Search Results

Search found 53087 results on 2124 pages for 'database development'.

Page 678/2124 | < Previous Page | 674 675 676 677 678 679 680 681 682 683 684 685  | Next Page >

  • Game Resource Generation

    - by Darthg8r
    I am currently building a game that has a "City" entity. These cities generate and consume resources such as food variably over a period of time. I need to be able query the server often to find exactly how much food the city at any given point. These queries can take place multiple times per minute. There could also be 400,000 cities to track at a given time. How would you handle tracking these resources? Would you do it in real time, keeping an instance of the city in memory on the server, with some sort of a snapshot in time of the resources, then computing the growth/consumption from that snapshot time for subsequent queries? Would you work exclusively with a database, using a similar "snapshoting" scheme? Maybe a mixture of the 2, caching recently queried cities in memory for a period of time? There is also a lot of other data that each city needs to track. A player can queue units to build in a barrack. The armies available in the city will need to be updated as units complete. I'm interested in everyone's input on where/when/how you'd manage the real time data.

    Read the article

  • Can I run into legal issues with random names?

    - by Nathan Sabruka
    I'm currently building a game whose NPC's are going to be assigned a random gender and a random name for the right gender. To do this I will be using a "database" of names (actually a text file with tuples). There would also be a list of last names, which will be added to the first name also randomly. My question is the following. Suppose one such random name is "George Bush", and this person has been randomly assigned the job of president. As you can see, this could easily be seen as having been "copied" from a real-life person. The main issue is this. Names will be randomly-generated, yes, but the seed for random-number generation will be constant. In other words, the name of an NPC would be randomly-generated, i.e. I wouldn't choose it, but it would be the same for every player. Could this get me in trouble? We cannot verify all possible names, since the generated number of NPC's could be potentially limitless (new NPC's are being created whenever needed).

    Read the article

  • How to handle a player's level and its consequent privileges?

    - by Songo
    I'm building a game similar to Mafia Wars where a player can do tasks for his gang and gain experience and thus advancing his level. The game is built using PHP and a Mysql database. In the game I want to limit the resources allowed to player based on his level. For example: ________| (Max gold) | (Max army size) | (Max moves) | ... Level 1 | 1000 | 100 | 10 | ... Level 2 | 1500 | 200 | 20 | ... Level 3 | 3000 | 300 | 25 | ... . . . In addition certain features of the game won't be allowed until a certain level is reached such as players under Level 10 can't trade in the game market, players under Level 20 can't create alliances,...etc. The way I have modeled it is by implementing a very loooong ACL (Access Control List) with about 100 entries (an entry for each level). However, I think there may be a simpler approach to this seeing that this feature have been implemented in many games before.

    Read the article

  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

    Read the article

  • text extraction from video game dialogue files [on hold]

    - by wdwvt1
    As part of an academic project, I am trying to access the dialogue files (whether audio or text) from a variety of sports video games (Madden or NBA 2kX would be fantastic). I have searched extensively on other sites (scholarly text-mining publications, r/gaming, r/madden, modding sites, etc.) for guidance in how to extract dialogue files, but have been unsuccessful. Given that I don't have even the domain specific language to ask the right question (i.e. the resources I am seeking are out there, I just can't find them) I am asking the SE game dev community for help with the 2 following questions: Is there a canonical resource that I should study that would get me started with how to extract text or audio files from games? I am very fluent in python, which usually excels at mining information from sources, but I struggle with knowing where to start with a video game (as opposed to a more familiar database with a defined API). Is this even feasible, or are protections included with newer games (e.g. NBA 2k13) going to make extraction of these resources in a programmatic way impossible? Thank you for your help!

    Read the article

  • In an Entity/Component system, can component data be implemented as a simple array of key-value pairs? [on hold]

