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  • When a problem is resolved

    - by Rob Farley
    This month’s T-SQL Tuesday is hosted by Jen McCown, and she’s picked the topic of Resolutions. It’s a new year, and she’s thinking about what people have resolved to do this year. Unfortunately, I’ve never really done resolutions like that. I see too many people resolve to quit smoking, or lose weight, or whatever, and fail miserably. I’m not saying I don’t set goals, but it’s not a thing for New Year. The obvious joke is “1920x1080” as a resolution, but I’m not going there. I think Resolving is a strange word. It makes it sound like I’m having to solve a problem a second time, when actually, it’s more along the lines of solving a problem well enough for it to count as finished. If something has been resolved, a solution has been provided. There is a resolution, through the provision of a solution. It’s a strangeness of English. When I look up the word resolution at dictionary.com, it has 12 options, including “settling of a problem”. There’s a finality about resolution. If you resolve to do something, you’re saying “Yes. This is a done thing. I’m resolving to do it, which means that it may as well be complete already.” I like to think I resolve problems, rather than just solving them. I want my solving to be final and complete. If I tune a query, I don’t want to find that I’m back in there, re-tuning it at some point. Strangely, if I re-solve a problem, that implies that I didn’t resolve it in the first place. I only solved it. Temporarily. We “data-folk” live in a world where the most common answer is “It depends.” Frustratingly, the thing an answer depends on may still be changing in the system in question. That probably means that any solution that is put in place may need reinvestigating at some point later. So do I resolve things? Yes. Am I Chuck Norris, and solve things so well the world would break first? No. Do these two claims happily sit beside each other? No, unfortunately not. But I happily take responsibility for things, and let my clients depend on me to see it through. As far as they are concerned, it is resolved. And so I resolve to keep resolving, right through 2011.

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  • Isometric layer moving inside map

    - by gronzzz
    i'm created isometric map and now trying to limit layer moving. Main idea, that i have left bottom, right bottom, left top, right top points, that camera can not move outside, so player will not see map out of bounds. But i can not understand algorithm of how to do that. It's my layer scale/moving code. - (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { _isTouchBegin = YES; } - (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event { NSArray *allTouches = [[event allTouches] allObjects]; UITouch *touchOne = [allTouches objectAtIndex:0]; CGPoint touchLocationOne = [touchOne locationInView: [touchOne view]]; CGPoint previousLocationOne = [touchOne previousLocationInView: [touchOne view]]; // Scaling if ([allTouches count] == 2) { _isDragging = NO; UITouch *touchTwo = [allTouches objectAtIndex:1]; CGPoint touchLocationTwo = [touchTwo locationInView: [touchTwo view]]; CGPoint previousLocationTwo = [touchTwo previousLocationInView: [touchTwo view]]; CGFloat currentDistance = sqrt( pow(touchLocationOne.x - touchLocationTwo.x, 2.0f) + pow(touchLocationOne.y - touchLocationTwo.y, 2.0f)); CGFloat previousDistance = sqrt( pow(previousLocationOne.x - previousLocationTwo.x, 2.0f) + pow(previousLocationOne.y - previousLocationTwo.y, 2.0f)); CGFloat distanceDelta = currentDistance - previousDistance; CGPoint pinchCenter = ccpMidpoint(touchLocationOne, touchLocationTwo); pinchCenter = [self convertToNodeSpace:pinchCenter]; CGFloat predictionScale = self.scale + (distanceDelta * PINCH_ZOOM_MULTIPLIER); if([self predictionScaleInBounds:predictionScale]) { [self scale:predictionScale scaleCenter:pinchCenter]; } } else { // Dragging _isDragging = YES; CGPoint previous = [[CCDirector sharedDirector] convertToGL:previousLocationOne]; CGPoint current = [[CCDirector sharedDirector] convertToGL:touchLocationOne]; CGPoint delta = ccpSub(current, previous); self.position = ccpAdd(self.position, delta); } } - (void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event { _isDragging = NO; _isTouchBegin = NO; // Check if i need to bounce _touchLoc = [touch locationInNode:self]; } #pragma mark - Update - (void)update:(CCTime)delta { CGPoint position = self.position; float scale = self.scale; static float friction = 0.92f; //0.96f; if(_isDragging && !_isScaleBounce) { _velocity = ccp((position.x - _lastPos.x)/2, (position.y - _lastPos.y)/2); _lastPos = position; } else { _velocity = ccp(_velocity.x * friction, _velocity.y *friction); position = ccpAdd(position, _velocity); self.position = position; } if (_isScaleBounce && !_isTouchBegin) { float min = fabsf(self.scale - MIN_SCALE); float max = fabsf(self.scale - MAX_SCALE); int dif = max > min ? 1 : -1; if ((scale > MAX_SCALE - SCALE_BOUNCE_AREA) || (scale < MIN_SCALE + SCALE_BOUNCE_AREA)) { CGFloat newSscale = scale + dif * (delta * friction); [self scale:newSscale scaleCenter:_touchLoc]; } else { _isScaleBounce = NO; } } }

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  • How to refactor my design, if it seems to require multiple inheritance?

