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  • Determining Cost of API Calls

    - by Sam
    [This is a cross-post originally posted by me in SO. I think the question is more appropriate here.] I was going through the adwords API and came across their rate sheet - http://code.google.com/apis/adwords/docs/ratesheet.html . They charge $0.25 per 1000 API units and under the 'Operation Costs' sections list the cost (in API units) of different API calls. I am curious - based on what factors do they (and others API developers) calculate the cost of an API call? Is there any simple formula or a standard way to determine this? Note: When I say 'cost' of an API call, I don't mean the money but the API units. For example, how do you determine one API call costs 100 'units' and another 1000?

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  • How do I make urxvt render xft fonts?

    - by wishi
    I wonder whether there's a way to make urxvt render xft fonts: URxvt.font: xft:Droid Sans Mono Slashed:pixelsize=9:Regular URxvt.boldFont: xft:Droid Sans Mono Slashed:pixelsize=9:Bold URxvt.talicFont: xft:Droid Sans Mono Slashed:pixelsize=9:Italic URxvt.bolditalicFont: xft:Droid Sans Mono Slashed:pixelsize=9:Bold:Italic If I try this, I get something like: So it scales pretty bad: ! Fonts Xft.dpi: 132 Xft.antialias: true Xft.rgba: rgb Xft.hinting: true Xft.autohint: true Xft.hintstyle: hintfull I'm not sure whether this is one of the reaons. However I want antialias and that Droid. Is there any trick here?

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  • multithreading problem with Nvidia PhysX

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics' It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...

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  • Happy Holidays

    - by peggy.chen
    Happy Holidays from the Oracle Enterprise 2.0 Product Marketing Team! AC_FL_RunContent = 0; if (AC_FL_RunContent == 0) { alert("This page requires AC_RunActiveContent.js."); } else { AC_FL_RunContent( 'codebase', 'http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,0', 'width', '500', 'height', '315', 'src', 'http://www.oracle.com/us/e-cards/ecard15-english-188059', 'quality', 'high', 'pluginspage', 'http://www.macromedia.com/go/getflashplayer', 'align', 'middle', 'play', 'true', 'loop', 'true', 'scale', 'showall', 'wmode', 'window', 'devicefont', 'false', 'id', 'ecard15_english', 'bgcolor', '#000000', 'name', 'ecard15_english', 'menu', 'true', 'allowFullScreen', 'false', 'allowScriptAccess','always', 'movie', 'http://www.oracle.com/us/e-cards/ecard15-english-188059', 'salign', '' ); //end AC code }

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Can not print after upgrading from 12.x to 14.04

