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  • C#/.NET Little Wonders: ConcurrentBag and BlockingCollection

    - by James Michael Hare
    In the first week of concurrent collections, began with a general introduction and discussed the ConcurrentStack<T> and ConcurrentQueue<T>.  The last post discussed the ConcurrentDictionary<T> .  Finally this week, we shall close with a discussion of the ConcurrentBag<T> and BlockingCollection<T>. For more of the "Little Wonders" posts, see C#/.NET Little Wonders: A Redux. Recap As you'll recall from the previous posts, the original collections were object-based containers that accomplished synchronization through a Synchronized member.  With the advent of .NET 2.0, the original collections were succeeded by the generic collections which are fully type-safe, but eschew automatic synchronization.  With .NET 4.0, a new breed of collections was born in the System.Collections.Concurrent namespace.  Of these, the final concurrent collection we will examine is the ConcurrentBag and a very useful wrapper class called the BlockingCollection. For some excellent information on the performance of the concurrent collections and how they perform compared to a traditional brute-force locking strategy, see this informative whitepaper by the Microsoft Parallel Computing Platform team here. ConcurrentBag<T> – Thread-safe unordered collection. Unlike the other concurrent collections, the ConcurrentBag<T> has no non-concurrent counterpart in the .NET collections libraries.  Items can be added and removed from a bag just like any other collection, but unlike the other collections, the items are not maintained in any order.  This makes the bag handy for those cases when all you care about is that the data be consumed eventually, without regard for order of consumption or even fairness – that is, it’s possible new items could be consumed before older items given the right circumstances for a period of time. So why would you ever want a container that can be unfair?  Well, to look at it another way, you can use a ConcurrentQueue and get the fairness, but it comes at a cost in that the ordering rules and synchronization required to maintain that ordering can affect scalability a bit.  Thus sometimes the bag is great when you want the fastest way to get the next item to process, and don’t care what item it is or how long its been waiting. The way that the ConcurrentBag works is to take advantage of the new ThreadLocal<T> type (new in System.Threading for .NET 4.0) so that each thread using the bag has a list local to just that thread.  This means that adding or removing to a thread-local list requires very low synchronization.  The problem comes in where a thread goes to consume an item but it’s local list is empty.  In this case the bag performs “work-stealing” where it will rob an item from another thread that has items in its list.  This requires a higher level of synchronization which adds a bit of overhead to the take operation. So, as you can imagine, this makes the ConcurrentBag good for situations where each thread both produces and consumes items from the bag, but it would be less-than-idea in situations where some threads are dedicated producers and the other threads are dedicated consumers because the work-stealing synchronization would outweigh the thread-local optimization for a thread taking its own items. Like the other concurrent collections, there are some curiosities to keep in mind: IsEmpty(), Count, ToArray(), and GetEnumerator() lock collection Each of these needs to take a snapshot of whole bag to determine if empty, thus they tend to be more expensive and cause Add() and Take() operations to block. ToArray() and GetEnumerator() are static snapshots Because it is based on a snapshot, will not show subsequent updates after snapshot. Add() is lightweight Since adding to the thread-local list, there is very little overhead on Add. TryTake() is lightweight if items in thread-local list As long as items are in the thread-local list, TryTake() is very lightweight, much more so than ConcurrentStack() and ConcurrentQueue(), however if the local thread list is empty, it must steal work from another thread, which is more expensive. Remember, a bag is not ideal for all situations, it is mainly ideal for situations where a process consumes an item and either decomposes it into more items to be processed, or handles the item partially and places it back to be processed again until some point when it will complete.  The main point is that the bag works best when each thread both takes and adds items. For example, we could create a totally contrived example where perhaps we want to see the largest power of a number before it crosses a certain threshold.  Yes, obviously we could easily do this with a log function, but bare with me while I use this contrived example for simplicity. So let’s say we have a work function that will take a Tuple out of a bag, this Tuple will contain two ints.  The first int is the original number, and the second int is the last multiple of that number.  So we could load our bag with the initial values (let’s say we want to know the last multiple of each of 2, 3, 5, and 7 under 100. 1: var bag = new ConcurrentBag<Tuple<int, int>> 2: { 3: Tuple.Create(2, 1), 4: Tuple.Create(3, 1), 5: Tuple.Create(5, 1), 6: Tuple.Create(7, 1) 7: }; Then we can create a method that given the bag, will take out an item, apply the multiplier again, 1: public static void FindHighestPowerUnder(ConcurrentBag<Tuple<int,int>> bag, int threshold) 2: { 3: Tuple<int,int> pair; 4:  5: // while there are items to take, this will prefer local first, then steal if no local 6: while (bag.TryTake(out pair)) 7: { 8: // look at next power 9: var result = Math.Pow(pair.Item1, pair.Item2 + 1); 10:  11: if (result < threshold) 12: { 13: // if smaller than threshold bump power by 1 14: bag.Add(Tuple.Create(pair.Item1, pair.Item2 + 1)); 15: } 16: else 17: { 18: // otherwise, we're done 19: Console.WriteLine("Highest power of {0} under {3} is {0}^{1} = {2}.", 20: pair.Item1, pair.Item2, Math.Pow(pair.Item1, pair.Item2), threshold); 21: } 22: } 23: } Now that we have this, we can load up this method as an Action into our Tasks and run it: 1: // create array of tasks, start all, wait for all 2: var tasks = new[] 3: { 4: new Task(() => FindHighestPowerUnder(bag, 100)), 5: new Task(() => FindHighestPowerUnder(bag, 100)), 6: }; 7:  8: Array.ForEach(tasks, t => t.Start()); 9:  10: Task.WaitAll(tasks); Totally contrived, I know, but keep in mind the main point!  When you have a thread or task that operates on an item, and then puts it back for further consumption – or decomposes an item into further sub-items to be processed – you should consider a ConcurrentBag as the thread-local lists will allow for quick processing.  However, if you need ordering or if your processes are dedicated producers or consumers, this collection is not ideal.  As with anything, you should performance test as your mileage will vary depending on your situation! BlockingCollection<T> – A producers & consumers pattern collection The BlockingCollection<T> can be treated like a collection in its own right, but in reality it adds a producers and consumers paradigm to any collection that implements the interface IProducerConsumerCollection<T>.  