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delphi中应用程序运行唯一实例的实现
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delphi中应用程序运行唯一实例的实现
在应用系统中,经常会出现要求系统程序或子系统程序以唯一实例运行从而保证数据的数据的完整性和唯一性的需求。目前的项目中也出现了类似的需求:要求同一目录下的程序只能以唯一实例方式运行,重复打开时则激活已存在的程序。起先用的时候进程互斥的方式实现的,虽然这种实现方式可以保证程序以唯一实例方式运行,但它在激活已存在程序时存在问题,经常出现无法激活问题,后来就改用了风中的歌提供的。在项目中只有一个程序要求单例运行时运行良好,不过随着要求单例运行程序的增多,也出现了个问题,即:代码不能通用,需要为每个需要单例运行的工程提供一份只有常量(MapFileName,使用GUID作为用于区分进程的标识符)存在不同的实现代码,否则在运行一个程序后无法启动其他使用相同控制代码的程序。
很讨厌重复代码,所以就在风中的歌提供的代码的基础进行了少许修改,使得代码可以在多个项目里通用。主要修改内容是将原先用于区分进程的常量MapFileName改为变量,并在单元加载时进行初始化。实现代码如下:
unit wdRunO
{*******************************************&*
brief: 让程序只运行一次&* autor: linzhenqun&* date: &* email: &*
blog: ********************************************}
(* 程序是否已经运行,如果运行则激活它 *)function
AppHasRun(AppHandle: THandle): B
implementation
uses& Windows, Messages, Forms, StrU
var& MapFileName : S
type& //共享内存& PShareMem = ^TShareM&
TShareMem = record&&& AppHandle: TH& //保存程序的句柄&
var& hMapFile: TH& PSMem:
procedure CreateMapFbegin& hMapFile :=
OpenFileMapping(FILE_MAP_ALL_ACCESS, False, PChar(MapFileName));& if
hMapFile = 0 then& begin&&& hMapFile := CreateFileMapping($FFFFFFFF,
nil, PAGE_READWRITE, 0, SizeOf(TShareMem), PChar(MapFileName));&&& PSMem :=
MapViewOfFile(hMapFile, FILE_MAP_WRITE or FILE_MAP_READ, 0, 0, 0);&&& if
PSMem = nil then&&& begin&&&&& CloseHandle(hMapFile);&&&&&
E&&&&&& PSMem^.AppHandle := 0;& end& else begin&&&
PSMem := MapViewOfFile(hMapFile, FILE_MAP_WRITE or FILE_MAP_READ, 0, 0,
0);&&& if PSMem = nil then&&& begin&&&&&
CloseHandle(hMapFile);&&& end&
procedure FreeMapFbegin&
UnMapViewOfFile(PSMem);& CloseHandle(hMapFile);
function AppHasRun(AppHandle: THandle):
Bvar& TopWindow: HWbegin& Result := F& if
PSMem && nil then& begin&&& if PSMem^.AppHandle && 0
then&&& begin&&&&& SendMessage(PSMem^.AppHandle, WM_SYSCOMMAND,
SC_RESTORE, 0);&&&&& TopWindow := GetLastActivePopup(PSMem^.AppHandle);
