Apache Error 503 - only for some countries?
Today my webserver started acting weird, I'm receiving Error 503
503 Service Temporarily Unavailable
The server is temporarily unable to service your request due to
maintenance downtime or capacity problems. Please try again later.
Strange enough this is only when I'm accessing the site with a german IP ?
I've got this report from some users so I tried myself with around 5
different german proxies, with all of them I'm receiving Error 503, any
other country the website loads fine !
I'm using all default httpd config and never had this happen before, any
ideas ?
Booty
Thursday, 3 October 2013
Wednesday, 2 October 2013
How does client-side caching of JavaScript work?
How does client-side caching of JavaScript work?
I was wondering how browsers determine when to fetch a script from the
server vs from the cache...
When developing, I never have to clear my cache to see changes. However,
some people often experience problems with their browser caching scripts
and not fetching a newer version. I know you can append a query string to
the filepath to force it to fetch from the server, but in this question
I'm more interested in understanding the mechanics behind the problem. Why
does the cache interfere only sometimes and why does it not effect
everyone the same?
Also, how might this differ from browser to browser? IE, Firefox, Chrome,
etc...
Thanks
I was wondering how browsers determine when to fetch a script from the
server vs from the cache...
When developing, I never have to clear my cache to see changes. However,
some people often experience problems with their browser caching scripts
and not fetching a newer version. I know you can append a query string to
the filepath to force it to fetch from the server, but in this question
I'm more interested in understanding the mechanics behind the problem. Why
does the cache interfere only sometimes and why does it not effect
everyone the same?
Also, how might this differ from browser to browser? IE, Firefox, Chrome,
etc...
Thanks
How can I make GUI responsive during long iteration?
How can I make GUI responsive during long iteration?
To begin with, I'm relatively new to programming. I went through some
introductory C# training for my new job, and it's the first language I've
worked with.
I recently had a business problem that I decided to solve using C#, both
to save time (I had hoped) and to learn more C# in the process. The
business problem I mentioned was this: I had 600+ Word files that I needed
to audit. For each document, I had to make sure that...
There was no text with strike-through anywhere in the document.
Track Changes was disabled.
There were no pending changes (as in changes that were made while Track
Changes was enabled and have yet to be accepted or rejected).
There were no comments.
It would have been fastest to have my program iterate through all of the
documents, making changes as it went along. But because of the nature of
this assignment I wanted to make the changes manually, limiting the
program's use to generating a list of files (out of the 600) where changes
were necessary, and detailing what changes needed to be made for each of
those files.
So, I have a button that calls up a FolderBrowserDialog.
private void AddFolderButtonClick(object sender, EventArgs e)
{
var folderBrowser = new FolderBrowserDialog();
if (folderBrowser.ShowDialog() != DialogResult.OK)
{
return;
}
this.progressBar1.Visible = true;
this.progressBar1.Style = ProgressBarStyle.Marquee;
this.Cursor = Cursors.WaitCursor;
var args = new
List<string>(Directory.EnumerateDirectories(folderBrowser.SelectedPath));
// Get list of files in selected directory, adding to list of
directories
args.AddRange(Directory.EnumerateFiles(folderBrowser.SelectedPath));
this.displayListBox.BeginUpdate();
foreach (string path in args)
{
if (File.Exists(path))
{
// This path is a file
this.ProcessFile(Path.GetFullPath(path));
}
else if (Directory.Exists(path))
{
// This path is a directory
this.ProcessDirectory((Path.GetFullPath(path)));
}
else
{
Console.WriteLine(Resources.Finder_Invalid_File_Or_Directory,
path);
}
}
this.displayListBox.EndUpdate();
this.progressBar1.Visible = false;
this.progressBar1.Style = ProgressBarStyle.Continuous;
this.Cursor = Cursors.Default;
}
Together, the following two methods iterate through all subdirectories and
files to create a full list of all files below the top level directory
selected through the FolderBrowserDialog:
private void ProcessDirectory(string targetDirectory)
{
// Process the list of files found in the directory.
string[] fileEntries = Directory.GetFiles(targetDirectory);
foreach (string fileName in fileEntries)
{
this.ProcessFile(fileName);
}
// Recurse into subdirectories of this directory.
string[] subdirectoryEntries =
Directory.GetDirectories(targetDirectory);
foreach (string subdirectory in subdirectoryEntries)
{
this.ProcessDirectory(subdirectory);
}
}
private void ProcessFile(string path)
{
Console.WriteLine(Resources.Finder_File_Processed, path);
string fileName = Path.GetFileName(path);
if (fileName == null || fileName.StartsWith(@"~$") ||
this.selectedFilesList.Contains(path))
{
return;
}
this.selectedFilesList.Add(path);
this.filePathsCountLabel.Text = (@"Count: " +
this.selectedFilesList.Count);
this.displayListBox.Items.Add(path);
}
Once all this code has run, I get a full list of documents. I click a
button and the program does what it's supposed to from here on out. Okay,
cool. I mentioned before that half of the reason I chose to use C# to
solve this was for the sake of learning. At this point I've got everything
I need but what I really want to know is how can I implement threading to
make the GUI responsive while the list of files is being generated? I've
looked through several examples. They made sense. For some reason I just
can't get my head around it for this application though. How can I make
the whole process of processing subdirectories and files happen without
locking up the GUI?
