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Articles indexed in March 2010

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  • How to make a Scala Applet whose Applet class is a singleton?

    - by Jamie
    Hi, I don't know if a solution exists but it would be highly desirable. I'm making a Scala Applet, and I want the main Applet class to be a singleton so it can be accessed elsewhere in the applet, sort of like: object App extends Applet { def init { // do init here } } Instead I have to make the App class a normal instantiatable class otherwise it complains because the contructor is private. So the ugly hack I have is to go: object A { var pp: App = null } class App extends Applet { A.pp = this def init { // do init here } } I really hate this, and is one of the reasons I don't like making applets in Scala right now. Any better solution? It would be nice...

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  • identifiers in java with different versions?

    - by GK
    as we "No keyword should be used as an Identifier in java". But there will be some words like asser or enum or any other which have been added as keyword in version 1.4, 1.5 resp. So if any older version code is used to compile with new javac, what happens if that code contains these words as an identifier?

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  • css: background-image for tag img doesn't work in IE

    - by Syom
    i have the following script css: img { background-image:url("man.png"); background-repeat:no-repeat; padding-top:6px; padding-bottom:60px; padding-left:10px; padding-right:10px; margin-right:5px; border: 0; } it works fine in all browsers, but in IE doesn't. could you tall me why? thanks

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  • GnuPG Shell Script - Refuses to read password

    - by OopsForgotMyOtherUserName
    The script below used to work on Mac OS X, but, since moving it to Ubuntu, it doesn't seem to read from the password file at all. Even when I run it from the command line, no matter what I do, I get a popup prompt asking me for the password. As this will run via cron, I don't want this to happen... I want it to read the password from the file with no prompt. To note, I did try using passphrase-fd and passphrase-file, neither of which worked... #!/bin/sh p=$(<pass.txt) set -- $p pass_phrase=$1 destination="/var/www/decrypted" cd /var/sl_bin/ for FILE in *.pgp; do FILENAME=${FILE%.pgp} gpg --passphrase "$pass_phrase" --output "$destination/$FILENAME" --decrypt "$FILE" rm -f $FILE done

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  • How does Content-Aware fill work?

    - by CiscoIPPhone
    The upcoming version of Photoshop a feature called Content-Aware fill. This feature will fill a selection of an image based on the surrounding image - to the point it can generate bushes and clouds while being seamless with the surrounding image. See http://www.youtube.com/watch?v=NH0aEp1oDOI for a preview of the Photoshop feature I'm talking about. My question is: How does this feature work algorithmically?

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  • Facebook Connect icon isn't showing up in Internet Explorer

    - by John Duff
    I'm working on a site that is using Facebook Connect and recently made some changes so that the main pages are cached and if you are not logged in (checked with an ajax call) it loads the Facebook Connect javascript and renders the connect button into the page. This works perfectly everywhere except Internet Explorer 7 and 8. The weird part is I render the buttons into a hidden Sign Up / Sign In form and when you show either of those the Connect buttons appear. You can take a look here and you will see the button in Firefox and not Internet Explorer. If you click Sign In the button will show up. This is a Rails app so on the server-side we're responding to an ajax call with rjs like this: page['signin-status'].replace(:partial => "common/layout/signin_menu") page.select('.facebook-connect').each do |value, index| value.replace(render(:partial => '/facebook/signin')) end page << <<-eos LazyLoader.load('http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php', function(){ FB.init('#{Facebooker.api_key}','/xd_receiver.html'); }); eos The first line is replacing the header, the second is the Connect buttons in the Modal dialogs. The partial being rendered into the header looks like this: <span id='signin-status'> <%= fb_login_button(remote_function(:url => "/facebook/connect"))%> | <%= link_to_function "Sign In", "showSignInForm();", :id => "signin" %> | <%= link_to_function "Sign Up", "showSignUpForm();", :id => "signup" %> </span> The Partial being rendered into the Modal dialogs looks like this: <div class='facebook-connect'> <div id="FB_HiddenContainer" style="position:absolute; top:-10000px; width:0px; height:0px;" ></div> <label>Or sign in with your Facebook account</label> <%= fb_login_button(remote_function(:url => "/facebook/connect"))%> </div> I find it very strange that showing the Modal dialog causes all the icons to show. Does anyone have any ideas or suggestions about what's going on?

