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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Using ConcurrentQueue for thread-safe Performance Bookkeeping.

    - by Strenium
    Just a small tidbit that's sprung up today. I had to book-keep and emit diagnostics for the average thread performance in a highly-threaded code over a period of last X number of calls and no more. Need of the day: a thread-safe, self-managing stats container. Since .NET 4.0 introduced new thread-safe 'Collections.Concurrent' objects and I've been using them frequently - the one in particular seemed like a good fit for storing each threads' performance data - ConcurrentQueue. But I wanted to store only the most recent X# of calls and since the ConcurrentQueue currently does not support size constraint I had to come up with my own generic version which attempts to restrict usage to numeric types only: unfortunately there is no IArithmetic-like interface which constrains to only numeric types – so the constraints here here aren't as elegant as they could be. (Note the use of the Average() method, of course you can use others as well as make your own).   FIFO FixedSizedConcurrentQueue using System;using System.Collections.Concurrent;using System.Linq; namespace xxxxx.Data.Infrastructure{    [Serializable]    public class FixedSizedConcurrentQueue<T> where T : struct, IConvertible, IComparable<T>    {        private FixedSizedConcurrentQueue() { }         public FixedSizedConcurrentQueue(ConcurrentQueue<T> queue)        {            _queue = queue;        }         ConcurrentQueue<T> _queue = new ConcurrentQueue<T>();         public int Size { get { return _queue.Count; } }        public double Average { get { return _queue.Average(arg => Convert.ToInt32(arg)); } }         public int Limit { get; set; }        public void Enqueue(T obj)        {            _queue.Enqueue(obj);            lock (this)            {                T @out;                while (_queue.Count > Limit) _queue.TryDequeue(out @out);            }        }    } }   The usage case is straight-forward, in this case I’m using a FIFO queue of maximum size of 200 to store doubles to which I simply Enqueue() the calculated rates: Usage var RateQueue = new FixedSizedConcurrentQueue<double>(new ConcurrentQueue<double>()) { Limit = 200 }; /* greater size == longer history */   That’s about it. Happy coding!

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  • Removing ocurrances of characters in a string

    - by DmainEvent
    I am reading this book, programming Interviews exposed by John Wiley and sons and in chapter 6 they are discussing removing all instances of characters in a src string using a removal string... so removeChars(string str, string remove) In there writeup they sey the steps to accomplish this are to have a boolean lookup array with all values initially set to false, then loop through each character in remove setting the corresponding value in the lookup array to true (note: this could also be a hash if the possible character set where huge like Unicode-16 or something like that or if str and remove are both relatively small... < 100 characters I suppose). You then iterate through the str with a source and destination index, copying each character only if its corresponding value in the lookup array is false... Which makes sense... I don't understand the code that they use however... They have for(src = 0; src < len; ++src){ flags[r[src]] == true; } which is turning the flag value at the remove string indexed at src to true... so if you start out with PLEASE HELP as your str and LEA as your remove you will be setting in your flag table at 0,1,2... t|t|t but after that you will get an out of bounds exception because r doesn't have have anything greater than 2 in it... even using there example you get an out of bounds exception... Am is there code example unworkable?

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  • Why does printf report an error on all but three (ASCII-range) Unicode Codepoints, yet is fine with all others?

    - by fred.bear
    The 'printf' I refer to is the standard-issue "program" (not the built-in): /usr/bin/printf I was testing printf out as a viable method of convert a Unicode Codepoint Hex-literal into its Unicoder character representation, I was looking good, and seemed flawless..(btw. the built-in printf can't do this at all (I think)... I then thought to test it at the lower extreme end of the code-spectrum, and it failed with an avalanche of errors.. All in the ASCII range (= 7 bits) The strangest thing was that 3 value printed normally; they are: $ \u0024 @ \u0040 ` \u0060 I'd like to know what is going on here. The ASCII character-set is most definitely part of the Unicode Code-point sequence.... I am puzzled, and still without a good way to bash script this particular converion.. Suggestions are welcome. To be entertained by that same avalanche of errors, paste the following code into a terminal... # Here is one of the error messages # /usr/bin/printf: invalid universal character name \u0041 # ...for them all, run the following script ( for nib1 in {0..9} {A..F}; do for nib0 in {0..9} {A..F}; do [[ $nib1 < A ]] && nl="\n" || nl=" " $(type -P printf) "\u00$nib1$nib0$nl" done done echo )

