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  • What is a good strategy for binding view objects to model objects in C++?

    - by B.J.
    Imagine I have a rich data model that is represented by a hierarchy of objects. I also have a view hierarchy with views that can extract required data from model objects and display the data (and allow the user to manipulate the data). Actually, there could be multiple view hierarchies that can represent and manipulate the model (e.g. an overview-detail view and a direct manipulation view). My current approach for this is for the controller layer to store a reference to the underlying model object in the View object. The view object can then get the current data from the model for display, and can send the model object messages to update the data. View objects are effectively observers of the model objects and the model objects broadcast notifications when properties change. This approach allows all the views to update simultaneously when any view changes the model. Implemented carefully, this all works. However, it does require a lot of work to ensure that no view or model objects hold any stale references to model objects. The user can delete model objects or sub-hierarchies of the model at any time. Ensuring that all the view objects that hold references to the model objects that have been deleted is time-consuming and difficult. It feels like the approach I have been taking is not especially clean; while I don't want to have to have explicit code in the controller layer for mediating the communication between the views and the model, it seems like there must be a better (implicit) approach for establishing bindings between the view and the model and between related model objects. In particular, I am looking for an approach (in C++) that understands two key points: There is a many to one relationship between view and model objects If the underlying model object is destroyed, all the dependent view objects must be cleaned up so that no stale references exist While shared_ptr and weak_ptr can be used to manage the lifetimes of the underlying model objects and allows for weak references from the view to the model, they don't provide for notification of the destruction of the underlying object (they do in the sense that the use of a stale weak_ptr allows for notification), but I need an approach that notifies the dependent objects that their weak reference is going away. Can anyone suggest a good strategy to manage this?

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  • Local Apache on Windows XP not finishing page requests

    - by asgeo1
    I have Apache 2.2.11 installed locally on my Windows XP (SP3) dev machine, which I setup about 3 months ago. I have just started having a strange problem in the last few week. Apache is serving some basic PHP applications like phpMyAdmin. When I make a page request, Apache appears to not finish serving all resources for that page. Firefox shows the "Transferring data from servername..." message, and the page never completes. The same problem happens in Internet Explorer too. I can sometimes tell which resource it is waiting on, because most of the page will render except for some image or similar resources. (Not sure why Firebug doesn't show this) It doesn't have the problem every page request - for page requests where most of the resources are cached in my browser, the page request will work with no problems. Or pages that are very light will work with no problems. However, if I "hard" refresh the page, I will have this problem (probably because it is requesting all page resources) Does anyone know what this could be? It is so strange that it has only just started happening - and I did not make any changes to my system (that I am aware of) I tried playing with the Apache ThreadsPerChild setting, but it did not seem to make a difference. UPDATE: I have been doing some more tests. I have been serving the most basic of pages, just a plain HTML file: <html> <body> <h1>testing</h1> </body> </html> If I request this page multiple times in a row, AND each request occurs immediately after the previous has completed, then 50% of the time the request will time out. However, if I put a 1-2 second gap between requests, then there is no problem. This correlates to what I have observed when the brower requests a real application page. When the browser has nothing cached, then all of the page resources are requested from the browser in a short amount of time - this appears to trigger the problem. UPDATE2: Nathan Long has helped me understand the issue a little better with the server-status page (see below). It is weird, it is like the server has a hickup sending data to the client. The client sits there waiting forever for data that never arrives. Closing the client process does not terminate the connection on the server - the server still has active threads for each previously attempted connection, but they just sit there - not sending any data and never terminating. (even though the client is now closed) Only a restart of the server seems to terminate them.

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  • Simple alternating text in Visual Basic 2008

    - by Josh Grate
    I have a simple completed program, but i would like to add one more feature to it but I'm not sure how. I have it set up to send a message automatically every 7 seconds when a text field is selected, repeating the message of course. What I would like for it to do is alternate between two separate messages, instead just repeating the one. I would like the new program to post at an interval of 12 seconds. Can you help me? Here is my coding. Public Class Form1 Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick SendKeys.Send(TextBox1.Text) SendKeys.Send("{ENTER}") End Sub Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Timer1.Enabled = True Timer1.Interval = (TextBox2.Text) End Sub Private Sub Button2_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button2.Click Timer1.Enabled = False End Sub Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Timer1.Enabled = False End Sub End Class

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  • Proxy Error 502 "Reason: Error reading from remote server" with Apache 2.2.3 (Debian) mod_proxy and Jetty 6.1.18