    - by 010110110101
    I'm trying to wrap my head around how to organize components in an Entity Component Systems once everything in the current scene/level is loaded in memory. (I'm a hobbyist BTW) Some people seem to implement the Entity as an object that contains a list of of "Component" objects. Components contain data organized as an array of key-value pairs. Where the value is serialized "somehow". (pseudocode is loosely in C# for brevity) class Entity { Guid _id; List<Component> _components; } class Component { List<ComponentAttributeValue> _attributes; } class ComponentAttributeValue { string AttributeName; object AttributeValue; } Others describe Components as an in-memory "table". An entity acquires the component by having its key placed in a table. The attributes of the component-entity instance are like the columns in a table class Renderable_Component { List<RenderableComponentAttributeValue> _entities; } class RenderableComponentAttributeValue { Guid entityId; matrix4 transformation; // other stuff for rendering // everything is strongly typed } Others describe this actually as a table. (and such tables sound like an EAV database schema BTW) (and the value is serialized "somehow") Render_Component_Table ---------------- Entity Id Attribute Name Attribute Value and when brought into running code: class Entity { Guid _id; Dictionary<string, object> _attributes; } My specific question is: Given various components, (Renderable, Positionable, Explodeable, Hideable, etc) and given that each component has an attribute with a particular name, (TRANSLATION_MATRIX, PARTICLE_EMISSION_VELOCITY, CAN_HIDE, FAVORITE_COLOR, etc) should: an entity contain a list of components where each component, in turn, has their own array of named attributes with values serialized somehow or should components exist as in-memory tables of entity references and associated with each "row" there are "columns" representing the attribute with values that are specific to each entity instance and are strongly typed or all attributes be stored in an entity as a singular array of named attributes with values serialized somehow (could have name collisions) or something else???

    Read the article

  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

    Read the article

  • How to recover a MySQL InnoDB table?

    - by Kau-Boy
    When I try to launch the Plesk administration page of you server I get the following error: ERROR: PleskMainDBException MySQL query failed: MySQL server has gone away The MySQL Server is working well. Although it seems that the plesk database is somehow corrupt and any action on this database results in a restart of the mysql process, so even queries to other databases on the same MySQL server will be lost. If I try to connect to the plesk database using phpMyAdmin, I can only see the number of tables, the database had originally. But I am not able to open the tables listing. As soon as I try it, the mysql process crashes again. Trying to connect to the database using ssh works. I can even run a SELECT statement against any table an get a result. I don't know if it is an plesk error or an error of the psa database or even the MySQL server. Can you give me any tips on how to recover the plesk system. Should I try to repair the Plesk installation before. And if so, how can I do it and will all my settings get lost doing it? EDIT: Trying to dump the database, I get the following error: mysqldump: Got error: 2013: Lost connection to MySQL server during query when using LOCK TABLES EDIT: I could find out, that the table 'data_bases' is responsible for the crash of the MySQL server process. But trying to repair it using a REPAIR TABLE statement doesn't work. EDIT: I now dropped the whole database and restored it from a dump. But why I try to recover the data_bases table I get the following error: ERROR 1005 (HY000) at line 24: Can't create table './psa/data_bases.frm' (errno: 121) I am not able to create the table again. Somewhere in the MySQL system there is still some information about this table. I tested the same thing locally. If I just delete the table files and then try to create the table again I get the same error. If I drop the table through MySQL, I can create the table again afterwards. But trying to drop the table using MySQL the whole MySQL system crashed. Is there any way to solve that issue?

    Read the article

  • Using SQL tables for storing user created level stats. Is there a better way?

    - by Ivan
    I am developing a racing game in which players can create their own tracks and upload them to a server. Players will be able to compare their best track times to their friends and see world records. I was going to generate a table for each track submitted to store the best times of each player who plays the track. However, I can't predict how many will be uploaded and I imagine too many tables might cause problems, or is this a valid method? I considered saving each player's best times in a string in a single table field like so: level1:00.45;level2:00.43;level3:00.12 If I did this I wouldn't need a separate table for each level (each level could just have a row in a 'WorldRecords' table). However, this just causes another problem because the text would eventually reach the limit for varchar length. I also considered storing the times data in XML files. This would avoid database issues and server disk space can be increased if needed. But I imagine this would be very slow. To update one players best time on one level, I would have to check every node in the file to find their time record to update. Apologies for the wall of text. Any suggestions would be appreciated.

