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  • FreeBSD slow transfers - RFC 1323 scaling issue?

    - by Trey
    I think I may be having an issue with window scaling (RFC 1323) and am hoping that someone can enlighten me on what's going on. Server: FreeBSD 9, apache22, serving a static 100MB zip file. 192.168.18.30 Client: Mac OS X 10.6, Firefox 192.168.17.47 Network: Only a switch between them - the subnet is 192.168.16/22 (In this test, I also have dummynet filtering simulating an 80ms ping time on all IP traffic. I've seen nearly identical traces with a "real" setup, with real internet traffic/latency also) Questions: Does this look normal? Is packet #2 specifying a window size of 65535 and a scale of 512? Is packet #5 then shrinking the window size so it can use the 512 scale and still keep the overall calculated window size near 64K? Why is the window scale so high? Here are the first 6 packets from wireshark. For packets 5 and 6 I've included the details showing the window size and scaling factor being used for the data transfer. Code: No. Time Source Destination Protocol Length Info 108 6.699922 192.168.17.47 192.168.18.30 TCP 78 49190 http [SYN] Seq=0 Win=65535 Len=0 MSS=1460 WS=8 TSval=945617489 TSecr=0 SACK_PERM=1 115 6.781971 192.168.18.30 192.168.17.47 TCP 74 http 49190 [SYN, ACK] Seq=0 Ack=1 Win=65535 Len=0 MSS=1460 WS=512 SACK_PERM=1 TSval=2617517338 TSecr=945617489 116 6.782218 192.168.17.47 192.168.18.30 TCP 66 49190 http [ACK] Seq=1 Ack=1 Win=524280 Len=0 TSval=945617490 TSecr=2617517338 117 6.782220 192.168.17.47 192.168.18.30 HTTP 490 GET /utils/speedtest/large.file.zip HTTP/1.1 118 6.867070 192.168.18.30 192.168.17.47 TCP 375 [TCP segment of a reassembled PDU] Details: Transmission Control Protocol, Src Port: http (80), Dst Port: 49190 (49190), Seq: 1, Ack: 425, Len: 309 Source port: http (80) Destination port: 49190 (49190) [Stream index: 4] Sequence number: 1 (relative sequence number) [Next sequence number: 310 (relative sequence number)] Acknowledgement number: 425 (relative ack number) Header length: 32 bytes Flags: 0x018 (PSH, ACK) Window size value: 130 [Calculated window size: 66560] [Window size scaling factor: 512] Checksum: 0xd182 [validation disabled] Options: (12 bytes) No-Operation (NOP) No-Operation (NOP) Timestamps: TSval 2617517423, TSecr 945617490 [SEQ/ACK analysis] TCP segment data (309 bytes) Note: originally posted http://forums.freebsd.org/showthread.php?t=32552

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  • Always maximize almost maximized window utility

    - by AbstractDissonance
    It drives me nuts when a window is nearly maximized but not quite and when I go to close/move/scroll it I end up bringing up the window behind it. This happens all the time with acrobat. It seems that it's default non-minimized state is usually an "almost" maximized windowed. Is there any utility that will maximize a window when it is open or size changed when it is near the size of the monitor. I'll never have any need to have a window 99% the size of the window with it centered. Why? Because it behaves just as a maximized window by obscuring all(well, almost all) the windows behind it. (It should be only the main window of an application that is affected) The issue seems to be a few programs like acrobat that, I guess, try to fit it's contents which, sometimes, happens to be almost the full screen but not quite making it look maximized when it is not. I do not want all windows to open maximized but have no need for the window state almost centered and almost the same size as the desktop. (I imagine most people don't)

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  • After login I only get a terminal window

    - by Ambidex
    First of, let me tell you I'm a n00b at ubuntu. I have updated my Ubuntu mediacenter to a later version of ubuntu, currently at 12.04. I'm working through a lot of updates to get to the latest. But since my first update I got the new login screen (lightdm?) and my autologin wasen't working anymore. So I Googled how I could make lightdm autologin. I've managed this by making my /etc/lightdm/lightdm.conf look as follows: [SeatDefaults] greeter-session=unity-greeter user-session=ubuntu autologin-user=my_user autologin-userutologin-user=-timeout=0 Which seemed to work... But now that it automatically logs in, I seem to get the following type of screen (through nomachine remote desktop client): Sorry... I am unable to post my screenshot here because I do not have the 10 reputation points in askubuntu yet.... darn it... But the screen has a terminal at the top left of the screen (not an actual "window"), and the ubuntu loading screen is still behind it. I've tried running startx as you can see. But, this seems to actually be x server. But if I run unity --reset, it seems that a lot of the desktop gets restored, but... with a lot of errors and warnings and the next time I boot, it's the same story all over again. Also, when I close the terminal window after getting my desktop back, I get thrown back at the login screen. Please bear with my lack of knowledge of ubuntu and it's underlying unix. I thank you in advance.