    - by Martin
    Apache is receiving requests at port :80 and proxying them to Jetty at port :8080 The proxy server received an invalid response from an upstream server The proxy server could not handle the request GET /. My dilemma: Everything works fine normally (fast requests, few seconds or few tens of seconds long requests are processed ok). Problems occur when request processing takes long (few minutes?). If I issue request instead directly to Jetty at port :8080 the request is processed OK. So problem is likely to sit somewhere between Apache and Jetty where I am using mod_proxy. How to solve this? I have already tried some "tricks" related to KeepAlive settings, without luck. Here is my current configuration, any suggestions? #keepalive Off ## I have tried this, does not help #SetEnv force-proxy-request-1.0 1 ## I have tried this, does not help #SetEnv proxy-nokeepalive 1 ## I have tried this, does not help #SetEnv proxy-initial-not-pooled 1 ## I have tried this, does not help KeepAlive 20 ## I have tried this, does not help KeepAliveTimeout 600 ## I have tried this, does not help ProxyTimeout 600 ## I have tried this, does not help NameVirtualHost *:80 <VirtualHost _default_:80> ServerAdmin [email protected] ServerName www.mydomain.fi ServerAlias mydomain.fi mydomain.com mydomain www.mydomain.com ProxyRequests On ProxyVia On <Proxy *> Order deny,allow Allow from all </Proxy> ProxyRequests Off ProxyPass / http://www.mydomain.fi:8080/ retry=1 acquire=3000 timeout=600 ProxyPassReverse / http://www.mydomain.fi:8080/ RewriteEngine On RewriteCond %{SERVER_NAME} !^www\.mydomain\.fi RewriteRule /(.*) http://www.mydomain.fi/$1 [redirect=301L] ErrorLog /var/log/apache2/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog /var/log/apache2/access.log combined ServerSignature On </VirtualHost> Here is also the debug log from a failing request: 74.125.43.99 - - [29/Sep/2010:20:15:40 +0300] "GET /?wicket:bookmarkablePage=newWindow:com.mydomain.view.application.reports.SaveReportPage HTTP/1.1" 502 355 "https://www.mydomain.fi/?wicket:interface=:0:2:::" "Mozilla/5.0 (Windows; U; Windows NT 6.1; fi; rv:1.9.2.10) Gecko/20100914 Firefox/3.6.10" [Wed Sep 29 20:20:40 2010] [error] [client 74.125.43.99] proxy: error reading status line from remote server www.mydomain.fi, referer: https://www.mydomain.fi/?wicket:interface=:0:2::: [Wed Sep 29 20:20:40 2010] [error] [client 74.125.43.99] proxy: Error reading from remote server returned by /, referer: https://www.mydomain.fi/?wicket:interface=:0:2:::

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  • A Reusable Builder Class for .NET testing

    - by Liam McLennan
    When writing tests, other than end-to-end integration tests, we often need to construct test data objects. Of course this can be done using the class’s constructor and manually configuring the object, but to get many objects into a valid state soon becomes a large percentage of the testing effort. After many years of painstakingly creating builders for each of my domain objects I have finally become lazy enough to bother to write a generic, reusable builder class for .NET. To use it you instantiate a instance of the builder and configuring it with a builder method for each class you wish it to be able to build. The builder method should require no parameters and should return a new instance of the type in a default, valid state. In other words the builder method should be a Func<TypeToBeBuilt>. The best way to make this clear is with an example. In my application I have the following domain classes that I want to be able to use in my tests: public class Person { public string Name { get; set; } public int Age { get; set; } public bool IsAndroid { get; set; } } public class Building { public string Street { get; set; } public Person Manager { get; set; } } The builder for this domain is created like so: build = new Builder(); build.Configure(new Dictionary<Type, Func<object>> { {typeof(Building), () => new Building {Street = "Queen St", Manager = build.A<Person>()}}, {typeof(Person), () => new Person {Name = "Eugene", Age = 21}} }); Note how Building depends on Person, even though the person builder method is not defined yet. Now in a test I can retrieve a valid object from the builder: var person = build.A<Person>(); If I need a class in a customised state I can supply an Action<TypeToBeBuilt> to mutate the object post construction: var person = build.A<Person>(p => p.Age = 99); The power and efficiency of this approach becomes apparent when your tests require larger and more complex objects than Person and Building. When I get some time I intend to implement the same functionality in Javascript and Ruby. Here is the full source of the Builder class: public class Builder { private Dictionary<Type, Func<object>> defaults; public void Configure(Dictionary<Type, Func<object>> defaults) { this.defaults = defaults; } public T A<T>() { if (!defaults.ContainsKey(typeof(T))) throw new ArgumentException("No object of type " + typeof(T).Name + " has been configured with the builder."); T o = (T)defaults[typeof(T)](); return o; } public T A<T>(Action<T> customisation) { T o = A<T>(); customisation(o); return o; } }

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • In ADUC MMC, Advanced View, how to get Attribute Editor tab on the result of a Find?

