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  • Java Hint in NetBeans for Identifying JOptionPanes

    - by Geertjan
    I tend to have "JOptionPane.showMessageDialogs" scattered through my code, for debugging purposes. Now I have a way to identify all of them and remove them one by one, since some of them are there for users of the application so shouldn't be removed, via the Refactoring window: Identifying instances of code that I'm interested in is really trivial: import org.netbeans.spi.editor.hints.ErrorDescription; import org.netbeans.spi.java.hints.ConstraintVariableType; import org.netbeans.spi.java.hints.ErrorDescriptionFactory; import org.netbeans.spi.java.hints.Hint; import org.netbeans.spi.java.hints.HintContext; import org.netbeans.spi.java.hints.TriggerPattern; import org.openide.util.NbBundle.Messages; @Hint( displayName = "#DN_ShowMessageDialogChecker", description = "#DESC_ShowMessageDialogChecker", category = "general") @Messages({ "DN_ShowMessageDialogChecker=Found \"ShowMessageDialog\"", "DESC_ShowMessageDialogChecker=Checks for JOptionPane.showMes" }) public class ShowMessageDialogChecker { @TriggerPattern(value = "$1.showMessageDialog", constraints = @ConstraintVariableType(variable = "$1", type = "javax.swing.JOptionPane")) @Messages("ERR_ShowMessageDialogChecker=Are you sure you need this statement?") public static ErrorDescription computeWarning(HintContext ctx) { return ErrorDescriptionFactory.forName( ctx, ctx.getPath(), Bundle.ERR_ShowMessageDialogChecker()); } } Stick the above class, which seriously isn't much code at all, in a module and run it, with this result: Bit trickier to do the fix, i.e., add a bit of code to let the user remove the statement, but I looked in the NetBeans sources and used the System.out fix, which does the same thing:  import com.sun.source.tree.BlockTree; import com.sun.source.tree.StatementTree; import com.sun.source.util.TreePath; import java.util.ArrayList; import java.util.Iterator; import java.util.List; import org.netbeans.api.java.source.CompilationInfo; import org.netbeans.api.java.source.WorkingCopy; import org.netbeans.spi.editor.hints.ErrorDescription; import org.netbeans.spi.editor.hints.Fix; import org.netbeans.spi.java.hints.ConstraintVariableType; import org.netbeans.spi.java.hints.ErrorDescriptionFactory; import org.netbeans.spi.java.hints.Hint; import org.netbeans.spi.java.hints.HintContext; import org.netbeans.spi.java.hints.JavaFix; import org.netbeans.spi.java.hints.TriggerPattern; import org.openide.util.NbBundle.Messages; @Hint( displayName = "#DN_ShowMessageDialogChecker", description = "#DESC_ShowMessageDialogChecker", category = "general") @Messages({ "DN_ShowMessageDialogChecker=Found \"ShowMessageDialog\"", "DESC_ShowMessageDialogChecker=Checks for JOptionPane.showMes" }) public class ShowMessageDialogChecker { @TriggerPattern(value = "$1.showMessageDialog", constraints = @ConstraintVariableType(variable = "$1", type = "javax.swing.JOptionPane")) @Messages("ERR_ShowMessageDialogChecker=Are you sure you need this statement?") public static ErrorDescription computeWarning(HintContext ctx) { Fix fix = new FixImpl(ctx.getInfo(), ctx.getPath()).toEditorFix(); return ErrorDescriptionFactory.forName( ctx, ctx.getPath(), Bundle.ERR_ShowMessageDialogChecker(), fix); } private static final class FixImpl extends JavaFix { public FixImpl(CompilationInfo info, TreePath tp) { super(info, tp); } @Override @Messages("FIX_ShowMessageDialogChecker=Remove the statement") protected String getText() { return Bundle.FIX_ShowMessageDialogChecker(); } @Override protected void performRewrite(TransformationContext tc) throws Exception { WorkingCopy wc = tc.getWorkingCopy(); TreePath statementPath = tc.getPath(); TreePath blockPath = tc.getPath().getParentPath(); while (!(blockPath.getLeaf() instanceof BlockTree)) { statementPath = blockPath; blockPath = blockPath.getParentPath(); if (blockPath == null) { return; } } BlockTree blockTree = (BlockTree) blockPath.getLeaf(); List<? extends StatementTree> statements = blockTree.getStatements(); List<StatementTree> newStatements = new ArrayList<StatementTree>(); for (Iterator<? extends StatementTree> it = statements.iterator(); it.hasNext();) { StatementTree statement = it.next(); if (statement != statementPath.getLeaf()) { newStatements.add(statement); } } BlockTree newBlockTree = wc.getTreeMaker().Block(newStatements, blockTree.isStatic()); wc.rewrite(blockTree, newBlockTree); } } } Aside from now being able to use "Inspect & Refactor" to identify and fix all instances of JOptionPane.showMessageDialog at the same time, you can also do the fixes per instance within the editor:

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  • Problem with script substitution when running script

    - by tucaz
    Hi! I'm new to Linux so this probably should be an easy fix, but I cannot see it. I have a script downloaded from official sources that is used to install additional tools for fsharp but it gives me a syntax error when running it. I tried to replace ( and ) by { and } but eventually it lead me to another error so I think this is not the problem since the script works for everybody. I read some articles that say that my bash version maybe is not the right one. I'm using Ubuntu 10.10 and here is the error: install-bonus.sh: 28: Syntax error: "(" unexpected (expecting "}") And this is line 27, 28 and 29: { declare -a DIRS=("${!3}") FILE=$2 And the full script: #! /bin/sh -e PREFIX=/usr BIN=$PREFIX/bin MAN=$PREFIX/share/man/man1/ die() { echo "$1" &2 echo "Installation aborted." &2 exit 1 } echo "This script will install additional material for F# including" echo "man pages, fsharpc and fsharpi scripts and Gtk# support for F#" echo "Interactive (root access needed)" echo "" # ------------------------------------------------------------------------------ # Utility function that searches specified directories for a specified file # and if the file is not found, it asks user to provide a directory RESULT="" searchpaths() { declare -a DIRS=("${!3}") FILE=$2 DIR=${DIRS[0]} for TRYDIR in ${DIRS[@]} do if [ -f $TRYDIR/$FILE ] then DIR=$TRYDIR fi done while [ ! -f $DIR/$FILE ] do echo "File '$FILE' was not found in any of ${DIRS[@]}. Please enter $1 installation directory:" read DIR done RESULT=$DIR } # ------------------------------------------------------------------------------ # Locate F# installation directory - this is needed, because we want to # add environment variable with it, generate 'fsharpc' and 'fsharpi' and also # copy load-gtk.fsx to that directory # ------------------------------------------------------------------------------ PATHS=( $1 /usr/lib/fsharp /usr/lib/shared/fsharp ) searchpaths "F# installation" FSharp.Core.dll PATHS[@] FSHARPDIR=$RESULT echo "Successfully found F# installation directory." # ------------------------------------------------------------------------------ # Check that we have everything we need # ------------------------------------------------------------------------------ [ $(id -u) -eq 0 ] || die "Please run the script as root." which mono /dev/null || die "mono not found in PATH." # ------------------------------------------------------------------------------ # Make sure that all additional assemblies are in GAC # ------------------------------------------------------------------------------ echo "Installing additional F# assemblies to the GAC" gacutil -i $FSHARPDIR/FSharp.Build.dll gacutil -i $FSHARPDIR/FSharp.Compiler.dll gacutil -i $FSHARPDIR/FSharp.Compiler.Interactive.Settings.dll gacutil -i $FSHARPDIR/FSharp.Compiler.Server.Shared.dll # ------------------------------------------------------------------------------ # Install additional files # ------------------------------------------------------------------------------ # Install man pages echo "Installing additional F# commands, scripts and man pages" mkdir -p $MAN cp *.1 $MAN # Export the FSHARP_COMPILER_BIN environment variable if [[ ! "$OSTYPE" =~ "darwin" ]]; then echo "export FSHARP_COMPILER_BIN=$FSHARPDIR" fsharp.sh mv fsharp.sh /etc/profile.d/ fi # Generate 'load-gtk.fsx' script for F# Interactive (ask user if we cannot find binaries) PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/gtk-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Gtk#" gtk-sharp.dll PATHS[@] GTKDIR=$RESULT echo "Successfully found Gtk# root directory." PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/glib-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Glib" glib-sharp.dll PATHS[@] GLIBDIR=$RESULT echo "Successfully found Glib# root directory." PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/atk-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Atk#" atk-sharp.dll PATHS[@] ATKDIR=$RESULT echo "Successfully found Atk# root directory." PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/gdk-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Gdk#" gdk-sharp.dll PATHS[@] GDKDIR=$RESULT echo "Successfully found Gdk# root directory." cp bonus/load-gtk.fsx load-gtk1.fsx sed "s,INSERTGTKPATH,$GTKDIR,g" load-gtk1.fsx load-gtk2.fsx sed "s,INSERTGDKPATH,$GDKDIR,g" load-gtk2.fsx load-gtk3.fsx sed "s,INSERTATKPATH,$ATKDIR,g" load-gtk3.fsx load-gtk4.fsx sed "s,INSERTGLIBPATH,$GLIBDIR,g" load-gtk4.fsx load-gtk.fsx rm load-gtk1.fsx rm load-gtk2.fsx rm load-gtk3.fsx rm load-gtk4.fsx mv load-gtk.fsx $FSHARPDIR/load-gtk.fsx # Generate 'fsharpc' and 'fsharpi' scripts (using the F# path) # 'fsharpi' automatically searches F# root directory (e.g. load-gtk) echo "#!/bin/sh" fsharpc echo "exec mono $FSHARPDIR/fsc.exe --resident \"\$@\"" fsharpc chmod 755 fsharpc echo "#!/bin/sh" fsharpi echo "exec mono $FSHARPDIR/fsi.exe -I:\"$FSHARPDIR\" \"\$@\"" fsharpi chmod 755 fsharpi mv fsharpc $BIN/fsharpc mv fsharpi $BIN/fsharpi Thanks a lot!

