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  • PHP5 getrusage() returning incorrect information?

    - by Andrew
    I'm trying to determine CPU usage of my PHP scripts. I just found this article which details how to find system and user CPU usage time (Section 4). However, when I tried out the examples, I received completely different results. The first example: sleep(3); $data = getrusage(); echo "User time: ". ($data['ru_utime.tv_sec'] + $data['ru_utime.tv_usec'] / 1000000); echo "System time: ". ($data['ru_stime.tv_sec'] + $data['ru_stime.tv_usec'] / 1000000); Results in: User time: 29.53 System time: 2.71 Example 2: for($i=0;$i<10000000;$i++) { } // Same echo statements Results: User time: 16.69 System time: 2.1 Example 3: $start = microtime(true); while(microtime(true) - $start < 3) { } // Same echo statements Results: User time: 34.94 System time: 3.14 Obviously, none of the information is correct except maybe the system time in the third example. So what am I doing wrong? I'd really like to be able to use this information, but it needs to be reliable. I'm using Ubuntu Server 8.04 LTS (32-bit) and this is the output of php -v: PHP 5.2.4-2ubuntu5.10 with Suhosin-Patch 0.9.6.2 (cli) (built: Jan 6 2010 22:01:14) Copyright (c) 1997-2007 The PHP Group Zend Engine v2.2.0, Copyright (c) 1998-2007 Zend Technologies

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  • Java Concurrency in practice sample question

    - by andy boot
    I am reading "Java Concurrency in practice" and looking at the example code on page 51. This states that if a thread has references to a shared object then other threads may be able to access that object before the constructor has finished executing. I have tried to put this into practice and so I wrote this code thinking that if I ran it enough times a RuntimeException("World is f*cked") would occur. But it isn't doing. Is this a case of the Java spec not guaranting something but my particular implementation of java guaranteeing it for me? (java version: 1.5.0 on Ubuntu) Or have I misread something in the book? Code: (I expect an exception but it is never thrown) public class Threads { private Widgit w; public static void main(String[] s) throws Exception { while(true){ Threads t = new Threads(); t.runThreads(); } } private void runThreads() throws Exception{ new Checker().start(); w = new Widgit((int)(Math.random() * 100) + 1); } private class Checker extends Thread{ private static final int LOOP_TIMES = 1000; public void run() { int count = 0; for(int i = 0; i < LOOP_TIMES; i++){ try { w.checkMe(); count++; } catch(NullPointerException npe){ //ignore } } System.out.println("checked: "+count+" times out of "+LOOP_TIMES); } } private static class Widgit{ private int n; private int n2; Widgit(int n) throws InterruptedException{ this.n = n; Thread.sleep(2); this.n2 = n; } void checkMe(){ if (n != n2) { throw new RuntimeException("World is f*cked"); } } } }

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  • Server Push CGI Perl Problem writing the JPEG image

    - by Jujjuru
    I am a beginner in Perl CGI etc. I was experimenting with server-push concept with a piece of perl code. It is supposed to send a jpeg image to the client every 3 seconds. Unfortunately nothing seems to work. Can somebody help identify the problem? Here is the code.... use strict; # turn off io buffering $|=1; print "Content-type: multipart/x-mixed-replace;"; print "boundary=magicalboundarystring\n\n"; print "--magicalboundarystring\n"; #list the jpg images my(@file_list) = glob "*.jpg"; my($file) = ""; foreach $file(@file_list ) { open FILE,">", $file or die "Cannot open file $file: $!"; print "Content-type: image/jpeg\n\n"; while ( <FILE> ) { print "$_"; } close FILE; print "\n--magicalboundarystring\n"; sleep 3; next; } EDIT: added turn off i/o buffering, added "use strict" and "@file_list", "$file" are made local

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  • Submit button on nested form submits the outer form in IE7

    - by Mike Christensen
    I have the following code on my Home.aspx page: <form id="frmJump" method="post" action="Views/ViewsHome.aspx"> <input name="JumpProject" /><input type="submit" value="Go" /> </form> However, when I click the "Go" button, the page posts back to Home.aspx rather than going to ViewsHome.aspx. I even tried adding some script to force the form to submit: <input name="JumpProject" onkeypress="if(event.keyCode == 13) { this.form.submit(); return false; }" /> But still even if I press ENTER, the Home.aspx page is reloaded. The only thing I can see that might be borking things is this form is actually a child form of the main POSTBACK form that ASP.NET injects into the page. I'm sure there's something stupid I'm missing and this post will get 800 downvotes instantly banishing me back into the n00b realm, but perhaps I haven't gotten enough sleep lately and I'm missing something stupid. This is on IE7 and an ASP.NET 4.0 backend. I also have jQuery libraries loaded on the page incase jQuery can improve this somehow. Thanks!

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  • How do you get an object associated with a Future Actor?

    - by Bruce Ferguson
    I would like to be able to get access to the object that is being returned from spawning a future import scala.actors.Future import scala.actors.Futures._ class Object1(i:Int) { def getAValue(): Int = {i} } object Test { def main( args: Array[String] ) = { var tests = List[Future[Object1]]() for(i <- 0 until 10) { val test = future { val obj1 = new Object1(i) println("Processing " + i + "...") Thread.sleep(1000) println("Processed " + i) obj1 } tests = tests ::: List(test) } val timeout = 1000 * 60 * 5 // wait up to 5 minutes val futureTests = awaitAll(timeout,tests: _*) futureTests.foreach(test => println("result: " + future())) } } The output from one run of this code is: Processing 0... Processing 1... Processing 2... Processing 3... Processed 0 Processing 4... Processed 1 Processing 5... Processed 2 Processing 6... Processed 3 Processing 7... Processed 4 Processing 8... Processed 6 Processing 9... Processed 5 Processed 7 Processed 8 Processed 9 result: <function0> result: <function0> result: <function0> result: <function0> result: <function0> result: <function0> result: <function0> result: <function0> result: <function0> result: <function0> I've tried future().getClass(), and the output is result: class scala.actors.FutureActor What I'm looking to be able to access is the obj1 objects. Thanks Bruce

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  • How can I send multiple images in a server push Perl CGI program?