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  • Launching LibreOffice Files - Unusual Window Behaviour

    - by Mike
    Ubuntu 11.10 Unity. If I launch LibreOffice Files (ODS, ODT, ODP) with a double click in their home folders they launch with the appropriate application (Calc, Writer, Impress) however the application windows do not display the usual Close, Minimize, Restore buttons in the left hand corner. There is just a blank space where they should be. In the Unity launcher on the left there is not the expected white arrow next to the launcher icon and the open app is not seen by the ALT+TAB keystroke when you have multiple windows open. For example: if you have an app open in this way and say Firefox, if you minimize Firefox you are only left with the desktop and you have no way to locate the open LibreOffice app. Clicking the app's icon in the launcher simply opens another instance. A messy workaround is to click [Firefox] to a restored window and the LibreOffice app can be seen behind it allowing a mouse click to bring it forward. If I open the LibreOffice app from the launcher and then Open a file from its menu, it all behaves as expected. I don't find this as convenient; anyone know how to fix the bad behaviour?

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  • window.focus() not working in Google Chrome

    - by nickyt
    Hey folks, Just wondering if Google Chrome is going to support window.focus() at some point. When I mean support, I mean have it work. The call to it doesn't fail, it just doesn't do anything. All other major browsers do not have this problem: FireFox, IE6-IE8 and Safari. I have a client-side class for managing browser windows. When I first create a window the window comes into focus, but subsequent attempts to bring focus to the window do not work. From what I can tell, this appears to be a security feature to avoid annoying pop-ups and it does not appear to be a WebKit issue as it works in Safari. I know one idea someone brought forward was to close the window then reopen it, but this is a horrible solution. Googling shows that I do not appear to be the only person frustrated with this. And just to be 100% clear, I mean new windows, not tabs (tabs cannot be focused from what I've read) and all the windows being opened are in the same domain. Any ideas? MyCompany = { UI: {} }; // Put this here if you want to test the code. I create these namespaces elsewhere in code. MyCompany.UI.Window = new function() { // Private fields var that = this; var windowHandles = {}; // Public Members this.windowExists = function(windowTarget) { return windowTarget && windowHandles[windowTarget] && !windowHandles[windowTarget].closed; } this.open = function(url, windowTarget, windowProperties) { // See if we have a window handle and if it's closed or not. if (that.windowExists(windowTarget)) { // We still have our window object so let's check if the URLs is the same as the one we're trying to load. var currentLocation = windowHandles[windowTarget].location; if ( ( /^http(?:s?):/.test(url) && currentLocation.href !== url ) || ( // This check is required because the URL might be the same, but absolute, // e.g. /Default.aspx ... instead of http://localhost/Default.aspx ... !/^http(?:s?):/.test(url) && (currentLocation.pathname + currentLocation.search + currentLocation.hash) !== url ) ) { // Not the same URL, so load the new one. windowHandles[windowTarget].location = url; } // Give focus to the window. This works in IE 6/7/8, FireFox, Safari but not Chrome. // Well in Chrome it works the first time, but subsequent focus attempts fail,. I believe this is a security feature in Chrome to avoid annoying popups. windowHandles[windowTarget].focus(); } else { // Need to do this so that tabbed browsers (pretty much all browsers except IE6) actually open a new window // as opposed to a tab. By specifying at least one window property, we're guaranteed to have a new window created instead // of a tab. windowProperties = windowProperties || 'menubar=yes,location=yes,width=700, height=400, scrollbars=yes, resizable= yes'; windowTarget = windowTarget || "_blank"; // Create a new window. var windowHandle = windowProperties ? window.open(url, windowTarget, windowProperties) : window.open(url, windowTarget); if (null === windowHandle) { alert("You have a popup blocker enabled. Please allow popups for " + location.protocol + "//" + location.host); } else { if ("_blank" !== windowTarget) { // Store the window handle for reuse if a handle was specified. windowHandles[windowTarget] = windowHandle; windowHandles[windowTarget].focus(); } } } } }