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  • C++ Database vs Reading Files

    - by Ohmages
    Ive been programing a C++ game/server for the past year. I have been using MYSQL for character logins, items, monsters, etc, etc. (im on windows). My question is, what are some of the databases that some big time developers use. IE. Battle.net, Diablo II, Diablo III, mythos, hellgate , etc, etc, etc. Do they have their own database they built? Or do they use an existing framework for logins, and character transfers. I do know that in diablo II, they use character files to to transfer characters into the game world. But what about the login into battle.net. Would it be wiser for me to stick with MYSQL, or is there something out there faster and more stable, or should I create a login type of system that looks through a file to see if you provided the correct password. Can't wait to get some replies. Thanks! PS. Currently the framework is much like battle.net, where you login into a lobby, create, and join games. The game server/lobby server are different servers too. So im just wondering about the lobby server for logins because I'm expecting several hundred thousand connections/logins.

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  • Why is the camera not following the player? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to focus the camera on the player. If the player moves, then the camera doesn't follow the player. The player leaves the screen when I'm moving it. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always in the center of the screen/camera? My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • Are jQuery's :first and :eq(0) selectors functionally equivalent?

    - by travis
    I'm not sure whether to use :first or :eq(0) in a selector. I'm pretty sure that they'll always return the same object, but is one speedier than the other? I'm sure someone here must have benchmarked these selectors before and I'm not really sure the best way to test if one is faster. Update: here's the bench I ran: /* start bench */ for (var count = 0; count < 5; count++) { var i = 0, limit = 10000; var start, end; start = new Date(); for (i = 0; i < limit; i++) { var $radeditor = $thisFrame.parents("div.RadEditor.Telerik:eq(0)"); } end = new Date(); alert("div.RadEditor.Telerik:eq(0) : " + (end-start)); var start = new Date(); for (i = 0; i < limit; i++) { var $radeditor = $thisFrame.parents("div.RadEditor.Telerik:first"); } end = new Date(); alert("div.RadEditor.Telerik:first : " + (end-start)); start = new Date(); for (i = 0; i < limit; i++) { var radeditor = $thisFrame.parents("div.RadEditor.Telerik")[0]; } end = new Date(); alert("(div.RadEditor.Telerik)[0] : " + (end-start)); start = new Date(); for (i = 0; i < limit; i++) { var $radeditor = $($thisFrame.parents("div.RadEditor.Telerik")[0]); } end = new Date(); alert("$((div.RadEditor.Telerik)[0]) : " + (end-start)); } /* end bench */ I assumed that the 3rd would be the fastest and the 4th would be the slowest, but here's the results that I came up with: FF3: :eq(0) :first [0] $([0]) trial1 5275 4360 4107 3910 trial2 5175 5231 3916 4134 trial3 5317 5589 4670 4350 trial4 5754 4829 3988 4610 trial5 4771 6019 4669 4803 Average 5258.4 5205.6 4270 4361.4 IE6: :eq(0) :first [0] $([0]) trial1 13796 15733 12202 14014 trial2 14186 13905 12749 11546 trial3 12249 14281 13421 12109 trial4 14984 15015 11718 13421 trial5 16015 13187 11578 10984 Average 14246 14424.2 12333.6 12414.8 I was correct about just returning the first native DOM object being the fastest ([0]), but I can't believe the wrapping that object in the jQuery function was faster that both :first and :eq(0)! Unless I'm doing it wrong.

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  • Spring validation errors not displayed

