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  • MiniMax function throws null pointer exception

    - by Sven
    I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on http://ethangunderson.com/blog/minimax-algorithm-in-c/. The only thing is that I get a NullPointer Exception when I run the code. And I can't wrap my finger around it. I placed a comment in the code where the exception is thrown. The recursive call is returning a null pointer, what is very strange because it can't.. When I place a breakpoint on the null return with the help of a if statement, then I see that there ARE still 2 to 3 empty places.. I probably overlooking something. Hope someone can tell me what I'm doing wrong. Here is the MiniMax code (the tic tac toe code is not important): /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package MiniMax; import Game.Block; import Game.Board; import java.util.ArrayList; public class MiniMax { public static Place getBestMove(Board gameBoard, Block.TYPE player) { Place bestPlace = null; ArrayList<Place> emptyPlaces = gameBoard.getEmptyPlaces(); Board newBoard; //loop trough all the empty places for(Place emptyPlace : emptyPlaces) { newBoard = gameBoard.clone(); newBoard.setBlock(emptyPlace.getRow(), emptyPlace.getCell(), player); //no game won and still room to move if(newBoard.getWinner() == Block.TYPE.NONE && newBoard.getEmptyPlaces().size() > 0) { //is an node (has children) Place tempPlace = getBestMove(newBoard, invertPlayer(player)); //ERROR is thrown here! tempPlace is null. emptyPlace.setScore(tempPlace.getScore()); } else { //is an leaf if(newBoard.getWinner() == Block.TYPE.NONE) { emptyPlace.setScore(0); } else if(newBoard.getWinner() == Block.TYPE.X) { emptyPlace.setScore(-1); } else if(newBoard.getWinner() == Block.TYPE.O) { emptyPlace.setScore(1); } //if this move is better then our prev move, take it! if((bestPlace == null) || (player == Block.TYPE.X && emptyPlace.getScore() < bestPlace.getScore()) || (player == Block.TYPE.O && emptyPlace.getScore() > bestPlace.getScore())) { bestPlace = emptyPlace; } } } //This should never be null, but it does.. return bestPlace; } private static Block.TYPE invertPlayer(Block.TYPE player) { if(player == Block.TYPE.X) { return Block.TYPE.O; } return Block.TYPE.X; } }

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • Week in Geek: Another New Java Security Hole Revealed – Affects All Recent Versions

    - by Asian Angel
    Our last edition of WIG for September is filled with news link coverage on topics such as a beta of Mozilla’s new Persona login system has been released, a SourceForge mirror has been compromised, the Nintendo Wii U will be region-locked, and more. 8 Deadly Commands You Should Never Run on Linux 14 Special Google Searches That Show Instant Answers How To Create a Customized Windows 7 Installation Disc With Integrated Updates

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • SFX Played Once per Collision or Hit

    - by David Dimalanta
    I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } Now, I'm thinking which part o line should I implement for the sound effects. My objectives to make SFX played once for every collision (Or should I say "SFX played once per collision"?) on the following: SFX played once if they hit on the objects of its kind. (e.g. apple vs. apple) SFX played once on a different sound when it hit on the ground. (e.g. apple land on the mud) Take note that I'm using Box2D for the Java programming version thanks to LibGDX via Box2D engine and I edited the physics body using Physics Body Editor before I implement it to code. I tried to check every available methods for body, fixture definition, or body definition to code for the SFX when hit but it seems only for the gravity and weight. Is there possibly available on the document for SFX played when collision happens if possible?

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

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

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  • How can I make a universal construction more efficient?