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  • Using Xlib via JNA to move a window

    - by rob
    I'm using JNA to manipulate application windows on Linux by sending Xlib messages but can't seem to move a window. My original implementation executed wmctrl on the shell to move the windows and that successfully moved the windows. Unfortunately, there's a noticeable amount of overhead associated with calling shell programs from Java, so now I'm trying to make direct API calls using JNA. I'm using the X11 example available from the JNA website and can successfully do a few tricks, such as enumerating the window IDs and reading window properties, so I know JNA+Xlib is at least partially working. First I tried moving the windows directly using XMoveWindow() but the window manager was apparently blocking those calls. I ran across a thread that suggested I needed to send a client message using XSendMessage(), so I've done that below, but apparently XSendMessage() is failing because the window doesn't move and I get a return value of 0. I'm guessing I omitted something obvious, but can't quite figure it out. Any suggestions? Note that, for the purposes of this example, the main method has a window ID hard-coded. This is the window ID of the window I'm trying to move (obtained using wmctrl -l on the console). import com.sun.jna.NativeLong; import com.sun.jna.Pointer; import com.sun.jna.examples.unix.X11; import com.sun.jna.examples.unix.X11.Atom; import com.sun.jna.examples.unix.X11.AtomByReference; import com.sun.jna.examples.unix.X11.Display; import com.sun.jna.examples.unix.X11.Window; import com.sun.jna.examples.unix.X11.WindowByReference; import com.sun.jna.examples.unix.X11.XEvent; import com.sun.jna.examples.unix.X11.XTextProperty; import com.sun.jna.examples.unix.X11.XWindowAttributes; import com.sun.jna.ptr.IntByReference; import com.sun.jna.ptr.NativeLongByReference; import com.sun.jna.ptr.PointerByReference; private static final int FALSE = 0; /** C-style boolean "false" */ private static final int TRUE = 1; /** C-style boolean "true" */ public static void main(String[] args) { setWindowPos(new Window(0x01300007), 100, 100, 600, 400); // update the Window constructor with the appropriate ID given by wmctrl -l } public static boolean setWindowPos(Window window, int x, int y, int w, int h) { final X11 x11 = X11.INSTANCE; Display display = x11.XOpenDisplay(null); NativeLong mask = new NativeLong(X11.SubstructureRedirectMask | X11.SubstructureNotifyMask | X11.ResizeRedirectMask); XEvent event = new XEvent(); String msg = "_NET_MOVERESIZE_WINDOW"; //$NON-NLS-1$ long grflags = 0l; // use the default gravity of the window if (x != -1) grflags |= (1 << 8); if (y != -1) grflags |= (1 << 9); if (w != -1) grflags |= (1 << 10); if (h != -1) grflags |= (1 << 11); event.xclient.type = X11.ClientMessage; event.xclient.serial = new NativeLong(0l); event.xclient.send_event = TRUE; event.xclient.message_type = x11.XInternAtom(display, msg, false); event.xclient.window = window; event.xclient.format = 32; event.xclient.data.l[0] = new NativeLong(grflags); // gravity flags event.xclient.data.l[1] = new NativeLong(x); event.xclient.data.l[2] = new NativeLong(y); event.xclient.data.l[3] = new NativeLong(w); event.xclient.data.l[4] = new NativeLong(h); int status = x11.XSendEvent(display, x11.XDefaultRootWindow(display), FALSE, mask, event); x11.XFlush(display); // need to XFlush if we're not reading X events if (status == 0) { // 0 indicates XSendEvent failed logger.error("setWindowPos: XSendEvent failed (" + msg + ")"); //$NON-NLS-1$ return false; } return true; }

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  • Tweaking Remote Control (In-Kernel LIRC)