If you don’t specify one at the time of construction, it will use a ConcurrentQueue<T> as its underlying store. If you don’t want to use the ConcurrentQueue, the ConcurrentStack and ConcurrentBag also implement the interface (though ConcurrentDictionary does not).  In addition, you are of course free to create your own implementation of the interface. So, for those who don’t remember the producers and consumers classical computer-science problem, the gist of it is that you have one (or more) processes that are creating items (producers) and one (or more) processes that are consuming these items (consumers).  Now, the crux of the problem is that there is a bin (queue) where the produced items are placed, and typically that bin has a limited size.  Thus if a producer creates an item, but there is no space to store it, it must wait until an item is consumed.  Also if a consumer goes to consume an item and none exists, it must wait until an item is produced. The BlockingCollection makes it trivial to implement any standard producers/consumers process set by providing that “bin” where the items can be produced into and consumed from with the appropriate blocking operations.  In addition, you can specify whether the bin should have a limited size or can be (theoretically) unbounded, and you can specify timeouts on the blocking operations. As far as your choice of “bin”, for the most part the ConcurrentQueue is the right choice because it is fairly light and maximizes fairness by ordering items so that they are consumed in the same order they are produced.  You can use the concurrent bag or stack, of course, but your ordering would be random-ish in the case of the former and LIFO in the case of the latter. So let’s look at some of the methods of note in BlockingCollection: BoundedCapacity returns capacity of the “bin” If the bin is unbounded, the capacity is int.MaxValue. Count returns an internally-kept count of items This makes it O(1), but if you modify underlying collection directly (not recommended) it is unreliable. CompleteAdding() is used to cut off further adds. This sets IsAddingCompleted and begins to wind down consumers once empty. IsAddingCompleted is true when producers are “done”. Once you are done producing, should complete the add process to alert consumers. IsCompleted is true when producers are “done” and “bin” is empty. Once you mark the producers done, and all items removed, this will be true. Add() is a blocking add to collection. If bin is full, will wait till space frees up Take() is a blocking remove from collection. If bin is empty, will wait until item is produced or adding is completed. GetConsumingEnumerable() is used to iterate and consume items. Unlike the standard enumerator, this one consumes the items instead of iteration. TryAdd() attempts add but does not block completely If adding would block, returns false instead, can specify TimeSpan to wait before stopping. TryTake() attempts to take but does not block completely Like TryAdd(), if taking would block, returns false instead, can specify TimeSpan to wait. Note the use of CompleteAdding() to signal the BlockingCollection that nothing else should be added.  This means that any attempts to TryAdd() or Add() after marked completed will throw an InvalidOperationException.  In addition, once adding is complete you can still continue to TryTake() and Take() until the bin is empty, and then Take() will throw the InvalidOperationException and TryTake() will return false. So let’s create a simple program to try this out.  Let’s say that you have one process that will be producing items, but a slower consumer process that handles them.  This gives us a chance to peek inside what happens when the bin is bounded (by default, the bin is NOT bounded). 1: var bin = new BlockingCollection<int>(5); Now, we create a method to produce items: 1: public static void ProduceItems(BlockingCollection<int> bin, int numToProduce) 2: { 3: for (int i = 0; i < numToProduce; i++) 4: { 5: // try for 10 ms to add an item 6: while (!bin.TryAdd(i, TimeSpan.FromMilliseconds(10))) 7: { 8: Console.WriteLine("Bin is full, retrying..."); 9: } 10: } 11:  12: // once done producing, call CompleteAdding() 13: Console.WriteLine("Adding is completed."); 14: bin.CompleteAdding(); 15: } And one to consume them: 1: public static void ConsumeItems(BlockingCollection<int> bin) 2: { 3: // This will only be true if CompleteAdding() was called AND the bin is empty. 4: while (!bin.IsCompleted) 5: { 6: int item; 7:  8: if (!bin.TryTake(out item, TimeSpan.FromMilliseconds(10))) 9: { 10: Console.WriteLine("Bin is empty, retrying..."); 11: } 12: else 13: { 14: Console.WriteLine("Consuming item {0}.", item); 15: Thread.Sleep(TimeSpan.FromMilliseconds(20)); 16: } 17: } 18: } Then we can fire them off: 1: // create one producer and two consumers 2: var tasks = new[] 3: { 4: new Task(() => ProduceItems(bin, 20)), 5: new Task(() => ConsumeItems(bin)), 6: new Task(() => ConsumeItems(bin)), 7: }; 8:  9: Array.ForEach(tasks, t => t.Start()); 10:  11: Task.WaitAll(tasks); Notice that the producer is faster than the consumer, thus it should be hitting a full bin often and displaying the message after it times out on TryAdd(). 1: Consuming item 0. 2: Consuming item 1. 3: Bin is full, retrying... 4: Bin is full, retrying... 5: Consuming item 3. 6: Consuming item 2. 7: Bin is full, retrying... 8: Consuming item 4. 9: Consuming item 5. 10: Bin is full, retrying... 11: Consuming item 6. 12: Consuming item 7. 13: Bin is full, retrying... 14: Consuming item 8. 15: Consuming item 9. 16: Bin is full, retrying... 17: Consuming item 10. 18: Consuming item 11. 19: Bin is full, retrying... 20: Consuming item 12. 21: Consuming item 13. 22: Bin is full, retrying... 23: Bin is full, retrying... 24: Consuming item 14. 25: Adding is completed. 26: Consuming item 15. 27: Consuming item 16. 28: Consuming item 17. 29: Consuming item 19. 30: Consuming item 18. Also notice that once CompleteAdding() is called and the bin is empty, the IsCompleted property returns true, and the consumers will exit. Summary The ConcurrentBag is an interesting collection that can be used to optimize concurrency scenarios where tasks or threads both produce and consume items.  In this way, it will choose to consume its own work if available, and then steal if not.  However, in situations where you want fair consumption or ordering, or in situations where the producers and consumers are distinct processes, the bag is not optimal. The BlockingCollection is a great wrapper around all of the concurrent queue, stack, and bag that allows you to add producer and consumer semantics easily including waiting when the bin is full or empty. That’s the end of my dive into the concurrent collections.  I’d also strongly recommend, once again, you read this excellent Microsoft white paper that goes into much greater detail on the efficiencies you can gain using these collections judiciously (here). Tweet Technorati Tags: C#,.NET,Concurrent Collections,Little Wonders