    - by VF1
    A "universal construction" is a wrapper class for a sequential object that enables it to be linearized (a strong consistency condition for concurrent objects). For instance, here's an adapted wait-free construction, in Java, from [1], which presumes the existence of a wait-free queue that satisfies the interface WFQ (which only requires one-time consensus between threads) and assumes a Sequential interface: public interface WFQ<T> // "FIFO" iteration { int enqueue(T t); // returns the sequence number of t Iterable<T> iterateUntil(int max); // iterates until sequence max } public interface Sequential { // Apply an invocation (method + arguments) // and get a response (return value + state) Response apply(Invocation i); } public interface Factory<T> { T generate(); } // generate new default object public interface Universal extends Sequential {} public class SlowUniversal implements Universal { Factory<? extends Sequential> generator; WFQ<Invocation> wfq = new WFQ<Invocation>(); Universal(Factory<? extends Sequential> g) { generator = g; } public Response apply(Invocation i) { int max = wfq.enqueue(i); Sequential s = generator.generate(); for(Invocation invoc : wfq.iterateUntil(max)) s.apply(invoc); return s.apply(i); } } This implementation isn't very satisfying, however, since it presumes determinism of a Sequential and is really slow. I attempted to add memory recycling: public interface WFQD<T> extends WFQ<T> { T dequeue(int n); } // dequeues only when n is the tail, else assists other threads public interface CopyableSequential extends Sequential { CopyableSequential copy(); } public class RecyclingUniversal implements Universal { WFQD<CopyableSequential> wfqd = new WFQD<CopyableSequential>(); Universal(CopyableSequential init) { wfqd.enqueue(init); } public Response apply(Invocation i) { int max = wfqd.enqueue(i); CopyableSequential cs = null; int ctr = max; for(CopyableSequential csq : wfq.iterateUntil(max)) if(--max == 0) cs = csq.copy(); wfqd.dequeue(max); return cs.apply(i); } } Here are my specific questions regarding the extension: Does my implementation create a linearizable multi-threaded version of a CopyableSequential? Is it possible extend memory recycling without extending the interface (perhaps my new methods trivialize the problem)? My implementation only reduces memory when a thread returns, so can this be strengthened? [1] provided an implementation for WFQ<T>, not WFQD<T> - one does exist, though, correct? [1] Herlihy and Shavit, The Art of Multiprocessor Programming.

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  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

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  • New Version 3.1 Endeca Information Discovery Now Available

    - by Mike.Hallett(at)Oracle-BI&EPM
    Normal 0 false false false EN-GB X-NONE X-NONE MicrosoftInternetExplorer4 Business User Self-Service Data Mash-up Analysis and Discovery integrated with OBI11g and Hadoop Oracle Endeca Information Discovery 3.1 (OEID) is a major release that incorporates significant new self-service discovery capabilities for business users, including agile data mashup, extended support for unstructured analytics, and an even tighter integration with Oracle BI.  · Self-Service Data Mashup and Discovery Dashboards: business users can combine information from multiple sources, including their own up-loaded spreadsheets, to conduct analysis on the complete set.  Creating discovery dashboards has been made even easier by intuitive drag-and drop layouts and wizard-based configuration.  Business users can now build new discovery applications in minutes, without depending on IT. · Enhanced Integration with Oracle BI: OEID 3.1 enhances its’ native integration with Oracle Business Intelligence Foundation. Business users can now incorporate information from trusted BI warehouses, leveraging dimensions and attributes defined in Oracle’s Common Enterprise Information Model, but evolve them based on the varying day-to-day demands and requirements that they personally manage. · Deep Unstructured Analysis: business users can gain new insights from a wide variety of enterprise and public sources, helping companies to build an actionable Big Data strategy.  With OEID’s long-standing differentiation in correlating unstructured information with structured data, business users can now perform their own text mining to identify hidden concepts, without having to request support from IT. They can augment these insights with best in class keyword search and pattern matching, all in the context of rich, interactive visualizations and analytic summaries. · Enterprise-Class Self-Service Discovery:  OEID 3.1 enables IT to provide a powerful self-service platform to the business as part of a broader Business Analytics strategy, preserving the value of existing investments in data quality, governance, and security.  Business users can take advantage of IT-curated information to drive discovery across high volumes and varieties of data, and share insights with colleagues at a moment’s notice. · Harvest Content from the Web with the Endeca Web Acquisition Toolkit:  Oracle now provides best-of-breed data access to website content through the Oracle Endeca Web Acquisition Toolkit.  This provides an agile, graphical interface for developers to rapidly access and integrate any information exposed through a web front-end.  Organizations can now cost-effectively include content from consumer sites, industry forums, government or supplier portals, cloud applications, and myriad other web sources as part of their overall strategy for data discovery and unstructured analytics. For more information: OEID 3.1 OTN Software and Documentation Download And Endeca available for download on Software Delivery Cloud (eDelivery) New OEID 3.1 Videos on YouTube Oracle.com Endeca Site /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;}