    - by user318889
    After upgrading from V12.04 to V14.04 I am not able to print. I am using an HP LaserJet 400 M451dn. The printer troubleshooter told me that there is no solution to the problem. This is the output of the advanced diagnositc output. (Due to limited space I cut the output!) Can anybody tell me what is going wrong. I am using the printer via USB ? Page 1 (Scheduler not running?): {'cups_connection_failure': False} Page 2 (Is local server publishing?): {'local_server_exporting_printers': False} Page 3 (Choose printer): {'cups_dest': , 'cups_instance': None, 'cups_queue': u'HP-LaserJet-400-color-M451dn', 'cups_queue_listed': True} Page 4 (Check printer sanity): {'cups_device_uri_scheme': u'hp', 'cups_printer_dict': {'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'printer-info': u'Hewlett-Packard HP LaserJet 400 color M451dn', 'printer-is-shared': True, 'printer-location': u'Pinatubo', 'printer-make-and-model': u'HP LJ 300-400 color M351-M451 Postscript (recommended)', 'printer-state': 4, 'printer-state-message': u'', 'printer-state-reasons': [u'none'], 'printer-type': 8556636, 'printer-uri-supported': u'ipp://localhost:631/printers/HP-LaserJet-400-color-M451dn'}, 'cups_printer_remote': False, 'hplip_output': (['', '\x1b[01mHP Linux Imaging and Printing System (ver. 3.14.6)\x1b[0m', '\x1b[01mDevice Information Utility ver. 5.2\x1b[0m', '', 'Copyright (c) 2001-13 Hewlett-Packard Development Company, LP', 'This software comes with ABSOLUTELY NO WARRANTY.', 'This is free software, and you are welcome to distribute it', 'under certain conditions. See COPYING file for more details.', '', '', '\x1b[01mhp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '', '\x1b[01mDevice Parameters (dynamic data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' back-end hp ', " cups-printers ['HP-LaserJet-400-color-M451dn'] ", ' cups-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' dev-file ', ' device-state -1 ', ' device-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' deviceid ', ' error-state 101 ', ' host ', ' is-hp True ', ' panel 0 ', ' panel-line1 ', ' panel-line2 ', ' port 1 ', ' serial CNFF308670 ', ' status-code 5002 ', ' status-desc ', '\x1b[01m', 'Model Parameters (static data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' align-type 0 ', ' clean-type 0 ', ' color-cal-type 0 ', ' copy-type 0 ', ' embedded-server-type 0 ', ' fax-type 0 ', ' fw-download False ', ' icon hp_color_laserjet_cp2025.png ', ' io-mfp-mode 1 ', ' io-mode 1 ', ' io-support 6 ', ' job-storage 0 ', ' linefeed-cal-type 0 ', ' model HP_LaserJet_400_color_M451dn ', ' model-ui HP LaserJet 400 Color m451dn ', ' model1 HP LaserJet 400 Color M451dn ', ' monitor-type 0 ', ' panel-check-type 0 ', ' pcard-type 0 ', ' plugin 0 ', ' plugin-reason 0 ', ' power-settings 0 ', ' ppd-name lj_300_400_color_m351_m451 ', ' pq-diag-type 0 ', ' r-type 0 ', ' r0-agent1-kind 4 ', ' r0-agent1-sku CE410A/CE410X ', ' r0-agent1-type 1 ', ' r0-agent2-kind 4 ', ' r0-agent2-sku CE411A ', ' r0-agent2-type 4 ', ' r0-agent3-kind 4 ', ' r0-agent3-sku CE413A ', ' r0-agent3-type 5 ', ' r0-agent4-kind 4 ', ' r0-agent4-sku CE412A ', ' r0-agent4-type 6 ', ' scan-src 0 ', ' scan-type 0 ', ' status-battery-check 0 ', ' status-dynamic-counters 0 ', ' status-type 3 ', ' support-released True ', ' support-subtype 2202411 ', ' support-type 2 ', ' support-ver 3.12.2 ', " tech-class ['Postscript'] ", " tech-subclass ['Normal'] ", ' tech-type 4 ', ' usb-pid 3882 ', ' usb-vid 1008 ', ' wifi-config 0 ', '\x1b[01m', 'Status History (most recent first):\x1b[0m', '\x1b[01m Date/Time Code Status Description User Job ID \x1b[0m', ' -------------------- ----- ---------------------------------------- -------- --------', ' 08/21/14 00:07:25 5012 Device communication error richard 0 ', ' 08/20/14 13:42:44 500 Started a print job richard 4214 ', '', '', 'Done.', ''], ['\x1b[35;01mwarning: No display found.\x1b[0m', '\x1b[31;01merror: hp-info -u/--gui requires Qt4 GUI support. Entering interactive mode.\x1b[0m', '\x1b[31;01merror: Unable to communicate with device (code=12): hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '\x1b[31;01merror: Error opening device (Device not found).\x1b[0m', ''], 0), 'is_cups_class': False, 'local_cups_queue_attributes': {'charset-configured': u'utf-8', 'charset-supported': [u'us-ascii', u'utf-8'], 'color-supported': True, 'compression-supported': [u'none', u'gzip'], 'copies-default': 1, 'copies-supported': (1, 9999), 'cups-version': u'1.7.2', 'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'document-format-default': u'application/octet-stream', 'document-format-supported': [u'application/octet-stream', u'application/pdf', u'application/postscript', u'application/vnd.adobe-reader-postscript', u'application/vnd.cups-command', u'application/vnd.cups-pdf', u'application/vnd.cups-pdf-banner', u'application/vnd.cups-postscript', u'application/vnd.cups-raw', u'application/vnd.samsung-ps', u'application/x-cshell', u'application/x-csource', u'application/x-perl', u'application/x-shell', u'image/gif', u'image/jpeg', u'image/png', u'image/tiff', u'image/urf', u'image/x-bitmap', u'image/x-photocd', u'image/x-portable-anymap', u'image/x-portable-bitmap', u'image/x-portable-graymap', u'image/x-portable-pixmap', u'image/x-sgi-rgb', u'image/x-sun-raster', u'image/x-xbitmap', u'image/x-xpixmap', u'image/x-xwindowdump', u'text/css', u'text/html', u'text/plain'], 'finishings-default': 3, 'finishings-supported': [3], 'generated-natural-language-supported': [u'en-us'], 'ipp-versions-supported': [u'1.0', u'1.1', u'2.0', u'2.1'], 'ippget-event-life': 15, 'job-creation-attributes-supported': [u'copies', u'finishings', u'ipp-attribute-fidelity', u'job-hold-until', u'job-name', u'job-priority', u'job-sheets', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-hold-until-default': u'no-hold', 'job-hold-until-supported': [u'no-hold', u'indefinite', u'day-time', u'evening', u'night', u'second-shift', u'third-shift', u'weekend'], 'job-ids-supported': True, 'job-k-limit': 0, 'job-k-octets-supported': (0, 470914416), 'job-page-limit': 0, 'job-priority-default': 50, 'job-priority-supported': [100], 'job-quota-period': 0, 'job-settable-attributes-supported': [u'copies', u'finishings', u'job-hold-until', u'job-name', u'job-priority', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-sheets-default': (u'none', u'none'), 'job-sheets-supported': [u'none', u'classified', u'confidential', u'form', u'secret', u'standard', u'topsecret', u'unclassified'], 'jpeg-k-octets-supported': (0, 470914416), 'jpeg-x-dimension-supported': (0, 65535), 'jpeg-y-dimension-supported': (1, 65535), 'marker-change-time': 0, 'media-bottom-margin-supported': [423], 'media-col-default': u'(unknown IPP value tag 0x34)', 'media-col-supported': [u'media-bottom-margin', u'media-left-margin', u'media-right-margin', u'media-size', u'media-source', u'media-top-margin', u'media-type'], 'media-default': u'iso_a4_210x297mm', 'media-left-margin-supported': [423], 'media-right-margin-supported': [423],