    - by Art Vandelay
    I have the following situation. I have a validator to validate my command object and set the errors on a Errors object to be displayed in my form. The validator is invoked as expected and works okay, but the errors i set on the Errors objects are not displayed, when i am sent back to my form because of the validation errors. Validator: public void validate(Object obj, Errors err) { MyCommand myCommand = (MyCommand) obj; int index = 0; for (Field field : myCommand.getFields()) { if (field.isChecked()) { if ((field.getValue() == null) || (field.getValue().equals(""))) { err.rejectValue("fields[" + index + "].value", "errors.missing"); } } index++; } if (myCommand.getLimit() < 0) { err.rejectValue("limit", "errors.invalid"); } } Command: public class MyCommand { private List<Field> fields; private int limit; //getters and setters } public class Field { private boolean checked; private String name; private String value; //getters and setters } Form: <form:form id="myForm" method="POST" action="${url}" commandName="myCommand"> <c:forEach items="${myCommand.fields}" var="field" varStatus="status"> <form:checkbox path="fields[${status.index}].checked" value="${field.checked}" /> <c:out value="${field.name}" /> <form:input path="fields[${status.index}].value" /> <form:errors path="fields[${status.index}].value" cssClass="error" /></td> <form:hidden path="fields[${status.index}].name" /> </c:forEach> <fmt:message key="label.limit" /> <form:input path="limit" /> <form:errors path="limit" cssClass="error" /> </form:form> Controller: @RequestMapping(value = REQ_MAPPING, method = RequestMethod.POST) public String onSubmit(Model model, MyCommand myCommand, BindingResult result) { // validate myCommandValidator.validate(myCommand, result); if (result.hasErrors()) { model.addAttribute("myCommand", myCommand); return VIEW; } // form is okay, do stuff and redirect } Could it be that the paths i give in the validator and tag are not correct? The validator validates a command object containing a list of objects, so that's why i give a index on the list in the command object when registering an error message (for example: "fields["+index+"]".value). Or is it that the Errors object containing the errors is not available to my view? Any help is welcome and appreciated, it might give me a hint or point me in right direction.

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  • Counting Alphabetic Characters That Are Contained in an Array with C

    - by Craig
    Hello everyone, I am having trouble with a homework question that I've been working at for quite some time. I don't know exactly why the question is asking and need some clarification on that and also a push in the right direction. Here is the question: (2) Solve this problem using one single subscripted array of counters. The program uses an array of characters defined using the C initialization feature. The program counts the number of each of the alphabetic characters a to z (only lower case characters are counted) and prints a report (in a neat table) of the number of occurrences of each lower case character found. Only print the counts for the letters that occur at least once. That is do not print a count if it is zero. DO NOT use a switch statement in your solution. NOTE: if x is of type char, x-‘a’ is the difference between the ASCII codes for the character in x and the character ‘a’. For example if x holds the character ‘c’ then x-‘a’ has the value 2, while if x holds the character ‘d’, then x-‘a’ has the value 3. Provide test results using the following string: “This is an example of text for exercise (2).” And here is my source code so far: #include<stdio.h> int main() { char c[] = "This is an example of text for exercise (2)."; char d[26]; int i; int j = 0; int k; j = 0; //char s = 97; for(i = 0; i < sizeof(c); i++) { for(s = 'a'; s < 'z'; s++){ if( c[i] == s){ k++; printf("%c,%d\n", s, k); k = 0; } } } return 0; } As you can see, my current solution is a little anemic. Thanks for the help, and I know everyone on the net doesn't necessarily like helping with other people's homework. ;P

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  • What would you do to make this code more "over-engineered"? [closed]

    - by Mez
    A friend and I got bored, and, long story short, decided to make an over-engineered FizzBuzz in PHP <?php interface INumber { public function go(); public function setNumber($i); } class FBNumber implements INumber { private $value; private $fizz; private $buzz; public function __construct($fizz = 3 , $buzz = 5) { $this->setFizz($fizz); $this->setBuzz($buzz); } public function setNumber($i) { if(is_int($i)) { $this->value = $i; } } private function setFizz($i) { if(is_int($i)) { $this->fizz = $i; } } private function setBuzz($i) { if(is_int($i)) { $this->buzz = $i; } } private function isFizz() { return ($this->value % $this->fizz == 0); } private function isBuzz() { return ($this->value % $this->buzz == 0); } private function isNeither() { return (!$this->isBuzz() AND !$this->isFizz()); } private function isFizzBuzz() { return ($this->isFizz() OR $this->isBuzz()); } private function fizz() { if ($this->isFizz()) { return "Fizz"; } } private function buzz() { if ($this->isBuzz()) { return "Buzz"; } } private function number() { if ($this->isNeither()) { return $this->value; } } public function go() { return $this->fizz() . $this->buzz() . $this->number(); } } class FizzBuzz { private $limit; private $number_class; private $numbers = array(); function __construct(INumber $number_class, $limit = 100) { $this->number_class = $number_class; $this->limit = $limit; } private function collectNumbers() { for ($i=1; $i <= $this->limit; $i++) { $n = clone($this->number_class); $n->setNumber($i); $this->numbers[$i] = $n->go(); unset($n); } } private function printNumbers() { $return = ''; foreach($this->numbers as $number){ $return .= $number . "\n"; } return $return; } public function go() { $this->collectNumbers(); return $this->printNumbers(); } } $fb = new FizzBuzz(new FBNumber()); echo $fb->go(); In theory, what could we/would you do to make it even more "over-engineered"?

