set selections for behavior new "glow" style for guides new menu icon in VS 11 preview control now uses editor theming highlighting can be customised on each line fixed issues with collapsed code blocks improved behaviour around left-aligned pragma/preprocessor commands (C#/C++) new setting...DotNetNuke® Community Edition CMS: 06.02.00: Major Highlights Fixed issue in the Site Settings when single quotes were being treated as escape characters Fixed issue loading the Mobile Premium Data after upgrading from CE to PE Fixed errors logged when updating folder provider settings Fixed the order of the mobile device capabilities in the Site Redirection Management UI The User Profile page was completely rebuilt. We needed User Profiles to have multiple child pages. This would allow for the most flexibility by still f...StarTrinity Face Recognition Library: Version 1.2: Much better accuracy????: ????2.0.1: 1、?????。WiX Toolset: WiX v3.6 RC: WiX v3.6 RC (3.6.2928.0) provides feature complete Burn with VS11 support. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/5/28/WiX-v3.6-Release-Candidate-availableJavascript .NET: Javascript .NET v0.7: SetParameter() reverts to its old behaviour of allowing JavaScript code to add new properties to wrapped C# objects. The behavior added briefly in 0.6 (throws an exception) can be had via the new SetParameterOptions.RejectUnknownProperties. TerminateExecution now uses its isolate to terminate the correct context automatically. Added support for converting all C# integral types, decimal and enums to JavaScript numbers. (Previously only the common types were handled properly.) Bug fixe...callisto: callisto 2.0.29: Added DNS functionality to scripting. See documentation section for details of how to incorporate this into your scripts.Phalanger - The PHP Language Compiler for the .NET Framework: 3.0 (May 2012): Fixes: unserialize() of negative float numbers fix pcre possesive quantifiers and character class containing ()[] array deserilization when the array contains a reference to ISerializable parsing lambda function fix round() reimplemented as it is in PHP to avoid .NET rounding errors filesize bypass for FileInfo.Length bug in Mono New features: Time zones reimplemented, uses Windows/Linux databaseSharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.1): New fetures:Admin enable / disable match Hide/Show Euro 2012 SharePoint lists (3 lists) Installing SharePoint Euro 2012 PredictorSharePoint Euro 2012 Predictor has been developed as a SharePoint Sandbox solution to support SharePoint Online (Office 365) Download the solution havivi.euro2012.wsp from the download page: Downloads Upload this solution to your Site Collection via the solutions area. Click on Activate to make the web parts in the solution available for use in the Site C...????SDK for .Net 4.0+(OAuth2.0+??V2?API): ??V2?SDK???: ????SDK for .Net 4.X???????PHP?SDK???OAuth??API???Client???。 ??????API?? ???????OAuth2.0???? ???:????????,DEMO??AppKey????????????????,?????AppKey,????AppKey???????????,?????“????>????>????>??????”.Net Code Samples: Code Samples: Code samples (SLNs).LINQ_Koans: LinqKoans v.02: Cleaned up a bitCommonLibrary.NET: CommonLibrary.NET 0.9.8 - Final Release: A collection of very reusable code and components in C# 4.0 ranging from ActiveRecord, Csv, Command Line Parsing, Configuration, Holiday Calendars, Logging, Authentication, and much more. FluentscriptCommonLibrary.NET 0.9.8 contains a scripting language called FluentScript. Application: FluentScript Version: 0.9.8 Build: 0.9.8.4 Changeset: 75050 ( CommonLibrary.NET ) Release date: May 24, 2012 Binaries: CommonLibrary.dll Namespace: ComLib.Lang Project site: http://fluentscript.codeplex.com...JayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.0 RC1 Refresh 2: JayData is a unified data access library for JavaScript developers to query and update data from different sources like webSQL, indexedDB, OData, Facebook or YQL. See it in action in this 6 minutes video: http://www.youtube.com/watch?v=LlJHgj1y0CU RC1 R2 Release highlights Knockout.js integrationUsing the Knockout.js module, your UI can be automatically refreshed when the data model changes, so you can develop the front-end of your data manager app even faster. Querying 1:N relations in W...New Projects5Widgets: 5Widgets is a framework for building HTML5 canvas interfaces. Written in JavaScript, 5Widgets consists of a library of widgets and a controller that implements the MVC pattern. Though the HTML5 standard is gaining popularity, there is no framework like this at the moment. Yet, as a professional developer, I know many, including myself, would really find such a library useful. I have uploaded my