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  • Permission Management Algorithm

    - by Emerald214
    I have 3 levels of permission to see the product: Brand - Allow/Deny Category - Allow/Deny Product - Allow/Deny For example, product A has: Category: Allow Product: Deny = product A cannot be seen because product A isn't allowed in Product level. if(allowForCategory == true) { if(allowForProduct == false) return false; if(allowForProduct == true) return true; } else { ... } This is not a good choice because it will become more complex if we add brand level. if() { if() { if() {} } } So is there any general algorithm to deal with the permission problem just like 777 solution in Linux?

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  • How do I properly use multithreading with Nvidia PhysX?

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults() (waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not "compute new physics". It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. Does anyone have a solution to this?

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  • If-Else V.S. Switch end of flow

    - by Chris Okyen
    I was wondering the if if-else statements, is like a switch statement that does not have a break statement.To clarify with an example, will the if-else statement go through all the boolean expressions even if comes to one that is true before the final one... I.E., if boolean_expression_1 was true, would it check if boolean_expression_2 is true? If not, why do switch statements need break statements but if-else statements do not? And if they do, I ask the opposite sort question proposed in the previous sentence. if( boolean_expression_1 ) statement_1 else if( boolean_expression_2 ) statement_2 else default_statement switch( controlling_expression ) { case: ( A ) .... case: ( z ) }

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  • How to remove java.sql.BatchUpdateException in Grails? [closed]

    - by aman.nepid
    I have a domain like this: class BusinessOrganization { static hasMany = [organizationBusinessTypes:OrganizationBusinessType] String name String icon static constraints = { name(blank:false,unique:true) icon(unique:true) } String toString() { return "${name}" } } When I save some data for first time it works fine. But when by the next time it shows this error : Error 500: Internal Server Error URI /nLocatePortal/businessOrganization/save Class java.sql.BatchUpdateException Message Batch entry 0 insert into business_organization (version, icon, name, id) values ('0', '', 'dddd', '2') was aborted. Call getNextException to see the cause. **Around line 24 of grails-app/controllers/com/nlocate/portal/BusinessOrganizationController.groovy** 21: 22: def save() { 23: def businessOrganizationInstance = new BusinessOrganization(params) 24: if (!businessOrganizationInstance.save(flush: true)) { 25: render(view: "create", model: [businessOrganizationInstance: businessOrganizationInstance]) 26: return 27: } Please someone help me why this is happening. I am new to Grails. I have not modified the controllers but still I get this error.