    - by Geoff
    I've recently rebuilt my MythTV box using Mythbuntu 12.04, to take advantage of newer hardware (Ivy Bridge). On my previous build I used lirc to manage the remote, i.e. the mapping of key codes - keypresses - application keys; it was quite a journey to learn it all, and I ended up fairly comfortable with how it all worked. What I have: I have a cheap Chinavasion remote and USB dongle, which I've found several articles on; these largely revolve around working with XBMC (interesting, but I don't think directly applicable) and also around getting a Harmony remote to work (it's a Chinavasion CVSB-983 - very useful, since I needed this to get my Harmony 900 working). Mythbuntu 12.04 64-bit MythTV 0.25 (likely irrelevant) How it is right now When I plug this in, it 'just works'. Which is great, except that Ubuntu uses it natively, and prevents some of the button presses from getting through to Myth. For example, I can send a button from the remote that equates to Ctrl-Alt-A (which I assume Ubuntu isn't interested in), and then trap that in Mythfrontend, but the remote's Play button is caught by Ubuntu (which displays a large circle with a line though it, as there's no media player loaded). I understand that this is because lirc is merged into the kernel now, and I like that. What I've done so far: Found the device using lsusb: $ lsusb Bus 001 Device 004: ID 073a:2230 Chaplet Systems, Inc. infrared dongle for remote Found the event device number: $ cat /proc/bus/input/devices I: Bus=0003 Vendor=073a Product=2230 Version=0110 N: Name="HID 073a:2230" P: Phys=usb-0000:00:1a.0-1.2/input0 S: Sysfs=/devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.2/1-1.2:1.0/input/input5 U: Uniq= H: Handlers=sysrq kbd mouse1 event5 js0 B: PROP=0 B: EV=10001f B: KEY=4c37fff072ff32d bf54445600000000 ffffffffff 30c100b17c007 ffa67bfad951dfff febeffdfffefffff fffffffffffffffe B: REL=343 B: ABS=100030000 B: MSC=10 Tested the input with evtest (I pressed Play): $ sudo evtest /dev/input/event5 Input driver version is 1.0.1 Input device ID: bus 0x3 vendor 0x73a product 0x2230 version 0x110 Input device name: "HID 073a:2230" Supported events: Event type 0 (EV_SYN) Event type 1 (EV_KEY) Event code 1 (KEY_ESC) Event code 2 (KEY_1) Event code 3 (KEY_2) Event code 4 (KEY_3) Event code 5 (KEY_4) Event code 6 (KEY_5) Event code 7 (KEY_6) <------------snipped lots of 'Event code' lines------------> Testing ... (interrupt to exit) Event: time 1336435683.230656, -------------- SYN_REPORT ------------ Event: time 1336435683.246648, type 4 (EV_MSC), code 4 (MSC_SCAN), value c00cd Event: time 1336435683.246652, type 1 (EV_KEY), code 164 (KEY_PLAYPAUSE), value 0 Event: time 1336435683.246655, -------------- SYN_REPORT ------------ Tested showkey, again for the Play key: $ sudo showkey -s kb mode was RAW [ if you are trying this under X, it might not work since the X server is also reading /dev/console ] press any key (program terminates 10s after last keypress)... 0xe0 0x22 0xe0 0xa2 What I want: I'd like a way to scan the incoming button presses, if the above method isn't correct. I'd like to either remap each button press to something that Ubuntu/Unity will ignore, or even better pass the keypress directly to Myth (I suspect this later is only possible with lirc, but I could be wrong). I would really like to do this with the in-kernel drivers, i.e. without explicitly loading lirc; if that's the way the world is going, I'd rather find a way to map the current behaviour to what I want, rather than forcing the 'old' arrangement of loading lirc outside the kernel. Learning something new is also worthwhile! My guess: I'm assuming that this will require using setkeycodes, but have had trouble finding enough information to configure this. Any help greatly appreciated!

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  • How can I fix my keyboard layout?