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  • Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • Code Design question, circular reference across classes?

    - by dsollen
    I have no code here, as this is more of a design question (I assume this is still the best place to ask it). I have a very simple server in java which stores a mapping between certain values and UUID which are to be used by many systems across multiple platforms. It accepts a connection from a client and creates a clientSocket which stores the socket and all the other relevant data unique to that connection. Each clientSocket will run in their own thread and will block on the socket waiting for a read. I expect very little strain on this system, it will rarely get called, but when it does get a call it will need to respond quickly and due to the risk of it having a peak time with multiple calls coming in at once threaded is still better. Each thread has a reference to a Mapper class which stores the mapping of UUID which it's reporting to others (with proper synchronization of course). This all works until I have to add a new UUID to the list. When this happens I want to report to all clients that care about that particular UUID that a new one was added. I can't multicast (limitation of the system I'm running on) so I'm having each socket send the message to the client through the established socket. However, since each thread only knows about the socket it's waiting on I didn't have a clear method of looking up every thread/socket that cares about the data to inform them of the new UUID. Polling is out mostly because it seems a little too convoluted to try to maintain a list of newly added UUID. My solution as of now is to have the 'parent' class which creates the mapper class and spawns all the threads pass itself as an argument to the mapper. Then when the mapper creates a new UUID it can make a call to the parent class telling it to send out updates to all the other sockets that care about the change. I'm concerned that this may be a bad design due to the use of a circular reference; parent has a reference to mapper (to pass it to new ClientSocket threads) and mapper points to parent. It doesn't really feel like a bad design to me but I wanted to check since circular references are suppose to be bad. Note: I realize this means that the thread associated with whatever socket originally received the request that spawned the creation of a UUID is going to pay the 'cost' of outputting to all the other clients that care about the new UUID. I don't care about this; as I said I suspect the client to receive only intermittent messages. It's unlikely for one socket to receive multiple messages at one time, and there won't be that many sockets so it shouldn't take too long to send messages to each of them. Perhaps later I'll fix the fact that I'm saddling higher work load on whatever unfortunate thread gets the first request; but for now I think it's fine.

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  • How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • How is a switch statement better than a series of if statements? [closed]

    - by user1276078
    Possible Duplicate: Should I use switch statements or long if…else chains? I'm working on a small program that will conduct an Insertion Sort. A number will be inputted through the keyboard and stored in a variable I called "num." I've decided to use a switch statement in order to obtain the number inputted. switch( e.getKeyCode() ) { case KeyEvent.VK_0: num = 0; break; case KeyEvent.VK_1: num = 1; break; case KeyEvent.VK_2: num = 2; break; case KeyEvent.VK_3: num = 3; break; case KeyEvent.VK_4: num = 4; break; case KeyEvent.VK_5: num = 5; break; case KeyEvent.VK_6: num = 6; break; case KeyEvent.VK_7: num = 7; break; case KeyEvent.VK_8: num = 8; break; case KeyEvent.VK_9: num = 9; break; } I realized one other course of action could have been to use a set of if statements. if( e.getKeyCode() == KeyEvent.VK_0 ) num = 0; else if( e.getKeyCode() == KeyEvent.VK_1 ) num = 1; etc. for every number up until 9. I then wondered what the essential difference is between a switch statement and a series of if statements. I know it saves space and time to write, but it's not that much. So, my question is, aside from the space, does a switch statement differ from a series of if statments in any way? Is it faster, less error-prone, etc.? This question really doesn't affect my code that much. I was just wondering. Also, this question pertains to the JAVA language, not any other programming language.

