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  • Which parallel pattern to use?

    - by Wim Van Houts
    I need to write a server application that fetches mails from different mail servers/mailboxes and then needs to process/analyze these mails. Traditionally, I would do this multi-threaded, launching a thread for fetching mails (or maybe one per mailbox) and then process the mails. We are moving more and more to servers where we have 8+ cores, so I would like to make use of these cores as much as possible (and not use 1 at 100% and leave the seven others untouched). So conceptually, as an example, it would be nice that I could write the application in such a way that two cores are "continuously" fetching emails and four cores are "continuously" processing/analyzing the emails (since processing and analyzing mails is more CPU intensive than fetching mails). This seems like a good concept, but after studying some parallel patterns, I'm not really sure how this is best implemented. None of the patterns really fit. I'm working in VS2012, native C++, but I guess from a design point of view this does not really matter and just some pointers on how to organize this would be great!

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  • Web stalker has purchased a domain name that uses my personal name, web page is defamatory [closed]

    - by Deborah Morse-Kahn
    We have been unsuccessful in persuading a stalker's website host to release the domain name he purchased which is my own personal name, e.g., PERSONALNAME.com. You will find my name below in the signature area. Look for yourself. On the one page that this domain name leades to is dreadful and defamatory material. No attorney has felt it worth their time to chase this issue down, and we cannot afford to go to a national or international dispute resolution group to bring this issue to WHOIS. Worse, the stalker is amoral and a psychopath: he would just love the attention. We've even consider trying to find someone to illegally hack into the webpage to at least redirect the domain pointers to my own professional website. This issue has continued now for two years and is affecting my professional reputations as potential clients have looked for me online. Is there any remedy? Your help and advice would be greatly welcomed.

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  • Updating with using custom class collection not working