    - by Omega
    Recently I made a question about Java classes implementing methods from two sources (kinda like multiple inheritance). However, it was pointed out that this sort of need may be a sign of a design flaw. Hence, it is probably better to address my current design rather than trying to simulate multiple inheritance. Before tackling the actual problem, some background info about a particular mechanic in this framework: It is a simple game development framework. Several components allocate some memory (like pixel data), and it is necessary to get rid of it as soon as you don't need it. Sprites are an example of this. Anyway, I decided to implement something ala Manual-Reference-Counting from Objective-C. Certain classes, like Sprites, contain an internal counter, which is increased when you call retain(), and decreased on release(). Thus the Resource abstract class was created. Any subclass of this will obtain the retain() and release() implementations for free. When its count hits 0 (nobody is using this class), it will call the destroy() method. The subclass needs only to implement destroy(). This is because I don't want to rely on the Garbage Collector to get rid of unused pixel data. Game objects are all subclasses of the Node class - which is the main construction block, as it provides info such as position, size, rotation, etc. See, two classes are used often in my game. Sprites and Labels. Ah... but wait. Sprites contain pixel data, remember? And as such, they need to extend Resource. But this, of course, can't be done. Sprites ARE nodes, hence they must subclass Node. But heck, they are resources too. Why not making Resource an interface? Because I'd have to re-implement retain() and release(). I am avoiding this in virtue of not writing the same code over and over (remember that there are multiple classes that need this memory-management system). Why not composition? Because I'd still have to implement methods in Sprite (and similar classes) that essentially call the methods of Resource. I'd still be writing the same code over and over! What is your advice in this situation, then?

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  • SEO effects of intermix of WP blog, custom PHP site and FB app game

    - by melbournetechlover
    We're a melbourne tech company in the process of building a custom site in PHP. We plan to launch a "pre-launch" page which is also custom coded (CSS3 on twitter bootstrap framework + HTML5 front end and PHP back end). On that site will be a link to a blog - the idea behind this is to build up ranking for a variety of relevant keywords prior to the full site going live (given the majority of the site is a member only community anyway so the blog is really the main way we'll be able to execute on-site SEO. Ideally, we would like to install wordpress in a subdirectory on our servers and just customise the header to look the same as the landing page of the website. But some questions and concerns... Is there any detrimental effect on SEO efforts in having two separate systems (one custom PHP, the other an installation of wordpress) to manage the blog vs the rest of the site? Are there any benefits or detriments to installing on a sub domain such as blog.sitename.com vs. sitename.com/blog. My preference would be sitename.com/blog as it feels neater - but open to suggestions based on knowledge of Google preferences. Separately, we are building a Facebook app which is under another site name. Again because we are launching this app first, from an SEO perspective, would it actually be better to run it from a sub domain on the main site - e.g. gamename.mainsitename.com instead of on app.gamename.com? Currently we have it on app.gamename.com, but if there are SEO benefits to moving it to the other domain and server then we'll do it. Basically we don't want to have our SEO efforts divided - will Google algorithms prefer two sites heavily referring traffic, or is it better to focus our efforts on one. I guess that's the crux of the issue. But the other one is - does Google care about traffic accessing a page built for the Facebook app iFrame - does that count toward rankings? Sorry I hope these questions aren't too complex - but we're in the tech world every day and still can't seem to find a good answer to these ones...hence I'm taking to the forums!! Free beer for whoever can give me a solid answer!

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  • SQL Azure Security: DoS Part II

    - by Herve Roggero
    Ah!  When you shoot yourself in the foot... a few times... it hurts! That's what I did on Sunday, to learn more about the behavior of the SQL Azure Denial Of Service prevention feature. This article is a short follow up to my last post on this feature. In this post, I will outline some of the lessons learned that were the result of testing the behavior of SQL Azure from two machines. From the standpoint of SQL Azure, they look like one machine since they are behind a NAT. All logins affected The first thing to note is that all the logins are affected. If you lock yourself out to a specific database, none of the logins will work on that database. In fact the database size becomes "--" in the SQL Azure Portal.   Less than 100 sessions I was able to see 50+ sessions being made in SQL Azure (by looking at sys.dm_exec_sessions) before being locked out. The the DoS feature appears to be triggered in part by the number of open sessions. I could not determine if the lockout is triggered by the speed at which connection requests are made however.   Other Databases Unaffected This was interesting... the DoS feature works at the database level. Other databases were available for me to use.   Just Wait Initially I thought that going through SQL Azure and connecting from there would reset the database and allow me to connect again. Unfortunately this doesn't seem to be the case. You will have to wait. And the more you lock yourself out, the more you will have to wait... The first time the database became available again within 30 seconds or so; the second time within 2-3 minutes and the third time... within 2-3 hours...   Successful Logins The DoS feature appears to engage only for valid logins. If you have a login failure, it doesn't seem to count. I ran a test with over 100 login failures without being locked.

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • How to show pending messages using WLST?