To begin with, I'm relatively new to programming. I went through some
introductory C# training for my new job, and it's the first language I've
worked with.
I recently had a business problem that I decided to solve using C#, both
to save time (I had hoped) and to learn more C# in the process. The
business problem I mentioned was this: I had 600+ Word files that I needed
to audit. For each document, I had to make sure that...
There was no text with strike-through anywhere in the document.
Track Changes was disabled.
There were no pending changes (as in changes that were made while Track
Changes was enabled and have yet to be accepted or rejected).
There were no comments.
It would have been fastest to have my program iterate through all of the
documents, making changes as it went along. But because of the nature of
this assignment I wanted to make the changes manually, limiting the
program's use to generating a list of files (out of the 600) where changes
were necessary, and detailing what changes needed to be made for each of
those files.
So, I have a button that calls up a FolderBrowserDialog.
private void AddFolderButtonClick(object sender, EventArgs e)
{
var folderBrowser = new FolderBrowserDialog();
if (folderBrowser.ShowDialog() != DialogResult.OK)
{
return;
}
this.progressBar1.Visible = true;
this.progressBar1.Style = ProgressBarStyle.Marquee;
this.Cursor = Cursors.WaitCursor;
var args = new
List<string>(Directory.EnumerateDirectories(folderBrowser.SelectedPath));
// Get list of files in selected directory, adding to list of
directories
args.AddRange(Directory.EnumerateFiles(folderBrowser.SelectedPath));
this.displayListBox.BeginUpdate();
foreach (string path in args)
{
if (File.Exists(path))
{
// This path is a file
this.ProcessFile(Path.GetFullPath(path));
}
else if (Directory.Exists(path))
{
// This path is a directory
this.ProcessDirectory((Path.GetFullPath(path)));
}
else
{
Console.WriteLine(Resources.Finder_Invalid_File_Or_Directory,
path);
}
}
this.displayListBox.EndUpdate();
this.progressBar1.Visible = false;
this.progressBar1.Style = ProgressBarStyle.Continuous;
this.Cursor = Cursors.Default;
}
Together, the following two methods iterate through all subdirectories and
files to create a full list of all files below the top level directory
selected through the FolderBrowserDialog:
private void ProcessDirectory(string targetDirectory)
{
// Process the list of files found in the directory.
string[] fileEntries = Directory.GetFiles(targetDirectory);
foreach (string fileName in fileEntries)
{
this.ProcessFile(fileName);
}
// Recurse into subdirectories of this directory.
string[] subdirectoryEntries =
Directory.GetDirectories(targetDirectory);
foreach (string subdirectory in subdirectoryEntries)
{
this.ProcessDirectory(subdirectory);
}
}
private void ProcessFile(string path)
{
Console.WriteLine(Resources.Finder_File_Processed, path);
string fileName = Path.GetFileName(path);
if (fileName == null || fileName.StartsWith(@"~$") ||
this.selectedFilesList.Contains(path))
{
return;
}
this.selectedFilesList.Add(path);
this.filePathsCountLabel.Text = (@"Count: " +
this.selectedFilesList.Count);
this.displayListBox.Items.Add(path);
}
Once all this code has run, I get a full list of documents. I click a
button and the program does what it's supposed to from here on out. Okay,
cool. I mentioned before that half of the reason I chose to use C# to
solve this was for the sake of learning. At this point I've got everything
I need but what I really want to know is how can I implement threading to
make the GUI responsive while the list of files is being generated? I've
looked through several examples. They made sense. For some reason I just
can't get my head around it for this application though. How can I make
the whole process of processing subdirectories and files happen without
locking up the GUI?
App crashed on iOS 7 for Map functionality developed using MKAnnotation, CGBitmapContextCreate and NSOperationQueue
App crashed on iOS 7 for Map functionality developed using MKAnnotation,
CGBitmapContextCreate and NSOperationQueue
Our App has Map and GPS based location tracking functionality. This app is
already uploaded on Apple Store. The App contains following feature:
Map Shows real-time traffic data Shows real-time traffic event (Accident,
Traffic Jam etc.)