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  • Windows Phone 7 development: first impressions

    - by DigiMortal
    After hard week in work I got some free time to play with Windows Phone 7 CTP developer tools. Although my first test application is still unfinished I think it is good moment to share my first experiences to you. In this posting I will give you quick overview of Windows Phone 7 developer tools from developer perspective. If you are familiar with Visual Studio 2010 then you will feel comfortable because Windows Phone 7 CTP developer tools base on Visual Studio 2010 Express. Project templates There are five project templates available. Three of them are based on Silverlight and two on XNA Game Studio: Windows Phone Application (Silverlight) Windows Phone List Application (Silverlight) Windows Phone Class Library (Silverlight) Windows Phone Game (XNA Game Studio) Windows Phone Game Library (XNA Game Studio) Currently I am writing to test applications. One of them is based on Windows Phone Application and the other on Windows Phone List Application project template. After creating these projects you see the following views in Visual Studio. Windows Phone Application. Click on image to enlarge. Windows Phone List Application. Click on image to enlarge.  I suggest you to use some of these templates to get started more easily. Windows Phone 7 emulator You can run your Windows Phone 7 applications on Windows Phone 7 emulator that comes with developer tools CTP. If you run your application then emulator is started automatically and you can try out how your application works in phone-like emulator. You can see screenshot of emulator on right. Currently there is opened Windows Phone List Application as it is created by default. Click on image to enlarge it. Emulator is a little bit slow and uncomfortable but it works pretty well. This far I have caused only couple of crashes during my experiments. In these cases emulator works but Visual Studio gets stuck because it cannot communicate with emulator. One important note. Emulator is based on virtual machine although you can see only phone screen and options toolbar. If you want to run emulator you must close all virtual machines running on your machine and run Visual Studio 2010 as administrator. Once you run emulator you can keep it open because you can stop your application in Visual Studio, modify, compile and re-deploy it without restarting emulator. Designing user interfaces You can design user interface of your application in Visual Studio. When you open XAML-files it is displayed in window with two panels. Left panel shows you device screen and works as visual design environment while right panel shows you XAML mark-up and let’s you modify XML if you need it. As it is one of my very first Silverlight applications I felt more comfortable with XAML editor because property names in property boxes of visual designer confused me a little bit. Designer panel is not very good because it is visually hard to follow. It has black background that makes dark borders of controls very hard to see. If you have monitor with very high contrast then it is may be not a real problem. I have usual monitor and I have problem. :) Putting controls on design surface, dragging and resizing them is also pretty painful. Some controls are drawn correctly but for some controls you have to set width and height in XML so they can be resized. After some practicing it is not so annoying anymore. On the right you can see toolbox with some controllers. This is all you get out of the box. But it is sufficient to get started. After getting some experiences you can create your own controls or use existing ones from other vendors or developers. If it is your first time to do stuff with Silverlight then keep Google open – you need it hard. After getting over the first shock you get the point very quickly and start developing at normal speed. :) Writing source code Writing source code is the most familiar part of this action. Good old Visual Studio code editor with all nice features it has. But here you get also some surprises: The anatomy of Silverlight controls is a little bit different than the one of user controls in web and forms projects. Windows Phone 7 doesn’t run on full version of Windows (I bet it is some version of Windows CE or something like this) then there is less system classes you can use. Some familiar classes have less methods that in full version of .NET Framework and in these cases you have to write all the code by yourself or find libraries or source code from somewhere. These problems are really not so much problems than limitations and you get easily over them. Conclusion Windows Phone 7 CTP developer tools help you do a lot of things on Windows Phone 7. Although I expected better performance from tools I think that current performance is not a problem. This far my first test project is going very well and Google has answer for almost every question. Windows Phone 7 is mobile device and therefore it has less hardware resources than desktop computers. This is why toolset is so limited. The more you need memory the more slower is device and as you may guess it needs the more battery. If you are writing apps for mobile devices then make your best to get your application use as few resources as possible and act as fast as possible.