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  • How best to look up objects by label?

    - by dsollen
    I am writing the server backed by a pre-written API. I'm going to get a number of strings representing ports, signals, paths, etc etc etc. I need to look up the object associated with a given label, these objects are all in memory (no sql magic to do this for me). My question is, how best do I associate a given unique label with the mutable object it represents? I have enough objects that looking through every signal or every port to find the one that matches is possible, but may be slightly too slow. To be honest the direct 'look at every object' method is probably good enough for so small a body of objects and anything else is premature optimization, but I still am curious what the proper solution would be if I thought my signals were going to grow a bit larger. As I see it there are two options available. First would be to to create a 'store' that is a simple map between object and label. I could have it so that every time I call addObject the object is automatically saved into a hashmap or the like. This works, but relies on my properly adding and deleting each object so the map doesn't grow indefinitely. The biggest issue to me is that this involves having some hidden static map in my ModelObject class that just feels...wrong somehow. The other option is to have some method that can interpret the labels. All of these labels are derived from the underlying objects. So I can look at the signal label, for instance, and say "these 20 characters are the port" to figure out what port I need. This would allow me to quickly figure out what I need. However, if the label method is changed the translateLabelToObject method needs to be updated as well or everything breaks. Which solution is cleaner, or possibly a cleaner solution than either of above? For the record I'm working with sufficient number of variables to make direct comparison a little slow, but not enough to be concerned about memory overhead, written in java. All objects that have labels I need to look up extend the same parent class.

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  • Les spécifications de Java EE 7 approuvées à l'unanimité par le JCP, IBM émet des réserves sur la modularité de la plate-forme

    Les spécifications de Java EE 7 approuvées à l'unanimité par le Java Community Process Mais IBM émet des réserves sur l'extensibilité et la modularité de la plateforme Mise à jour du 17/03/2011 par Idelways Les spécifications de la prochaine version de Java Entreprise Edition viennent d'être approuvées à l'unanimité par le Java Community Process. Douze des treize organisations impliquées dans les Java Specification Request (JSR), dont Google, la fondation Eclipse, Intel et SAP ont voté « oui sans commentaire » à la proposition d'Oracle. Seul IBM a joint des remarques à son vote positif. IBM ...

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  • Ad-hoc reporting similar to Microstrategy/Pentaho - is OLAP really the only choice (is OLAP even sufficient)?

    - by TheBeefMightBeTough
    So I'm getting ready to develop an API in Java that will provide all dimensions, metrics, hierarchies, etc to a user such that they can pick and choose what they want (say, e.g., dimensions of Location (a store) and Weekly, and the metric Product Sales $), provide their choices to the api, and have it spit out an object that contains the answer to their question (the object would probably be a set of cells). I don't even believe there will be much drill up/down. The data warehouse the APIwill interface with is in a standard form (FACT tables, dimensions, star schema format). My question is, is an OLAP framework such as Mondrian the only way to achieve something akin to ad-hoc reporting? I can envisage a really large Cube (or VirtualCube) that contains most of the dimensions and metrics the user could ever want, which would give the illusion of ad-hoc reporting. The problem is that there is a ton of setup to do (so much XML) to get the framework to work with the data. Further it requires specific knowledge, such as MDX, and even moreso learning the framework peculiars (Mondrian API). Finally, I am not positive it will scale much better than simply making queries against a SQL database. OLAP to me feels like very old technology. Is performance really an issue anymore? The alternative I can think of would be dynamic SQL. If the existing tables in the data warehouse conform to a naming scheme (FACT_, DIM_, etc), or if a very simple config file/ database table containing config information existed that stored which tables are fact tables, which are dimensions, and what metrics are available, then couldn't the api read from that and assembly the appropriate sql query? Would this necessarily be harder than learning MDX, Mondrian (or another OLAP framework), and creating all the cubes? In general, I feel that OLAP is at the same time too powerful (supports drill up/down, complex functions) and outdated and am reluctant to base my architecture on it. However, I am unsure if the alternative(s), such as rolling my own ad-hoc reporting framework using dynamic SQL would remove any complexity while still fulfilling requirements, both functional and non-functional (e.g., scalability; some FACT tables have many millions of rows). I also wonder about other techniques (e.g., hive). Has anyone here tried to do ad-hoc reporting? Any advice? I expect this project to take a pretty long time (3 months min, but probably longer), so I just do not want to commit to an architecture without being absolutely sure of its pros and cons. Thanks so much.