User's GPS location tracking The application runs fine for the iOS
versions 5 and 6. We are facing following crashing issue for iOS 7 Beta
while operating Map functionality in the app. We have used the following
features of iOS to render the traffic data and traffic event on Map:
MKAnnotation to render the traffic event
To render the traffic data, app is using the CGBitmapContextCreate function.
context = CGBitmapContextCreate (NULL, self.mapView.frame.size.width,
self.mapView.frame.size.height, 8, // bits per component
bitmapBytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
CGContextSetAllowsAntialiasing (context,YES)
Draw the line to display the traffic data on the Bitmap context.
Created bitmap context will be displayed on map using the MKAnnotation API.
App uses the NSOperationQueue to render the traffic and event data because
the user interaction with map is smooth. Following is the snippet of the
code: [queue addOperationWithBlock:^{ [Set the required data], [Update the
UI] }];
Following are two crash logs which gets generated while random operation n
of the Map functionality.
Crash Log - 1
Incident
Identifier: 471EAE21-E118-4E3D-AAAE-D7D82B1D6326
CrashReporter
Key:
bdbf75eb30240449214769478f38830aa7a14f7f
Hardware
Model: iPhone5,2
Process: {Application Name} [246]
Path:
/var/mobile/Applications/4FA0A7F2-4998-4F8F-A4C6-66D849D074B8/{Application
Name}.app/{Application Name}
Identifier: {Application bunald name}
Version: X.X.X.X
Code
Type: ARM (Native)
Parent
Process: launchd [1]
Date/Time: 2013-08-30 14:21:24.523 +0530
OS
Version: iOS 7.0 (11A4449d)
Report
Version: 104
Exception
Type: EXC_BAD_ACCESS (SIGSEGV)
Exception
Subtype: KERN_INVALID_ADDRESS at 0x8000000c
Triggered
by Thread: 0
Thread
0 Crashed:
0 libobjc.A.dylib 0x38ed3b66
objc_msgSend + 6
1 CoreFoundation 0x2ede773c -[__NSSetM
removeObject:] + 92
2 MapKit 0x3002de96 -[MKAnnotationManager
_removeRepresentationForAnnotation:fromCull:] + 490
3 MapKit 0x3004bc54 -[MKAnnotationManager
_removeAnnotation:updateVisible:removeFromContainer:] + 272
4 MapKit 0x3004bb38 -[MKAnnotationManager
removeAnnotation:] + 24
5 SLIM 0x00165828
-[TravelStarViewController
mapView:viewForAnnotation:] (TravelStarViewController.m:1735)
6 MapKit 0x3005ea86 -[MKMapView
annotationManager:representationForAnnotation:] + 74
7 MapKit 0x3002a136 -[MKAnnotationManager
_addRepresentationForAnnotation:]
+ 362
8 MapKit 0x30028c4a -[MKAnnotationManager
updateVisibleAnnotations] +
1034
9 Foundation 0x2f876358 __NSFireTimer + 60
10 CoreFoundation 0x2ee7ae84
__CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
+ 12
11 CoreFoundation 0x2ee7aa9e
__CFRunLoopDoTimer + 790
12 CoreFoundation 0x2ee78e26 __CFRunLoopRun +
1214
13 CoreFoundation 0x2ede353c
CFRunLoopRunSpecific + 520
14 CoreFoundation 0x2ede331e
CFRunLoopRunInMode + 102
15 GraphicsServices 0x3387733e
GSEventRunModal + 134
16 UIKit 0x313fc7b0 UIApplicationMain + 1132
17 SLIM 0x000f3fa6
main (main.m:15)
18 SLIM 0x000f3efc start + 36
CGBitmapContextCreate and NSOperationQueue
Our App has Map and GPS based location tracking functionality. This app is
already uploaded on Apple Store. The App contains following feature:
Map Shows real-time traffic data Shows real-time traffic event (Accident,
Traffic Jam etc.)
User's GPS location tracking The application runs fine for the iOS
versions 5 and 6. We are facing following crashing issue for iOS 7 Beta
while operating Map functionality in the app. We have used the following
features of iOS to render the traffic data and traffic event on Map:
MKAnnotation to render the traffic event
To render the traffic data, app is using the CGBitmapContextCreate function.
context = CGBitmapContextCreate (NULL, self.mapView.frame.size.width,
self.mapView.frame.size.height, 8, // bits per component
bitmapBytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
CGContextSetAllowsAntialiasing (context,YES)
Draw the line to display the traffic data on the Bitmap context.
Created bitmap context will be displayed on map using the MKAnnotation API.
App uses the NSOperationQueue to render the traffic and event data because
the user interaction with map is smooth. Following is the snippet of the
code: [queue addOperationWithBlock:^{ [Set the required data], [Update the
UI] }];
Following are two crash logs which gets generated while random operation n
of the Map functionality.
