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  • Web Performance testing using VS2010 "Testing a file download"

    - by cheedep
    Hi All, I am trying out the VS 2010 testing tools for the first time. And I tried recording a web performance test and my actions had a file download implemented as in the KB article here http://support.microsoft.com/kb/812406 by streaming chunks of 10000 bytes. However my test is failing at the download saying "The response stream has been closed". Please help me understand why it is happening this way also any suggestions how you would test such a file download. My main aim was to see how the download was performing for a load test with Intercontinental 350kbps connection on files of about 30-50 MB. Thanks.

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  • Tell The Program What To Do When No Save Data Is Found NSUserDefaults, iPhone

    - by Stumf
    Hello all, I have saved data which was saved using NSUserDefaults. I was under the impression that if there was nothing saved to the key already (first time app is run) it would default to 0. This however doesn't seem to be the case. Here is what I have: To save: - (void)viewWillDisappear:(BOOL)animated { [[NSUserDefaults standardUserDefaults] setInteger:setbatteryHealthCalculated forKey:@"healthValue"]; [[NSUserDefaults standardUserDefaults] synchronize]; } To load: - (void) viewWillAppear:(BOOL)animated { NSInteger setbatteryHealthCalculated = [[NSUserDefaults standardUserDefaults] integerForKey:@"healthValue"]; } To check for save value: - (IBAction)check{ NSInteger setbatteryHealthCalculated = [[NSUserDefaults standardUserDefaults] integerForKey:@"healthValue"]; if (setbatteryHealthCalculated = 0) { [self performSelector:@selector(displayAlert) withObject:nil]; }

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  • What should I consider when deploying a new web farm?

    - by tsilb
    My web app has been chugging along just great in Production for years with one App server and one Web server. Now we're moving to a multi-server environment with 2 App and 3 Web servers. I have enough time to make changes before the go-live. As a Developer, what considerations should I take into account from coding, deployment, and architectural/ecosystem management perspectives? Already on my list: Remove tight-coupling between servers Applicable files (i.e. downloadables) stored in IMAGE fields in SQL instead of files on app server Deployment: Take out node out of the farm at a time

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  • Listview Cancel/Update causes Failed Veiwstate Error

    - by ChiliYago
    I am utilizing a asp.net Listview control which is causing a Failed to load viewstate error after a row is put in edit mode and the user clicks either update or cancel. The ListView control is in an ascx User control that is hosted in a parent aspx page. The parent aspx code-behind calls the a bind method on the ascx page which in turn binds the ListView. I am trying to isolate where and how this is happening but have not had any success and frankly I am out of ideas. Please offer some suggestions on what I should be looking at. Thank you.

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  • Two versions of same asp.net app using same server as stateserver - bad?

    - by MGOwen
    We have 2 production web servers for our web app, load balanced to handle lots of traffic. We also have a similar setup for testing. Test pool: [TEST 1]---[TEST 2] Prod pool: [PROD 1]---[PROD 2] When comparing the Web.Config of the app versions (test vs live) I discovered something surprising: both pools have the same value for stateConnectionString. If I understand right, this means they are using the same state server: <sessionState mode="StateServer" stateConnectionString="tcpip=123.123.123.123:42424" cookieless="false" timeout="30"/> Is this a problem? (How does the state server not confuse the two pools)? I was having odd only-sometimes slowdown/errors on the test server, that's why I was looking at this in the first place, but the prod pool runs fine...

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  • What can cause a double page request?

    - by johnnietheblack
    I am currently investigating a double request problem on my site. Not all the time, but sometimes, a requested page will in fact load twice...which is not a problem really until it is on a page with PHP that inserts stuff into my db on request (my tracking script). I have read that an empty src in an image tag, and an empty url() in a css background could potentially cause the page to be requested twice. However, I can't find any problems with those. Is there anything else that could be causing something like this?

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  • Is Work Stealing always the most appropriate user-level thread scheduling algorithm?

    - by Il-Bhima
    I've been investigating different scheduling algorithms for a thread pool I am implementing. Due to the nature of the problem I am solving I can assume that the tasks being run in parallel are independent and do not spawn any new tasks. The tasks can be of varying sizes. I went immediately for the most popular scheduling algorithm "work stealing" using lock-free deques for the local job queues, and I am relatively happy with this approach. However I'm wondering whether there are any common cases where work-stealing is not the best approach. For this particular problem I have a good estimate of the size of each individual task. Work-stealing does not make use of this information and I'm wondering if there is any scheduler which will give better load-balancing than work-stealing with this information (obviously with the same efficiency). NB. This question ties up with a previous question.

