Search Results

Search found 5383 results on 216 pages for 'random hero'.

Page 77/216 | < Previous Page | 73 74 75 76 77 78 79 80 81 82 83 84  | Next Page >

  • Can't correctly stream x264 video to mobile via RTSP

    - by Andrew
    Hello! I'm trying to stream video compressed with x264 and NeroAAC and hinted with MP4Box. When i'm playing it with VLC player streaming works fine, as expected. When i'm trying to open URL with my HTC Hero, it switches to player mode, then starts "loading video" animation, then after some time it shows "unable to connect to server". Sample movies provided with DSS streamed fine regardless bitrate. I tried few encoding options, but always the same result. I suspect nocabac and level=11 but it didn't changed nothing. Is there some more specific encoding options for such type? Thank You!

    Read the article

  • Problem with onscreen keyboard on Droid

    - by mudit
    Hi all i am developing an application which has a general text entry form. So while testing on my moto droid, i am facing a strange issue-- when i touch an input field ( which is at lower end of the screen) -- the on screen keyboard pops up and hides the input field. So user have to enter blindly. So is this a sdk issue OR it is particular for droids OR am i doing something wrong??? I have tested this same form on G1, Hero..i see no issues at all. Please help...

    Read the article

  • Python for statement giving an Invalid Syntax error with list

    - by Cold Diamondz
    I have some code in which is throwing an error (I'm using repl.it) import random students = ['s1:0','s2:0','s3:0'] while True: print'\n'*50 print'Ticket Machine'.center(80) print'-'*80 print'1. Clear Student Ticket Values'.center(80) print'2. Draw Tickets'.center(80) menu = raw_input('-'*80+'\nChoose an Option: ') if menu == '1': print'\n'*50 print'CLEARED!' students = ['s1:0','s2:0','s3:0'] raw_input('Press enter to return to the main menu!') elif menu == '2': tickets = [] print'\n'*50 times = int(raw_input('How many tickets to draw? ') for a in students: for i in range(a.split(':')[1]): tickets.append(a.split(':')[0]) for b in range(1,times+1): print str(b) + '. ' + random.choice(tickets) else: print'\n'*50 print'That was not an option!' raw_input('Press enter to return to the main menu!') But it is throwing this error: File "<stdin>", line 19 for a in students: ^ SyntaxError: invalid syntax I am planning on using this in a class, but I can't use it until the bug is fixed, also, student names have been removed for privacy reasons.

    Read the article

  • pthread_exit and/or pthread_join causing Abort and SegFaults.

    - by MJewkes
    The following code is a simple thread game, that switches between threads causing the timer to decrease. It works fine for 3 threads, causes and Abort(core dumped) for 4 threads, and causes a seg fault for 5 or more threads. Anyone have any idea why this might be happening? #include <stdio.h> #include <stdlib.h> #include <pthread.h> #include <errno.h> #include <assert.h> int volatile num_of_threads; int volatile time_per_round; int volatile time_left; int volatile turn_id; int volatile thread_running; int volatile can_check; void * player (void * id_in){ int id= (int)id_in; while(1){ if(can_check){ if (time_left<=0){ break; } can_check=0; if(thread_running){ if(turn_id==id-1){ turn_id=random()%num_of_threads; time_left--; } } can_check=1; } } pthread_exit(NULL); } int main(int argc, char *args[]){ int i; int buffer; pthread_t * threads =(pthread_t *)malloc(num_of_threads*sizeof(pthread_t)); thread_running=0; num_of_threads=atoi(args[1]); can_check=0; time_per_round = atoi(args[2]); time_left=time_per_round; srandom(time(NULL)); //Create Threads for (i=0;i<num_of_threads;i++){ do{ buffer=pthread_create(&threads[i],NULL,player,(void *)(i+1)); }while(buffer == EAGAIN); } can_check=1; time_left=time_per_round; turn_id=random()%num_of_threads; thread_running=1; for (i=0;i<num_of_threads;i++){ assert(!pthread_join(threads[i], NULL)); } return 0; }

    Read the article

  • What are some methods to prevent double posting in a form? (PHP)