Crash Log - 1
Incident
Identifier: 471EAE21-E118-4E3D-AAAE-D7D82B1D6326
CrashReporter
Key:
bdbf75eb30240449214769478f38830aa7a14f7f
Hardware
Model: iPhone5,2
Process: {Application Name} [246]
Path:
/var/mobile/Applications/4FA0A7F2-4998-4F8F-A4C6-66D849D074B8/{Application
Name}.app/{Application Name}
Identifier: {Application bunald name}
Version: X.X.X.X
Code
Type: ARM (Native)
Parent
Process: launchd [1]
Date/Time: 2013-08-30 14:21:24.523 +0530
OS
Version: iOS 7.0 (11A4449d)
Report
Version: 104
Exception
Type: EXC_BAD_ACCESS (SIGSEGV)
Exception
Subtype: KERN_INVALID_ADDRESS at 0x8000000c
Triggered
by Thread: 0
Thread
0 Crashed:
0 libobjc.A.dylib 0x38ed3b66
objc_msgSend + 6
1 CoreFoundation 0x2ede773c -[__NSSetM
removeObject:] + 92
2 MapKit 0x3002de96 -[MKAnnotationManager
_removeRepresentationForAnnotation:fromCull:] + 490
3 MapKit 0x3004bc54 -[MKAnnotationManager
_removeAnnotation:updateVisible:removeFromContainer:] + 272
4 MapKit 0x3004bb38 -[MKAnnotationManager
removeAnnotation:] + 24
5 SLIM 0x00165828
-[TravelStarViewController
mapView:viewForAnnotation:] (TravelStarViewController.m:1735)
6 MapKit 0x3005ea86 -[MKMapView
annotationManager:representationForAnnotation:] + 74
7 MapKit 0x3002a136 -[MKAnnotationManager
_addRepresentationForAnnotation:]
+ 362
8 MapKit 0x30028c4a -[MKAnnotationManager
updateVisibleAnnotations] +
1034
9 Foundation 0x2f876358 __NSFireTimer + 60
10 CoreFoundation 0x2ee7ae84
__CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
+ 12
11 CoreFoundation 0x2ee7aa9e
__CFRunLoopDoTimer + 790
12 CoreFoundation 0x2ee78e26 __CFRunLoopRun +
1214
13 CoreFoundation 0x2ede353c
CFRunLoopRunSpecific + 520
14 CoreFoundation 0x2ede331e
CFRunLoopRunInMode + 102
15 GraphicsServices 0x3387733e
GSEventRunModal + 134
16 UIKit 0x313fc7b0 UIApplicationMain + 1132
17 SLIM 0x000f3fa6
main (main.m:15)
18 SLIM 0x000f3efc start + 36
how to check if attribute changed while using callback after_commit. changed? method not working
how to check if attribute changed while using callback after_commit.
changed? method not working
I am using callback "after_commit" and in that i am using rails "changed?"
method to know if some attributes value changed. I read the documentation
it seems that "changed? and "_was" methods are not supported in after
commit callback its supported in after_save but i dont want to use that.
def some_function
if some_attributes_value_changed?
previous_value = some_attributes_value_was
end
end
What is the alternate to these methods to know if value changed after
database updated.
changed? method not working
I am using callback "after_commit" and in that i am using rails "changed?"
method to know if some attributes value changed. I read the documentation
it seems that "changed? and "_was" methods are not supported in after
commit callback its supported in after_save but i dont want to use that.
def some_function
if some_attributes_value_changed?
previous_value = some_attributes_value_was
end
end
What is the alternate to these methods to know if value changed after
database updated.
Tuesday, 1 October 2013
Slider Puzzle problems
Slider Puzzle problems
This is my slider puzzle game. So far it can only do 3x3 games. When I try
and pass the variables l and w (length and width) of the board it doesn't
work. It only works when i set the variables ROWS and COLS as finals. When
I try and change it I get errors. I'm not sure what to do, any help would
be appreciated.
Currently the user can input values that can't do anything at the moment.
When the game is started, a 3x3 board is generated. The user can restart
the game with a different scrambled board but the buttons that solve the
board and the buttons that reset the board to the original state do not
work yet.