&&&&& if (TopWindow && 0) and (TopWindow
&& PSMem^.AppHandle) and&&&&&&& IsWindowVisible(TopWindow) and
IsWindowEnabled(TopWindow) then&&&&&&& begin&&&&&&&&&
SetForegroundWindow(TopWindow);&&&&&&&&& SendMessage(TopWindow,
WM_SYSCOMMAND, SC_RESTORE, 0);&&&&&&&&&&& Result := T&&&
end&&& else&&&&& PSMem^.AppHandle := AppH&
procedure setupID;const&
MC_FOLDER_SEPERATOR_WINDOWS = '\';begin& MapFileName :=
'{CAF49BBB-AF40-4FDE-AEB5BBBF-' +
AnsiReplaceStr(Application.ExeName,MC_FOLDER_SEPERATOR_WINDOWS,'') +
initialization& setupID;& CreateMapF
finalization& FreeMapF
end.备注:1.目前实现程序以单例方式运行的方式主要有进程匹配、进程互斥、运行标志这三种实现方式,对这三种实现方式的更详细描述和分析可以参考《基于.Net平台应用程序唯一运行实例实现》()。2.使用上述代码实现的程序在重复打开时,可能出现程序窗体大小不规则问题,这是由于调用SendMessage(APPHandle,
WM_SYSCOMMAND, SC_RESTORE,
0)引起的,它记录了程序主窗体在设计时的形状,然后重复打开时就以设计时的形状显示。解决这个问题的方法是编译前将程序的主窗体调整为期望出现的形状,如最大化等。
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喜欢该文的人也喜欢09:15 提问
求助ajax怎么设置request.setattribute
求助各位大神,有一段前台代码是这样的:
&c:forEach var="me" items="${fileNameMap}"&
&/c:forEach&
现在我想用ajax给items动态赋值,ajax调用的后台代码有一句:request.setattribute(“fileNameMap”,fileNameMap),问题来了:前台页面怎么也接收不到后台传来的fileNameMap,还望各位大神指点一二,不胜感激!
按赞数排序
一般后台如果直接request.setattribute(“fileNameMap”,fileNameMap),那么在JSP页面中就直接用你上边的EL表达式展示,
如果用ajax请求,则就会返回json格式的字符串由JS动态拼接成页面需要的代码,然后用html()等方法写入到JSP页面中。
你现在整好交叉了,这样是不行的。AJAX请求的数据会在ajax中得到返回值,JS往页面传值或者写值,用EL表达式是获取不到的。
----------------------biu~biu~biu~~~在下问答机器人小D,这是我依靠自己的聪明才智给出的答案,如果不正确,你来咬我啊!
在js中,直接用el表达式获取。
ajax调用的后台为什么不返回一个JSON格式的,前台展示代码使用JS
ajax使用的是异步刷新,如果你不想使用json数据,依然想像上面那样干,那**你把数据放到session里**边试试看。
我觉着取不到值是由于没有找到异步请求的request这个作用域。${fileNameMap}这个的寻找路径是pagecontext,request,session,application。由于页面并没有刷新,所以页面的request并没有改变,所以在里面取不到值。但是针对本次会话只有一个session,所以放在session里面应该是没问题的。希望能帮到你。
三楼回答经典呀,一语中的
准确详细的回答,更有利于被提问者采纳,从而获得C币。复制、灌水、广告等回答会被删除,是时候展现真正的技术了!
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// Toggles input/output message display for the selected entity(ies).
The name of the entity will be displayed as well as any mes// 强制服务器为5v5比赛模式,计分板每边只有5个位置,观察者可透视// The max alpha the overhead ID names will draw as.// Maximum range for precomputed nav mesh visibility (0 = default 1500 units)// Play a sound at a specified volume.// Updates game keyboard layout to current windows keyboard setting.// Inferno dlights are at least this far apart// then invoke the connect command. Note that this creates a// Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.// 设置客户端设置的cl_cmdrate与服务器sv_mincmdrate的最大差值// 显示当前服务器状态// 设置是否延迟换图,直到GOTV转播已经完成// sets userinfo string for split screen player in slot 2// Generate a report to the console.// 设置人质地图最多出现的人质数// Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.// 当前地图名字// 设置当前游戏主机IP// Sets the targetname of the given entity(s) Arguments:
{new entity name} {entity_name} / {class_name} / no argument picks wh// budget history range in milliseconds// Set a sound paramater// 播放demo文件// Entity to watch for prediction system changes.// Turn off achievements.// updates the video config convars// number of pixels from the left side of the game screen to draw the budget panel// Wingman warrior hack related to turn axes.// Snow.// Prints a dump the current players property data// For debugging. Force the engine to flush an entity packet.// Clear memory of server side hints displayed to the player.// Draws HUD radar// Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI// 设置人质是否会受到伤害// an entitys current criteria set used to select responses. Arguments:
{entity_name} / {class_name} /// 根据传入的名字隐藏一个窗口面板// optional name substring.// Dumps out a report of game event network usage// align the split line using your cursor and invoke the split command.// Draw the specified leaf.// Logitech G-15 Keyboard update interval.// 开关服务器的暂停状态// 播放demo列表中的下一个demo文件// Play the given VCD as an instanced scripted scene.// 设置客户端自动从服务器下载缺失文件的地址// set sleep timeout: large values mean stuff wont ever sleep// Uploads most recent benchmark stats to the Valve servers.// use the screenshot command instead.// radius used to raise/lower corners in nearby areas when raising/lowering corners.// Displays all the current AI conditions that an NPC has in the overlay text. Arguments:
{npc_name} / {npc class_name} / no a// Trigger NPC to think// How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).// Show when a vcd is playing but normal AI is running.// Auto director uses fixed level cameras for shots// Begin shifting the Selected Set.// Force user input to this split screen player.// 显示游戏UI界面// 限定只搜索具有同样的sv_search_key的专用服务器// Displays the total bounding box for the given entity(s) in green.
Some entites will also display entity specific overlays. Ar// nav areas will be placed flush with the ground when created by hand.// Plays a video (without interruption) and fires and exit command when it is stopped or finishes: &filename& &exit command&// an attempt is made to keep the camera from passing though walls.// How much sideways velocity rain gets.// 设置玩家是否可以从购买菜单是购买手雷// Freeze all NPCs not selected// Get voice input from voice_input.wav rather than from the microphone.// 隐藏控制台// warning is printed if this is exceeded.// Erase any previously placed walkable positions.// 设置是否开启全敌对模式 仙帝注:设置为1,队友也成敌人,适合死亡模式见人就杀// 设置手榴弹飞行轨迹的线条为点状虚线// 设置警察死亡后多久重生// Toggles score panel// Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments:
{entity_name} / {class_name} / n// 对某个steam用户设置静音(屏蔽他的声音)// Test the selected set for being on stairs// 0 = Original Algorithm 1 = New Algorithm// Plays a video and fires and exit command when it is stopped or finishes: &filename& &exit command&// Set to one to show average and peak times// Dump VB memory allocation stats.// only orients target entitys YAW. Use the allangles opt// Adds all obstructed areas to the selected set// Lists all place names used in the map.// Windows mouse acceleration secondary threshold (4x movement).// 开始记录电影帧,用来制作视频// 显示定制武器的内存使用情况// BOT调试目标(用于内部开发测试)// 显示或者关闭观察者工具条// The latency graph represents this many milliseconds.// Display status of the query cache (client only)// Toggles the avoid this area when possible flag used by the AI system.// Snow.// Rate at which to attempt internal heap compation// 是否允许客户端上传文件到服务器// Start playing on specified map with max allowed splitscreen players.// etc.// post-processing approximation// 设置这个地图是否会给玩家一个C4// Dump sounds to console// Usage: ent_dump &entity name&// Override. Old default was 60.// Prefetch common sounds from directories specified in scripts/sound_prefetch.txt// Toggles all areas into/out of the selected set.// Time taken to zoom in to frame a target in observer freeze cam when they are far away.// Save current animation to file// Flush all .vcds from the cache and reload from disk.// Average the next N frames.// Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent &substring&// Snow Debug Boxes.// 设置为0人质将随机出现在地图上// Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu// Tests hull collision detection// Expand a budget group in the vprof tree by name// Runs a map as the background to the main menu.// 改变玩家模型// 向控制台中增加一个报告信息// optionally with a search string// Clear memory of client side hints displayed to the player.// print viewangles/idealangles/cameraoffsets to the console.// 禁用HTML的每日提示// 设置是否开启控制台,0=关闭 1=开启// Writes the selected set to disk for merging into another mesh via nav_merge_mesh.// 2=Wireframe// Additional (non-aim) punch added to view from recoil// Tests collision system// Completely disable distance fading on large props// Prefetches a file: &/PS3_GAME/USRDIR/filename.bin&. The preftech is medium priority and persistent.// radius around detail sprite to avoid players// Last mode setting in the Leaderboards screen// Set to one to skip the time consuming phases of the analysis.
Useful for data collection and testing.// Displays the entitys autoaim radius. Arguments:
{entity_name} / {class_name} / no argument picks what player is looking at// 设置GOTV服务器分派模式// How much to scale rear speaker contribution to front stereo output// 设置电脑玩家为随机购买武器// Escape key doesnt hide game UI// Clear the back buffer to random colors every frame. Helps spot open seams in geometry.// Force client to ignore packets (for debugging).// the game will not delete weapons placed in the map.// Snow.// 1/sensitivity// How long the warmup period lasts. Changing this value resets warmup.// Kill points required in a round to get a bonus flash grenade// Snow.// particle_test_attach_mode and particl// Current close caption language (emtpy = use game UI language)// Write the names of all of the vprof groups to the console.// 2 displays filtered text brighter than ot// 打开姿势调试器或者增加人物到调试器UI中// reload vjobs module// 设置玩家进入服务器后在多少秒内必须选择团队,否则执行自动选择队伍// Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material// Print demo sequence list.// Generate a Navigation Mesh for the current map and save it to disk.// running the english language set of assets.// Transmit all entities (not only director view)// 播放demo时跳到一个指定的时间段// Generate a report to the console.// Max distance from the camera at which things will be rendered// itll assume your content directory is next to the currently runn// The maximum number of areas to draw in edit mode// Overall scale factor for recoil. Used to reduce recoil on specific platforms// Displays the attachment points on an entity. Arguments:
{entity_name} / {class_name} / no argument picks what player is loo// 0: off 1: draw light cache entries 2: draw rays// 设置服务器以创意工坊地图收藏组启动时的默认加载地图,以启动参数形式指定// Clears bits set on nav links indicating link is unusable// Take a jpeg screenshot:
jpeg &filename& &quality 1-100&.// Autogenerate nav areas on fence and obstacle tops// 从一个控制台存储设备中加载一个保存好的游戏// Generate a minimal hiearchical report to the console.// Shows a info panel: &type& &title& &message& [&command number&]// Adds all areas in a radius to the selection set// 电脑玩家得分高于正常玩家平均分多少时会自动降低电脑玩家难度// Flush all unlocked async audio data// Seconds before mouse cursor hides itself due to inactivity// Enable entity outline glow effects.// Toggle VProf cache miss checking// The ground unit normals Z component must be greater than this for nav areas to be generated.// Toggles the traverse this area by walking flag used by the AI system.// replacing them with connections.// # of milliseconds to sleep per frame while hibernating// Enables display of target names// Scramble the teams and restart the game// Dump non-loopback udp only// 免疫时间里购买装备,忽视购买时间设置 0:默认 1:双方队伍 2:匪徒 3:警察// List bound keys with bindings.// Generate a report to the console.// Set how high AI bumps up ground walkers when checking steps// Key to decrypt public encrypted GOTV messages// Move player to an exact specified origin (must have sv_cheats).// height in pixels of the budget panel// Bi-passes all AI logic routines and puts all NPCs into their idle animations.