    - by jpjp
    I want to prevent users from accidentally posting a comment twice. I use the PRG (post redirect get) method, so that I insert the data on another page then redirect the user back to the page which shows the comment. This allows users to refresh as many times as they want. However this doesn't work when the user goes back and clicks submit again or when they click submit 100 times really fast. I don't want 100 of the same comments. I looked at related questions on SO and found that a token is best. But I am having trouble using it. //makerandomtoken(20) returns a random 20 length char. <form method="post" ... > <input type="text" id="comments" name="comments" class="commentbox" /><br/> <input type="hidden" name="_token" value="<?php echo $token=makerandomtoken(20); ?>" /> <input type="submit" value="submit" name="submit" /> </form> if (isset($_POST['submit']) && !empty($comments)) { $comments= mysqli_real_escape_string($dbc,trim($_POST['comments'])); //how do I make the if-statment to check if the token has been already set once? if ( ____________){ //don't insert comment because already clicked submit } else{ //insert the comment into the database } } So I have the token as a hidden value, but how do I use that to prevent multiple clicking of submit. METHODS: someone suggested using sessions. I would set the random token to $_SESSION['_token'] and check if that session token is equal to the $_POST['_token'], but how do I do that? When I tried, it still doesn't check

    Read the article

  • movieClip in Array displays null, and aren't showing up on stage.addChild(Array[i])

    - by jtdino
    i am new to Actionscript3, i need to know why i keep getting Parameter child must be non-null. And my code won't display 5 enemyBlock objects onto the stage but only just one. any tips and help will be much appreciated. thanks in advance. returns: TypeError: Error #2007: Parameter child must be non-null. at flash.display::DisplayObjectContainer/addChild() at flash.display::Stage/addChild() at BlockDrop_fla::MainTimeline/EnemyBlockPos() at BlockDrop_fla::MainTimeline/frame2() // declare varibles var isEnemyMoving:Boolean = false; var enemyArray:Array; var enemyBlock:MovieClip = new EnemyBlock(); // assign EnemyBlock class to enemyBlock var enemyBlockMC:MovieClip; var count:int = 5; var mapWidth:Number = 800; var mapHeight:Number = 600; function EnemyBlockPos() :void { // assign new MovieClip not null enemyBlockMC = new MovieClip; enemyArray = new Array(); for(var i=1; i<= count; i++){ // add class to MC enemyBlockMC.addChild(enemyBlock); // randomize position enemyBlock.x = Math.round(Math.random()*mapWidth); enemyBlock.y = Math.round(Math.random()*mapHeight); // set motion enemyBlock.movement = 5; // add MC to array enemyArray.push(enemyBlockMC); } for (var w = 1; w <= enemyArray.length; w++) { addChild(enemyArray[w]); } } // endOf EnemyBlockPos

    Read the article

  • Ruby shortest/most efficient way to write rnd hex

    - by Whirlwin
    Hi. What I have is a method used to generate random hex values. E.g 666 or FF7 However, I don't think it is efficient at all.. What I want is to make it more efficient which perhaps will make my code shorter as well, but I don't know how. That is why I need tips or hints Here is my code so far: def random_values random_values = Array.new letters = ['A','B','C','D','E','F'] for i in 1..15 if i <= 9 random_values << i else random_values << letters[i-10] end end return random_values.shuffle[0].to_s + random_values.shuffle[0].to_s + random_values.shuffle[0].to_s end As you probably see, I do not generate random numbers. I just shuffle the array containing the values I want, meaning all the numbers in the array are unique, which is not needed, but was the easiest solution for me when I wrote the code. I am most concerned about the return line.. If only it was possible to write like: return 3.times { random_values.shuffle[0] } or return random_values.shuffle[0].to_s *3 Thanks in advance!

    Read the article

  • Rails database relationships

    - by Danny McClelland
    Hi Everyone, I have three models that I want to interact with each other. Kase, Person and and Company. I have (I think) setup the relationships correctly: class Kase < ActiveRecord::Base #HAS ONE COMPANY has_one :company #HAS MANY PERSONS has_many :persons class Person < ActiveRecord::Base belongs_to :company class Company < ActiveRecord::Base has_many :persons def to_s; companyname; end I have put the select field on the create new Kase view, and the create new Person view as follows: <li>Company<span><%= f.select :company_id, Company.all %> </span></li> All of the above successfully shows a drop down menu dynamically populated with the company names within Companies. What I am trying to do is display the contact of the Company record within the kase and person show.html.erb. For example, If I have a company called "Acme, Inc." and create a new Kase called "Random Case" and choose within the create new case page "Acme, Inc." from the companies drop down menu. I would then want to display "Acme, Inc" along with "Acme, Inc. Mobile" etc. on the "Random Case" show.html.erb. I hope this makes sense to somebody! Thanks, Danny