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Should the 12-String be in it's own class and why?

    - by MayNotBe
    This question is regarding a homework project in my first Java programming class (online program). The assignment is to create a "stringed instrument" class using (among other things) an array of String names representing instrument string names ("A", "E", etc). The idea for the 12-string is beyond the scope of the assignment (it doesn't have to be included at all) but now that I've thought of it, I want to figure out how to make it work. Part of me feels like the 12-String should have it's own class, but another part of me feels that it should be in the guitar class because it's a guitar. I suppose this will become clear as I progress but I thought I would see what kind of response I get here. Also, why would they ask for a String[] for the instrument string names? Seems like a char[] makes more sense. Thank you for any insight. Here's my code so far (it's a work in progress): public class Guitar { private int numberOfStrings = 6; private static int numberOfGuitars = 0; private String[] stringNotes = {"E", "A", "D", "G", "B", "A"}; private boolean tuned = false; private boolean playing = false; public Guitar(){ numberOfGuitars++; } public Guitar(boolean twelveString){ if(twelveString){ stringNotes[0] = "E, E"; stringNotes[1] = "A, A"; stringNotes[2] = "D, D"; stringNotes[3] = "G, G"; stringNotes[4] = "B, B"; stringNotes[5] = "E, E"; numberOfStrings = 12; } } public int getNumberOfStrings() { return numberOfStrings; } public void setNumberOfStrings(int strings) { if(strings == 12 || strings == 6) { if(strings == 12){ stringNotes[0] = "E, E"; stringNotes[1] = "A, A"; stringNotes[2] = "D, D"; stringNotes[3] = "G, G"; stringNotes[4] = "B, B"; stringNotes[5] = "E, E"; numberOfStrings = strings; } if(strings == 6) numberOfStrings = strings; }//if else System.out.println("***ERROR***Guitar can only have 6 or 12 strings***ERROR***"); } public void getStringNotes() { for(int i = 0; i < stringNotes.length; i++){ if(i == stringNotes.length - 1) System.out.println(stringNotes[i]); else System.out.print(stringNotes[i] + ", "); }//for }

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  • Restore DB - Error RESTORE HEADERONLY is terminating abnormally.