    - by geoffc
    In Win2008 MS added a new Tab on objects in ADUC. Called Attribute Editor it is like Novell Console One's Other tab, or an arbitrary LDAP editor view, or an ADSI Edit style view. Basically it shows all allowed attributes for the object class, and allows you to edit according to your permissions. You need to enable Advanced Options in the View menu before it shows up. This is great, however it only shows up when you browse the directory tree and select an object. If you use the Find tool and open an object Attribute Editor is not shown. How annoying! Especially if your domain has more than 2000 users in a single container, then you almost must use Find to get to an object. Is there any way to make the Attribute Editor tab show up after using Find to open an object?

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  • Switching PHP to FastCGI from mod_php broke AMFPHP

    - by wezzy
    Hi, i've just switched my debian server from mod_php to fastcgi following this tutorial everything goes right but now i've found that one of the hosted application that using AMFPHP for flash remoting is broken. I'm trying to understand what's happend. Looking at it with FireBug and FireAMF it seems that the responses has a content but the Flash callbacks never get called and if i try to open the service browser it displays this error: (mx.rpc::Fault)#0 errorID = 0 faultCode = "Client.Error.RequestTimeout" faultDetail = "The request timeout for the sent message was reached without receiving a response from the server." faultString = "Request timed out" message = "faultCode:Client.Error.RequestTimeout faultString:'Request timed out' faultDetail:'The request timeout for the sent message was reached without receiving a response from the server.'" name = "Error" rootCause = (null) It's strange it seems that the server takes a long time to responde, then (in the service browser) flash made a new call to the server and the old one get a response. Some problem with sessions ? Really no idea ....

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  • What Are All the Variables Necessary to Create Blackbox Logs for Nginx?

    - by Alan Gutierrez
    There's an article out there, Profiling LAMP Applications with Apache's Blackbox Logs, that describes how to create a log that records a lot of detailed information missing in the common and combined log formats. This information is supposed to help you resolve performance issues. As the author notes "While the common log-file format (and the combined format) are great for hit tracking, they aren't suitable for getting hardcore performance data." The article describes a "blackbox" log format, like a blackbox flight recorder on an aircraft, that gathers information used to profile server performance, missing from the hit tracking log formats: Keep alive status, remote port, child processes, bytes sent, etc. LogFormat "%a/%S %X %t \"%r\" %s/%>s %{pid}P/%{tid}P %T/%D %I/%O/%B" blackbox I'm trying to recreate as much of the format for Nginx, and would like help filling in the blanks. Here's what Nginx blackbox format would look like, the unmapped Apache directives have question marks after their names. access_log blackbox '$remote_addr/$remote_port X? [$time_local] "$request"' 's?/$status $pid/0 T?/D? I?/O?/B?' Here's a table of the variables I've been able to map from the Nginx documentation. %a = $remote_addr - The IP address of the remote client. %S = $remote_port - The port of the remote client. %X = ? - Keep alive status. %t = $time_local - The start time of the request. %r = $request - The first line of request containing method verb, path and protocol. %s = ? - Status before any redirections. %>s = $status - Status after any redirections. %{pid}P = $pid - The process id. %{tid}P = N/A - The thread id, which is non-applicable to Nignx. %T = ? - The time in seconds to handle the request. %D = ? - The time in milliseconds to handle the request. %I = ? - The count of bytes received including headers. %O = ? - The count of bytes sent including headers. %B = ? - The count of bytes sent excluding headers, but with a 0 for none instead of '-'. Looking for help filling in the missing variables, or confirmation that the missing variables are in fact, unavailable in Nginx.

