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  • Problems forwarding port 3306 on iptables with CentOS

    - by BoDiE2003
    Im trying to add a forward to the mysql server at 200.58.126.52 to allow the access from 200.58.125.39, and Im using the following rules (its my whole iptables of the VPS of my hosting). I can connect locally at the server that holds the mysql service as localhost, but not from outside. Can someone check if the following rules are fine? Thank you # Firewall configuration written by system-config-securitylevel # Manual customization of this file is not recommended. *filter :INPUT ACCEPT [0:0] :FORWARD ACCEPT [0:0] :OUTPUT ACCEPT [0:0] :RH-Firewall-1-INPUT - [0:0] -A INPUT -j RH-Firewall-1-INPUT -A FORWARD -j RH-Firewall-1-INPUT -A RH-Firewall-1-INPUT -i lo -j ACCEPT -A RH-Firewall-1-INPUT -p icmp --icmp-type any -j ACCEPT -A RH-Firewall-1-INPUT -p 50 -j ACCEPT -A RH-Firewall-1-INPUT -p 51 -j ACCEPT -A RH-Firewall-1-INPUT -p udp --dport 5353 -d 224.0.0.251 -j ACCEPT -A RH-Firewall-1-INPUT -p udp -m udp --dport 631 -j ACCEPT -A RH-Firewall-1-INPUT -p tcp -m tcp --dport 631 -j ACCEPT -A RH-Firewall-1-INPUT -m state --state ESTABLISHED,RELATED -j ACCEPT -A RH-Firewall-1-INPUT -m state --state NEW -m tcp -p tcp --dport 22 -j ACCEPT -A RH-Firewall-1-INPUT -j REJECT --reject-with icmp-host-prohibited -A RH-Firewall-1-INPUT -m state --state NEW -m tcp -p tcp -s 200.58.125.39 --dport 3306 -j ACCEPT -A INPUT -p tcp -s 200.58.125.39 --sport 1024:65535 -d localhost --dport 3306 -m state --state NEW,ESTABLISHED -j ACCEPT -A OUTPUT -p tcp -s localhost --sport 3306 -d 200.58.125.39 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT COMMIT And this is the output of the connection trial. [root@qwhosti /home/qwhosti/public_html/admin/config] # mysql -u user_db -p -h 200.58.126.52 Enter password: ERROR 2003 (HY000): Can't connect to MySQL server on '200.58.126.52' (113)

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  • Dynamic Type to do away with Reflection

    - by Rick Strahl
    The dynamic type in C# 4.0 is a welcome addition to the language. One thing I’ve been doing a lot with it is to remove explicit Reflection code that’s often necessary when you ‘dynamically’ need to walk and object hierarchy. In the past I’ve had a number of ReflectionUtils that used string based expressions to walk an object hierarchy. With the introduction of dynamic much of the ReflectionUtils code can be removed for cleaner code that runs considerably faster to boot. The old Way - Reflection Here’s a really contrived example, but assume for a second, you’d want to dynamically retrieve a Page.Request.Url.AbsoluteUrl based on a Page instance in an ASP.NET Web Page request. The strongly typed version looks like this: string path = Page.Request.Url.AbsolutePath; Now assume for a second that Page wasn’t available as a strongly typed instance and all you had was an object reference to start with and you couldn’t cast it (right I said this was contrived :-)) If you’re using raw Reflection code to retrieve this you’d end up writing 3 sets of Reflection calls using GetValue(). Here’s some internal code I use to retrieve Property values as part of ReflectionUtils: /// <summary> /// Retrieve a property value from an object dynamically. This is a simple version /// that uses Reflection calls directly. It doesn't support indexers. /// </summary> /// <param name="instance">Object to make the call on</param> /// <param name="property">Property to retrieve</param> /// <returns>Object - cast to proper type</returns> public static object GetProperty(object instance, string property) { return instance.GetType().GetProperty(property, ReflectionUtils.MemberAccess).GetValue(instance, null); } If you want more control over properties and support both fields and properties as well as array indexers a little more work is required: /// <summary> /// Parses Properties and Fields including Array and Collection references. /// Used internally for the 'Ex' Reflection methods. /// </summary> /// <param name="Parent"></param> /// <param name="Property"></param> /// <returns></returns> private static object GetPropertyInternal(object Parent, string Property) { if (Property == "this" || Property == "me") return Parent; object result = null; string pureProperty = Property; string indexes = null; bool isArrayOrCollection = false; // Deal with Array Property if (Property.IndexOf("[") > -1) { pureProperty = Property.Substring(0, Property.IndexOf("[")); indexes = Property.Substring(Property.IndexOf("[")); isArrayOrCollection = true; } // Get the member MemberInfo member = Parent.GetType().GetMember(pureProperty, ReflectionUtils.MemberAccess)[0]; if (member.MemberType == MemberTypes.Property) result = ((PropertyInfo)member).GetValue(Parent, null); else result = ((FieldInfo)member).GetValue(Parent); if (isArrayOrCollection) { indexes = indexes.Replace("[", string.Empty).Replace("]", string.Empty); if (result is Array) { int Index = -1; int.TryParse(indexes, out Index); result = CallMethod(result, "GetValue", Index); } else if (result is ICollection) { if (indexes.StartsWith("\"")) { // String Index indexes = indexes.Trim('\"'); result = CallMethod(result, "get_Item", indexes); } else { // assume numeric index int index = -1; int.TryParse(indexes, out index); result = CallMethod(result, "get_Item", index); } } } return result; } /// <summary> /// Returns a property or field value using a base object and sub members including . syntax. /// For example, you can access: oCustomer.oData.Company with (this,"oCustomer.oData.Company") /// This method also supports indexers in the Property value such as: /// Customer.DataSet.Tables["Customers"].Rows[0] /// </summary> /// <param name="Parent">Parent object to 'start' parsing from. Typically this will be the Page.</param> /// <param name="Property">The property to retrieve. Example: 'Customer.Entity.Company'</param> /// <returns></returns> public static object GetPropertyEx(object Parent, string Property) { Type type = Parent.GetType(); int at = Property.IndexOf("."); if (at < 0) { // Complex parse of the property return GetPropertyInternal(Parent, Property); } // Walk the . syntax - split into current object (Main) and further parsed objects (Subs) string main = Property.Substring(0, at); string subs = Property.Substring(at + 1); // Retrieve the next . section of the property object sub = GetPropertyInternal(Parent, main); // Now go parse the left over sections return GetPropertyEx(sub, subs); } As you can see there’s a fair bit of code involved into retrieving a property or field value reliably especially if you want to support array indexer syntax. This method is then used by a variety of routines to retrieve individual properties including one called GetPropertyEx() which can walk the dot syntax hierarchy easily. Anyway with ReflectionUtils I can  retrieve Page.Request.Url.AbsolutePath using code like this: string url = ReflectionUtils.GetPropertyEx(Page, "Request.Url.AbsolutePath") as string; This works fine, but is bulky to write and of course requires that I use my custom routines. It’s also quite slow as the code in GetPropertyEx does all sorts of string parsing to figure out which members to walk in the hierarchy. Enter dynamic – way easier! .NET 4.0’s dynamic type makes the above really easy. The following code is all that it takes: object objPage = Page; // force to object for contrivance :) dynamic page = objPage; // convert to dynamic from untyped object string scriptUrl = page.Request.Url.AbsolutePath; The dynamic type assignment in the first two lines turns the strongly typed Page object into a dynamic. The first assignment is just part of the contrived example to force the strongly typed Page reference into an untyped value to demonstrate the dynamic member access. The next line then just creates the dynamic type from the Page reference which allows you to access any public properties and methods easily. It also lets you access any child properties as dynamic types so when you look at Intellisense you’ll see something like this when typing Request.: In other words any dynamic value access on an object returns another dynamic object which is what allows the walking of the hierarchy chain. Note also that the result value doesn’t have to be explicitly cast as string in the code above – the compiler is perfectly happy without the cast in this case inferring the target type based on the type being assigned to. The dynamic conversion automatically handles the cast when making the final assignment which is nice making for natural syntnax that looks *exactly* like the fully typed syntax, but is completely dynamic. Note that you can also use indexers in the same natural syntax so the following also works on the dynamic page instance: string scriptUrl = page.Request.ServerVariables["SCRIPT_NAME"]; The dynamic type is going to make a lot of Reflection code go away as it’s simply so much nicer to be able to use natural syntax to write out code that previously required nasty Reflection syntax. Another interesting thing about the dynamic type is that it actually works considerably faster than Reflection. Check out the following methods that check performance: void Reflection() { Stopwatch stop = new Stopwatch(); stop.Start(); for (int i = 0; i < reps; i++) { // string url = ReflectionUtils.GetProperty(Page,"Title") as string;// "Request.Url.AbsolutePath") as string; string url = Page.GetType().GetProperty("Title", ReflectionUtils.MemberAccess).GetValue(Page, null) as string; } stop.Stop(); Response.Write("Reflection: " + stop.ElapsedMilliseconds.ToString()); } void Dynamic() { Stopwatch stop = new Stopwatch(); stop.Start(); dynamic page = Page; for (int i = 0; i < reps; i++) { string url = page.Title; //Request.Url.AbsolutePath; } stop.Stop(); Response.Write("Dynamic: " + stop.ElapsedMilliseconds.ToString()); } The dynamic code runs in 4-5 milliseconds while the Reflection code runs around 200+ milliseconds! There’s a bit of overhead in the first dynamic object call but subsequent calls are blazing fast and performance is actually much better than manual Reflection. Dynamic is definitely a huge win-win situation when you need dynamic access to objects at runtime.© Rick Strahl, West Wind Technologies, 2005-2010Posted in .NET  CSharp  