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  • Product table, many kinds of product, each product has many parameters

    - by StoneHeart
    Hi, i'm have not much experience in table design. My goal is a product table(s), it must design to fix some requirement below: Support many kind of products (TV, Phone, PC, ...). Each kind of product has different set of parameters like: Phone will have Color, Size, Weight, OS... PC will have CPU, HDD, RAM... Set of parameters must be dynamic. You can add or edit any parameter you like. I don't want make a table for each kind of product. So I need help to find a correct solution. Thanks.

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  • Pseudorandom crashes in Flash Debugger - My bad, or Abode's?

    - by rinogo
    I'm working on a large-size dual AS3/Flex project (some parts are pure AS3, other parts are Flex), and I'm experiencing a lot of Flash Debugger crashes. These crashes aren't completely random - it seems like I can get them to occur with greater consistency when I perform certain actions in my app. However, at the same time, they aren't consistently repeatable - sometimes a set of actions causes my app to crash, and other times, the same steps execute fine without a crash. I have two questions (carefully worded to remove my personal bias :) ) Are these crashes due to my coding practices, or Adobe's Flash Debugger? When I deploy my app on a web site and access it via Flash Player, should I expect the same crashes to occur, or is Flash Player considerably more resilient than Flash Debugger? Thanks so much, all! :) -Rich

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  • Re-setting CSS code for form buttons

    - by WebDevHobo
    I used a CSS reset to reset some commonly-used items. The code is this: html, body, div, h1, h2, h3, h4, ul, ol, li, form, input, fieldset, textarea { margin: 0; padding: 0; border: 0; font-size: 100%; } ul {list-style: none outside none;} img, fieldset {border: 0;} h1, h2, h3, h4 {font-weight: normal;} em {font-style: italic;} strong {font-weight: bold;} I know there's YUI and Meyer's reset, but I use this one. Now, the problem I'm experiencing is that I can't get the submit buttons to look normally again. I could ofcourse remove the input from the list and be done with it, but I'd like to know how to get it back, since I might need that in the future.

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  • Robust and fast checksum algorithm?

    - by bene
    Which checksum algorithm can you recommend in the following use case? I want to generate checksums of small JPEG files (~8 kB each) to check if the content changed. Using the filesystem's date modified is unfortunately not an option. The checksum need not be cryptographically strong but it should robustly indicate changes of any size. The second criterion is speed since it should be possible to process at least hundreds of images per second (on a modern CPU). The calculation will be done on a server with several clients. The clients send the images over Gigabit TCP to the server. So there's no disk I/O as bottleneck.

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  • setSearchDisplayController considered private-API?

