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  • Where can I find Cinema4D for game development tutorials ?

    - by George Profenza
    Hi, I started to learn Cinema 4D. I've noticed it's really easy to use for motion graphics, but I want to use it for modeling for games/realtime 3d engines. Before I used 3dsmax and it was easy to estimate how a model would look/behave in a 3d engine. The two main things I did was displaying Polygon triangles and displaying the Polygon Count. I've found the Total Polygons tick in HUD settings in Cinema 4D, but I can't find any display mode that will show triangles. Is there there a way to display triangle faces/not quads in Cinema4D ? If so how ? There is a Triangulate function, but I'd rather not Triangulate/Untriangulate all the time, especially since it's converting back and forth between the two doesn't always produce the same result. I imagine I'm asking for old school techniques, but I plan to use these to make low poly models for web(canvas/webGL) and mobile.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    Hi guys, I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Game Development In C Only. Is it possible?

    - by Ishan Sharma
    I am a first year college student in India and want to make a small game as a this semester project. I am quite good at C and am learning it rapidly but I wanted to ask if developing a game entirely in C(no C++ or C#m I'd love to use these but for college projects, we have strict requirements of using only C). What I am looking for is a simple top view driving game. It won't have anything fancy and even the visual things will be powered by simple characters. For example, user controlled car can be represented by ¦ and edges of road by series of |'s. What do you think?

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  • Building Enterprise Smartphone App &ndash; Part 4: Application Development Considerations

    - by Tim Murphy
    This is the final part in a series of posts based on a talk I gave recently at the Chicago Information Technology Architects Group.  Feel free to leave feedback. Application Development Considerations Now we get to the actual building of your solutions.  What are the skills and resources that will be needed in order to develop a smartphone application in the enterprise? Language Knowledge One of the first things you need to consider when you are deciding which platform language do you either have the most in house skill base or can you easily acquire.  If you already have developers who know Java or C# you may want to use either Android or Windows Phone.  You should also take into consideration the market availability of developers.  If your key developer leaves how easy is it to find a knowledgeable replacement? A second consideration when it comes to programming languages is the qualities exposed by the languages of a particular platform.  How well does that development language and its associated frameworks support things like security and access to the features of the smartphone hardware?  This will play into your overall cost of ownership if you have to create this infrastructure on your own. Manage Limited Resources Everything is limited on a smartphone: battery, memory, processing power, network bandwidth.  When developing your applications you will have to keep your footprint as small as possible in every way.  This means not running unnecessary processes in the background that will drain the battery or pulling more data over the airwaves than you have to.  You also want to keep your on device in as compact a format as possible. Mobile Design Patterns There are a number of design patterns that have either come to life because of smartphone development or have been adapted for this use.  The main pattern in the Windows Phone environment is the MVVM (Model-View-View-Model).  This is great for overall application structure and separation of concerns.  The fun part is trying to keep that separation as pure as possible.  Many of the other patterns may or may not have strict definitions, but some that you need to be concerned with are push notification, asynchronous communication and offline data storage. Real estate is limited on smartphones and even tablets. You are also limited in the type of controls that can be represented in the UI. This means rethinking how you modularize your application. Typing is also much harder to do so you want to reduce this as much as possible.  This leads to UI patterns.  While not what we would traditionally think of as design patterns the guidance each platform has for UI design is critical to the success of your application.  If user find the application difficult navigate they will not use it. Development Process Because of the differences in development tools required, test devices and certification and deployment processes your teams will need to learn new way of working together.  This will include the need to integrate service contracts of back-end systems with mobile applications.  You will also want to make sure that you present consistency across different access points to corporate data.  Your web site may have more functionality than your smartphone application, but it should have a consistent core set of functionality.  This all requires greater communication between sub-teams of your developers. Testing Process Testing of smartphone apps has a lot more to do with what happens when you lose connectivity or if the user navigates away from your application. There are a lot more opportunities for the user or the device to perform disruptive acts.  This should be your main testing concentration aside from the main business requirements.  You will need to do things like setting the phone to airplane mode and seeing what the application does in order to weed out any gaps in your handling communication interruptions. Need For Outside Experts Since this is a development area that is new to most companies the need for experts is a lot greater. Whether these are consultants, vendor representatives or just development community forums you will need to establish expert contacts. Nothing is more dangerous for your project timelines than a lack of knowledge.  Make sure you know who to call to avoid lengthy delays in your project because of knowledge gaps. Security Security has to be a major concern for enterprise applications. You aren't dealing with just someone's game standings. You are dealing with a companies intellectual property and competitive advantage. As such you need to start by limiting access to the application itself.  Once the user is in the app you need to ensure that the data is secure at all times.  This includes both local storage and across the wire.  This means if a platform doesn’t natively support encryption for these functions you will need to find alternatives to secure your data.  You also need to keep secret (encryption) keys obfuscated or locked away outside of the application. People can disassemble the code otherwise and break your encryption. Offline Capabilities As we discussed earlier one your biggest concerns is not having connectivity.  Because of this a good portion of your code may be dedicated to handling loss of connection and reconnection situations.  What do you do if you lose the network?  Back up all your transactions and store of any supporting data so that operations can continue off line. In order to support this you will need to determine the available flat file or local data base capabilities of the platform.  Any failed transactions will need to support a retry mechanism whether it is automatic or user initiated.  This also includes your services since they will need to be able to roll back partially completed transactions.  What ever you do, don’t ignore this area when you are designing your system. Deployment Each platform has different deployment capabilities. Some are more suited to enterprise situations than others. Apple's approach is probably the most mature at the moment. Prior to the current generation of smartphone platforms it would have been Windows CE. Windows Phone 7 has the limitation that the app has to be distributed through the same network as public facing applications. You mark them as private which means that they are only accessible by a direct URL. Unfortunately this does not make them undiscoverable (although it is very difficult). This will change with Windows Phone 8 where companies will be able to certify their own applications and distribute them.  Given this Windows Phone applications need to be more diligent with application access in order to keep them restricted to the company's employees. My understanding of the Android deployment schemes is that it is much less standardized then either iOS or Windows Phone. Someone would have to confirm or deny that for me though since I have not yet put the time into researching this platform further. Given my limited exposure to the iOS and Android platforms I have not been able to confirm this, but there are varying degrees of user involvement to install and keep applications updated. At one extreme the user just goes to a website to do the install and in other case they may need to download files and perform steps to install them. Future Bluetooth Today we use Bluetooth for keyboards, mice and headsets.  In the future it could be used to interrogate car computers or manufacturing systems or possibly retail machines by service techs.  This would open smartphones to greater use as a almost a Star Trek Tricorder.  You would get you all your data as well as being able to use it as a universal remote for just about any device or machine. Better corporation controlled deployment At least in the Windows Phone world the upcoming release of Windows Phone 8 will include a private certification and deployment option that is currently not available with Windows Phone 7 (Mango). We currently have to run the apps through the Marketplace certification process and use a targeted distribution method. Platform independent approaches HTML5 and JavaScript with Web Service has become a popular topic lately for not only creating flexible web site, but also creating cross platform mobile applications.  I’m not yet convinced that this lowest common denominator approach is viable in most cases, but it does have it’s place and seems to be growing.  Be sure to keep an eye on it. Summary From my perspective enterprise smartphone applications can offer a great competitive advantage to many companies.  They are not cheap to build and should be approached cautiously.  Understand the factors I have outlined in this series, do you due diligence and see if there is a portion of your business that can benefit from the mobile experience. del.icio.us Tags: Architecture,Smartphones,Windows Phone,iOS,Android