    - by Jujjuru
    I am a beginner in Perl CGI etc. I was experimenting with server-push concept with a piece of Perl code. It is supposed to send a jpeg image to the client every three seconds. Unfortunately nothing seems to work. Can somebody help identify the problem? Here is the code: use strict; # turn off io buffering $|=1; print "Content-type: multipart/x-mixed-replace;"; print "boundary=magicalboundarystring\n\n"; print "--magicalboundarystring\n"; #list the jpg images my(@file_list) = glob "*.jpg"; my($file) = ""; foreach $file(@file_list ) { open FILE,">", $file or die "Cannot open file $file: $!"; print "Content-type: image/jpeg\n\n"; while ( <FILE> ) { print "$_"; } close FILE; print "\n--magicalboundarystring\n"; sleep 3; next; } EDIT: added turn off i/o buffering, added "use strict" and "@file_list", "$file" are made local

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  • Python 4 steps setup with progressBars

    - by Samuel Taylor
    I'm having a problem with the code below. When I run it the progress bar will pulse for around 10 secs as meant to and then move on to downloading and will show the progress but when finished it will not move on to the next step it just locks up. import sys import time import pygtk import gtk import gobject import threading import urllib import urlparse class WorkerThread(threading.Thread): def __init__ (self, function, parent, arg = None): threading.Thread.__init__(self) self.function = function self.parent = parent self.arg = arg self.parent.still_working = True def run(self): # when does "run" get executed? self.parent.still_working = True if self.arg == None: self.function() else: self.function(self.arg) self.parent.still_working = False def stop(self): self = None class MainWindow: def __init__(self): gtk.gdk.threads_init() self.wTree = gtk.Builder() self.wTree.add_from_file("gui.glade") self.mainWindows() def mainWindows(self): self.mainWindow = self.wTree.get_object("frmMain") dic = { "on_btnNext_clicked" : self.mainWindowNext, } self.wTree.connect_signals(dic) self.mainWindow.show() self.installerStep = 0 # 0 = none, 1 = preinstall, 2 = download, 3 = install info, 4 = install #gtk.main() self.mainWindowNext() def pulse(self): self.wTree.get_object("progress").pulse() if self.still_working == False: self.mainWindowNext() return self.still_working def preinstallStep(self): self.wTree.get_object("progress").set_fraction(0) self.wTree.get_object("btnNext").set_sensitive(0) self.wTree.get_object("notebook1").set_current_page(0) self.installerStep = 1 WT = WorkerThread(self.heavyWork, self) #Would do a heavy function here like setup some thing WT.start() gobject.timeout_add(75, self.pulse) def downloadStep(self): self.wTree.get_object("progress").set_fraction(0) self.wTree.get_object("btnNext").set_sensitive(0) self.wTree.get_object("notebook1").set_current_page(0) self.installerStep = 2 urllib.urlretrieve('http://mozilla.mirrors.evolva.ro//firefox/releases/3.6.3/win32/en-US/Firefox%20Setup%203.6.3.exe', '/tmp/firefox.exe', self.updateHook) self.mainWindowNext() def updateHook(self, blocks, blockSize, totalSize): percentage = float ( blocks * blockSize ) / totalSize if percentage > 1: percentage = 1 self.wTree.get_object("progress").set_fraction(percentage) while gtk.events_pending(): gtk.main_iteration() def installInfoStep(self): self.wTree.get_object("btnNext").set_sensitive(1) self.wTree.get_object("notebook1").set_current_page(1) self.installerStep = 3 def installStep(self): self.wTree.get_object("progress").set_fraction(0) self.wTree.get_object("btnNext").set_sensitive(0) self.wTree.get_object("notebook1").set_current_page(0) self.installerStep = 4 WT = WorkerThread(self.heavyWork, self) #Would do a heavy function here like setup some thing WT.start() gobject.timeout_add(75, self.pulse) def mainWindowNext(self, widget = None): if self.installerStep == 0: self.preinstallStep() elif self.installerStep == 1: self.downloadStep() elif self.installerStep == 2: self.installInfoStep() elif self.installerStep == 3: self.installStep() elif self.installerStep == 4: sys.exit(0) def heavyWork(self): time.sleep(10) if __name__ == '__main__': MainWindow() gtk.main() I have a feeling that its something to do with: while gtk.events_pending(): gtk.main_iteration() Is there a better way of doing this?

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  • BackgroundWorker

    - by vdh_ant
    Hi guys I'm working on some code that calls a service. This service call could fail and if it does I want the system to try again until it works or too much time has passed. I am wondering where I am going wrong as the following code doesn't seem to be working correctly... It randomly only does one to four loops... protected virtual void ProcessAsync(object data, int count) { var worker = new BackgroundWorker(); worker.DoWork += (sender, e) => { throw new InvalidOperationException("oh shiznit!"); }; worker.RunWorkerCompleted += (sender, e) => { //If an error occurs we need to tell the data about it if (e.Error != null) { count++; System.Threading.Thread.Sleep(count * 5000); if (count <= 10) { if (count % 5 == 0) this.Logger.Fatal("LOAD ERROR - The system can't load any data", e.Error); else this.Logger.Error("LOAD ERROR - The system can't load any data", e.Error); this.ProcessAsync(data, count); } } }; worker.RunWorkerAsync(); } Cheers Anthony

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  • Terminal-based snake game: input thread manipulates output

    - by enlightened
    I'm writing a snake game for the terminal, i.e. output via print. The following works just fine: while status[snake_monad] do print to_string draw canvas, compose_all([ frame, specs, snake_to_hash(snake[snake_monad]) ]) turn! snake_monad, get_dir move! snake_monad, specs sleep 0.25 end But I don't want the turn!ing to block, of course. So I put it into a new Thread and let it loop: Thread.new do loop do turn! snake_monad, get_dir end end while status[snake_monad] do ... # no turn! here ... end Which also works logically (the snake is turning), but the output is somehow interspersed with newlines. As soon as I kill the input thread (^C) it looks normal again. So why and how does the thread have any effect on my output? And how do I work around this issue? (I don't know much about threads, even less about them in ruby. Input and output concurrently on the same terminal make the matter worse, I guess...) Also (not really important): Wanting my program as pure as possible, would it be somewhat easily possible to get the input non-blockingly while passing everything around? Thank you!