    Read the article

  • T-SQL for autogrowth of multiple data files

    - by ddono25
    I can't seem to figure out the problems with my script to alter SQL Server 2008 database and file growth. There are two data files and a log file, all which need to have Autogrowth ON. Does this look completely wrong? Thanks! USE MASTER GO ALTER DATABASE BigDB MODIFY FILE ( NAME = BIGDBPPE, FILENAME = "H:\MSSQL\Data\BigDB.mdf", MAXSIZE = UNLIMITED, FILEGROWTH = 2000MB) USE MASTER GO ALTER DATABASE BigDB MODIFY FILE ( NAME = BIGDBPPE1, FILENAME = "K:\MSSQL\Data\BigDB_data1.ndf", MAXSIZE = UNLIMITED, FILEGROWTH = 2000MB) USE MASTER GO ALTER DATABASE BigDB MODIFY FILE ( NAME = BIGDBPPE_log, FILENAME = "O:\MSSQL\Data\BigDB_log.ldf", MAXSIZE = UNLIMITED, FILEGROWTH = 200MB) GO

    Read the article

  • About online game servers and how to handle data

    - by TreantBG
    So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor upgrades and items. Players will be able to create new games or join old ones. So my question is how to create the game server that players will play in. I have two ideas on my mind. The player who made the game is the server. All data passes trough him and he send this data to the server updating the database of the players with their XP points kills/deaths score and other. Or my host machine is the server, the player who made the game just will open new instance on my host and will be like client. And all players send their input data to the host, the host updates the game and send response back to client for any new changes like where is the enemy and other. And if i choose option 1 is there a chance the host to change the game content and manipulate the game results? (I think there is but i'm not sure) And if i choose option 2 isn't that raising the response time and potentially the game lag? or maybe there is another option?

    Read the article

  • Where to implement storable items

    - by James Hay
    I'm creating a multiplayer online trading game. The things that are traded range from raw items to complex products. For example Steel is a raw item. Mechanical Assembly is a more complex item that requires 2x Steel and maybe 1x Rubber. Then Hydraulics is an item that contains 2x Mechanical Assemblies and 1x Electronics (which is another complex item). So and so forth. These items will be created by me, players can't create their own items, so it doesn't need to be able to handle arbitrary layers of complexity for items. If my example isn't clear, think Minecraft. You have wooden planks, which can be made into sticks. From there the sticks - combined with metals - can be made into tools. My game is nothing to do with minecraft or any sandbox building game, but it uses a similar progressive complexity to creating items that I want to have in my game. My question is basically, how do you store something like this assuming that I will want to add more items in the future? Do you store it in a database or in a seperate library that the game uses? EDIT None of the items actually "do" anything, they are simply there to either sell, purchase, or combine with other items to make a more complex item, which can then be sold, purchased or combined... you get the idea. The items themselves would not have any properties, but the instances of the items would. For example an item that one player has would have a certain "quality" and if they were selling it a certain "price". An instance of that same item that a different player had would need to have a different "quality" and "price" if they were selling it. I think the price part will not be required on an individual item because instead I would have a "sale" object which was for a price and contained certain items.

    Read the article

  • Best way to go for simple online multi-player games?

    - by Mr_CryptoPrime
    I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be able to play for real money. It also needs to run fast so users don't spend their time frustrated with game freezing. Compatibility, as with almost all online products, is key because of the large target market. I am most acquainted with Java programming, but I don't want to do it in Java if there is something much better. I am assuming I will have to utilize a variety of different languages in order for everything to come together. If someone could point out the main structure of everything so I could get a good start that would be great! 1) Language choice for simple secure online multiplayer games? 2) Perhaps use a database like MySQL, stored on a secure server for the trivia questions? 3) Free educational resources and even simpler projects to practice? Any ideas or suggestions would be helpful...Thanks!

    Read the article

  • Creating new games on Android and/or iPhone

    - by James Clifton
    I have a succesfull facebook poker game that is running very nicely, now some people have asked if I can port this to other platforms - mainly mobile devices (and I have been asked to make a tablet version, do I really need a seperate version?) I am currently a PHP programmer (and game designer) and I simply dont' have the time to learn Android and other languages - so I have decided to pay third parties to program them (if viable). The information I need to know is what programming language is needed for the following four devices - Android mobile phone, iPhone, iPad and tablets? Can they all run off a central sql database? If they can't then i'm not interested :( Do any of these run FLASH? Have I covered all my main bases here? For example if a person programs for a ANDROID mobile phone is that to much differant to an ANDROID tablet? They will have slightly differant graphics (because the tablet has a greater screen area might as well use it) but do they need to be started from scratch? Same goes for iPhone/iPad, do they really need to be programmed differantly if the only differance is the graphics?

    Read the article

  • What is the best way to exploit multicores when making multithread games?