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  • What frameworks are available for cross device 2d game development?

    - by kim3er
    Hi, I'm about to embark on a 2D gaming project. Initially, I'll be targeting iPhone and Facebook, but would like to expand the rollout to include Android (and possibly Windows Phone) in a future phase. Flash and Unity seem to be the most likely suspects, but is one better than the other? Are there pros/cons that may not be obvious at first glance? Are there frameworks that I have not considered? I am primarily a .NET developer, so the Unity C# integration is appealling. But I also have experience with AS3, JavaScript and Objective-C. Rich

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  • error: unexplained error (code 130) at rsync.c(541) [sender=3.0.7]

    - by brazorf
    This error: unexplained error (code 130) at rsync.c(541) [sender=3.0.7] error is happening after i changed router. Actually, i found out that this error just happens on a ctrl+c signal, so it could be not representative about the error itself. The command i run is very basic: rsync -avz --delete /local/path/ username@host:/path/to/remote/directory Basically, the rsync just stuck there and nothing's happening, until i ctrl+c. After interrupting the process i got the error in subject. I past the whole thing here: rsync -avvvvz --delete /source/path/ username@host:/path/to/direectory cmd=<NULL> machine=HOSTNAME user=username path=/path/to/direectory cmd[0]=ssh cmd[1]=-l cmd[2]=username cmd[3]=HOSTNAME cmd[4]=rsync cmd[5]=--server cmd[6]=-vvvvlogDtprze.iLsf cmd[7]=--delete cmd[8]=. cmd[9]=/path/to/direectory opening connection using: ssh -l username HOSTNAME rsync --server -vvvvlogDtprze.iLsf --delete . /path/to/direectory note: iconv_open("UTF-8", "UTF-8") succeeded. ^C[sender] _exit_cleanup(code=20, file=rsync.c, line=541): entered rsync error: unexplained error (code 130) at rsync.c(541) [sender=3.0.7] [sender] _exit_cleanup(code=20, file=rsync.c, line=541): about to call exit(130) The authentication runs on ssh via rsa key. I tried basic troubleshoot such as: ping the remote host ssh -l username remote.host check software firewall logs i asked the remote host sysadmin to check for logs, and when i run that command a ssh connection is actually being established and i can state there is no comunication/authentication/name resolution issue here. Rolling back to old router make this work again. Both client and server are running ubuntu 10.04. Try to take a look at my router configuration, where i'm no experienced at all, but i didnt see any "suspect" (what i was looking for is firewall blocking something) setting. The router itself is DLINK DVA-G3670B. Any suggestion? Thank You F.

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  • How does this snippet of code create a ray direction vector?

    - by Isaac Waller
    In the Minecraft source code, this code is used to create a direction vector for a ray from pitch and yaw:' float f1 = MathHelper.cos(-rotationYaw * 0.01745329F - 3.141593F); float f3 = MathHelper.sin(-rotationYaw * 0.01745329F - 3.141593F); float f5 = -MathHelper.cos(-rotationPitch * 0.01745329F); float f7 = MathHelper.sin(-rotationPitch * 0.01745329F); return Vec3D.createVector(f3 * f5, f7, f1 * f5); I was wondering how it worked, and what is the constant 0.01745329F?

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  • Linux security: The dangers of executing malignant code as a standard user

    - by AndreasT
    Slipping some (non-root) user a piece of malignant code that he or she executes might be considered as one of the highest security breaches possible. (The only higher I can see is actually accessing the root user) What can an attacker effectively do when he/she gets a standard, (let's say a normal Ubuntu user) to execute code? Where would an attacker go from there? What would that piece of code do? Let's say that the user is not stupid enough to be lured into entering the root/sudo password into a form/program she doesn't know. Only software from trusted sources is installed. The way I see it there is not really much one could do, is there? Addition: I partially ask this because I am thinking of granting some people shell (non-root) access to my server. They should be able to have normal access to programs. I want them to be able to compile programs with gcc. So there will definitely be arbitrary code run in user-space...

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  • What frameworks are available for cross device 2d game development?

    - by kim3er
    I'm about to embark on a 2D gaming project. Initially, I'll be targeting iPhone and Facebook, but would like to expand the rollout to include Android (and possibly Windows Phone) in a future phase. Flash and Unity seem to be the most likely suspects, but is one better than the other? Are there pros/cons that may not be obvious at first glance? Are there frameworks that I have not considered? I am primarily a .NET developer, so the Unity C# integration is appealling. But I also have experience with AS3, JavaScript and Objective-C. Rich

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • Game Development In C Only. Is it possible?

    - by Ishan Sharma
    I am a first year college student in India and want to make a small game as a this semester project. I am quite good at C and am learning it rapidly but I wanted to ask if developing a game entirely in C (no C++ or C#) I'd love to use these but for college projects, we have strict requirements of using only C. What I am looking for is a simple top view driving game. It won't have anything fancy and even the visual things will be powered by simple characters. For example, user controlled car can be represented by ¦ and edges of road by series of |'s. What do you think?