    - by Jordon
    I have taken backup of SQL Server 2008 DB on server, and download them to local environment. I am trying to restore that database and it is keep on giving me following error. An exception occurred while executing a Transact-SQL statement or batch. (Microsoft.SqlServer.ConnectionInfo) ------------------------------ ADDITIONAL INFORMATION: The media family on device 'C:\go4sharepoint_1384_8481.bak' is incorrectly formed. SQL Server cannot process this media family. RESTORE HEADERONLY is terminating abnormally. (Microsoft SQL Server, Error: 3241) For help, click: http://go.microsoft.com/fwlink?ProdName=Microsoft+SQL+Server&ProdVer=09.00.4053&EvtSrc=MSSQLServer&EvtID=3241&LinkId=20476 I have tried to create a temp DB on server and tried to restore the same backup file and that works. I have also tried no. of times downloading file from server to local pc using different options on Filezila (Auto, Binary) But its not working. After that I tried to execute following command on server. BACKUP DATABASE go4sharepoint_1384_8481 TO DISK=' C:\HostingSpaces\dbname_jun14_2010_new.bak' with FORMAT And it is giving me following error. Msg 3201, Level 16, State 1, Line 1 Cannot open backup device 'c:\Program Files\Microsoft SQL Server\MSSQL10.SQLEXPRESS\MSSQL\Backup\ C:\HostingSpaces\dbname_jun14_2010_new.bak'. Operating system error 123(The filename, directory name, or volume label syntax is incorrect.). Msg 3013, Level 16, State 1, Line 1 BACKUP DATABASE is terminating abnormally. After researching I found following 2 useful links 1) http://support.microsoft.com/kb/290787 2) http://social.msdn.microsoft.com/Forums/en-US/sqlsetupandupgrade/thread/4d5836f6-be65-47a1-ad5d-c81caaf1044f But still I can't able to restore Database correctly. Any help would be much appreciated thanks.

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  • Restore DB - Error RESTORE HEADERONLY is terminating abnormally

    - by Jordon Willis
    I have taken backup of SQL Server 2008 DB on server, and download them to local environment. I am trying to restore that database and it is keep on giving me following error. An exception occurred while executing a Transact-SQL statement or batch. (Microsoft.SqlServer.ConnectionInfo) ------------------------------ ADDITIONAL INFORMATION: The media family on device 'C:\go4sharepoint_1384_8481.bak' is incorrectly formed. SQL Server cannot process this media family. RESTORE HEADERONLY is terminating abnormally. (Microsoft SQL Server, Error: 3241) For help, click: http://go.microsoft.com/fwlink?ProdName=Microsoft+SQL+Server&ProdVer=09.00.4053&EvtSrc=MSSQLServer&EvtID=3241&LinkId=20476 I have tried to create a temp DB on server and tried to restore the same backup file and that works. I have also tried no. of times downloading file from server to local pc using different options on Filezila (Auto, Binary) But its not working. After that I tried to execute following command on server. BACKUP DATABASE go4sharepoint_1384_8481 TO DISK=' C:\HostingSpaces\dbname_jun14_2010_new.bak' with FORMAT It is giving me following error: Msg 3201, Level 16, State 1, Line 1 Cannot open backup device 'c:\Program Files\Microsoft SQL Server\MSSQL10.SQLEXPRESS\MSSQL\Backup\ C:\HostingSpaces\dbname_jun14_2010_new.bak'. Operating system error 123(The filename, directory name, or volume label syntax is incorrect.). Msg 3013, Level 16, State 1, Line 1 BACKUP DATABASE is terminating abnormally. After researching I found the following 2 useful links: http://support.microsoft.com/kb/290787 http://social.msdn.microsoft.com/Forums/en-US/sqlsetupandupgrade/thread/4d5836f6-be65-47a1-ad5d-c81caaf1044f But I am still not able to restore Database correctly. Any help would be much appreciated. Thanks.

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  • Accessing Elmah.axd with SqlErrorLog in SharePoint without adding user to db

    - by Chloraphil
    I have installed/configured Elmah on my personal SharePoint dev environment and everything works great since I'm logged in as admin, etc. I am using the MS Sql Server Error Log. (I am also using log4net to handle DEBUG/INFO/etc level logging and log statements are also stored in the db, in the same table as ELMAH's.) However, on the actual dev server (not my personal environment), when I access http://example/elmah.axd I get the error "Login failed for user 'NT AUTHORITY\ANONYMOUS LOGON'". I understand that this is the traditional error for the "double-hop problem" but I don't even want my credentials to be passed along - I would just like the database access to be made with the credentials of the Application Pool Identity. When using the SP object model the SPSecurity.RunWithElevatedPrivileges is available; however, I do not want to modify the Elmah source. My production environment precludes the use of SQL Server authentication, changing impersonation to false, or giving myself permissions on the db directly. How can I get this to work? Am I missing something?