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  • Two VPN (internet) connections rounting (win2003)

    - by tmp3128
    Here is my setup: - win2003 server (ISA installed) with 3 NICs:   1) internal network   2) ISP 1 (default) network (DHCP enabled)   3) ISP 2 (backup) network (DHCP enabled) - several "normal" PC within internal net - one "special" PC within internal net Both ISP 1 and ISP 2 provide access to internet and their resources thru their VPN connections. The goal is to enable all "normal" PCs to use internet from ISP_1's VPN connection and "special" should use only ISP_2's VPN connection. Futhermore all "normal" and "special" PCs should have access to several servers accesible only thru ISP_2's VPN connection. I have some thoughts how to achieve this but I want to be certain because everything should be configured as quickly as posible, avoiding significant downtime. windows-server-2003 isa routing vpn

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  • Can not get sound over hdmi in kubuntu 9.10

    - by user32509
    I have used a hdmi cable to connect my lcd (which is connected with my speakers) with my nvida 275 gtx grafic card. I can not get the sound output to work. The hardware itself is working probably - I tested it under windows. Currently I am running Kubuntu 9.10 64 with Nvidia 190.53. The sound output worked fine before I installed the hdmi connection. (German output - i can change it, if you tell me how :)) aplay -l **** Liste von PLAYBACK Geräten **** Karte 0: Intel [HDA Intel], Gerät 0: ALC889A Analog [ALC889A Analog] Untergeordnete Geräte: 1/1 Untergeordnetes Gerät '0: subdevice #0 Karte 0: Intel [HDA Intel], Gerät 1: ALC889A Digital [ALC889A Digital] Untergeordnete Geräte: 1/1 Untergeordnetes Gerät '0: subdevice #0 aplay -L front:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog Front speakers surround40:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 4.0 Surround output to Front and Rear speakers surround41:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 4.1 Surround output to Front, Rear and Subwoofer speakers surround50:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 5.0 Surround output to Front, Center and Rear speakers surround51:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 5.1 Surround output to Front, Center, Rear and Subwoofer speakers surround71:CARD=Intel,DEV=0 HDA Intel, ALC889A Analog 7.1 Surround output to Front, Center, Side, Rear and Woofer speakers iec958:CARD=Intel,DEV=0 HDA Intel, ALC889A Digital IEC958 (S/PDIF) Digital Audio Output null Discard all samples (playback) or generate zero samples (capture) pulse Playback/recording through the PulseAudio sound server And i disabled mute in kmix an all channels :) Edit: lspci -v ... 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 02) Subsystem: Giga-byte Technology Device a022 Flags: bus master, fast devsel, latency 0, IRQ 22 Memory at ea400000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Capabilities: [60] Message Signalled Interrupts: Mask- 64bit+ Queue=0/0 Enable- Capabilities: [70] Express Root Complex Integrated Endpoint, MSI 00 Capabilities: [100] Virtual Channel <?> Capabilities: [130] Root Complex Link <?> Kernel driver in use: HDA Intel Kernel modules: snd-hda-intel ... cat /proc/asound/version Advanced Linux Sound Architecture Driver Version 1.0.20. lsmod | grep snd_hda_intel snd_hda_intel 31880 2 snd_hda_codec 87584 2 snd_hda_codec_realtek,snd_hda_intel snd_pcm 93160 3 snd_hda_intel,snd_hda_codec,snd_pcm_oss snd 77096 16 snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_seq_oss,snd_rawmidi,snd_seq,snd_timer,snd_seq_device snd_page_alloc 10928 2 snd_hda_intel,snd_pcm I think I am missing the something-hdmi module? Is there such a thing?

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  • CodePlex Daily Summary for Saturday, March 27, 2010