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  • Android Game Development. Async Task. Loading Bitmap Images Sounds

    - by user2534694
    Im working on this game for android. And wanted to know if my thread architecture was right or wrong. Basically, what is happening is, i am loading All the bitmaps,sounds etc in the initializevariables() method. But sometimes the game crashes and sometimes it doesnt. So i decided to use async task. But that doesnt seem to work either (i too loads at times and crashes at times) @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setFullScreen(); initializeVariables(); new initVariables().execute(); // setContentView(ourV); } private void setFullScreen() { requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON, WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON ); } private void initializeVariables() { ourV=new OurView(this); stats = getSharedPreferences(filename, 0); ballPic = BitmapFactory.decodeResource(getResources(), R.drawable.ball5); platform = BitmapFactory.decodeResource(getResources(), R.drawable.platform3); gameB = BitmapFactory.decodeResource(getResources(), R.drawable.game_back2); waves = BitmapFactory.decodeResource(getResources(), R.drawable.waves); play = BitmapFactory.decodeResource(getResources(), R.drawable.play_icon); pause = BitmapFactory.decodeResource(getResources(), R.drawable.pause_icon); platform2 = BitmapFactory.decodeResource(getResources(), R.drawable.platform4); countdown = BitmapFactory.decodeResource(getResources(), R.drawable.countdown); bubbles = BitmapFactory.decodeResource(getResources(), R.drawable.waves_bubbles); backgroundMusic = MediaPlayer.create(this, R.raw.music); jump = MediaPlayer.create(this, R.raw.jump); click = MediaPlayer.create(this, R.raw.jump_crack); sm = (SensorManager) getSystemService(SENSOR_SERVICE); acc = sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER); sm.registerListener(this, acc, SensorManager.SENSOR_DELAY_GAME); ourV.setOnTouchListener(this); dialog = new Dialog(this,android.R.style.Theme_Translucent_NoTitleBar_Fullscreen); dialog.setContentView(R.layout.pausescreen); dialog.hide(); dialog.setOnDismissListener(this); resume = (Button) dialog.findViewById(R.id.bContinue); menu = (Button) dialog.findViewById(R.id.bMainMenu); newTry = (Button) dialog.findViewById(R.id.bNewTry); tv_time = (TextView) dialog.findViewById(R.id.tv_time); tv_day = (TextView) dialog.findViewById(R.id.tv_day); tv_date = (TextView) dialog.findViewById(R.id.tv_date); resume.setOnClickListener(this); menu.setOnClickListener(this); newTry.setOnClickListener(this); } @Override protected void onResume() { //if its running the first time it goes in the brackets if(firstStart) { ourV.onResume(); firstStart=false; } } Now what onResume in ourV does is , its responsible for starting the thread //this is ourV.onResume public void onResume() { t=new Thread(this); isRunning=true; t.start(); } Now what I want is to initialise all bitmaps sounds etc in the async background method public class initVariables extends AsyncTask<Void, Integer, Void> { ProgressDialog pd; @Override protected void onPreExecute() { pd = new ProgressDialog(GameActivity.this); pd.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL); pd.setMax(100); pd.show(); } @Override protected Void doInBackground(Void... arg0) { synchronized (this) { for(int i=0;i<20;i++) { publishProgress(5); try { Thread.sleep(89); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } return null; } @Override protected void onProgressUpdate(Integer... values) { pd.incrementProgressBy(values[0]); } @Override protected void onPostExecute(Void result) { pd.dismiss(); setContentView(ourV); } } Now since I am new to this. You could tellme maybe if async is not required for such stuff and there is another way of doing it normally.

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  • Where to get PNG icons/graphics for game development for kids? [closed]

    - by at.
    Possible Duplicate: Where can I find free sprites and images? I'm teaching kids to program using Ruby and the gaming framework Gosu/Chingu. Kids love it, including the part where they have to look for the icons/graphics for their game objects. I direct them to iconarchive.com, but the selection is sometimes very limited, the graphics aren't always with transparent backgrounds and sometimes the art requires payment. I don't mind paying for an educational license of some sort, but I want the kids to easily select graphics they can use in their games. Is there another resource better suited for this purpose? I don't have a good solution for this, but would also love a site they can get cool background images for their games.

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  • How long till HTML5 canvas becomes a viable game development platform?

    - by Shouvik
    So I have been working on web application. So invariably what it boils down to is making simple games which were previously based on flash or openGL. Now I know apple was moving away from flash because its proprietary unlike their stance that its got "pathetic performance"! Not true, try playing a canvas game, I can assure you at any point of time (including when its idle) it will use up a fair bit of processing power just to redraw the UI. Now I do understand that this is my fault because when the game is not active I should not be redrawing the canvas, but honestly its a lot of work and I suppose there should be libraries which should be able to assist me with that! So, how much will it be before I see a decent canvas library which handles these "tiny" issues for me? I can't honestly expect Steve Jobs to be doing anything more for HTML5! I someone knows of a good library, I am all ears...! :) PS: I use mootools and am presently using Mootools Canvas Library.

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  • What online games would let me practice AI development?

    - by Myn
    I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable as Counter Strike, for example. To carry out these experiments, I must first develop an intelligent agent for the world in question. However, I am honestly quite stuck as to which game I could use for this. My preference was to develop an intelligent "bot" to play an MMORPG, but the legal restrictions of such games prevent me. Likewise with most FPS games the use of an intelligent agent in place of a human player is considered cheating. The alternative, of course, is to create an NPC bot; an intelligent agent that populates the world alongside the player(s) rather than replacing a particular player. However, I'm struggling to find a game that would enable me to create an intelligent opponent either. I suppose the main requirements would be a game allows a third party program to use the function calls usually utilised by players and read feedback on the state of the world. Quake III and Unreal Tournament have been suggested before, but they have already been the subject of work on this research project. Short of writing my own online game from scratch, what games would allow me, through middleware, an API, or otherwise, to create either an artificially intelligent player or a bot?

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  • Is there any online programmer's community, focusing on core game development?

    - by kasperov
    I am looking for a stricktly/mostly programming oriented game community, focusing on core graphics, middleware, and research. Any suggestions? Edit: I am specifically looking for people/community/group, having expertise in core game engine design/programming, directx/opengl reservoir.(And specifically targetting the programming part only).(The platforms can be anything from PC to xbox360/ps3/wii and even 3ds.)

