I'm trying to use this database with react-native. First of all, i've found out that it can't retrieve plain objects - i have to retrieve all of the properties in the desired object tree recursively. And it takes about a second per object (~50 numeric props). Slow-ish!
Now, i've somehow imported ~9000 objects in it (each up to 1000 chars including titles). Looks like there is no easy ay to import it, at least it is not described in docs. Anyway, that's acceptable. But now i've found out that my database size (default.realm) is 3.49GB (!). The JSON file, which i was importing is only 6.5mb. I've opened default.realm with Realm Browser and it shows only those ~9000 objects, nothing else. Why so heavy?
Either, i don't understand something very fundamental about this database or it is complete garbage. I really hope i'm wrong. What am I doing wrong?
Please make sure you are not running in chrome debug mode. This is probably why things seem so slow. As far as the file size issue goes, it would be helpful if you posted your code to help figure out why that is happening.
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When I save a method and get back to it later, all of my variable names become temp and all of my parameters becomes arg and the code indentation get changed.
Any thoughts on how I can fix this?
The behaviour that you are experiencing is not code formatting at all. You immage is experiencing an issue where it can't access original source code. Thus it uses a backup solution and decomples method bytecode. During the compilation process the variable names are erased, so they can't be re-created during the decompilation, and generic substitudes are used instead.
Now, why you are missing sources is another question. First of all it's important to check if you get some exceptions. Often these happen when you open or save your image, but also thaty may occur when you save methods.
Depending on the Pharo version you may be missing .changes or .sources files. This often happens when you more an image without moving other supporting files.
we're currently customizing iNotes for a customer (platform currently is Domino 9). We almost reached our goals, but one thing that's on our todo list I can't really figure out: they want us to also customize any possible error pages; see the following example screenshot:
This and other similar pages seem to come from the central Forms9.nsf which I'd love to leave as it is. We so far tried domcfg.nsf mappings, but as this is an iNotes internal error it obviously can't work; I also tried to figure out a way to put seomething into our customized Forms9_x.nsf but without any hint this is too abstract for me.
So my questions are:
has anyone ever done this?
what options do we have (apart from "hacking" Forms9.nsf)?
Many thanks in advance...
Update:
After continuing to play with domcfg mappings I suddenly saw a first result; not sure what's the difference to the first attempts, though; maybe moving the error form to Forms9_x.nsf did the trick? I'll keep investigating and post an answer if I can find one...
Alright, this has been an afternoon of wild guessing and hacking along, but finally I think I found it:
first of all, my playing around with domcfg mappings didn't have to do with solving the problem; instead, I just by chance had put my error page form into my Forms9_x.nsf and named it $$ReturnGeneralError (that's simply the name used in Forms9.nsf...; I completely had forgotton about those 4 pre-defined form names back from Domino 5 times).
What did not work was the old method of simply including a text file named MessageString to display the exact error message returned from the server; obviously iNotes is handling those error strings differently.
After a few hours of testing, and comparing codes between the standard iNotes error page and mine I finally found it: include some iNotes specific computed text into the page, in my case that is
#{{MessageString}; html}
See this document for some details (last row in the table)
Hopefully this can help someone else as well...
I would like to use MapKit (on osx) to display custom map tiles from a .mbtiles (sqlite) database of the sort exported from TileMill.
MBXMapKit looks great, and is almost what I'm looking for. I could see how, with very little modification, MBXMapKit could be tweaked to point to a local .mbtiles database file.
Is there any way to use the MBXMapKit framework to accomplish this without tweaking? I did read the docs, and couldn't find a straightforward answer. I did find a private method on MBXOfflineMapDatabase called -initWithContentsOfFile: which sounds promising and looks like it does what I need -- is there anything to watch out for if I expose and use that method?
Alternate option is to subclass MKTileOverlay and use -loadTileAtPath:result:, which is easy to do, but also requires managing the connection to the sqlite file etc.