Can be used to get NPCs out of your way and to t// Tests collision detection// Opens a radio menu// Dump a screenshot when the FPS drops below the given value.// Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard.// extra details to create// GOTV是否转播声音// 显示当前的地图组以及所包含的地图// 2=queued// 设置匪徒将在死亡后复活// Maximum distance flames can spread from their initial ignition point// Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.// Render decals.// Prints a list of currently available operators// Defines the second corner of a new Area or Ladder and creates it.// Creates an entity of the given type where the player is looking.// Searches for soundname which emits specified text.// Enable/disable IsInAir() check for rain drops?// Shows name for prop looking at// Lists all entity factory names.// 显示当前游戏模式的控制台参数值// Visualize panning crossfade curves// clears debug overlays// Draw the ping/packet loss graph.// Flushes the sounds.txt system// budget bargraph range in milliseconds// Seconds of server idle time to flush the sv_pure file hash cache.// and flood-fills the Place to all adjacent Areas. Flood-filli// Bring up the material under the crosshair in the editor// Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?// the server will exit.// Generate a report to the console based on budget group.// Test a punch-style screen shake.// Time taken to zoom in to frame a target in observer freeze cam.// Freeze all NPCs not selected// reload the material under the crosshair// End warmup immediately.// Displays the eye position for the given entity(ies) in red. Arguments:
{entity_name} / {class_name} / no argument picks wha// sets userinfo string for split screen player in slot 3// Shifts the selected areas by the specified amount// How big to make the gap between the pips in the fixed crosshair// Resets all display and success counts to zero.// 设置死亡后是否掉落手雷// cache_print_summary [section] Print out a summary contents of cache memory.// Specifies the position (in degrees) of the virtual rear left/right speakers.// Color used to draw the selected set background while editing.// pauses all loaded plugins// Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount// Indicates were building cubemaps// Keeps track of whether were forcing english in a localized language.// mat_rendered_faces_spew &n& Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count// joystick yaw sensitivity// Prints current volume of radius sounds// 是否允许在热身时间发起投票// Flushes the sounds.txt system (server only)// 设置服务器日志文件目录// 设置匹配时强制只匹配某一些特定的服务器 // Start playing back a recorded .vprof file.// The percentage of the screen height that is considered safe from overscan// Start continuously removing from the selected set.// Overall scale factor for recoil. Used to reduce recoil.
Only for motion controllers// 设置是否允许玩家在服务器发起投票踢出某个玩家// 设置匪徒死亡后多久重生// draw entity states to console// Snapshots broadcasted per second// 暂停demo播放// 显示或者隐藏购买主菜单// Set the color of a logging channel.// 打开观察者模式下的手雷轨迹显示// Checks for nodes embedded in displacements (useful for in-development maps)// number of samples to draw in the budget history window.
The lower the better as far as rendering overhead of the budget panel// 显示当前服务器中的玩家信息// 服务器没人时,允许玩家玩其他创意工坊地图,地图结束后回归服务器地图循环列表// 晃动屏幕// Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.// Snow fall speed scale.// Demo demo file sequence.// Audit the memory usage and files in the save-to-memory system// number of pixels from the left side of the game screen to draw the budget panel// Generate a report to the console.// Show debug information about current matchmaking session// Show current danger levels.// Set how many seconds the client will extrapolate entities for.// Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,// 设置游戏中每回合中可存储的最大金钱数// Play a constructed sentence.// Cause the engine to crash (Debug!!)// Plays a video without ability to skip: &filename& [width height]// Saves the last viewed spectator mode for use next time we start to spectate// Sets the Place of all selected areas to the current Place.// Displays a particular level of the spatial partition system. Use -1 to disable it.// Enable delta entity bit stream cache// After a competitive match finishes rematch voting extra time is given for rankings.// Skips SetupBones when npcs are outside the PVS// When set to a valid key communication messages will be encrypted for GOTV// 设置当前地图是否也出现在下个地图投票的列表中// Record an entry into the blackbox// Stops all soundscape processing and fades current looping sounds// print soundscapes// Toggle the editor into and out of Place mode. Place mode allows labelling of

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