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  • C#/.NET Little Wonders: Getting Caller Information

    - by James Michael Hare
    Originally posted on: http://geekswithblogs.net/BlackRabbitCoder/archive/2013/07/25/c.net-little-wonders-getting-caller-information.aspx Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. There are times when it is desirable to know who called the method or property you are currently executing.  Some applications of this could include logging libraries, or possibly even something more advanced that may server up different objects depending on who called the method. In the past, we mostly relied on the System.Diagnostics namespace and its classes such as StackTrace and StackFrame to see who our caller was, but now in C# 5, we can also get much of this data at compile-time. Determining the caller using the stack One of the ways of doing this is to examine the call stack.  The classes that allow you to examine the call stack have been around for a long time and can give you a very deep view of the calling chain all the way back to the beginning for the thread that has called you. You can get caller information by either instantiating the StackTrace class (which will give you the complete stack trace, much like you see when an exception is generated), or by using StackFrame which gets a single frame of the stack trace.  Both involve examining the call stack, which is a non-trivial task, so care should be done not to do this in a performance-intensive situation. For our simple example let's say we are going to recreate the wheel and construct our own logging framework.  Perhaps we wish to create a simple method Log which will log the string-ified form of an object and some information about the caller.  We could easily do this as follows: 1: static void Log(object message) 2: { 3: // frame 1, true for source info 4: StackFrame frame = new StackFrame(1, true); 5: var method = frame.GetMethod(); 6: var fileName = frame.GetFileName(); 7: var lineNumber = frame.GetFileLineNumber(); 8: 9: // we'll just use a simple Console write for now 10: Console.WriteLine("{0}({1}):{2} - {3}", 11: fileName, lineNumber, method.Name, message); 12: } So, what we are doing here is grabbing the 2nd stack frame (the 1st is our current method) using a 2nd argument of true to specify we want source information (if available) and then taking the information from the frame.  This works fine, and if we tested it out by calling from a file such as this: 1: // File c:\projects\test\CallerInfo\CallerInfo.cs 2:  3: public class CallerInfo 4: { 5: Log("Hello Logger!"); 6: } We'd see this: 1: c:\projects\test\CallerInfo\CallerInfo.cs(5):Main - Hello Logger! This works well, and in fact CallStack and StackFrame are still the best ways to examine deeper into the call stack.  But if you only want to get information on the caller of your method, there is another option… Determining the caller at compile-time In C# 5 (.NET 4.5) they added some attributes that can be supplied to optional parameters on a method to receive caller information.  These attributes can only be applied to methods with optional parameters with explicit defaults.  Then, as the compiler determines who is calling your method with these attributes, it will fill in the values at compile-time. These are the currently supported attributes available in the  System.Runtime.CompilerServices namespace": CallerFilePathAttribute – The path and name of the file that is calling your method. CallerLineNumberAttribute – The line number in the file where your method is being called. CallerMemberName – The member that is calling your method. So let’s take a look at how our Log method would look using these attributes instead: 1: static int Log(object message, 2: [CallerMemberName] string memberName = "", 3: [CallerFilePath] string fileName = "", 4: [CallerLineNumber] int lineNumber = 0) 5: { 6: // we'll just use a simple Console write for now 7: Console.WriteLine("{0}({1}):{2} - {3}", 8: fileName, lineNumber, memberName, message); 9: } Again, calling this from our sample Main would give us the same result: 1: c:\projects\test\CallerInfo\CallerInfo.cs(5):Main - Hello Logger! However, though this seems the same, there are a few key differences. First of all, there are only 3 supported attributes (at this time) that give you the file path, line number, and calling member.  Thus, it does not give you as rich of detail as a StackFrame (which can give you the calling type as well and deeper frames, for example).  Also, these are supported through optional parameters, which means we could call our new Log method like this: 1: // They're defaults, why not fill 'em in 2: Log("My message.", "Some member", "Some file", -13); In addition, since these attributes require optional parameters, they cannot be used in properties, only in methods. These caveats aside, they do let you get similar information inside of methods at a much greater speed!  How much greater?  Well lets crank through 1,000,000 iterations of each.  instead of logging to console, I’ll return the formatted string length of each.  Doing this, we get: 1: Time for 1,000,000 iterations with StackTrace: 5096 ms 2: Time for 1,000,000 iterations with Attributes: 196 ms So you see, using the attributes is much, much faster!  Nearly 25x faster in fact.  Summary There are a few ways to get caller information for a method.  The StackFrame allows you to get a comprehensive set of information spanning the whole call stack, but at a heavier cost.  On the other hand, the attributes allow you to quickly get at caller information baked in at compile-time, but to do so you need to create optional parameters in your methods to support it. Technorati Tags: Little Wonders,CSharp,C#,.NET,StackFrame,CallStack,CallerFilePathAttribute,CallerLineNumberAttribute,CallerMemberName