    - by Keeper
    Many people suggest to write a program, and then start optimizing it. But I think that when it's coming to multithreading with multicore, a little think ahead is required. I've read about using threads, and experienced it myself during some courses at the university (still a student). The big question is simple, but a bit abstract: What thread related steps in game design do I need to take, before implementation? Now trying to be more specific. Let's say, as an example, that I'm making a small board game (like Monopoly) that I want to be multithreaded. My goal Is that this multithreaded game will exploit the best of the multicore system, lets say 4-6 cores (like in i7 processors). My answer to this question at the moment is, one thread for each of these four basic components: GUI User Input / Output AI (computer rival) Other game related calculations (like shortest path from A to B, or level up status change) I'm not an expert (yet!), and I'm sure there are better answers out there. Any suggestion, answer, different approach will be helpful. Some thoughts: Maybe splitting the main database is a good way.. (or total disaster.. )

    Read the article

  • Best way to calculate unit deaths in browser game combat?

    - by MikeCruz13
    My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, a little worried about how I'm calculating unit deaths when one player attacks another because the deaths seem to pile up a little fast for my taste. For this system, a battle doesn't just trigger, calculate winner, and end. Instead, it is allowed to go for several rounds (say one round every 15 mins.) until one side passes a threshold of being too strong for the other player and allows players to send reinforcements between rounds. Each round, units pair up and attack each other. Essentially what I do is calculate the damage: AP = Attack Points HP = Hit Points Units AP * Quantity * Random Factors * other factors (such as attrition) I take that and divide by the defending unit's HP to find the number of casualties of defending units. So, for example (simplified to take out some factors), if I have: 500 attackers with 50 AP vs 1000 defenders with 100 HP = 250 deaths. I wonder if that last step could be handled better to reduce the deaths piling up. Some ideas: I just change all the units with more HP? I make sure to set the Attacking unit's AP to be a max of the defender's HP to make sure they only kill 1 unit. (is that fair if I have less huge units vs many small units?) I spread the damage around more by including the defending unit's quantity more? i.e. in that scenario some are dead and some are 50% damage. (How would I track this every round?) Other better mathematical approaches?

    Read the article

  • webgame engine how does it works

    - by TWCrap
    Hy all, first off all, don't yell that i shouldn't start with it, i just want to know how that works... The thing is, how does the engine of an webgame works. A game like tribalwars, grepolis and forge of empires. How does that keeping alive work. I mean, a user is building an building, and quit the browser... The building is build even when the session of the user is expired. but the points of the user is updated when the building is finished... So how does that works. What do you guys think? do they have some kind of cronjob that is fired every second, and that walks throug the database, and search for finished buildings, and update's the stuff? or do you guys think that they do it difrent?!? I hope that i was clear. -NOTE- i don't need anny code, i'm just intrested in the progress behind the game... Greetingz Marc

    Read the article

  • How to get the level and position of the player from an extern program? [on hold]

    - by user3727174
    I want to write a program that needs the current level and position of the player (primary single player). This should work for potentially every game installed and running on the computer my program is running on. The data I need is basically one integer value for the level (if there are any) and three integer values for x, y and optimal z for the position of the player. In which relation/scale or where the null point is does not matter, because this information is going to be interpreted game dependent, I will use this information to read information out of a database created for the game currently running. Currently I'm using C++, but if there is a better option for Java I´m willing to port my program. My thoughs so far are: make a mod for every game that should be supported, get the position/level from there, write this information to the disk and read it from my program tracking mouse/keyboard events and reconstructing the movement won't work Are there any general APIs for something like this? Any Tool to find this data? Or maybe engines that provide APIs to get this data directly from the game?

    Read the article

  • How to convert a DataSet object into an ObjectContext (Entity Framework) object on the fly?