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  • Form Search Onkeyup event

    - by Aryan
    I Have a Form In which the form should automatically search when i complete entering the 10th character in the text field but the below code is searching for each n every character i enter in the text field . . . I just want the result after completing the 10th character not for each n every character . . i have used onkeyup event and i set that value to 10 but still it is searching for each n every character... please do help me <body OnKeyPress="return disableKeyPress(event)"> <section id="content" class="container_12 clearfix" data-sort=true> <center><table class='dynamic styled with-prev-next' data-table-tools='{'display':true}' align=center> <script> function disableEnterKey(e) { var key; if(window.event) key = window.event.keyCode; //IE else key = e.which; //firefox return (key != 13); } function showUser(str) { if (str=="") { document.getElementById("txtHint").innerHTML=""; return; } if (window.XMLHttpRequest) {// code for IE7+, Firefox, Chrome, Opera, Safari xmlhttp=new XMLHttpRequest(); } else {// code for IE6, IE5 xmlhttp=new ActiveXObject("Microsoft.XMLHTTP"); } xmlhttp.onreadystatechange=function() { if (xmlhttp.readyState==4 && xmlhttp.status==200) { document.getElementById("txtHint").innerHTML=xmlhttp.responseText; } } xmlhttp.open("GET","resdb.php?id="+str,true); xmlhttp.send(); } </script> <script type='text/javascript'> //<![CDATA[ $(window).load(function(){ $('#id').keyup(function(){ if(this.value.length ==10) }); });//]]> </script> <form id="form" method="post" name="form" > <tr><td><p align="center"><font size="3"><b>JNTUH - B.Tech IV Year II Semester (R07) Advance Supplementary Results - July 2012</b></font></p></td></tr> <td><p align="center"><b>Last Date for RC/RV : 8th August 2012</b></p></td> <tr><td><p align="center"></b> <input type="text" onkeyup="showUser(this.value)" onKeyPress="return disableEnterKey(event)" data-type="autocomplete" data-source="extras/autocomplete1.php" name="id" id="id" maxlength="10" placeholder=" Hall-Ticket Number">&emsp;</p></td></tr> </table> </center> </form> <center> <div id="txtHint"><b>Results will be displayed here</b></div> </center> </body>

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  • C problem, left of '->' must point to class/struct/union/generic type ??

    - by Patrick
    Hello! Trying to understand why this doesn't work. I keep getting the following errors: left of '-nextNode' must point to class/struct/union/generic type (Also all the lines with a - in the function new_math_struct) Header file #ifndef MSTRUCT_H #define MSTRUCT_H #define PLUS 0 #define MINUS 1 #define DIVIDE 2 #define MULTIPLY 3 #define NUMBER 4 typedef struct math_struct { int type_of_value; int value; int sum; int is_used; struct math_struct* nextNode; } ; typedef struct math_struct* math_struct_ptr; #endif C file int get_input(math_struct_ptr* startNode) { /* character, input by the user */ char input_ch; char* input_ptr; math_struct_ptr* ptr; math_struct_ptr* previousNode; input_ptr = &input_ch; previousNode = startNode; /* as long as input is not ok */ while (1) { input_ch = get_input_character(); if (input_ch == ',') // Carrage return return 1; else if (input_ch == '.') // Illegal character return 0; if (input_ch == '+') ptr = new_math_struct(PLUS, 0); else if (input_ch == '-') ptr = new_math_struct(MINUS, 0); else if (input_ch == '/') ptr = new_math_struct(DIVIDE, 0); else if (input_ch == '*') ptr = new_math_struct(MULTIPLY, 0); else ptr = new_math_struct(NUMBER, atoi(input_ptr)); if (startNode == NULL) { startNode = previousNode = ptr; } else { previousNode->nextNode = ptr; previousNode = ptr; } } return 0; } math_struct_ptr* new_math_struct(int symbol, int value) { math_struct_ptr* ptr; ptr = (math_struct_ptr*)malloc(sizeof(math_struct_ptr)); ptr->type_of_value = symbol; ptr->value = value; ptr->sum = 0; ptr->is_used = 0; return ptr; } char get_input_character() { /* character, input by the user */ char input_ch; /* get the character */ scanf("%c", &input_ch); if (input_ch == '+' || input_ch == '-' || input_ch == '*' || input_ch == '/' || input_ch == ')') return input_ch; // A special character else if (input_ch == '\n') return ','; // A carrage return else if (input_ch < '0' || input_ch > '9') return '.'; // Not a number else return input_ch; // Number } The header for the C file just contains a reference to the struct header and the definitions of the functions. Language C.