    - by lmestre
    Here are the steps: 1. . ./setDomainEnv.sh2. java weblogic.WLST3. connect('weblogic','welcome1','t3://localhost:7001')4. domainRuntime()5. cd('ServerRuntimes/MS1/JMSRuntime/MS1.jms/JMSServers/JMSServer1/Destinations/JMSModule1!Queue1')6. cursor1=cmo.getMessages('true',9999999,10)                                                 **String(selector),Integer(timeout),Integer(state)7. msgs = cmo.getNext(cursor1, 10)                  ** This step gets 10 messages, you can call again cmo.getNext(cursor1, 10) to get the next 10 msgs8. print(msgs)My assumption, is that you had created:a. Managed Server MS1.b. JMS Server JMSServer1.c. Module called JMSModule1.d. Inside of JMSModule1, a Queue called Queue1.If you read my previous post:How to get Messages Pending Count from a Queue using WLST? https://blogs.oracle.com/LuzMestre/entry/how_to_get_messages_pendingYou can see that both are very similar.  Sometimes it is difficult to get a WLST Script sample, but you can use ls() function to know about other functionalities you don't have a sample code.***Until step 5, nothing new comparing to my previous post.5. cd('ServerRuntimes/MS1/JMSRuntime/MS1.jms/JMSServers/JMSServer1/Destinations/JMSModule1!Queue1')6. ls()You will see, MessagesPendingCount, getMessages along a lot of other functionalities available in this Queue. e.g, you can see:-r-x   getMessages                                  String : String(selector),Integer(timeout),Integer(state)Here you can check the complete MBean Reference:http://docs.oracle.com/cd/E23943_01/apirefs.1111/e13951/core/index.htmlSee JMSDestinationRuntimeMBean.Enjoy!

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  • How are Reads Distributed in a Workload

    - by Bill Graziano
    People have uploaded nearly one millions rows of trace data to TraceTune.  That’s enough data to start to look at the results in aggregate.  The first thing I want to look at is logical reads.  This is the easiest metric to identify and fix. When you upload a trace, I rank each statement based on the total number of logical reads.  I also calculate each statement’s percentage of the total logical reads.  I do the same thing for CPU, duration and logical writes.  When you view a statement you can see all the details like this: This single statement consumed 61.4% of the total logical reads on the system while we were tracing it.  I also wanted to see the distribution of reads across statements.  That graph looks like this: On average, the highest ranked statement consumed just under 50% of the reads on the system.  When I tune a system, I’m usually starting in one of two modes: this “piece” is slow or the whole system is slow.  If a given piece (screen, report, query, etc.) is slow you can usually find the specific statements behind it and tune it.  You can make that individual piece faster but you may not affect the whole system. When you’re trying to speed up an entire server you need to identity those queries that are using the most disk resources in aggregate.  Fixing those will make them faster and it will leave more disk throughput for the rest of the queries. Here are some of the things I’ve learned querying this data: The highest ranked query averages just under 50% of the total reads on the system. The top 3 ranked queries average 73% of the total reads on the system. The top 10 ranked queries average 91% of the total reads on the system. Remember these are averages across all the traces that have been uploaded.  And I’m guessing that people mainly upload traces where there are performance problems so your mileage may vary. I also learned that slow queries aren’t the problem.  Before I wrote ClearTrace I used to identify queries by filtering on high logical reads using Profiler.  That picked out individual queries but those rarely ran often enough to put a large load on the system. If you look at the execution count by rank you’d see that the highest ranked queries also have the highest execution counts.  The graph would look very similar to the one above but flatter.  These queries don’t look that bad individually but run so often that they hog the disk capacity. The take away from all this is that you really should be tuning the top 10 queries if you want to make your system faster.  Tuning individually slow queries will help those specific queries but won’t have much impact on the system as a whole.

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  • The Internet Key Wave MW833UP is not recognized in Ubuntu