    - by Risho
    I've posted this yesterday on asp forum but no one replied so perhaps I'll have better luck here. For some reason the OnUpdating method does not pull new values from the grid which is in edit mode. I've search and have come across several blogs and sites, some sugesting that an ObjectDataSource is required in order to use the "e.NewValue" construct others provide code to the contrary. I don't get any errors - the variables in the code file would contain the old values rather then new ones. I don't want to use the ODS way of manipulating the data. My delete method works but not the update one. Can you suggest what is wrong with the code? Here is what I've got: aspx file: <asp:GridView ID="gvBlack" runat="server" AutoGenerateColumns="False" OnRowUpdating="gvBlack_OnUpdating" OnRowEditing="gvBlack_RowEditing"> <Columns> <%--<asp:BoundField DataField="Ident_Black" ReadOnly="True" visible="false" />--%> <asp:TemplateField ItemStyle-Width="1px"> <EditItemTemplate> <asp:Label ID="lblIdent_Black" runat="server" Text='<%# Bind("Ident_Black") %>' Visible="false" /> </EditItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Model" > <ItemTemplate> <asp:Label ID="lblModel_Black" runat="server" Text='<%# Bind("Model_Black") %>' width="130px" /> </ItemTemplate> <EditItemTemplate> <asp:TextBox ID="txtModel_Black" runat="server" Text='<%# Eval("Model_Black") %>' width="100px" /> <asp:RequiredFieldValidator ID="rfvModel_Black" runat="server" ControlToValidate="txtModel_Black" SetFocusOnError="true" ErrorMessage="*" ValidationGroup="CurrentMfg" ForeColor="Red" Font-Bold="true" /> </EditItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Description" > <ItemTemplate> <asp:Label ID="lblDesc_Black" runat="server" Text='<%# Bind("Desc_Black") %>' width="200px" /> </ItemTemplate> <EditItemTemplate> <asp:TextBox ID="txtDesc_Black" runat="server" Text='<%# Eval("Desc_Black") %>' width="170px" /> <span></span> </EditItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Qty" > <ItemTemplate> <asp:Label ID="lblQty_Black" runat="server" Text='<%# Bind("Qty_Black") %>' width="35px" /> </ItemTemplate> <EditItemTemplate> <asp:TextBox ID="txtQty_Black" runat="server" Text='<%# Eval("Qty_Black") %>' width="35px" /> <asp:RequiredFieldValidator ID="rfvQty_Black" runat="server" ControlToValidate="txtQty_Black" SetFocusOnError="true" ErrorMessage="*" ValidationGroup="CurrentMfg" ForeColor="Red" Font-Bold="true" /> </EditItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Reorder<br />Limit"> <ItemTemplate> <asp:Label ID="lblBlack_Reorder_Limit" runat="server" Text='<%# Bind("Black_Reorder_Limit") %>' width="35px" /> </ItemTemplate> <EditItemTemplate> <asp:TextBox ID="txtBlack_Reorder_Limit" runat="server" Text='<%# Eval("Black_Reorder_Limit") %>' width="35px" /> <asp:RequiredFieldValidator ID="rfvBlack_Reorder_Limit" runat="server" ControlToValidate="txtBlack_Reorder_Limit" SetFocusOnError="true" ErrorMessage="*" ValidationGroup="CurrentMfg" ForeColor="Red" Font-Bold="true" /> </EditItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Notes"> <ItemTemplate> <asp:Label ID="lblNotes" runat="server" Text='<%# Bind("Notes") %>' width="200px" /> </ItemTemplate> <EditItemTemplate> <asp:TextBox ID="txtNotes" runat="server" Text='<%# Eval("Notes") %>' width="170px" /> <span></span> </EditItemTemplate> </asp:TemplateField> <asp:CommandField ShowEditButton="True" ShowDeleteButton="false" ValidationGroup="CurrentToner" /> </Columns> </asp:GridView> aspx.cs file: protected void Page_Load(object sender, EventArgs e) { LoadData_TonerBlack(); } private void LoadData_TonerBlack() { dalConsumables_TonerBlack drTonerBlack = new dalConsumables_TonerBlack(); gvBlack.DataSource = drTonerBlack.GetListTonersBlack(); gvBlack.DataBind(); } protected void gvBlack_OnUpdating(object sender, GridViewUpdateEventArgs e) { //GridView gvBlack = (GridView)sender; //GridViewRow gvBlackRow = (GridViewRow)gvBlack.Rows[e.RowIndex]; int _Ident_Black = Convert.ToInt32(gvBlack.DataKeys[e.RowIndex].Values[0].ToString()); TextBox _txtModel_Black = (TextBox)gvBlack.Rows[e.RowIndex].FindControl("txtModel_Black"); TextBox _txtDesc_Black = (TextBox)gvBlack.Rows[e.RowIndex].FindControl("txtDesc_Black"); TextBox _txtQty_Black = (TextBox)gvBlack.Rows[e.RowIndex].FindControl("txtQty_Black"); TextBox _txtBlack_Reorder_Limit = (TextBox)gvBlack.Rows[e.RowIndex].FindControl("txtBlack_Reorder_Limit"); TextBox _txtNotes = (TextBox)gvBlack.Rows[e.RowIndex].FindControl("txtNotes"); string _updatedBy = Request.ServerVariables["AUTH_USER"].ToString(); dalConsumables_TonerBlack updateTonerBlack = new dalConsumables_TonerBlack(); updateTonerBlack.UpdateTonerBlack(_Ident_Black, _txtModel_Black.Text, _txtDesc_Black.Text, Convert.ToInt32(_txtQty_Black.Text), Convert.ToInt32(_txtBlack_Reorder_Limit.Text), _txtNotes.Text, _updatedBy); gvBlack.EditIndex = -1; LoadData_TonerBlack(); } protected void gvBlack_RowEditing(object sender, GridViewEditEventArgs e) { gvBlack.EditIndex = e.NewEditIndex; LoadData_TonerBlack(); } Thanks in advance! Risho

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  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

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  • In regards to applet games and UDP

    - by Tom Steinberg
    I've got about a year in Java experience, and would like to set up a server and client for an applet game. However, there doesn't appear to be any tutorials out there on anything like I want to use. I would the server to be able to store an array of x and y coordinates with a player name somehow associated to them, and send them to multiple clients in a short time span. I would like the client implemented in the applet, and be able to request any player's position data. I'd like to use UDP, because it seems to be the best option for efficient (if less reliable) transmission of data. If anyone could give me some pointers on how to do such a project, or point me to an appropriate tutorial, I'd certainly appreciate it.