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  • Named arguments (parameters) as a readability aid

    - by Damian Mehers
    A long time ago I programmed a lot in ADA, and it was normal to name arguments when invoking a function - SomeObject.DoSomething(SomeParameterName = someValue); Now that C# supports named arguments, I'm thinking about reverting to this habit in situations where it might not be obvious what an argument means. You might argue that it should always be obvious what an argument means, but if you have a boolean argument, and callers are passing in "true" or "false" then qualifying the value with the name makes the call site more readable. contentFetcher.DownloadNote(note, manual : true); I guess I could create Enums instead of using true or false (Manual, Automatic in this case). What do you think about occasionally using named arguments to make code easier to read?

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  • Thread.Interrupt Is Evil

    - by Alois Kraus
    Recently I have found an interesting issue with Thread.Interrupt during application shutdown. Some application was crashing once a week and we had not really a clue what was the issue. Since it happened not very often it was left as is until we have got some memory dumps during the crash. A memory dump usually means WindDbg which I really like to use (I know I am one of the very few fans of it).  After a quick analysis I did find that the main thread already had exited and the thread with the crash was stuck in a Monitor.Wait. Strange Indeed. Running the application a few thousand times under the debugger would potentially not have shown me what the reason was so I decided to what I call constructive debugging. I did create a simple Console application project and try to simulate the exact circumstances when the crash did happen from the information I have via memory dump and source code reading. The thread that was  crashing was actually MS code from an old version of the Microsoft Caching Application Block. From reading the code I could conclude that the main thread did call the Dispose method on the CacheManger class which did call Thread.Interrupt on the cache scavenger thread which was just waiting for work to do. My first version of the repro looked like this   static void Main(string[] args) { Thread t = new Thread(ThreadFunc) { IsBackground = true, Name = "Test Thread" }; t.Start(); Console.WriteLine("Interrupt Thread"); t.Interrupt(); } static void ThreadFunc() { while (true) { object value = Dequeue(); // block until unblocked or awaken via ThreadInterruptedException } } static object WaitObject = new object(); static object Dequeue() { object lret = "got value"; try { lock (WaitObject) { } } catch (ThreadInterruptedException) { Console.WriteLine("Got ThreadInterruptException"); lret = null; } return lret; } I do start a background thread and call Thread.Interrupt on it and then directly let the application terminate. The thread in the meantime does plenty of Monitor.Enter/Leave calls to simulate work on it. This first version did not crash. So I need to dig deeper. From the memory dump I did know that the finalizer thread was doing just some critical finalizers which were closing file handles. Ok lets add some long running finalizers to the sample. class FinalizableObject : CriticalFinalizerObject { ~FinalizableObject() { Console.WriteLine("Hi we are waiting to finalize now and block the finalizer thread for 5s."); Thread.Sleep(5000); } } class Program { static void Main(string[] args) { FinalizableObject fin = new FinalizableObject(); Thread t = new Thread(ThreadFunc) { IsBackground = true, Name = "Test Thread" }; t.Start(); Console.WriteLine("Interrupt Thread"); t.Interrupt(); GC.KeepAlive(fin); // prevent finalizing it too early // After leaving main the other thread is woken up via Thread.Abort // while we are finalizing. This causes a stackoverflow in the CLR ThreadAbortException handling at this time. } With this changed Main method and a blocking critical finalizer I did get my crash just like the real application. The funny thing is that this is actually a CLR bug. When the main method is left the CLR does suspend all threads except the finalizer thread and declares all objects as garbage. After the normal finalizers were called the critical finalizers are executed to e.g. free OS handles (usually). Remember that I did call Thread.Interrupt as one of the last methods in the Main method. The Interrupt method is actually asynchronous and does wake a thread up and throws a ThreadInterruptedException only once unlike Thread.Abort which does rethrow the exception when an exception handling clause is left. It seems that the CLR does not expect that a frozen thread does wake up again while the critical finalizers are executed. While trying to raise a ThreadInterrupedException the CLR goes down with an stack overflow. Ups not so nice. Why has this nobody noticed for years is my next question. As it turned out this error does only happen on the CLR for .NET 4.0 (x86 and x64). It does not show up in earlier or later versions of the CLR. I have reported this issue on connect here but so far it was not confirmed as a CLR bug. But I would be surprised if my console application was to blame for a stack overflow in my test thread in a Monitor.Wait call. What is the moral of this story? Thread.Abort is evil but Thread.Interrupt is too. It is so evil that even the CLR of .NET 4.0 contains a race condition during the CLR shutdown. When the CLR gurus can get it wrong the chances are high that you get it wrong too when you use this constructs. If you do not believe me see what Patrick Smacchia does blog about Thread.Abort and List.Sort. Not only the CLR creators can get it wrong. The BCL writers do sometimes have a hard time with correct exception handling as well. If you do tell me that you use Thread.Abort frequently and never had problems with it I do suspect that you do not have looked deep enough into your application to find such sporadic errors.