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  • C# property in a form class only accessable after formload event

    - by Spooky2010
    using vs2008, c# Howdy, Im instantiating and calling Form B from Form A. FormB has some custom properties, to allow me to pass it things like sqlAdaptors and dataset instances. When i instantiate and show Form B from Form A as a dialog form with a Using statement, it all works fine, but i find the properties i pass are not available in Form B until after the form_load event has fired. I was under the impression the properties when passed to a instantiated class should be available from a constructor, but this is not the case. If it try to access the properties before the form load event i get a null reference exception. Is this correct behavior ? It is very annoying. thanks for any help

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  • HA with nginx and cloud environment

    - by gotts
    I have a node in cloud environment which is used now as nginx and mongrels behind it. This is what nginx config looks like: upstream mongrel { server 127.0.0.1:8000; server 127.0.0.1:8001; server 127.0.0.1:8002; } I want to achieve the following: add another node nginx has to know about this new node automatically without stopping him, changing config(manually adding new node's mongrels) and starting it again. How can I make my load balancer(nginx) work in the way so it can be self-aware of nodes in cloud?

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  • When to trash hashmap contents to avoid performance degradation?

    - by Jack
    Hello, I'm woking on Java with a large (millions) hashmap that is actually built with a capacity of 10.000.000 and a load factor of .75 and it's used to cache some values since cached values become useless with time (not accessed anymore) but I can't remove useless ones while on the way I would like to entirely empty the cache when its performance starts to degrade. How can I decide when it's good to do it? For example, with 10 millions capacity and .75 should I empty it when it reaches 7.5 millions of elements? Because I tried various threshold values but I would like to have an analytic one. I've already tested the fact that emping it when it's quite full is a boost for perfomance (first 2-3 algorithm iterations after the wipe just fill it back, then it starts running faster than before the wipe) Thanks

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  • how to find out how much application memory django process is (or will be) taking?

    - by photographer
    There are different "Application memory" options (like 80MB...200MB) in django-friendly hosting called webfaction and I'm confused deciding which one I should buy. Could someone please walk me through the ideas on how to figure out how much memory my project might require (excluding operating system, the main apache server and the database servers memory requirements)? I understand in theory I'll need to perform some kind of load testing, but thought there might be ways to calculate that in advance with some simple/relatively easy understandable approach. I don't know how hard they enforce application memory usage limit, and another question is: what will happen if more users came to the site and more threads started than what I expected? Will the application crash? Or will delays just become uncomfortable? And - no, application is not ready yet (I can't measure anything right now). Development environment if it matters is Winodows 7, 64-bit. Hosting itself is some kind of Linux I think. (Sorry if it's not a stackoverflow question.)

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  • How are $LOAD_PATH and $: different?

    - by Benjamin Oakes
    I needed to know what was in my Ruby load path, so I did this: $ ruby -e "puts $LOAD_PATH" It didn't print anything out, which I didn't expect. So I tried this: $ ruby -e "puts $:" /usr/local/lib/site_ruby/1.8 /usr/local/lib/site_ruby/1.8/i486-linux /usr/local/lib/site_ruby/1.8/i386-linux /usr/local/lib/site_ruby /usr/lib/ruby/vendor_ruby/1.8 /usr/lib/ruby/vendor_ruby/1.8/i486-linux /usr/lib/ruby/vendor_ruby /usr/lib/ruby/1.8 /usr/lib/ruby/1.8/i486-linux /usr/lib/ruby/1.8/i386-linux . Why does the second one give me the expected output and the first one doesn't? Shouldn't they be the same? I just tried it in irb, and I got the results I expected. This is my Ruby version, in case it makes a difference: $ ruby --version ruby 1.8.7 (2008-08-11 patchlevel 72) [i486-linux]

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  • What would be my best MySQL Synchronization method?

    - by Kerry
    We're moving a social media service to be on separate data centers with global load balancing, as our other hosting provider's entire data center went down. Twice. This means that both websites need to be synchronized in some sense -- I'm less worried about the code of the pages, that's easy enough to sync, but they need to have the same database data. From my research on SO, it seems MySQL Replication is a good option, but the MySQL manual, for scaling out, says that its best when there are far more reads then there are writes/updates: http://dev.mysql.com/doc/refman/5.0/en/replication-solutions-scaleout.html In our case, it's about equal. We're getting around 200-300 thousand requests a day right now, and we can grow rapidly. Every request is both a read and write request. What would be the best method or tool to handle this?