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  • Beginner flash game development: Start with framework or from scratch?

    - by captaincomic
    I want to write some simple flash games (as a hobby). I have a lot of programming experience, but no experience with Flash/ActionScript. My question is: As a beginner, is it a good idea to start with a framework like Flixel, FlashPunk or PushButton or would it be better to write my first games from scratch? Also, if you vote for using a framework, which one would you recommend? What are the differences? And another question: What about Flex, would you recommend using it?

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  • Good way of handling class instances in game development?

    - by Bugster
    I'm a new indie game developer, and I've made a few games, but often times when coding I wonder "Is this the way most people do it? Am I doing it wrong?" because I'd like to become a game developer some day, and I really want to get rid of bad practices in time. The way I'm doing it right now is like this: #include <some libraries> #include "Some classes" int main() { Class1 a; Class2 b; Class3 c; a.init(); b.init(); c.init(); // game logic; } Now as I see the game grow, I have more and more classes to initialize and create instances of. This is clean but I'm not sure if this is standard practice. Is this a regular way of creating instances of your game classes or is there a cleaner and more efficient way to do it?

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  • What are the things to know before to start Game Development Using C++?

    - by adietan63
    I just want to ask the question above ^. I want to learn C++ language. Someday i want to develop Game Application in c++ and I think it is so difficult for me to achieve that but im willing to learn and achieve that goals for may personal satisfaction and also for my CV as well. Can you give me a guidelines on how to achieve that goals? What are the languages that i need to learn together with c++? please help me.. Thank you!

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  • Which countries have suitable laws for game development companies? [on hold]

    - by yoni0505
    Which countries are most suitable for game companies? By suitable I mean: Their laws let the business be more profitable. (for example: low taxes) Have less bureaucracy. (for example: creating a company, employment laws) Living there isn't expensive. (for example: rent and food prices) etc... In short - maximum revenue with minimum overhead. What other things do I have to consider when choosing the place to be in? Are there any articles about this subject? (I couldn't find any)

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  • Installshield Development Error durring the Installation process

    - by Alopekos
    Hey guys, I've been stuck by a problem for the past couple days that makes no sense to me. My installer builds fine in the Installshiled IDE but when it is about to finish the installation, int gets two errors then rollbacks: installation failure. Right when the install bar is at about 100%, an error box pops up that states this: "Error 1001.Exception occurred while initializing the installation: System.IO.FileLoadException: Attempt to load an unverifiable executable with fixups (IAT with more than 2 sections or a TLS section.) (Exception from HRESULT: 0x80131019)." The box pops up once, then the installer flashes its status to "rollback" then pops up another error box, then once 'ok'ed it procedes to rollback as usual. I don't understand that error message so i looked in the msi loggings and found this: "InstallShield 13:20:08: Initializing Property Bag... InstallShield 13:20:08: Getting file count from property bag InstallShield 13:20:08: File Count : 7 InstallShield 13:20:08: Sorting Based On Order... InstallShield 13:20:08: This setup is running on a 32-bit Windows...No need to load ISBEW64.exe InstallShield 13:20:08: Registering file C:\Program Files\Cadwell\Easy III\QMWSChartDataServer.dll (32-bit) InstallShield 13:20:09: Registering file C:\Program Files\Cadwell\Easy III\DataDelivery.dll (32-bit) InstallShield 13:20:09: Registering file C:\Program Files\Cadwell\Easy III\QMGlobalData.dll (32-bit) InstallShield 13:20:09: Registering file C:\Program Files\Cadwell\Easy III\QMAdoDB.dll (32-bit) InstallShield 13:20:09: Registering file C:\Program Files\Cadwell\Easy III\QMPatientData.dll (32-bit) InstallShield 13:20:09: Registering file C:\Program Files\Cadwell\Easy III\MedShareGlobalData.dll (32-bit) InstallShield 13:20:09: Registering file C:\Program Files\Cadwell\Easy III\MedDirectory.dll (32-bit) InstallShield 13:20:09: Begin Comitting Property Bag InstallShield 13:20:09: Write KeyList count InstallShield 13:20:09: Finished Comitting Property Bag Action 13:20:09: _EBDE7916DF6AF3B644016C54F66930DC.commit. Action 13:20:09: _EBDE7916DF6AF3B644016C54F66930DC.rollback. Action 13:20:09: _EBDE7916DF6AF3B644016C54F66930DC.install. Error 1001.Exception occurred while initializing the installation: System.IO.FileLoadException: Attempt to load an unverifiable executable with fixups (IAT with more than 2 sections or a TLS section.) (Exception from HRESULT: 0x80131019). MSI (s) (34!84) [13:20:26:455]: Info 2769.Custom Action _EBDE7916DF6AF3B644016C54F66930DC.install did not close 1 MSIHANDLEs. Action ended 13:20:26: InstallFinalize. Return value 3. Action 13:20:26: Rollback. Rolling back action: Rollback: _EBDE7916DF6AF3B644016C54F66930DC.install Rollback: _EBDE7916DF6AF3B644016C54F66930DC.rollback Error 1001.Exception occurred while initializing the installation: System.IO.FileLoadException: Attempt to load an unverifiable executable with fixups (IAT with more than 2 sections or a TLS section.) (Exception from HRESULT: 0x80131019). MSI (s) (34!E8) [13:20:27:036]: Info 2769.Custom Action _EBDE7916DF6AF3B644016C54F66930DC.rollback did not close 1 MSIHANDLEs. Rollback: _EBDE7916DF6AF3B644016C54F66930DC.commit Rollback: ISSelfRegisterFiles Rollback: Registering modules Rollback: Registering type libraries Rollback: Writing system registry values Rollback: Registering program identifiers" All rollbacking commands after this point. For some reason it looks like to me that installshield is trying to launch my program before it finishes the installation, even when I told it to prompt the user to decide to launch. Is this a registering command system that makes it attemp or what? I've been scouring the web all day and I've found some ideas, but I havent seen any solutions as of yet. The installers that I've tried(and failed) have always needed to be Setup.exes, when i try to build a .msi only setup I get this error message. It may help someone who knows more about this system than I do. Your project contains InstallShield prerequisites. A Setup.exe setup launcher is required if you are build a release that includes InstallShield prerequisites. Change your release settings to build Setup.exe, or remove the prerequisites from your project. -7076 There's nothing on the site that has anything from the error code, so I'm at a loss. Thanks for any help possible, I'm an intern and I'm fresh out of ideas... Josh System: XP SP3 Installshield 2010 Pro Install being tested on a VirtualPC

