黑苹果安装手记

这两天倒腾了下macos,安装在我的leveo g550上。目的是想在上面开发iphone。最后倒是安装成功了,但是上不了网,没声音,显卡驱动估计也不对,因为界面看起来灰蒙蒙的。我就倒腾这个驱动啊,哎呀我的神呀,搞得我头昏眼花的,还是搞不定。这期间看诸多论坛,都是不推荐黑苹果和虚拟机,要开发iphone那还得整个mac book。

我也颇有同感,这黑苹果安装成功的本就少,你要找个驱动那就难上加难了。出了什么问题也没有什么资料,大把的时间倒是花在倒腾山寨去了。即使安装成功,遇到个什么升级啊,你只能干咽口水。

还是记录下过程:

照着这篇文档:http://bbs.weiphone.com/read-htm-tid-517742.html

他整的比较详细,我按照上面的来就安成功了。我下的是very cd上的安装文件。

主要注意安装好后活动分区被修改的问题,教程说使用winpe什么的,但有个前提,要将bios里面修改硬盘模式为ide(compatible)再启动winpe或其他。活动分区修复后又得再将硬盘模式改回 sata(ahci)。否则winpe什么的都运行不正常。或者mac os启动不了。

我遇到的问题主要就是驱动:网卡,声卡。在www.kexts.com上找了些,下载了都不行,改了权限还是不行。错误的驱动还导致无法关闭mac os。

上不了网可最麻烦了,没有声音写程序不好调试。

 

这期间还遇到奇怪的问题,一在google上差英文苹果,就被土啬了,不知这怎么也成敏+ 感+ 词了。不知道谷歌还能撑几天……

Continue reading 黑苹果安装手记

Beginning.iPhone.Games.Development 读书笔记

第二章:

UIKit:也可用来开发简单的游戏,如果不要求达到60fps,它是可行的。

Quartz 2D and Core Animation:它也可以开发游戏,但是有点慢。Core Animation可以为UIKit的元素创建动画,而且是硬件加速的。

OpenGL ES(6-8章):则是首要工具了,可以绘制3D,2D.

Audio APIs(9-12章):openAL提供声音API.

Networking(13-16章):sockets,streams, Bonjour, servers, clients, Bluetooth, and Wi-Fi.

矩阵类型?

绘制基础:

EAGLView.包装了CAEAGLLayer.

暂且打住(没有mac book),先熟悉下webGL.……

Continue reading Beginning.iPhone.Games.Development 读书笔记

it-e-49 Program Debugging and Program Maintenance

If your program exits abnormally, then there is almost certainly a logical error (a bug) in
your program. 99% of programming is finding and removing these bugs. Here are some tips to
help you get started.
Before going on, it is necessary to reiterate the standard OLC policy on program debugging:
Do *NOT* ask OLC for help debugging a program.[1] This stock answer is intended to give you
some tips on how to get started in this area; however, in general, program debugging requires
more time and effort than consultants are usually able to provide.
The first step is to find the exact line where the program exits. One way of doing this is with
print statements scattered through your code. For example, you might do something like this in
your source code:
myplot(int x, int y)
{ printf("Entering myplot()\n"); fflush(stdout);
---- lots of code here ------
printf("Exiting myplot()\n"); fflush(stdout);
return; }
The fflush() command in C ensures that the print statement is sent to your screen immediately,
and you should use it if you're using printf() for debugging purposes.
[2] Once you have narrowed down the line where your bug occurs, the next step is to find out
the value of your variables at that time. You will probably find that one of your variables
contains very strange values. This is the time to check that you have not done the following
things:
Assigned an integer value to a pointer variable; or
Written to a subscript that is beyond the end of an array (remember that in C array
subscripts go from 0 to N-1, not from 1 to N.)
Other mistakes also cause bugs. Make sure that your loops test correctly for their end conditions,
for example.
Other kinds of bugs (programs not exiting, incorrect output) are debugged using similar
methods. Again, find the line where the first error occurs, and then check the values of your
variables. Once you fix a bug, recompile your program, run it again, and then debug it again as
necessary.

