Search Results

Search found 11086 results on 444 pages for 'asynchronous pages'.

Page 3/444 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Strategies for testing reactive, asynchronous code

    - by Arne
    I am developing a data-flow oriented domain-specific language. To simplify, let's just look at Operations. Operations have a number of named parameters and can be asked to compute their result using their current state. To decide when an Operation should produce a result, it gets a Decision that is sensitive to which parameter got a value from who. When this Decision decides that it is fulfilled, it emits a Signal using an Observer. An Accessor listens for this Signal and in turn calls the Result method of the Operation in order to multiplex it to the parameters of other Operations. So far, so good, nicely decoupled design, composable and reusable and, depending on the specific Observer used, as asynchronous as you want it to be. Now here's my problem: I would love to start coding actual Tests against this design. But with an asynchronous Observer... how should I know that the whole signal-and-parameters-plumbing worked? Do I need to use time outs while waiting for a Signal in order to say that it was emitted successfully or not? How can I be, formally, sure that the Signal will not be emitted if I just wait a little longer (halting problem? ;-)) And, how can I be sure that the Signal was emitted because it was me who set a parameter, and not another Operation? It might well be that my test comes to early and sees a Signal that was emitted way before my setting a parameter caused a Decision to emit it. Currently, I guess the trivial cases are easy to test, but as soon as I want to test complex many-to-many - situations between operations I must resort to hoping that the design Just Works (tm)...

    Read the article

  • how to use q.js promises to work with multiple asynchronous operations

    - by kimsia
    Note: This question is also cross-posted in Q.js mailing list over here. i had a situation with multiple asynchronous operations and the answer I accepted pointed out that using Promises using a library such as q.js would be more beneficial. I am convinced to refactor my code to use Promises but because the code is pretty long, i have trimmed the irrelevant portions and exported the crucial parts into a separate repo. The repo is here and the most important file is this. The requirement is that I want pageSizes to be non-empty after traversing all the dragged'n dropped files. The problem is that the FileAPI operations inside getSizeSettingsFromPage function causes getSizeSettingsFromPage to be async. So I cannot place checkWhenReady(); like this. function traverseFiles() { for (var i=0, l=pages.length; i<l; i++) { getSizeSettingsFromPage(pages[i], calculateRatio); } checkWhenReady(); // this always returns 0. } This works, but it is not ideal. I prefer to call checkWhenReady just ONCE after all the pages have undergone this function calculateRatio successfully. function calculateRatio(width, height, filename) { // .... code pageSizes.add(filename, object); checkWhenReady(); // this works but it is not ideal. I prefer to call this method AFTER all the `pages` have undergone calculateRatio // ..... more code... } How do I refactor the code to make use of Promises in Q.js?

    Read the article

  • Find or restore wiki pages. (Computer will not boot anymore and need the wiki pages)

    - by Nathan187
    A few years ago, where I work, I created a wiki for me and my co-workers. We work on a lot of old programs and to help with cross training, we put a lot of our notes in the wiki. Sadly, the wiki was hosted on my machine and my machine has died. I can pull the drive out and hook it up to an enclosure and still see the files, etc. I want to know...is there a way to get the files/pages from that wiki somehow. I think they are stored in a mysql database somewhere. Yeah it sucks and I had a lot of stuff on that drive but the most important thing for me now is to get those notes (wiki pages). Any help would be appreciated.

    Read the article

  • Inserting Keynote slides into a Pages document

    - by Ian Turner
    I have a number of training documents which are formed from a word processor file and a slideshow. I'd like to be able to keep them together ideally by inserting the slides from Keynote into Pages. Is there any way of doing this quickly. So far I have tried Applescript with little success, I can drag and drop the slides one at a time but it is a bit slow and I've tried turning the slideshow into and dragging it into Pages but this only pulls in the first slide. Does anyone have any better ideas?

    Read the article

  • Inserting Keynote slides into a Pages document

    - by Ian Turner
    I have a number of training documents which are formed from a word processor file and a slideshow. I'd like to be able to keep them together, ideally by inserting the slides from Keynote into Pages. Is there any way of doing this quickly? So far I have tried Applescript with little success. I can drag and drop the slides one at a time but it is a bit slow, and I've tried turning the slideshow into and dragging it into Pages but this only pulls in the first slide. Does anyone have any better ideas?

    Read the article

  • Usage of IcmpSendEcho2 with an asynchronous callback

    - by Ben Voigt
    I've been reading the MSDN documentation for IcmpSendEcho2 and it raises more questions than it answers. I'm familiar with asynchronous callbacks from other Win32 APIs such as ReadFileEx... I provide a buffer which I guarantee will be reserved for the driver's use until the operation completes with any result other than IO_PENDING, I get my callback in case of either success or failure (and call GetCompletionStatus to find out which). Timeouts are my responsibility and I can call CancelIo to abort processing, but the buffer is still reserved until the driver cancels the operation and calls my completion routine with a status of CANCELLED. And there's an OVERLAPPED structure which uniquely identifies the request through all of this. IcmpSendEcho2 doesn't use an OVERLAPPED context structure for asynchronous requests. And the documentation is unclear excessively minimalist about what happens if the ping times out or fails (failure would be lack of a network connection, a missing ARP entry for local peers, ICMP destination unreachable response from an intervening router for remote peers, etc). Does anyone know whether the callback occurs on timeout and/or failure? And especially, if no response comes, can I reuse the buffer for another call to IcmpSendEcho2 or is it forever reserved in case a reply comes in late? I'm wanting to use this function from a Win32 service, which means I have to get the error-handling cases right and I can't just leak buffers (or if the API does leak buffers, I have to use a helper process so I have a way to abandon requests). There's also an ugly incompatibility in the way the callback is made. It looks like the first parameter is consistent between the two signatures, so I should be able to use the newer PIO_APC_ROUTINE as long as I only use the second parameter if an OS version check returns Vista or newer? Although MSDN says "don't do a Windows version check", it seems like I need to, because the set of versions with the new argument aren't the same as the set of versions where the function exists in iphlpapi.dll. Pointers to additional documentation or working code which uses this function and an APC would be much appreciated. Please also let me know if this is completely the wrong approach -- i.e. if either using raw sockets or some combination of IcmpCreateFile+WriteFileEx+ReadFileEx would be more robust.