public class SlidePuzzle {
public static void main(String[] args)
{
JFrame window = new JFrame("Slide Puzzle");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
String length = JOptionPane.showInputDialog("Length");
String width = JOptionPane.showInputDialog("Width");
int l = Integer.parseInt(length);
int w = Integer.parseInt(width);
window.setContentPane(new SlidePuzzleGUI());
window.pack();
window.show();
window.setResizable(false);
}
}
public class SlidePuzzleGUI extends JPanel
{
private GraphicsPanel _puzzleGraphics;
private SlidePuzzleModel _puzzleModel = new SlidePuzzleModel();
This class contains the GUI for the Slider Puzzle
public SlidePuzzleGUI() {
JButton newGameButton = new JButton("New Game");
JButton resetButton = new JButton("Reset");
JButton solveButton = new JButton("I GIVE UP :(");
resetButton.addActionListener(new ResetAction());
newGameButton.addActionListener(new NewGameAction());
JPanel controlPanel = new JPanel();
controlPanel.setLayout(new FlowLayout());
controlPanel.add(newGameButton);
controlPanel.add(resetButton);
controlPanel.add(solveButton);
_puzzleGraphics = new GraphicsPanel();
this.setLayout(new BorderLayout());
this.add(controlPanel, BorderLayout.NORTH);
this.add(_puzzleGraphics, BorderLayout.CENTER);
}
This is the graphics panel
class GraphicsPanel extends JPanel implements MouseListener {
private static final int ROWS = 3;
private static final int COLS = 3;
private static final int CELL_SIZE = 80;
private Font _biggerFont;
public GraphicsPanel() {
_biggerFont = new Font("SansSerif", Font.BOLD, CELL_SIZE/2);
this.setPreferredSize(
new Dimension(CELL_SIZE * COLS, CELL_SIZE*ROWS));
this.setBackground(Color.black);
this.addMouseListener(this);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (int r=0; r<ROWS; r++) {
for (int c=0; c<COLS; c++) {
int x = c * CELL_SIZE;
int y = r * CELL_SIZE;
String text = _puzzleModel.getFace(r, c);
if (text != null) {
g.setColor(Color.gray);
g.fillRect(x+2, y+2, CELL_SIZE-4, CELL_SIZE-4);
g.setColor(Color.black);
g.setFont(_biggerFont);
g.drawString(text, x+20, y+(3*CELL_SIZE)/4);
}
}
}
}
public void mousePressed(MouseEvent e) {
int col = e.getX()/CELL_SIZE;
int row = e.getY()/CELL_SIZE;
if (!_puzzleModel.moveTile(row, col)) {
Toolkit.getDefaultToolkit().beep();
}
this.repaint();
}
public void mouseClicked (MouseEvent e) {}
public void mouseReleased(MouseEvent e) {}
public void mouseEntered (MouseEvent e) {}
public void mouseExited (MouseEvent e) {}
}
public class NewGameAction implements ActionListener {
public void actionPerformed(ActionEvent e) {
_puzzleModel.reset();
_puzzleGraphics.repaint();
}
}
public class ResetAction implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
_puzzleModel.tryAgain();
_puzzleGraphics.repaint();
}
}
public class solveAction implements ActionListener
{
@Override
public void actionPerformed(ActionEvent e)
{
_puzzleModel.solve();
_puzzleGraphics.repaint();
}
}
}
public class SlidePuzzleModel {
private static final int ROWS = 3;
private static final int COLS = 3;
private Tile[][] _contents;
private Tile[][] _solved;
private Tile _emptyTile;
public SlidePuzzleModel() {
_contents = new Tile[ROWS][COLS];
reset();
}
String getFace(int row, int col) {
return _contents[row][col].getFace();
}
public void reset() {
for (int r=0; r<ROWS; r++) {
for (int c=0; c<COLS; c++) {
_contents[r][c] = new Tile(r, c, "" + (r*COLS+c+1));
}
}
_emptyTile = _contents[ROWS-1][COLS-1];
_emptyTile.setFace(null);
for (int r=0; r<ROWS; r++) {
for (int c=0; c<COLS; c++) {
exchangeTiles(r, c, (int)(Math.random()*ROWS)
, (int)(Math.random()*COLS));
}
}
}
public void tryAgain()
{
}
public void solve()
{
for (int i = 1; i < ROWS+1;i++)
{
for(int j = 1; j < COLS+1;j++)
{
exchangeTiles(i, j, i, j);
}
}
}
public boolean moveTile(int r, int c) {
return checkEmpty(r, c, -1, 0) || checkEmpty(r, c, 1, 0)
|| checkEmpty(r, c, 0, -1) || checkEmpty(r, c, 0, 1);
}
private boolean checkEmpty(int r, int c, int rdelta, int cdelta) {
int rNeighbor = r + rdelta;
int cNeighbor = c + cdelta;
if (isLegalRowCol(rNeighbor, cNeighbor)
&& _contents[rNeighbor][cNeighbor] == _emptyTile) {
exchangeTiles(r, c, rNeighbor, cNeighbor);
return true;
}
return false;
}
public boolean isLegalRowCol(int r, int c) {
return r>=0 && r<ROWS && c>=0 && c<COLS;
}
private void exchangeTiles(int r1, int c1, int r2, int c2) {
Tile temp = _contents[r1][c1];
_contents[r1][c1] = _contents[r2][c2];
_contents[r2][c2] = temp;
}
public boolean isGameOver() {
for (int r=0; r<ROWS; r++) {
for (int c=0; c<ROWS; c++) {
Tile trc = _contents[r][c];
return trc.isInFinalPosition(r, c);
}
}
return true;
}
}
class Tile {
private int _row;
private int _col;
private String _face;
public Tile(int row, int col, String face) {
_row = row;
_col = col;
_face = face;
}
public void setFace(String newFace) {
_face = newFace;
}
public String getFace() {
return _face;
}
public boolean isInFinalPosition(int r, int c) {
return r==_row && c==_col;
}
}
How would I make it so that the user can specify dimensions of the game
board?