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  • Should I care about Junit redundancy when using setUp() with @Before annotation?

    - by c_maker
    Even though developers have switched from junit 3.x to 4.x I still see the following 99% of the time: @Before public void setUp(){/*some setup code*/} @After public void tearDown(){/*some clean up code*/} Just to clarify my point... in Junit 4.x, when the runners are set up correctly, the framework will pick up the @Before and @After annotations no matter the method name. So why do developers keep using the same conventional junit 3.x names? Is there any harm keeping the old names while also using the annotations (other than it makes me feel like devs do not know how this really works and just in case, use the same name AND annotate as well)? Is there any harm in changing the names to something maybe more meaningful, like eachTestMethod() (which looks great with @Before since it reads 'before each test method') or initializeEachTestMethod()? What do you do and why? I know this is a tiny thing (and may probably be even unimportant to some), but it is always in the back of my mind when I write a test and see this. I want to either follow this pattern or not but I want to know why I am doing it and not just because 99% of my fellow developers do it as well.

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  • How can I create a dynamic site that is still search-bot friendly?

    - by zuko
    If I want to have a slide effect between pages. You click a link, it is loaded off to the side and then slides in (pushing the old page off the other side). I can imagine using jQuery to do the PHP and the effects... but how do I do something like this that gracefully degrades for users without Javascript, including bots? Possibly more problematic: what if I wanted to have a sort of mural background across the site, perhaps with a parallax scrolling effect, and sliding to other pages reveals more of the, possibly giant image? Again, I can imagine how to do this with lots of fancy jQuery and PHP but it would heavily rely on those. How can I gracefully degrade in a situation like that? Any pointers, articles or books would be greatly appreciated. I keep trying to search for answers but I just get a lot of "theory"-based, unhelpful blogs.

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  • How relevant is PHP today for browser games?

    - by Bitgarden
    I was the lead developer of 2 moderately successful browser games quite a few years back, and plan on working on a new game soon. At the time, I wrote them in pure PHP (no template engine or anything of the sort). I'd like to start working on a new game, but have been out of the web development world for a while. Reading around, I hear a lot of good about Rails, Django, Node.js, etc., with which I have no experience (although I know my way around Python, Javascript, and the others quite well). So my question is the following- if I were to go in my old ways and go with PHP again, would I be making things hard for myself? Would picking something more "trendy" have a real impact on my development? In addition, does anyone have any pointers relating to specifically developing browser games with these more modern tools?

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  • How do I drag my widgets without dragging other widgets?