Have a look at this for the latest on MBTiles support:
https://github.com/mapbox/mbxmapkit/issues/3
It'll be coming probably in the next release. This should be distinct and separate from both the normal performance cache (NSURLCache) as well as the (also SQLite-backed) offline databases, which are meant for individual tile downloads being placed into a cache one-by-one.
It took me quite some time to work this out, but here is the link that got me on the right path.
https://github.com/mapbox/mbxmapkit/pull/110/commits/8b9fbf3fd56ae804a38c737305f128fd43a8225d
For some reason the method _mbtilesOverlay = [[MBXMBTilesOverlay alloc] initWithMBTilesURL:mbtilesURL]; can not be used on the latest version of MBXMapKit. I just replaced the .m and .h files with the files in the link, and used MBXViewController.m as a guide to get the map view to show the tile overlay.
What error checking do you do? What error checking is actually necessary? Do we really need to check if a file has saved successfully? Shouldn't it always work if it's tested and works ok from day one?
I find myself error checking for every little thing, and most of the time if feels overkill. Things like checking to see if a file has been written to a file system successfully, checking to see if a database statement failed.......shouldn't these be things that either work or don't?
How much error checking do you do? Are there elements of error checking that you leave out because you trust that it'll just work?
I'm sure I remember reading somewhere something along the lines of "don't test for things that'll never really happen".....can't remember the source though.
So should everything that could possibly fail be checked for failure? Or should we just trust those simpler operations? For example, if we can open a file, should we check to see if reading each line failed or not? Perhaps it depends on the context within the application or the application itself.
It'd be interesting to hear what others do.
UPDATE: As a quick example. I save an object that represents an image in a gallery. I then save the image to disc. If the saving of the file fails I'll have to image to display even though the object thinks there is an image. I could check for failure of the the image saving to disc and then delete the object, or alternatively wrap the image save in a transaction (unit of work) - but that can get expensive when using a db engine that uses table locking.
Thanks,
James.
if you run out of free space and try to write file and don't check errors your appliation will fall silently or with stupid messages. i hate when i see this in other apps.
I'm not addressing the entire question, just this part:
So should everything that could
possibly fail be checked for failure?
Or should we just trust those simpler
operations?
It seems to me that error checking is most important when the NEXT step matters. If failure to open a file will allow error messages to get permanently lost, then that is a problem. If the application will simply die and give the user an error, then I would consider that a different kind of problem. But silently dying, or silently hanging, is a problem that you should really do your best to code against. So whether something is a "simple operation" or not is irrelevant to me; it depends on what happens next, or what would be the result if it failed.
I generally follow these rules.
Excessively validate user input.
Validate public APIs.
Use Asserts that get compiled out of production code for everything else.
Regarding your example...
I save an object that represents an image in a gallery. I then save the image to disc. If the saving of the file fails I'll have [no] image to display even though the object thinks there is an image. I could check for failure of the the image saving to disc and then delete the object, or alternatively wrap the image save in a transaction (unit of work) - but that can get expensive when using a db engine that uses table locking.
In this case, I would recommend saving the image to disk first before saving the object. That way, if the image can't be saved, you don't have to try to roll back the gallery. In general, dependencies should get written to disk (or put in a database) first.
As for error checking... check for errors that make sense. If fopen() gives you a file ID and you don't get an error, then you don't generally need to check for fclose() on that file ID returning "invalid file ID". If, however, file opening and closing are disjoint tasks, it might be a good idea to check for that error.
This may not be the answer you are looking for, but there is only ever a 'right' answer when looked at in the full context of what you're trying to do.
If you're writing a prototype for internal use and if you get the odd error, it doens't matter, then you're wasting time and company money by adding in the extra checking.
On the other hand, if you're writing production software for air traffic control, then the extra time to handle every conceivable error may be well spent.
I see it as a trade off - extra time spent writing the error code versus the benefits of having handled that error if and when it occurs. Religiously handling every error is not necessary optimal IMO.
I have an old VW3/ENVY image with a parcel loaded as unmanaged code (exactly the situation Mastering ENVY/DEVELOPER warns against). Unfortunately, this problem happened a long time ago and it's too late to just "go back" to an image without the parcel loaded.