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  • Part 8: How to name EBS Customizations

    - by volker.eckardt(at)oracle.com
    You might wonder why I am discussing this here. The reason is simple: nearly every project has a bit different naming conventions, which makes a the life always a bit complicated (for developers, but also setup responsible, and also for consultants).  Although we always create a document to describe the technical object naming conventions, I have rarely seen a dedicated document  with functional naming conventions. To be precisely, from my stand point, there should always be one global naming definition for an implementation! Let me discuss some related questions: What is the best convention for the customization reference? How to name database objects (tables, packages etc.)? How to name functional objects like Value Sets, Concurrent Programs, etc. How to separate customizations from standard objects best? What is the best convention for the customization reference? The customization reference is the key you use to reference your customization from other lists, from the project plan etc. Usually it is something like XXHU_CONV_22 (HU=customer abbreviation, CONV=Conversion object #22) or XXFA_DEPRN_RPT_02 (FA=Fixed Assets, DEPRN=Short object group, here depreciation, RPT=Report, 02=2nd report in this area) As this is just a reference (not an object name yet), I would prefer the second option. XX=Customization, FA=Main EBS Module linked (you may have sometimes more, but FA is the main) DEPRN_RPT=Short name to specify the customization 02=a unique number Important here is that the HU isn’t used, because XX is enough to mark a custom object, and the 3rd+4th char can be used by the EBS module short name. How to name database objects (tables, packages etc.)? I was leading different developer teams, and I know that one common way is it to take the Customization reference and add more chars behind to classify the object (like _V for view and _T1 for triggers etc.). The only concern I have with this approach is the reusability. If you name your view XXFA_DEPRN_RPT_02_V, no one will by choice reuse this nice view, as it seams to be specific for this CEMLI. My suggestion is rather to name the view XXFA_DEPRN_PERIODS_V and allow herewith reusability for other CEMLIs (although the view will be deployed primarily with CEMLI package XXFA_DEPRN_RPT_02). (check also one of the following Blogs where I will talk about deployment.) How to name Value Sets, Concurrent Programs, etc. For Value Sets I would go with the same convention as for database objects, starting with XX<Module> …. For Concurrent Programs the situation is a bit different. This “object” is seen and used by a lot of users, and they will search for. In many projects it is common to start again with the company short name, or with XX. My proposal would differ. If you have created your own report and you name it “XX: Invoice Report”, the user has to remember that this report does not start with “I”, it starts with X. Would you like typing an X if you are looking for an Invoice report? No, you wouldn’t! So my advise would be to name it:   “Invoice Report (XXAP)”. Still we know it is custom (because of the XXAP), but the end user will type the key “i” to get it (and will see similar reports starting also with “i”). I hope that the general schema behind has now become obvious. How to separate customizations from standard objects best? I would not have this section here if the naming would not play an important role. Unfortunately, we can not always link a custom application to our own object, therefore the naming is really important. In the file system structure we use our $XXyy_TOP, in JAVA_TOP it is perhaps also “xx” in front. But in the database itself? Although there are different concepts in place, still many implementations are using the standard “apps” approach, means custom objects are stored in the apps schema (which should not cause any trouble). Final advise: review the naming conventions regularly, once a month. You may have to add more! And, publish them! To summarize: Technical and functional customized objects should always follow a naming convention. This naming convention should be project wide, and only one place shall be used to maintain (like in a Wiki). If the name is for the end user, rather put a customization identifier at the end; if it is an internal name, start with XX…

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  • Algorithms for pairing a rating system to an assignment queue

    - by blunders
    Attempting to research how to allow a group of people to effectively rank a set of objects (each group member will have contributed one object to the group), and then assign each member an object that's not their own based on: Their ratings of the objects, Their objects rating, and The object remaining to be assigned. Idea is to attempt to assign objects to people based on the groups rating of their contribution to the group relative to other member's contribution, the the personal preferences expressed via the ratings. Any suggestions for: Further research, Refining the statement of the problem/solution, or A solution.

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  • Limiting the speed of the mouse cursor

    - by idlewire
    I am working on a simple game where you can drag objects around with the mouse cursor. As I drag the object around quickly, I notice there is some juddering, which seems to be due to the fact that I can move the mouse cursor faster than the game's update/draw. So, although I maintain the offset from where the player initially clicked on the object, the mouse's relative position to the object shifts around slightly before settling as I move the object very quickly. The only way I have found to get smooth, exact 1:1 movement is if I turn both IsFixedTimeStep and SynchronizeWithVerticalRetrace to false. However, I'd rather not have to do that. I have also tried making a custom mouse cursor, hiding the real mouse, taking the real mouse delta and clamping it to a maximum speed. Here is the problem: In windowed mode, the "real" mouse cursor moves off the window while the custom mouse cursor (since it's movement is being scaled) is still somewhere inside the game window. This becomes bizarre and is obviously not desired, as clicking at this point means clicking on things outside the game window. Is there any way to accomplish this in windowed mode? In fullscreen mode, the "real" mouse cursor is bounded to the edges of the screen. So I get to a point where there is no more mouse delta, yet my custom cursor is still somewhere in the middle of the screen and hence can't move further in that direction. If I wanted to clamp it to the edge of the screen when the real cursor is at the edge, then I would get an abrupt jump to the edge of the screen, which isn't desired either Any help would be appreciated. I'd like to be able to limit the speed of the mouse, but also would appreciate help with the first issue (the non-smooth relative offset between mouse cursor movement and object movement).