    CodePlex Daily Summary for Saturday, March 27, 2010New ProjectsAlter gear SQL index Management: SQL Index management displays a list of indexes available for the chosen database and allows you to select an individual / group of indexes to be r...ASP League Ladder System: An ASP ladder / league system for online gaming league or real life leagues also.Augmented Reality Strategy Simulator: Augmented Reality Strategy Simulator is a software suite to promote computer aided strategy planning. Sports team can visualize their strategy usin...Boo syntax highlighting for Visual Studio 2010: Simple syntax hightlighting VSX add-in for Boo language in Visual Studio 2010.easySan: easySan zur einfachen Mitgliedsverwaltung im BRKFsUnit: FsUnit makes unit-testing with F# more enjoyable. It adds a special syntax to your favorite .NET testing framework.Laughing Dog XNA Framework: Laughing Dog is a simple to use, component based 2D framework for XNA game development. At present it is very early in development and as such is f...miniTodo: WPFでMVVMの練習にてきとうに作ったTODOアプリ 実用は無理です。My Common Library on .NET with CSharp: My Common Library on .NET with CSharp, it conclude database assecc, encrypt string, data caching, StringUtility, thank you for your view.Native code wrapping using c# : fsutil sparse commands: Ever thought about creating HUGE FILES for future use but felt bad for the wasted memory? Well, SPARSE FILES are the ANSWER! This FSUTIL SPARSE CO...Open SOA Platform: A centralized system for administering applications throught a SOA Enterprise Service Bus: Runtime environment (PROD, DEV, ...) , application and s...P-DBMS: Network and Database ProjectPraiseSight: PraiseSight is supposed to become a practical tool for churches to catalog an present their songs, lyrics and presentations on a beamer. The soluti...Pretty Good Frontend: Pretty Good Frontend is a sample frontend for ConfigMgr (SCCM) 2007 and MDT 2010 Zero Touch. S3Appender (Appender for Log4Net that Uses Amazon S3 For Storing Log Files): The S3Appender is a log4net appender that stores log events in either a MemoryStream or FileStream and sends them to S3 based on time intervals and...sEmit: sEmit (sms emitter) is an application written in C# which was built to send text messages. The project was founded in May 2009 by cansik. It works ...Silverlight RIA Tools: A tool set that generates a full RIA Solutions in Silverlightthommo cannon: Cannon for shooting down ThommosTianjin Polytechnic University Online Judge: Online Judge System Built on Microsoft technologies. Vision & Scope: A distributed OJ Solution on Windows and Cloud. Technologies used or planed...Tinare: Tinare is an byte encryption and decryption alogrithm. The input key is a string password.TinyPlug: Small Plugin Manager, written in C# Allows a project to define supported interfaces, and at runtime add plugins which support (inherit) these in...Utility niconv helps to convert text from one encoding to another: .NET implementation of GUN iconv console converter utility. The niconv program converts text from one encoding to another encoding. In the future r...WareFeed - Software Business Analytics: WareFeed is a simple but effective Software Business Analytics tool written in PHP and compatible others languages such as .NET, Java or Python. It...Y36API1: Semestralni projekt na Y36APINew ReleasesAlter gear SQL index Management: Setup 1.0.0: setup for first alpha releaseASP League Ladder System: ASPLeagueRelease_0_4_1: Release v 0.41Augmented Reality Strategy Simulator: Augmented Reality Strategy Simulator: Version 1.0 InstallerAutoAudit: AutoAudit 1.10e: Version 1.10e will be the final iteration of version 1 development. Version 2 will begin adding switches and options. Pleae email your suggestio...Boo syntax highlighting for