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  • Is this a correct way to stop Execution Task

    - by Yan Cheng CHEOK
    I came across code to stop execution's task. private final ExecutorService executor = Executors.newSingleThreadExecutor(); public void stop() { executor.shutdownNow(); try { executor.awaitTermination(100, TimeUnit.DAYS); } catch (InterruptedException ex) { log.error(null, ex); } } public Runnable getRunnable() { return new Runnable() { public void run() { while (!Thread.currentThread().isInterrupted()) { // What if inside fun(), someone try to clear the interrupt flag? // Say, through Thread.interrupted(). We will stuck in this loop // forever. fun(); } } }; } I realize that, it is possible for Runnable to be in forever loop, as Unknown fun may Thread.sleep, clear the interrupt flag and ignore the InterruptedException Unknown fun may Thread.interrupted, clear the interrupt flag. I was wondering, is the following way correct way to fix the code? private final ExecutorService executor = Executors.newSingleThreadExecutor(); private volatile boolean flag = true; public void stop() { flag = false; executor.shutdownNow(); try { executor.awaitTermination(100, TimeUnit.DAYS); } catch (InterruptedException ex) { log.error(null, ex); } } public Runnable getRunnable() { return new Runnable() { public void run() { while (flag && !Thread.currentThread().isInterrupted()) { // What if inside fun(), someone try to clear the interrupt flag? // Say, through Thread.interrupted(). We will stuck in this loop // forever. fun(); } } }; }

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  • file cretaed using exec could not be accessed immediately after creation?

    - by Holicreature
    HI I'm using exec in php to execute a command and it will create a .png file in a temp folder.. After creating that i'm trying to open that file and read contents and process them,, but i end up file could not read error.. I think the time taken by the exec to execute and create a file is the cause for the issue.. but i dont know how to fix it? i tried sleep() but it makes my script to run slow <?php error_reporting(E_ALL); extension_loaded('ffmpeg') or die('Error in loading ffmpeg'); //db connection codes $max_width = 120; $max_height = 72; $path ="/path/"; $qry="select id, input_file, output_file from videos where thumbnail='' or thumbnail is null;"; $res=mysql_query($qry); $cnt = 1; while($row = mysql_fetch_array($res,MYSQL_ASSOC)) { $outfile = $row[output_file]; $imgname = $cnt.".png"; $srcfile = "/path/".$outfile; echo "####$srcfile####"; exec("ffmpeg -i ".$srcfile." -r 1 -ss 00:00:05 -f image2 -s 120x72 ".$path.$imgname); $nname = "./temp/".$imgname; echo "nname===== $nname"; $fileo = fopen($nname,"rb"); if($fileo) { $imgData = addslashes(file_get_contents($nname)); .. ... .... } else echo "Could not open<br><br>"; $cnt = $cnt + 1: } ?>

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  • Best way to implement game loop without freezing UI thread

    - by Matt H
    I'm trying to make a simple 2D game in Java. So far I have a JFrame, with a menubar, and a class which extends JPanel and overrides it's paint method. Now, I need to get a game loop going, where I will update the position of images and so on. However, I'm stuck at how best to achieve this. Should I use multi-threading, because surely, if you put an infinite loop on the main thread, the UI (and thus my menu bar) will freeze up? Here's my code so far: import java.awt.Color; import java.awt.Graphics; import javax.swing.JPanel; @SuppressWarnings("serial") public class GameCanvas extends JPanel { public void paint(Graphics g) { while (true) { g.setColor(Color.DARK_GRAY); try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); } } } } import javax.swing.JFrame; import javax.swing.JMenu; import javax.swing.JMenuBar; import javax.swing.JMenuItem; @SuppressWarnings("serial") public class Main extends JFrame { GameCanvas canvas = new GameCanvas(); final int FRAME_HEIGHT = 400; final int FRAME_WIDTH = 400; public static void main(String args[]) { new Main(); } public Main() { super("Game"); JMenuBar menuBar = new JMenuBar(); JMenu fileMenu = new JMenu("File"); JMenuItem startMenuItem = new JMenuItem("Pause"); menuBar.add(fileMenu); fileMenu.add(startMenuItem); super.add(canvas); super.setVisible(true); super.setSize(FRAME_WIDTH, FRAME_WIDTH); super.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); super.setJMenuBar(menuBar); } } Any pointers/tips? Also, where should I put my loop? In my main class, or my GameCanvas class? Any help is appreciated, thanks.

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  • Why does this threading approach not work?