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  • iPhone development: pointer being freed was not allocated

    - by w4nderlust
    Hello, i got this message from the debugger: Pixture(1257,0xa0610500) malloc: *** error for object 0x21a8000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug so i did a bit of tracing and got: (gdb) shell malloc_history 1257 0x21a8000 ALLOC 0x2196a00-0x21a89ff [size=73728]: thread_a0610500 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __CFRunLoopDoObservers | CA::Transaction::observer_callback(__CFRunLoopObserver*, unsigned long, void*) | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerDisplayIfNeeded | -[CALayer _display] | CABackingStoreUpdate | backing_callback(CGContext*, void*) | -[CALayer drawInContext:] | -[UIView(CALayerDelegate) drawLayer:inContext:] | -[AvatarView drawRect:] | -[AvatarView overlayPNG:] | +[UIImageUtility createMaskOf:] | UIGraphicsGetImageFromCurrentImageContext | CGBitmapContextCreateImage | create_bitmap_data_provider | malloc | malloc_zone_malloc and i really can't understand what i am doing wrong. here's the code of the [UIImageUtility createMaskOf:] function: + (UIImage *)createMaskOf:(UIImage *)source { CGRect rect = CGRectMake(0, 0, source.size.width, source.size.height); UIGraphicsBeginImageContext(CGSizeMake(source.size.width, source.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); CGContextTranslateCTM(context, 0, source.size.height); CGContextScaleCTM(context, 1.0, -1.0); UIImage *original = [self createGrayCopy:source]; CGContextRef context2 = CGBitmapContextCreate(NULL, source.size.width, source.size.height, 8, 4 * source.size.width, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaNoneSkipLast); CGContextDrawImage(context2, CGRectMake(0, 0, source.size.width, source.size.height), original.CGImage); CGImageRef unmasked = CGBitmapContextCreateImage(context2); const float myMaskingColorsFrameColor[6] = { 1,256,1,256,1,256 }; CGImageRef mask = CGImageCreateWithMaskingColors(unmasked, myMaskingColorsFrameColor); CGContextSetRGBFillColor (context, 256,256,256, 1); CGContextFillRect(context, rect); CGContextDrawImage(context, rect, mask); UIImage *whiteMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return whiteMasked; } the other custom function called before that is the following: - (UIImage *)overlayPNG:(SinglePart *)sp { NSLog([sp description]); // Rect and context setup CGRect rect = CGRectMake(0, 0, sp.image.size.width, sp.image.size.height); NSLog(@"%f x %f", sp.image.size.width, sp.image.size.height); // Create an image of a color filled rectangle UIImage *baseColor = nil; if (sp.hasOwnColor) { baseColor = [UIImageUtility imageWithRect:rect ofColor:sp.color]; } else { SinglePart *facePart = [editingAvatar.face.partList objectAtIndex:0]; baseColor = [UIImageUtility imageWithRect:rect ofColor:facePart.color]; } // Crete the mask of the layer UIImage *mask = [UIImageUtility createMaskOf:sp.image]; mask = [UIImageUtility createGrayCopy:mask]; // Create a new context for merging the overlay and a mask of the layer UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context2 = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context2, 0, sp.image.size.height); CGContextScaleCTM(context2, 1.0, -1.0); // Create masked overlay color layer CGImageRef MaskedImage = CGImageCreateWithMask (baseColor.CGImage, mask.CGImage); // Draw the base color layer CGContextDrawImage(context2, rect, MaskedImage); // Get the result of the masking UIImage* overlayMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context, 0, sp.image.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Get the result of the blending of the masked overlay and the base image CGContextDrawImage(context, rect, overlayMasked.CGImage); // Set the blend mode for the next drawn image CGContextSetBlendMode(context, kCGBlendModeOverlay); // Component image drawn CGContextDrawImage(context, rect, sp.image.CGImage); UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); CGImageRelease(MaskedImage); return blendedImage; }

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  • Where can these be posted besides the Python Cookbook?