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  • Hosting a website on Heroku.... I know how to, but im running into problems!

    - by Thomas Miller
    I'm starting to learn more on the back-end scale of programing. Recently I started up Heroku for the second or third time. This time I actually installed the Git update to my Mac and installed Heroku in the terminal. I wanted to upload a static html site with the sinatra gem. Everything worked out fine inside the terminal, though I added sinatra after I got everything working and the file with the site hooked up to Heroku. In my logs I did see that I was missing the sinatra gem, so I installed it. My site contains both the proper app.rb and config.ru files. I have nothing showing up online. Just a blank screen! Contacting Heroku on this problem has been very difficult. I get a responce every day, and on every day I respond with a question to the answer that didn't help me at all. 2011-05-18T00:25:20+00:00 app[web.1]: 71.198.0.51 - - [17/May/2011 17:25:20] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T00:25:20+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=2ms bytes=313 2011-05-18T00:25:26+00:00 app[web.1]: 71.198.0.51 - - [17/May/2011 17:25:26] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T00:25:26+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=5ms bytes=313 2011-05-17T18:25:51-07:00 heroku[web.1]: Idling 2011-05-17T18:26:01-07:00 heroku[web.1]: State changed from up to down 2011-05-18T01:26:01+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T01:26:01+00:00 app[web.1]: Stopping ... 2011-05-18T01:26:02+00:00 heroku[web.1]: Process exited 2011-05-17T20:12:46-07:00 heroku[web.1]: Unidling 2011-05-17T20:12:47-07:00 heroku[web.1]: State changed from created to starting 2011-05-18T03:12:48+00:00 heroku[web.1]: Starting process with command: thin -p 40055 -e production -R /home/heroku_rack/heroku.ru start 2011-05-18T03:12:49+00:00 app[web.1]: Thin web server (v1.2.6 codename Crazy Delicious) 2011-05-18T03:12:49+00:00 app[web.1]: Maximum connections set to 1024 2011-05-18T03:12:49+00:00 app[web.1]: Listening on 0.0.0.0:40055, CTRL+C to stop 2011-05-18T03:12:50+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=9954ms service=6ms bytes=565 2011-05-18T03:12:50+00:00 app[web.1]: 70.91.206.114 - - [17/May/2011 20:12:50] "GET /style.css HTTP/1.1" 200 - 0.0012 2011-05-18T03:12:50+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-17T20:12:50-07:00 heroku[web.1]: State changed from starting to up 2011-05-18T03:12:51+00:00 app[web.1]: 70.91.206.114 - - [17/May/2011 20:12:51] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T03:12:51+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=4ms bytes=313 2011-05-18T03:13:05+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=0ms service=5ms bytes=565 2011-05-18T03:13:05+00:00 app[web.1]: 70.91.206.114 - - [17/May/2011 20:13:05] "GET / HTTP/1.1" 200 293 0.0011 2011-05-18T03:13:05+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=2ms bytes=313 2011-05-18T03:13:05+00:00 app[web.1]: 70.91.206.114 - - [17/May/2011 20:13:05] "GET /favicon.ico HTTP/1.1" 404 18 0.0007 2011-05-18T03:57:05+00:00 app[web.1]: 172.18.33.56, 58.96.134.66 - - [17/May/2011 20:57:05] "GET / HTTP/1.1" 200 293 0.0007 2011-05-18T03:57:05+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=0ms service=4ms bytes=565 2011-05-18T03:57:05+00:00 app[web.1]: 172.18.33.56, 58.96.134.66 - - [17/May/2011 20:57:05] "GET /style.css HTTP/1.1" 200 - 0.0007 2011-05-18T03:57:05+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-18T03:57:08+00:00 app[web.1]: 172.18.33.56, 58.96.134.66 - - [17/May/2011 20:57:08] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-17T21:58:27-07:00 heroku[web.1]: Idling 2011-05-18T04:58:30+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T04:58:30+00:00 app[web.1]: Stopping ... 2011-05-18T04:58:30+00:00 heroku[web.1]: Process exited 2011-05-17T21:58:33-07:00 heroku[web.1]: State changed from up to down 2011-05-17T23:11:58-07:00 heroku[web.1]: Unidling 2011-05-17T23:11:58-07:00 heroku[web.1]: State changed from created to starting 2011-05-18T06:12:00+00:00 heroku[web.1]: Starting process with command: thin -p 40091 -e production -R /home/heroku_rack/heroku.ru start 2011-05-18T06:12:01+00:00 app[web.1]: Thin web server (v1.2.6 codename Crazy Delicious) 2011-05-18T06:12:01+00:00 app[web.1]: Maximum connections set to 1024 2011-05-18T06:12:01+00:00 app[web.1]: Listening on 0.0.0.0:40091, CTRL+C to stop 2011-05-18T06:12:01+00:00 app[web.1]: 183.97.156.226 - - [17/May/2011 23:12:01] "GET / HTTP/1.1" 200 293 0.0017 2011-05-18T06:12:02+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=3209ms service=5ms bytes=565 2011-05-18T06:12:03+00:00 app[web.1]: 183.97.156.226 - - [17/May/2011 23:12:03] "GET /style.css HTTP/1.1" 200 - 0.0019 2011-05-17T23:12:08-07:00 heroku[web.1]: State changed from starting to up 2011-05-18T00:13:13-07:00 heroku[web.1]: Idling 2011-05-18T00:13:16-07:00 heroku[web.1]: State changed from up to down 2011-05-18T07:13:16+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T07:13:16+00:00 app[web.1]: Stopping ... 2011-05-18T07:13:17+00:00 heroku[web.1]: Process exited 2011-05-18T01:54:21-07:00 heroku[web.1]: Unidling 2011-05-18T01:54:21-07:00 heroku[web.1]: State changed from created to starting 2011-05-18T08:54:23+00:00 heroku[web.1]: Starting process with command: thin -p 59491 -e production -R /home/heroku_rack/heroku.ru start 2011-05-18T08:54:24+00:00 app[web.1]: Thin web server (v1.2.6 codename Crazy Delicious) 2011-05-18T08:54:24+00:00 app[web.1]: Maximum connections set to 1024 2011-05-18T08:54:24+00:00 app[web.1]: Listening on 0.0.0.0:59491, CTRL+C to stop 2011-05-18T01:54:28-07:00 heroku[web.1]: State changed from starting to up 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=6943ms service=6ms bytes=565 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET / HTTP/1.1" 200 293 0.0018 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET /style.css HTTP/1.1" 200 - 0.0014 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=1ms bytes=313 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=4ms bytes=313 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=1ms bytes=313 2011-05-18T02:55:23-07:00 heroku[web.1]: Idling 2011-05-18T02:55:33-07:00 heroku[web.1]: State changed from up to down 2011-05-18T09:55:34+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T09:55:34+00:00 app[web.1]: Stopping ... 2011-05-18T09:55:34+00:00 heroku[web.1]: Process exited 2011-05-18T07:23:10-07:00 heroku[web.1]: State changed from created to starting 2011-05-18T14:23:12+00:00 heroku[web.1]: Starting process with command: thin -p 20560 -e production -R /home/heroku_rack/heroku.ru start 2011-05-18T14:23:13+00:00 app[web.1]: Thin web server (v1.2.6 codename Crazy Delicious) 2011-05-18T14:23:13+00:00 app[web.1]: Maximum connections set to 1024 2011-05-18T14:23:13+00:00 app[web.1]: Listening on 0.0.0.0:20560, CTRL+C to stop 2011-05-18T07:23:13-07:00 heroku[web.1]: State changed from starting to up 2011-05-18T14:23:14+00:00 app[web.1]: 12.183.19.10 - - [18/May/2011 07:23:14] "GET / HTTP/1.1" 200 293 0.0018 2011-05-18T14:23:14+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=0ms service=7ms bytes=565 2011-05-18T14:23:14+00:00 app[web.1]: 12.183.19.10 - - [18/May/2011 07:23:14] "GET /style.css HTTP/1.1" 200 - 0.0015 2011-05-18T14:23:14+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-18T14:23:14+00:00 app[web.1]: 12.183.19.10 - - [18/May/2011 07:23:14] "GET /favicon.ico HTTP/1.1" 404 18 0.0009 2011-05-18T14:23:14+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=2ms bytes=313 2011-05-18T08:24:03-07:00 heroku[web.1]: Idling 2011-05-18T08:24:07-07:00 heroku[web.1]: State changed from up to down 2011-05-18T15:24:07+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T15:24:07+00:00 app[web.1]: Stopping ... 2011-05-18T17:34:27-07:00 heroku[web.1]: Unidling 2011-05-18T17:34:28-07:00 heroku[web.1]: State changed from created to starting 2011-05-19T00:34:29+00:00 heroku[web.1]: Starting process with command: thin -p 57621 -e production -R /home/heroku_rack/heroku.ru start 2011-05-18T17:34:31-07:00 heroku[web.1]: State changed from starting to up 2011-05-19T00:34:32+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=0ms service=5ms bytes=565 2011-05-19T00:34:32+00:00 app[web.1]: 97.83.58.74 - - [18/May/2011 17:34:32] "GET / HTTP/1.1" 200 293 0.0016 2011-05-19T00:34:32+00:00 app[web.1]: 97.83.58.74 - - [18/May/2011 17:34:32] "GET /style.css HTTP/1.1" 200 - 0.0011 2011-05-19T00:34:32+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-19T00:34:34+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=4ms bytes=313 2011-05-19T00:34:34+00:00 app[web.1]: 97.83.58.74 - - [18/May/2011 17:34:34] "GET /favicon.ico HTTP/1.1" 404 18 0.0007 2011-05-18T18:35:48-07:00 heroku[web.1]: Idling 2011-05-18T18:35:51-07:00 heroku[web.1]: State changed from up to down

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  • Hosting a website on Heroku.... I know how to, but im running into problems!

