I have a javascript function that calls an applet function, 3.67 breaks this, no problem before, on Mac 10.5, FF 3.66 worked fine, Safari works fine, so does IE on PC, will test FF on PC next
I'm getting two javascript errors that I've never had before until 3.67. One of these is a MooTools error that I have to track down, the other is a failure to read a Java function on an applet
== URL of affected sites ==
need a login
Hi gikku,
Good idea! I forgot about the web server port forwarding, that will allow the wiki to be seen over the internet.
One question: what does adding the dyndns address to "Server Admin > web > settings > sites" actually do? I'm not too knowledgeable about Server Admin.
Thanks,
Brian
corewerkz
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I tried to read my electric bill and got a message to view in an application or download. I assigned Preview.app to view it and it wouldn't work. Safari opens the bill in Preview.app by default.
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''(If you're using an added theme, switch to the Default theme.)''
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* On Linux: Quit Firefox, go to your Terminal and run ''firefox -safe-mode'' <br>(you may need to specify the Firefox installation path e.g. /usr/lib/firefox)
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''To exit Firefox Safe Mode, just close Firefox and wait a few seconds before opening Firefox for normal use again.''
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I know that the code is clean because it runs perfectly in DW (even with the occasional lag). Shorter loop functions have also worked in DW, but not in my Chrome or IE browsers. Is there a script or program that the HTML should run first?
I'm sorry, of course:
The Crow Haven Witches and Psychics of Salem
I am designing a phone psychic hotline (don't ask! ) page, and the loop is supposed to sort the readers according to their availability. Each should appear in their respective listing.
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How could stop this thread that calls an externall function ?
Hi all.
i need an help about syncronization of two thread.
the first one is smt like that
Thread t = new Thread(new Runnable() {
public void run() {
long startTime = System.currentTimeMillis();
while (System.currentTimeMillis() - startTime < lifetime) {
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c.adjustLayout();
c.repaint();
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catch (InterruptedException ex) {
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t.start();where c.adjustLayout(); & c.repaint(); are syncronized over a astructure called G using syncronized(G)
now the second thread is:
Thread t = new Thread(new Runnable() {
public void run() {
long startTime = System.currentTimeMillis();
while (System.currentTimeMillis() - startTime < lifetime) {
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try {
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Thread.yield();
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});where the function c.updateVisibleGraph(); is syncronized over G as well. the problem is that this function, takes seconds, and block thread A and B (both of them ar suyncronized, so if B is running A cannot run).
how can i stop c.updateVisibleGraph(); in the middle of the exectuion or each 50ms.
is this possible?
thanks
Edited by: ELStefen on 26-ago-2010 16.08
Edited by: ELStefen on 26-ago-2010 16.11isocdev_mb wrote:
Using a synchronized-block is not designed to give up the lock for little while, it holds the lock until the block ends. Your requirement needs a far more fine-grained approach, quite different from your sketched implementation.
It would involve quite an amount of guessing of what's behind the G and c your mentioning to suggest a way out. Please elaborate on what you're trying to achieve so that we can suggest how to do that...
P.S. this forum likes problems to come with a simple working example, which you did not provide and a description of what you'd like to achieve, some context.as i thought, damn.
Well give a working example is quite complex for the time being. Is a big project and take out this part is quite complex. But i can explain the goal.
Practically there's a Graph (G)
this graph is used by 2 thread, one is the update the edges and vertices, adding and removing them. the other one thread is the painter of the graph.
the problem is when the first thread is updating the structure of G, sometimes this operation takes time (seconds) and being synchronized on G it blocks the paint thread as well.
the thing that i would like to have is keep the painting working each tot millisecond. the updating thread works when necessary. if the update operation takes to long, it has to be stopped in the middle (and it has to restart after the paint) in a way that the paint thread can be executed.
as the code is, and as you said, synchronizing the entire block code cannot works as i want.
is this more clear? any clue about how can i solve this?
many thanks
Edited by: ELStefen on 27-ago-2010 12.43 -
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