    - by Scott Severance
    For a long time, I've had my keyboard configured to use the layout currently known as "English (international AltGr dead keys)." I like this layout because without any modifier keys, it's identical to the US English keyboard, but when I hold Right Alt I can get accented letters and other characters not available on a standard US English keyboard. In Oneiric, however, the layout is messed up. Right Alt+N produces "ñ" as expected. And another method works: Right Alt+`, E produces "è", also as expected. But there's no way to type "é", which is probably the accented letter I type the most. I expect Right Alt+A, E to do the trick. But instead of a dead key for the acute accent, it uses a method for combining characters to create the hybrid "´e". This hybrid looks like the proper "é" in some settings, but it isn't the same character and doesn't always work. (For example, in the text input box as I type this, it looks the same as the proper character, but when displayed on the site for all so see, it looks very wrong--at least on my machine.) Ditto for all other characters with an acute accent, though some are available directly as pre-composed characters: For example, Right Alt+I yields "í". How can I change the acute accent on the A key to a proper dead key? Perhaps the more general version of this is: How can I tweak my keyboard layout? Update I just tested this on my other machine, also running Oneiric, but upgraded from previous versions. I have no problems with the second machine. The problem machine was a fresh install of Oneiric, but I kept my old $HOME when I did the fresh install. Clarification Even if an answer doesn't address my specific examples, I would still accept it if it provided enough detail for me to find the layout and tweak it according to my needs. Major Update After working through the information gained through Jim C's and Chascon's helpful replies, I've learned something new: The problem isn't with the layout itself, but with the fact that the selected layout isn't being applied. When I look at the definition in /usr/share/X11/xkb/symbols/us of the layout I've been running for a long time, I found that the definition doesn't match what I get when I type. In addition, the keyboard layout dialog that's supposed to show the current layout looks different from the way the layout is defined in the file I mentioned, and matches what actually happens when I type. Following Jim C's suggestion, I created a new layout in /usr/share/X11/xkb/symbols/us containing some modifications to the layout I want. I can select my layout from the keyboard properties, and I can use in on the console following Chascon's post, but the layout I get when typing is unchanged. Apparently, there's a different layout defined somewhere that's overriding what I've set. Where is that layout hiding? This problem occurs in Unity (3D and 2D), but I was able to get the correct layout set in Xfce. In case it's relevant, this problem has occurred since I installed Oneiric fresh on this machine (though I preserved my $HOME). I don't recall whether this problem occurred before the reinstall. Also, in case it's relevant, I also run iBus so I can type Korean. I have a few difficulties with iBus, but I doubt they're related.

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  • Saving a screenshot of a window using C#, WPF, and DWM

    - by Evan
    This is a follow up question to this question The solution to the above uses DWM to display a thumbnail of an active window. If I understand correctly, it works by letting you specify the window handle of the application you want to view and then having you provide a window handle and a location on that window where windows should draw the contents of the target Window. Is there a way to render the window screen shot directly to BitmapImage or Image instead of directly drawing it somewhere in your window? (Basically to just grab a screen shot of the window - even if it's covered by another window - with out using an updating thumbnail.) Thanks for you help!

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  • 2d movement solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • When I try to click and launch some of the links set to open in new window, it is being treated as a pop-up window [migrated]

    - by Test Developer
    For the past few days, we are facing issue with the chrome browser behavior. This is related to opening links set to open in new tab/window. The details are as follow: I have a collection of links and each link points to different resource to be opened in a new tab/window. The code is as follow: <a class="cssClass" rid="1114931" href="http://www.domain.com/resources/abc.html" title="Link1" tabindex="4">Link 1</a> And there are few checks/filters over accessing the resources which have been implemented as onClick handler over the links. In case any of the validations fails, the onClick handler returns false and the default behavior of the link does not happens i.e. links does not get open. One of such (last) checks includes AJAX call in sync mode. The code is as follow: var link_clickHandler = function(evt/* Event */) { var objTarget = jQuery(evt.target); if(check1) { return false; } else if(check2) { return false; } else if(check3) { var blnRetVal = false; jQuery.ajax( { "async" : false, "type" : "GET", "contentType" : "application/json; charset=utf-8", "url" : "index.php", "data" : 'resourceid=' + intResourceId, "dataType" : "json", "forceData" : true, "success" : function(data) { if(check1) { blnRetVal = true; } } "error" : function(error) { } } ); return blnRetVal; } }; jQuery("a.cssClass").live("click", link_clickHandler); ISSUE: The issue is that Chrome is behaving very weirdly manner. In case all of the checks are passed and onClick handler returns true, sometimes the resource get opened in a new tab/window and sometimes it get opened as a pop-up (which should never). Tried to capture any pattern but could not succeed. Any solution or even helping in understanding behavior would be really appreciated.

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  • 2d tank movement and turret solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • Why does my terrain turn white when I get close to it?