    - by Marcel
    Hi all, I have an existing SQL Server database, where I store data from large specific log files (often 100 MB and more), one per database. After some analysis, the database is deleted again. From the database, I have created both a Entity Framework Model and a DataSet Model via the Visual Studio designers. The DataSet is only for bulk importing data with SqlBulkCopy, after a quite complicated parsing process. All queries are then done using the Entity Framework Model, whose CreateQuery Method is exposed via an interface like this public IQueryable<TTarget> GetResults<TTarget>() where TTarget : EntityObject, new() { return this.Context.CreateQuery<TTarget>(typeof(TTarget).Name); } Now, sometimes my files are very small and in such a case I would like to omit the import into the database, but just have a an in-memory representation of the data, accessible as Entities. The idea is to create the DataSet, but instead of bulk importing, to directly transfer it into an ObjectContext which is accessible via the interface. Does this make sense? Now here's what I have done for this conversion so far: I traverse all tables in the DataSet, convert the single rows into entities of the corresponding type and add them to instantiated object of my typed Entity context class, like so MyEntities context = new MyEntities(); //create new in-memory context ///.... //get the item in the navigations table MyDataSet.NavigationResultRow dataRow = ds.NavigationResult.First(); //here, a foreach would be necessary in a true-world scenario NavigationResult entity = new NavigationResult { Direction = dataRow.Direction, ///... NavigationResultID = dataRow.NavigationResultID }; //convert to entities context.AddToNavigationResult(entity); //add to entities ///.... A very tedious work, as I would need to create a converter for each of my entity type and iterate over each table in the DataSet I have. Beware, if I ever change my database model.... Also, I have found out, that I can only instantiate MyEntities, if I provide a valid connection string to a SQL Server database. Since I do not want to actually write to my fully fledged database each time, this hinders my intentions. I intend to have only some in-memory proxy database. Can I do simpler? Is there some automated way of doing such a conversion, like generating an ObjectContext out of a DataSet object? P.S: I have seen a few questions about unit testing that seem somewhat related, but not quite exact.

    Read the article

  • Noob Objective-C/C++ - Linker Problem/Method Signature Problem

    - by Josh
    There is a static class Pipe, defined in C++ header that I'm including. The static method I'm interested in calling (from Objetive-c) is here: static ERC SendUserGet(const UserId &_idUser,const GUID &_idStyle,const ZoneId &_idZone,const char *_pszMsg); I have access to an objetive-c data structure that appears to store a copy of userID, and zoneID -- it looks like: @interface DataBlock : NSObject { GUID userID; GUID zoneID; } Looked up the GUID def, and its a struct with a bunch of overloaded operators for equality. UserId and ZoneId from the first function signature are #typedef GUID Now when I try to call the method, no matter how I cast it (const UserId), (UserId), etc, I get the following linker error: Ld build/Debug/Seeker.app/Contents/MacOS/Seeker normal i386 cd /Users/josh/Development/project/Mac/Seeker setenv MACOSX_DEPLOYMENT_TARGET 10.5 /Developer/usr/bin/g++-4.2 -arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -L/Users/josh/Development/TS/Mac/Seeker/build/Debug -L/Users/josh/Development/TS/Mac/Seeker/../../../debug -L/Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/gcc/i686-apple-darwin10/4.2.1 -F/Users/josh/Development/TS/Mac/Seeker/build/Debug -filelist /Users/josh/Development/TS/Mac/Seeker/build/Seeker.build/Debug/Seeker.build/Objects-normal/i386/Seeker.LinkFileList -mmacosx-version-min=10.5 -framework Cocoa -framework WebKit -lSAPI -lSPL -o /Users/josh/Development/TS/Mac/Seeker/build/Debug/Seeker.app/Contents/MacOS/Seeker Undefined symbols: "SocPipe::SendUserGet(_GUID const&, _GUID const&, _GUID const&, char const*)", referenced from: -[PeoplePaneController clickGet:] in PeoplePaneController.o ld: symbol(s) not found collect2: ld returned 1 exit status Is this a type/function signature error, or truly some sort of linker error? I have the headers where all these types and static classes are defined #imported -- I tried #include too, just in case, since I'm already stumbling :P Forgive me, I come from a web tech background, so this c-style memory management and immutability stuff is super hazy. Edit: Added full linker error text. Changed "function" to "method" Thanks, Josh