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  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

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  • Depth buffer values reset on change shader?

    - by bobobobo
    I have 2 different shaders, and when I change the shader (glUseProgram), it seems that the depth information is lost, because everything drawn with the 2nd shader appears completely on top of anything drawn by the first shader. If I switch the order of shader use/drawing, then it's the same (the last drawn object always appears on top of the first drawn object if there is a shader change between the 2 objects, even if the last drawn object is further away)

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  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

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  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

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  • Using nginx and/or varnish to cache server-generated 301 redirects

    - by rlotun
    I'm implementing a sort of url-shortener service. What happens is that I have some backend app server that takes in a request, does some computation and returns a 301 redirected url back upstream to an nginx frontend: request ---> nginx ----> app_server What I want to be able to do is cache this returned 301 url for the same request (a specific url with a "short code"). Does nginx do this caching automatically? Or should I drop in something like varnish in between nginx and the app_server? I can easily cache this in memcache, but that would require hitting the app_server, which I'm sure can be dispensed with after the first request. Thanks.

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  • Collision planes confusion

    - by Jeffrey
    I'm following this tutorial by thecplusplusguy and in the linked video he explain that for example for the world basement and walls we need to create the actual rendered (shown to the player) walls and then duplicate them, place them in the same coordinates as the rendered walls and call them collision (by defining their material to collision). Then it defines in the Object loader function that those objects with material == collision are collision planes and should not be rendered but just used to check collision. Now I'm pretty confused. Why would we add this kind of complexity to a problem that can easily be solved by a simple loadObject(string plane_object, bool check_collision);: Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true In this case we have lowered the complexity of his method and make it more flexible and faster to develop (faster because we don't always have to make a copy for each plane and flexible because we don't hardcode the Object loader). The only case in which this method could not work is when we need hidden collision planes, and for that we could modify the loadObject() function like this: loadObject(string plane_object, bool check_collision = true, bool hide_object = false); Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true And add the ability to actually show the object or hide it based on hide_object. The final question is: am I right? What would the possible problem encountered with my solution versus his?

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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  • How Can We Create Blackbox Logs for Nginx?

    - by Alan Gutierrez
    There's an article out there, Profiling LAMP Applications with Apache's Blackbox Logs, that describes how to create a log that records a lot of detailed information missing in the common and combined log formats. This information is supposed to help you resolve performance issues. As the author notes "While the common log-file format (and the combined format) are great for hit tracking, they aren't suitable for getting hardcore performance data." The article describes a "blackbox" log format, like a blackbox flight recorder on an aircraft, that gathers information used to profile server performance, missing from the hit tracking log formats: Keep alive status, remote port, child processes, bytes sent, etc. LogFormat "%a/%S %X %t \"%r\" %s/%>s %{pid}P/%{tid}P %T/%D %I/%O/%B" blackbox I'm trying to recreate as much of the format for Nginx, and would like help filling in the blanks. Here's what Nginx blackbox format would look like, the unmapped Apache directives have question marks after their names. access_log blackbox '$remote_addr/$remote_port X? [$time_local] "$request"' 's?/$status $pid/0 T?/D? I?/$bytes_sent/$body_bytes_sent' Here's a table of the variables I've been able to map from the Nginx documentation. %a = $remote_addr - The IP address of the remote client. %S = $remote_port - The port of the remote client. %X = ? - Keep alive status. %t = $time_local - The start time of the request. %r = $request - The first line of request containing method verb, path and protocol. %s = ? - Status before any redirections. %>s = $status - Status after any redirections. %{pid}P = $pid - The process id. %{tid}P = N/A - The thread id, which is non-applicable to Nignx. %T = ? - The time in seconds to handle the request. %D = $request_time - The time in milliseconds to handle the request. %I = ? - The count of bytes received including headers. %O = $bytes_sent - The count of bytes sent including headers. %B = $body_bytes_sent - The count of bytes sent excluding headers, but with a 0 for none instead of '-'. Looking for help filling in the missing variables, or confirmation that the missing variables are in fact, unavailable in Nginx.