    - by Adun
    Hi, I recently submitted an app for app review but I got rejected because of the use of a private API. I'm still a bit new to iPhone developing so I was wondering if someone could help me understand how this part was rejected: UISearchBar *searchBar = [[[UISearchBar alloc] initWithFrame:CGRectMake(0, 0, self.tableView.frame.size.width, 0)] autorelease]; searchBar.showsCancelButton = NO; searchBar.placeholder = @"Search Exhibitors"; [searchBar sizeToFit]; [self.tableView setTableHeaderView:searchBar]; UISearchDisplayController *searchDisplayController = [[UISearchDisplayController alloc] initWithSearchBar:searchBar contentsController:self]; [self performSelector:@selector(setSearchDisplayController:) withObject:searchDisplayController]; [searchDisplayController setDelegate:self]; [searchDisplayController setSearchResultsDataSource:self]; [searchDisplayController setSearchResultsDelegate:self]; [searchDisplayController release]; The part that they mentioned was the "setSearchDisplayController". I based the searching of a UITableView on the example given here. So can anyone explain why this is considered a private API?

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  • Compute bounding quad of a sphere with vertex shader

    - by Ben Jones
    I'm trying to implement an algorithm from a graphics paper and part of the algorithm is rendering spheres of known radius to a buffer. They say that they render the spheres by computing the location and size in a vertex shader and then doing appropriate shading in a fragment shader. Any guesses as to how they actually did this? The position and radius are known in world coordinates and the projection is perspective. Does that mean that the sphere will be projected as a circle? Thanks!

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  • Why Does .Hide()ing and .Show()ing Panels in wxPython Result in the Sizer Changing the Layout?