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  • how can i do pagination without reaload page in wordpress

    - by Swap
    how can i do pagination without reaload page in wordpress. i have use following code for the pagination but here page is reaload for each pagination. what can i do to stop realod page???please suggest me. <?php $page = (get_query_var('page')) ? get_query_var('page') : 1 $limit=10; $offset = ( $page - 1 ) * $limit; $data = $wpdb->get_results("select * from wp_products order by product_id $sort_by LIMIT $offset,$limit "); $total=$wpdb->get_results("select * from wp_products "); $pages = COUNT($total); $pages = ceil($pages / $limit); $querystring = ""; foreach ($_GET as $key => $value) { if ($key != "page") $querystring .= "$key=$value&amp;"; } // Pagination ?> <div class="pagination"> <?php if( $pages > 1) { $range=1; $showitems = ($range * 2)+1; $page1=$page; $prev=$page1-1; if($page > 1) { echo "<a class=\"page gradient\" "; echo "href=\"?{$querystring}page=$prev"; echo "\">Previous</a> "; } for ($i = 1; $i <= $pages; $i++) { if (1 != $pages &&( !($i >= $page+$range+1 || $i <= $page-$range-1) || $pages <= $showitems )) { if($i == $page) { echo "<span class=\" page active\">".$i."</span>"; } else { echo "<a class=\"page gradient\""; echo "href=\"?{$querystring}page=$i"; echo "\">$i</a> "; } } } if($page!=$pages) { if($showitems < $pages) { echo "..... "; } $page1=$page; $next=$page1+1; echo "<a " . ($i == $page ? "class=\"page active\" " : "class=\"page gradient\""); echo "href=\"?{$querystring}page=$next"; echo "\">Next</a> "; } } ?> </div>

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  • Applescript: cleaning a string

    - by Mike
    I have this string that has illegal chars that I want to remove but I don't know what kind of chars may be present. I built a list of chars that I want not to be filtered and I built this script (from another one I found on the web). on clean_string(TheString) --Store the current TIDs. To be polite to other scripts. set previousDelimiter to AppleScript's text item delimiters set potentialName to TheString set legalName to {} set legalCharacters to {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "?", "+", "-", "Ç", "ç", "á", "Á", "é", "É", "í", "Í", "ó", "Ó", "ú", "Ú", "â", "Â", "ã", "Ã", "ñ", "Ñ", "õ", "Õ", "à", "À", "è", "È", "ü", "Ü", "ö", "Ö", "!", "$", "%", "/", "(", ")", "&", "€", "#", "@", "=", "*", "+", "-", ",", ".", "–", "_", " ", ":", ";", ASCII character 10, ASCII character 13} --Whatever you want to eliminate. --Now iterate through the characters checking them. repeat with thisCharacter in the characters of potentialName set thisCharacter to thisCharacter as text if thisCharacter is in legalCharacters then set the end of legalName to thisCharacter log (legalName as string) end if end repeat --Make sure that you set the TIDs before making the --list of characters into a string. set AppleScript's text item delimiters to "" --Check the name's length. if length of legalName is greater than 32 then set legalName to items 1 thru 32 of legalName as text else set legalName to legalName as text end if --Restore the current TIDs. To be polite to other scripts. set AppleScript's text item delimiters to previousDelimiter return legalName end clean_string The problem is that this script is slow as hell and gives me timeout. What I am doing is checking character by character and comparing against the legalCharacters list. If the character is there, it is fine. If not, ignore. Is there a fast way to do that? something like "look at every char of TheString and remove those that are not on legalCharacters" ? thanks for any help.