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  • Do we still have a case against the goto statement? [closed]

    - by FredOverflow
    Possible Duplicate: Is it ever worthwhile using goto? In a recent article, Andrew Koenig writes: When asked why goto statements are harmful, most programmers will say something like "because they make programs hard to understand." Press harder, and you may well hear something like "I don't really know, but that's what I was taught." For that reason, I'd like to summarize Dijkstra's arguments. He then shows two program fragments, one without a goto and and one with a goto: if (n < 0) n = 0; Assuming that n is a variable of a built-in numeric type, we know that after this code, n is nonnegative. Suppose we rewrite this fragment: if (n >= 0) goto nonneg; n = 0; nonneg: ; In theory, this rewrite should have the same effect as the original. However, rewriting has changed something important: It has opened the possibility of transferring control to nonneg from anywhere else in the program. I emphasized the part that I don't agree with. Modern languages like C++ do not allow goto to transfer control arbitrarily. Here are two examples: You cannot jump to a label that is defined in a different function. You cannot jump over a variable initialization. Now consider composing your code of tiny functions that adhere to the single responsibility principle: int clamp_to_zero(int n) { if (n >= 0) goto n_is_not_negative: n = 0; n_is_not_negative: return n; } The classic argument against the goto statement is that control could have transferred from anywhere inside your program to the label n_is_not_negative, but this simply is not (and was never) true in C++. If you try it, you will get a compiler error, because labels are scoped. The rest of the program doesn't even see the name n_is_not_negative, so it's just not possible to jump there. This is a static guarantee! Now, I'm not saying that this version is better then the one without the goto, but to make the latter as expressive as the first one, we would at least have to insert a comment, or even better yet, an assertion: int clamp_to_zero(int n) { if (n < 0) n = 0; // n is not negative at this point assert(n >= 0); return n; } Note that you basically get the assertion for free in the goto version, because the condition n >= 0 is already written in line 1, and n = 0; satisfies the condition trivially. But that's just a random observation. It seems to me that "don't use gotos!" is one of those dogmas like "don't use multiple returns!" that stem from a time where the real problem were functions of hundreds or even thousand of lines of code. So, do we still have a case against the goto statement, other than that it is not particularly useful? I haven't written a goto in at least a decade, but it's not like I was running away in terror whenever I encountered one. 1 Ideally, I would like to see a strong and valid argument against gotos that still holds when you adhere to established programming principles for clean code like the SRP. "You can jump anywhere" is not (and has never been) a valid argument in C++, and somehow I don't like teaching stuff that is not true. 1: Also, I have never been able to resurrect even a single velociraptor, no matter how many gotos I tried :(

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  • A tiny Utility to recycle an IIS Application Pool

    - by Rick Strahl
    In the last few weeks I've annoyingly been having problems with an area on my Web site. It's basically ancient articles that are using ASP classic pages and for reasons unknown ASP classic locks up on these pages frequently. It's not an individual page, but ALL ASP classic pages lock up. Ah yes, gotta old tech gone bad. It's not super critical since the content is really old, but still a hassle since it's linked content that still gets quite a bit of traffic. When it happens all ASP classic in that AppPool dies. I've been having a hard time tracking this one down - I suspect an errant COM object I have a Web Monitor running on the server that's checking for failures and while the monitor can detect the failures when the timeouts occur, I didn't have a good way to just restart that particular application pool. I started putzing around with PowerShell, but - as so often seems the case - I can never get the PowerShell syntax right - I just don't use it enough and have to dig out cheat sheets etc. In any case, after about 20 minutes of that I decided to just create a small .NET Console Application that does the trick instead, and in a few minutes I had this:using System; using System.Collections.Generic; using System.Text; using System.DirectoryServices; namespace RecycleApplicationPool { class Program { static void Main(string[] args) { string appPoolName = "DefaultAppPool"; string machineName = "LOCALHOST"; if (args.Length > 0) appPoolName = args[0]; if (args.Length > 1) machineName = args[1]; string error = null; DirectoryEntry root = null; try { Console.WriteLine("Restarting Application Pool " + appPoolName + " on " + machineName + "..."); root = new DirectoryEntry("IIS://" + machineName + "/W3SVC/AppPools/" +appPoolName); Console.WriteLine(root.InvokeGet("Name")); root.Invoke("Recycle"); Console.WriteLine("Application Pool recycling complete..."); } catch(Exception ex) { error = "Error: Unable to access AppPool: " + ex.Message; } if ( !string.IsNullOrEmpty(error) ) { Console.WriteLine(error); return; } } } } To run in you basically provide the name of the ApplicationPool and optionally a machine name if it's not on the local box. RecyleApplicationPool.exe "WestWindArticles" And off it goes. What's nice about AppPool recycling versus doing a full IISRESET is that it only affects the AppPool, and more importantly AppPool recycles happen in a staggered fashion - the existing instance isn't shut down immediately until requests finish while a new instance is fired up to handle new requests. So, now I can easily plug this Executable into my West Wind Web Monitor as an action to take when the site is not responding or timing out which is a big improvement than hanging for an unspecified amount of time. I'm posting this fairly trivial bit of code just in case somebody (maybe myself a few months down the road) is searching for ApplicationPool recyling code. It's clearly trivial, but I've written batch files for this a bunch of times before and actually having a small utility around without having to worry whether Powershell is installed and configured right is actually an improvement. Next time I think about using PowerShell remind me that it's just easier to just build a small .NET Console app, 'k? :-) Resources Download Executable and VS Project© Rick Strahl, West Wind Technologies, 2005-2012Posted in IIS7  .NET  Windows   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • How to use a list of values in Excel as filter in a query