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  • ubuntu mount iso but some files are unreadable

    - by Chao
    I'm new to Linux and just installed ubuntu 12.04 amd64 this month. I had failed installing Texlive with texlive2012 iso image. I used the recommended command to mount: "mount -t iso9660 -o ro,loop,noauto /your/texlive2012.iso /mnt " But the installer failed to read some file. The iso is fine, I checked the md5. I extracted everything from iso with archive manager, and it installed successfully. So, why mount is not working? Thanks. UPDATE with furius iso mount tool, mount with Fuse, and it installed, with warning: Summary of warning messages during installation: Downloaded ./archive/calligra-type1.tar.xz, size equal, but md5sum differs; downloading again. While mount with Loop, it failed to install. Updated Error message from terminal, mounted with furius iso mount, loop. texlive2012-20120701_iso$ ./install-tl -gui Loading ./tlpkg/texlive.tlpdb Installing TeX Live 2012 from: . Platform: x86_64-linux = 'x86_64 with GNU/Linux' Distribution: inst (compressed) Directory for temporary files: /tmp Installing [0001/2481, time/total: ??:??/??:??]: 12many [3k] Installing [0002/2481, time/total: 00:00/00:00]: 2up [4k] Installing [0003/2481, time/total: 00:00/00:00]: Asana-Math [457k] Installing [0004/2481, time/total: 00:00/00:00]: ESIEEcv [2k] ... Installing [0265/2481, time/total: 00:10/01:09]: calctab [5k] Installing [0266/2481, time/total: 00:10/01:09]: calligra [42k] Installing [0267/2481, time/total: 00:10/01:09]: calligra-type1 [59k] Downloaded ./archive/calligra-type1.tar.xz, size equal, but md5sum differs; downloading again. ./tlpkg/installer/xz/xzdec.x86_64-linux: (stdin): File is corrupt tar: Unexpected EOF in archive tar: rmtlseek not stopped at a record boundary tar: Error is not recoverable: exiting now untar: untarring /home/lichao/ttt/temp/calligra-type1.tar failed (in /home/lichao/ttt/texmf-dist) untarring /home/lichao/ttt/temp/calligra-type1.tar failed, stopping install. Installation failed. Rerunning the installer will try to restart the installation. Or you can restart by running the installer with: install-tl --profile installation.profile [EXTRA-ARGS] ./install-tl: Could not write to install-tl.log, so flushing messages to stderr. Loading ./tlpkg/texlive.tlpdb Installing TeX Live 2012 from: . Platform: x86_64-linux = 'x86_64 with GNU/Linux' Distribution: inst (compressed) Directory for temporary files: /tmp Installer revision: 26794 Database revision: 26935 Installing [0001/2481, time/total: ??:??/??:??]: 12many [3k] Installing [0002/2481, time/total: 00:00/00:00]: 2up [4k] Installing [0003/2481, time/total: 00:00/00:00]: Asana-Math [457k] Installing [0004/2481, time/total: 00:00/00:00]: ESIEEcv [2k] Installing [0005/2481, time/total: 00:00/00:00]: FAQ-en [1k] ... Installing [0262/2481, time/total: 00:10/01:09]: c90 [2k] Installing [0263/2481, time/total: 00:10/01:09]: cachepic [5k] Installing [0264/2481, time/total: 00:10/01:09]: cachepic.x86_64-linux [1k] Installing [0265/2481, time/total: 00:10/01:09]: calctab [5k] Installing [0266/2481, time/total: 00:10/01:09]: calligra [42k] Installing [0267/2481, time/total: 00:10/01:09]: calligra-type1 [59k] Downloaded ./archive/calligra-type1.tar.xz, size equal, but md5sum differs; downloading again. untar: untarring /home/lichao/ttt/temp/calligra-type1.tar failed (in /home/lichao/ttt/texmf-dist) untarring /home/lichao/ttt/temp/calligra-type1.tar failed, stopping install. Installation failed. Rerunning the installer will try to restart the installation. Or you can restart by running the installer with: install-tl --profile installation.profile [EXTRA-ARGS] Segmentation fault (core dumped) I am sure that the iso is fine. I can open it with archive manager and all files are good. But after mounting it, even archive manager failed to open some files (which can be opened when the iso is opened in archive manager).

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  • How do I load a libGDX Skin on Android?