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  • Cocos2d-xna memory management for WP8

    - by Arkiliknam
    I recently upgraded to VS2012 and try my in dev game out on the new WP8 emulators but was dismayed to find out the emulator now crashes and throws an out of memory exception during my sprite loading procedure (funnily, it still works in WP7 emulators and on my WP7). Regardless of whether the problem is the emulator or not, I want to get a clear understanding of how I should be managing memory in the game. My game consists of a character whom has 4 or more different animations. Each animation consists of 4 to 7 frames. On top of that, the character has up to 8 stackable visualization modifications (eg eye type, nose type, hair type, clothes type). Pre memory issue, I preloaded all textures for each animation frame and customization and created animate action out of them. The game then plays animations using the customizations applied to that current character. I re-looked at this implementation when I received the out of memory exceptions and have started playing with RenderTexture instead, so instead of pre loading all possible textures, it on loads textures needed for the character, renders them onto a single texture, from which the animation is built. This means the animations use 1/8th of the sprites they were before. I thought this would solve my issue, but it hasn't. Here's a snippet of my code: var characterTexture = CCRenderTexture.Create((int)width, (int)height); characterTexture.BeginWithClear(0, 0, 0, 0); // stamp a body onto my texture var bodySprite = MethodToCreateSpecificSprite(); bodySprite.Position = centerPoint; bodySprite.Visit(); bodySprite.Cleanup(); bodySprite = null; // stamp eyes, nose, mouth, clothes, etc... characterTexture.End(); As you can see, I'm calling CleanUp and setting the sprite to null in the hope of releasing the memory, though I don't believe this is the right way, nor does it seem to work... I also tried using SharedTextureCache to load textures before Stamping my texture out, and then clearing the SharedTextureCache with: CCTextureCache.SharedTextureCache.RemoveAllTextures(); But this didn't have an effect either. Any tips on what I'm not doing? I used VS to do a memory profile of the emulation causing the crash. Both WP7.1 and WP8 emulators peak at about 150mb of usage. WP8 crashes and throws an out of memory exception. Each customisation/frame is 15kb at the most. Lets say there are 8 layers of customisation = 120kb but I render then onto one texture which I would assume is only 15kb again. Each animation is 8 frames at the most. That's 15kb for 1 texture, or 960kb for 8 textures of customisation. There are 4 animation sets. That's 60Kb for 4 sets of 1 texture, or 3.75MB for 4 sets of 8 textures of customisation. So even if its storing every layer, its 3.75MB.... no where near the 150mb breaking point my profiler seems to suggest :( WP 7.1 Memory Profile (max 150MB) WP8 Memory Profile (max 150MB and crashes)