    - by Tomas Lycken
    I have a wierd problem with threading in an ASP.NET application. For some reason, when I run the code in the request thread, everything works as expected. But when I run it in a separate thread, nothing happens. This is verified by calling the below handler with the three flags "on", "off" and "larma" respectively - in the two first cases everything works, but in the latter nothing happens. What am I doing wrong here? In the web project I have a generic handler with the following code: If task = "on" Then Alarm.StartaLarm(personId) context.Response.Write("Larmet är PÅ") ElseIf task = "off" Then Alarm.StoppaLarm(personId) context.Response.Write("Larmet är AV") ElseIf task = "larma" Then Alarm.Larma(personId) context.Response.Write("Larmar... (stängs av automagiskt)") Else context.Response.Write("inget hände - task: " & task) End If The Alarm class has the following methods: Private Shared Sub Larma_Thread(ByVal personId As Integer) StartaLarm(personId) Thread.Sleep(1000 * 30) StoppaLarm(personId) End Sub Public Shared Sub StartaLarm(ByVal personId As Integer) SandSMS(True, personId) End Sub Public Shared Sub StoppaLarm(ByVal personId As Integer) SandSMS(False, personId) End Sub Public Shared Sub SandSMS(ByVal setOn As Boolean, ByVal personId As Integer) ... End Sub

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  • Does waitpid yield valid status information for a child process that has already exited?

    - by dtrebbien
    If I fork a child process, and the child process exits before the parent even calls waitpid, then is the exit status information that is set by waitpid still valid? If so, when does it become not valid; i.e., how do I ensure that I can call waitpid on the child pid and continue to get valid exit status information after an arbitrary amount of time, and how do I "clean up" (tell the OS that I am no longer interested in the exit status information for the finished child process)? I was playing around with the following code, and it appears that the exit status information is valid for at least a few seconds after the child finishes, but I do not know for how long or how to inform the OS that I won't be calling waitpid again: #include <assert.h> #include <pthread.h> #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <sys/wait.h> int main() { pid_t pid = fork(); if (pid < 0) { fprintf(stderr, "Failed to fork\n"); return EXIT_FAILURE; } else if (pid == 0) { // code for child process _exit(17); } else { // code for parent sleep(3); int status; waitpid(pid, &status, 0); waitpid(pid, &status, 0); // call `waitpid` again just to see if the first call had an effect assert(WIFEXITED(status)); assert(WEXITSTATUS(status) == 17); } return EXIT_SUCCESS; }

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  • Thread synchronization and aborting.

    - by kubal5003
    Hello, I've got a little problem with ending the work of one of my threads. First things first so here's the app "layout": Thread 1 - worker thread (C++/CLI) - runs and terminates as expected for(...) { try { if(TabuStop) return; System::Threading::Monitor::Enter("Lock1"); //some work, unmanaged code } finally { if(stop) { System::Threading::Monitor::Pulse("Lock1"); } else { System::Threading::Monitor::Pulse("Lock1"); System::Threading::Monitor::Wait("Lock1"); } } } Thread 2 - display results thread (C#) while (WorkerThread.IsAlive) { lock ("Lock1") { if (TabuEngine.TabuStop) { Monitor.Pulse("Lock1"); } else { Dispatcher.BeginInvoke(RefreshAction); Monitor.Pulse("Lock1"); Monitor.Wait("Lock1", 5000); } } // Thread.Sleep(5000); } I'm trying to shut the whole thing down from app main thread like this: TabuEngine.TabuStop = true; //terminates nicely the worker thread and if (DisplayThread.IsAlive) { DisplayThread.Abort(); } I also tried using DisplayThread.Interrupt, but it always blocks on Monitor.Wait("Lock1", 5000); and I can't get rid of it. What is wrong here? How am I supposed to perform the synchronization and let it do the work that it is supposed to do? //edit I'm not even sure now if the trick with using "Lock1" string is really working and locks are placed on the same object..

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  • Faster quadrature decoder loops with Python code

    - by Kelei
    I'm working with a BeagleBone Black and using Adafruit's IO Python library. Wrote a simple quadrature decoding function and it works perfectly fine when the motor runs at about 1800 RPM. But when the motor runs at higher speeds, the code starts missing some of the interrupts and the encoder counts start to accumulate errors. Do you guys have any suggestions as to how I can make the code more efficient or if there are functions which can cycle the interrupts at a higher frequency. Thanks, Kel Here's the code: # Define encoder count function def encodercount(term): global counts global Encoder_A global Encoder_A_old global Encoder_B global Encoder_B_old global error Encoder_A = GPIO.input('P8_7') # stores the value of the encoders at time of interrupt Encoder_B = GPIO.input('P8_8') if Encoder_A == Encoder_A_old and Encoder_B == Encoder_B_old: # this will be an error error += 1 print 'Error count is %s' %error elif (Encoder_A == 1 and Encoder_B_old == 0) or (Encoder_A == 0 and Encoder_B_old == 1): # this will be clockwise rotation counts += 1 print 'Encoder count is %s' %counts print 'AB is %s %s' % (Encoder_A, Encoder_B) elif (Encoder_A == 1 and Encoder_B_old == 1) or (Encoder_A == 0 and Encoder_B_old == 0): # this will be counter-clockwise rotation counts -= 1 print 'Encoder count is %s' %counts print 'AB is %s %s' % (Encoder_A, Encoder_B) else: #this will be an error as well error += 1 print 'Error count is %s' %error Encoder_A_old = Encoder_A # store the current encoder values as old values to be used as comparison in the next loop Encoder_B_old = Encoder_B # Initialize the interrupts - these trigger on the both the rising and falling GPIO.add_event_detect('P8_7', GPIO.BOTH, callback = encodercount) # Encoder A GPIO.add_event_detect('P8_8', GPIO.BOTH, callback = encodercount) # Encoder B # This is the part of the code which runs normally in the background while True: time.sleep(1)

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  • Controller actions appear to be synchronous though on different requests?