    - by Starkers
    When I zoom in on my terrain it goes white: The further in I zoom, the greater the whiteness becomes. Is this normal? Is this to speed up rendering or something? Can I turn it off? I'm also getting these error messages in the console over and over again: rc.right != m_GfxWindow-GetWidth() || rc.bottom != m_GfxWindow-GetHeight() and GUI Window tries to begin rendering while something else has not finished rendering! Either you have a recursive OnGUI rendering, or previous OnGUI did not clean up properly. Does this bear any correlation on the issue? Update I create virtual desktops to flit between using the program Deskpot. Turning this program off and restarting has stopped the above errors appearing in the console. However, I still get white terrain when I zoom in. Not a single error message. I've restarted my computer to no avail. I have an Asus NVidia GeForce GTX 760 2GB DDR5 Direct CU II OC Edition Graphics Card. Any known issues? Update I don't think it's fog...

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  • How To Change Window Transparency in Windows 7 with a Hotkey

    - by YatriTrivedi
    Linux has a lot of eye-candy because of Compiz, my favorite of which is the window opacity plugin. Using a short AutoHotKey script, you can add that same functionality to Windows 7. I used this AHK script as a basis for changing opacity. It uses a single hotkey to change the active window’s transparency by 25% each time until it resets to 0. I wanted functionality similar to Compiz, so I modified the script to use the mouse wheel and shortened the increments to get more variety. Just hold down the Windows key and scroll down to see through the window. This decreases opacity and makes windows more transparent. Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron Is the Forcefield Really On or Not? [Star Wars Parody Video] Google Updates Picasa Web Albums; Emphasis on Sharing and Showcasing Uwall.tv Turns YouTube into a Video Jukebox Early Morning Sunrise at the Beach Wallpaper

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  • Ubuntu crashes with menu bar launcher freeze during software centre use

    - by UbunUser
    I recently reinstalled Ubuntu 12.04 LTS on a Dell Studio 1588 64-bit and ran into crashes as I was installing some software on the software centre. Before this, I had display/screen problems that I needed to fix so I will briefly describe that in case it has any connection to the crashes. The problem was of screen crash/flickering (related to ATI Mobility Radeon HD 5400x) when trying to adjust brightness and so I followed guidance from an earlier chain (question 131967) to (a) use jockey to install fglrx update driver (deactivate experimental beta driver) and (b) edit grub to add acpi_backlight=vendor dell_laptop.backlight=0 The crashes that happened (twice, while software centre was just finishing installation in the background) was that all tabs (on open Firefox window) stayed open along with cursor control with mousepad but all menu bars disappeared completely along with the launcher and the keyboard also turned unresponsive. So there seemed to be no way to close windows or shut down the computer except for a forced hard shut down of the system using the start button. This is very similar to Questions #167540 and #298843, which seem to be closed. Why is this happening? Is there some update or fix I need to make? Thanks!

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  • Input/Output console window in XNA

    - by Will Bagley
    I am currently making a simple game in XNA but am at a point where testing various aspect gets a bit tricky, especially when you have to wait till you have 1000 score to see if your animation is playing correctly etc. Of course i could just edit the starting variable in the code before I launched but I have recently been interested in trying to implement a console style window which can print out values and take input to alter public variables during run-time. I am aware that VS has the immediate window which achieves a similar thing but i would prefer mine is an actual part of the game with the intention that the user may have limited access to it in the future. Some of the key things i have yet to find an answer to after looking around for a while are: how i would support free text entry how i would access variables during runtime how i would edit these variable I have also read about using a property grid from windows form aps (and partially reflection) which looked like it could simplify a lot of things but i am not sure how I would get that running inside my XNA game window or how i would get it to not look out of place (as the visual aspect of is seems to be aimed just for development time viewing). All in all I'm quite open to any suggestions on how to approach this task as currently I'm not sure where to start. Thanks in advance.

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  • How can I define custom keyboard mappings to resize, move, and manage windows?