    - by Thomas Miller
    I'm starting to learn more on the back-end scale of programing. Recently I started up Heroku for the second or third time. This time I actually installed the Git update to my Mac and installed Heroku in the terminal. I wanted to upload a static html site with the Sinatra gem. Everything worked out fine inside the terminal, though I added Sinatra after I got everything working and the file with the site hooked up to Heroku. In my logs I did see that I was missing the Sinatra gem, so I installed it. My site contains both the proper app.rb and config.ru files. I have nothing showing up online. Just a blank screen! Contacting Heroku on this problem has been very difficult. I get a response every day, and on every day I respond with a question to the answer that didn't help me at all. 2011-05-18T00:25:20+00:00 app[web.1]: 71.198.0.51 - - [17/May/2011 17:25:20] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T00:25:20+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=2ms bytes=313 2011-05-18T00:25:26+00:00 app[web.1]: 71.198.0.51 - - [17/May/2011 17:25:26] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T00:25:26+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=5ms bytes=313 2011-05-17T18:25:51-07:00 heroku[web.1]: Idling 2011-05-17T18:26:01-07:00 heroku[web.1]: State changed from up to down 2011-05-18T01:26:01+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T01:26:01+00:00 app[web.1]: >> Stopping ... 2011-05-18T01:26:02+00:00 heroku[web.1]: Process exited 2011-05-17T20:12:46-07:00 heroku[web.1]: Unidling 2011-05-17T20:12:47-07:00 heroku[web.1]: State changed from created to starting 2011-05-18T03:12:48+00:00 heroku[web.1]: Starting process with command: `thin -p 40055 -e production -R /home/heroku_rack/heroku.ru start` 2011-05-18T03:12:49+00:00 app[web.1]: >> Thin web server (v1.2.6 codename Crazy Delicious) 2011-05-18T03:12:49+00:00 app[web.1]: >> Maximum connections set to 1024 2011-05-18T03:12:49+00:00 app[web.1]: >> Listening on 0.0.0.0:40055, CTRL+C to stop 2011-05-18T03:12:50+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=9954ms service=6ms bytes=565 2011-05-18T03:12:50+00:00 app[web.1]: 70.91.206.114 - - [17/May/2011 20:12:50] "GET /style.css HTTP/1.1" 200 - 0.0012 2011-05-18T03:12:50+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-17T20:12:50-07:00 heroku[web.1]: State changed from starting to up 2011-05-18T03:12:51+00:00 app[web.1]: 70.91.206.114 - - [17/May/2011 20:12:51] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T03:12:51+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=4ms bytes=313 2011-05-18T03:13:05+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=0ms service=5ms bytes=565 2011-05-18T03:13:05+00:00 app[web.1]: 70.91.206.114 - - [17/May/2011 20:13:05] "GET / HTTP/1.1" 200 293 0.0011 2011-05-18T03:13:05+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=2ms bytes=313 2011-05-18T03:13:05+00:00 app[web.1]: 70.91.206.114 - - [17/May/2011 20:13:05] "GET /favicon.ico HTTP/1.1" 404 18 0.0007 2011-05-18T03:57:05+00:00 app[web.1]: 172.18.33.56, 58.96.134.66 - - [17/May/2011 20:57:05] "GET / HTTP/1.1" 200 293 0.0007 2011-05-18T03:57:05+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=0ms service=4ms bytes=565 2011-05-18T03:57:05+00:00 app[web.1]: 172.18.33.56, 58.96.134.66 - - [17/May/2011 20:57:05] "GET /style.css HTTP/1.1" 200 - 0.0007 2011-05-18T03:57:05+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-18T03:57:08+00:00 app[web.1]: 172.18.33.56, 58.96.134.66 - - [17/May/2011 20:57:08] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-17T21:58:27-07:00 heroku[web.1]: Idling 2011-05-18T04:58:30+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T04:58:30+00:00 app[web.1]: >> Stopping ... 2011-05-18T04:58:30+00:00 heroku[web.1]: Process exited 2011-05-17T21:58:33-07:00 heroku[web.1]: State changed from up to down 2011-05-17T23:11:58-07:00 heroku[web.1]: Unidling 2011-05-17T23:11:58-07:00 heroku[web.1]: State changed from created to starting 2011-05-18T06:12:00+00:00 heroku[web.1]: Starting process with command: `thin -p 40091 -e production -R /home/heroku_rack/heroku.ru start` 2011-05-18T06:12:01+00:00 app[web.1]: >> Thin web server (v1.2.6 codename Crazy Delicious) 2011-05-18T06:12:01+00:00 app[web.1]: >> Maximum connections set to 1024 2011-05-18T06:12:01+00:00 app[web.1]: >> Listening on 0.0.0.0:40091, CTRL+C to stop 2011-05-18T06:12:01+00:00 app[web.1]: 183.97.156.226 - - [17/May/2011 23:12:01] "GET / HTTP/1.1" 200 293 0.0017 2011-05-18T06:12:02+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=3209ms service=5ms bytes=565 2011-05-18T06:12:03+00:00 app[web.1]: 183.97.156.226 - - [17/May/2011 23:12:03] "GET /style.css HTTP/1.1" 200 - 0.0019 2011-05-17T23:12:08-07:00 heroku[web.1]: State changed from starting to up 2011-05-18T00:13:13-07:00 heroku[web.1]: Idling 2011-05-18T00:13:16-07:00 heroku[web.1]: State changed from up to down 2011-05-18T07:13:16+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T07:13:16+00:00 app[web.1]: >> Stopping ... 