    - by Oded
    I am under the impression that the below code should work asynchronously. However, when I am looking at firebug, I see the requests fired asynchronously, but the results coming back synchronously: Controller: [HandleError] public class HomeController : Controller { public ActionResult Status() { return Content(Session["status"].ToString()); } public ActionResult CreateSite() { Session["status"] += "Starting new site creation"; Thread.Sleep(20000); // Simulate long running task Session["status"] += "<br />New site creation complete"; return Content(string.Empty); } } Javascript/jQuery: $(document).ready(function () { $.ajax({ url: '/home/CreateSite', async: true, success: function () { mynamespace.done = true; } }); setTimeout(mynamespace.getStatus, 2000); }); var mynamespace = { counter: 0, done: false, getStatus: function () { $('#console').append('.'); if (mynamespace.counter == 4) { mynamespace.counter = 0; $.ajax({ url: '/home/Status', success: function (data) { $('#console').html(data); } }); } if (!mynamespace.done) { mynamespace.counter++; setTimeout(mynamespace.getStatus, 500); } } } Addtional information: IIS 7.0 Windows 2008 R2 Server Running in a VMWare virutual machine Can anyone explain this? Shouldn't the Status action be returning practically immediately instead of waiting for CreateSite to finish? Edit: How can I get the long running process to kick off and still get status updates?

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  • Crash using WscRegisterForChanges.

    - by user335126
    I'm trying to use the WscRegisterForChanges with C++ function in Windows 7. Documentation located here: http://msdn.microsoft.com/en-us/library/bb432507(v=VS.85).aspx My problem is that even though the callback properly executes, the code crashes when it gets to the end of the callback's execution. Here's the code in question. It's very simple, so I'm not sure why it's crashing: #include #include #include void SecurityCenterChangeOccurred(void *param) { printf("Change occurred!\n"); } int main() { HRESULT result = S_OK; HANDLE callbackRegistration = NULL; result = WscRegisterForChanges( NULL, &callbackRegistration, (LPTHREAD_START_ROUTINE)SecurityCenterChangeOccurred, NULL); while(1) { Sleep(100); } return 0; } My call stack looks like this when the crash occurs: 00faf6e8() ntdll.dll!_TppWorkerThread@4() + 0x1293 bytes kernel32.dll!@BaseThreadInitThunk@12() + 0x12 bytes ntdll.dll!___RtlUserThreadStart@8() + 0x27 bytes ntdll.dll!__RtlUserThreadStart@8() + 0x1b bytes If I add ExitThread(0); to the end of SecurityCenterChangeOccurred, I get an error and the following trace (So I don't think I should be using ExitThread): Unhandled exception at 0x7799852b (ntdll.dll) in WscRegisterForChangesCrash.exe: 0xC000071C: An invalid thread, handle %p, is specified for this operation. Possibly, a threadpool worker thread was specified. ntdll.dll!_TpCheckTerminateWorker@4() + 0x3ca2f bytes ntdll.dll!_RtlExitUserThread@4() + 0x30 bytes WscRegisterForChangesCrash.exe!SecurityCenterChangeOccurred(void * param=0x00000000) Line 8 + 0xa bytes C++ wscapi.dll!WorkItemWrapper() + 0x19 bytes ntdll.dll!_RtlpTpWorkCallback@8() + 0xdf bytes ntdll.dll!_TppWorkerThread@4() + 0x1293 bytes kernel32.dll!@BaseThreadInitThunk@12() + 0x12 bytes ntdll.dll!___RtlUserThreadStart@8() + 0x27 bytes ntdll.dll!__RtlUserThreadStart@8() + 0x1b bytes Does anyone have any ideas why this might be happening? To trigger the crash run the program and turn the firewall on or off.

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  • SIlverlight Navigate: how does it work? How would you implement in f# w/o VS wizards and helpers?

    - by akaphenom
    After a nights sleep the problem can be stated more accurately as I have a 100% f# / silverlight implementation and am looking to use the built in Navigation components. C# creates page.xaml and page.xaml.cs um - ok; but what is the relationship at a fundamental level? How would I go about doing this in f#? The applcuation is loaded in the default module, and I pull the XAML in and reference it from the application object. Do I need to create instances / references to the pages from within the application object? Or set up some other page management object with the proper name value pairs? When all the Help of VS is stripped away - what are we left with? original post (for those who may be reading replies) I have a 100% silverlight 3.0 / f# 2.0 application I am wrapping my brain around. I have the base application loading correctly - and now I want to add the naigation controls to it. My page is stored as an embedded resource - but the Frame.Navigate takes a URI. I know what I have is wrong but here it is: let nav : Frame = mainGrid ? mainFrame let url = "/page1.xaml" let uri = new System.Uri(url, System.UriKind.Relative) ; nav.Navigate uri Any thoughts?

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  • Real Time Sound Captureing J2ME

    - by Abdul jalil
    i am capturing sound in J2me and send these bytes to remote system, i then play these bytes on remote system.five second voice is capture and send to remote system. i get the repeated sound again .i am making a sound messenger please help me where i am doing wrong i am using the follown code . String remoteTimeServerAddress="192.168.137.179"; sc = (SocketConnection) Connector.open("socket://"+remoteTimeServerAddress+":13"); p = Manager.createPlayer("capture://audio?encoding=pcm&rate=11025&bits=16&channels=1"); p.realize(); RecordControl rc = (RecordControl)p.getControl("RecordControl"); ByteArrayOutputStream output = new ByteArrayOutputStream(); OutputStream outstream =sc.openOutputStream(); rc.setRecordStream(output); rc.startRecord(); p.start(); int size=output.size(); int offset=0; while(true) { Thread.currentThread().sleep(5000); rc.commit(); output.flush(); size=output.size(); if(size0) { recordedSoundArray=output.toByteArray(); outstream.write(recordedSoundArray,0,size); } output.reset(); rc.reset(); rc.setRecordStream(output); rc.startRecord(); }

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  • Simple Physics Simulation in java not working.