    - by MetaHyperBolic
    As referenced in my previous question, I am trying to make something slightly wizard-like in function. I have settled on a single frame with a sizer added to it. I build panels for each of the screens I would like users to see, add them to the frame's sizer, then switch between panels by .Hide()ing one panel, then calling a custom .ShowYourself() on the next panel. Obviously, I would like the buttons to remain in the same place as the user progresses through the process. I have linked together two panels in an infinite loop by their "Back" and "Next" buttons so you can see what is going on. The first panel looks great; tom10's code worked on that level, as it eschewed my initial, over-fancy attempt with borders flying every which way. And then the second panel seems to have shrunk down to the bare minimum. As we return to the first panel, the shrinkage has occurred here as well. Why does it look fine on the first panel, but not after I return there? Why is calling .Fit() necessary if I do not want a 10 pixel by 10 pixel wad of grey? And if it is necessary, why does .Fit() give inconsistent results? This infinite loop seems to characterize my experience with this: I fix the layout on a panel, only to find that switching ruins the layout for other panels. I fix that problem, by using sizer_h.Add(self.panel1, 0) instead of sizer_h.Add(self.panel1, 1, wx.EXPAND), and now my layouts are off again. So far, my "solution" is to add a mastersizer.SetMinSize((475, 592)) to each panel's master sizer (commented out in the code below). This is a cruddy solution because 1) I have had to find the numbers that work by trial and error (-5 pixels for the width, -28 pixels for the height). 2) I don't understand why the underlying issue still happens. What's the correct, non-ugly solution? Instead of adding all of the panels to the frame's sizer at once, should switching panels involve .Detach()ing that panel from the frame's sizer and then .Add()ing the next panel to the frame's sizer? Is there a .JustMakeThisFillThePanel() method hiding somewhere I have missed in both the wxWidgets and the wxPython documents online? I'm obviously missing something in my mental model of layout. Here's a TinyURL link, if I can't manage to embed the . Minimalist code pasted below. import wx import sys class My_App(wx.App): def OnInit(self): self.frame = My_Frame(None) self.frame.Show() self.SetTopWindow(self.frame) return True def OnExit(self): print 'Dying ...' class My_Frame(wx.Frame): def __init__(self, image, parent=None,id=-1, title='Generic Title', pos=wx.DefaultPosition, style=wx.CAPTION | wx.STAY_ON_TOP): size = (480, 620) wx.Frame.__init__(self, parent, id, 'Program Title', pos, size, style) sizer_h = wx.BoxSizer(wx.HORIZONTAL) self.panel0 = User_Interaction0(self) sizer_h.Add(self.panel0, 1, wx.EXPAND) self.panel1 = User_Interaction1(self) sizer_h.Add(self.panel1, 1, wx.EXPAND) self.SetSizer(sizer_h) self.panel0.ShowYourself() def ShutDown(self): self.Destroy() class User_Interaction0(wx.Panel): def __init__(self, parent, id=-1): wx.Panel.__init__(self, parent, id) # master sizer for the whole panel mastersizer = wx.BoxSizer(wx.VERTICAL) #mastersizer.SetMinSize((475, 592)) mastersizer.AddSpacer(15) # build the top row txtHeader = wx.StaticText(self, -1, 'Welcome to This Boring\nProgram', (0, 0)) font = wx.Font(16, wx.DEFAULT, wx.NORMAL, wx.BOLD) txtHeader.SetFont(font) txtOutOf = wx.StaticText(self, -1, '1 out of 7', (0, 0)) rowtopsizer = wx.BoxSizer(wx.HORIZONTAL) rowtopsizer.Add(txtHeader, 3, wx.ALIGN_LEFT) rowtopsizer.Add((0,0), 1) rowtopsizer.Add(txtOutOf, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowtopsizer, 0, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the middle row text = 'PANEL 0\n\n' text = text + 'This could be a giant blob of explanatory text.\n' txtBasic = wx.StaticText(self, -1, text) font = wx.Font(11, wx.DEFAULT, wx.NORMAL, wx.NORMAL) txtBasic.SetFont(font) mastersizer.Add(txtBasic, 1, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the bottom row btnBack = wx.Button(self, -1, 'Back') self.Bind(wx.EVT_BUTTON, self.OnBack, id=btnBack.GetId()) btnNext = wx.Button(self, -1, 'Next') self.Bind(wx.EVT_BUTTON, self.OnNext, id=btnNext.GetId()) btnCancelExit = wx.Button(self, -1, 'Cancel and Exit') self.Bind(wx.EVT_BUTTON, self.OnCancelAndExit, id=btnCancelExit.GetId()) rowbottomsizer = wx.BoxSizer(wx.HORIZONTAL) rowbottomsizer.Add(btnBack, 0, wx.ALIGN_LEFT) rowbottomsizer.AddSpacer(5) rowbottomsizer.Add(btnNext, 0) rowbottomsizer.AddSpacer(5) rowbottomsizer.AddStretchSpacer(1) rowbottomsizer.Add(btnCancelExit, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowbottomsizer, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # finish master sizer mastersizer.AddSpacer(15) self.SetSizer(mastersizer) self.Raise() self.SetPosition((0,0)) self.Fit() self.Hide() def ShowYourself(self): self.Raise() self.SetPosition((0,0)) self.Fit() self.Show() def OnBack(self, event): self.Hide() self.GetParent().panel1.ShowYourself() def OnNext(self, event): self.Hide() self.GetParent().panel1.ShowYourself() def OnCancelAndExit(self, event): self.GetParent().ShutDown() class User_Interaction1(wx.Panel): def __init__(self, parent, id=-1): wx.Panel.__init__(self, parent, id) # master sizer for the whole panel mastersizer = wx.BoxSizer(wx.VERTICAL) #mastersizer.SetMinSize((475, 592)) mastersizer.AddSpacer(15) # build the top row txtHeader = wx.StaticText(self, -1, 'Read about This Boring\nProgram', (0, 0)) font = wx.Font(16, wx.DEFAULT, wx.NORMAL, wx.BOLD) txtHeader.SetFont(font) txtOutOf = wx.StaticText(self, -1, '2 out of 7', (0, 0)) rowtopsizer = wx.BoxSizer(wx.HORIZONTAL) rowtopsizer.Add(txtHeader, 3, wx.ALIGN_LEFT) rowtopsizer.Add((0,0), 1) rowtopsizer.Add(txtOutOf, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowtopsizer, 0, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the middle row text = 'PANEL 1\n\n' text = text + 'This could be a giant blob of boring text.\n' txtBasic = wx.StaticText(self, -1, text) font = wx.Font(11, wx.DEFAULT, wx.NORMAL, wx.NORMAL) txtBasic.SetFont(font) mastersizer.Add(txtBasic, 1, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the bottom row btnBack = wx.Button(self, -1, 'Back') self.Bind(wx.EVT_BUTTON, self.OnBack, id=btnBack.GetId()) btnNext = wx.Button(self, -1, 'Next') self.Bind(wx.EVT_BUTTON, self.OnNext, id=btnNext.GetId()) btnCancelExit = wx.Button(self, -1, 'Cancel and Exit') self.Bind(wx.EVT_BUTTON, self.OnCancelAndExit, id=btnCancelExit.GetId()) rowbottomsizer = wx.BoxSizer(wx.HORIZONTAL) rowbottomsizer.Add(btnBack, 0, wx.ALIGN_LEFT) rowbottomsizer.AddSpacer(5) rowbottomsizer.Add(btnNext, 0) rowbottomsizer.AddSpacer(5) rowbottomsizer.AddStretchSpacer(1) rowbottomsizer.Add(btnCancelExit, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowbottomsizer, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # finish master sizer mastersizer.AddSpacer(15) self.SetSizer(mastersizer) self.Raise() self.SetPosition((0,0)) self.Fit() self.Hide() def ShowYourself(self): self.Raise() self.SetPosition((0,0)) self.Fit() self.Show() def OnBack(self, event): self.Hide() self.GetParent().panel0.ShowYourself() def OnNext(self, event): self.Hide() self.GetParent().panel0.ShowYourself() def OnCancelAndExit(self, event): self.GetParent().ShutDown() def main(): app = My_App(redirect = False) app.MainLoop() if __name__ == '__main__': main()

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  • Sending compressed data via socket

    - by Pizza
    Hi, I have to make a log server in java, and one task is to send the data compressed. Now I am sending it line by line in plain text, but I must compress it. The server handle "HTTP like" request. For example, I can get a log sending "GET xxx.log". This will entablish a TCP connection to the server, the server response with a header and the log, and close the connection. The client, reads line by line and analyzes each LOG entry. I tried some ways without success. My main problem is that I don't know where each line ends(in the client size). Any idea?