2011-05-18T07:13:17+00:00 heroku[web.1]: Process exited 2011-05-18T01:54:21-07:00 heroku[web.1]: Unidling 2011-05-18T01:54:21-07:00 heroku[web.1]: State changed from created to starting 2011-05-18T08:54:23+00:00 heroku[web.1]: Starting process with command: `thin -p 59491 -e production -R /home/heroku_rack/heroku.ru start` 2011-05-18T08:54:24+00:00 app[web.1]: >> Thin web server (v1.2.6 codename Crazy Delicious) 2011-05-18T08:54:24+00:00 app[web.1]: >> Maximum connections set to 1024 2011-05-18T08:54:24+00:00 app[web.1]: >> Listening on 0.0.0.0:59491, CTRL+C to stop 2011-05-18T01:54:28-07:00 heroku[web.1]: State changed from starting to up 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=6943ms service=6ms bytes=565 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET / HTTP/1.1" 200 293 0.0018 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET /style.css HTTP/1.1" 200 - 0.0014 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=1ms bytes=313 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=4ms bytes=313 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T08:54:28+00:00 app[web.1]: 62.244.82.72 - - [18/May/2011 01:54:28] "GET /favicon.ico HTTP/1.1" 404 18 0.0008 2011-05-18T08:54:28+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=1ms bytes=313 2011-05-18T02:55:23-07:00 heroku[web.1]: Idling 2011-05-18T02:55:33-07:00 heroku[web.1]: State changed from up to down 2011-05-18T09:55:34+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T09:55:34+00:00 app[web.1]: >> Stopping ... 2011-05-18T09:55:34+00:00 heroku[web.1]: Process exited 2011-05-18T07:23:10-07:00 heroku[web.1]: State changed from created to starting 2011-05-18T14:23:12+00:00 heroku[web.1]: Starting process with command: `thin -p 20560 -e production -R /home/heroku_rack/heroku.ru start` 2011-05-18T14:23:13+00:00 app[web.1]: >> Thin web server (v1.2.6 codename Crazy Delicious) 2011-05-18T14:23:13+00:00 app[web.1]: >> Maximum connections set to 1024 2011-05-18T14:23:13+00:00 app[web.1]: >> Listening on 0.0.0.0:20560, CTRL+C to stop 2011-05-18T07:23:13-07:00 heroku[web.1]: State changed from starting to up 2011-05-18T14:23:14+00:00 app[web.1]: 12.183.19.10 - - [18/May/2011 07:23:14] "GET / HTTP/1.1" 200 293 0.0018 2011-05-18T14:23:14+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=0ms service=7ms bytes=565 2011-05-18T14:23:14+00:00 app[web.1]: 12.183.19.10 - - [18/May/2011 07:23:14] "GET /style.css HTTP/1.1" 200 - 0.0015 2011-05-18T14:23:14+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-18T14:23:14+00:00 app[web.1]: 12.183.19.10 - - [18/May/2011 07:23:14] "GET /favicon.ico HTTP/1.1" 404 18 0.0009 2011-05-18T14:23:14+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=2ms bytes=313 2011-05-18T08:24:03-07:00 heroku[web.1]: Idling 2011-05-18T08:24:07-07:00 heroku[web.1]: State changed from up to down 2011-05-18T15:24:07+00:00 heroku[web.1]: Stopping process with SIGTERM 2011-05-18T15:24:07+00:00 app[web.1]: >> Stopping ... 2011-05-18T17:34:27-07:00 heroku[web.1]: Unidling 2011-05-18T17:34:28-07:00 heroku[web.1]: State changed from created to starting 2011-05-19T00:34:29+00:00 heroku[web.1]: Starting process with command: `thin -p 57621 -e production -R /home/heroku_rack/heroku.ru start` 2011-05-18T17:34:31-07:00 heroku[web.1]: State changed from starting to up 2011-05-19T00:34:32+00:00 heroku[router]: GET pxlc.heroku.com/ dyno=web.1 queue=0 wait=0ms service=5ms bytes=565 2011-05-19T00:34:32+00:00 app[web.1]: 97.83.58.74 - - [18/May/2011 17:34:32] "GET / HTTP/1.1" 200 293 0.0016 2011-05-19T00:34:32+00:00 app[web.1]: 97.83.58.74 - - [18/May/2011 17:34:32] "GET /style.css HTTP/1.1" 200 - 0.0011 2011-05-19T00:34:32+00:00 heroku[router]: GET pxlc.heroku.com/style.css dyno=web.1 queue=0 wait=0ms service=2ms bytes=269 2011-05-19T00:34:34+00:00 heroku[router]: GET pxlc.heroku.com/favicon.ico dyno=web.1 queue=0 wait=0ms service=4ms bytes=313 2011-05-19T00:34:34+00:00 app[web.1]: 97.83.58.74 - - [18/May/2011 17:34:34] "GET /favicon.ico HTTP/1.1" 404 18 0.0007 2011-05-18T18:35:48-07:00 heroku[web.1]: Idling 2011-05-18T18:35:51-07:00 heroku[web.1]: State changed from up to down