    - by Cypher
    I have a bunch of drag-able widgets on screen. When I am dragging one of the widgets around, if I drag the mouse over another widget, that widget then gets "snagged" and is also dragged around. While this is kind of a neat thing and I can think of a few game ideas based on that alone, that was not intended. :-P Background Info I have a Widget class that is the basis for my user interface controls. It has a bunch of properties that define it's size, position, image information, etc. It also defines some events, OnMouseOver, OnMouseOut, OnMouseClick, etc. All of the event handler functions are virtual, so that child objects can override them and make use of their implementation without duplicating code. Widgets are not aware of each other. They cannot tell each other, "Hey, I'm dragging so bugger off!" Source Code Here's where the widget gets updated (every frame): public virtual void Update( MouseComponent mouse, KeyboardComponent keyboard ) { // update position if the widget is being dragged if ( this.IsDragging ) { this.Left -= (int)( mouse.LastPosition.X - mouse.Position.X ); this.Top -= (int)( mouse.LastPosition.Y - mouse.Position.Y ); } ... // define and throw other events if ( !this.WasMouseOver && this.IsMouseOver && mouse.IsButtonDown( MouseButton.Left ) ) { this.IsMouseDown = true; this.MouseDown( mouse, new EventArgs() ); } ... // define and throw other events } And here's the OnMouseDown event where the IsDraggable property gets set: public virtual void OnMouseDown( object sender, EventArgs args ) { if ( this.IsDraggable ) { this.IsDragging = true; } } Problem Looking at the source code, it's obvious why this is happening. The OnMouseDown event gets fired whenever the mouse is hovered over the Widget and when the left mouse button is "down" (but not necessarily in that order!). That means that even if I hold the mouse down somewhere else on screen, and simply move it over anything that IsDraggable, it will "hook" onto the mouse and go for a ride. So, now that it's obvious that I'm Doing It Wrong™, how do I do this correctly?

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  • Crash due to removal of Elements like CCSprite from NSMutableArray

    - by mayuur
    So, here's how it goes. I am currently working on Cocos2d game, which consists of many Obstacles. One obstacle gets added on the screen at an interval of 10 seconds like this. ObstacleSprite* newObstacle = [ObstacleSprite spriteWithFile:@"Obstacle.png" rect:CGRectMake(0, 0, 20, 20)]; newObstacle.position = ccp(mainPlayer1.position.x,10); [self addChild:newObstacle]; [self.arrayForObstacles addObject:newObstacle]; Now, I insert these obstacles into the arrayForObstacles because I also want to keep checking whether the Obstacles and MainPlayer don't collide. I check it with the help of this function. - (void) checkCollisionWithObstacle { if(mainPlayer1.playerActive) { for(int i = 0; i < [self.arrayForObstacles count]; i++) { ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:i]; if(newObstacle != nil) { if(CGRectIntersectsRect([mainPlayer1 boundingBox], [newObstacle boundingBox])) { mainPlayer1.livesLeft--; } } } } } THE ISSUE Problem is when I get to certain score, one of the Obstacles gets deleted. Removal of Obstacles works as in First In-First Out (FIFO) mode. So, to delete obstacles, I write the following method : - (void) keepUpdatingScore { //update new score mainPlayer1.score+=10; //remove obstacle when score increases by 5k if(mainPlayer1.score > 5000 && mainPlayer1.score > 0) { mainPlayer1.playerActive = NO; if([self.arrayForObstacles count] > 0) { CCLOG(@"count is %d",[self.arrayForObstacles count]); ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:0]; [self.arrayForObstacles removeObjectAtIndex:0]; [self removeChild:newObstacle cleanup:YES]; CCLOG(@"count is %d",[self.arrayForObstacles count]); } } else { } } It crashes when score crosses 5000 mark! UPDATE Crash happens when it again goes to the method checkCollisionWithObstacle. This is the THREAD Look. THis is the line Which crashes.

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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • Loading images in XNA 4.0; "Cannot Open File" Problems

    - by user32623
    Okay, I'm writing a game in C#/XNA 4.0 and am utterly stumped at my current juncture: Sprite animation. I understand how it works and have all the code in place, but my ContentLoader won't open my file... Basically, my directory looks like this: //WindowsGame1 - "Game1.cs" - //Classes - "NPC.cs" - Content Reference - //Images - "Monster.png" Inside my NPC class, I have all the essential drawing functions, i.e. LoadContent, Draw, Update. And I can get the game to find the correct file and attempt to open it, but when it tries, it throws an exception and tells me it can't open the file. This is how my code in my NPC class looks: Texture2D NPCImage; Vector2 NPCPosition; Animation NPCAnimation = new Animation(); public void Initialize() { NPCAnimation.Initialize(NPCPosition, new Vector2(4, 4)); } public void LoadContent(ContentManager Content) { NPCImage = Content.Load<Texture2D>("_InsertImageFilePathHere_"); NPCAnimation.AnimationImage = NPCImage; } The rest of the code is irrelevant at this point because I can't even get the image to load. I think it might have to do with a directory problem, but I also know little to nothing about spriting or working with images or animations in my code. Any help is appreciated. Not sure if I provided enough information here, so let me know if more is needed! Also, what would be the correct way to direct that Content.Load to Monster.png given the current directory situation? Right now I just have it using the full path from the C:// drive. Thanks in advance!