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  • How to dynamic adjust the number of columns in Table layout

    - by michael
    Hi, I create a TableLayout which has 3 equally-wide columns (I put 'stretchColumns="*" in my TableLayout which has 3 TextViews). See below: But my questions is why I set one of the TextView to 'visibility' to Gone in my java code, the TableLayout does not re-size to 2 qually-wide columns which fit the whole screen. I have even call 'tableLayout.requestLayout()' after i set the visibility to Gone.' How can I achieve what I want? Thank you. <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:id="@+id/textpanel" android:stretchColumns="*"> <TableRow android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/text1" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <TextView android:id="@+id/text2" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <TextView android:id="@+id/text3" android:layout_width="fill_parent" android:layout_height="wrap_content"/> </TableRow> </TableLayout>

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  • Zedgraph - determine length of tic on an axis ?

    - by southof40
    In Zedgraph building a line chart. I have some requirements for axes labels which can't be produced automatically so inspired by this other Stackoverflow answer I'm building a custom axis. I can draw the Axis OK and I can place the labels but I want to draw my own tics. To do this I'd like to know the colour/pen width/size etc of the tics on the other axes. Determining the colour and pen width are no problem but finding out the length of a tic is difficult (I mean how long is it drawn away from the axis). I'm using a LineObj to draw the custom tics but I can't figure out how to long to draw them to match other non-custom tics . Does anyone know where this is defined (or have a smarter way of drawing your own tics than using LineObjs ?)

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  • custom tabbars and make them circulate

    - by pengwang
    i want to custom tabbars and want to circulate slide,default tab bar only have 5 items show at the same time,it not meet me,i have 11 items,so i want to make 3 tabbars ,every have 5 items,for example A(0-4)--B(5-9)--C(10)--A--B--C--A. at print i only finish A(0-4)--B(5-9)--C(10),how to make them circulate? my code : .h file #import <UIKit/UIKit.h> @protocol InfiniTabBarDelegate; @interface InfiniTabBar : UIScrollView <UIScrollViewDelegate, UITabBarDelegate> { __weak id <InfiniTabBarDelegate> infiniTabBarDelegate; NSMutableArray *tabBars; UITabBar *aTabBar; UITabBar *bTabBar; } @property (nonatomic, weak) id infiniTabBarDelegate; @property (strong,nonatomic) NSMutableArray *tabBars; @property (strong,nonatomic) UITabBar *aTabBar; @property (strong,nonatomic) UITabBar *bTabBar; - (id)initWithItems:(NSArray *)items; - (void)setBounces:(BOOL)bounces; // Don't set more items than initially - (void)setItems:(NSArray *)items animated:(BOOL)animated; - (int)currentTabBarTag; - (int)selectedItemTag; - (BOOL)scrollToTabBarWithTag:(int)tag animated:(BOOL)animated; - (BOOL)selectItemWithTag:(int)tag; @end @protocol InfiniTabBarDelegate <NSObject> - (void)infiniTabBar:(InfiniTabBar *)tabBar didScrollToTabBarWithTag:(int)tag; - (void)infiniTabBar:(InfiniTabBar *)tabBar didSelectItemWithTag:(int)tag; @end .m file @implementation InfiniTabBar @synthesize infiniTabBarDelegate; @synthesize tabBars; @synthesize aTabBar; @synthesize bTabBar; - (id)initWithItems:(NSArray *)items { self = [super initWithFrame:CGRectMake(0.0, 411.0, 320.0, 49.0)]; // TODO: //self = [super initWithFrame:CGRectMake(self.superview.frame.origin.x + self.superview.frame.size.width - 320.0, self.superview.frame.origin.y + self.superview.frame.size.height - 49.0, 320.0, 49.0)]; // Doesn't work. self is nil at this point. if (self) { self.pagingEnabled = YES; self.delegate = self; self.tabBars = [[NSMutableArray alloc] init]; float x = 0.0; for (double d = 0; d < ceil(items.count / 5.0); d ++) { UITabBar *tabBar = [[UITabBar alloc] initWithFrame:CGRectMake(x, 0.0, 320.0, 49.0)]; tabBar.delegate = self; int len = 0; for (int i = d * 5; i < d * 5 + 5; i ++) if (i < items.count) len ++; tabBar.items = [items objectsAtIndexes:[NSIndexSet indexSetWithIndexesInRange:NSMakeRange(d * 5, len)]]; // NSLog(@"####%@",NSMakeRange(d * 5, len)); [self.tabBars addObject:tabBar]; [self addSubview:tabBar]; x += 320.0; } self.contentSize = CGSizeMake(x, 49.0); } return self; } - (void)setBounces:(BOOL)bounces { if (bounces) { int count = self.tabBars.count; if (count > 0) { if (self.aTabBar == nil) self.aTabBar = [[UITabBar alloc] initWithFrame:CGRectMake(-320.0, 0.0, 320.0, 49.0)]; [self addSubview:self.aTabBar]; if (self.bTabBar == nil) self.bTabBar = [[UITabBar alloc] initWithFrame:CGRectMake(count * 320.0, 0.0, 320.0, 49.0)]; [self addSubview:self.bTabBar]; } } else { [self.aTabBar removeFromSuperview]; [self.bTabBar removeFromSuperview]; } [super setBounces:bounces]; } - (void)setItems:(NSArray *)items animated:(BOOL)animated { for (UITabBar *tabBar in self.tabBars) { int len = 0; for (int i = [self.tabBars indexOfObject:tabBar] * 5; i < [self.tabBars indexOfObject:tabBar] * 5 + 5; i ++) if (i < items.count) len ++; [tabBar setItems:[items objectsAtIndexes:[NSIndexSet indexSetWithIndexesInRange:NSMakeRange([self.tabBars indexOfObject:tabBar] * 5, len)]] animated:animated]; } self.contentSize = CGSizeMake(ceil(items.count / 5.0) * 320.0, 49.0); } - (int)currentTabBarTag { return self.contentOffset.x / 320.0; } - (int)selectedItemTag { for (UITabBar *tabBar in self.tabBars) if (tabBar.selectedItem != nil) return tabBar.selectedItem.tag; // No item selected return 0; } - (BOOL)scrollToTabBarWithTag:(int)tag animated:(BOOL)animated { for (UITabBar *tabBar in self.tabBars) if ([self.tabBars indexOfObject:tabBar] == tag) { UITabBar *tabBar = [self.tabBars objectAtIndex:tag]; [self scrollRectToVisible:tabBar.frame animated:animated]; if (animated == NO) [self scrollViewDidEndDecelerating:self]; return YES; } return NO; } - (BOOL)selectItemWithTag:(int)tag { for (UITabBar *tabBar in self.tabBars) for (UITabBarItem *item in tabBar.items) if (item.tag == tag) { tabBar.selectedItem = item; [self tabBar:tabBar didSelectItem:item]; return YES; } return NO; } - (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView { [infiniTabBarDelegate infiniTabBar:self didScrollToTabBarWithTag:scrollView.contentOffset.x / 320.0]; } - (void)scrollViewDidEndScrollingAnimation:(UIScrollView *)scrollView { [self scrollViewDidEndDecelerating:scrollView]; } - (void)tabBar:(UITabBar *)cTabBar didSelectItem:(UITabBarItem *)item { // Act like a single tab bar for (UITabBar *tabBar in self.tabBars) if (tabBar != cTabBar) tabBar.selectedItem = nil; [infiniTabBarDelegate infiniTabBar:self didSelectItemWithTag:item.tag]; } @end