    - by fumon
    I just returned to ubuntu (13.04) after a year using OS X exclusively. I love the improvements that have come to ubuntu and unity, and I'm glad to be back. There's just one thing, though... Slate is a simple OS X tool that allows users to quickly create powerful keyboard macros and really take advantage of their screen space. I have to say I was spoiled by it. Even on a tiny laptop, my workflow was never interrupted by changing workspaces or leaving the keyboard to adjust a window, because perfect adjustment was a keystroke or two away. For example: bind h:ctrl;alt;cmd resize -10% +0 # this increases the window's left width by 10% bind h:shift;alt nudge -10% +0 # this moves the window left by 10% You make a big config file, and like vim, tmux, and everything else, it just becomes muscle memory. I can't seem to find a way to achieve anything close to this in linux or ubuntu. I've tried to make do with compiz window settings and the built-in stuff Ubuntu offers, but it's not even in the same realm. Although to be fair, this level of tuning isn't something most people care about. Thanks, guys. :) Any feedback would be appreciated.

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  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Display glitches running ATI propietary driver under Ubuntu 12.10

    - by crystallero
    I have a lot of problems with the Ati propietary driver (fglrx). I have an iMac (mid 2011) with a Radeon HD 6900M [1002:6720]. I did not have any problem under Ubuntu 12.04, but since I updated to 12.10, I get some annoying graphic corruption. The worst one is that sometimes the screen does not update with the new information. It happens a lot when I change between tabs in Chrome or Sublime Text. It usually gets updated when I scroll the page. Sometimes, when I type, I have to wait a little bit to view the new characters. And I get trails when I move windows too (like a part of the window). After a while, the trail disappears. I tried to install fglrx, fglrx-updates and the new beta driver downloaded from Ati (12.11 Beta 11/16/2012), with no luck. It happens the same with all of them. I tried to mess with Compiz config, but it didn't fix anything. The open source driver does not suffer this problem, but I need the performance of the propietary driver . Do you have any clue? Thanks.

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  • How does one get Bluetile on 12.04?

    - by JKN
    I've been working on getting bluetile working on 12.04 so I can start down the path of tiling windows managers, but I have been having limited success. I have read the (only 7!) other posts on bluetile and tried the website, but unfortunately nothing seems to address precise thoroughly enough for me to get it working. I have tried getting gnome running on my machine via apt-get and following basic instructions from there, but without success. The apt-get for bluetile also fails (on selecting the gnome-bluetile session option, unity ends up opening anyway in a buggy, unstable way). I also messed around with specifying a custom xsession for lightdm to look at and setting the window-manager to bluetile, but again without success- somehow I ended up in unity again. Apologies if this question is too vague- I am new to really using linux systems, so sometimes I don't know what to ask or look for. Thanks!

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  • confused about python decorators

    - by nbv4
    I have a class that has an output() method which returns a matplotlib Figure instance. I have a decorator I wrote that takes that fig instance and turns it into a Django response object. My decorator looks like this: class plot_svg(object): def __init__(self, view): self.view = view def __call__(self, *args, **kwargs): print args, kwargs fig = self.view(*args, **kwargs) canvas=FigureCanvas(fig) response=HttpResponse(content_type='image/svg+xml') canvas.print_svg(response) return response and this is how it was being used: def as_avg(self): return plot_svg(self.output)() The only reason I has it that way instead of using the "@" syntax is because when I do it with the "@": @plot_svg def as_svg(self): return self.output() I get this error: as_svg() takes exactly 1 argument (0 given) I'm trying to 'fix' this by putting it in the "@" syntax but I can't figure out how to get it working. I'm thinking it has something to do with self not getting passed where it's supposed to...

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  • Why does decorating a class break the descriptor protocol, thus preventing staticmethod objects from behaving as expected?