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  • GTK app: How do I create a working indicator with Qt/C++?

    - by hakermania
    I've tried in 2 forums, but I had no luck so far. So, I am using Qt IDE in order to build my application so as to participate to the Ubuntu Showdown contest. In my application, I've done the following: void show_app(MainWindow *data) { //this works fine: app_indicator_set_status(appindicator, APP_INDICATOR_STATUS_PASSIVE); //this crashes the application: data->show(); } void MainWindow::make_indicator() { if(appindicator){ //appindicator has already been created return; } appindicator = app_indicator_new("Format Junkie Indicator", "formatjunkie", APP_INDICATOR_CATEGORY_APPLICATION_STATUS); GtkWidget* showapp_option; GtkWidget* indicatormenu = gtk_menu_new(); GtkWidget* item = gtk_menu_item_new_with_label("Format Junkie main menu"); gtk_menu_item_set_submenu(GTK_MENU_ITEM(item), indicatormenu); showapp_option = gtk_menu_item_new_with_label("Show App!"); g_signal_connect(showapp_option, "activate", G_CALLBACK(show_app), this); gtk_menu_shell_append(GTK_MENU_SHELL(indicatormenu), showapp_option); gtk_widget_show_all(indicatormenu); app_indicator_set_status(appindicator, APP_INDICATOR_STATUS_ACTIVE); app_indicator_set_attention_icon(appindicator, "dialog-warning"); app_indicator_set_menu(appindicator, GTK_MENU (indicatormenu)); } So, basically I am trying to make a simple indicator entry, which, on click, it will hide the indicator and display the application. The indicator can be successfully hidden using the PASSIVE thingy over there, but, during the call data-show();, the application crashes. Any help on what I am doing wrong would be appreciated! Also, please help me to correct this problem I'm facing (alternatively, I will migrate to the old and good tray icon (it works fine in 12.04, anyway) which I can handle very easily and efficiently)

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  • HTML Tidy in NetBeans IDE