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  • Jquery autocomplete not firing on keyup unless focus changes

    - by TheIG
    I am using a jquery autocomplete and i have a keyup event for my textbox. When I enter in a letter the function is called but the box is not populated. Once I click away from the box and then click back into it the autocomplete works great. Really weird issue and I have no idea how to fix it. Any help would be appreciated. here's my code $(document).ready(function(){ var x; var output; x = document.getElementById('site').value; $.getJSON(url,{field: "name",value: x, comparison: "LIKE"}, function(json){ //code to format output $("#site").autocomplete(output, json); }); }); <input type ="text" size ="40" id="site"></input>

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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • Simple way to implement computer-go board in Java

    - by codingbear
    I want to make a simple Go board to design an Computer Go game. In a go game, you lie a "stone" (white or black) on a position where horizontal and vertical lines intersect. What are some simple ways to restrict users from placing their stones in other locations? Maybe I'm just not seeing a simple solution. EDIT I guess I should rephrase my question better: I want to know how to do the background image of Go board, so that I can lie my stones on the intersection of the horizontal and the vertical lines. I was thinking about getting a just regular Go board image, and when I'm actually rendering stones, I find right position of pixels to lie stones. However, that solution did not seem to be the best solution, since I need to worry about size of stone images and think about proportionality when I either expand or shrink the board window.

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  • Alternatives to GameKIt for iPhone to iPhone transfer

    - by Mike
    I am needing to transfer information as an NSData object from one iPhone to another inside an application and was originally planning on using Bluetooth/GameKit, but the data looks like it will be in the neighborhood of 500KB - 1MB in size. I don't think this is going to fly with GameKit (Bluetooth) as it will take forever and it seems like people are having all kinds of issues with GK anyway. I'd prefer the users to not have to be on the same WiFi network to make it work but am running out of options and time so I'd probably be happy with whatever works. What is a reasonable alternative? The simpler the setup the better or something with sample code would be greatly appreciated and preferred. Thanks.

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  • Why is UIApplicationWillChangeStatusBarFrameNotification not sent when the in-call status bar is sho

    - by Sbrocket
    I've been trying to listen for changes in the status bar height – such as when the in-call status bar is shown or hidden – by listening for the UIApplicationWillChangeStatusBarFrameNotification notification to be sent. Fairly straightforward code here... [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(statusBarWillChangeFrame:) name:UIApplicationWillChangeStatusBarFrameNotification object:nil]; But the notification never seems to be sent in that case, either on the Simulator by using the "Toggle In-Call Status Bar" option or on the device when a call ends with the application open. In addition, the similar UIApplicationDelegate method is not called. According to the documentation, UIApplicationWillChangeStatusBarFrameNotification Posted when the application is about to change the frame of the status bar. The userInfo dictionary contains an NSValue object that encapsulates a CGRect structure expressing the location and size of the new status bar frame. Use UIApplicationStatusBarFrameUserInfoKey to access this value. Can anyone explain why this notification is not being sent in response to the in-call status bar being shown or hidden? According to the documentation, it should be.