Apparently, there is a way to solve this problem (we have one development image where this has been solved, and there are normal configuration maps that contain the exact same code as the unmanaged parcel but they can't be loaded), but the exact way has long since been forgotten (and there are some problems with taking that particular dev image as the base for a new runtime image, so I need to find out how how to do it again).
In theory, it should be possible to remove the parcel and reload the code from a configuration map. In practice, all normal ways (using the ParcelBrowser or directly calling UnmanagedCode>>remove) fail. I even tried manually removing the offending selectors from the method dictionary, but past a certain point (involving a call to #primBecome:) the whole image hangs completely (I can't even drop into the debugger). I started hacking the instances of the classes and methods, hoping I'd trick ENVY into thinking that these particular methods are normal versioned code, but without any success yet.
Are there any smalltalk/envy gurus around that still remember enough of VW 3 to provide me with any pointers?
Status update
After a week of trying to solve the problem I finally made it, at least partially, so in case anyone's interested...
First, I had to fix file pointers for the umnanaged code (otherwise, all everything that tried to touch the methods would throw an exception). It looks like ENVY extends Parcel so that, in theory, all integer file pointers are changed to ENVY's void filepointer when loaded, but in my case, I had to do it manually (a Parcel provides enumeration for all selectors it defines). Another way would be to tweak the filePointer code, but that can't easily be done automatically on every image where it's needed.
Then, the parcel can be discarded, which drops the parcel information, but keeps the code. The official "Discard" mechanism needs to have a valid changes file (which envy doesn't use so it has to be set manually, and reset afterwards) and the parcel source (which we fortunately had).
To be able to make any changes to the methods (either manually, or via loading an application or class from ENVY), they need to get rid of their unmanaged status. This can be done by manually tweaking TheClass>>applicationAssocs (I also got rid of all references to the classes in UnmanagedCode sich as timestamps, and removed the reference to the discarded parcel). I actually had some info on how to get to this point from my boss, but I haven't been able to understand the instructions until I almost figured it out by myself.
This finally allowed me to load and reload all the Applications that contained the classes. In theory. In practice, the image still hung completely whenever I tried to load a newer version of the Application (that contained the code formerly in the parcel).
It turned out that the crashes had absolutely nothing to do with the code being unmanaged, but with the fact that the parcel in question modified InputState>>process:, where it caused an exception due to a missing and/or uninitialized class variable (the InputState>>initialize method wasn't called until after the new process: method was in place). I had to modify the Notifier class to dump all exceptions to a file to find out what was going on. Adding the class variable to the source of the class (instead of adding it via reflection), suspending the input processing thread via toBeLoadedCode and starting it again in the loaded method and creating a new version of the application solved even this problem.
Now everything works, in theory. In practice it's still unusable, because reloading the WindowSystem or VisualworksBase applications causes their initialization blocks to run, and a whole lot of settings are reset to their defaults - fonts and font sizes, window colors, UI settings... And there doesn't seem to be any way to just save the settings to a file and load them later on, or just to see what all the settings are (either the official Settings menu doesn't show everything, or we have a heavily tweaked image... so much for reconstructing it from scratch). But that's a completely different question.
Well, normally the recommendation would be that you should be able to rebuild your development image from scratch by loading your code from the repository. But if you had that, then the answer would be simple, just discard that image and reload. I think it's been long enough that I've lost whatever knowledge I've had about how to mess with the internal structures to get it back, and it sounds like you've tried a lot of things. So, although it might be painful, figuring out the recipe to rebuild your development image by loading stuff from the repository sounds like it may be your best bet. It probably isn't all that horrible, there just might be a few dependencies on the image state, or special doits that need to be executed.
You also probably need to validate what's in the repository against what's in the image you're working from. If there was unmanaged code loaded and then someone modified it and saved it, it's not clear to me that it would have been saved to ENVY. So you probably want to audit everything that was unmanaged code and if it's been changed, save that to a repository edition.
Sorry I don't have any better answers.