    - by Luca Zavarella
    It often happens that a customer provides us with a list of items for which to extract certain information. Imagine, for example, that our clients wish to have the header information of the sales orders only for certain orders. Most likely he will give us a list of items in a column in Excel, or, less probably, a simple text file with the identification code:     As long as the given values ??are at best a dozen, it costs us nothing to copy and paste those values ??in our SSMS and place them in a WHERE clause, using the IN operator, making sure to include the quotes in the case of alphanumeric elements (the database sample is AdventureWorks2008R2): SELECT * FROM Sales.SalesOrderHeader AS SOH WHERE SOH.SalesOrderNumber IN ( 'SO43667' ,'SO43709' ,'SO43726' ,'SO43746' ,'SO43782' ,'SO43796') Clearly, the need to add commas and quotes becomes an hassle when dealing with hundreds of items (which of course has happened to us!). It’d be comfortable to do a simple copy and paste, leaving the items as they are pasted, and make sure the query works fine. We can have this commodity via a User Defined Function, that returns items in a table. Simply we’ll provide the function with an input string parameter containing the pasted items. I give you directly the T-SQL code, where comments are there to clarify what was written: CREATE FUNCTION [dbo].[SplitCRLFList] (@List VARCHAR(MAX)) RETURNS @ParsedList TABLE ( --< Set the item length as your needs Item VARCHAR(255) ) AS BEGIN DECLARE --< Set the item length as your needs @Item VARCHAR(255) ,@Pos BIGINT --< Trim TABs due to indentations SET @List = REPLACE(@List, CHAR(9), '') --< Trim leading and trailing spaces, then add a CR\LF at the end of the list SET @List = LTRIM(RTRIM(@List)) + CHAR(13) + CHAR(10) --< Set the position at the first CR/LF in the list SET @Pos = CHARINDEX(CHAR(13) + CHAR(10), @List, 1) --< If exist other chars other than CR/LFs in the list then... IF REPLACE(@List, CHAR(13) + CHAR(10), '') <> '' BEGIN --< Loop while CR/LFs are over (not found = CHARINDEX returns 0) WHILE @Pos > 0 BEGIN --< Get the heading list chars from the first char to the first CR/LF and trim spaces SET @Item = LTRIM(RTRIM(LEFT(@List, @Pos - 1))) --< If the so calulated item is not empty... IF @Item <> '' BEGIN --< ...insert it in the @ParsedList temporary table INSERT INTO @ParsedList (Item) VALUES (@Item) --(CAST(@Item AS int)) --< Use the appropriate conversion if needed END --< Remove the first item from the list... SET @List = RIGHT(@List, LEN(@List) - @Pos - 1) --< ...and set the position to the next CR/LF SET @Pos = CHARINDEX(CHAR(13) + CHAR(10), @List, 1) --< Repeat this block while the upon loop condition is verified END END RETURN END At this point, having created the UDF, our query is transformed trivially in: SELECT * FROM Sales.SalesOrderHeader AS SOH WHERE SOH.SalesOrderNumber IN ( SELECT Item FROM SplitCRLFList('SO43667 SO43709 SO43726 SO43746 SO43782 SO43796') AS SCL) Convenient, isn’t it? You can find the script DBA_SplitCRLFList.sql here. Bye!!

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  • Collisions not working as intended

    - by Stan
    I'm making a game, it's a terraria-like game, with 20x20 blocks, and you can place and remove those blocks. Now, I am trying to write collisions, but it isn't working as I want, the collision succesfully stops the player from going through the ground, but, when I press a key like A + S, that means if I walk down and left (Noclip is on atm), my player will go into the ground, bug up, and exit the ground somewhere else in the level. I made a video of it. The red text means which buttons I am pressing. http://www.youtube.com/watch?v=mo4frZyNwOs You see, if I press A and S together, I go into the ground. Here is my collision code: Vector2 collisionDist, normal; private bool IsColliding(Rectangle body1, Rectangle body2) { normal = Vector2.Zero; Vector2 body1Centre = new Vector2(body1.X + (body1.Width / 2), body1.Y + (body1.Height / 2)); Vector2 body2Centre = new Vector2(body2.X + (body2.Width / 2), body2.Y + (body2.Height / 2)); Vector2 distance, absDistance; float xMag, yMag; distance = body1Centre - body2Centre; float xAdd = ((body1.Width) + (body2.Width)) / 2.0f; float yAdd = ((body1.Height) + (body2.Height)) / 2.0f; absDistance.X = (distance.X < 0) ? -distance.X : distance.X; absDistance.Y = (distance.Y < 0) ? -distance.Y : distance.Y; if (!((absDistance.X < xAdd) && (absDistance.Y < yAdd))) return false; xMag = xAdd - absDistance.X; yMag = yAdd - absDistance.Y; if (xMag < yMag) normal.X = (distance.X > 0) ? xMag : -xMag; else normal.Y = (distance.Y > 0) ? yMag : -yMag; return true; } private void PlayerCollisions() { foreach (Block blocks in allTiles) { collisionDist = Vector2.Zero; if (blocks.Texture != airTile && blocks.Texture != stoneDarkTexture && blocks.Texture != stoneDarkTextureSelected && blocks.Texture != airTileSelected && blocks.Texture != doorTexture && blocks.Texture != doorTextureSelected) { if (IsColliding(player.plyRect, blocks.tileRect)) { if (normal.Length() > collisionDist.Length()) { collisionDist = normal; } player.Position.X += collisionDist.X; player.Position.Y += collisionDist.Y; break; } } } } I got PlayerCollisions() running in my Update method. As you can see it works partly, but if it runs perfectly, it would be awesome, though I have no idea how to fix this problem. Help would be greatly appreciated. EDIT: If I remove the break; it works partly, then it is just the thing that it spasms when it hits two or more blocks at once, like, if I touch 2/3 blocks at once, it does twice the force up. How can I make it so that it only does the force for one block, so it stays correct, and does not spasm? Thanks.

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  • Automated SSRS deployment with the RS utility

    - by Stacy Vicknair
    If you’re familiar with SSRS and development you are probably aware of the SSRS web services. The RS utility is a tool that comes with SSRS that allows for scripts to be executed against against the SSRS web service without needing to create an application to consume the service. One of the better benefits of using this format rather than writing an application is that the script can be modified by others who might be involved in the creation and addition of scripts or management of the SSRS environment.   Reporting Services Scripter Jasper Smith from http://www.sqldbatips.com created Reporting Services Scripter to assist with the created of a batch process to deploy an entire SSRS environment. The helper scripts below were created through the modification of his generated scripts. Why not just use this tool? You certainly can. For me, the volume of scripts generated seems less maintainable than just using some common methods extracted from these scripts and creating a deployment in a single script file. I would, however, recommend this as a product if you do not think that your environment will change drastically or if you do not need to deploy with a higher level of control over the deployment. If you just need to replicate, this tool works great. Executing with RS.exe Executing a script against rs.exe is fairly simple. The Script Half the battle is having a starting point. For the scripting I needed to do the below is the starter script. A few notes: This script assumes integrated security. This script assumes your reports have one data source each. Both of the above are just what made sense for my scenario and are definitely modifiable to accommodate your needs. If you are unsure how to change the scripts to your needs, I recommend Reporting Services Scripter to help you understand how the differences. The script has three main methods: CreateFolder, CreateDataSource and CreateReport. Scripting the server deployment is just a process of recreating all of the elements that you need through calls to these methods. If there are additional elements that you need to deploy that aren’t covered by these methods, again I suggest using Reporting Services Scripter to get the code you would need, convert it to a repeatable method and add it to this script! Public Sub Main() CreateFolder("/", "Data Sources") CreateFolder("/", "My Reports") CreateDataSource("/Data Sources", "myDataSource", _ "Data Source=server\instance;Initial Catalog=myDatabase") CreateReport("/My Reports", _ "MyReport", _ "C:\myreport.rdl", _ True, _ "/Data Sources", _ "myDataSource") End Sub   Public Sub CreateFolder(parent As String, name As String) Dim fullpath As String = GetFullPath(parent, name) Try RS.CreateFolder(name, parent, GetCommonProperties()) Console.WriteLine("Folder created: {0}", name) Catch e As SoapException If e.Detail.Item("ErrorCode").InnerText = "rsItemAlreadyExists" Then Console.WriteLine("Folder {0} already exists and cannot be overwritten", fullpath) Else Console.WriteLine("Error : " + e.Detail.Item("ErrorCode").InnerText + " (" + e.Detail.Item("Message").InnerText + ")") End If End Try End Sub   Public Sub CreateDataSource(parent As String, name As String, connectionString As String) Try RS.CreateDataSource(name, parent,False, GetDataSourceDefinition(connectionString), GetCommonProperties()) Console.WriteLine("DataSource {0} created successfully", name) Catch e As SoapException Console.WriteLine("Error : " + e.Detail.Item("ErrorCode").InnerText + " (" + e.Detail.Item("Message").InnerText + ")") End Try End Sub   Public Sub CreateReport(parent As String, name As String, location As String, overwrite As Boolean, dataSourcePath As String, dataSourceName As String) Dim reportContents As Byte() = Nothing Dim warnings As Warning() = Nothing Dim fullpath As String = GetFullPath(parent, name)   'Read RDL definition from disk Try Dim stream As FileStream = File.OpenRead(location) reportContents = New [Byte](stream.Length-1) {} stream.Read(reportContents, 0, CInt(stream.Length)) stream.Close()   warnings = RS.CreateReport(name, parent, overwrite, reportContents, GetCommonProperties())   If Not (warnings Is Nothing) Then Dim warning As Warning For Each warning In warnings Console.WriteLine(Warning.Message) Next warning Else Console.WriteLine("Report: {0} published successfully with no warnings", name) End If   'Set report DataSource references Dim dataSources(0) As DataSource   Dim dsr0 As New DataSourceReference dsr0.Reference = dataSourcePath Dim ds0 As New DataSource ds0.Item = CType(dsr0, DataSourceDefinitionOrReference) ds0.Name=dataSourceName dataSources(0) = ds0     RS.SetItemDataSources(fullpath, dataSources)   Console.Writeline("Report DataSources set successfully")       Catch e As IOException Console.WriteLine(e.Message) Catch e As SoapException Console.WriteLine("Error : " + e.Detail.Item("ErrorCode").InnerText + " (" + e.Detail.Item("Message").InnerText + ")") End Try End Sub     Public Function GetCommonProperties() As [Property]() 'Common CatalogItem properties Dim descprop As New [Property] descprop.Name = "Description" descprop.Value = "" Dim hiddenprop As New [Property] hiddenprop.Name = "Hidden" hiddenprop.Value = "False"   Dim props(1) As [Property] props(0) = descprop props(1) = hiddenprop Return props End Function   Public Function GetDataSourceDefinition(connectionString as String) Dim definition As New DataSourceDefinition definition.CredentialRetrieval = CredentialRetrievalEnum.Integrated definition.ConnectString = connectionString definition.Enabled = True definition.EnabledSpecified = True definition.Extension = "SQL" definition.ImpersonateUser = False definition.ImpersonateUserSpecified = True definition.Prompt = "Enter a user name and password to access the data source:" definition.WindowsCredentials = False definition.OriginalConnectStringExpressionBased = False definition.UseOriginalConnectString = False Return definition End Function   Private Function GetFullPath(parent As String, name As String) As String If parent = "/" Then Return parent + name Else Return parent + "/" + name End If End Function