    - by Geertjan
    First step in integrating HTML Tidy (via its JTidy implementation) into NetBeans IDE: The reason why I started doing this is because I want to integrate this into the pluggable analyzer functionality of NetBeans IDE that I recently blogged about, i.e., where the FindBugs functionality is found. So a logical first step is to get it working in an Action class, after which I can port it into the analyzer infrastructure: import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.io.IOException; import java.io.PrintWriter; import java.io.StringWriter; import org.openide.awt.ActionID; import org.openide.awt.ActionReference; import org.openide.awt.ActionReferences; import org.openide.awt.ActionRegistration; import org.openide.cookies.EditorCookie; import org.openide.cookies.LineCookie; import org.openide.loaders.DataObject; import org.openide.text.Line; import org.openide.text.Line.ShowOpenType; import org.openide.util.Exceptions; import org.openide.util.NbBundle.Messages; import org.openide.windows.IOProvider; import org.openide.windows.InputOutput; import org.openide.windows.OutputEvent; import org.openide.windows.OutputListener; import org.openide.windows.OutputWriter; import org.w3c.tidy.Tidy; @ActionID(     category = "Tools", id = "org.jtidy.TidyAction") @ActionRegistration(     displayName = "#CTL_TidyAction") @ActionReferences({     @ActionReference(path = "Loaders/text/html/Actions", position = 150),     @ActionReference(path = "Editors/text/html/Popup", position = 750) }) @Messages("CTL_TidyAction=Run HTML Tidy") public final class TidyAction implements ActionListener {     private final DataObject context;     private final OutputWriter writer;     private EditorCookie ec = null;     public TidyAction(DataObject context) {         this.context = context;         ec = context.getLookup().lookup(org.openide.cookies.EditorCookie.class);         InputOutput io = IOProvider.getDefault().getIO("HTML Tidy", false);         io.select();         writer = io.getOut();     }     @Override     public void actionPerformed(ActionEvent ev) {         Tidy tidy = new Tidy();         try {             writer.reset();             StringWriter stringWriter = new StringWriter();             PrintWriter errorWriter = new PrintWriter(stringWriter);             tidy.setErrout(errorWriter);             tidy.parse(context.getPrimaryFile().getInputStream(), System.out);             String[] split = stringWriter.toString().split("\n");             for (final String string : split) {                 final int end = string.indexOf(" c");                 if (string.startsWith("line")) {                     writer.println(string, new OutputListener() {                         @Override                         public void outputLineAction(OutputEvent oe) {                             LineCookie lc = context.getLookup().lookup(LineCookie.class);                             int lineNumber = Integer.parseInt(string.substring(0, end).replace("line ", ""));                             Line line = lc.getLineSet().getOriginal(lineNumber - 1);                             line.show(ShowOpenType.OPEN, Line.ShowVisibilityType.FOCUS);                         }                         @Override                         public void outputLineSelected(OutputEvent oe) {}                         @Override                         public void outputLineCleared(OutputEvent oe) {}                     });                 }             }         } catch (IOException ex) {             Exceptions.printStackTrace(ex);         }     } } The string parsing above is ugly but gets the job done for now. A problem integrating this into the pluggable analyzer functionality is the limitation of its scope. The analyzer lets you select one or more projects, or individual files, but not a folder. So it doesn't work on folders in the Favorites window, for example, which is where I'd like to apply HTML Tidy, across multiple folders via the analyzer functionality. That's a bit of a bummer that I'm hoping to get around somehow.

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  • How can I become a technical trainer from a software developer?

    - by Abhilasha
    I am a software developer; in fact a mobile application developer with 4 years of experience. I am passionate about training. I have never been an official trainer but, I have trained freshers on mobile technologies. Now how do I become a professional technical trainer. I have following questions: Do I need some kind of professional certification or degree? Is it too early for me to start as a trainer? I mean experience wise. I will not ask if it's worth it because I am very keen on pursuing training as a profession. However, if I have to be up to date with technology, I don't think I can give up coding and pursue training full time. Any pointers or guidelines would be helpful.

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  • Recursion in F#

    - by MarkPearl
    Things are slowly coming together – I was able to look at a bit of F# code and intuitively know what it was going to do (yay)… So today I saw a blog post by Bob Palmer on Fibonacci numbers in F# which inspired me to look at bit into recursion. First the C# example… class Program { public static void CountDown(int n) { switch (n) { case 0: Console.WriteLine("End of Count"); break; default: Console.WriteLine(n); CountDown(n-1); break; } } static void Main(string[] args) { CountDown(10); Console.ReadLine(); } }   In F#, the equivalent would look something like this… open System let rec CountDown n = match n with | 0 -> Console.WriteLine("End of Count"); | n -> Console.WriteLine(n); CountDown (n-1); CountDown 10 Console.ReadLine()   Pretty simple stuff. With F# you when making recursive calls you need to explicitly declare that the function is recursive with the “rec” keyword. Otherwise the code is pretty easy to read and self explanatory.

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  • How to see the full file name on the Lubuntu Desktop?

    - by vasa1
    If I have a file with several characters in it, only a certain number of initial characters is displayed on the Lubuntu desktop and Xfce desktops. For example, I have a file titled, "interesting-links-on-default-browsers". It shows as "interesting-links-on-def..." with both DEs. However, single-clicking on the file in Xfce shows the full title but the truncated title remains in Lubuntu. It's not a big deal, but if it's just a matter of setting something somewhere to get the full title visible on single-click, I'd be grateful for pointers.