    Read the article

  • Basic security, PHP mySQl

    - by yuudachi
    So I am making a basic log-in page. I have a good idea of what to do, but I'm still unsure of some things. I have a database full of students and a password column of course. I know I'm going to use md5 encryption in that column. The student enters their e-mail and student ID, and they get e-mailed a password if correct. But, where do I create the password? Do I have to manually add the password (which is just a randomly generated string) in mySQL to all the students? And I am suppose to send the password to the student; how will I know what to send the student if the password is encrypted? I was thinking about generating the password when the student first enters their e-mail and student ID. They get an e-mail of the random string, and at the same time, I add the same random string to the database, encrypted. Is that how it's suppose to work though? And it feels unsafe doing that all on the same page. Sorry for the long-winded, newbish question. I find this all facisnating at the same time as well (AES and RSA encryption :O)

    Read the article

  • For loop index out of range ArgumentOutOfRangeException when multithreading

    - by Lirik
    I'm getting some strange behavior... when I iterate over the dummyText List in the ThreadTest method I get an index out of range exception (ArgumentOutOfRangeException), but if I remove the threads and I just print out the text, then everything works fine. This is my main method: public static Object sync = new Object(); static void Main(string[] args) { ThreadTest(); Console.WriteLine("Press any key to continue."); Console.ReadKey(); } This method throws the exception: private static void ThreadTest() { Console.WriteLine("Running ThreadTest"); Console.WriteLine("Running ThreadTest"); List<String> dummyText = new List<string>() { "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine", "Ten"}; for (int i = 0; i < dummyText.Count; i++) { Thread t = new Thread(() => PrintThreadName(dummyText[i])); // <-- Index out of range?!? t.Name = ("Thread " + (i)); t.IsBackground = true; t.Start(); } } private static void PrintThreadName(String text) { Random rand = new Random(DateTime.Now.Millisecond); while (true) { lock (sync) { Console.WriteLine(Thread.CurrentThread.Name + " running " + text); Thread.Sleep(1000+rand.Next(0,2000)); } } } This does not throw the exception: private static void ThreadTest() { Console.WriteLine("Running ThreadTest"); List<String> dummyText = new List<string>() { "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine", "Ten"}; for (int i = 0; i < dummyText.Count; i++) { Console.WriteLine(dummyText[i]); // <-- No exception here } } Does anybody know why this is happening?

    Read the article

  • How to parallelize this groovy code?

    - by lucas
    I'm trying to write a reusable component in Groovy to easily shoot off emails from some of our Java applications. I would like to pass it a List, where Email is just a POJO(POGO?) with some email info. I'd like it to be multithreaded, at least running all the email logic in a second thread, or make one thread per email. I am really foggy on multithreading in Java so that probably doesn't help! I've attempted a few different ways, but here is what I have right now: void sendEmails(List<Email> emails) { def threads = [] def sendEm = emails.each{ email -> def th = new Thread({ Random rand = new Random() def wait = (long)(rand.nextDouble() * 1000) println "in closure" this.sleep wait sendEmail(email) }) println "putting thread in list" threads << th } threads.each { it.run() } threads.each { it.join() } } I was hoping the sleep would randomly slow some threads down so the console output wouldn't be sequential. Instead, I see this: putting thread in list putting thread in list putting thread in list putting thread in list putting thread in list putting thread in list putting thread in list putting thread in list putting thread in list putting thread in list in closure sending email1 in closure sending email2 in closure sending email3 in closure sending email4 in closure sending email5 in closure sending email6 in closure sending email7 in closure sending email8 in closure sending email9 in closure sending email10 sendEmail basically does what you'd expect, including the println statement, and the client that calls this follows, void doSomething() { Mailman emailer = MailmanFactory.getExchangeEmailer() def to = ["one","two"] def from = "noreply" def li = [] def email (1..10).each { email = new Email(to,null,from,"email"+it,"hello") li << email } emailer.sendEmails li }

    Read the article

  • How to stop input in Perl?