    - by gio900
    I can't use my Onda MW833UP... :( Any advice? Here is something that someone else may understand: ~$: lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 11.10 Release: 11.10 Codename: oneiric ~$: lsusb Bus 001 Device 005: ID 1ee8:0012 ~$: dmesg [ 22.709475] cdc_acm 1-1:1.0: ttyACM0: USB ACM device [ 22.714856] usbcore: registered new interface driver cdc_acm [ 22.714866] cdc_acm: USB Abstract Control Model driver for USB modems and ISDN adapters [ 23.520490] ieee80211 phy0: wl_ops_bss_info_changed: arp filtering: enabled true, count 1 (implement) [ 24.244530] usbcore: registered new interface driver usbserial [ 24.244575] USB Serial support registered for generic [ 24.244673] usbcore: registered new interface driver usbserial_generic [ 24.244681] usbserial: USB Serial Driver core [ 24.265879] USB Serial support registered for GSM modem (1-port) [ 24.285680] usbcore: registered new interface driver option [ 24.285691] option: v0.7.2:USB Driver for GSM modems [ 24.425878] EXT4-fs (sda9): re-mounted. Opts: errors=remount-ro,commit=600 [ 24.736540] EXT4-fs (sda8): re-mounted. Opts: commit=600 [ 35.705796] Easy slow down manager: checking for SABI support. [ 35.706002] Easy slow down manager: SABI is supported (f5189) [ 36.060099] usbcore: deregistering interface driver uvcvideo [ 139.508061] CE: hpet increased min_delta_ns to 20113 nsec [ 6798.378917] usb 1-1: USB disconnect, device number 5 [ 6809.108232] usb 1-1: new high speed USB device number 6 using ehci_hcd [ 6809.242692] scsi5 : usb-storage 1-1:1.0 [ 6810.241257] scsi 5:0:0:0: CD-ROM Onda Datacard CD-ROM 0001 PQ: 0 ANSI: 0 [ 6810.241841] scsi 5:0:0:1: Direct-Access Onda Storage 0001 PQ: 0 ANSI: 0 [ 6810.271410] sr0: scsi3-mmc drive: 0x/0x caddy [ 6810.272099] sr 5:0:0:0: Attached scsi CD-ROM sr0 [ 6810.272852] sr 5:0:0:0: Attached scsi generic sg1 type 5 [ 6810.279954] sd 5:0:0:1: [sdb] Attached SCSI removable disk [ 6810.281210] sd 5:0:0:1: Attached scsi generic sg2 type 0 [ 6810.380591] sr0: CDROM (ioctl) error, command: Xpwrite, Read disk info 51 00 00 00 00 00 00 00 02 00 [ 6810.380617] sr: Sense Key : Hardware Error [current] [ 6810.380625] sr: Add. Sense: No additional sense information [ 6810.613937] sr0: CDROM (ioctl) error, command: Xpwrite, Read disk info 51 00 00 00 00 00 00 00 02 00 [ 6810.613972] sr: Sense Key : Hardware Error [current] [ 6810.613984] sr: Add. Sense: No additional sense information [ 6810.673716] usb 1-1: USB disconnect, device number 6 [ 6815.572142] usb 1-1: new high speed USB device number 7 using ehci_hcd [ 6815.706828] cdc_acm 1-1:1.0: ttyACM0: USB ACM device The last 3 lines are where I inserted the Internet key, then reconnected it. usb-device T: Bus=01 Lev=01 Prnt=01 Port=00 Cnt=01 Dev#= 7 Spd=480 MxCh= 0 D: Ver= 2.00 Cls=ef(misc ) Sub=02 Prot=01 MxPS=64 #Cfgs= 1 P: Vendor=1ee8 ProdID=0012 Rev=00.01 S: Manufacturer=Onda S: Product=MW833UP S: SerialNumber=9230B35D870F9CB7AE684EACC5C12BE5EC33B26E C: #Ifs= 2 Cfg#= 1 Atr=a0 MxPwr=500mA I: If#= 0 Alt= 0 #EPs= 1 Cls=02(commc) Sub=02 Prot=01 Driver=cdc_acm I: If#= 1 Alt= 0 #EPs= 2 Cls=0a(data ) Sub=00 Prot=00 Driver=cdc_acm Then there is /dev/ttyACM0. When the key is connected to the USB port, everything that will meant...

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  • Creating an object that is ready to be used & unset properties - with IoC

    - by GetFuzzy
    I have a question regarding the specifics of object creation and the usage of properties. A best practice is to put all the properties into a state such that the object is useful when its created. Object constructors help ensure that required dependencies are created. I've found myself following a pattern lately, and then questioning its appropriateness. The pattern looks like this... public class ThingProcesser { public List<Thing> CalculatedThings { get; set; } public ThingProcesser() { CalculatedThings = new List<Thing>(); } public double FindCertainThing() { CheckForException(); foreach (var thing in CalculatedThings) { //do some stuff with things... } } public double FindOtherThing() { CheckForException(); foreach (var thing in CalculatedThings) { //do some stuff with things... } } private void CheckForException() { if (CalculatedThings.Count < 2) throw new InvalidOperationException("Calculated things must have more than 2 items"); } } The list of items is not being changed, just looked through by the methods. There are several methods on the class, and to avoid having to pass the list of things to each function as a method parameter, I set it once on the class. While this works, does it violate the principle of least astonishment? Since starting to use IoC I find myself not sticking things into the constructor, to avoid having to use a factory pattern. For example, I can argue with myself and say well the ThingProcessor really needs a List to work, so the object should be constructed like this. public class ThingProcesser { public List<Thing> CalculatedThings { get; set; } public ThingProcesser(List<Thing> calculatedThings) { CalculatedThings = calculatedThings; } } However, if I did this, it would complicate things for IoC, and this scenario hardly seems appropriate for something like the factory pattern. So in summary, are there some good guidelines for when something should be part of the object state, vs. passed as a method parameter? When using IoC, is the factory pattern the best way to deal with objects that need created with state? If something has to be passed to multiple methods in a class, does that render it a good candidate to be part of the objects state?

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  • Nashorn in the Twitterverse

    - by jlaskey
    I have been following how often Nashorn has been showing up on the net.  Nashorn got a burst of tweets when we announced Project Nashorn and I was curious how Nashorn was trending per day, maybe graph the result.  Counting tweets manually seemed mindless, so why not write a program to do the same. This is where Nashorn + Java came shining through.  There is a very nice Java library out there called Twitter4J https://github.com/yusuke/twitter4j that handles all things Twitter.  After running bin/getAccessToken.sh to get a twitter4j.properties file with personal authorization, all I had to do to run my simple exploratory app was; nashorn -cp $TWITTER4J/twitter4j-core-3.0.1.jar GetHomeTimeline.js The content of GetHomeTimeline.js is as follows; var twitter4j      = Packages.twitter4j; var TwitterFactory = twitter4j.TwitterFactory; var Query          = twitter4j.Query; var twitter = new TwitterFactory().instance; var query   = new Query("nashorn OR nashornjs"); query.count = 100; do {     var result = twitter.search(query);     var tweets = result.tweets;     for each (tweet in tweets) {         print("@" + tweet.user.screenName + "\t" + tweet.text);     } } while (query = result.nextQuery()); How easy was that?  Now to hook it up to the JavaFX graphing library... 