    - by Noctis Skytower
    Whitespace Assembler #! /usr/bin/env python """Assembler.py Compiles a program from "Assembly" folder into "Program" folder. Can be executed directly by double-click or on the command line. Give name of *.WSA file without extension (example: stack_calc).""" ################################################################################ __author__ = 'Stephen "Zero" Chappell <[email protected]>' __date__ = '14 March 2010' __version__ = '$Revision: 3 $' ################################################################################ import string from Interpreter import INS, MNEMONIC ################################################################################ def parse(code): program = [] process_virtual(program, code) process_control(program) return tuple(program) def process_virtual(program, code): for line, text in enumerate(code.split('\n')): if not text or text[0] == '#': continue if text.startswith('part '): parse_part(program, line, text[5:]) elif text.startswith(' '): parse_code(program, line, text[5:]) else: syntax_error(line) def syntax_error(line): raise SyntaxError('Line ' + str(line + 1)) ################################################################################ def process_control(program): parts = get_parts(program) names = dict(pair for pair in zip(parts, generate_index())) correct_control(program, names) def get_parts(program): parts = [] for ins in program: if isinstance(ins, tuple): ins, arg = ins if ins == INS.PART: if arg in parts: raise NameError('Part definition was found twice: ' + arg) parts.append(arg) return parts def generate_index(): index = 1 while True: yield index index *= -1 if index > 0: index += 1 def correct_control(program, names): for index, ins in enumerate(program): if isinstance(ins, tuple): ins, arg = ins if ins in HAS_LABEL: if arg not in names: raise NameError('Part definition was never found: ' + arg) program[index] = (ins, names[arg]) ################################################################################ def parse_part(program, line, text): if not valid_label(text): syntax_error(line) program.append((INS.PART, text)) def valid_label(text): if not between_quotes(text): return False label = text[1:-1] if not valid_name(label): return False return True def between_quotes(text): if len(text) < 3: return False if text.count('"') != 2: return False if text[0] != '"' or text[-1] != '"': return False return True def valid_name(label): valid_characters = string.ascii_letters + string.digits + '_' valid_set = frozenset(valid_characters) label_set = frozenset(label) if len(label_set - valid_set) != 0: return False return True ################################################################################ from Interpreter import HAS_LABEL, Program NO_ARGS = Program.NO_ARGS HAS_ARG = Program.HAS_ARG TWO_WAY = tuple(set(NO_ARGS) & set(HAS_ARG)) ################################################################################ def parse_code(program, line, text): for ins, word in enumerate(MNEMONIC): if text.startswith(word): check_code(program, line, text[len(word):], ins) break else: syntax_error(line) def check_code(program, line, text, ins): if ins in TWO_WAY: if text: number = parse_number(line, text) program.append((ins, number)) else: program.append(ins) elif ins in HAS_LABEL: text = parse_label(line, text) program.append((ins, text)) elif ins in HAS_ARG: number = parse_number(line, text) program.append((ins, number)) elif ins in NO_ARGS: if text: syntax_error(line) program.append(ins) else: syntax_error(line) def parse_label(line, text): if not text or text[0] != ' ': syntax_error(line) text = text[1:] if not valid_label(text): syntax_error(line) return text ################################################################################ def parse_number(line, text): if not valid_number(text): syntax_error(line) return int(text) def valid_number(text): if len(text) < 2: return False if text[0] != ' ': return False text = text[1:] if '+' in text and '-' in text: return False if '+' in text: if text.count('+') != 1: return False if text[0] != '+': return False text = text[1:] if not text: return False if '-' in text: if text.count('-') != 1: return False if text[0] != '-': return False text = text[1:] if not text: return False valid_set = frozenset(string.digits) value_set = frozenset(text) if len(value_set - valid_set) != 0: return False return True ################################################################################ ################################################################################ from Interpreter import partition_number VMC_2_TRI = { (INS.PUSH, True): (0, 0), (INS.COPY, False): (0, 2, 0), (INS.COPY, True): (0, 1, 0), (INS.SWAP, False): (0, 2, 1), (INS.AWAY, False): (0, 2, 2), (INS.AWAY, True): (0, 1, 2), (INS.ADD, False): (1, 0, 0, 0), (INS.SUB, False): (1, 0, 0, 1), (INS.MUL, False): (1, 0, 0, 2), (INS.DIV, False): (1, 0, 1, 0), (INS.MOD, False): (1, 0, 1, 1), (INS.SET, False): (1, 1, 0), (INS.GET, False): (1, 1, 1), (INS.PART, True): (2, 0, 0), (INS.CALL, True): (2, 0, 1), (INS.GOTO, True): (2, 0, 2), (INS.ZERO, True): (2, 1, 0), (INS.LESS, True): (2, 1, 1), (INS.BACK, False): (2, 1, 2), (INS.EXIT, False): (2, 2, 2), (INS.OCHR, False): (1, 2, 0, 0), (INS.OINT, False): (1, 2, 0, 1), (INS.ICHR, False): (1, 2, 1, 0), (INS.IINT, False): (1, 2, 1, 1) } ################################################################################ def to_trinary(program): trinary_code = [] for ins in program: if isinstance(ins, tuple): ins, arg = ins trinary_code.extend(VMC_2_TRI[(ins, True)]) trinary_code.extend(from_number(arg)) else: trinary_code.extend(VMC_2_TRI[(ins, False)]) return tuple(trinary_code) def from_number(arg): code = [int(arg < 0)] if arg: for bit in reversed(list(partition_number(abs(arg), 2))): code.append(bit) return code + [2] return code + [0, 2] to_ws = lambda trinary: ''.join(' \t\n'[index] for index in trinary) def compile_wsa(source): program = parse(source) trinary = to_trinary(program) ws_code = to_ws(trinary) return ws_code ################################################################################ ################################################################################ import os import sys import time import traceback def main(): name, source, command_line, error = get_source() if not error: start = time.clock() try: ws_code = compile_wsa(source) except: print('ERROR: File could not be compiled.\n') traceback.print_exc() error = True else: path = os.path.join('Programs', name + '.ws') try: open(path, 'w').write(ws_code) except IOError as err: print(err) error = True else: div, mod = divmod((time.clock() - start) * 1000, 1) args = int(div), '{:.3}'.format(mod)[1:] print('DONE: Comipled in {}{} ms'.format(*args)) handle_close(error, command_line) def get_source(): if len(sys.argv) > 1: command_line = True name = sys.argv[1] else: command_line = False try: name = input('Source File: ') except: return None, None, False, True print() path = os.path.join('Assembly', name + '.wsa') try: return name, open(path).read(), command_line, False except IOError as err: print(err) return None, None, command_line, True def handle_close(error, command_line): if error: usage = 'Usage: {} <assembly>'.format(os.path.basename(sys.argv[0])) print('\n{}\n{}'.format('-' * len(usage), usage)) if not command_line: time.sleep(10) ################################################################################ if __name__ == '__main__': main() Whitespace Helpers #! /usr/bin/env python """Helpers.py Includes a function to encode Python strings into my WSA format. Has a "PRINT_LINE" function that can be copied to a WSA program. Contains a "PRINT" function and documentation as an explanation.""" ################################################################################ __author__ = 'Stephen "Zero" Chappell <[email protected]>' __date__ = '14 March 2010' __version__ = '$Revision: 1 $' ################################################################################ def encode_string(string, addr): print(' push', addr) print(' push', len(string)) print(' set') addr += 1 for offset, character in enumerate(string): print(' push', addr + offset) print(' push', ord(character)) print(' set') ################################################################################ # Prints a string with newline. # push addr # call "PRINT_LINE" """ part "PRINT_LINE" call "PRINT" push 10 ochr back """ ################################################################################ # def print(array): # if len(array) <= 0: # return # offset = 1 # while len(array) - offset >= 0: # ptr = array.ptr + offset # putch(array[ptr]) # offset += 1 """ part "PRINT" # Line 1-2 copy get less "__PRINT_RET_1" copy get zero "__PRINT_RET_1" # Line 3 push 1 # Line 4 part "__PRINT_LOOP" copy copy 2 get swap sub less "__PRINT_RET_2" # Line 5 copy 1 copy 1 add # Line 6 get ochr # Line 7 push 1 add goto "__PRINT_LOOP" part "__PRINT_RET_2" away part "__PRINT_RET_1" away back """ Whitespace Interpreter #! /usr/bin/env python """Interpreter.py Runs programs in "Programs" and creates *.WSO files when needed. Can be executed directly by double-click or on the command line. If run on command line, add "ASM" flag to dump program assembly.""" ################################################################################ __author__ = 'Stephen "Zero" Chappell <[email protected]>' __date__ = '14 March 2010' __version__ = '$Revision: 4 $' ################################################################################ def test_file(path): disassemble(parse(trinary(load(path))), True) ################################################################################ load = lambda ws: ''.join(c for r in open(ws) for c in r if c in ' \t\n') trinary = lambda ws: tuple(' \t\n'.index(c) for c in ws) ################################################################################ def enum(names): names = names.replace(',', ' ').split() space = dict((reversed(pair) for pair in enumerate(names)), __slots__=()) return type('enum', (object,), space)() INS = enum('''\ PUSH, COPY, SWAP, AWAY, \ ADD, SUB, MUL, DIV, MOD, \ SET, GET, \ PART, CALL, GOTO, ZERO, LESS, BACK, EXIT, \ OCHR, OINT, ICHR, IINT''') ################################################################################ def parse(code): ins = iter(code).