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  • How do I draw a scrolling background?

    - by droidmachine
    How can I draw background tile in my 2D side-scrolling game? Is that loop logical for OpenGL es? My tile 2400x480. Also I want to use parallax scrolling for my game. batcher.beginBatch(Assets.background); for(int i=0; i<100; i++) batcher.drawSprite(0+2400*i, 240, 2400, 480, Assets.backgroundRegion); batcher.endBatch(); UPDATE And thats my onDrawFrame.I'm sending deltaTime for fps control. public void onDrawFrame(GL10 gl) { GLGameState state = null; synchronized(stateChanged) { state = this.state; } if(state == GLGameState.Running) { float deltaTime = (System.nanoTime()-startTime) / 1000000000.0f; startTime = System.nanoTime(); screen.update(deltaTime); screen.present(deltaTime); } if(state == GLGameState.Paused) { screen.pause(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } if(state == GLGameState.Finished) { screen.pause(); screen.dispose(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } }

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  • How to marshall COM object on the server side in visual c++?

    - by dos
    I have a out-of-process COM server with an ATL Simple Object which creates another thread. The new thread will need to make calls to ATL Simple object. Since ATL Simple Object and new thread are created different apartments, ATL Simple Object needs to be marshalled in the new thread, otherwise error 0x8001010e will be generated. How do I marshall COM Object on the server side or Am I missing something? Many thanks.

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  • How to use Linq to select and group complex child object from a parents list.

    - by Daoming Yang
    How to use Linq to select and group complex child object from a parents list. I have an OrderList each of order object has a OrderProductVariantList(OrderLineList), and each of OrderProductVariant object has ProductVariant, and then the ProductVariant object will have a Product object which contains product information. My goal is to select and group the most popular products from the order list. Can anyone help me with this? Many thanks.

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  • Is object remain fixed when scrolling background in cocos2d.

    - by russell
    I have one question when infinite background scrolling is done, is the object remain fixed(like doodle in doodle jump, papy in papi jump) or these object really moves.Is only background move or both (background and object )move.plz someone help me.I am searching for this solution for 4/5 days,but can't get the solution.So plz someone help me. And if object does not move how to create such a illusion of object moving.

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  • Should an object be fully complete before injected as a dependency?