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • EF4 Code First Control Unicode and Decimal Precision, Scale with Attributes

    - by Dane Morgridge
    There are several attributes available when using code first with the Entity Framework 4 CTP5 Code First option.  When working with strings you can use [MaxLength(length)] to control the length and [Required] will work on all properties.  But there are a few things missing. By default all string will be created using unicode so you will get nvarchar instead of varchar.  You can change this using the fluent API or you can create an attribute to make the change.  If you have a lot of properties, the attribute will be much easier and require less code. You will need to add two classes to your project to create the attribute itself: 1: public class UnicodeAttribute : Attribute 2: { 3: bool _isUnicode; 4:  5: public UnicodeAttribute(bool isUnicode) 6: { 7: _isUnicode = isUnicode; 8: } 9:  10: public bool IsUnicode { get { return _isUnicode; } } 11: } 12:  13: public class UnicodeAttributeConvention : AttributeConfigurationConvention<PropertyInfo, StringPropertyConfiguration, UnicodeAttribute> 14: { 15: public override void Apply(PropertyInfo memberInfo, StringPropertyConfiguration configuration, UnicodeAttribute attribute) 16: { 17: configuration.IsUnicode = attribute.IsUnicode; 18: } 19: } The UnicodeAttribue class gives you a [Unicode] attribute that you can use on your properties and the UnicodeAttributeConvention will tell EF how to handle the attribute. You will need to add a line to the OnModelCreating method inside your context for EF to recognize the attribute: 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Conventions.Add(new UnicodeAttributeConvention()); 4: base.OnModelCreating(modelBuilder); 5: } Once you have this done, you can use the attribute in your classes to make sure that you get database types of varchar instead of nvarchar: 1: [Unicode(false)] 2: public string Name { get; set; }   Another option that is missing is the ability to set the precision and scale on a decimal.  By default decimals get created as (18,0).  If you need decimals to be something like (9,2) then you can once again use the fluent API or create a custom attribute.  As with the unicode attribute, you will need to add two classes to your project: 1: public class DecimalPrecisionAttribute : Attribute 2: { 3: int _precision; 4: private int _scale; 5:  6: public DecimalPrecisionAttribute(int precision, int scale) 7: { 8: _precision = precision; 9: _scale = scale; 10: } 11:  12: public int Precision { get { return _precision; } } 13: public int Scale { get { return _scale; } } 14: } 15:  16: public class DecimalPrecisionAttributeConvention : AttributeConfigurationConvention<PropertyInfo, DecimalPropertyConfiguration, DecimalPrecisionAttribute> 17: { 18: public override void Apply(PropertyInfo memberInfo, DecimalPropertyConfiguration configuration, DecimalPrecisionAttribute attribute) 19: { 20: configuration.Precision = Convert.ToByte(attribute.Precision); 21: configuration.Scale = Convert.ToByte(attribute.Scale); 22:  23: } 24: } Add your line to the OnModelCreating: 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Conventions.Add(new UnicodeAttributeConvention()); 4: modelBuilder.Conventions.Add(new DecimalPrecisionAttributeConvention()); 5: base.OnModelCreating(modelBuilder); 6: } Now you can use the following on your properties: 1: [DecimalPrecision(9,2)] 2: public decimal Cost { get; set; } Both these options use the same concepts so if there are other attributes that you want to use, you can create them quite simply.  The key to it all is the PropertyConfiguration classes.   If there is a class for the datatype, then you should be able to write an attribute to set almost everything you need.  You could also create a single attribute to encapsulate all of the possible string combinations instead of having multiple attributes on each property. All in all, I am loving code first and having attributes to control database generation instead of using the fluent API is huge and saves me a great deal of time.

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  • Bug in Delphi XE RegularExpressions Unit

    - by Jan Goyvaerts
    Using the new RegularExpressions unit in Delphi XE, you can iterate over all the matches that a regex finds in a string like this: procedure TForm1.Button1Click(Sender: TObject); var RegEx: TRegEx; Match: TMatch; begin RegEx := TRegex.Create('\w+'); Match := RegEx.Match('One two three four'); while Match.Success do begin Memo1.Lines.Add(Match.Value); Match := Match.NextMatch; end end; Or you could save yourself two lines of code by using the static TRegEx.Match call: procedure TForm1.Button2Click(Sender: TObject); var Match: TMatch; begin Match := TRegEx.Match('One two three four', '\w+'); while Match.Success do begin Memo1.Lines.Add(Match.Value); Match := Match.NextMatch; end end; Unfortunately, due to a bug in the RegularExpressions unit, the static call doesn’t work. Depending on your exact code, you may get fewer matches or blank matches than you should, or your application may crash with an access violation. The RegularExpressions unit defines TRegEx and TMatch as records. That way you don’t have to explicitly create and destroy them. Internally, TRegEx uses TPerlRegEx to do the heavy lifting. TPerlRegEx is a class that needs to be created and destroyed like any other class. If you look at the TRegEx source code, you’ll notice that it uses an interface to destroy the TPerlRegEx instance when TRegEx goes out of scope. Interfaces are reference counted in Delphi, making them usable for automatic memory management. The bug is that TMatch and TGroupCollection also need the TPerlRegEx instance to do their work. TRegEx passes its TPerlRegEx instance to TMatch and TGroupCollection, but it does not pass the instance of the interface that is responsible for destroying TPerlRegEx. This is not a problem in our first code sample. TRegEx stays in scope until we’re done with TMatch. The interface is destroyed when Button1Click exits. In the second code sample, the static TRegEx.Match call creates a local variable of type TRegEx. This local variable goes out of scope when TRegEx.Match returns. Thus the reference count on the interface reaches zero and TPerlRegEx is destroyed when TRegEx.Match returns. When we call MatchAgain the TMatch record tries to use a TPerlRegEx instance that has already been destroyed. To fix this bug, delete or rename the two RegularExpressions.dcu files and copy RegularExpressions.pas into your source code folder. Make these changes to both the TMatch and TGroupCollection records in this unit: Declare FNotifier: IInterface; in the private section. Add the parameter ANotifier: IInterface; to the Create constructor. Assign FNotifier := ANotifier; in the constructor’s implementation. You also need to add the ANotifier: IInterface; parameter to the TMatchCollection.Create constructor. Now try to compile some code that uses the RegularExpressions unit. The compiler will flag all calls to TMatch.Create, TGroupCollection.Create and TMatchCollection.Create. Fix them by adding the ANotifier or FNotifier parameter, depending on whether ARegEx or FRegEx is being passed. With these fixes, the TPerlRegEx instance won’t be destroyed until the last TRegEx, TMatch, or TGroupCollection that uses it goes out of scope or is used with a different regular expression.