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  • Algorithm development in jobs

    - by dbeacham
    I have a mathematics background but also consider career in some form of software development. In particular I'm interested in finding out what sort of industries are most likely to have more algorithm development/mathematical and logical problem solving slant rather than pure application development etc. Obviously, I'm assuming that some subset of the canonical data structures and associated algorithms (trees, lists, hash tables, sets, maps with search, insert, traversals etc.) are mostly going to be present in software development. However, where am I more likely to encounter problems of more discrete maths nature (combinatorial, graph theory, sets, strings, ...) explicitly or more likely in disguise. Any pointers much appreciated (including possible open source projects that I could use for my further search for applications and also possibly contribute to).

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  • Navigate to a virtual member from the member that overrides it

    - by axrwkr
    Using visual studio, in the editor window, I am able to navigate from the usage of a member to the line and file where it is declared by pressing F12 while the cursor is over that member by or right clicking on the member and selecting "Go To Definition". I would like to find a way to navigate from an override member to the base class member that it overrides. For example, if I have the following class with one method public class SomeClass { public virtual void TheMethod() { // do something } } An I override that method somewhere else in the project or solution similar to the following public OtherClass : SomeClass { public override void TheMethod() { // do something else } } I want to navigate from the declaration of TheMethod in OtherClass to the declaration of TheMethod in SomeClass Is there a way to do this? I've found that I can find the definition of the member in the base class by pressing Shift + F12 (Find all References) and then looking through the list occurances, this works fine most of the time, since the list isn't usually that long but it would be much better to have a way to go there directly.

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  • Resource Acquisition is Initialization in C#

    - by codeWithoutFear
    Resource Acquisition Is Initialization (RAII) is a pattern I grew to love when working in C++.  It is perfectly suited for resource management such as matching all those pesky new's and delete's.  One of my goals was to limit the explicit deallocation statements I had to write.  Often these statements became victims of run-time control flow changes (i.e. exceptions, unhappy path) or development-time code refactoring. The beauty of RAII is realized by tying your resource creation (acquisition) to the construction (initialization) of a class instance.  Then bind the resource deallocation to the destruction of that instance.  That is well and good in a language with strong destructor semantics like C++, but languages like C# that run on garbage-collecting runtimes don't provide the same instance lifetime guarantees. Here is a class and sample that combines a few features of C# to provide an RAII-like solution: using System; namespace RAII { public class DisposableDelegate : IDisposable { private Action dispose; public DisposableDelegate(Action dispose) { if (dispose == null) { throw new ArgumentNullException("dispose"); } this.dispose = dispose; } public void Dispose() { if (this.dispose != null) { Action d = this.dispose; this.dispose = null; d(); } } } class Program { static void Main(string[] args) { Console.Out.WriteLine("Some resource allocated here."); using (new DisposableDelegate(() => Console.Out.WriteLine("Resource deallocated here."))) { Console.Out.WriteLine("Resource used here."); throw new InvalidOperationException("Test for resource leaks."); } } } } The output of this program is: Some resource allocated here. Resource used here. Unhandled Exception: System.InvalidOperationException: Test for resource leaks. at RAII.Program.Main(String[] args) in c:\Dev\RAII\RAII\Program.cs:line 40 Resource deallocated here. Code without fear! --Don

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  • Is it a good programming practice to have a class with several .h files?