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  • Profiling Startup Of VS2012 &ndash; Ants Profiler

    - by Alois Kraus
    I just downloaded ANTS Profiler 7.4 to check how fast it is and how deep I can analyze the startup of Visual Studio 2012. The Pro version which is useful does cost 445€ which is ok. To measure a complex system I decided to simply profile VS2012 (Update 1) on my older Intel 6600 2,4GHz with 3 GB RAM and a 32 bit Windows 7. Ants Profiler is really easy to use. So lets try it out. The Ants Profiler does want to start the profiled application by its own which seems to be rather common. I did choose Method Level timing of all managed methods. In the configuration menu I did want to get all call stacks to get full details. Once this is configured you are ready to go.   After that you can select the Method Grid to view Wall Clock Time in ms. I hate percentages which are on by default because I do want to look where absolute time is spent and not something else.   From the Method Grid I can drill down to see where time is spent in a nice and I can look at the decompiled methods where the time is spent. This does really look nice. But did you see the size of the scroll bar in the method grid? Although I wanted all call stacks I do get only about 4 pages of methods to drill down. From the scroll bar count I would guess that the profiler does show me about 150 methods for the complete VS startup. This is nonsense. I will never find a bottleneck in VS when I am presented only a fraction of the methods that were actually executed. I have also tried in the configuration window to also profile the extremely trivial functions but there was no noticeable difference. It seems that the Ants Profiler does filter away way too many details to be useful for bigger systems. If you want to optimize a CPU bound operation inside NUnit then Ants Profiler is with its line level timings a very nice tool to work with. But for bigger stuff it is certainly not usable. I also do not like that I must start the profiled application from the profiler UI. This makes it hard to profile processes which are started by some other process. Next: JetBrains dotTrace

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  • More useful Sql Server Serivce Broker Queries

    - by ChrisD
    SELECT 'Checking Broker Service Status...' IF (select Top 1 is_broker_enabled from sys.databases where name = 'NWMESSAGE')=1     SELECT ' Broker Service IS Enabled'  -- Should return a 1. ELSE     SELECT '** Broker Service IS DISABLED ***' /* If Is_Broker_enabled returns 0, uncomment and run this code ALTER DATABASE NWMESSAGE SET SINGLE_USER WITH ROLLBACK IMMEDIATE GO Alter Database NWMESSAGE Set enable_broker GO ALTER DATABASE NWDataChannel SET MULTI_USER GO */ SELECT 'Checking For Disabled Queues....' -- ensure the queues are enabled --  0 indicates the queue is disabled. Select '** Receive Queue Disabled: '+name from sys.service_queues where is_receive_enabled = 0 --select [name], is_receive_enabled from sys.service_queues; /*If the queue is disabled, to enable it alter queue QUEUENAME with status=on; – replace QUEUENAME with the name of your queue */ -- Get General information about the queues --select * from sys.service_queues -- Get the message counts in each queue SELECT 'Checking Message Count for each Queue...' select q.name, p.rows from sys.objects as o join sys.partitions as p on p.object_id = o.object_id join sys.objects as q on o.parent_object_id = q.object_id join sys.service_queues sq on sq.name = q.name where p.index_id = 1 -- Ensure all the queue activiation sprocs are present SELECT 'Checking for Activation Stored Procedures....' SELECT  '** Missing Procedure:  '+q.name  From sys.service_queues q Where NOT Exists(Select * from sysobjects where xtype='p' and name='activation_'+q.name) and q.activation_procedure is not null DECLARE @sprocs Table (Name Varchar(2000)) Insert into @sprocs Values ('Echo') Insert into @sprocs Values ('HTTP_POST') Insert into @sprocs Values ('InitializeRecipients') Insert into @sprocs Values ('sp_EnableRecipient') Insert into @sprocs Values ('sp_ProcessReceivedMessage') Insert into @sprocs Values ('sp_SendXmlMessage') SELECT 'Checking for required stored procedures...' SELECT  '** Missing Procedure:  '+s.name  From @sprocs s Where NOT Exists(Select * from sysobjects where xtype='p' and name=s.name) GO -- Check the services Select 'Checking Recipient Message Services...' Select '** Missing Message Service:' + r.RecipientName +'MessageService' From Recipient r Where not exists (Select * from sys.services s where  s.name  COLLATE SQL_Latin1_General_CP1_CI_AS= r.RecipientName+'MessageService') DECLARE @svcs Table (Name Varchar(2000)) Insert into @svcs Values ('XmlMessageSendingService') SELECT  '** Missing Service:  '+s.name  From @svcs s Where NOT Exists(Select * from sys.services where name=s.name COLLATE SQL_Latin1_General_CP1_CI_AS) GO /*** To Test a message send Run: sp_SendXmlMessage  'TSQLTEST', 'CommerceEngine','<Root><Text>Test</Text></Root>' */ Select CAST(message_body as XML) as xml, * From XmlMessageSendingQueue /*** clean out all queues declare @handle uniqueidentifier declare conv cursor for   select conversation_handle from sys.conversation_endpoints open conv fetch next from conv into @handle while @@FETCH_STATUS = 0 Begin    END Conversation @handle with cleanup    fetch next from conv into @handle End close conv deallocate conv ***********************