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  • What is the fastest way to create a checksum for large files in C#

    - by crono
    Hi, I have to sync large files across some machines. The files can be up to 6GB in size. The sync will be done manually every few weeks. I cant take the filename into consideration because they can change anytime. My plan is to create checksums on the destination PC and on the source PC and than copy all files with a checksum, which are not already in the destination, to the destination. My first attempt was something like this: using System.IO; using System.Security.Cryptography; private static string GetChecksum(string file) { using (FileStream stream = File.OpenRead(file)) { SHA256Managed sha = new SHA256Managed(); byte[] checksum = sha.ComputeHash(stream); return BitConverter.ToString(checksum).Replace("-", String.Empty); } } The Problem was the runtime: - with SHA256 with a 1,6 GB File - 20 minutes - with MD5 with a 1,6 GB File - 6.15 minutes Is there a better - faster - way to get the checksum (maybe with a better hash function)?

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  • Strange padding/margin when using UIWebView

    - by Nicsoft
    Hello, I am creating an app that is having a UIWebView which contains an advert. The size of the view is the same as the advert (image) itself. Still, there is a white margin/padding of some kind above and to the left of the image, inside the UIWebView. Check out the linked image: Also, I did link to the actual advert itself, you can check out the image loaded and view the source code there: Link to advert Any idea how I should remove the white padding? Thanks in advance!

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  • Move a legend in ggplot2

    - by Dan Goldstein
    I'm trying to create a ggplot2 plot with the legend beneath the plot. The ggplot2 book says on p 112 "The position and justification of legends are controlled by the theme setting legend.position, and the value can be right, left, top, bottom, none (no legend), or a numeric position". The following code works (since "right" it is the default), and it also works with "none" as the legend position, but "left", "top", "bottom", all fail with "Error in grid.Call.graphics("L_setviewport", pvp, TRUE) : Non-finite location and/or size for viewport" library(ggplot2) (myDat <- data.frame(cbind(VarX=10:1, VarY=runif(10)), Descrip=sample(LETTERS[1:3], 10, replace=TRUE))) qplot(VarX,VarY, data=myDat, shape=Descrip) + opts(legend.position="right") What am I doing wrong? Re-positioning a legend must be incredibly common, so I figure it's me.

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  • Java Implementing htonl

    - by Hamza Yerlikaya
    I am communicating with a server, each message sent to the server has to be padded with the length of the message, unsigned int len = htonl(msg.size()); In C running the length through htonl and padding the message works, in Java AFAIK byte order is already in network order so I assumed all I have to do is write the string length before the message to the stream, but this does not work am I missing something? stream.write(msg.length()); stream.write(msg.getBytes()); Stream is an OutputStream.

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  • What's an efficient way of calculating the nearest point?

    - by Griffo
    I have objects with location data stored in Core Data, I would like to be able to fetch and display just the nearest point to the current location. I'm aware there are formulas which will calculate the distance from current lat/long to a stored lat/long, but I'm curious about the best way to perform this for a set of 1000+ points stored in Core Data. I know I could just return the points from Core Data to an array and then loop through that looking for the min value for distance between the points but I'd imagine there's a more efficient method, possibly leveraging Core Data in some way. Any insight would be appreciated. EDIT: I don't know how I missed this on my initial search but this SO question suggests just iterating through an array of Core Data objects but limiting the array size with a bounding box based on the current location. Is this the best I can do?

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  • Hybrid static/dynamic Google Map

    - by jonathanconway
    Ever noticed that when you go to maps.google.com and do a search (say, car wash), it renders a lot of results (represented by small circles) and a few prominent ones (seen as regular-size pins)? Notice how quickly it does this? From what I can tell from analyzing this in Firebug, much of this is generated on the server and sent to the client as a static image. However, it's still dynamic. You can still zoom in and out, or click on a result and see a dynamic InfoWindow rendered. Google have made the map quick and smooth using static images, while still making it flexible. Is there a way to do this kind of 'pre-loading' with my own Google Map (implemented with the Google Maps API)?

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  • Efficient algorithm for finding largest eigenpair of small general complex matrix

    - by mklassen
    I am looking for an efficient algorithm to find the largest eigenpair of a small, general (non-square, non-sparse, non-symmetric), complex matrix, A, of size m x n. By small I mean m and n is typically between 4 and 64 and usually around 16, but with m not equal to n. This problem is straight forward to solve with the general LAPACK SVD algorithms, i.e. gesvd or gesdd. However, as I am solving millions of these problems and only require the largest eigenpair, I am looking for a more efficient algorithm. Additionally, in my application the eigenvectors will generally be similar for all cases. This lead me to investigate Arnoldi iteration based methods, but I have neither found a good library nor algorithm that applies to my small general complex matrix. Is there an appropriate algorithm and/or library?

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  • Android Image Orientation Issue on Motorola Droid

    - by roundhill
    Hi there, Our app uses the gallery pick action to grab an image from the device to upload to a new blog post. We're seeing on the Moto Droid that images taken in portrait are being sent back to the app in landscape orientation so the image is sideways. AFAIK this only occurs on the Droid. Found this via google, but we need the full size image to be uploaded in the correct orientation so the solution doesn't work for us: http://groups.google.com/group/android-developers/browse_frm/thread/1246475fd4c3fdb6?pli=1 An easy way to reproduce this is to take a picture in portrait on the Droid, then send it to yourself via Gmail. In the email message, the image will be in landscape (sideways). I've tested on the droid 2.1 update and the issue is still there.

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