__next__ program = [] while True: try: imp = ins() except StopIteration: return tuple(program) if imp == 0: # [Space] parse_stack(ins, program) elif imp == 1: # [Tab] imp = ins() if imp == 0: # [Tab][Space] parse_math(ins, program) elif imp == 1: # [Tab][Tab] parse_heap(ins, program) else: # [Tab][Line] parse_io(ins, program) else: # [Line] parse_flow(ins, program) def parse_number(ins): sign = ins() if sign == 2: raise StopIteration() buffer = '' code = ins() if code == 2: raise StopIteration() while code != 2: buffer += str(code) code = ins() if sign == 1: return int(buffer, 2) * -1 return int(buffer, 2) ################################################################################ def parse_stack(ins, program): code = ins() if code == 0: # [Space] number = parse_number(ins) program.append((INS.PUSH, number)) elif code == 1: # [Tab] code = ins() number = parse_number(ins) if code == 0: # [Tab][Space] program.append((INS.COPY, number)) elif code == 1: # [Tab][Tab] raise StopIteration() else: # [Tab][Line] program.append((INS.AWAY, number)) else: # [Line] code = ins() if code == 0: # [Line][Space] program.append(INS.COPY) elif code == 1: # [Line][Tab] program.append(INS.SWAP) else: # [Line][Line] program.append(INS.AWAY) def parse_math(ins, program): code = ins() if code == 0: # [Space] code = ins() if code == 0: # [Space][Space] program.append(INS.ADD) elif code == 1: # [Space][Tab] program.append(INS.SUB) else: # [Space][Line] program.append(INS.MUL) elif code == 1: # [Tab] code = ins() if code == 0: # [Tab][Space] program.append(INS.DIV) elif code == 1: # [Tab][Tab] program.append(INS.MOD) else: # [Tab][Line] raise StopIteration() else: # [Line] raise StopIteration() def parse_heap(ins, program): code = ins() if code == 0: # [Space] program.append(INS.SET) elif code == 1: # [Tab] program.append(INS.GET) else: # [Line] raise StopIteration() def parse_io(ins, program): code = ins() if code == 0: # [Space] code = ins() if code == 0: # [Space][Space] program.append(INS.OCHR) elif code == 1: # [Space][Tab] program.append(INS.OINT) else: # [Space][Line] raise StopIteration() elif code == 1: # [Tab] code = ins() if code == 0: # [Tab][Space] program.append(INS.ICHR) elif code == 1: # [Tab][Tab] program.append(INS.IINT) else: # [Tab][Line] raise StopIteration() else: # [Line] raise StopIteration() def parse_flow(ins, program): code = ins() if code == 0: # [Space] code = ins() label = parse_number(ins) if code == 0: # [Space][Space] program.append((INS.PART, label)) elif code == 1: # [Space][Tab] program.append((INS.CALL, label)) else: # [Space][Line] program.append((INS.GOTO, label)) elif code == 1: # [Tab] code = ins() if code == 0: # [Tab][Space] label = parse_number(ins) program.append((INS.ZERO, label)) elif code == 1: # [Tab][Tab] label = parse_number(ins) program.append((INS.LESS, label)) else: # [Tab][Line] program.append(INS.BACK) else: # [Line] code = ins() if code == 2: # [Line][Line] program.append(INS.EXIT) else: # [Line][Space] or [Line][Tab] raise StopIteration() ################################################################################ MNEMONIC = '\ push copy swap away add sub mul div mod set get part \ call goto zero less back exit ochr oint ichr iint'.split() HAS_ARG = [getattr(INS, name) for name in 'PUSH COPY AWAY PART CALL GOTO ZERO LESS'.split()] HAS_LABEL = [getattr(INS, name) for name in 'PART CALL GOTO ZERO LESS'.split()] def disassemble(program, names=False): if names: names = create_names(program) for ins in program: if isinstance(ins, tuple): ins, arg = ins assert ins in HAS_ARG has_arg = True else: assert INS.PUSH <= ins <= INS.IINT has_arg = False if ins == INS.PART: if names: print(MNEMONIC[ins], '"' + names[arg] + '"') else: print(MNEMONIC[ins], arg) elif has_arg and ins in HAS_ARG: if ins in HAS_LABEL and names: assert arg in names print(' ' + MNEMONIC[ins], '"' + names[arg] + '"') else: print(' ' + MNEMONIC[ins], arg) else: print(' ' + MNEMONIC[ins]) ################################################################################ def create_names(program): names = {} number = 1 for ins in program: if isinstance(ins, tuple) and ins[0] == INS.PART: label = ins[1] assert label not in names names[label] = number_to_name(number) number += 1 return names def number_to_name(number): name = '' for offset in reversed(list(partition_number(number, 27))): if offset: name += chr(ord('A') + offset - 1) else: name += '_' return name def partition_number(number, base): div, mod = divmod(number, base) yield mod while div: div, mod = divmod(div, base) yield mod ################################################################################ CODE = (' \t\n', ' \n ', ' \t \t\n', ' \n\t', ' \n\n', ' \t\n \t\n', '\t ', '\t \t', '\t \n', '\t \t ', '\t \t\t', '\t\t ', '\t\t\t', '\n \t\n', '\n \t \t\n', '\n \n \t\n', '\n\t \t\n', '\n\t\t \t\n', '\n\t\n', '\n\n\n', '\t\n ', '\t\n \t', '\t\n\t ', '\t\n\t\t') EXAMPLE = ''.join(CODE) ################################################################################ NOTES = '''\ STACK ===== push number copy copy number swap away away number MATH ==== add sub mul div mod HEAP ==== set get FLOW ==== part label call label goto label zero label less label back exit I/O === ochr oint ichr iint''' ################################################################################ ################################################################################ class Stack: def __init__(self): self.__data = [] # Stack Operators def push(self, number): self.__data.append(number) def copy(self, number=None): if number is None: self.__data.append(self.__data[-1]) else: size = len(self.__data) index = size - number - 1 assert 0 <= index < size self.__data.append(self.__data[index]) def swap(self): self.__data[-2], self.__data[-1] = self.__data[-1], self.__data[-2] def away(self, number=None): if number is None: self.__data.pop() else: size = len(self.__data) index = size - number - 1 assert 0 <= index < size del self.__data[index:-1] # Math Operators def add(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix + suffix) def sub(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix - suffix) def mul(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix * suffix) def div(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix // suffix) def mod(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix % suffix) # Program Operator def pop(self): return self.__data.pop() ################################################################################ class Heap: def __init__(self): self.__data = {} def set_(self, addr, item): if item: self.__data[addr] = item elif addr in self.__data: del self.__data[addr] def get_(self, addr): return self.__data.get(addr, 0) ################################################################################ import os import zlib import msvcrt import pickle import string class CleanExit(Exception): pass NOP = lambda arg: None DEBUG_WHITESPACE = False ################################################################################ class Program: NO_ARGS = INS.COPY, INS.SWAP, INS.AWAY, INS.ADD, \ INS.SUB, INS.MUL, INS.DIV, INS.MOD, \ INS.SET, INS.GET, INS.BACK, INS.EXIT, \ INS.OCHR, INS.OINT, INS.ICHR, INS.IINT HAS_ARG = INS.PUSH, INS.COPY, INS.AWAY, INS.PART, \ INS.CALL, INS.GOTO, INS.ZERO, INS.LESS def __init__(self, code): self.__data = code self.__validate() self.__build_jump() self.__check_jump() self.__setup_exec() def __setup_exec(self): self.__iptr = 0 self.__stck = stack = Stack() self.__heap = Heap() self.__cast = [] self.__meth = (stack.push, stack.copy, stack.swap, stack.away, stack.add, stack.sub, stack.mul, stack.div, stack.mod, self.__set, self.__get, NOP, self.__call, self.__goto, self.__zero, self.__less, self.__back, self.__exit, self.__ochr, self.__oint, self.__ichr, self.__iint) def step(self): ins = self.__data[self.__iptr] self.__iptr += 1 if isinstance(ins, tuple): self.__meth[ins[0]](ins[1]) else: self.__meth[ins]() def run(self): while True: ins = self.__data[self.__iptr] self.__iptr += 1 if isinstance(ins, tuple): self.__meth[ins[0]](ins[1]) else: self.__meth[ins]() def __oint(self): for digit in str(self.__stck.pop()): msvcrt.putwch(digit) def __ichr(self): addr = self.__stck.pop() # Input Routine while msvcrt.kbhit(): msvcrt.getwch() while True: char = msvcrt.getwch() if char in '\x00\xE0': msvcrt.getwch() elif char in string.printable: char = char.replace('\r', '\n') msvcrt.putwch(char) break item = ord(char) # Storing Number self.__heap.set_(addr, item) def __iint(self): addr = self.__stck.pop() # Input Routine while msvcrt.kbhit(): msvcrt.getwch() buff = '' char = msvcrt.getwch() while char != '\r' or not buff: if char in '\x00\xE0': msvcrt.getwch() elif char in '+-' and not buff: msvcrt.putwch(char) buff += char elif '0' <= char <= '9': msvcrt.putwch(char) buff += char elif char == '\b': if buff: buff = buff[:-1] msvcrt.putwch(char) msvcrt.putwch(' ') msvcrt.putwch(char) char = msvcrt.getwch() msvcrt.putwch(char) msvcrt.putwch('\n') item = int(buff) # Storing Number self.__heap.set_(addr, item) def __goto(self, label): self.__iptr = self.__jump[label] def __zero(self, label): if self.__stck.pop() == 0: self.__iptr = self.__jump[label] def __less(self, label): if self.__stck.pop() < 0: self.__iptr = self.__jump[label] def __exit(self): self.__setup_exec() raise CleanExit() def __set(self): item = self.__stck.pop() addr = self.__stck.po