    - by Static Void Main
    Dear experts, I wanted to implement ball physics and as i m newbie, i adapt the code in tutorial http://adam21.web.officelive.com/Documents/JavaPhysicsTutorial.pdf . i try to follow that as i much as i can, but i m not able to apply all physical phenomenon in code, can somebody please tell me, where i m mistaken or i m still doing some silly programming mistake. The balls are moving when i m not calling bounce method and i m unable to avail the bounce method and ball are moving towards left side instead of falling/ending on floor**, Can some body recommend me some better way or similar easy compact way to accomplish this task of applying physics on two ball or more balls with interactivity. here is code ; import java.awt.*; public class AdobeBall { protected int radius = 20; protected Color color; // ... Constants final static int DIAMETER = 40; // ... Instance variables private int m_x; // x and y coordinates upper left private int m_y; private double dx = 3.0; // delta x and y private double dy = 6.0; private double m_velocityX; // Pixels to move each time move() is called. private double m_velocityY; private int m_rightBound; // Maximum permissible x, y values. private int m_bottomBound; public AdobeBall(int x, int y, double velocityX, double velocityY, Color color1) { super(); m_x = x; m_y = y; m_velocityX = velocityX; m_velocityY = velocityY; color = color1; } public double getSpeed() { return Math.sqrt((m_x + m_velocityX - m_x) * (m_x + m_velocityX - m_x) + (m_y + m_velocityY - m_y) * (m_y + m_velocityY - m_y)); } public void setSpeed(double speed) { double currentSpeed = Math.sqrt(dx * dx + dy * dy); dx = dx * speed / currentSpeed; dy = dy * speed / currentSpeed; } public void setDirection(double direction) { m_velocityX = (int) (Math.cos(direction) * getSpeed()); m_velocityY = (int) (Math.sin(direction) * getSpeed()); } public double getDirection() { double h = ((m_x + dx - m_x) * (m_x + dx - m_x)) + ((m_y + dy - m_y) * (m_y + dy - m_y)); double a = (m_x + dx - m_x) / h; return a; } // ======================================================== setBounds public void setBounds(int width, int height) { m_rightBound = width - DIAMETER; m_bottomBound = height - DIAMETER; } // ============================================================== move public void move() { double gravAmount = 0.02; double gravDir = 90; // The direction for the gravity to be in. // ... Move the ball at the give velocity. m_x += m_velocityX; m_y += m_velocityY; // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 0; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound; m_velocityY = -m_velocityY; } // double speed = Math.sqrt((m_velocityX * m_velocityX) // + (m_velocityY * m_velocityY)); // ...Friction stuff double fricMax = 0.02; // You can use any number, preferably less than 1 double friction = getSpeed(); if (friction > fricMax) friction = fricMax; if (m_velocityX >= 0) { m_velocityX -= friction; } if (m_velocityX <= 0) { m_velocityX += friction; } if (m_velocityY >= 0) { m_velocityY -= friction; } if (m_velocityY <= 0) { m_velocityY += friction; } // ...Gravity stuff m_velocityX += Math.cos(gravDir) * gravAmount; m_velocityY += Math.sin(gravDir) * gravAmount; } public Color getColor() { return color; } public void setColor(Color newColor) { color = newColor; } // ============================================= getDiameter, getX, getY public int getDiameter() { return DIAMETER; } public double getRadius() { return radius; // radius should be a local variable in Ball. } public int getX() { return m_x; } public int getY() { return m_y; } } using adobeBall: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class AdobeBallImplementation implements Runnable { private static final long serialVersionUID = 1L; private volatile boolean Play; private long mFrameDelay; private JFrame frame; private MyKeyListener pit; /** true means mouse was pressed in ball and still in panel. */ private boolean _canDrag = false; private static final int MAX_BALLS = 50; // max number allowed private int currentNumBalls = 2; // number currently active private AdobeBall[] ball = new AdobeBall[MAX_BALLS]; public AdobeBallImplementation(Color ballColor) { frame = new JFrame("simple gaming loop in java"); frame.setSize(400, 400); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pit = new MyKeyListener(); pit.setPreferredSize(new Dimension(400, 400)); frame.setContentPane(pit); ball[0] = new AdobeBall(34, 150, 7, 2, Color.YELLOW); ball[1] = new AdobeBall(50, 50, 5, 3, Color.BLUE); frame.pack(); frame.setVisible(true); frame.setBackground(Color.white); start(); frame.addMouseListener(pit); frame.addMouseMotionListener(pit); } public void start() { Play = true; Thread t = new Thread(this); t.start(); } public void stop() { Play = false; } public void run() { while (Play == true) { // bounce(ball[0],ball[1]); runball(); pit.repaint(); try { Thread.sleep(mFrameDelay); } catch (InterruptedException ie) { stop(); } } } public void drawworld(Graphics g) { for (int i = 0; i < currentNumBalls; i++) { g.setColor(ball[i].getColor()); g.fillOval(ball[i].getX(), ball[i].getY(), 40, 40); } } public double pointDistance (double x1, double y1, double x2, double y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } public void runball() { while (Play == true) { try { for (int i = 0; i < currentNumBalls; i++) { for (int j = 0; j < currentNumBalls; j++) { if (pointDistance(ball[i].getX(), ball[i].getY(), ball[j].getX(), ball[j].getY()) < ball[i] .getRadius() + ball[j].getRadius() + 2) { // bounce(ball[i],ball[j]); ball[i].setBounds(pit.getWidth(), pit.getHeight()); ball[i].move(); pit.repaint(); } } } try { Thread.sleep(50); } catch (Exception e) { System.exit(0); } } catch (Exception e) { e.printStackTrace(); } } } public static double pointDirection(int x1, int y1, int x2, int y2) { double H = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); // The // hypotenuse double x = x2 - x1; // The opposite double y = y2 - y1; // The adjacent double angle = Math.acos(x / H); angle = angle * 57.2960285258; if (y < 0) { angle = 360 - angle; } return angle; } public static void bounce(AdobeBall b1, AdobeBall b2) { if (b2.getSpeed() == 0 && b1.getSpeed() == 0) { // Both balls are stopped. b1.setDirection(pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY())); b2.setDirection(pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY())); b1.setSpeed(1); b2.setSpeed(1); } else if (b2.getSpeed() == 0 && b1.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY()); b2.setSpeed(b1.getSpeed()); b2.setDirection(angle); b1.setDirection(angle - 90); } else if (b1.getSpeed() == 0 && b2.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); b1.setSpeed(b2.getSpeed()); b1.setDirection(angle); b2.setDirection(angle - 90); } else { // Both balls are moving. AdobeBall tmp = b1; double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); double origangle = b1.getDirection(); b1.setDirection(angle + origangle); angle = pointDirection(tmp.getX(), tmp.getY(), b2.getX(), b2.getY()); origangle = b2.getDirection(); b2.setDirection(angle + origangle); } } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { new AdobeBallImplementation(Color.red); } }); } } *EDIT:*ok splitting the code using new approach for gravity from this forum: this code also not working the ball is not coming on floor: public void mymove() { m_x += m_velocityX; m_y += m_velocityY; if (m_y + m_bottomBound > 400) { m_velocityY *= -0.981; // setY(400 - m_bottomBound); m_y = 400 - m_bottomBound; } // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound - 20; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 1; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound - 20; m_velocityY = -m_velocityY; } } thanks a lot for any correction and help. jibby