    Read the article

  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

    Read the article

  • Asynchronous message queues and processing like Amazon Simple Queue service in django

    - by becomingGuru
    There are many activities on an application that need things like: Send email, Post to twitter thumbnail an image, into several sizes call a cron to find connected relationships A good way to do these tasks is to write into an asynchronous queue on which operations are performed. What django application can be used to implement such functionality, as the one Amazon Simple Queue service offers, locally? I have come across celery. Right thing? Anything else that exists, like this?

    Read the article

  • redoing object model construction to fit with asynchronous data fetching

    - by Andrew Patterson
    I have a modeled a set of objects that correspond with some real world concepts. TradeDrug, GenericDrug, TradePackage, DrugForm Underlying the simple object model I am trying to provide is a complex medical terminology that uses numeric codes to represent relationships and concepts, all accessible via a REST service - I am trying to hide away some of that complexity with an object wrapper. To give a concrete example I can call TradeDrug d = Searcher.FindTradeDrug("Zoloft") or TradeDrug d = new TradeDrug(34) where 34 might be the code for Zoloft. This will consult a remote server to find out some details about Zoloft. I might then call GenericDrug generic = d.EquivalentGeneric() System.Out.WriteLine(generic.ActiveIngredient().Name) in order to get back the generic drug sertraline as an object (again via a background REST call to the remote server that has all these drug details), and then perhaps find its ingredient. This model works fine and is being used in some applications that involve data processing. Recently however I wanted to do a silverlight application that used and displayed these objects. The silverlight environment only allows asynchronous REST/web service calls. I have no problems with how to make the asychhronous calls - but I am having trouble with what the design should be for my object construction. Currently the constructors for my objects do some REST calls sychronously. public TradeDrug(int code) { form = restclient.FetchForm(code) name = restclient.FetchName(code) etc.. } If I have to use async 'events' or 'actions' in order to use the Silverlight web client (I know silverlight can be forced to be a synchronous client but I am interested in asychronous approaches), does anyone have an guidance or best practice for how to structure my objects. I can pass in an action callback to the constructor public TradeDrug(int code, Action<TradeDrug> constructCompleted) { } but this then allows the user to have a TradeDrug object instance before what I want to construct is actually finished. It also doesn't support an 'event' async pattern because the object doesn't exist to add the event to until it is constructed. Extending that approach might be a factory object that itself has an asynchronous interface to objects factory.GetTradeDrugAsync(code, completedaction) or with a GetTradeDrugCompleted event? Does anyone have any recommendations?

    Read the article

  • Is I/O Completion ports(Windows) or Asynchronous I/O (AIO) will improve performance of multithreaded

    - by Naga
    Hi, I want to use I/O Completion ports for Windows and Asynchronous I/O (AIO) for solaris and Linux versions of my server application. The application server is multithreaded and it can accept lot of concurrent TCP connections and can process many requests per conenction. Every request will be handled by seperate detached thread. Is this criteria well enough to use the latest AIO?. Is there any standardization using which one code can be used to all platforms. Thanks, Naga

    Read the article

  • C# asynchronous beginsend method

    - by Jatin
    I am a newbie in socket programming. I am developing a server client application. And I am using Asynchronous tcp ip socket. But now I am facing a problem. In my client side I am receiving my data by a 2kb byte array by beginReceive method. Its working perfectly if data size below or equals to 2 kb, but problem occurring when data size exceeding 2kb range. Please give me some solution.

    Read the article

  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

    Read the article

  • C# multiple asynchronous HttpRequest with one callback

    - by aepheus
    I want to make 10 asynchronous http requests at once and only process the results when all have completed and in a single callback function. I also do not want to block any threads using WaitAll (it is my understanding that WaitAll blocks until all are complete). I think I want to make a custom IAsyncResult which will handle multiple calls. Am I on the right track? Are there any good resources or examples out there that describe handling this?

    Read the article

  • How to handle asynchronous socket receiving in C++?

    - by Overv
    I'm currently using a thread to handle Connect and Send calls asynchronously. This is all working fine, but now I want to make receiving asynchronous too. How should I receive data without pausing the whole queue while waiting for data? The only solution I can think of right now is a second thread.

    Read the article

  • Asynchronous PHP calls?

    - by UltimateBrent
    Is there a way to PHP make asynchronous http calls? I don't care about the response, I just want to do something like file_get_contents(), but not wait on the request to finish before executing the rest of my code. This would be super useful for setting off "events" of a sort in my application, or triggering long processes. Any ideas?

    Read the article

  • updating an activity from an asynchronous service

    - by Dave.B
    I've implemented a service that does an asynchronous sync to between my application and google docs. I want to update the top level activity of my application when the sync is complete. However because of the service it's possible that the app could be be in a unknown state. Is there a way to make the top level activity, whatever that may be, recreate itself from an asynchtask in a service.

    Read the article

  • ASP.NET MVC 2 A question about an Asynchronous Controller

    - by Tony
    Hi, I'm wondering about one thing - let's assume that the user clicks a button, and the asynch controller's action is invoked. What happens, when the asynchronous action takes e.g. 10 seconds? The user has to wait 10 seconds to view the result of the action? If so, are the asynch controllers really helpful ?

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >