esper old event 1 with .win:time or length property - esper

In esper when i am trying to print old events using .win:length or time window property then i am getting only one old and one new event.How is this possible?
And while using time_batch and length_batch , I am getting expected result.e
query is :
select irstream * from StockEvent.win:length(5)
Output snapshot:
Output snapshot:

Yup, expected, as a length-window is a truly sliding window (and not just another batch window). The "Processing Model" chapter of the Esper documentation is a best place to learn how sliding windows work. Few other systems offer sliding windows.

Related

Disable detail dynamically on Delphi master/detail

I have two reports I'm redoing.
The first has basic info, and the second has the exact same thing plus some more information.
Both are made using FastReport and master/detail with TSqlQuery and TClientDataset.
The first has 3 details and the second has 5.
Is there a way to make only one report document and disable the details dynamically?
Obs: I can't load the TClientDataset and then hide the elements on the first report because the query takes a long time to run: about 30 seconds to load the first report and about 10 minutes for the second one.
Thank you #MartynA for the help.
I manage to do it but it took more work than I think it should.
Clear the DataSource property on your TSqlQuery;
Clear the DataSetField property on your TClientDataSet (detail);
Remove the field used on DataSetField from your TClientDataSet (master);
And if you're using FastReport, the ClientDataSet must be active so you use the method CreateDataSet.

Session Windows behave with Kafka Stream is not as expected

I am a bit newbie working with kafka stream but what I have noticed is a behave I am not expecting. I have developed an app which is consuming from 6 topics. My goal is to group (or join) an event on every topic by an internal field. That is working fine. But my issue is with window time, it looks like the end time of every cycle affect to all the aggregations are taking on that time. Is only one timer for all aggregation are taking at the same time ?. I was expecting that just when the stream get the 30 seconds configured get out of the aggregation process. I think it is possible because I have seen data on Windowed windowedRegion variable and the windowedRegion.window().start() and windowedRegion.window().end() values are different per every stream.
This is my code:
streamsBuilder
.stream(topicList, Consumed.with(Serdes.String(), Serdes.String()))
.groupBy(new MyGroupByKeyValueMapper(), Serialized.with(Serdes.String(), Serdes.String()))
.windowedBy(SessionWindows.with(windowInactivity).until(windowDuration))
.aggregate(
new MyInitializer(),
new MyAggregator(),
new MyMerger(),
Materialized.with(new Serdes.StringSerde(), new PaymentListSerde())
)
.mapValues(
new MyMapper()
)
.toStream(new MyKeyValueMapper())
.to(consolidationTopic,Produced.with(Serdes.String(), Serdes.String()));
I'm not sure if this is what you're asking but every aggregation (every per-key session window) may indeed be updated multiple times. You will not generally get just one message per window with the final result for that session window on your "consolidation" topic. This is explained in more detail here:
https://stackoverflow.com/a/38945277/7897191

Can't touch second element in array

I'm trying to touch a UITextField using Calabash. When I use query("UITextField")[x], where x is the number in the array of text fields that are on screen, I can correctly query for just one text field. However, when I use touch("UITextField")[x] it will always touch the first text field. This happens when using the console and when using cucumber to run the tests.
Here's relevant info about my setup:
xcode-select --print-path
/Applications/Xcode.app/Contents/Developer
xcodebuild -version
Xcode 7.2
Build version 7C68
calabash-ios version
0.16.4
Try
touch("UITextField index:x")
where x == your index.
Also, please update to calabash 0.17.0 :)
Explanation
The Calabash environment is composed of a client and a server. The server runs on the device/simulator as part of the app and receives commands/queries from the client. In this case, the client is the ruby interface through which you are interacting with the app.
The client is responsible for sending enough info to the server to select objects on which to perform the gestures. Once the gestures / queries have been performed, results are sent back to the client as json / hashes, which is what you see in the console. The distinction is important: the server performs the queries, the client does not.
By the time you are seeing the results of a query / gesture in the irb console, it has already been performed: the json that is returned simply represents the state of the views, not the actual views themselves.
So when you are running
touch("UITextField")[index]
This is actually equivalent to
touch_results = touch("UITextField")
touch_results[index]
In the first line, touch_results is receiving the json representation of the elements affected by performing touch on the results of querying for "UITextField", meaning that the touch event has already completed by the time you try to access the results with touch_results[index].
Another way to think about it is this: Given res = touch(query), the query is the part used to specify the actual views, and res is just json that represents the state of those views / results of a query or gesture.
In conclusion
When you need more specificity on a query, the specifiers need to go inside the query. E.g.,
touch("all UIScrollView UITextField marked:'some text' index:2")
(this will search for all UIScrollViews , find any UITextFields inside of them which contain text matching 'some text', and return the 3rd of such results).
For a full explanation of query language syntax, see the docs.

FireDAC - Show SQL after Macro Expantion

I am trying to use Macros in FireDAC to Preprocess my SQL Queries. I have a TADQuery object on a Data Module with the SQL set to something like:
Select * from MyTable
join OtherTable on MyTable.Key = OtherTable.Key
&Where
Then in my code I do this:
WhereClause = 'stuff based on my form';
Query.MacroByName('Where').AsRaw := WhereClause;
Query.Open;
This has worked great for complicated queries because it lets me make sure my fields and join conditions are correct using the SQL Property editor.
My problem is when the SQL statements ends up invalid because of my where clause. Is there any way to see the SQL after pre-processing that is going to be executed? Right now I am catching the FireDac errors and showing the SQL that is on EADDBEngineException object. However that is still showing my original SQL with the macros. If I can't get to it after the error happens is there anyway to force the Macro replacement to take place so I can look at the SQL in the debugger to help me see what is wrong.
If it matters I am connecting to a MS Access database with the goal of moving to SQL Server in the near future.
Apart from using Text property, to monitor what SQL is actually going to the database engine, consider using the "FDMonitor" FireDAC utility. According to the DokWiki pages (below):
drop a TFDMoniRemoteClientLink component on your form,
Set its Tracing property to True,
Add the MonitorBy=Xxx connection definition parameter to your existing FDConnection component. You can do this in the IDE object inspector, by selecting your FDConnection component, expanding the Params property, and setting MonitorBy to mbRemote.
Note that the TFDMoniXxxxClientLink should come before TFDConnection in the data module or form creation order, so adjust this by right clicking on the form or data module, then Creation Order, and moving the TFDMoni.. component above the FDConnection.
Also, it's helpful in the options of the TFDMoniXxxxClientLink, to disable most of the events being recorded, otherwise all the data returned is also shown in the FireDAC monitor. Expand the EventKinds property, and turn all the event kinds off, except for perhaps ekConnConnect, ekConnPrepare, and ekCmdExecute.
Then open the FireDAC Monitor from the IDE, (Tools > FireDAC Monitor). Start your app only once the monitor is running. Double click on a trace event (in the Trace Output tab), and you will see the actual SQL sent to the database in the bottom pane.
It also seems likely that adding the EventType of ekConnPrepare as mentioned above, would show you when the query's Prepare is called, but I haven't played enough with it say for sure.
Please see the following pages on the DocWiki for more information:
Overview: FDMonitor
How to: Tracing and Monitoring (FireDAC)
Other FireDAC utilities: Utilities (FireDAC)
(Just to remove this question from list of unanswered questions)
From comments:
Well, I've roughly checked what's happening there and I'm still not
sure if calling Prepare (which is useless for you as I get) is the
minimal requirement to trigger that preprocessing. Though, the
preprocessed SQL, the one which is sent to the DBMS you can access
through the Text property (quite uncommon name for such property). – TLama Feb
21 '14 at 8:18

How do you make a combo of two emotes in lua in World of Warcraft work?

How do you make a combo of two emotes in lua in World of Warcraft work?
function Button2_OnClick()
PlaySoundFile("Interface\\Addons\\Fart\\common_fart[1].wav");
DoEmote("moon");
DoEmote("sit");
DoEmote("dance");
DoEmote("beckon");
end
I am using Wow Addon Studio to make a fart application on Wow.
I used this function, and only the sit motion showed, and beckon and moon only showed on the chat window. The dance emote didn't show up anywhere.
Blizzard has explicitly prohibited anything that can be used to make lua wait or pause because it is an essential ingredient to making a gold mining or grinding bot.
There isn't a native (i.e. lua only) way to have lua wait without using all the CPU. Outside of the WOW client, you'd use win.sleep or some other 3rd party API call that calls into the host application or operating systems threading functions.
It may be possible to simulate a wait by having code execute on a frequent event (such as text arriving at the chat window) and then in the event handler checking to see if enough time has passed to permit executing the next command in the sequence. This probably wouldn't be a very accurate timer and it would be rather complex as you'd have to create a data structure to hold the sequence of commands, the timings between each, the current command, etc. and so on.
This may be an intentional limitation of the API to prevent in game automation (botting).
What has worked for me is to have a global variable that is incremented through the loop. Such as
Integer count = 0;
function Button2_OnClick()
i++
switch
case(1)
PlaySoundFile("Interface\\Addons\\Fart\\common_fart[1].wav");
case(2)
DoEmote("moon");
case(3)
DoEmote("sit");
case(4)
DoEmote("dance");
case(5)
DoEmote("beckon");
default
i=0;
end
end
What you would have to do then is to click the button multiple times, but you would get the effect you're going for.
I would suggest you wait some time before doing the next emote. As far as I know, the server disconnects you if you spam too much. This might just trigger it sometimes.
Besides that, I guess maybe the client has a way of preventing it? In either case, I would suggest you add some sort of fraction-of-a-second delay between the emotes.
Cheers,
Amit Ron
Could it be that the last two can't be done while sitting?
infact, integer i = 0, because defining integer 'count' and then using i is incorrect. :)

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