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  • Delay command execution over sockets

    - by David
    I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their choice of client (Zmud, etc) e.g. east;south;southwest would wait three move ticks and then output everything from the past couple rooms. The game loop basically calls a Flush and Fill method for each socket during each tick (50ms) private void DoLoop() { Stopwatch stopWatch = new Stopwatch(); stopWatch.Start(); while (running) { // for each socket, flush and fill ConnectionMonitor.Update(); stopWatch.Stop(); WaitIfNeeded(stopWatch.ElapsedMilliseconds); stopWatch.Reset(); } } The Fill method fires the command events, but as mentioned before, they currently block using Thread.Sleep. I tried adding a "ready" flag to the state object that attempts to execute the command along with a queue of spammed commands, but it ends up executing one command and queuing up the rest i.e. each subsequent command executes something that got queued up that should've been executed before. I must be missing something about the timer. private readonly Queue<SpammedCommand> queuedCommands = new Queue<SpammedCommand>(); private bool ready = true; private void TryExecuteCommand(string input) { var commandContext = CommandContext.Create(input); var player = Server.Current.Database.Get<Player>(Session.Player.Key); var commandInfo = Server.Current.CommandLookup .FindCommand(commandContext.CommandName, player.IsAdmin); if (commandInfo != null) { if (!ready) { // queue command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo }); return; } if (queuedCommands.Count > 0) { // queue the incoming command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo, }); // dequeue and execute var command = queuedCommands.Dequeue(); command.Info.Command.Execute(Session, command.Context); setTimeout(command.Info.TickLength); return; } commandInfo.Command.Execute(Session, commandContext); setTimeout(commandInfo.TickLength); } else { Session.WriteLine("Command not recognized"); } } Finally, setTimeout was supposed to set the execution delay (TickLength) for that command, and makeReady just sets the ready flag on the state object to true. private void setTimeout(TickDelay tickDelay) { ready = false; var t = new System.Timers.Timer() { Interval = (long) tickDelay, AutoReset = false, }; t.Elapsed += makeReady; t.Start(); // fire this in tickDelay ms } // MAKE READYYYYY!!!! private void makeReady(object sender, System.Timers.ElapsedEventArgs e) { ready = true; } Am I missing something about the System.Timers.Timer created in setTimeout? How can I execute (and output) spammed commands per TickLength without using Thread.Sleep?

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  • Does it make the game more fun when the user is forced to progress thru the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will just quit playing the game and delete the app since they get frustrated and can't play any other puzzles until the current puzzle is solved. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from that they need to solve before unlocking the next level, it almost seems as tho I'm making them feel like it's work they have to do. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is more motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Can't change color of sprites in unity

    - by Aceleeon
    I would like to create a script that targets a 2d sprite "enemy" and changes their color to red (slightly opaque red if possible) when you hit tab. I have this code from a 3d tutorial hoping the transition would work. But it does not. I only get the script to cycle the enemy tags but never changes the color of the sprite. I have the code below I'm very new to coding, and any help would be FANTASTIC! HELP! hahah. TL;DR Cant get 3d color targeting to work for 2D. Check out the c#code below using UnityEngine; using System.Collections; using System.Collections.Generic; public class Targetting : MonoBehaviour { public List targets; public Transform selectedTarget; private Transform myTransform; // Use this for initialization void Start () { targets = new List(); selectedTarget = null; myTransform = transform; AddAllEnemies(); } public void AddAllEnemies() { GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy"); foreach(GameObject enemy in go) AddTarget(enemy.transform); } public void AddTarget(Transform enemy) { targets.Add(enemy); } private void SortTargetsByDistance() { targets.Sort(delegate(Transform t1,Transform t2) { return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position)); }); } private void TargetEnemy() { if(selectedTarget == null) { SortTargetsByDistance(); selectedTarget = targets[0]; } else { int index = targets.IndexOf(selectedTarget); if(index < targets.Count -1) { index++; } else { index = 0; } selectedTarget = targets[index]; } } private void SelectTarget() { selectedTarget.GetComponent().color = Color.red; } private void DeselectTarget() { selectedTarget.GetComponent().color = Color.blue; selectedTarget = null; } // Update is called once per frame void Update() { if(Input.GetKeyDown(KeyCode.Tab)) { TargetEnemy(); } } }

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  • LINQ to Twitter v2.1.09 Released

    - by Joe Mayo
    Originally posted on: http://geekswithblogs.net/WinAZ/archive/2013/10/15/linq-to-twitter-v2.1.09-released.aspxToday, I released LINQ to Twitter v2.1.09. Here are important new changes. Bug Fixes This is primarily a bug fix release. Most notably, there were authentication problems in WinRT apps. This is now fixed. New Features One new feature is the addition of ApplicationOnlyAuthentication for WinRT. It is fully async.  Here’s how it works: var auth = new WinRtApplicationOnlyAuthorizer { Credentials = new InMemoryCredentials { ConsumerKey = "", ConsumerSecret = "" } }; if (auth == null || !auth.IsAuthorized) { await auth.AuthorizeAsync(); } var twitterCtx = new TwitterContext(auth); (from search in twitterCtx.Search where search.Type == SearchType.Search && search.Query == SearchTextBox.Text select search) .MaterializedAsyncCallback( async response => await Dispatcher.RunAsync( CoreDispatcherPriority.Normal, async () => { Search searchResponse = response.State.Single(); string message = string.Format( "Search returned {0} statuses", searchResponse.Statuses.Count); await new MessageDialog(message, "Search Complete").ShowAsync(); })); It’s called the WinRtApplicationOnlyAuthorizer. You only need two tokens, ConsumerKey and ConsumerSecret, which come from your Twitter API application settings page. Note: You need a Twitter Application, which you can create at https://dev.twitter.com/. The MaterializedAsyncCallback materializes your query and handles the response. I put everything together in a lambda for demonstration purposes, but you can always replace the callback with a handler of type Action<TwitterAsyncResponse<IEnumerable<T>>>, where T is Search for this example. On the Horizon The next version of LINQ to Twitter is in development. I discussed it at LINQ to Twitter Async. This isn’t complete, but you can download the source code at the LINQ to Twitter site on CodePlex. I’ve competed all the spikes for what I thought would be the hard parts and now have prototypes of queries and commands working. This would be a good time to provide feedback if there are features in the current version that you think could be improved. The current driving forces for the next version will be async and PCL.   @JoeMayo

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  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • Identifying which pattern fits better.

    - by Daniel Grillo
    I'm developing a software to program a device. I have some commands like Reset, Read_Version, Read_memory, Write_memory, Erase_memory. Reset and Read_Version are fixed. They don't need parameters. Read_memory and Erase_memory need the same parameters that are Length and Address. Write_memory needs Lenght, Address and Data. For each command, I have the same steps in sequence, that are something like this sendCommand, waitForResponse, treatResponse. I'm having difficulty to identify which pattern should I use. Factory, Template Method, Strategy or other pattern. Edit I'll try to explain better taking in count the given comments and answers. I've already done this software and now I'm trying to refactoring it. I'm trying to use patterns, even if it is not necessary because I'm taking advantage of this little software to learn about some patterns. Despite I think that one (or more) pattern fits here and it could improve my code. When I want to read version of the software of my device, I don't have to assembly the command with parameters. It is fixed. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. To read a portion of the memory (maximum of 256 bytes), I have to assembly the command using the parameters Len and Address. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. To write a portion in the memory (maximum of 256 bytes), I have to assembly the command using the parameters Len, Address and Data. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. I think that I could use Template Method because I have almost the same algorithm for all. But the problem is some commands are fixes, others have 2 or 3 parameters. I think that parameters should be passed on the constructor of the class. But each class will have a constructor overriding the abstract class constructor. Is this a problem for the template method? Should I use other pattern?

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  • How to cleanly add after-the-fact commits from the same feature into git tree

    - by Dennis
    I am one of two developers on a system. I make most of the commits at this time period. My current git workflow is as such: there is master branch only (no develop/release) I make a new branch when I want to do a feature, do lots of commits, and then when I'm done, I merge that branch back into master, and usually push it to remote. ...except, I am usually not done. I often come back to alter one thing or another and every time I think it is done, but it can be 3-4 commits before I am really done and move onto something else. Problem The problem I have now is that .. my feature branch tree is merged and pushed into master and remote master, and then I realize that I am not really done with that feature, as in I have finishing touches I want to add, where finishing touches may be cosmetic only, or may be significant, but they still belong to that one feature I just worked on. What I do now Currently, when I have extra after-the-fact commits like this, I solve this problem by rolling back my merge, and re-merging my feature branch into master with my new commits, and I do that so that git tree looks clean. One clean feature branch branched out of master and merged back into it. I then push --force my changes to origin, since my origin doesn't see much traffic at the moment, so I can almost count that things will be safe, or I can even talk to other dev if I have to coordinate. But I know it is not a good way to do this in general, as it rewrites what others may have already pulled, causing potential issues. And it did happen even with my dev, where git had to do an extra weird merge when our trees diverged. Other ways to solve this which I deem to be not so great Next best way is to just make those extra commits to the master branch directly, be it fast-forward merge, or not. It doesn't make the tree look as pretty as in my current way I'm solving this, but then it's not rewriting history. Yet another way is to wait. Maybe wait 24 hours and not push things to origin. That way I can rewrite things as I see fit. The con of this approach is time wasted waiting, when people may be waiting for a fix now. Yet another way is to make a "new" feature branch every time I realize I need to fix something extra. I may end up with things like feature-branch feature-branch-html-fix, feature-branch-checkbox-fix, and so on, kind of polluting the git tree somewhat. Is there a way to manage what I am trying to do without the drawbacks I described? I'm going for clean-looking history here, but maybe I need to drop this goal, if technically it is not a possibility.

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  • How can I estimate the entropy of a password?