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  • Antenna Aligner Part 4: Role'ing in the deep

    - by Chris George
    Since last time I've been trying to sort out the general workflow of the app. It's fundamentally not hard, there is a list of transmitters, you select a transmitter and it shows the compass view. Having done quite a bit of ajax/asp.net/html in the past, I immediately started off by creating two divs within my 'page', one for the list, one for the compass. Then using the onClick event in the list, this will switch the display attribute on the divs. This seemed to work, but did lead to some dodgy transitional redrawing artefacts which I was not happy with. So after some Googling I realised I was doing it all wrong! JQuery mobile has the concept of giving an object in html a data-role. By giving a div the attribute data-role="page" it is then treated as a separate page on the mobile device. Within the code, this is referenced like a html anchor in the form #mypage. Using this system, page transitions such as fade or slide are automatically applied which adds to the whole authenticity of the app! Here is a simple example: . <a href="#'compasspage">compass</a> . <div data-role="page" id="compasspage" data-add-back-btn="true"> But I don't want just a static link, I want to dynamically create my list, and get each list elements to switch to the compass page with the right information. So here is the jquery that I used to dynamically inject new <li> rows into the <ul> block. $('ul').append($('<li/>', {    //here appendin `<li>`     'data-role': "list-divider" }).append($('<a/>', {    //here appending `<a>` into `<li>`     'href': '#compasspage',     'data-transition': 'none',     'onclick': 'selectTx(' + i + ')',     'html': buttonHtml }))); $('ul').listview('refresh'); This is called within a for loop so the first 5 appropriate transmitters are used. There are several things of interest to note here. Firstly, I could not find a more elegant way to tell the target page which transmitter I've clicked on, so I have used the onclick event as well as the href attribute. The onclick event fires 'selectTx' which simply sets a global member variable to the specific index number I've clicked on. Yes it's not nice, but it works. Secondly, the data-transition attribute is set to 'none'. I wanted the transition between the pages to be a whooshy slidey effect. However this worked going to the compass page, but returning to the list page gave some undesirable visual artefacts (flickering, redrawing etc.). So I decided to remove the transitions all together, which was a shame. Thirdly, rather than embedding loads of html into the append command, I removed this out into a variable 'buttonHtml'. Doing this really tidied up my code. Until next time!

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  • Java - Tile engine changing number in array not changing texture

    - by Corey
    I draw my map from a txt file. Would I have to write to the text file to notice the changes I made? Right now it changes the number in the array but the tile texture doesn't change. Do I have to do more than just change the number in the array? public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; private Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; Player player = new Player(); public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int x = 0; x < map.length; x++) { for(int y = 0; y < map.length; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } Mouse picking public void checkDistance(GameContainer gc) { Input input = gc.getInput(); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } System.out.println(tiles.map[(int)mousetileX][(int)mousetileY]); }

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  • Facebook: Sending private messages to FB profile from a static website [migrated]

    - by Frondor
    I need to setup a static website for people to: Complete a form. And using anything from Facebook API, GET the form output via message to a Facebook Profile. I've been punching my head against "facebook developers" page all night long and can't find out how to do it. Seems quite easy, but the problem is that I don't know if you'll get my point :) Like the Send Dialog feature, you can set a certain user as recipient which will be displayed on the "To:" field once the dialog appears. FB.ui({ method: 'send', to: 'UserID', link: 'http://www.nytimes.com/2011/06/15/arts/people-argue-just-to-win-scholars-assert.html', }); Ok, All I need is to be able to use the same behavior but instead of setting a "to:" parameter, I'd like to set a "message:" parameter. I don't know how I can solve this becuase there's no parameter like this on the API actually. This is what I need to build (It's a prototype, this code won't work) <form action="mysite.com" id="order"> <input type="radio" name="chocolate" value="white">White <br/> <input type="radio" name="chocolate" value="black">Black <br/> <input type="submit" value="Order" /> </form> jQuery gets the values $(document).ready(function() { $("#order").on("submit", function(e) { e.preventDefault(); var formOutput = $(this).serialize(); var order = "I'd like to eat" + formOutput + "chocolate"; }); }); Facebook sdk sends this output ('order' string) FB.ui({ method: 'send', //or whatever to: 'UserID', message: order, //Its just an example, note the variable coming from the form link: 'http://www.nytimes.com/2011/06/15/arts/people-argue-just-to-win-scholars-assert.html', }); As we all know, what I wrote isn't possible, so I'm asking for any alternative solution if somebody can give me, I'm not very friendly with facebook APIs :) I though in another solution which consist in using the form output directly on the 'link:' parameter of FB.ui and then reading it with jQuery on some landing page. For example, on the message sent, the linked content redirects to this URL: http://mysite.com/dashboard.html?chocolate=white and the dashboard page source code: <script> var choco = getUrlParameter('chocolate'); $("#dashboard").text("This person wants" + choco + "chocolate") </script> <div id="dashboard"></div> And this way, I will be able to see which kind of chocolate the person selected by parsing some parameters on the URL when clicking on the link section of the message: using a code like this: FB.ui({ method: 'send', //or whatever to: 'MyUserID', link: 'http://mysite.com/dashboard.html?chocolate=white', }); But no this try, my biggest problem is that I don't know how to dynamically "customize" that "link:" paramenter with jQuery. I think the best solution is to use a code like this along with the dashboard page in order to "translate" the shared URLs and see what kind of chocolate people are demanding xD FB.ui({ //declaring a variable (example) var string = getFormData().serialize; var orderString = "mysite.com/dashboard.html?" + string; // end the variables // start facebook API code method: 'send', //or whatever to: 'MyUserID', link: orderString, }); I was working here until I gave up and started to post this http://jsfiddle.net/Frondor/sctepn06/2/ Thanks in advance, I'll love you for ever if you help me solving this :D

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  • Organization &amp; Architecture UNISA Studies &ndash; Chap 6