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  • URL Rewrite http to https EXCEPT files in a specific subfolder

    - by BrettRobi
    I am trying to force all traffic on my web site to use HTTPS, using the URL Rewrite 2.0 module added to IIS 7.5. I got that working and now have a need to exclude a couple of pages from using SSL. So I need a rule to rewrite all URL except those referencing this folder to HTTPS. I've been banging my head against the wall on this and am hoping someone can help. I tried creating a rule to match all URL except those in a nossl subfolder as in this example: <rule name="HTTP to HTTPS redirect" enabled="true" stopProcessing="true"> <match url="(/nossl/.*)" negate="true" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> <add input="{HTTPS}" pattern="off" /> </conditions> <action type="Redirect" url="https://{HTTP_HOST}/{R:1}" redirectType="Found" /> </rule> But this doesn't work. Can anyone help?

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • Random MongoDb Syntax: Updates

    - by Liam McLennan
    I have a MongoDb collection called tweets. Each document has a property system_classification. If the value of system_classification is ‘+’ I want to change it to ‘positive’. For a regular relational database the query would be: update tweets set system_classification = 'positive' where system_classification = '+' the MongoDb equivalent is: db.tweets.update({system_classification: '+'}, {$set: {system_classification:'positive'}}, false, true) Parameter Description { system_classification: '+' } the first parameter identifies the documents to select { $set: { system_classification: 'positive' } } the second parameter is an operation ($set) and the parameter to that operation {system_classification: ‘positive’} false the third parameter indicates if this is a regular update or an upsert (true for upsert) true the final parameter indicates if the operation should be applied to all selected documents (or just the first)

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • URL Rewrite http to https EXCEPT files in a specific subfolder

    - by BrettRobi
    I am trying to force all traffic on my web site to use HTTPS, using the URL Rewrite 2.0 module added to IIS 7.5. I got that working and now have a need to exclude a couple of pages from using SSL. So I need a rule to rewrite all URL except those referencing this folder to HTTPS. I've been banging my head against the wall on this and am hoping someone can help. I tried creating a rule to match all URL except those in a nossl subfolder as in this example: <rule name="HTTP to HTTPS redirect" enabled="true" stopProcessing="true"> <match url="(/nossl/.*)" negate="true" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> <add input="{HTTPS}" pattern="off" /> </conditions> <action type="Redirect" url="https://{HTTP_HOST}/{R:1}" redirectType="Found" /> </rule> But this doesn't work. Can anyone help?

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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  • What is upcasting/downcasting?

    - by acidzombie24
    When learning about polymorphism you commonly see something like this class Base { int prv_member; virtual void fn(){} } class Derived : Base { int more_data; virtual void fn(){} } What is upcasting or downcasting? Is (Derived*)base_ptr; an upcast or downcast? I call it upcast because you are going away from the base into something more specific. Other people told me it is a downcast because you are going down a hierarchy into something specific with the top being the root. But other people seem to call it what i call it. When converting a base ptr to a derived ptr is it called upcasting or downcasting? and if someone can link to an official source or explain why its called that than great.