Visual Studio 2010: Boo syntax VS 2010 - alpha: First release TODO: Multiline comments!Chargify.NET: Chargify.NET 0.6: Updated library, using Metered Components and updated Product information.Composer: V1.0.326.1000 Alpha: Initial Alpha release. Should be stable, with minor issues.CoNatural Components: CoNatural Components 1.6: Code fixes: Created helper classes to generate source code for type mapper/materializer. Fixed issue in optimized type materializer when loading ...CRM External View: 1.2: New Features in v1.2 release Password protected views. No more using Web Data Access role from v1. Filtering capabilities Caching for performan...Designit Video Embed Package: Release 1.1.0 beta1: You can now either have the video embeded directly in the template or have a preview in template that opens the video in a lightbox window.FsUnit: FsUnit 0.9.0 for NUnit: This release is for F# 2.0 and NUnit 2.5+.Laughing Dog XNA Framework: Laughing Dog 0.0.1: Laughing Dog - Alpla - v 0.0.1 First released version of the Laughing Dog framework.LiveUpload to Facebook: LiveUpload to Facebook 3.2: Version 3.2Become a fan on Facebook! Features Quickly and easily upload your photos and videos to Facebook, including any people tags added in Win...MapWindow6: MapWindow 6.0 msi March 26: This version adds the Join feature for creating a new "featureset" with attributes that are joined with attributes from a Excel data label named 'D...Mobile Broadband Logging Monitor: Mobile Broadband Logging Monitor 1.2.2: This edition supports: Newer and older editions of Birdstep Technology's EasyConnect HUAWEI Mobile Partner MWConn User defined location for s...Multiplayer Quiz: Release 1_6_351_0: A beta release of the next version. Please leave any errors in discussions or comments.Native code wrapping using c# : fsutil sparse commands: Fsutil sparse file native code - c sharp wrapper: Project Description A C# code wrapping a native code-Sparse files1 The code is about SPARSE files- the abillity to create huge files (for future us...Nice Libraries: 1.30 build 50325.01: Release 1.30 build 50325.01Pretty Good Frontend: Pretty Good Frontend binaries v1.0: This is the first public release of the Pretty Good Frontend binariesPylor: Pylor 0.1 alpha: This is the very first published version. I hope I can put a sample project soon.Quick Performance Monitor: Version 1.1 refresh: There was a typo or two in the sample batch file. Corrected now.Rapidshare Episode Downloader: RED v0.8.3: 0.8.1 introduced the ability to advance to the next episode. In 0.8.2 a bug was found that if episode number is less then 10, then the preceding 0...RapidWebDev - .NET Enterprise Software Development Infrastructure: RapidWebDev 1.52: RapidWebDev is an infrastructure helps to develop enterprise software solutions in Microsoft .NET easily and productively. This is the release vers...thommo cannon: game: gamethommo cannon: setup: setupthommo cannon: test: testTinare: Tinare DLL: Tinare DLL is a dynamic-link library written in C# which provides the functions to encrypt and decrypt a byte stream with tinare.WeatherBar: WeatherBar 2.1 [No Installation]: Minor changes to release 2.0 (http://weatherbar.codeplex.com/releases/view/42490). Fixed the bug that caused an exception to be thrown if the user...Most Popular ProjectsMetaSharpRawrWBFS ManagerASP.NET Ajax LibrarySilverlight ToolkitMicrosoft SQL Server Product Samples: DatabaseAJAX Control ToolkitLiveUpload to FacebookWindows Presentation Foundation (WPF)ASP.NETMost Active ProjectsRawrjQuery Library for SharePoint Web ServicesBlogEngine.NETMicrosoft Biology FoundationFarseer Physics Enginepatterns & practices: Composite WPF and SilverlightLINQ to TwitterTable2ClassFluent Ribbon Control SuiteNB_Store - Free DotNetNuke Ecommerce Catalog Module