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  • My SqlComand on SSIS - DataFlow OLE DB Command seems not works

    - by Angel Escobedo
    Hello Im using OLE DB Source for get rows from a dBase IV file and it works, then I split the data and perform a group by with aggregate component. So I obtain a row with two columns with "null" value : CompanyID | CompanyName | SubTotal | Tax | TotalRevenue Null Null 145487 27642.53 173129.53 this success because all rows have been grouped with out taking care about the firsts columns and just Summing the valuable columns, so I need to change that null for default values as CompanyID = "100000000" and CompanyName = "Others". I try use SqlCommand on a OLE DB Command Component : SELECT "10000000" AS RUCCLI , "Otros - Varios" AS RAZCLI FROM RGVCAFAC <property id="1505" name="SqlCommand" dataType="System.String" state="default" isArray="false" description="The SQL command to be executed." typeConverter="" UITypeEditor="Microsoft.DataTransformationServices.Controls.ModalMultilineStringEditor, Microsoft.DataTransformationServices.Controls, Version=10.0.0.0, Culture=neutral, PublicKeyToken=89845dcd8080cc91" containsID="false" expressionType="Notify">SELECT "10000000" AS RUCCLI , "Otros - Varios" AS RAZCLI FROM RGVCAFAC</property> but nothings happens, why? and finally the task finish when the data is inserted on a SQL Server Table. Im using the same connection manager on extracting data and transform. (View Code) <DTS:Property DTS:Name="ConnectionString">Data Source=C:\CONTA\Resocen\Agosto\;Provider=Microsoft.Jet.OLEDB.4.0;Persist Security Info=False;Extended Properties=dBASE IV;</DTS:Property></DTS:ConnectionManager></DTS:ObjectData></DTS:ConnectionManager> all work is on memory, Im not using cache manager connections

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  • Getting problem in accessing web cam.

    - by Chetan
    Hi... I have written code in Java to access web cam,and to save image... I am getting following exceptions : Exception in thread "main" java.lang.NullPointerException at SwingCapture.(SwingCapture.java:40) at SwingCapture.main(SwingCapture.java:66) how to remove this exceptions. here is the code: import javax.swing.*; import javax.swing.event.; import java.io.; import javax.media.; import javax.media.format.; import javax.media.util.; import javax.media.control.; import javax.media.protocol.; import java.util.; import java.awt.; import java.awt.image.; import java.awt.event.; import com.sun.image.codec.jpeg.; public class SwingCapture extends Panel implements ActionListener { public static Player player = null; public CaptureDeviceInfo di = null; public MediaLocator ml = null; public JButton capture = null; public Buffer buf = null; public Image img = null; public VideoFormat vf = null; public BufferToImage btoi = null; public ImagePanel imgpanel = null; public SwingCapture() { setLayout(new BorderLayout()); setSize(320,550); imgpanel = new ImagePanel(); capture = new JButton("Capture"); capture.addActionListener(this); String str1 = "vfw:iNTEX IT-308 WC:0"; String str2 = "vfw:Microsoft WDM Image Capture (Win32):0"; di = CaptureDeviceManager.getDevice(str2); ml = di.getLocator(); try { player = Manager.createRealizedPlayer(ml); player.start(); Component comp; if ((comp = player.getVisualComponent()) != null) { add(comp,BorderLayout.NORTH); } add(capture,BorderLayout.CENTER); add(imgpanel,BorderLayout.SOUTH); } catch (Exception e) { e.printStackTrace(); } } public static void main(String[] args) { Frame f = new Frame("SwingCapture"); SwingCapture cf = new SwingCapture(); f.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { playerclose(); System.exit(0);}}); f.add("Center",cf); f.pack(); f.setSize(new Dimension(320,550)); f.setVisible(true); } public static void playerclose() { player.close(); player.deallocate(); } public void actionPerformed(ActionEvent e) { JComponent c = (JComponent) e.getSource(); if (c == capture) { // Grab a frame FrameGrabbingControl fgc = (FrameGrabbingControl) player.getControl("javax.media.control.FrameGrabbingControl"); buf = fgc.grabFrame(); // Convert it to an image btoi = new BufferToImage((VideoFormat)buf.getFormat()); img = btoi.createImage(buf); // show the image imgpanel.setImage(img); // save image saveJPG(img,"\test.jpg"); } } class ImagePanel extends Panel { public Image myimg = null; public ImagePanel() { setLayout(null); setSize(320,240); } public void setImage(Image img) { this.myimg = img; repaint(); } public void paint(Graphics g) { if (myimg != null) { g.drawImage(myimg, 0, 0, this); } } } public static void saveJPG(Image img, String s) { BufferedImage bi = new BufferedImage(img.getWidth(null), img.getHeight(null), BufferedImage.TYPE_INT_RGB); Graphics2D g2 = bi.createGraphics(); g2.drawImage(img, null, null); FileOutputStream out = null; try { out = new FileOutputStream(s); } catch (java.io.FileNotFoundException io) { System.out.println("File Not Found"); } JPEGImageEncoder encoder = JPEGCodec.createJPEGEncoder(out); JPEGEncodeParam param = encoder.getDefaultJPEGEncodeParam(bi); param.setQuality(0.5f,false); encoder.setJPEGEncodeParam(param); try { encoder.encode(bi); out.close(); } catch (java.io.IOException io) { System.out.println("IOException"); } } }