EDIT public class SlidePuzzle {
public static void main(String[] args)
{
JFrame window = new JFrame("Slide Puzzle");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
String length = JOptionPane.showInputDialog("Length");
String width = JOptionPane.showInputDialog("Width");
int l = Integer.parseInt(length);
int w = Integer.parseInt(width);
window.setContentPane(new SlidePuzzleGUI());
window.pack();
window.show();
window.setResizable(false);
}
} public class SlidePuzzleGUI extends JPanel {
private GraphicsPanel _puzzleGraphics;
private SlidePuzzleModel _puzzleModel = new SlidePuzzleModel();
public SlidePuzzleGUI(int l, int w) {
JButton newGameButton = new JButton("New Game");
JButton resetButton = new JButton("Reset");
JButton solveButton = new JButton("I GIVE UP :(");
resetButton.addActionListener(new ResetAction());
newGameButton.addActionListener(new NewGameAction());
JPanel controlPanel = new JPanel();
controlPanel.setLayout(new FlowLayout());
controlPanel.add(newGameButton);
controlPanel.add(resetButton);
controlPanel.add(solveButton);
_puzzleGraphics = new GraphicsPanel(l,w);
this.setLayout(new BorderLayout());
this.add(controlPanel, BorderLayout.NORTH);
this.add(_puzzleGraphics, BorderLayout.CENTER);
}
class GraphicsPanel extends JPanel implements MouseListener {
private int ROWS;
private int COLS;
private static final int CELL_SIZE = 80;
private Font _biggerFont;
public GraphicsPanel(int l, int w) {
_biggerFont = new Font("SansSerif", Font.BOLD, CELL_SIZE/2);
this.setPreferredSize(
new Dimension(CELL_SIZE * COLS, CELL_SIZE*ROWS));
this.setBackground(Color.black);
this.addMouseListener(this);
ROWS = l;
COLS = w;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (int r=0; r<ROWS; r++) {
for (int c=0; c<COLS; c++) {
int x = c * CELL_SIZE;
int y = r * CELL_SIZE;
String text = _puzzleModel.getFace(r, c);
if (text != null) {
g.setColor(Color.gray);
g.fillRect(x+2, y+2, CELL_SIZE-4, CELL_SIZE-4);
g.setColor(Color.black);
g.setFont(_biggerFont);
g.drawString(text, x+20, y+(3*CELL_SIZE)/4);
}
}
}
}
public void mousePressed(MouseEvent e) {
int col = e.getX()/CELL_SIZE;
int row = e.getY()/CELL_SIZE;
if (!_puzzleModel.moveTile(row, col)) {
Toolkit.getDefaultToolkit().beep();
}
this.repaint();
}
public void mouseClicked (MouseEvent e) {}
public void mouseReleased(MouseEvent e) {}
public void mouseEntered (MouseEvent e) {}
public void mouseExited (MouseEvent e) {}
}
public class NewGameAction implements ActionListener {
public void actionPerformed(ActionEvent e) {
_puzzleModel.reset();
_puzzleGraphics.repaint();
}
}
public class ResetAction implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
_puzzleModel.tryAgain();
_puzzleGraphics.repaint();
}
}
public class solveAction implements ActionListener
{
@Override
public void actionPerformed(ActionEvent e)
{
_puzzleModel.solve();
_puzzleGraphics.repaint();
}
}
}
This is my slider puzzle game. So far it can only do 3x3 games. When I try
and pass the variables l and w (length and width) of the board it doesn't
work. It only works when i set the variables ROWS and COLS as finals. When
I try and change it I get errors. I'm not sure what to do, any help would
be appreciated.
Currently the user can input values that can't do anything at the moment.
When the game is started, a 3x3 board is generated. The user can restart
the game with a different scrambled board but the buttons that solve the
board and the buttons that reset the board to the original state do not
work yet.