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  • Mount Return Code for CIFS mount

    - by laikadad101
    When I run the following command (as root or via sudo) from a bash script I get an exit status (or return code in mount man page parlance) of 1: mount -v -t cifs //nasbox/volume /tmpdir/ --verbose -o credentials=/root/cifsid & /tmp/mylog It outputs the following into the myflog file: parsing options: rw,credentials=/root/cifsid mount.cifs kernel mount options unc=//nasbox\volume,ip=192.168.1.1,user=root,pass=xxxx,ver=1,rw,credentials=/root/cifsid It mounts the volume fine but returns the exit code (from the mount man page): 1 Incorrect invocation or permissions The standard Linux log files don't contain any error information. Hence, all seems to go well but I get an exit code of 1 instead of 0. Any ideas? The -v and --verbose options are just there for debugging this problem.

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  • Save output and exit code of command to files on windows

    - by poncha
    I want to run a command and save its output and its exit code, in different files. Here's what i am doing: cmd.exe /C command 1> %TEMP%\output.log 2> %TEMP%\error.log && echo %ERRORLEVEL% > %TEMP%\status || echo %ERRORLEVEL% > %TEMP%\status If i don't do output redirection (into %TEMP%\output.log and/or %TEMP%\error.log), then exit code is saved just fine. However, when i run the line as shown above more than once (just get back to previous line in command prompt and rerun it), i get 0 in %TEMP%\status regardless of the real exit code. What am i missing? Or maybe there's a better way of doing this?

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