    - by user1472747
    First time poster and part time perl noobie. I'm making a reflex game. Here's the output - __________________________________________________________________________ Reflex game initiated. Press ENTER to begin the game, and then press ENTER after the asterisks are printed to measure your reflexes!. ************************* Your result: 0.285606 seconds. logout [Process completed] __________________________________________________________________________ There's one small problem though - There's 0-10 seconds (based on a random variable) after you press enter to start the game and before the stars are printed. During that time, if the player presses ENTER, it's logged as their reflex time. So I need a way to stop my code from reading their ENTER button before the stars are printed. The code - #!/usr/bin/perl use Time::HiRes qw(sleep); use Time::HiRes qw(gettimeofday); #random delay variable $random_number = rand(); print "Reflex game initiated. Press ENTER to begin the game, and then press ENTER after the asterisks are printed to measure your reflexes!.\n"; #begin button $begin = <>; #waits x milliseconds sleep(10*$random_number); #pre-game $start = [ Time::HiRes::gettimeofday() ]; print "\n****************************\n"; #user presses enter $stop = <>; #post game $elapsed = Time::HiRes::tv_interval($start); #delay time print print "Your result: ".$elapsed." seconds.\n";

    Read the article

  • How does the receiver of a cipher text know the IV used for encryption?

    - by PatrickL
    If a random IV is used in encrypting plain text, how does the receiver of the cipher text know what the IV is in order to decrypt it? This is a follow-up question to a response to the previous stackoverflow question on IVs here. The IV allows for plaintext to be encrypted such that the encrypted text is harder to decrypt for an attacker. Each bit of IV you use will double the possibilities of encrypted text from a given plain text. The point is that the attacker doesn't know what the IV is and therefore must compute every possible IV for a given plain text to find the matching cipher text. In this way, the IV acts like a password salt. Most commonly, an IV is used with a chaining cipher (either a stream or block cipher). ... So, if you have a random IV used to encrypt the plain text, how do you decrypt it? Simple. Pass the IV (in plain text) along with your encrypted text. Wait. You just said the IV is randomly generated. Then why pass it as plain text along with the encrypted text?

    Read the article

  • Groovy & Grails Concurrency ( quartz, executor )

    - by Pietro
    What I'm trying to do is to run multiple threads at some starting time. Those threads must stay alive for 90minutes after start. During the 90minutes they execute something after a random sleep time (ex: 5minutes to 15minutes). Here is a pseudo code on how I would implement it. The problem is that doing it in this way the threads run in an unexpected way. How can I implement correctly something like this? Class MyJob { static triggers = { cron name: 'first', cronExpression: "0 30 21 * * FRI" cron name: 'second', cronExpression: "0 30 19 * * FRI" cron name: 'third', cronExpression: "0 30 17 * * FRI" def myService def execute() { switch( between trigger name ) case 'first': model = Model.findByAttribute(...) ... myService.run( model, start_time ) break; ... } } class MyService { def run( model, start_time ) { def end_time = end_time.plusMinutes(90) model.fields.each( field -> Thread.start { executeSomeTasks( field, start_time, end_time ) } ) } def executeSomeTasks( field, start_time, end_time ) { while( start_time < end_time ) { ...do something ... sleep( Random.nextInt( 1000 ) ); } } }

    Read the article

  • ImageViews sometimes not displaying in FrameLayout activity

    - by Ken
    The top level layout in my activity is a framelayout. I have completed, debugged and tested this app and it works exactly like it should in all respects on my g1 and on various emulators. But on 3.7-inch displays running 2.1+, some imageviews packed in a linearlayout are periodically not visible. I know that they are there because you can touch and drag them with effect in the app. So I assume somehow they have gotten under the SurfaceView that is the main component of the app. This is apparently so even though the SurfaceView is declared in the xml prior to the LinearLayout. However, the ImageViews IN the LinearLayout are added programmatically towards the end of onCreate(). Framelayout stacks everything that is added to it, one on top of the other--the only way you will see more than one child of a frame layout is if they are smaller than the screen and are placed apart from eachother. Oddly, sometimes the imageviews ARE visible--it is random. Anyway, I've been trying to combat this with framelayout.bringChildToFront(View v) on the linearlayout without success. I wonder if anyone has any insight into how the behavior could be random like that, and how I should code these imageviews to keep this from happening, and why the problem appears only to occur on 3.7 vs 3.2 inch screens (as it happens, the two 3.2-inch screens were both htc, so vendor might be factor too). [edit] Actually, I've determined that this is a 2.2 issue, not a screen size (or even vendor) issue. Can't ensure that ImageViews added to a framelayout with a SurfaceView in it will appear on top of the surfaceview. I ran some tests in the respective onDraw() methods and the imageviews are 'visible' (0), and nothing does anything to the alpha of the drawables, which are there as well at ondraw(). [/edit] Any insight would be welcomed. Ken T.