    - by MarkPearl
    Learning Outcomes Discuss the physical characteristics of magnetic disks Describe how data is organized and accessed on a magnetic disk Discuss the parameters that play a role in the performance of magnetic disks Describe different optical memory devices Magnetic Disk The way data is stored on and retried from magnetic disks Data is recorded on and later retrieved form the disk via a conducting coil named the head (in many systems there are two heads) The writ mechanism exploits the fact that electricity flowing through a coil produces a magnetic field. Electric pulses are sent to the write head, and the resulting magnetic patterns are recorded on the surface below with different patterns for positive and negative currents The physical characteristics of a magnetic disk   Summarize from book   The factors that play a role in the performance of a disk Seek time – the time it takes to position the head at the track Rotational delay / latency – the time it takes for the beginning of the sector to reach the head Access time – the sum of the seek time and rotational delay Transfer time – the time it takes to transfer data RAID The rate of improvement in secondary storage performance has been considerably less than the rate for processors and main memory. Thus secondary storage has become a bit of a bottleneck. RAID works on the concept that if one disk can be pushed so far, additional gains in performance are to be had by using multiple parallel components. Points to note about RAID… RAID is a set of physical disk drives viewed by the operating system as a single logical drive Data is distributed across the physical drives of an array in a scheme known as striping Redundant disk capacity is used to store parity information, which guarantees data recoverability in case of a disk failure (not supported by RAID 0 or RAID 1) Interesting to note that the increase in the number of drives, increases the probability of failure. To compensate for this decreased reliability RAID makes use of stored parity information that enables the recovery of data lost due to a disk failure.   The RAID scheme consists of 7 levels…   Category Level Description Disks Required Data Availability Large I/O Data Transfer Capacity Small I/O Request Rate Striping 0 Non Redundant N Lower than single disk Very high Very high for both read and write Mirroring 1 Mirrored 2N Higher than RAID 2 – 5 but lower than RAID 6 Higher than single disk Up to twice that of a signle disk for read Parallel Access 2 Redundant via Hamming Code N + m Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Parallel Access 3 Bit interleaved parity N + 1 Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Independent Access 4 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, significantly lower than single disk for write Similar to RAID 0 for read, significantly lower than single disk for write Independent Access 5 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, lower than single disk for write Similar to RAID 0 for read, generally  lower than single disk for write Independent Access 6 Block interleaved parity N + 2 Highest of all listed alternatives Similar to RAID 0 for read; lower than RAID 5 for write Similar to RAID 0 for read, significantly lower than RAID 5  for write   Read page 215 – 221 for detailed explanation on RAID levels Optical Memory There are a variety of optical-disk systems available. Read through the table on page 222 – 223 Some of the devices include… CD CD-ROM CD-R CD-RW DVD DVD-R DVD-RW Blue-Ray DVD Magnetic Tape Most modern systems use serial recording – data is lade out as a sequence of bits along each track. The typical recording used in serial is referred to as serpentine recording. In this technique when data is being recorded, the first set of bits is recorded along the whole length of the tape. When the end of the tape is reached the heads are repostioned to record a new track, and the tape is again recorded on its whole length, this time in the opposite direction. That process continued back and forth until the tape is full. To increase speed, the read-write head is capable of reading and writing a number of adjacent tracks simultaneously. Data is still recorded serially along individual tracks, but blocks in sequence are stored on adjacent tracks as suggested. A tape drive is a sequential access device. Magnetic tape was the first kind of secondary memory. It is still widely used as the lowest-cost, slowest speed member of the memory hierarchy.

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  • What are the disadvantages of self-encapsulation?

    - by Dave Jarvis
    Background Tony Hoare's billion dollar mistake was the invention of null. Subsequently, a lot of code has become riddled with null pointer exceptions (segfaults) when software developers try to use (dereference) uninitialized variables. In 1989, Wirfs-Brock and Wikerson wrote: Direct references to variables severely limit the ability of programmers to re?ne existing classes. The programming conventions described here structure the use of variables to promote reusable designs. We encourage users of all object-oriented languages to follow these conventions. Additionally, we strongly urge designers of object-oriented languages to consider the effects of unrestricted variable references on reusability. Problem A lot of software, especially in Java, but likely in C# and C++, often uses the following pattern: public class SomeClass { private String someAttribute; public SomeClass() { this.someAttribute = "Some Value"; } public void someMethod() { if( this.someAttribute.equals( "Some Value" ) ) { // do something... } } public void setAttribute( String s ) { this.someAttribute = s; } public String getAttribute() { return this.someAttribute; } } Sometimes a band-aid solution is used by checking for null throughout the code base: public void someMethod() { assert this.someAttribute != null; if( this.someAttribute.equals( "Some Value" ) ) { // do something... } } public void anotherMethod() { assert this.someAttribute != null; if( this.someAttribute.equals( "Some Default Value" ) ) { // do something... } } The band-aid does not always avoid the null pointer problem: a race condition exists. The race condition is mitigated using: public void anotherMethod() { String someAttribute = this.someAttribute; assert someAttribute != null; if( someAttribute.equals( "Some Default Value" ) ) { // do something... } } Yet that requires two statements (assignment to local copy and check for null) every time a class-scoped variable is used to ensure it is valid. Self-Encapsulation Ken Auer's Reusability Through Self-Encapsulation (Pattern Languages of Program Design, Addison Wesley, New York, pp. 505-516, 1994) advocated self-encapsulation combined with lazy initialization. The result, in Java, would resemble: public class SomeClass { private String someAttribute; public SomeClass() { setAttribute( "Some Value" ); } public void someMethod() { if( getAttribute().equals( "Some Value" ) ) { // do something... } } public void setAttribute( String s ) { this.someAttribute = s; } public String getAttribute() { String someAttribute = this.someAttribute; if( someAttribute == null ) { setAttribute( createDefaultValue() ); } return someAttribute; } protected String createDefaultValue() { return "Some Default Value"; } } All duplicate checks for null are superfluous: getAttribute() ensures the value is never null at a single location within the containing class. Efficiency arguments should be fairly moot -- modern compilers and virtual machines can inline the code when possible. As long as variables are never referenced directly, this also allows for proper application of the Open-Closed Principle. Question What are the disadvantages of self-encapsulation, if any? (Ideally, I would like to see references to studies that contrast the robustness of similarly complex systems that use and don't use self-encapsulation, as this strikes me as a fairly straightforward testable hypothesis.)

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

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  • How to define template directives (from an API perspective)?

    - by Ralph
    Preface I'm writing a template language (don't bother trying to talk me out of it), and in it, there are two kinds of user-extensible nodes. TemplateTags and TemplateDirectives. A TemplateTag closely relates to an HTML tag -- it might look something like div(class="green") { "content" } And it'll be rendered as <div class="green">content</div> i.e., it takes a bunch of attributes, plus some content, and spits out some HTML. TemplateDirectives are a little more complicated. They can be things like for loops, ifs, includes, and other such things. They look a lot like a TemplateTag, but they need to be processed differently. For example, @for($i in $items) { div(class="green") { $i } } Would loop over $items and output the content with the variable $i substituted in each time. So.... I'm trying to decide on a way to define these directives now. Template Tags The TemplateTags are pretty easy to write. They look something like this: [TemplateTag] static string div(string content = null, object attrs = null) { return HtmlTag("div", content, attrs); } Where content gets the stuff between the curly braces (pre-rendered if there are variables in it and such), and attrs is either a Dictionary<string,object> of attributes, or an anonymous type used like a dictionary. It just returns the HTML which gets plunked into its place. Simple! You can write tags in basically 1 line. Template Directives The way I've defined them now looks like this: [TemplateDirective] static string @for(string @params, string content) { var tokens = Regex.Split(@params, @"\sin\s").Select(s => s.Trim()).ToArray(); string itemName = tokens[0].Substring(1); string enumName = tokens[1].Substring(1); var enumerable = data[enumName] as IEnumerable; var sb = new StringBuilder(); var template = new Template(content); foreach (var item in enumerable) { var templateVars = new Dictionary<string, object>(data) { { itemName, item } }; sb.Append(template.Render(templateVars)); } return sb.ToString(); } (Working example). Basically, the stuff between the ( and ) is not split into arguments automatically (like the template tags do), and the content isn't pre-rendered either. The reason it isn't pre-rendered is because you might want to add or remove some template variables or something first. In this case, we add the $i variable to the template variables, var templateVars = new Dictionary<string, object>(data) { { itemName, item } }; And then render the content manually, sb.Append(template.Render(templateVars)); Question I'm wondering if this is the best approach to defining custom Template Directives. I want to make it as easy as possible. What if the user doesn't know how to render templates, or doesn't know that he's supposed to? Maybe I should pass in a Template instance pre-filled with the content instead? Or maybe only let him tamper w/ the template variables, and then automatically render the content at the end? OTOH, for things like "if" if the condition fails, then the template wouldn't need to be rendered at all. So there's a lot of flexibility I need to allow in here. Thoughts?