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  • Monit won't run

    - by Yaniro
    I have two identical EC2 instances (the second is a replica of the first), running Gentoo. The first instance has monit running which monitors a single process and some system resources and functions great. In the second instance, monit runs but quits right away. The configuration is similar on both instances so are the versions of monit. monit.log shows: [GMT Oct 3 08:36:41] info : monit daemon with PID 5 awakened Final lines on strace monit show: write(2, "monit daemon with PID 5 awakened"..., 33monit daemon with PID 5 awakened ) = 33 time(NULL) = 1349252827 open("/etc/localtime", O_RDONLY) = 4 fstat64(4, {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 fstat64(4, {st_mode=S_IFREG|0644, st_size=118, ...}) = 0 mmap2(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0xb773a000 read(4, "TZif2\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\1\0\0\0\1\0\0\0\0"..., 4096) = 118 _llseek(4, -6, [112], SEEK_CUR) = 0 read(4, "\nGMT0\n", 4096) = 6 close(4) = 0 munmap(0xb773a000, 4096) = 0 write(3, "[GMT Oct 3 08:27:07] info :"..., 33) = 33 write(3, "monit daemon with PID 5 awakened"..., 33) = 33 waitpid(-1, NULL, WNOHANG) = -1 ECHILD (No child processes) close(3) = 0 exit_group(0) = ? No core dumps (ulimit -c shows unlimited) monit -v shows: monit: Debug: Adding host allow 'localhost' monit: Debug: Skipping redundant host 'localhost' monit: Debug: Skipping redundant host 'localhost' monit: Debug: Adding credentials for user 'xxxx'. Runtime constants: Control file = /etc/monitrc Log file = /var/log/monit/monit.log Pid file = /var/run/monit.pid Id file = /var/run/monit.pid Debug = True Log = True Use syslog = False Is Daemon = True Use process engine = True Poll time = 30 seconds with start delay 0 seconds Expect buffer = 256 bytes Event queue = base directory /var/monit with 100 slots Mail server(s) = xx.xxx.xx.xxx with timeout 30 seconds Mail from = (not defined) Mail subject = (not defined) Mail message = (not defined) Start monit httpd = True httpd bind address = Any/All httpd portnumber = 2812 httpd signature = True Use ssl encryption = False httpd auth. style = Basic Authentication and Host/Net allow list Alert mail to = [email protected] Alert on = All events The service list contains the following entries: System Name = xxxx Monitoring mode = active CPU wait limit = if greater than 20.0% 1 times within 1 cycle(s) then alert else if succeeded 1 times within 1 cycle(s) then alert CPU system limit = if greater than 30.0% 1 times within 1 cycle(s) then alert else if succeeded 1 times within 1 cycle(s) then alert CPU user limit = if greater than 70.0% 1 times within 1 cycle(s) then alert else if succeeded 1 times within 1 cycle(s) then alert Swap usage limit = if greater than 25.0% 1 times within 1 cycle(s) then alert else if succeeded 1 times within 1 cycle(s) then alert Memory usage limit = if greater than 75.0% 1 times within 1 cycle(s) then alert else if succeeded 1 times within 1 cycle(s) then alert Load avg. (5min) = if greater than 2.0 1 times within 1 cycle(s) then alert else if succeeded 1 times within 1 cycle(s) then alert Load avg. (1min) = if greater than 4.0 1 times within 1 cycle(s) then alert else if succeeded 1 times within 1 cycle(s) then alert Process Name = xxxx Group = server Pid file = /var/run/xxxx.pid Monitoring mode = active Start program = '/etc/init.d/xxxx restart' timeout 20 second(s) Stop program = '/etc/init.d/xxxx stop' timeout 30 second(s) Existence = if does not exist 1 times within 1 cycle(s) then restart else if succeeded 1 times within 1 cycle(s) then alert Pid = if changed 1 times within 1 cycle(s) then alert Ppid = if changed 1 times within 1 cycle(s) then alert Timeout = If restarted 3 times within 5 cycle(s) then unmonitor Alert mail to = [email protected] Alert on = All events Alert mail to = [email protected] Alert on = All events ------------------------------------------------------------------------------- monit daemon with PID 5 awakened Ran emerge --sync before emerge -va monit which installed monit v5.3.2. When that didn't work i've downloaded v5.5 from their website and compiled from source which did not work either.

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  • PowerShell Script To Find Where SharePoint 2010 Features Are Activated