    Read the article

  • Exception using SQLiteDataReader

    - by galford13x
    I'm making a Custom SQLite Wrapper. This is meant to allow a presistent connection to a database. However, I receive an exception when calling this function twice. public Boolean DatabaseConnected(string databasePath) { bool exists = false; if (ConnectionOpen()) { this.Command.CommandText = string.Format(DATABASE_QUERY); using (reader = this.Command.ExecuteReader()) { while (reader.Read()) { if (string.Compare(reader[FILE_NAME_COL_HEADER].ToString(), databasePath, true) == 0) { exists = true; break; } } reader.Close(); } } return exists; } I use the above function to check if the database is currently open before executing a command or trying to open a database. The first time I execute the function, it executes with no issue. After that the reader = this.Command.ExecuteReader() throws an exception Object reference not set to an instance of an object. StackTrace: at System.Data.SQLite.SQLiteStatement.Dispose() at System.Data.SQLite.SQLite3.Reset(SQLiteStatement stmt) at System.Data.SQLite.SQLite3.Step(SQLiteStatement stmt) at System.Data.SQLite.SQLiteDataReader.NextResult() at System.Data.SQLite.SQLiteDataReader..ctor(SQLiteCommand cmd, CommandBehavior behave) at System.Data.SQLite.SQLiteCommand.ExecuteReader(CommandBehavior behavior) at System.Data.SQLite.SQLiteCommand.ExecuteReader() at EveTraderApi.Database.SQLDatabase.DatabaseConnected(String databasePath) in C:\Documents and Settings\galford13x\My Documents\Visual Studio 2008\Projects\EveTrader\EveTraderApi\Database\Database.cs:line 579 at EveTraderApi.Database.SQLDatabase.OpenSQLiteDB(String filename) in C:\Documents and Settings\galford13x\My Documents\Visual Studio 2008\Projects\EveTrader\EveTraderApi\Database\Database.cs:line 119 at EveTraderApiExample.Form1.CreateTableDataTypes() in C:\Documents and Settings\galford13x\My Documents\Visual Studio 2008\Projects\EveTrader\EveTraderApiExample\Form1.cs:line 89 at EveTraderApiExample.Form1.Button1_ExecuteCommand(Object sender, EventArgs e) in C:\Documents and Settings\galford13x\My Documents\Visual Studio 2008\Projects\EveTrader\EveTraderApiExample\Form1.cs:line 35 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.DebuggableCallback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(Form mainForm) at EveTraderApiExample.Program.Main() in C:\Documents and Settings\galford13x\My Documents\Visual Studio 2008\Projects\EveTrader\EveTraderApiExample\Program.cs:line 18 at System.AppDomain._nExecuteAssembly(Assembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

    Read the article

  • Grails + GAE - Issue using app.servlet.version=2.5

    - by Taylor L
    Updating the servlet version in application.properties to 2.5 has no affect on the generated web.xml. The generated web.xml is still version 2.4. app.servlet.version=2.5 Also, if I try to execute "run-app" I get the exception below: Running Grails application.. Starting AppEngine generated indices thread. Starting reload monitor thread. [java] Jan 26, 2010 5:27:05 AM com.google.apphosting.utils.jetty.JettyLogger warn [java] WARNING: Failed startup of context com.google.apphosting.utils.jetty.DevAppEngineWebAppContext@4178460d{/,C:\Users\Taylor Leese\workspace\test-gae\web-app} [java] java.lang.IllegalStateException: No such servlet: grails [java] at org.mortbay.jetty.servlet.ServletHandler.updateMappings(ServletHandler.java:953) [java] at org.mortbay.jetty.servlet.ServletHandler.setServletMappings(ServletHandler.java:1037) [java] at org.mortbay.jetty.webapp.WebXmlConfiguration.initialize(WebXmlConfiguration.java:305) [java] at org.mortbay.jetty.webapp.WebXmlConfiguration.configure(WebXmlConfiguration.java:222) [java] at org.mortbay.jetty.webapp.WebXmlConfiguration.configureWebApp(WebXmlConfiguration.java:180) [java] at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.java:1215) [java] at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java:500) [java] at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448) [java] at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) [java] at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) [java] at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) [java] at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) [java] at org.mortbay.jetty.Server.doStart(Server.java:217) [java] at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) [java] at com.google.appengine.tools.development.JettyContainerService.startContainer(JettyContainerService.java:188) [java] at com.google.appengine.tools.development.AbstractContainerService.startup(AbstractContainerService.java:120) [java] at com.google.appengine.tools.development.DevAppServerImpl.start(DevAppServerImpl.java:217) [java] at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:162) [java] at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) [java] at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) [java] at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) [java] The server is running at http://localhost:8080/ Any ideas how to resolve these issues?