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  • RemoveHandler Issues with Custom Events

    - by Jeff Certain
    This is a case of things being more complicated that I thought they should be. Since it took a while to figure this one out, I thought it was worth explaining and putting all of the pieces to the answer in one spot. Let me set the stage. Architecturally, I have the notion of generic producers and consumers. These put items onto, and remove items from, a queue. This provides a generic, thread-safe mechanism to load balance the creation and processing of work items in our application. Part of the IProducer(Of T) interface is: 1: Public Interface IProducer(Of T) 2: Event ItemProduced(ByVal sender As IProducer(Of T), ByVal item As T) 3: Event ProductionComplete(ByVal sender As IProducer(Of T)) 4: End Interface Nothing sinister there, is there? In order to simplify our developers’ lives, I wrapped the queue with some functionality to manage the produces and consumers. Since the developer can specify the number of producers and consumers that are spun up, the queue code manages adding event handlers as the producers and consumers are instantiated. Now, we’ve been having some memory leaks and, in order to eliminate the possibility that this was caused by weak references to event handles, I wanted to remove them. This is where it got dicey. My first attempt looked like this: 1: For Each producer As P In Producers 2: RemoveHandler producer.ItemProduced, AddressOf ItemProducedHandler 3: RemoveHandler producer.ProductionComplete, AddressOf ProductionCompleteHandler 4: producer.Dispose() 5: Next What you can’t see in my posted code are the warnings this caused. The 'AddressOf' expression has no effect in this context because the method argument to 'AddressOf' requires a relaxed conversion to the delegate type of the event. Assign the 'AddressOf' expression to a variable, and use the variable to add or remove the method as the handler.  Now, what on earth does that mean? Well, a quick Bing search uncovered a whole bunch of talk about delegates. The first solution I found just changed all parameters in the event handler to Object. Sorry, but no. I used generics precisely because I wanted type safety, not because I wanted to use Object. More searching. Eventually, I found this forum post, where Jeff Shan revealed a missing piece of the puzzle. The other revelation came from Lian_ZA in this post. However, these two only hinted at the solution. Trying some of what they suggested led to finally getting an invalid cast exception that revealed the existence of ItemProducedEventHandler. Hold on a minute! I didn’t create that delegate. There’s nothing even close to that name in my code… except the ItemProduced event in the interface. Could it be? Naaaaah. Hmmm…. Well, as it turns out, there is a delegate created by the compiler for each event. By explicitly creating a delegate that refers to the method in question, implicitly cast to the generated delegate type, I was able to remove the handlers: 1: For Each producer As P In Producers 2: Dim _itemProducedHandler As IProducer(Of T).ItemProducedEventHandler = AddressOf ItemProducedHandler 3: RemoveHandler producer.ItemProduced, _itemProducedHandler 4:  5: Dim _productionCompleteHandler As IProducer(Of T).ProductionCompleteEventHandler = AddressOf ProductionCompleteHandler 6: RemoveHandler producer.ProductionComplete, _productionCompleteHandler 7: producer.Dispose() 8: Next That’s “all” it took to finally be able to remove the event handlers and maintain type-safe code. Hopefully, this will save you the same challenges I had in trying to figure out how to fix this issue!

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  • Running Powershell from within SharePoint

    - by Norgean
    Just because something is a daft idea, doesn't mean it can't be done. We sometimes need to do some housekeeping - like delete old files or list items or… yes, well, whatever you use Powershell for in a SharePoint world. Or it could be that your solution has "issues" for which you have Powershell solutions, but not the budget to transform into proper bug fixes. So you create a "how to" for the ITPro guys. Idea: What if we keep the scripts in a list, and have SharePoint execute the scripts on demand? An announcements list (because of the multiline body field). Warning! Let us be clear. This list needs to be locked down; if somebody creates a malicious script and you run it, I cannot help you. First; we need to figure out how to start Powershell scripts from C#. Hit teh interwebs and the Googlie, and you may find jpmik's post: http://www.codeproject.com/Articles/18229/How-to-run-PowerShell-scripts-from-C. (Or MS' official answer at http://msdn.microsoft.com/en-us/library/ee706563(v=vs.85).aspx) public string RunPowershell(string powershellText, SPWeb web, string param1, string param2) { // Powershell ~= RunspaceFactory - i.e. Create a powershell context var runspace = RunspaceFactory.CreateRunspace(); var resultString = new StringBuilder(); try { // load the SharePoint snapin - Note: you cannot do this in the script itself (i.e. add-pssnapin etc does not work) PSSnapInException snapInError; runspace.RunspaceConfiguration.AddPSSnapIn("Microsoft.SharePoint.PowerShell", out snapInError); runspace.Open(); // set a web variable. runspace.SessionStateProxy.SetVariable("webContext", web); // and some user defined parameters runspace.SessionStateProxy.SetVariable("param1", param1); runspace.SessionStateProxy.SetVariable("param2", param2); var pipeline = runspace.CreatePipeline(); pipeline.Commands.AddScript(powershellText); // add a "return" variable pipeline.Commands.Add("Out-String"); // execute! var results = pipeline.Invoke(); // convert the script result into a single string foreach (PSObject obj in results) { resultString.AppendLine(obj.ToString()); } } finally { // close the runspace runspace.Close(); } // consider logging the result. Or something. return resultString.ToString(); } Ok. We've written some code. Let us test it. var runner = new PowershellRunner(); runner.RunPowershellScript(@" $web = Get-SPWeb 'http://server/web' # or $webContext $web.Title = $param1 $web.Update() $web.Dispose() ", null, "New title", "not used"); Next step: Connect the code to the list, or more specifically, have the code execute on one (or several) list items. As there are more options than readers, I'll leave this as an exercise for the reader. Some alternatives: Create a ribbon button that calls RunPowershell with the body of the selected itemsAdd a layout pageSpecify list item from query string (possibly coupled with content editor webpart with html that links directly to this page with querystring)WebpartListing with an "execute" columnList with multiselect and an execute button Etc!Now that you have the code for executing powershell scripts, you can easily expand this into a timer job, which executes scripts at regular intervals. But if the previous solution was dangerous, this is even worse - the scripts will usually be run with one of the admin accounts, and can do pretty much anything...One more thing... Note that as this is running "consoleless" calls to Write-Host will fail. Two solutions; remove all output, or check if the script is run in a console-window or not.  if ($host.Name -eq "ConsoleHost") { Write-Host 'If I agreed with you we'd both be wrong' }

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  • How to safely copy an object?

    - by Prog
    This question is going to be a little long. Please bear with me. Something that happened in a project of mine made me think about how to safely copy objects. I'll present the situation I had and then ask a question. There was a class SomeClass: class SomeClass{ Thing[] things; public SomeClass(Thing[] things){ this.things = things; } // irrelevant stuff omitted public SomeClass copy(){ return new SomeClass(things); } } There was another class Processor that takes SomeClass objects, copies them (via someClassInstance.copy()), manipulates the copy's state, and returns the copy. Here it is: class Processor{ public SomeClass processObject(SomeClass object){ SomeClass copy = object.copy(); manipulateTheCopy(copy); return copy; } // irrelevant stuff omitted } I ran this, and it had bugs. I looked into these bugs, and it turned out that the manipulations Processor does on copy actually affect not only the copy, but also the original SomeClass object that was passed into processObject. I found out that it was because the original and the copy shared state - because the original passed it's field things into the copy when creating it. This made me realize that copying objects is harder than simply instantiating them with the same fields as the original. For the two objects to be completely disconnected, without any shared state, each of the fields passed to the copy also has to be copied. And if that object contains other objects - they have to be copied too. And so on. So basically, in order to be able to actually copy an object, each class in the system must have a copy() method, that also invokes copy() on all of it's fields, and so on. So for example, for copy() in SomeClass to work, it needs to look like this: public SomeClass copy(){ Thing[] copyThings = new Thing[things.length]; for(int i=0; i<things.length; i++) copyThings[i] = things[i].copy(); return new SomeClass(copyThings); } And if Thing has object fields of it's own, than it's own copy() method must be appropriate: class Thing{ Apple apple; Pencil pencil; int number; public Thing(Apple apple, Pencil pencil, int number){ this.apple = apple; this.pencil = pencil; this.number = number; } public Thing copy(){ // 'number' is a primitve. return new Thing(apple.getCopy(), pencil.getCopy(), number); } } And so on. Of course, instead of all classes having a copy() method, the copying mechanism can happen in all of the getters and the constructors of classes (unless places where it isn't suitable, for example when the field points to an external object, not to an object that 'is part' of this object). Still, that means that in order to be able to safely copy an object - most classes would have to have copying mechanisms in their getters. My question is divided into two parts: How frequently do you need to get a copy of an object? Is this a regular issue? Is the technique described common and/or reasonable? Or is there a better way to make safe copies of objects? Or is there an easier way to safely copy objects, without them sharing any state?