    - by Hans
    This is an extension of this question: http://stackoverflow.com/questions/3027082/understanding-how-to-inject-object-dependencies. Since it is a bit different, I wanted to separate them, to make it, hopefully, easier to answer. Also, this is not a real system, just a simplified example that I thought we'd all be familiar with. TIA. : DB threads: thread_id, thread_name, etc posts: post_id, thread_id, post_name, post_contents, post_date, post_user_id, etc Overview Basically I'm looking at the most maintainable way to load $post_id and have it cascade and load the other things I want to know about and I'm trying to keep the controller skinny. BUT: I'm ending up with too many dependencies to inject I'm passing in initialized but empty objects I want to limit how many parameters I am passing around I could inject $post(-many) into $thread(one<-), but on that page I'm not looking at a thread, I'm looking at a post I could combine/inject them into a new object Detail If I am injecting an object into another, is it best to have it fully created first? I'm trying to limit how many parameters I have to pass in to a page, but I end up with a circle. // 1, empty object injected via constructor $thread = new Thread; $post = new Post($thread); // $thread is just an empty object $post->load($post_id); // I could now do something like $post->get('thread_id') to get everything I want in $post // 2, complete object injected via constructor $thread = new Thread; $thread->load($thread_id); // this page would have to have passed in a $thread_id, too $post = new Post($thread); // thread is a complete object, with the data I need, like thread name $post->load($post_id); // 3, inject $post into $thread, but this makes less sense to me, since I'm looking at a post page, not a thread page $post = new Post(); $post->load($post_id); $thread = new Thread($post); $thread->load(); // would load based on the $post->get('post_id') and combine. Now I have all the data I want, but it's non-intuitive to be heirarchially Thread->Post instead of Post-with-thread-info // Or, I could inject $post into $thread, but if I'm on a post page, // having an object with a top level of Thread instead of // Post-which-contains-thread-info, makes less sense to me. // to go with example 1 class post { public function __construct(&$thread) { $this->thread=$thread; } public function load($id) { // ... here I would load all the post data based on $id // now include the thread data $this->thread->load($this->get('thread_id')); return $this; } } // I don't want to do $thread = new Thread; $post = new Post; $post->load($post_id); $thread->load($post->get('post_id')); Or, I could create a new object and inject both $post and $thread into it, but then I have object with an increasing number of dependencies.

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  • PowerShell; Use Get-Member to Self Document Nested COM Object

    - by Zion
    Anyone know how to use Get-Member to Recursively dump to a text file The entire properties|methods tree of a COM object? (The Output formatting of Get-Object is fine) Instead of giving me only the top level as in this example; New-Object -com AutoItX3.Control | Get-Member I need it to recurse the entire object to return results. If This is not possible, how would I dump the methods/properties of a sub object?

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  • Why do the overloads of String.Format exist?

    - by GiddyUpHorsey
    I was using Reflector to look at the implementation of String.Format and had always been under the impression that the overloads of String.Format that took 1, 2 & 3 arguments were optimized versions of the method that takes an object array. However, what I found was that internally they create an object array and then call a method that takes an object array. 1 arg public static string Format(string format, object arg0) { if (format == null) { throw new ArgumentNullException("format"); } return Format(null, format, new object[] { arg0 }); } 2 args public static string Format(string format, object arg0, object arg1) { if (format == null) { throw new ArgumentNullException("format"); } return Format(null, format, new object[] { arg0, arg1 }); } 3 args public static string Format(string format, object arg0, object arg1, object arg2) { if (format == null) { throw new ArgumentNullException("format"); } return Format(null, format, new object[] { arg0, arg1, arg2 }); } Object array public static string Format(string format, params object[] args) { if ((format == null) || (args == null)) { throw new ArgumentNullException((format == null) ? "format" : "args"); } return Format(null, format, args); } Internally they all end up using the same code and so using the 1, 2 & 3 argument versions are no faster than the object array version. So my question is - why do they exist? When you use the object array version with a comma separated list of values, the compiler automatically converts the arguments into an object array because of the params/ParamArray keyword which is essentially what the 1, 2 & 3 versions do, so they seem redundant. Why did the BCL designers add these overloads?

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  • Is it possible to share session state between asp.net aspx page making a call to an asp.net webservi

    - by Greg Balajewicz
    My Situation: I have 1 asp.net application with both aspx pages AND webservices I make calls (using ajax) to the webservice from an aspx page - all within the same asp.net application! Here is my problem/question Is there any way to share the session state? I.e. - the aspx page has a sessionID and the state is being maintained. When the call to the webservice is made, is there a way to automatically send the seesionID to the webservice and then be able to access the same session state from the webservice? -- That would greatly simplify my work! :) Many thanks for your ideas!!

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  • How do you reach a "flow" state while programming?

    - by acrosman
    I'm not talking about program flow, but as in the state of working called flow, the state where you can get great work done the most effectively. I find that my current work environment while good in many ways does not allow me to get into a good state of mind for writing code most of the time (my job includes many other functions). If it's critical to get something done I'll often put on head-phones with classical music and try to drown out the office noise around me (and discourage co-workings from asking me questions). I am best able to get work done late in the evening when the house is quite and I've been thinking about the project for most of the day. What tricks have you found when working in less then perfect office environments?

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  • How to disable UI control based on domain object's state?

    - by Subb
    Here's my problem. I have a somewhat complex domain object, which, depending on its state, responds to certain actions. I think the state pattern is pretty much the solution for that. However, I need to display which actions are possible at any moment in the UI. Ex: The domain object is an audio player. Some songs can't be skipped (like ads), so I need to disable the "next" and "previous" buttons in the GUI so the user have some kind of feedback of which action he can execute. I've looked at Swing's Action class (note: this is not a Java project), but I think I would need to keep every Actions in my domain object class (audio player), so it can enable or disable them depending on its own state (thus, affecting the UI). Is it the way to do it?

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  • When is it appropriate to do interaction based testing as opposed to state based testing?

    - by Praneeth
    Hi, When I use Easymock(or a similar mocking framework) to implement my unit tests, I'm forced to do interaction-based testing (as I don't get to assert on the state of my dependencies. Or am I mistaken?). On the other hand if I use a hand written stub (instead of using easymock) I can implement state based testing. I'm quite unclear if I want to go with interaction based testing or state based testing. I'm biased and I want to use Easymock, but I'm not sure if there would be any side-effects that I may have to face in the future. Can anyone please throw some light on this? Thanks in advance!

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  • XML Schema - how do you conditionally require address elements? (street, city, state, etc)

    - by Sly
    If an address can be composed of child elements: Street, City, State, PostalCode...how do you allow this XML: <Address> <Street>Somestreet</Street> <PostalCode>zip</PostalCode> </Address> and allow this: <Address> <Street>Somestreet</Street> <City>San Jose</City> <State>CA</State> </Address> but not this: <Address> <Street>Somestreet</Street> <City>San Jose</City> </Address> What schema will do such things!?