    Read the article

  • java Finalize method call

    - by Rajesh Kumar J
    The following is my Class code import java.net.*; import java.util.*; import java.sql.*; import org.apache.log4j.*; class Database { private Connection conn; private org.apache.log4j.Logger log ; private static Database dd=new Database(); private Database(){ try{ log= Logger.getLogger(Database.class); Class.forName("com.mysql.jdbc.Driver"); conn=DriverManager.getConnection("jdbc:mysql://localhost/bc","root","root"); conn.setReadOnly(false); conn.setAutoCommit(false); log.info("Datbase created"); /*Class.forName("sun.jdbc.odbc.JdbcOdbcDriver"); conn=DriverManager.getConnection("jdbc:odbc:rmldsn"); conn.setReadOnly(false); conn.setAutoCommit(false);*/ } catch(Exception e){ log.info("Cant Create Connection"); } } public static Database getDatabase(){ return dd; } public Connection getConnection(){ return conn; } @Override protected void finalize()throws Throwable { try{ conn.close(); Runtime.getRuntime().gc(); log.info("Database Close"); } catch(Exception e){ log.info("Cannot be closed Database"); } finally{ super.finalize(); } } } This can able to Initialize Database Object only through getDatabase() method. The below is the program which uses the single Database connection for the 4 threads. public class Main extends Thread { public static int c=0; public static int start,end; private int lstart,lend; public static Connection conn; public static Database dbase; public Statement stmt,stmtEXE; public ResultSet rst; /** * @param args the command line arguments */ static{ dbase=Database.getDatabase(); conn=dbase.getConnection(); } Main(String s){ super(s); try{ stmt=conn.createStatement(ResultSet.TYPE_SCROLL_INSENSITIVE, ResultSet.CONCUR_UPDATABLE); start=end; lstart=start; end=end+5; lend=end; System.out.println("Start -" +lstart +" End-"+lend); } catch(Exception e){ e.printStackTrace(); } } @Override public void run(){ try{ URL url=new URL("http://localhost:8084/TestWeb/"); rst=stmt.executeQuery("SELECT * FROM bc.cdr_calltimestamp limit "+lstart+","+lend); while(rst.next()){ try{ rst.updateInt(2, 1); rst.updateRow(); conn.commit(); HttpURLConnection httpconn=(HttpURLConnection) url.openConnection(); httpconn.setDoInput(true); httpconn.setDoOutput(true); httpconn.setRequestProperty("Content-Type", "text/xml"); //httpconn.connect(); String reqstring="<?xml version=\"1.0\" encoding=\"US-ASCII\"?>"+ "<message><sms type=\"mt\"><destination messageid=\"PS0\"><address><number" + "type=\"international\">"+ rst.getString(1) +"</number></address></destination><source><address>" + "<number type=\"unknown\"/></address></source><rsr type=\"success_failure\"/><ud" + "type=\"text\">Hello World</ud></sms></message>"; httpconn.getOutputStream().write(reqstring.getBytes(), 0, reqstring.length()); byte b[]=new byte[httpconn.getInputStream().available()]; //System.out.println(httpconn.getContentType()); httpconn.getInputStream().read(b); System.out.println(Thread.currentThread().getName()+new String(" Request"+rst.getString(1))); //System.out.println(new String(b)); httpconn.disconnect(); Thread.sleep(100); } catch(Exception e){ e.printStackTrace(); } } System.out.println(Thread.currentThread().getName()+" "+new java.util.Date()); } catch(Exception e){ e.printStackTrace(); } } public static void main(String[] args) throws Exception{ System.out.println(new java.util.Date()); System.out.println("Memory-before "+Runtime.getRuntime().freeMemory()); Thread t1=new Main("T1-"); Thread t2=new Main("T2-"); Thread t3=new Main("T3-"); Thread t4=new Main("T4-"); t1.start(); t2.start(); t3.start(); t4.start(); System.out.println("Memory-after "+Runtime.getRuntime().freeMemory()); } } I need to Close the connection after all the threads gets executed. Is there any good idea to do so. Kindly help me out in getting this work.

    Read the article

  • KISS: Simple C# application which communicates with a RESTful web service.