    Read the article

  • Saving results to a file in C++

    - by user1680877
    I have a problem with this code. What I am looking for in the code is to get the result of "first" and "second" randomly and put the result in a file. It works great if I run it without using the file and I get all the correct results, but when I try to save the result in the file, I get only the first node which contains (first, secnd). Here is the code: #include<iostream> #include <fstream> #include<cmath> using namespace std; void main() { int first[100],secnd[100]; for (int i=0; i<100 ;i++) { first[i]=rand()%500; //random number from to 499 secnd[i]=rand()%500; //random number from to 499 ofstream myfile; myfile.open ("example.txt"); myfile << "Writing this to a file.\n"; myfile <<first[i]<<" "<<secnd[i]; myfile.close(); } }

    Read the article

  • Bitmap .compress() returning false

    - by Tsimmi
    Hi! The next call to Bitmap.compress(), has a different behavior on the Emulator and on a real device. In the Emulator, result is true, and in a real device the same call returns false. FileOutputStream fos = new FileOutputStream(destinationFile, true); boolean result = myBitmap.compress(Bitmap.CompressFormat.PNG, 100, fos); The thing is that on the emulator this is working great, on a real device ( a HERO) when calling .compress(), this returns false, witch means that it was unable to convert the image properly. Why is this? Thank you

    Read the article

  • Approaches for animating a C# property over time?

    - by Mario Fritsch
    I'm currently trying to animate a bunch of public properties on certain objects. Usually they are of type float or vectors of floats (the type is known at compile-time). I want to be able to: assign a static value to them (MyObject.Duration = 10f;) or assign a random value to them by specifying a minimum and maximum value and optionally also a weight (MyObject.Duration = new RandomFloat(5f, 20f, 2f);) or "bind" this property to the property of another object (think of a child object binding some of its properties to its parent object, like its color or size or sth.) or assign sort of a keyframe animation to them, specifying a variable number of keyframes with timecode and the property's value at that specific point in time as well as information about how to interpolate between these frames The keyframes should be able to accept random values for each frame, both for the time and the property's value. What would be a practical approach for this kind of system? Currently I'm thinking about polymorphism: implement a base class or interface with a public Value-property and/or GetValue(float time)-method and then creating different sub classes like StaticValue, RandomValue, BindingValue and AnimatedValue implementing this base class or interface. Doesn't seem very elegant, though, and the initialization of even simple objects becomes a bit tedious. Another idea would be to implement these properties just as regular floats or vectors and create special "Modifier"-types binding to these properties. To retrieve the "real" value of the property, I'd first call any Modifier bound to the property, which would in turn update the actual object's property for me to retrieve later on. That would most likely mean using reflection at some point, which could be quite bad for performance as I'll probably have thousands of properties to update dozens of times per second. Any suggestions on this? Being a novice I'm (hopefully) missing some far more elegant and/or practical solution than I'm already playing around with :( Edit: Probably should have mentioned this earlier, but WPF isn't an option - it's not available on all targetted platforms, so I can't rely on it. I'm aware of its powerful databinding and animation capabilities, but I need to roll my own (or find some other lightweight alternative meeting my needs).

    Read the article

  • Animate screen while loading textures

    - by Omega
    My RPG-like game has random battles. When the player enters a random battle, it is necessary for my game to load the textures used within that battle (animated monsters, animations, etc). The textures are quite a lot, and rather big (the battles are very graphical intensive). Such process consumes significant time. And while it is loading, the whole screen freezes. The game's map freezes, and the wait time is significant - I personally find it annoying. I can't afford to preload the textures because, after doing some math, I realized: If I preload all the textures at the beginning of the game, the application will definitely crash. If I preload the textures that are used in a specific map when the player enters the map, the application is very likely to crash as well. I can only afford to load the textures when I need them, and dispose of them as soon as the battle ends. I'd prefer to not use a "loading screen" image because it affects my game's design and concept. I want to avoid this approach. If I could do some kind of animation while loading the textures, it would be great, which leads to my question: is that possible? What kind of animation, you ask? Well, how about... you remember when Final Fantasy used to distort the screen while apparently loading the textures? Something like that. But well, distorting is quite a time-consuming process as well, so maybe just a cool frame-by-frame animation or something. While writing this, I realized that I could make small pauses between textures (there are multiple textures), and during such pauses, I update the screen to represent the animation's state. However, this is very unlikely to happen, because each texture is 2048x2048, so the animation would be refreshed at a rather laggy (and annoying) rate. I'd prefer to avoid this as well.