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • Antenna Aligner Part 4: Role'ing in the deep

    - by Chris George
    Since last time I've been trying to sort out the general workflow of the app. It's fundamentally not hard, there is a list of transmitters, you select a transmitter and it shows the compass view. Having done quite a bit of ajax/asp.net/html in the past, I immediately started off by creating two divs within my 'page', one for the list, one for the compass. Then using the onClick event in the list, this will switch the display attribute on the divs. This seemed to work, but did lead to some dodgy transitional redrawing artefacts which I was not happy with. So after some Googling I realised I was doing it all wrong! JQuery mobile has the concept of giving an object in html a data-role. By giving a div the attribute data-role="page" it is then treated as a separate page on the mobile device. Within the code, this is referenced like a html anchor in the form #mypage. Using this system, page transitions such as fade or slide are automatically applied which adds to the whole authenticity of the app! Here is a simple example: . <a href="#'compasspage">compass</a> . <div data-role="page" id="compasspage" data-add-back-btn="true"> But I don't want just a static link, I want to dynamically create my list, and get each list elements to switch to the compass page with the right information. So here is the jquery that I used to dynamically inject new <li> rows into the <ul> block. $('ul').append($('<li/>', {    //here appendin `<li>`     'data-role': "list-divider" }).append($('<a/>', {    //here appending `<a>` into `<li>`     'href': '#compasspage',     'data-transition': 'none',     'onclick': 'selectTx(' + i + ')',     'html': buttonHtml }))); $('ul').listview('refresh'); This is called within a for loop so the first 5 appropriate transmitters are used. There are several things of interest to note here. Firstly, I could not find a more elegant way to tell the target page which transmitter I've clicked on, so I have used the onclick event as well as the href attribute. The onclick event fires 'selectTx' which simply sets a global member variable to the specific index number I've clicked on. Yes it's not nice, but it works. Secondly, the data-transition attribute is set to 'none'. I wanted the transition between the pages to be a whooshy slidey effect. However this worked going to the compass page, but returning to the list page gave some undesirable visual artefacts (flickering, redrawing etc.). So I decided to remove the transitions all together, which was a shame. Thirdly, rather than embedding loads of html into the append command, I removed this out into a variable 'buttonHtml'. Doing this really tidied up my code. Until next time!

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  • Color Picking Troubles - LWJGL/OpenGL

    - by Tom Johnson
    I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw (without picking colors). Here is my rendering code: public void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.pick(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.render(); } And here is what gets called on each block/tile on "scene.pick()": public void pick() { glColor3ub((byte) pickingColor.x, (byte) pickingColor.y, (byte) pickingColor.z); draw(); glReadBuffer(GL_FRONT); ByteBuffer buffer = BufferUtils.createByteBuffer(4); glReadPixels(Mouse.getX(), Mouse.getY(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer); int r = buffer.get(0) & 0xFF; int g = buffer.get(1) & 0xFF; int b = buffer.get(2) & 0xFF; if(r == pickingColor.x && g == pickingColor.y && b == pickingColor.z) { hovered = true; } else { hovered = false; } } I believe the problem is that in the method of each tile/block called by scene.pick(), it is reading the color from the regular drawing state, after that method is called somehow. I believe this because when I remove the "glReadBuffer(GL_FRONT)" line from the pick method, it seems to almost fix it, but then it will also select blocks behind the one you are hovering as it is not only looking at the front. If you have any ideas of what to do, please be sure to reply!/ EDIT: Adding scene.render(), tile.render(), and tile.draw() scene.render: public void render() { for(int x = 0; x < tiles.length; x++) { for(int z = 0; z < tiles.length; z++) { tiles[x][z].render(); } } } tile.render: public void render() { glColor3f(color.x, color.y, color.z); draw(); if(hovered) { glColor3f(1, 1, 1); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } tile.draw: public void draw() { float x = position.x, y = position.y, z = position.z; //Top glBegin(GL_QUADS); glVertex3f(x, y + size, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x, y + size, z + size); glEnd(); //Left glBegin(GL_QUADS); glVertex3f(x, y, z); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x, y + size, z); glEnd(); //Right glBegin(GL_QUADS); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x + size, y, z + size); glEnd(); } (The game is like an isometric game. That's why I only draw 3 faces.)

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  • Introduction to WebCenter Personalization: &ldquo;The Conductor&rdquo;

    - by Steve Pepper
    There are some new faces in the town of WebCenter with the latest 11g PS3 release.  A new component has introduced itself as "Oracle WebCenter Personalization", a.k.a WCP, to simplify delivery of a personalized experience and content to end users.  This posting reviews one of the primary components within WCP: "The Conductor". The Conductor: This ain't just an ordinary cloud... One of the founding principals behind WebCenter Personalization was to provide an open client-side API that remains independent of the technology invoking it, in addition to independence from the architecture running it.  The Conductor delivers this, and much, much more. The Conductor is the engine behind WebCenter Personalization that allows flow-based documents, called "Scenarios", to be managed and executed on the server-side through a well published and RESTful api.      The Conductor also supports an extensible model for custom provider integration that can be easily invoked within a Scenario to promote seamless integration with existing business assets. Introducing the Scenario Conductor Scenarios are declarative offline-authored documents using the custom Personalization JDeveloper bundle included with WebCenter.  A Scenario contains one (or more) statements that can: Create variables that are scoped to the current execution context Iterate over collections, or loop until a specific condition is met Execute one or more statements when a condition is met Invoke other scenarios that exist within the same namespace Invoke a data provider that integrates with custom applications Once a variable is assigned within the Scenario's execution context, it can be referenced anywhere within the same Scenario using the common Expression Language syntax used in J2EE web containers. Scenarios are then published and tested to the Integrated WebLogic Server domain, or published remotely to other domains running WebCenter Personalization. Various Client-side Models The Conductor server API is built upon RESTful services that support a wide variety of clients able to communicate over HTTP.  The Conductor supports the following client-side models: REST:  Popular browser-based languages can be used to manage and execute Conductor Scenarios.  There are other public methods to retrieve configured provider metadata that can be used by custom applications. The Conductor currently supports XML and JSON for it's API syntax. Java: WebCenter Personalization delivers a robust and light-weight java client with the popular Jersey framework as it's foundation.  It has never been easier to write a remote java client to manage remote RESTful services. Expression Language (EL): Allow the results of Scenario execution to control your user interface or embed personalized content using the session-scoped managed bean.  The EL client can also be used in straight JSP pages with minimal configuration. Extensible Provider Framework The Conductor supports a pluggable provider framework for integrating custom code with Scenario execution.  There are two types of providers supported by the Conductor: Function Provider: Function Providers are simple java annotated classes with static methods that are meant to be served as utilities.  Some common uses would include: object creation or instantiation, data transformation, and the like.  Function Providers can be invoked using the common EL syntax from variable assignments, conditions, and loops. For example:  ${myUtilityClass:doStuff(arg1,arg2))} If you are familiar with EL Functions, Function Providers are based on the same concept. Data Provider: Like Function Providers, Data Providers are annotated java classes, but they must adhere to a much more strict object model.  Data Providers have access to a wealth of Conductor services, such as: Access to namespace-scoped configuration API that can be managed by Oracle Enterprise Manager, Scenario execution context for expression resolution, and more.  Oracle ships with three out-of-the-box data providers that supports integration with: Standardized Content Servers(CMIS),  Federated Profile Properties through the Properties Service, and WebCenter Activity Graph. Useful References If you are looking to immediately get started writing your own application using WebCenter Personalization Services, you will find the following references helpful in getting you on your way: Personalizing WebCenter Applications Authoring Personalized Scenarios in JDeveloper Using Personalization APIs Externally Implementing and Calling Function Providers Implementing and Calling Data Providers

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