    - by Lukas
    I am pretty desperate searching for a solution to load ui skins into my android app (actually it is not my app, it is a tutorial I'm following). The app always crashes at this part: assets.load("ui/defaultskin/defaultskin.json", Skin.class, new SkinLoader.SkinParameter("ui/defaultskin/defaultskin.atlas")); The files are the ones from the bitowl tutorial: http://bitowl.de/day6/ I guess Gdx.files.internal doesn't work on android, since the app crashed with this, too. Thanks for helping me out, Lukas

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  • Why do local HTML files take longer to load in IE compared to Firefox?

    - by jaslr
    I am creating a local HTML file that links to 2 external CSS files and 3 external JS files. When I refresh this in Internet Explorer 9, the page takes over a minute to load compared to instantly in Firefox (latest stable build. When I remove the external CSS and JS references, IE9 loads the page instantly. Can anyone explain why IE9 takes so long to load local HTML files with references to external CSS and JS files?

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • In what oreder does the Asset-Pipeline in Ruby on Rails load JavaScript Files?

    - by psycatham
    Hello, So, when I decided to remove the tags <script></script> and benefit from the asset-pipeline instead, complications took place. I am working with Google Maps' API V3, and to benefit from their functions and objects that their code provides, you have load the link first <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> Basically, If I put this line before their code, and put their code in script tags, things work out pretty perfecty, but when I use javascript_include_tag instead of script tag in html and copy my code to the file I pointed at -Like This - <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> <%=javascript_include_tag "map_new_marker_drag"%> , the asset-pipeline seems to load That file before loading the link of Google Maps API, thus I get the error : - Uncaught ReferenceError : google is undefined I tried putting the link in javascript_include_tag too -Like this- <%=javascript_include_tag "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places" %> <%=javascript_include_tag "map_new_marker_drag"%> , and it generated this <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&amp;libraries=places"></script> <script src="https://maps.gstatic.com/cat_js/intl/en_us/mapfiles/api-3/17/2/%7Bmain,places%7D.js" type="text/javascript"></script> <script src="/assets/map_new_marker_drag.js?body=1"></script> and the same error Uncaught ReferenceError : google is undefined. Do I have to put it in another order? what am I missing about the asset-pipeline mechanisms ? What should I do to make the link load before the code so to benefit from their objects and get rid of the error? PS : I tried using jquery functions and so , but I seem not to make it happen. If you still think this is a proper solution, please provide me some code I can use this is the jquery function I used jQuery(function($) { // Asynchronously Load the map API var script = document.createElement('script'); script.src = "http://maps.googleapis.com/maps/api/js?sensor=false&callback=initialize"; document.body.appendChild(script); var scriptTwo = document.createElement('script'); scriptTwo.src = "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"; document.body.appendChild(scripTwo); });

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • How to test high load on a website? [closed]

    - by rFactor
    Possible Duplicate: How do you load test your application? Hi, I am nearing a point of finalizing a website and it will soon be released. We have bought some traffic and advertisement packages and the nature of the site makes it heavier than typical static-like websites. I am looking for hear good ways to test how well the site performs under heavy load. I already know ab. Got any other tips to spare?

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  • In what order does the Asset-Pipeline in Ruby on Rails load JavaScript Files? [on hold]

    - by psycatham
    So, when I decided to remove the tags <script></script> and benefit from the asset-pipeline instead, complications took place. I am working with Google Maps' API V3, and to benefit from their functions and objects that their code provides, you have load the link first <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> Basically, If I put this line before their code, and put their code in script tags, things work out pretty perfecty, but when I use javascript_include_tag instead of script tag in html and copy my code to the file I pointed at -Like This - <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> <%=javascript_include_tag "map_new_marker_drag"%> , the asset-pipeline seems to load That file before loading the link of Google Maps API, thus I get the error : - Uncaught ReferenceError : google is undefined I tried putting the link in javascript_include_tag too -Like this- <%=javascript_include_tag "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places" %> <%=javascript_include_tag "map_new_marker_drag"%> , and it generated this <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&amp;libraries=places"></script> <script src="https://maps.gstatic.com/cat_js/intl/en_us/mapfiles/api-3/17/2/%7Bmain,places%7D.js" type="text/javascript"></script> <script src="/assets/map_new_marker_drag.js?body=1"></script> and the same error Uncaught ReferenceError : google is undefined. Do I have to put it in another order? what am I missing about the asset-pipeline mechanisms? What should I do to make the link load before the code so to benefit from their objects and get rid of the error? PS : I tried using jquery functions and so , but I seem not to make it happen. If you still think this is a proper solution, please provide me some code I can use this is the jquery function I used jQuery(function($) { // Asynchronously Load the map API var script = document.createElement('script'); script.src = "http://maps.googleapis.com/maps/api/js?sensor=false&callback=initialize"; document.body.appendChild(script); var scriptTwo = document.createElement('script'); scriptTwo.src = "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"; document.body.appendChild(scripTwo); });

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  • Why does my layout repeats in device but looks fine on emulator when an image is added in a Relative Layout?