    Read the article

  • Ruby shortest way to write rnd hex

    - by Whirlwin
    Hi. What I have is a method used to generate random hex values. E.g 666 or FF7 However, I don't think it looks simple/elegant at all.. What I want is to make it more simple which perhaps will make my code shorter as well, but I don't know how. That is why I need tips or hints Here is my code so far: def random_values random_values = Array.new letters = ['A','B','C','D','E','F'] for i in 1..15 if i <= 9 random_values << i else random_values << letters[i-10] end end return random_values.shuffle[0].to_s + random_values.shuffle[0].to_s + random_values.shuffle[0].to_s end As you probably see, I do not generate random numbers. I just shuffle the array containing the values I want, meaning all the numbers in the array are unique, which is not needed, but was the easiest solution for me when I wrote the code. I am most concerned about the return line.. If only it was possible to write like: return 3.times { random_values.shuffle[0] } or return random_values.shuffle[0].to_s *3 Thanks in advance!

    Read the article

  • Optimization of SQL query regarding pair comparisons

    - by InfiniteSquirrel
    Hi, I'm working on a pair comparison site where a user loads a list of films and grades from another site. My site then picks two random movies and matches them against each other, the user selects the better of the two and a new pair is loaded. This gives a complete list of movies ordered by whichever is best. The database contains three tables; fm_film_data - this contains all imported movies fm_film_data(id int(11), imdb_id varchar(10), tmdb_id varchar(10), title varchar(255), original_title varchar(255), year year(4), director text, description text, poster_url varchar(255)) fm_films - this contains all information related to a user, what movies the user has seen, what grades the user has given, as well as information about each film's wins/losses for that user. fm_films(id int(11), user_id int(11), film_id int(11), grade int(11), wins int(11), losses int(11)) fm_log - this contains records of every duel that has occurred. fm_log(id int(11), user_id int(11), winner int(11), loser int(11)) To pick a pair to show the user, I've created a mySQL query that checks the log and picks a pair at random. SELECT pair.id1, pair.id2 FROM (SELECT part1.id AS id1, part2.id AS id2 FROM fm_films AS part1, fm_films AS part2 WHERE part1.id <> part2.id AND part1.user_id = [!!USERID!!] AND part2.user_id = [!!USERID!!]) AS pair LEFT JOIN (SELECT winner AS id1, loser AS id2 FROM fm_log WHERE fm_log.user_id = [!!USERID!!] UNION SELECT loser AS id1, winner AS id2 FROM fm_log WHERE fm_log.user_id = [!!USERID!!]) AS log ON pair.id1 = log.id1 AND pair.id2 = log.id2 WHERE log.id1 IS NULL ORDER BY RAND() LIMIT 1 This query takes some time to load, about 6 seconds in our tests with two users with about 800 grades each. I'm looking for a way to optimize this but still limit all duels to appear only once. The server runs MySQL version 5.0.90-community.

    Read the article

  • Out of memory when creating a lot of objects C#

    - by Bas
    I'm processing 1 million records in my application, which I retrieve from a MySQL database. To do so I'm using Linq to get the records and use .Skip() and .Take() to process 250 records at a time. For each retrieved record I need to create 0 to 4 Items, which I then add to the database. So the average amount of total Items that has to be created is around 2 million. while (objects.Count != 0) { using (dataContext = new LinqToSqlContext(new DataContext())) { foreach (Object objectRecord in objects) { // Create a list of 0 - 4 Random Items and add each Item to the Object for (int i = 0; i < Random.Next(0, 4); i++) { Item item = new Item(); item.Id = Guid.NewGuid(); item.Object = objectRecord.Id; item.Created = DateTime.Now; item.Changed = DateTime.Now; dataContext.InsertOnSubmit(item); } } dataContext.SubmitChanges(); } amountToSkip += 250; objects = objectCollection.Skip(amountToSkip).Take(250).ToList(); } Now the problem arises when creating the Items. When running the application (and not even using dataContext) the memory increases consistently. It's like the items are never getting disposed. Does anyone notice what I'm doing wrong? Thanks in advance!