    - by Jim Thio
    I suppose the class have several different interfaces. Some it shows to some class, some it shows to other classes. Are there any good reason for that? One thing I can think of is with one .h per class, interface would either be public or private. What about if I want some interface to be available to some friends' class and some interface to be truly public? Sample: @interface listNewController:BadgerStandardViewViewController <UITableViewDelegate,UITableViewDataSource,UITextFieldDelegate,NSFetchedResultsControllerDelegate,UIScrollViewDelegate,UIGestureRecognizerDelegate> { } @property (nonatomic) IBOutlet NSFetchedResultsController *FetchController; @property (nonatomic) IBOutlet UITextField *searchBar1; @property (nonatomic) IBOutlet UITableView *tableViewA; + (listNewController *) singleton; //For Easier Access -(void)collapseAll; -(void)TitleViewClicked:(TitleView *) theTitleView; -(NSUInteger) countOfEachSection:(NSInteger)section; @end Many of those public properties and function are only ever called by just one other classes. I wonder why I need to make them available to many classes. It's in Objective-c by the way

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  • Transparent JPanel, Canvas background in JFrame

    - by Andy Tyurin
    I wanna make canvas background and add some elements on top of it. For this goal I made JPanel as transparent container with setOpaque(false) and added it as first of JFrame container, then I added canvas with black background (in future I wanna set animation) to JFrame as second element. But I can't undestand why i see grey background, not a black. Any suggestions? public class Game extends JFrame { public Container container; //Game container with components public Canvas backgroundLayer; //Background layer of a game public JPanel elementsLayer; //elements panel (top of backgroundLayer), holds different elements private Dimension startGameDimension = new Dimension(800,600); //start game dimension public Game() { //init main window super("Astra LaserForces"); setSize(startGameDimension); setBackground(Color.CYAN); container=getContentPane(); container.setLayout(null); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //init jpanel elements layer elementsLayer=new JPanel(); elementsLayer.setSize(startGameDimension); elementsLayer.setBackground(Color.BLUE); elementsLayer.setOpaque(false); container.add(elementsLayer); //init canvas background layer backgroundLayer = new Canvas(); backgroundLayer.setSize(startGameDimension); backgroundLayer.setBackground(Color.BLACK); //set default black color container.add(backgroundLayer); } //start game public void start() { setVisible(true); } //create new instance of game and start it public static void main(String[] args) { new Game().start(); } }

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  • Making a class pseudo-immutable by setting a flag

    - by scott_fakename
    I have a java project that involves building some pretty complex objects. There are quite a lot (dozens) of different ones and some of them have a HUGE number of parameters. They also need to be immutable. So I was thinking the builder pattern would work, but it ends up require a lot of boilerplate. Another potential solution I thought of was to make a mutable class, but give it a "frozen" flag, a-la ruby. Here is a simple example: public class EqualRule extends Rule { private boolean frozen; private int target; public EqualRule() { frozen = false; } public void setTarget(int i) { if (frozen) throw new IllegalStateException( "Can't change frozen rule."); target = i; } public int getTarget() { return target; } public void freeze() { frozen = true; } @Override public boolean checkRule(int i) { return (target == i); } } and "Rule" is just an abstract class that has an abstract "checkRule" method. This cuts way down on the number of objects I need to write, while also giving me an object that becomes immutable for all intents and purposes. This kind of act like the object was its own Builder... But not quite. I'm not too excited, however, about having an immutable being disguised as a bean however. So I had two questions: 1. Before I go too far down this path, are there any huge problems that anyone sees right off the bat? For what it's worth, it is planned that this behavior will be well documented... 2. If so, is there a better solution? Thanks

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  • Take Camera Phone Macro Photos with a Cheap Laser Pointer Lens

    - by Jason Fitzpatrick
    Inside those cheap laser pointers you see in the grocery store checkout line there’s a handy little plastic lens that, when slapped on your phone’s camera, makes it easy to take macro photographs. In this tutorial, they take the lens from a laser point and secure it using tape and a bobby pin. An alternative method to achieve the same end (and with a higher quality lens) is to dismantle a CD/DVD drive to source the lens and use painter’s tape to hold the lens in place–this is the technique I used several years ago, check out the tutorial video here. Laser Pointer Macro Lens [via Apartment Therapy] How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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