    - by Honey H
    let me try to explain clearly with what I want here. I have a RelativeLayout that contains a header image and the content below it. Now, when i have a header image and a list view below it, the page fits the screen in the device properly, the layout does not repeat. But when I place an image below the header image, the layout repeats in the device. Meaning i could see 2 header images in the device. Some page, I could see half of the header image that is not supposed to be there (repeated header image). However, in emulator, all the pages looks fine and fit the screen nicely. I tried changing to LinearLayout, RelativeLayout inside LinearLayout, Relative Layout, it gave me the same outcome. I hope someone could tell me why this happened. Thanks. Attached is my layout. <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" android:background="@drawable/bg" > <ImageView android:id="@+id/header" android:contentDescription="@string/image" android:src= "@drawable/header" android:layout_width="fill_parent" android:layout_height="wrap_content" android:adjustViewBounds="true" android:scaleType="centerCrop"/> <RelativeLayout android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" android:orientation="vertical" > <ImageView android:id="@+id/journal" android:layout_width="150dp" android:layout_height="150dp" android:layout_alignTop="@+id/kick" android:adjustViewBounds="true" android:contentDescription="@string/image" android:padding="10dp" android:src="@drawable/favourite_journal" /> <ImageView android:id="@+id/kick" android:layout_width="150dp" android:layout_height="150dp" android:layout_toRightOf="@+id/journal" android:layout_below="@+id/header" android:adjustViewBounds="true" android:contentDescription="@string/image" android:padding="10dp" android:src="@drawable/favourite_kick" /> <ImageView android:id="@+id/labour" android:layout_width="150dp" android:layout_height="150dp" android:layout_below="@+id/journal" android:layout_alignLeft="@+id/journal" android:adjustViewBounds="true" android:contentDescription="@string/image" android:padding="10dp" android:src="@drawable/favourite_labour" /> <ImageView android:id="@+id/share" android:layout_width="150dp" android:layout_height="150dp" android:layout_below="@+id/kick" android:layout_alignLeft="@+id/kick" android:adjustViewBounds="true" android:contentDescription="@string/image" android:padding="10dp" android:src="@drawable/favourite_share" /> </RelativeLayout> </RelativeLayout>

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  • Android Dev Help: Saving an image from Res/raw or Asset folder to the Sd card

    - by Lucy
    Android Development Query Hello, I wonder if anyone could help me, i am trying to save an image (jpg or png) from the res/raw or assets folder to the SD card location (/sdcard/DCIM/). I have been following a tutorial which can save an image from a URL to the SD card Root, but i have looked everywhere to be able to save from res/raw or asset folder instead, and to a differnet location onthe sd card /sdcard/DCIM/ Here is the code, can anyone show me how to do the above from this? Thanks Lucy public class home extends Activity { private File file; private String imgNumber; private Button btnDownload; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); btnDownload=(Button)findViewById(R.id.btnDownload); btnDownload.setOnClickListener(new OnClickListener() { public void onClick(View v) { btnDownload.setText("Download is in Progress."); String savedFilePath=Download("http://www.domain.com/android1.png"); Toast.makeText(getApplicationContext(), "File is Saved in "+savedFilePath, 1000).show(); if(savedFilePath!=null) { btnDownload.setText("Download Completed."); } } }); } public String Download(String Url) { String filepath=null; try { //set the download URL, a url that points to a file on the internet //this is the file to be downloaded URL url = new URL(Url); //create the new connection HttpURLConnection urlConnection = (HttpURLConnection) url.openConnection(); //set up some things on the connection urlConnection.setRequestMethod("GET"); urlConnection.setDoOutput(true); //and connect! urlConnection.connect(); //set the path where we want to save the file //in this case, going to save it on the root directory of the //sd card. File SDCardRoot = Environment.getExternalStorageDirectory(); //create a new file, specifying the path, and the filename //which we want to save the file as. String filename= "download_"+System.currentTimeMillis()+".png"; // you can download to any type of file ex:.jpeg (image) ,.txt(text file),.mp3 (audio file) Log.i("Local filename:",""+filename); file = new File(SDCardRoot,filename); if(file.createNewFile()) { file.createNewFile(); } //this will be used to write the downloaded data into the file we created FileOutputStream fileOutput = new FileOutputStream(file); //this will be used in reading the data from the internet InputStream inputStream = urlConnection.getInputStream(); //this is the total size of the file int totalSize = urlConnection.getContentLength(); //variable to store total downloaded bytes int downloadedSize = 0; //create a buffer... byte[] buffer = new byte[1024]; int bufferLength = 0; //used to store a temporary size of the buffer //now, read through the input buffer and write the contents to the file while ( (bufferLength = inputStream.read(buffer)) > 0 ) { //add the data in the buffer to the file in the file output stream (the file on the sd card fileOutput.write(buffer, 0, bufferLength); //add up the size so we know how much is downloaded downloadedSize += bufferLength; //this is where you would do something to report the prgress, like this maybe Log.i("Progress:","downloadedSize:"+downloadedSize+"totalSize:"+ totalSize) ; btnDownload.setText("download Status:"+downloadedSize+" / "+totalSize); } //close the output stream when done fileOutput.close(); if(downloadedSize==totalSize) filepath=file.getPath(); //catch some possible errors... } catch (MalformedURLException e) { e.printStackTrace(); } catch (IOException e) { filepath=null; btnDownload.setText("Internet Connection Failed.\n"+e.getMessage()); e.printStackTrace(); } Log.i("filepath:"," "+filepath) ; return filepath; } }