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  • Flash AS3 blur or liquify part of an image with mouse

    - by hamlet
    Hi, I am very beginner in flash. I want to load an image, show a cursor over the image and on mousedown I want to blur that actual part of the image. (e.g you can blur your face on the image and then save the new image). I can delete parts of the image with white line, but I would like to blur it instead // LIVE JPEG ENCODER 0.3 // from bytearray.org import asfiles.encoding.JPEGEncoder; import flash.external.ExternalInterface; ExternalInterface.addCallback("flash_saveImage", inflash_saveImage); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleComplete); loader.load(new URLRequest(loaderInfo.parameters._filename)); //loader.load(new URLRequest("b.jpg")); var container_mc:MovieClip = new MovieClip;//create movieclip function handleComplete(e:Event):void { addChild(container_mc); var bitmapData:BitmapData = Bitmap(e.target.content).bitmapData; var matrix:Matrix = new Matrix(); container_mc.graphics.clear(); container_mc.graphics.beginBitmapFill(bitmapData, matrix, false); //container_mc.graphics.beginFill(0xFFFFFF,0); container_mc.graphics.drawRect(0, 0, bitmapData.width, bitmapData.height); container_mc.graphics.endFill(); swapChildren(container_mc, pencil); container_mc.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing); container_mc.addEventListener(MouseEvent.MOUSE_UP, stopDrawing); container_mc.addEventListener(MouseEvent.MOUSE_MOVE, makeLine); } stage.addEventListener(MouseEvent.MOUSE_MOVE, moveCursor); Mouse.hide(); function moveCursor(event:MouseEvent):void { pencil.x = event.stageX; pencil.y = event.stageY; } function startDrawing(event:MouseEvent):void{ container_mc.graphics.lineStyle(20, 0xFFFFFF, 1); container_mc.graphics.moveTo(mouseX, mouseY); container_mc.addEventListener(MouseEvent.MOUSE_MOVE, makeLine); } function stopDrawing(event:MouseEvent):void{ container_mc.removeEventListener(MouseEvent.MOUSE_MOVE, makeLine); } function makeLine(event:MouseEvent):void{ container_mc.graphics.lineTo(mouseX, mouseY); } function inflash_saveImage ( ):void { var myURLLoader:URLLoader = new URLLoader(); var myBitmapSource:BitmapData = new BitmapData ( container_mc.width, container_mc.height ); // render the player as a bitmapdata myBitmapSource.draw ( container_mc ); // create the encoder with the appropriate quality var myEncoder:JPEGEncoder = new JPEGEncoder( 80 ); // generate a JPG binary stream to have a preview var myCapStream:ByteArray = myEncoder.encode ( myBitmapSource ); var header:URLRequestHeader = new URLRequestHeader ("Content-type", "application/octet-stream"); var myRequest:URLRequest = new URLRequest ( "save.php" ); myRequest.requestHeaders.push (header); myRequest.method = URLRequestMethod.POST; myRequest.data = myCapStream; myURLLoader.load ( myRequest ); } Thanks, hamlet

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  • css: image positioning problem

    - by Syom
    i want to have 12 images, which are scrolling via javascript.it works fine when i try vith 7 images, but if i put eighth image, it change the line, so the eigth image appears on the buttom than other. i try to set css: body { heigth:1500px; } but doesn't work. could you help me? thanks

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  • Are there any reasons to make all fields and variables final?

    - by Roman
    In my current project I noticed that all class fields and variable inside methods are declared with final modifier whenever it's possible. Just like here: private final XMLStreamWriter _xmlStreamWriter; private final Marshaller _marshaller; private final OutputStream _documentStream; private final OutputStream _stylesStream; private final XMLStreamWriter _stylesStreamWriter; private final StyleMerger _styleMerger; public DocumentWriter(PhysicalPackage physicalPackage) throws IOException { final Package pkg = new Package(physicalPackage); final Part wordDocumentPart = pkg.createPart( "/word/document.xml", "application/vnd.openxmlformats-officedocument.wordprocessingml.document.main+xml", "http://schemas.openxmlformats.org/officeDocument/2006/relationships/officeDocument"); // styles.xml final Pair<Part, String> wordStylesPart = wordDocumentPart.createRelatedPart(...); ... } Are there any reasons to do so? p.s. As I know project is not supposed to be multithreaded (at least I've heard nothing about it).

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  • JPA: persisting object, parent is ok but child not updated

    - by James.Elsey
    Hello, I have my domain object, Client, I've got a form on my JSP that is pre-populated with its data, I can take in amended values, and persist the object. Client has an abstract entity called MarketResearch, which is then extended by one of three more concrete sub-classes. I have a form to pre-populate some MarketResearch data, but when I make changes and try to persist the Client, it doesn't get saved, can someone give me some pointers on where I've gone wrong? My 3 domain classes are as follows (removed accessors etc) public class Client extends NamedEntity { @OneToOne @JoinColumn(name = "MARKET_RESEARCH_ID") private MarketResearch marketResearch; ... } @Inheritance(strategy = InheritanceType.JOINED) public abstract class MarketResearch extends AbstractEntity { ... } @Entity(name="MARKETRESEARCHLG") public class MarketResearchLocalGovernment extends MarketResearch { @Column(name = "CURRENT_HR_SYSTEM") private String currentHRSystem; ... } This is how I'm persisting public void persistClient(Client client) { if (client.getId() != null) { getJpaTemplate().merge(client); getJpaTemplate().flush(); } else { getJpaTemplate().persist(client); } } To summarize, if I change something on the parent object, it persists, but if I change something on the child object it doesn't. Have I missed something blatantly obvious? Thanks

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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