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  • What is the best way to restore(rollback) data in an application to a specified state(date) ?

    - by panzerschreck
    Hello, An example would set the context right, the example below captures the various states of the entity, which needs to be reverted(rolled back) . State 1 - Recorded on 01-Mar-2010 Column1 Column2 Data1 0.56 State 2 - Recorded on 02-Mar-2010 Column1 Column2 Data1 0.57 State 3 - Recorded on 03-Mar-2010 Column1 Column2 Data1 0.58 User notices that state3 is not what he intended to be in, decides to revert back to state2. One approach that I can think of, without modifying the entity is via "auditing" all the inserts/updates, as below, the rollback information captures the data just before the updates/modifications on the entity, so that it can be applied in an order when you need to revert.Please note that changing the entity's schema, is not an option. Rollback - R1 recorded on 01-Mar-2010 Column1 Column2 Data1 0.56 Rollback - R2 Recorded on 02-Mar-2010 Column1 Column2 Data1 0.56 Rollback - R3 Recorded on 03-Mar-2010 Column1 Column2 Data1 0.57 So, to get to state2 , we would start with rollback information R1,apply R2 onto it. Is there a better approach to achieve this ? Thanks for your time.

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  • How to determine where on a path my object will be at a given point in time?

    - by Dave
    I have map and an obj that is meant to move from start to end in X amount of time. The movements are all straight lines, as curves are beyond my ability at the moment. So I am trying to get the object to move from these points, but along the way there are way points which keep it on a given path. The speed of the object is determined by how long it will take to get from start to end (based on X). This is what i have so far: //get_now() returns seconds since epoch var timepassed = get_now() - myObj[id].start; //seconds since epoch for departure var timeleft = myObj[id].end - get_now(); //seconds since epoch for arrival var journey_time = 60; //this means 60 minutes total journey time var array = [[650,250]]; //way points along the straight paths if(step == 0 || step =< array.length){ var destinationx = array[step][0]; var destinationy = array[step][1]; }else if( step == array.length){ var destinationx = 250; var destinationy = 100; } else { var destinationx = myObj[id].startx; var destinationy = myObj[id].starty; } step++; When the user logs in at any given time, the object needs to be drawn in the correct place of the path, almost as if its been travelling along the path whilst the user has not been at the PC with the available information i have above. How do I do this? Note: The camera angle in the game is a birds eye view so its a straight forward X:Y rather than isometric angles.

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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  • Associate a texture to an object (from a data-model, not graphical point of view).

    - by Raveline
    I'm writing a roguelike where objects and floor can be made of different materials. For instance, let's say we can have a wooden chair, an iron chair, a golden chair, and so on. I've got an Object class (I know, the name is terrible), which is more or less using a composite pattern, and a Material class. Material have different important properties (noise, color...). For the time being, there are 5 different instances of materials, created at the initialization of the game. How would connect an instance of Object with one of the 5 instances of materials ? I see three simple solutions : Using a pointer. Simple and brutal. Using an integer material-id, then get the materials out of a table when engine manipulates the object for various purposes (display, attack analysis, etc.). Not very beautiful, I think, and not very flexible. Using an integer material-id, then get the materials out of a std::map. A bit more flexible, but still not perfect. Do you see other possibilities ? If not, what would you choose (and why) ? Thanks in advance !

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  • Using the standard OBJECT tag, how can I display a java applet with automatic prompts to install Java and with fallback content?

    - by CB
    This is the code i'm currently using: (note - %s is replaced on the server side) <!--[if !IE]>--> <object type="application/x-java-applet" width="300" height="300" > <!--<![endif]--> <!--[if IE]> <object classid="clsid:8AD9C840-044E-11D1-B3E9-00805F499D93" codebase="http://java.sun.com/update/1.6.0/jinstall-6u22-windows-i586.cab" type="application/x-java-applet" width="300" height="300" > <!--><!-- <![endif]--> <param name="codebase" value="/media/vnc/" > <param name="archive" value="TightVncViewer.jar" /> <param name="code" value="com.tightvnc.vncviewer.VncViewer" /> <param name="port" value="%s" /> <param name="Open New Window" value="yes" /> </object> When Java is installed, this works perfectly in both IE and Firefox. When Java is not installed, IE and Firefox both correctly prompt for an autodownload of Java 1.6 from the codebase line. (IE via the activex url given firefox via the Plugin Finder Service) Now, suppose I want fallback content to be shown if the plugin isn't installed, say a simple message like "Get Java". From reading the specs, i'd assume this should not change the plugin finding prompt - that is, rendering the fallback should be seen as a failure to render the object tag. Thus, I should still get the plugin finder service prompting me to install Java. Instead, simply adding a single character to the innerHTML of the object element causes Firefox to no longer prompt. Test this by visiting data:text/html,<object type='application/x-java-applet'>Java failed to load</object>. How can I keep firefox prompting to install Java while providing fallback content? URL to test Firefox's Java Plugin Finder Service: data:text/html,<object type='application/x-java-applet'/>

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  • Objects leaking immediately from allocation using either new or [[Object alloc] init];

    - by Sam
    While running Instruments to find leaks in my code, after I've loaded a file and populate an NSMutableArray with new objects, leaks pop up! I am correctly releasing the objects. Sample code below: //NSMutableArray declared as a retained property in the parent class if(!mutableArray) mutableArray = [[NSMutableArray alloc] initWithCapacity:objectCount]; else [mutableArray removeAllObjects]; //Iterates through the read in data and populate the NSMutableArray for(int i = 0; i < objectCount; i++){ //Initializes a new object with data MyObject *object = [MyObject new]; //Adds the object to the mutableArray [mutableArray addObject:object]; //Releases the object [object release]; } I get a number of leaks from Instruments terminating at the addition of the 'object' into the 'mutableArray', but also including the allocation of the 'object' and the 'mutableArray'. I don't get it. Not to mention, this is happening on the first call of the enclosing method so the allocation of the NSMutableArray is being hit in the logic block, not the 'removeAllObjects' selector. Lastly, does Core Foundation have a major bug in it that randomly creates CFStrings and mismanages their memory? My code does not even use those, nor do the leaks where they occur have anything to do with my code. Almost all of my applications so far deal with OpenGL (in case anyone knows of a threading issue that arises from trying to synch the backend of the program with the front end of displaying the contents of an NSOpenGLView class or whatever it is).