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  • Running multiple image manipulations in parallel causing OutOfMemory exception

    - by Tom
    I am working on a site where I need to be able to split and image around 4000x6000 into 4 parts (amongst many other tasks) and I need this to be as quick as possible for multiple users. My current code for doing this is var bitmaps = new RenderTargetBitmap[elements.Length]; using (var stream = blobService.Stream(key)) { BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.StreamSource = stream; bi.EndInit(); for (var i = 0; i < elements.Length; i++) { var element = elements[i]; TransformGroup transformGroup = new TransformGroup(); TranslateTransform translateTransform = new TranslateTransform(); translateTransform.X = -element.Left; translateTransform.Y = -element.Top; transformGroup.Children.Add(translateTransform); DrawingVisual vis = new DrawingVisual(); DrawingContext cont = vis.RenderOpen(); cont.PushTransform(transformGroup); cont.DrawImage(bi, new Rect(new Size(bi.PixelWidth, bi.PixelHeight))); cont.Close(); RenderTargetBitmap rtb = new RenderTargetBitmap(element.Width, element.Height, 96d, 96d, PixelFormats.Default); rtb.Render(vis); bitmaps[i] = rtb; } } for (var i = 0; i < bitmaps.Length; i++) { using (MemoryStream ms = new MemoryStream()) { PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bitmaps[i])); encoder.Save(ms); var regionKey = WebPath.Variant(key, elements[i].Id); saveBlobService.Save("image/png", regionKey, ms); } } I am running multiple threads which take jobs off a queue. I am finding that if this part of code is hit by 4 threads at once I get an OutOfMemory exception. I can stop this happening by wrapping all the code above in a lock(obj) but this isn't ideal. I have tried wrapping just the first using block (where the file is read from disk and split) but I still get the out of memory exceptions (this part of the code executes quite quickly). I this normal considering the amount of memory this should be taking up? Are there any optimisations I could make? Can I increase the memory available? UPDATE: My new code as per Moozhe's help public static void GenerateRegions(this IBlobService blobService, string key, Element[] elements) { using (var stream = blobService.Stream(key)) { foreach (var element in elements) { stream.Position = 0; BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.SourceRect = new Int32Rect(element.Left, element.Top, element.Width, element.Height); bi.StreamSource = stream; bi.EndInit(); DrawingVisual vis = new DrawingVisual(); DrawingContext cont = vis.RenderOpen(); cont.DrawImage(bi, new Rect(new Size(element.Width, element.Height))); cont.Close(); RenderTargetBitmap rtb = new RenderTargetBitmap(element.Width, element.Height, 96d, 96d, PixelFormats.Default); rtb.Render(vis); using (MemoryStream ms = new MemoryStream()) { PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(rtb)); encoder.Save(ms); var regionKey = WebPath.Variant(key, element.Id); blobService.Save("image/png", regionKey, ms); } } } }

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