    Read the article

  • Being pressured to GOTO the dark-side

    - by Dan McG
    We have a situation at work where developers working on a legacy (core) system are being pressured into using GOTO statements when adding new features into existing code that is already infected with spagetti code. Now, I understand there may be arguments for using 'just one little GOTO' instead of spending the time on refactoring to a more maintainable solution. The issue is, this isolated 'just one little GOTO' isn't so isolated. At least once every week or so there is a new 'one little GOTO' to add. This codebase is already a horror to work with due to code dating back to or before 1984 being riddled with GOTOs that would make many Pastafarians believe it was inspired by the Flying Spagetti Monster itself. Unfortunately the language this is written in doesn't have any ready made refactoring tools, so it makes it harder to push the 'Refactor to increase productivity later' because short-term wins are the only wins paid attention to here... Has anyone else experienced this issue whereby everybody agrees that we cannot be adding new GOTOs to jump 2000 lines to a random section, but continually have Anaylsts insist on doing it just this one time and having management approve it? tldr; How can one go about addressing the issue of developers being pressured (forced) to continually add GOTO statements (by add, I mean add to jump to random sections many lines away) because it 'gets that feature in quicker'? I'm beginning to fear we may loses valuable developers to the raptors over this...

    Read the article

  • Gearman client doBackground always returns GEARMAN_TIMEOUT

    - by Ascherer
    So, ive got a simple gearman system running right now, with a worker running. The worker basically just takes the payload (a random number in this case, and is supposed to echo it back to the screen. Literally an echo, not returning to the client. The client sends the random number. Im trying to do a $client->doBackground( 'post', 65482, md5(uniqid())); but its coming back with a 47 error (GEARMAN_TIMEOUT) every time. getErrNo() returns 0, error() returns something about GEARMAN_TIMEOUT However, when i change it to just $client->do(blah, blah, blah), it works just fine. I've even occasionally seen it where the worker still echo's the number, even after getting the timeout error... public function execute() { $method = 'do'; if( !$this->getBlock() ) { $method .= ( $this->getPriority() == 'Normal' ? '' : $this->getPriority() ) . 'Background'; } else { $method .= $this->getPriority(); } echo "Method: $method \t Worker: {$this->getName()} \t Payload: {$this->getPayload()} \t Hash: {$this->getHash()}\n"; $this->setResult( $this->getClient() ->$method( $this->getName(), $this->getPayload(), $this->getHash() ) ); if( $this->getClient()->returnCode() != GEARMAN_SUCCESS ) { echo "Code: " . $this->getClient()->returnCode() . "\t" . GEARMAN_TIMEOUT . "\n"; } }

    Read the article

  • Insertion sort invariant assertion fails

    - by user1661211
    In the following code at the end of the for loop I use the assert function in order to test that a[i+1] is greater than or equal to a[i] but I get the following error (after the code below). Also in c++ the assert with the following seems to work just fine but in python (the following code) it does not seem to work...anyone know why? import random class Sorting: #Precondition: An array a with values. #Postcondition: Array a[1...n] is sorted. def insertion_sort(self,a): #First loop invariant: Array a[1...i] is sorted. for j in range(1,len(a)): key = a[j] i = j-1 #Second loop invariant: a[i] is the greatest value from a[i...j-1] while i >= 0 and a[i] > key: a[i+1] = a[i] i = i-1 a[i+1] = key assert a[i+1] >= a[i] return a def random_array(self,size): b = [] for i in range(0,size): b.append(random.randint(0,1000)) return b sort = Sorting() print sort.insertion_sort(sort.random_array(10)) The Error: Traceback (most recent call last): File "C:\Users\Albaraa\Desktop\CS253\Programming 1\Insertion_Sort.py", line 27, in <module> print sort.insertion_sort(sort.random_array(10)) File "C:\Users\Albaraa\Desktop\CS253\Programming 1\Insertion_Sort.py", line 16, in insertion_sort assert a[i+1] >= a[i] AssertionError

    Read the article

< Previous Page | 73 74 75 76 77 78 79 80 81 82 83 84  | Next Page >