public class SlidePuzzle {
public static void main(String[] args)
{
JFrame window = new JFrame("Slide Puzzle");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
String length = JOptionPane.showInputDialog("Length");
String width = JOptionPane.showInputDialog("Width");
int l = Integer.parseInt(length);
int w = Integer.parseInt(width);
window.setContentPane(new SlidePuzzleGUI());
window.pack();
window.show();
window.setResizable(false);
}
}
public class SlidePuzzleGUI extends JPanel
{
private GraphicsPanel _puzzleGraphics;
private SlidePuzzleModel _puzzleModel = new SlidePuzzleModel();
This class contains the GUI for the Slider Puzzle
public SlidePuzzleGUI() {
JButton newGameButton = new JButton("New Game");
JButton resetButton = new JButton("Reset");
JButton solveButton = new JButton("I GIVE UP :(");
resetButton.addActionListener(new ResetAction());
newGameButton.addActionListener(new NewGameAction());
JPanel controlPanel = new JPanel();
controlPanel.setLayout(new FlowLayout());
controlPanel.add(newGameButton);
controlPanel.add(resetButton);
controlPanel.add(solveButton);
_puzzleGraphics = new GraphicsPanel();
this.setLayout(new BorderLayout());
this.add(controlPanel, BorderLayout.NORTH);
this.add(_puzzleGraphics, BorderLayout.CENTER);
}
This is the graphics panel
class GraphicsPanel extends JPanel implements MouseListener {
private static final int ROWS = 3;
private static final int COLS = 3;
private static final int CELL_SIZE = 80;
private Font _biggerFont;
public GraphicsPanel() {
_biggerFont = new Font("SansSerif", Font.BOLD, CELL_SIZE/2);
this.setPreferredSize(
new Dimension(CELL_SIZE * COLS, CELL_SIZE*ROWS));
this.setBackground(Color.black);
this.addMouseListener(this);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (int r=0; r<ROWS; r++) {
for (int c=0; c<COLS; c++) {
int x = c * CELL_SIZE;
int y = r * CELL_SIZE;
String text = _puzzleModel.getFace(r, c);
if (text != null) {
g.setColor(Color.gray);
g.fillRect(x+2, y+2, CELL_SIZE-4, CELL_SIZE-4);
g.setColor(Color.black);
g.setFont(_biggerFont);
g.drawString(text, x+20, y+(3*CELL_SIZE)/4);
}
}
}
}
public void mousePressed(MouseEvent e) {
int col = e.getX()/CELL_SIZE;
int row = e.getY()/CELL_SIZE;
if (!_puzzleModel.moveTile(row, col)) {
Toolkit.getDefaultToolkit().beep();
}
this.repaint();
}
public void mouseClicked (MouseEvent e) {}
public void mouseReleased(MouseEvent e) {}
public void mouseEntered (MouseEvent e) {}
public void mouseExited (MouseEvent e) {}
}
public class NewGameAction implements ActionListener {
public void actionPerformed(ActionEvent e) {
_puzzleModel.reset();
_puzzleGraphics.repaint();
}
}
public class ResetAction implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
_puzzleModel.tryAgain();
_puzzleGraphics.repaint();
}
}
public class solveAction implements ActionListener
{
@Override
public void actionPerformed(ActionEvent e)
{
_puzzleModel.solve();
_puzzleGraphics.repaint();
}
}
}
public class SlidePuzzleModel {
private static final int ROWS = 3;
private static final int COLS = 3;
private Tile[][] _contents;
private Tile[][] _solved;
private Tile _emptyTile;
public SlidePuzzleModel() {
_contents = new Tile[ROWS][COLS];
reset();
}
String getFace(int row, int col) {
return _contents[row][col].getFace();
}
public void reset() {
for (int r=0; r<ROWS; r++) {
for (int c=0; c<COLS; c++) {
_contents[r][c] = new Tile(r, c, "" + (r*COLS+c+1));
}
}
_emptyTile = _contents[ROWS-1][COLS-1];
_emptyTile.setFace(null);
for (int r=0; r<ROWS; r++) {
for (int c=0; c<COLS; c++) {
exchangeTiles(r, c, (int)(Math.random()*ROWS)
, (int)(Math.random()*COLS));
}
}
}
public void tryAgain()
{
}
public void solve()
{
for (int i = 1; i < ROWS+1;i++)
{
for(int j = 1; j < COLS+1;j++)
{
exchangeTiles(i, j, i, j);
}
}
}
public boolean moveTile(int r, int c) {
return checkEmpty(r, c, -1, 0) || checkEmpty(r, c, 1, 0)
|| checkEmpty(r, c, 0, -1) || checkEmpty(r, c, 0, 1);
}
private boolean checkEmpty(int r, int c, int rdelta, int cdelta) {
int rNeighbor = r + rdelta;
int cNeighbor = c + cdelta;
if (isLegalRowCol(rNeighbor, cNeighbor)
&& _contents[rNeighbor][cNeighbor] == _emptyTile) {
exchangeTiles(r, c, rNeighbor, cNeighbor);
return true;
}
return false;
}
public boolean isLegalRowCol(int r, int c) {
return r>=0 && r<ROWS && c>=0 && c<COLS;
}
private void exchangeTiles(int r1, int c1, int r2, int c2) {
Tile temp = _contents[r1][c1];
_contents[r1][c1] = _contents[r2][c2];
_contents[r2][c2] = temp;
}
public boolean isGameOver() {
for (int r=0; r<ROWS; r++) {
for (int c=0; c<ROWS; c++) {
Tile trc = _contents[r][c];
return trc.isInFinalPosition(r, c);
}
}
return true;
}
}
class Tile {
private int _row;
private int _col;
private String _face;
public Tile(int row, int col, String face) {
_row = row;
_col = col;
_face = face;
}
public void setFace(String newFace) {
_face = newFace;
}
public String getFace() {
return _face;
}
public boolean isInFinalPosition(int r, int c) {
return r==_row && c==_col;
}
}
How would I make it so that the user can specify dimensions of the game
board?