    - by Wug
    Having read various resources about password strength I'm trying to create an algorithm that will provide a rough estimation of how much entropy a password has. I'm trying to create an algorithm that's as comprehensive as possible. At this point I only have pseudocode, but the algorithm covers the following: password length repeated characters patterns (logical) different character spaces (LC, UC, Numeric, Special, Extended) dictionary attacks It does NOT cover the following, and SHOULD cover it WELL (though not perfectly): ordering (passwords can be strictly ordered by output of this algorithm) patterns (spatial) Can anyone provide some insight on what this algorithm might be weak to? Specifically, can anyone think of situations where feeding a password to the algorithm would OVERESTIMATE its strength? Underestimations are less of an issue. The algorithm: // the password to test password = ? length = length(password) // unique character counts from password (duplicates discarded) uqlca = number of unique lowercase alphabetic characters in password uquca = number of uppercase alphabetic characters uqd = number of unique digits uqsp = number of unique special characters (anything with a key on the keyboard) uqxc = number of unique special special characters (alt codes, extended-ascii stuff) // algorithm parameters, total sizes of alphabet spaces Nlca = total possible number of lowercase letters (26) Nuca = total uppercase letters (26) Nd = total digits (10) Nsp = total special characters (32 or something) Nxc = total extended ascii characters that dont fit into other categorys (idk, 50?) // algorithm parameters, pw strength growth rates as percentages (per character) flca = entropy growth factor for lowercase letters (.25 is probably a good value) fuca = EGF for uppercase letters (.4 is probably good) fd = EGF for digits (.4 is probably good) fsp = EGF for special chars (.5 is probably good) fxc = EGF for extended ascii chars (.75 is probably good) // repetition factors. few unique letters == low factor, many unique == high rflca = (1 - (1 - flca) ^ uqlca) rfuca = (1 - (1 - fuca) ^ uquca) rfd = (1 - (1 - fd ) ^ uqd ) rfsp = (1 - (1 - fsp ) ^ uqsp ) rfxc = (1 - (1 - fxc ) ^ uqxc ) // digit strengths strength = ( rflca * Nlca + rfuca * Nuca + rfd * Nd + rfsp * Nsp + rfxc * Nxc ) ^ length entropybits = log_base_2(strength) A few inputs and their desired and actual entropy_bits outputs: INPUT DESIRED ACTUAL aaa very pathetic 8.1 aaaaaaaaa pathetic 24.7 abcdefghi weak 31.2 H0ley$Mol3y_ strong 72.2 s^fU¬5ü;y34G< wtf 88.9 [a^36]* pathetic 97.2 [a^20]A[a^15]* strong 146.8 xkcd1** medium 79.3 xkcd2** wtf 160.5 * these 2 passwords use shortened notation, where [a^N] expands to N a's. ** xkcd1 = "Tr0ub4dor&3", xkcd2 = "correct horse battery staple" The algorithm does realize (correctly) that increasing the alphabet size (even by one digit) vastly strengthens long passwords, as shown by the difference in entropy_bits for the 6th and 7th passwords, which both consist of 36 a's, but the second's 21st a is capitalized. However, they do not account for the fact that having a password of 36 a's is not a good idea, it's easily broken with a weak password cracker (and anyone who watches you type it will see it) and the algorithm doesn't reflect that. It does, however, reflect the fact that xkcd1 is a weak password compared to xkcd2, despite having greater complexity density (is this even a thing?). How can I improve this algorithm? Addendum 1 Dictionary attacks and pattern based attacks seem to be the big thing, so I'll take a stab at addressing those. I could perform a comprehensive search through the password for words from a word list and replace words with tokens unique to the words they represent. Word-tokens would then be treated as characters and have their own weight system, and would add their own weights to the password. I'd need a few new algorithm parameters (I'll call them lw, Nw ~= 2^11, fw ~= .5, and rfw) and I'd factor the weight into the password as I would any of the other weights. This word search could be specially modified to match both lowercase and uppercase letters as well as common character substitutions, like that of E with 3. If I didn't add extra weight to such matched words, the algorithm would underestimate their strength by a bit or two per word, which is OK. Otherwise, a general rule would be, for each non-perfect character match, give the word a bonus bit. I could then perform simple pattern checks, such as searches for runs of repeated characters and derivative tests (take the difference between each character), which would identify patterns such as 'aaaaa' and '12345', and replace each detected pattern with a pattern token, unique to the pattern and length. The algorithmic parameters (specifically, entropy per pattern) could be generated on the fly based on the pattern. At this point, I'd take the length of the password. Each word token and pattern token would count as one character; each token would replace the characters they symbolically represented. I made up some sort of pattern notation, but it includes the pattern length l, the pattern order o, and the base element b. This information could be used to compute some arbitrary weight for each pattern. I'd do something better in actual code. Modified Example: Password: 1234kitty$$$$$herpderp Tokenized: 1 2 3 4 k i t t y $ $ $ $ $ h e r p d e r p Words Filtered: 1 2 3 4 @W5783 $ $ $ $ $ @W9001 @W9002 Patterns Filtered: @P[l=4,o=1,b='1'] @W5783 @P[l=5,o=0,b='$'] @W9001 @W9002 Breakdown: 3 small, unique words and 2 patterns Entropy: about 45 bits, as per modified algorithm Password: correcthorsebatterystaple Tokenized: c o r r e c t h o r s e b a t t e r y s t a p l e Words Filtered: @W6783 @W7923 @W1535 @W2285 Breakdown: 4 small, unique words and no patterns Entropy: 43 bits, as per modified algorithm The exact semantics of how entropy is calculated from patterns is up for discussion. I was thinking something like: entropy(b) * l * (o + 1) // o will be either zero or one The modified algorithm would find flaws with and reduce the strength of each password in the original table, with the exception of s^fU¬5ü;y34G<, which contains no words or patterns.

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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