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  • How to run an async task afor every x mins in android?

    - by Shan
    how to run the async task at specific time? (I want to run it every 2 mins) I tried using post delayed but it's not working? tvData.postDelayed(new Runnable(){ @Override public void run() { readWebpage(); }}, 100); In the above code readwebpage is function which calls the async task for me.. Right now below is the method which I am using public void onCreate(Bundle savedInstanceState) { readwebapage(); } public void readWebpage() { DownloadWebPageTask task = new DownloadWebPageTask(); task.execute("http://www.google.com"); } private class DownloadWebPageTask extends AsyncTask<String, Void, String> { @Override protected String doInBackground(String... urls) { String response1 = ""; response1=read(); //read is my another function which does the real work response1=read(); super.onPostExecute(response1); return response1; } protected void onPostExecute(String result) { try { Thread.sleep(100); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } TextView tvData = (TextView) findViewById(R.id.TextView01); tvData.setText(result); DownloadWebPageTask task = new DownloadWebPageTask(); task.execute(new String[] { "http://www.google.com" }); } } This is what I my code is and it works perfectly fine but the big problem I drains my battery?

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  • Static Logger in seperate thread?

    - by SirLenz0rlot
    Hi all, I've made my Logger, that logs a string, a static class with a static so I can call it from my entire project without having to make an instance of it. quite nice, but I want to make it run in a seperate thread, since accessing the file costs time is that possible somehow and what's the best way to do it? Its a bit of a short discription, but I hope the idea is clear. if not, please let me know. Thanks in advance! btw: any other improvements on my code are welcome as well, i have the feeling not everthing is as efficient as it can be: internal static class MainLogger { internal static void LogStringToFile(string logText) { DateTime timestamp = DateTime.Now; string str = timestamp.ToString("dd-MM-yy HH:mm:ss ", CultureInfo.InvariantCulture) + "\t" + logText + "\n"; const string filename = Constants.LOG_FILENAME; FileInfo fileInfo = new FileInfo(filename); if (fileInfo.Exists) { if (fileInfo.Length > Constants.LOG_FILESIZE) { File.Create(filename).Dispose(); } } else { File.Create(filename).Dispose(); } int i = 0; while(true) { try { using (StreamWriter writer = File.AppendText(filename)) { writer.WriteLine(str); } break; } catch (IOException) { Thread.Sleep(10); i++; if (i >= 8) { throw new IOException("Log file \"" + Constants.LOG_FILENAME + "\" not accessible after 5 tries"); } } } } } enter code here

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  • Getting problem in threading in JAVA