    - by Robru
    I need a little bit of help understanding the subtleties of the descriptor protocol in Python, as it relates specifically to the behavior of staticmethod objects. I'll start with a trivial example, and then iteratively expand it, examining it's behavior at each step: class Stub: @staticmethod def do_things(): """Call this like Stub.do_things(), with no arguments or instance.""" print "Doing things!" At this point, this behaves as expected, but what's going on here is a bit subtle: When you call Stub.do_things(), you are not invoking do_things directly. Instead, Stub.do_things refers to a staticmethod instance, which has wrapped the function we want up inside it's own descriptor protocol such that you are actually invoking staticmethod.__get__, which first returns the function that we want, and then gets called afterwards. >>> Stub <class __main__.Stub at 0x...> >>> Stub.do_things <function do_things at 0x...> >>> Stub.__dict__['do_things'] <staticmethod object at 0x...> >>> Stub.do_things() Doing things! So far so good. Next, I need to wrap the class in a decorator that will be used to customize class instantiation -- the decorator will determine whether to allow new instantiations or provide cached instances: def deco(cls): def factory(*args, **kwargs): # pretend there is some logic here determining # whether to make a new instance or not return cls(*args, **kwargs) return factory @deco class Stub: @staticmethod def do_things(): """Call this like Stub.do_things(), with no arguments or instance.""" print "Doing things!" Now, naturally this part as-is would be expected to break staticmethods, because the class is now hidden behind it's decorator, ie, Stub not a class at all, but an instance of factory that is able to produce instances of Stub when you call it. Indeed: >>> Stub <function factory at 0x...> >>> Stub.do_things Traceback (most recent call last): File "<stdin>", line 1, in <module> AttributeError: 'function' object has no attribute 'do_things' >>> Stub() <__main__.Stub instance at 0x...> >>> Stub().do_things <function do_things at 0x...> >>> Stub().do_things() Doing things! So far I understand what's happening here. My goal is to restore the ability for staticmethods to function as you would expect them to, even though the class is wrapped. As luck would have it, the Python stdlib includes something called functools, which provides some tools just for this purpose, ie, making functions behave more like other functions that they wrap. So I change my decorator to look like this: def deco(cls): @functools.wraps(cls) def factory(*args, **kwargs): # pretend there is some logic here determining # whether to make a new instance or not return cls(*args, **kwargs) return factory Now, things start to get interesting: >>> Stub <function Stub at 0x...> >>> Stub.do_things <staticmethod object at 0x...> >>> Stub.do_things() Traceback (most recent call last): File "<stdin>", line 1, in <module> TypeError: 'staticmethod' object is not callable >>> Stub() <__main__.Stub instance at 0x...> >>> Stub().do_things <function do_things at 0x...> >>> Stub().do_things() Doing things! Wait.... what? functools copies the staticmethod over to the wrapping function, but it's not callable? Why not? What did I miss here? I was playing around with this for a bit and I actually came up with my own reimplementation of staticmethod that allows it to function in this situation, but I don't really understand why it was necessary or if this is even the best solution to this problem. Here's the complete example: class staticmethod(object): """Make @staticmethods play nice with decorated classes.""" def __init__(self, func): self.func = func def __call__(self, *args, **kwargs): """Provide the expected behavior inside decorated classes.""" return self.func(*args, **kwargs) def __get__(self, obj, objtype=None): """Re-implement the standard behavior for undecorated classes.""" return self.func def deco(cls): @functools.wraps(cls) def factory(*args, **kwargs): # pretend there is some logic here determining # whether to make a new instance or not return cls(*args, **kwargs) return factory @deco class Stub: @staticmethod def do_things(): """Call this like Stub.do_things(), with no arguments or instance.""" print "Doing things!" Indeed it works exactly as expected: >>> Stub <function Stub at 0x...> >>> Stub.do_things <__main__.staticmethod object at 0x...> >>> Stub.do_things() Doing things! >>> Stub() <__main__.Stub instance at 0x...> >>> Stub().do_things <function do_things at 0x...> >>> Stub().do_things() Doing things! What approach would you take to make a staticmethod behave as expected inside a decorated class? Is this the best way? Why doesn't the builtin staticmethod implement __call__ on it's own in order for this to just work without any fuss? Thanks.

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  • Adding a method to a function object at runtime

    - by Carson Myers
    I read a question earlier asking if there was a times method in Python, that would allow a function to be called n times in a row. Everyone suggested for _ in range(n): foo() but I wanted to try and code a different solution using a function decorator. Here's what I have: def times(self, n, *args, **kwargs): for _ in range(n): self.__call__(*args, **kwargs) import new def repeatable(func): func.times = new.instancemethod(times, func, func.__class__) @repeatable def threeArgs(one, two, three): print one, two, three threeArgs.times(7, "one", two="rawr", three="foo") When I run the program, I get the following exception: Traceback (most recent call last): File "", line 244, in run_nodebug File "C:\py\repeatable.py", line 24, in threeArgs.times(7, "one", two="rawr", three="foo") AttributeError: 'NoneType' object has no attribute 'times' So I suppose the decorator didn't work? How can I fix this?

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  • Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when I was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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