    - by Workshop Alex
    Following the KISS principle, I suddenly realised the following: In .NET, you can use the Entity Model Framework to wrap around a database. This model can be exposed as a web service through WCF. This web service would have a very standardized definition. A client application could be created which could consume any such RESTful web service. I don't want to re-invent the wheel and it wouldn't surprise me if someone has already done this, so my question is simple: Has anyone already created a simple (desktop, not web) client application that can consume a RESTful service that's based on the Entity Framework and which will allow the user to read and write data directly to this service? Otherwise, I'll just have to "invent" this myself. :-)Problem is, the database layer and RESTful service is already finished. The RESTful service will only stay in the project during it's development phase, since we can use the database-layer assembly directly from the web applications that are build around it. When the web application is deployed, the RESTful services are just kept out of the deployment. But the database has a lot of data to manage over nearly 50 tables. When developing against a local database, we can have straight access to the database so I wouldn't need this tool for this. When it's deployed, the web application would be the only way to access the data so I could not use this tool. But we're also having a test phase where the database is stored on another system outside the local domain and this database is not available for developers. Only administrators have direct access to this database, making tests a bit more complex. However, through the RESTful service, I can still access the data directly. Thus, when some test goes wrong, I can repair the data through this connection or just create a copy of the data for tests on my local system. There's plenty of other functionality and it's even possible to just open the URL to a table service straight in Excel or XMLSpy to see the contents. But when I want to write something back, I have to write special code to do just that. A generic tool that would allow me to access the data and modify it would be easier. Since it's a generic setup around the ADO.NET Data services, this should be reasonable easy too. Thus, I can do it but hoped someone else has already done something similar. But it appears that there's no such tool made yet...

    Read the article

  • Bulk inserts into sqlite db on the iphone...

    - by akaii
    I'm inserting a batch of 100 records, each containing a dictonary containing arbitrarily long HTML strings, and by god, it's slow. On the iphone, the runloop is blocking for several seconds during this transaction. Is my only recourse to use another thread? I'm already using several for acquiring data from HTTP servers, and the sqlite documentation explicitly discourages threading with the database, even though it's supposed to be thread-safe... Is there something I'm doing extremely wrong that if fixed, would drastically reduce the time it takes to complete the whole operation? NSString* statement; statement = @"BEGIN EXCLUSIVE TRANSACTION"; sqlite3_stmt *beginStatement; if (sqlite3_prepare_v2(database, [statement UTF8String], -1, &beginStatement, NULL) != SQLITE_OK) { printf("db error: %s\n", sqlite3_errmsg(database)); return; } if (sqlite3_step(beginStatement) != SQLITE_DONE) { sqlite3_finalize(beginStatement); printf("db error: %s\n", sqlite3_errmsg(database)); return; } NSTimeInterval timestampB = [[NSDate date] timeIntervalSince1970]; statement = @"INSERT OR REPLACE INTO item (hash, tag, owner, timestamp, dictionary) VALUES (?, ?, ?, ?, ?)"; sqlite3_stmt *compiledStatement; if(sqlite3_prepare_v2(database, [statement UTF8String], -1, &compiledStatement, NULL) == SQLITE_OK) { for(int i = 0; i < [items count]; i++){ NSMutableDictionary* item = [items objectAtIndex:i]; NSString* tag = [item objectForKey:@"id"]; NSInteger hash = [[NSString stringWithFormat:@"%@%@", tag, ownerID] hash]; NSInteger timestamp = [[item objectForKey:@"updated"] intValue]; NSData *dictionary = [NSKeyedArchiver archivedDataWithRootObject:item]; sqlite3_bind_int( compiledStatement, 1, hash); sqlite3_bind_text( compiledStatement, 2, [tag UTF8String], -1, SQLITE_TRANSIENT); sqlite3_bind_text( compiledStatement, 3, [ownerID UTF8String], -1, SQLITE_TRANSIENT); sqlite3_bind_int( compiledStatement, 4, timestamp); sqlite3_bind_blob( compiledStatement, 5, [dictionary bytes], [dictionary length], SQLITE_TRANSIENT); while(YES){ NSInteger result = sqlite3_step(compiledStatement); if(result == SQLITE_DONE){ break; } else if(result != SQLITE_BUSY){ printf("db error: %s\n", sqlite3_errmsg(database)); break; } } sqlite3_reset(compiledStatement); } timestampB = [[NSDate date] timeIntervalSince1970] - timestampB; NSLog(@"Insert Time Taken: %f",timestampB); // COMMIT statement = @"COMMIT TRANSACTION"; sqlite3_stmt *commitStatement; if (sqlite3_prepare_v2(database, [statement UTF8String], -1, &commitStatement, NULL) != SQLITE_OK) { printf("db error: %s\n", sqlite3_errmsg(database)); } if (sqlite3_step(commitStatement) != SQLITE_DONE) { printf("db error: %s\n", sqlite3_errmsg(database)); } sqlite3_finalize(beginStatement); sqlite3_finalize(compiledStatement); sqlite3_finalize(commitStatement);

    Read the article

< Previous Page | 674 675 676 677 678 679 680 681 682 683 684 685  | Next Page >