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  • C# output of running command prompt

    - by Kaushal Singh
    In this following code whenever I send any command like dir or anything this function get stuck in while loop... I want the output of the command prompt each time I send it command to execute without closing the process after the execution of command. public void shell(String cmd) { ProcessStartInfo PSI = new ProcessStartInfo(); PSI.FileName = "c:\\windows\\system32\\cmd.exe"; PSI.RedirectStandardInput = true; PSI.RedirectStandardOutput = true; PSI.RedirectStandardError = true; PSI.UseShellExecute = false; Process p = Process.Start(PSI); StreamWriter CSW = p.StandardInput; StreamReader CSR = p.StandardOutput; CSW.WriteLine(cmd); CSW.Flush(); while(!(CSR.EndOfStream)) { Console.WriteLine(CSR.ReadLine()); } CSR.Close(); }

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  • VMPlayer does not flush all outputs to serial port

    - by eddyxu
    I am debugging a Linux kernel in the VMPlayer on Ubuntu 12.04 configured a serial port to a file to see the debug information. However, each time when the kernel panics, only the backtrace stack were printed out instead of all the booting messages. This does not happend on VMPlayer Fusion. My .vmx file: serial1.present = "TRUE" serial1.fileType = "file" serial1.fileName = "~/tmp/serial.out" serial1.startConnected = "TRUE" msg.serial.file.open = "Replace" serial1.yieldOnMsrRead = "TRUE" My /etc/default/grub: GRUB_CMDLINE_LINUX_DEFAULT="quiet" GRUB_CMDLINE_LINUX="find_preseed=/preseed.cfg noprompt console=tty0 console=ttyS1,115200n8" How could I flush every message to both tty0 and ttyS1?

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  • Can web applications running on IIS7 Windows Server 2008 R2 be forced to immediately detect changes to hosts file?

    - by Brenda Bell
    We have several web applications running on several load-balanced servers. We want to have our web applications communicate with each other without first traversing outside the load balancer. For example: http://appA.example.com is running on 192.0.2.1 and 192.0.2.2 http://appB.example.com is also running on 192.0.2.1 and 192.0.2.2 The load balancer's public IP address is 198.51.100.3 By default, when appA on 192.0.2.1 makes a call to a WCF service hosted in appB, the HTTP request is routed to 192.51.100.3; this establishes a new session and the load balancer will direct the call to either of the two servers We want the call to be routed to the instance of appB running on the same server so we add 192.0.2.1 appB.example.com to the hosts file on 192.0.2.1. This eventually works, but we either have to wait for the app pool to naturally recycle or do a manual reset before appA sees the new address. Is there any way to have the change automatically detected without having to recycle the app pool?

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  • eSTEP TechCast - December 2012

    - by Cinzia Mascanzoni
    Join our next eSTEP TechCast will be on Thursday, 06. December 2012, 11:00 - 12:00 GMT (12:00 - 13:00 CET; 15:00 - 16:00 GST) Title: Innovations with Oracle Solaris Cluster 4 In this webcast we will focus at the integration of the cluster software with the IPS packaging system of Solaris 11, which makes installing and updating the software much easier and much more reliable, especially with virtualization technologies involved. Our webcast will also reflect new versions of Oracle Solaris Cluster if they will be announced in the meantime.Call Info: Call-in-toll-free number: 08006948154 (United Kingdom) Call-in-toll-free number: +44-2081181001 (United Kingdom) Show global numbers Conference Code: 803 594 3 Security Passcode: 9876 Webex Info (Oracle Web Conference) Meeting Number: 255 760 510 Meeting Password: tech2011 Playback / Recording / Archive: The webcasts will be recorded and will be available shortly after the event in the eSTEP portal under the Events tab, where you could find also material from already delivered eSTEP TechCasts. Use your email-adress and PIN: eSTEP_2011 to get access. 

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  • Service Layer - how broad should it be, and should it also be used from the local application?

    - by BornToCode
    The background: I need to build a desktop application with some operations (CRUD and more) (=winforms), I need to make another application which will re-use some of the functions of the main application (=webforms). I'm using service layer for reusing my functions. The service is calling the functions on the BL layer (correct me if I'm doing this wrong). so my desktop has 4 projects - DAL, BL, UI, WEBSERVICES. The dilemma (simple but I still need some more experienced opinions): In my main winform UI - should I call the functions from the BL - bl.getcustomers(), or do it similar to how I call it in the webform, and call the functions from the service - webservices.getcustomers? Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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