Using printf() is a primitive method of debugging, but sometimes it's the only one that will
work . If your program is too big for a debugger (such as Saber or Ddbx) or if you are working
on a non-Athena platform, you may not have a debugger available. Usually, though, it is quicker
and easier to use a debugger. Athena has several sophisticated debugging tools available. Saber is
the tool of choice for C programmers. Gdb and Dbx may also come in handy, and both of these
work with Fortran as well as with C. There are stock answers that introduce Saber and Dbx, and
Saber even comes with a tutorial.
It is a fact of life in program design but there seems to be always one last bug or error to be
corrected. We can broadly classify the errors as:
Syntax errors this class of error means that a mistake is made in the language used to
state the algorithm.
Logic errors the algorithm is syntactically correct but doesn't do what is intended.
Data range and data type errors the algorithm is syntactically correct and logically
correct but can be threatened by the wrong kind of data or by values which are out of
range.
[3] The syntax errors aren't a serious issue during the program design phase since in practice,
after designing and testing the design, the program will be implemented in a computer program
language and it is at this point that syntax errors become a problem. Even so syntax errors are a
minor problem since the process of building the program will capture the errors. The program
simply won't build until all the syntax errors are removed.
The logic errors are a much more serious problem since there is no way to eliminate these
other than rigorously testing the program design.
The data errors are also serious errors and in some respects are harder to deal with than logic
errors.
Once launched, the program needs to be maintained. Definition for program maintenance is
that updating programs from time to time keeps abreast of changes in an organization's needs or its
hardware and software. Based on the maintenance tasks needed to be performed, the program
administrators should determine on-going financial and staffing needs and how they will be met.
Program maintenance represents a major portion of the total expenditures on application programs.

 

OLC“The Online Learning Center—

1, expenditures  
n. 开支,支出(expenditure复数形式)

2, staff  [stɑ:f]
n. 全体人员,同事
n. 杆,棒
vt. 配备员工

Continue reading it-e-49 Program Debugging and Program Maintenance

it-e-48 OOP Is Much Better in Theory Than in Practice

Like many ideas that sound good in theory but are clumsy in practice, object-oriented
programming (OOP) offers benefits only in a specialized context—namely, group programming.
And even in that circumstance the benefits are dubious, though the proponents of OOP would
have you believe otherwise. Some shops claim OOP success, but many I've spoken with are still
"working on it." Still trying to get OOP right after ten years? Something strange is going on here.
Certainly for the great majority of programmers—amateurs working alone to create
programs such as a quick sales tax utility for a small business or a geography quiz for
Junior—the machinery of OOP is almost always far more trouble than it's worth. OOP just
introduces an unnecessary layer of complexity to procedure-oriented design. That's why very few
programming books I've read use OOP techniques (classes, etc.) in their code examples. The
examples are written as functions, not as methods within objects. Programming books are trying
to teach programming—not the primarily clerical and taxonomic essence of OOP. Those few
books that do superimpose the OOP mechanisms on their code are, not surprisingly, teaching
about the mysteries of OOP itself.
Of course professional gang programming has specialized requirements. Chief among them
is that the programmers don't step on each other's toes. For instance, a friend who programs for
one of the world's largest software companies told me he knows precisely what he'll be working
on in one year. Obviously, OOP makes sense in such a bureaucratic system because it needs to be
intensely clerical. Helping to manage large-scale, complex-programming jobs like the one in
which my friend is involved is the primary value of OOP. It's a clerical system with some built-in
security features. In my view, confusing OOP with programming is a mistake.
Contradiction Leads to Confusion
Consider the profound contradiction between the OOP practices of encapsulation and
inheritance. To keep your code bug-free, encapsulation hides procedures (and sometimes even
data) from other programmers and doesn't allow them to edit it. Inheritance then asks these same
programmers to inherit, modify, and reuse this code that they cannot see—they see what goes in
and what comes out, but they must remain ignorant of what's going on inside. In effect, a
programmer with no knowledge of the specific inner workings of your encapsulated class is
asked to reuse it and modify its members. True, OOP includes features to help deal with this
problem, but why does OOP generate problems it must then deal with later?
All this leads to the familiar granularity paradox in OOP: should you create only extremely
small and simple classes for stability (some computer science professors say yes), or should you
make them large and abstract for flexibility (other professors say yes). Which is it?
A frequent argument for OOP is it helps with code reusability, but one can reuse code
without OOP—often by simply copying and pasting. There's no need to superimpose some
elaborate structure of interacting, instantiated objects, with all the messaging and fragility that it

introduces into a program. Further, most programming is done by individuals. Hiding code from
oneself just seems weird. Obviously, some kind of structure must be imposed on people
programming together in groups, but is OOP—with all its baggage and inefficiency—the right
solution?

1, dubious  ['dju:bjəs]
a. 怀疑的,可疑的

2, proponents  
n. 支持者;建议者(proponent的复数)

3, quiz  [kwiz]
n. 小考,随堂测验,恶作剧
v. 简单测验,恶作剧

4, clerical  ['klerikəl]
n. 牧师
a. 书记的,事务上的,抄写员的

5, essence  ['esns]
n. 本质,精髓

6, bureaucratic  [,bjurəu'krætik]
adj. 官僚的;官僚政治的

7, intensely  
ad. 强烈地(一心一意地)

Continue reading it-e-48 OOP Is Much Better in Theory Than in Practice

link css 加载判断,解决不了的问题?