initial code, which can definitely be improved since I have not had the time to work on it fu...Azure Trace Listener: Simple Trace Listener outputting trace data directly to Windows Azure Queue or Table Storage. Unlike the Windows Azure Diagnostics Listener (WAD), logging happens immediately and does not rely on (scheduled or manually triggered) Log Transfer mechanism. A simple Reader application shows how to read trace entries and can be used as is or as base for more advanced scenarios.CodeSample2012: Code Sample is a windows tool for saving pieces of codeEncryption: The goal of the Encryption project is to provide solid, high quality functionality that aims at taking the complexity out of using the System.Security.Cryptography namespace. The first pass of this library provides a very strong password encryption system. It uses variable length random salt bytes with secure SHA512 cryptographic hashing functions to allow you to provide a high level of security to the users. Entity Framework Code-First Automatic Database Migration: The Entity Framework Code-First Automatic Database Migration tool was designed to help developers easily update their database schema while preserving their data when they change their POCO objects. This is not meant to take the place of Code-First Migrations. This project is simply designed to ease the development burden of database changes. It grew out of the desire to not have to delete, recreated, and seed the database every time I made an object model change. Function Point Plugin: Function Point Tracability Mapper VSIX for Visual Studio 2010/TFS 2010+FunkOS: dcpu16 operating systemGit for WebMatrix: This is a WebMatrix Extension that allows users to access Git Source Control functions.Groupon Houses: the groupon site for housesLiquifier - Complete serialisation/deserialisation for complex object graphs: Liquifier is a serialisation/deserialisation library for preserving object graphs with references intact. Liquifier uses attributes and interfaces to allow the user to control how a type is serialised - the aim is to free the user from having to write code to serialise and deserialise objects, especially large or complex graphs in which this is a significant undertaking.MTACompCommEx032012: lak lak lakMVC Essentials: MVC Essentials is aimed to have all my learning in the projects that I have worked.MyWireProject: This project manages wireless networks.Peulot Heshbon - Hebrew: This program is for teaching young students math, until 6th grade. The program gives questions for the user. The user needs to answer the question. After 10 questions the user gets his mark. The marks are saved and can be viewed from every run. PlusOne: A .NET Extension and Utility Library: PlusOne is a library of extension and utility methods for C#.Project Support: This project is a simple project management solution. This will allow you to manage your clients, track bug reports, request additional features to projects that you are currently working on and much more. A client will be allowed to have multiple users, so that you can track who has made reports etc and provide them feedback. The solution is set-up so that if you require you can modify the styling to fit your companies needs with ease, you can even have multiple styles that can be set ...SharePoint 2010 Slide Menu Control: Navigation control for building SharePoint slide menuSIGO: 1 person following this project (follow) Projeto SiGO O Projeto SiGO (Sistema de Gerenciamento Odontologico) tem um Escorpo Complexo com varios programas e rotinas, compondo o modulo de SAC e CRM, Finanças, Estoque e outro itens. Coordenador Heitor F Neto : O Projeto SiGo desenvolvido aqui no CodePlex e open source, sera apenas um Prototipo, assim que desenvolmemos os modulos basicos iremos migrar para um servidor Pago e com segurança dos Codigo Fonte e Banco de Dados. Pessoa...STEM123: Windows Phone 7 application to help people find and create STEM Topic details.TIL: Text Injection and Templating Library: An advanced alternative to string.Format() that encapsulates templates in objects, uses named tokens, and lets you define extra serializing/processing steps before injecting input into the template (think, join an array, serialize an object, etc).UAH Exchange: Ukrainian hrivna currency exchangeuberBook: uberBook ist eine Kontakt-Verwaltung für´s Tray. Das Programm syncronisiert sämtliche Kontakte mit dem Internet und sucht automatisch nach Social-Network Profilen Ihrer KontakteWPF Animated GIF: A simple library to display animated GIF images in WPF, usable in XAML or in code.

    Read the article

< Previous Page | 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402  | Next Page >