EDIT public class SlidePuzzle {
public static void main(String[] args)
{
JFrame window = new JFrame("Slide Puzzle");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
String length = JOptionPane.showInputDialog("Length");
String width = JOptionPane.showInputDialog("Width");
int l = Integer.parseInt(length);
int w = Integer.parseInt(width);
window.setContentPane(new SlidePuzzleGUI());
window.pack();
window.show();
window.setResizable(false);
}
} public class SlidePuzzleGUI extends JPanel {
private GraphicsPanel _puzzleGraphics;
private SlidePuzzleModel _puzzleModel = new SlidePuzzleModel();
public SlidePuzzleGUI(int l, int w) {
JButton newGameButton = new JButton("New Game");
JButton resetButton = new JButton("Reset");
JButton solveButton = new JButton("I GIVE UP :(");
resetButton.addActionListener(new ResetAction());
newGameButton.addActionListener(new NewGameAction());
JPanel controlPanel = new JPanel();
controlPanel.setLayout(new FlowLayout());
controlPanel.add(newGameButton);
controlPanel.add(resetButton);
controlPanel.add(solveButton);
_puzzleGraphics = new GraphicsPanel(l,w);
this.setLayout(new BorderLayout());
this.add(controlPanel, BorderLayout.NORTH);
this.add(_puzzleGraphics, BorderLayout.CENTER);
}
class GraphicsPanel extends JPanel implements MouseListener {
private int ROWS;
private int COLS;
private static final int CELL_SIZE = 80;
private Font _biggerFont;
public GraphicsPanel(int l, int w) {
_biggerFont = new Font("SansSerif", Font.BOLD, CELL_SIZE/2);
this.setPreferredSize(
new Dimension(CELL_SIZE * COLS, CELL_SIZE*ROWS));
this.setBackground(Color.black);
this.addMouseListener(this);
ROWS = l;
COLS = w;
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
for (int r=0; r<ROWS; r++) {
for (int c=0; c<COLS; c++) {
int x = c * CELL_SIZE;
int y = r * CELL_SIZE;
String text = _puzzleModel.getFace(r, c);
if (text != null) {
g.setColor(Color.gray);
g.fillRect(x+2, y+2, CELL_SIZE-4, CELL_SIZE-4);
g.setColor(Color.black);
g.setFont(_biggerFont);
g.drawString(text, x+20, y+(3*CELL_SIZE)/4);
}
}
}
}
public void mousePressed(MouseEvent e) {
int col = e.getX()/CELL_SIZE;
int row = e.getY()/CELL_SIZE;
if (!_puzzleModel.moveTile(row, col)) {
Toolkit.getDefaultToolkit().beep();
}
this.repaint();
}
public void mouseClicked (MouseEvent e) {}
public void mouseReleased(MouseEvent e) {}
public void mouseEntered (MouseEvent e) {}
public void mouseExited (MouseEvent e) {}
}
public class NewGameAction implements ActionListener {
public void actionPerformed(ActionEvent e) {
_puzzleModel.reset();
_puzzleGraphics.repaint();
}
}
public class ResetAction implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
_puzzleModel.tryAgain();
_puzzleGraphics.repaint();
}
}
public class solveAction implements ActionListener
{
@Override
public void actionPerformed(ActionEvent e)
{
_puzzleModel.solve();
_puzzleGraphics.repaint();
}
}
}
Calling scaled out SignalR
Calling scaled out SignalR
How can I call a scaled out SignalR service?
I hosted locally on dev fabric an MVC 4 application with SignalR hubs. I
have been trying to call it from my client, but I am not seeing my Hubs
handling calls as they should.
I have also seen the topics being created on Azure.
I make the connection to localhost (the server hosting the SignalR)
project is this correct? Should I connect to the Azure Bus address
instead?
How can I call a scaled out SignalR service?
I hosted locally on dev fabric an MVC 4 application with SignalR hubs. I
have been trying to call it from my client, but I am not seeing my Hubs
handling calls as they should.
I have also seen the topics being created on Azure.
I make the connection to localhost (the server hosting the SignalR)
project is this correct? Should I connect to the Azure Bus address
instead?
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