先看原理:

Chrome / Safari:
    linkNode.sheet 在 css 文件下载完成并解析好后才有值,之前为 undefined
    linkNode.sheet.cssRules 同域时返回 CSSRuleList, 跨域时返回 null

    chrome还是不一样

  Firefox:
    linkNode.sheet 在 css 插入 DOM 中后立刻有值,插入前为 undefined
    linkNode.sheet.cssRules 在文件还未下好时,抛出 NS_ERROR_DOM_INVALID_ACCESS_ERR
                            在文件下载并解析好后,
                              同域时返回 cssRuleList
                             只要是跨域(不管对错)抛出 NS_ERROR_DOM_SECURITY_ERR

  IE6-9 / Opera:
    linkNode.sheet 和 cssRules 在 css 插入 DOM 后都立刻可访问,cssRules 为 []
    当文件下载完成时,cssRules 为 cssRuleList
    IE 下,无论成功失败,都会触发 onload
    Opera 只在成功时才触发 onload,跨域时访问cssRules 会抛异常。

  缺陷:Opera 遇到 404 时,需要降级到 timeout

这样的写法:

name="code" class="js:firstline[1]">function checkcss(link) { try { if (link.sheet && link.sheet.cssRules.length > 0) return true; else if (link.styleSheet && link.styleSheet.cssText.length > 0) return true; else if (link.innerHTML && link.innerHTML.length > 0) return true; }

Continue reading link css 加载判断,解决不了的问题?

使用反向代理问题

之前写了函数如下:

public static String buildUrl(String strHost, String strContext, String argAbsolutePath)
	{
		if (!argAbsolutePath.startsWith("/"))
		{
			argAbsolutePath = "/" + argAbsolutePath;
		}
		return MessageFormat.format("http://{0}{1}{2}", new Object[] { strHost, strContext, argAbsolutePath });
	}

什么意思大家应该懂,以前一直都没问题,现在用上反向代理后,就出问题了。

从请求头获得的host居然是相对于反向代理服务器的地址。

使用的是apache,发现可以通过设置ProxyPreserveHost 为On来不改变原始host值。

当然即使不开ProxyPreserveHost 选项apache也会加个X-Forwarded-Host来获得原始host,不过这个头不是标准http头。

这样的话还是有问题的,你只获得了host还有后面的原始context部分怎么得呢?

这就要求使用相对定位来安排资源。

Continue reading 使用反向代理问题

it-e-47 Object Orienta tion

OO can model a complex reality in a very natural way.
An example is "the cup of coffee". This shows interaction between customer, waiter and
kitchen.
Customer and kitchen don't know each other. The waiter is the intermediary. (Encapsulation).
Waiter and kitchen act differently to the request "a black coffee" (Polymorphism)
Both waiter and kitchen supply coffee (Inheritance).
The benefits of OO are higher for complex business processes. The more complex the better.
Different responsibilities, lots of exceptions, and processes that "look alike". Those are the ideal
ingredients for an OO approach.

Encapsulation means as much as shielding. Each
OO object has a shield around it. Objects can't "see" each
other. They can exchange things though, as if they are
interconnected through a hatch.
Customer, waiter and kitchen are three shielded objects
in the "cup of coffee" example. Customer and kitchen do not
know each other. The waiter is the intermediary between
those two. Objects can't see each other in an Object-oriented
world. The 'hatch' enables them to communicate and exchange coffee and money.
Encapsulation keeps computer systems flexible. The business process can change easily.
The customer does not care about the coffee brew process. Even the waiter does not care. This
allows the kitchen to be reconstructed, is only the "hatch" remains the same. It is even possible to
change the entire business process. Suppose the waiter will brew coffee himself. The customer
won't notice any difference.
Encapsulation enables OO experts to build flexible systems. Systems that can extend as your
business extends. Every module of the system can change independently, no impact to the other
modules.
Objects can respond differently to the same message. Both waiter as kitchen respond to"a
black coffee".
The actions are different though.
The waiter passes the message to the
kitchen, waits for response, delivers
coffee and settles the account.
The kitchen brews fresh coffee and
passes it to the waiter.
The same message with different
implementations, that is polymorphism.
Polymorphism makes Object-oriented systems extremely suitable for various exceptions and
exceptions to exceptions.
Inheritance
Similar, but just a little bit different. The world is full of exceptions and similarities. Object
Orientation places everything perfectly in a class tree.
Both waiter and cook are employees. So they both
have an employee number. This generic
employee number gets a generic place in
Employee.
Both return a cup of coffee to the question "A
cup of coffee please". That similar behavior

also gets a generic place in Employee.
There are some exceptions. Waiter and
Cook have different methods to get a
cup of
coffee. Those specific methods get a
specific place, reusing the more generic
part in Employee.
No matter how complex your business
situation is, Object Orientation can cope with
it.