    - by chetans
    In this program i want to stop GenerateImage & MovingImage Thread both... And i want to start those threads from begining. Can u send me the solution? Here is the code........ package Game; import java.applet.Applet; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.net.MalformedURLException; import java.net.URL; public class ThreadInApplet extends Applet implements KeyListener { private static final long serialVersionUID = 1L; Image[] asteroidImage; Image spaceshipImage; String levelstr="Easy Level"; int[] XPos,YPos; int number=0,XPosOfSpaceship,YPosOfSpaceship,NoOfObstacles=5,speed=1,level=1,spaceBtnPressdCntr=0; boolean gameStart=false,pauseGame=false,collideUp=false,collideDown=false,collideLeft=false,collideRight=false; private Image offScreenImage; private Dimension offScreenSize; private Graphics offScreenGraphics; Thread GenerateImages,MoveImages; public void init() { try { GenerateImages=new Thread () //thread to create obstacles { synchronized public void run () { for(int g=0;g<NoOfObstacles;g++) { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } number++; // Temporary counter to count the no of obstacles created } } } ; MoveImages=new Thread () //thread to move obstacles { @SuppressWarnings("deprecation") synchronized public void run () { while(YPos[NoOfObstacles-1]!=600) { pauseGame=false; if(collide()==true) { GenerateImages.suspend(); repaint(); } else GenerateImages.resume(); for(int l=0;l<number;l++) { if(collide()==false) YPos[l]++; else GenerateImages.suspend(); } repaint(); try { sleep(speed); } catch (InterruptedException e) { e.printStackTrace(); } } if(YPos[NoOfObstacles-1]>=600) //level complete state { level++; try { levelUpdation(level); System.out.println("aahe"); } catch (MalformedURLException e) { e.printStackTrace(); } repaint(); } } }; initialPos(); spaceshipImage=getImage(new URL(getCodeBase(),"images/space.png")); for(int i=0;i<NoOfObstacles;i++) { asteroidImage[i]=getImage(new URL(getCodeBase(),"images/asteroid.png")); XPos[i]=(int) (Math.random()*700); YPos[i]=0; } MediaTracker tracker = new MediaTracker (this); for(int i=0;i<NoOfObstacles;i++) { tracker.addImage (asteroidImage[i], 0); } } catch (MalformedURLException e) { e.printStackTrace(); } setBackground(Color.black); addKeyListener(this); } //Sets initial positions of spaceship & obstacle images------------------------------------------------------ public void initialPos() throws MalformedURLException { asteroidImage=new Image[NoOfObstacles]; XPos=new int[NoOfObstacles]; YPos=new int[NoOfObstacles]; XPosOfSpaceship=getWidth()/2-35; YPosOfSpaceship=getHeight()-100; collideUp = false; collideDown=false; collideLeft=false; collideRight=false; } //level finished updations------------------------------------------------------------------------------ @SuppressWarnings("deprecation") public void levelUpdation(int level) throws MalformedURLException { NoOfObstacles=NoOfObstacles+20; speed=speed-3; System.out.println(NoOfObstacles+" "+speed); pauseGame=true; initialPos(); repaint(); } //paint method of graphics to print the messages--------------------------------------------------------- public void paint(Graphics g) { g.setColor(Color.white); if(gameStart==false) { g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); } if(level>1) { if(level==2) levelstr="Medium Level"; else levelstr="High Level"; g.drawString("Level Complete ", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); //g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2+40); } for(int n=0;n<number;n++) { if(n>0) g.drawImage(asteroidImage[n],XPos[n],YPos[n],this); } g.drawImage(spaceshipImage,XPosOfSpaceship,YPosOfSpaceship,this); } //update method of graphics to print the messages--------------------------------------------------------- @SuppressWarnings("deprecation") public void update(Graphics g) { Dimension d = size(); if((offScreenImage == null) || (d.width != offScreenSize.width) || (d.height != offScreenSize.height)) { offScreenImage = createImage(d.width, d.height); offScreenSize = d; offScreenGraphics = offScreenImage.getGraphics(); } offScreenGraphics.clearRect(0, 0, d.width, d.height); paint(offScreenGraphics); g.drawImage(offScreenImage, 0, 0, null); } public void keyReleased(KeyEvent arg0){} public void keyTyped(KeyEvent arg0) {} //---------------------Key pressed event to start game & to move the spaceship-------------------------------------- public void keyPressed(KeyEvent e) { if(e.getKeyCode()==32) { spaceBtnPressdCntr++; if(spaceBtnPressdCntr==1) { gameStart=true; GenerateImages.start(); MoveImages.start(); } } if(gameStart==true) { if(e.getKeyCode()==37) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideLeft == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship>0) XPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==38) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideUp == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship>10) YPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==39) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideRight == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship<750) XPosOfSpaceship++; } } repaint(); } }.start(); } if(e.getKeyCode()==40) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideDown == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship<550) YPosOfSpaceship++; } } repaint(); } }.start(); } } } //------------------------------Collision checking between Spaceship & obstacles------------------------------ public boolean collide() { int x1,y1,x2,y2,x3,y3,x4,y4; //coordinates of obstacles int a1,b1,a2,b2,a3,b3,a4,b4; //coordinates of spaceship a1 =XPosOfSpaceship; b1=YPosOfSpaceship; a2=a1+spaceshipImage.getWidth(this); b2=b1; a3=a1; b3=b1+spaceshipImage.getHeight(this); a4=a2; b4=b3; for(int a=0;a<number;a++) { x1 =XPos[a]; y1=YPos[a]; x2=x1+asteroidImage[a].getWidth(this); y2=y1; x3=x1; y3=y1+asteroidImage[a].getHeight(this); x4=x2; y4=y3; /********checking asteroid touch spaceship from up direction********/ if(y3==b1 && x4>=a1 && x4<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } if(y3==b1 && x3>=a1 && x3<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from left direction******/ if(x2==a1 && y4>=b1 && y4<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } if(x2==a1 && y2>=b1 && y2<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from right direction*****/ if(x1==a2 && y3>=b2 && y3<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } if(x1==a2 && y1>=b2 && y1<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } /********checking asteroid touch spaceship from down direction*****/ if(y1==b3 && x2>=a3 && x2<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } if(y1==b3 && x1>=a3 && x1<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } } return(false); } }

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  • GetIpAddrTable() leaks memory. How to resolve that?

    - by Stabledog
    On my Windows 7 box, this simple program causes the memory use of the application to creep up continuously, with no upper bound. I've stripped out everything non-essential, and it seems clear that the culprit is the Microsoft Iphlpapi function "GetIpAddrTable()". On each call, it leaks some memory. In a loop (e.g. checking for changes to the network interface list), it is unsustainable. There seems to be no async notification API which could do this job, so now I'm faced with possibly having to isolate this logic into a separate process and recycle the process periodically -- an ugly solution. Any ideas? // IphlpLeak.cpp - demonstrates that GetIpAddrTable leaks memory internally: run this and watch // the memory use of the app climb up continuously with no upper bound. #include <stdio.h> #include <windows.h> #include <assert.h> #include <Iphlpapi.h> #pragma comment(lib,"Iphlpapi.lib") void testLeak() { static unsigned char buf[16384]; DWORD dwSize(sizeof(buf)); if (GetIpAddrTable((PMIB_IPADDRTABLE)buf, &dwSize, false) == ERROR_INSUFFICIENT_BUFFER) { assert(0); // we never hit this branch. return; } } int main(int argc, char* argv[]) { for ( int i = 0; true; i++ ) { testLeak(); printf("i=%d\n",i); Sleep(1000); } return 0; }

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