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • What's the best/most efficent way to create a semi-intelligent AI for a tic tac toe game?

    - by Link
    basically I am attempting to make a a efficient/smallish C game of Tic-Tac-Toe. I have implemented everything other then the AI for the computer so far. my squares are basically structs in an array with an assigned value based on the square. For example s[1].value = 1; therefore it's a x, and then a value of 3 would be a o. My question is whats the best way to create a semi-decent game playing AI for my tic-tac-toe game? I don't really want to use minimax, since It's not what I need. So how do I avoid a a lot of if statments and make it more efficient. Here is the rest of my code: #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> struct state{ // defined int state; // 0 is tie, 1 is user loss, 2 is user win, 3 is ongoing game int moves; }; struct square{ // one square of the board int value; // 1 is x, 3 is o char sign; // no space used }; struct square s[9]; //set up the struct struct state gamestate = {0,0}; //nothing void setUpGame(){ // setup the game int i = 0; for(i = 0; i < 9; i++){ s[i].value = 0; s[i].sign = ' '; } gamestate.moves=0; printf("\nHi user! You're \"x\"! I'm \"o\"! Good Luck :)\n"); } void displayBoard(){// displays the game board printf("\n %c | %c | %c\n", s[6].sign, s[7].sign, s[8].sign); printf("-----------\n"); printf(" %c | %c | %c\n", s[3].sign, s[4].sign, s[5].sign); printf("-----------\n"); printf(" %c | %c | %c\n\n", s[0].sign, s[1].sign, s[2].sign); } void getHumanMove(){ // get move from human int i; while(1){ printf(">>:"); char line[255]; // input the move to play fgets(line, sizeof(line), stdin); while(sscanf(line, "%d", &i) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid move!\n"); fgets(line, sizeof(line), stdin); } if(s[i-1].value != 0){printf("Sorry, That moves already been taken!\n\n");continue;} break; } s[i-1].value = 1; s[i-1].sign = 'x'; gamestate.moves++; } int sum(int x, int y, int z){return(x*y*z);} void getCompMove(){ // get the move from the computer } void checkWinner(){ // check the winner int i; for(i = 6; i < 9; i++){ // check cols if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } for(i = 0; i < 7; i+=3){ // check rows if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } if((sum(s[0].value,s[4].value,s[8].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[0].value,s[4].value,s[8].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} if((sum(s[2].value,s[4].value,s[6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[2].value,s[4].value,s[6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } void playGame(){ // start playing the game gamestate.state = 3; //set-up the gamestate srand(time(NULL)); int temp = (rand()%2) + 1; if(temp == 2){ // if two comp goes first temp = (rand()%2) + 1; if(temp == 2){ s[4].value = 2; s[4].sign = 'o'; gamestate.moves++; }else{ s[2].value = 2; s[2].sign = 'o'; gamestate.moves++; } } displayBoard(); while(gamestate.state == 3){ if(gamestate.moves<10); getHumanMove(); if(gamestate.moves<10); getCompMove(); checkWinner(); if(gamestate.state == 3 && gamestate.moves==9){ printf("The game is a tie :p\n"); break; } displayBoard(); } } int main(int argc, const char *argv[]){ printf("Welcome to Tic Tac Toe\nby The Elite Noob\nEnter 1-9 To play a move, standard numpad\n1 is bottom-left, 9 is top-right\n"); while(1){ // while game is being played printf("\nPress 1 to play a new game, or any other number to exit;\n>>:"); char line[255]; // input whether or not to play the game fgets(line, sizeof(line), stdin); int choice; // user's choice about playing or not while(sscanf(line, "%d", &choice) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid option!\n"); fgets(line, sizeof(line), stdin); } if(choice == 1){ setUpGame(); // set's up the game playGame(); // Play a Game }else {break;} // exit the application } printf("\nThank's For playing!\nHave a good Day!\n"); return 0; }

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  • Java: how to avoid circual references when dumping object information with reflection?

    - by Tom
    I've modified an object dumping method to avoid circual references causing a StackOverflow error. This is what I ended up with: //returns all fields of the given object in a string public static String dumpFields(Object o, int callCount, ArrayList excludeList) { //add this object to the exclude list to avoid circual references in the future if (excludeList == null) excludeList = new ArrayList(); excludeList.add(o); callCount++; StringBuffer tabs = new StringBuffer(); for (int k = 0; k < callCount; k++) { tabs.append("\t"); } StringBuffer buffer = new StringBuffer(); Class oClass = o.getClass(); if (oClass.isArray()) { buffer.append("\n"); buffer.append(tabs.toString()); buffer.append("["); for (int i = 0; i < Array.getLength(o); i++) { if (i < 0) buffer.append(","); Object value = Array.get(o, i); if (value != null) { if (excludeList.contains(value)) { buffer.append("circular reference"); } else if (value.getClass().isPrimitive() || value.getClass() == java.lang.Long.class || value.getClass() == java.lang.String.class || value.getClass() == java.lang.Integer.class || value.getClass() == java.lang.Boolean.class) { buffer.append(value); } else { buffer.append(dumpFields(value, callCount, excludeList)); } } } buffer.append(tabs.toString()); buffer.append("]\n"); } else { buffer.append("\n"); buffer.append(tabs.toString()); buffer.append("{\n"); while (oClass != null) { Field[] fields = oClass.getDeclaredFields(); for (int i = 0; i < fields.length; i++) { if (fields[i] == null) continue; buffer.append(tabs.toString()); fields[i].setAccessible(true); buffer.append(fields[i].getName()); buffer.append("="); try { Object value = fields[i].get(o); if (value != null) { if (excludeList.contains(value)) { buffer.append("circular reference"); } else if ((value.getClass().isPrimitive()) || (value.getClass() == java.lang.Long.class) || (value.getClass() == java.lang.String.class) || (value.getClass() == java.lang.Integer.class) || (value.getClass() == java.lang.Boolean.class)) { buffer.append(value); } else { buffer.append(dumpFields(value, callCount, excludeList)); } } } catch (IllegalAccessException e) { System.out.println("IllegalAccessException: " + e.getMessage()); } buffer.append("\n"); } oClass = oClass.getSuperclass(); } buffer.append(tabs.toString()); buffer.append("}\n"); } return buffer.toString(); } The method is initially called like this: System.out.println(dumpFields(obj, 0, null); So, basically I added an excludeList which contains all the previousely checked objects. Now, if an object contains another object and that object links back to the original object, it should not follow that object further down the chain. However, my logic seems to have a flaw as I still get stuck in an infinite loop. Does anyone know why this is happening?

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