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  • when does factory girl create objects in db?

    - by Pavel K.
    i am trying to simulate a session using factory girl/shoulda (it worked with fixtures but i am having problems with using factories). i have following factories (user login and email both have 'unique' validations): Factory.define :user do |u| u.login 'quentin' u.email '[email protected]' end Factory.define :session_user, :class => Session do |u| u.association :user, :factory => :user u.session_id 'session_user' end and here's the test class MessagesControllerTest < ActionController::TestCase context "normal user" do setup do @request.session[:user_id]=Factory(:user).id @request.session[:session_id]=Factory(:session_user).session_id end should "be able to access new message creation" do get :new assert_response :success end end end but when i run "rake test:functionals", i get this test result 1) Error: test: normal user should be able to access new message creation. (MessagesControllerTest): ActiveRecord::RecordInvalid: Validation failed: Account name already exists!, Email already exists! which means that record already exists in db when i am referring to it in test setup. is there something i don't understand here? does factory girl create all factories in db on startup? rails 2.3.5/shoulda/factory girl

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  • Setting the target and parent dropdown values from a DB when using CascadingDropDown

    - by Ryan
    Hi, I have two dropdown lists with Cascading Dropdown, in the usual fashion: <asp:DropDownList ID="DropDownListIndustry" runat="server" DataSourceID="SqlDataSourceIndustries" DataTextField="name" DataValueField="industry_id" AppendDataBoundItems=" <asp:ListItem Text="(Please Select)" Value="-1" /> </asp:DropDownList> &nbsp;&nbsp; <ajax:CascadingDropDown ID="CascadingDropDownIndustry" runat="server" ParentControlID="DropDownListIndustry" TargetControlID="DropDownListSubIndustry" ServicePath="AjaxDataProvider.asmx" ServiceMethod="GetSubIndustry" Category="SubIndustry" /> <asp:DropDownList ID="DropDownListSubIndustry" runat="server"/> No surprises there. However, I sometimes want to set the values of the parent and target from a DB (I want to default them, based on a code entered by the user; the whole thing is wrapped in an update panel). So if the user keys in ABC, I look up ABC in the DB and default the Parent DropDown to ID 10 and Child DropDown to ID 101. However, this fails because the child has no items when the server side code runs (the web script method hasn't run, because the content of the parent dd wasn't changed on the client side) Does anybody know how to work around this? Thanks for any help! Ryan

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