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  • Able to ping but does not get the data

    - by Dany
    I am facing a problem in my client server program; when using wireless I can ping but not receive any data. There is a source which receives a streaming request from client via server. This works fine when all the machines are connected through LAN cable but when I put all the computers in wi-fi network, all the machine are able to ping each other but when the client send the stream request to the server the ping request between server and client says destination unreachable. It works all well until the client does not send the streaming request. What might be the issue?

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  • What level of detail to use in an interface members descriptions?

    - by famousgarkin
    I am extracting interfaces from some classes in .NET, and I am not completely sure about what level of detail of description to use for some of the interface members (properties, methods). An example: interface ISomeInterface { /// <summary> /// Checks if the object is checked out. /// </summary> /// <returns> /// Returns true if the object is checked out, or if the object locking is not enabled, /// otherwise returns false. /// </returns> bool IsObjectCheckedOut(); } class SomeImplementation : ISomeInterface { public bool IsObjectCheckedOut() { // An implementation of the method that returns true if the object is checked out, // or if the object locking is not enabled } } The part in question is the <returns>...</returns> section of the IsObjectCheckedOut description in the interface. Is it ok to include such a detail about return value in the interface itself, as the code that will work with the interface should know exactly what that method will do? All the current implementations of the method will do just that. But is it ok to limit the possible other/future implementations by description this way? Or should this not be included in the interface description, as there is no way to actually ensure that other/future implementations will do exactly this? Is it better to be as general as possible regarding the interface in such circumstances? I am currently inclined to the latter option.

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  • Proxy Error 502 "Reason: Error reading from remote server" with Apache 2.2.3 (Debian) mod_proxy and Jetty 6.1.18

    - by Martin
    Apache is receiving requests at port :80 and proxying them to Jetty at port :8080 The proxy server received an invalid response from an upstream server The proxy server could not handle the request GET /. My dilemma: Everything works fine normally (fast requests, few seconds or few tens of seconds long requests are processed ok). Problems occur when request processing takes long (few minutes?). If I issue request instead directly to Jetty at port :8080 the request is processed OK. So problem is likely to sit somewhere between Apache and Jetty where I am using mod_proxy. How to solve this? I have already tried some "tricks" related to KeepAlive settings, without luck. Here is my current configuration, any suggestions? #keepalive Off ## I have tried this, does not help #SetEnv force-proxy-request-1.0 1 ## I have tried this, does not help #SetEnv proxy-nokeepalive 1 ## I have tried this, does not help #SetEnv proxy-initial-not-pooled 1 ## I have tried this, does not help KeepAlive 20 ## I have tried this, does not help KeepAliveTimeout 600 ## I have tried this, does not help ProxyTimeout 600 ## I have tried this, does not help NameVirtualHost *:80 <VirtualHost _default_:80> ServerAdmin [email protected] ServerName www.mydomain.fi ServerAlias mydomain.fi mydomain.com mydomain www.mydomain.com ProxyRequests On ProxyVia On <Proxy *> Order deny,allow Allow from all </Proxy> ProxyRequests Off ProxyPass / http://www.mydomain.fi:8080/ retry=1 acquire=3000 timeout=600 ProxyPassReverse / http://www.mydomain.fi:8080/ RewriteEngine On RewriteCond %{SERVER_NAME} !^www\.mydomain\.fi RewriteRule /(.*) http://www.mydomain.fi/$1 [redirect=301L] ErrorLog /var/log/apache2/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog /var/log/apache2/access.log combined ServerSignature On </VirtualHost> Here is also the debug log from a failing request: 74.125.43.99 - - [29/Sep/2010:20:15:40 +0300] "GET /?wicket:bookmarkablePage=newWindow:com.mydomain.view.application.reports.SaveReportPage HTTP/1.1" 502 355 "https://www.mydomain.fi/?wicket:interface=:0:2:::" "Mozilla/5.0 (Windows; U; Windows NT 6.1; fi; rv:1.9.2.10) Gecko/20100914 Firefox/3.6.10" [Wed Sep 29 20:20:40 2010] [error] [client 74.125.43.99] proxy: error reading status line from remote server www.mydomain.fi, referer: https://www.mydomain.fi/?wicket:interface=:0:2::: [Wed Sep 29 20:20:40 2010] [error] [client 74.125.43.99] proxy: Error reading from remote server returned by /, referer: https://www.mydomain.fi/?wicket:interface=:0:2:::

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