 

1, intermediary  [,intə'mi:diəri]
adj. 中间的;媒介的;中途的
n. 中间人;仲裁者;调解者;媒介物

2, hatch  [hætʃ]
n. 孵化;舱口
vt. 孵;策划
vi. 孵化

3, cope  [kəup]
v. (with)竞争,对抗,对付,妥善处理
vi. 对付,妥善处理

Continue reading it-e-47 Object Orienta tion

setCapture这个事,move,drag

setCapture一般用在drag move,resize的实现上。它只能在IE上使用,目的是为了捕获onclick, ondblclick, onmousedown, onmouseup, onmousemove, onmouseout, 和onmouseover这类鼠标事件,不让目标节点失去捕获。

又是你可能会看到像dragmove这样的实现将mousemove这样的事件监听到document上面,这样的做法是过时的。在IE下只要你调用了setCapture,就不会出现鼠标移出目标节点就捕获不到事件的事情了。对于非IE浏览器或者IE9之后的IE,只要使用addEventListener就可以达到同样的效果。但是当鼠标快速移动时,IE里面还是要表现好很多,特别是有iframe的情况,IE根本不受鼠标移到iframe上的影响。而其他浏览器则由于鼠标事件属于iframe的dom造成移动停止。

改进方案是按照extjs的做法,移动时将原来的element隐藏,而只构建一个与原来element同样大小,位置的element.对此element进行移动,再将新的位置结果赋值给原来的element。

Continue reading setCapture这个事,move,drag

it-e-46 Object-oriented programming

Object-oriented programming (OOP) refers to a special type of programming that combines
data structures with functions to create re-usable objects.
Otherwise, the term object-oriented is generally used to describe a system that deals primarily
with different types of objects, and where you can take the actions depends on what type of object
you are manipulating. For example, an object-oriented draw program might enable you to draw
many types of objects, such as circles, rectangles, triangles, etc. Applying the same action to each of
these objects, however, would produce different results. If the action is Make 3D, for instance, the
result would be a sphere, box, and pyramid, respectively.
Many languages support object oriented programming. In OOP data and functions are
grouped together in objects (encapsulation). An object is a particular instance of a class. [1] Each
object can contain different data, but all objects belonging to a class have the same functions
(called methods). So you could have a program with many e-mail objects, containing different
messages, but they would all have the same functionality, fixed by the email class. Objects often
restrict access to the data (data hiding).
Classes are a lot like types the exact relationship between types and classes can be complicated
and varies from language to language.
Via inheritance, hierarchies of objects can share and modify particular functions. You may
have code in one class that describes the features all e-mails have (a sender and a date, for
example) and then, in a sub-class for email containing pictures, add functions that display images.
[2]Often in the program you will refer to an e-mail object as if it was the parent (super-class)
because it will not matter whether the e-mail contains a picture, or sound, or just text. This code
will not need to be altered when you add another sub-class of e-mail objects, containing (say)
electronic cash.
Sometimes you may want an action on a super-class to produce a result that depends on
what sub-class it "really is". For example, you may want to display a list of email objects and
want each sub-class (text, image, etc) to display in a different colour. In many languages it is
possible for the super-class to have functions that sub-classes change to suit their own purposes
(polymorphism, implemented by the compiler using a technique called dynamic binding). So
each email sub-class may supply an alternative to the default, printing function, with its own
colour.
In many OO languages it is possible to find out what class an object is (run time type
information) and even what functions are connected with it (introspection / reflection). Others,
like C++ have little run time information available (at least in the standard language individual
libraries of objects can support RTTI with their own conventions).
[3]There are at least three approaches to OO languages: Methods in Classes, Multi-Methods
Separate from Classes, Prototypes.

Many languages follow Smalltalk in associating functions (methods) with classes. The
methods form part of a class definition and the language implementation will have (this is a
low-level detail hidden from the programmer) a vtable for each class which links methods to their
implementations. This indirection is necessary to allow polymorphism, but introduces a
performance penalty. In some languages (C++, at least), only some methods, marked as virtual
by the programmer, are treated in this way.

Some languages (e.g. common Lisp / CLOS) allow functions to specialise on the class of
any variable that they are passed (multi-methods). Functions cannot be associated with one class
because different versions of the function may exist for many different combinations of classes.

Other OO languages do away with classes completely (e.g. Self). Prototype-based languages
create new objects using an existing object as an example (prototype). Apart from solving some
problems with dynamic object creation, this approach also encourages delegation (function calls
are passed to other objects) rather than inheritance.

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Continue reading it-e-46 Object-oriented programming

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