    - by Brian Jackett
    The script on this post will find where features are activated within your SharePoint 2010 farm.   Problem    Over the past few months I’ve gotten literally dozens of emails, blog comments, or personal requests from people asking “how do I find where a SharePoint feature has been activated?”  I wrote a script to find which features are installed on your farm almost 3 years ago.  There is also the Get-SPFeature PowerShell commandlet in SharePoint 2010.  The problem is that these only tell you if a feature is installed not where they have been activated.  This is especially important to know if you have multiple web applications, site collections, and /or sites.   Solution    The default call (no parameters) for Get-SPFeature will return all features in the farm.  Many of the parameter sets accept filters for specific scopes such as web application, site collection, and site.  If those are supplied then only the enabled / activated features are returned for that filtered scope.  Taking the concept of recursively traversing a SharePoint farm and merging that with calls to Get-SPFeature at all levels of the farm you can find out what features are activated at that level.  Store the results into a variable and you end up with all features that are activated at every level.    Below is the script I came up with (slight edits for posting on blog).  With no parameters the function lists all features activated at all scopes.  If you provide an Identity parameter you will find where a specific feature is activated.  Note that the display name for a feature you see in the SharePoint UI rarely matches the “internal” display name.  I would recommend using the feature id instead.  You can download a full copy of the script by clicking on the link below.    Note: This script is not optimized for medium to large farms.  In my testing it took 1-3 minutes to recurse through my demo environment.  This script is provided as-is with no warranty.  Run this in a smaller dev / test environment first.   001 002 003 004 005 006 007 008 009 010 011 012 013 014 015 016 017 018 019 020 021 022 023 024 025 026 027 028 029 030 031 032 033 034 035 036 037 038 039 040 041 042 043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 059 060 061 062 063 064 065 066 067 068 function Get-SPFeatureActivated { # see full script for help info, removed for formatting [CmdletBinding()] param(   [Parameter(position = 1, valueFromPipeline=$true)]   [Microsoft.SharePoint.PowerShell.SPFeatureDefinitionPipeBind]   $Identity )#end param   Begin   {     # declare empty array to hold results. Will add custom member `     # for Url to show where activated at on objects returned from Get-SPFeature.     $results = @()         $params = @{}   }   Process   {     if([string]::IsNullOrEmpty($Identity) -eq $false)     {       $params = @{Identity = $Identity             ErrorAction = "SilentlyContinue"       }     }       # check farm features     $results += (Get-SPFeature -Farm -Limit All @params |              % {Add-Member -InputObject $_ -MemberType noteproperty `                 -Name Url -Value ([string]::Empty) -PassThru} |              Select-Object -Property Scope, DisplayName, Id, Url)     # check web application features     foreach($webApp in (Get-SPWebApplication))     {       $results += (Get-SPFeature -WebApplication $webApp -Limit All @params |                % {Add-Member -InputObject $_ -MemberType noteproperty `                   -Name Url -Value $webApp.Url -PassThru} |                Select-Object -Property Scope, DisplayName, Id, Url)       # check site collection features in current web app       foreach($site in ($webApp.Sites))       {         $results += (Get-SPFeature -Site $site -Limit All @params |                  % {Add-Member -InputObject $_ -MemberType noteproperty `                     -Name Url -Value $site.Url -PassThru} |                  Select-Object -Property Scope, DisplayName, Id, Url)                          $site.Dispose()         # check site features in current site collection         foreach($web in ($site.AllWebs))         {           $results += (Get-SPFeature -Web $web -Limit All @params |                    % {Add-Member -InputObject $_ -MemberType noteproperty `                       -Name Url -Value $web.Url -PassThru} |                    Select-Object -Property Scope, DisplayName, Id, Url)           $web.Dispose()         }       }     }   }   End   {     $results   } } #end Get-SPFeatureActivated   Snippet of output from Get-SPFeatureActivated   Conclusion    This script has been requested for a long time and I’m glad to finally getting a working “clean” version.  If you find any bugs or issues with the script please let me know.  I’ll be posting this to the TechNet Script Center after some internal review.  Enjoy the script and I hope it helps with your admin / developer needs.         -Frog Out

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  • mysqld service crashes on restart, after importing mysqldump #innodb

    - by ubunut
    I have 2 mysql servers. Let's call them server01 & server02. Both have the same configuration: mysqladmin Ver 8.42 Distrib 5.1.61, for redhat-linux-gnu on x86_64 [client] default-character-set=utf8 [mysqld] datadir=/var/lib/mysql socket=/var/lib/mysql/mysql.sock user=mysql # Disabling symbolic-links is recommended to prevent assorted security risks symbolic-links=0 max_allowed_packet = 16M default-character-set=utf8 default-collation=utf8_unicode_ci character-set-server=utf8 collation-server=utf8_unicode_ci default-storage-engine = InnoDB innodb_data_home_dir = /var/lib/mysql innodb_log_group_home_dir = /var/lib/mysql innodb_data_file_path = ibdata1:10M:autoextend innodb_additional_mem_pool_size = 2M innodb_log_file_size = 5M innodb_log_buffer_size = 8M innodb_lock_wait_timeout = 50 innodb_flush_log_at_trx_commit = 1 innodb_buffer_pool_size = 700M table_cache = 300 thread_cache_size = 4 query_cache_size = 200m query_cache_limit = 10m [mysqld_safe] log-error=/var/log/mysqld.log pid-file=/var/run/mysqld/mysqld.pid I make a mysqldump on server01: mysqldump -uuser -ppassword --all-databases testservers.sql (most tables in these databases are innodb, some of the mysql.* tables are Innodb too) Then I import the testservers.sql on server02: mysql -uuser < testservers.sql (mysqld has been started with --skip-network). So far so good, I can login into mysql & everything seems to be ok. BUT when I exit to the shell and execute service mysqld restart, The service fails to start. stack-trace in /var/log/mysqld.log: 121022 14:53:19 mysqld_safe Starting mysqld daemon with databases from /var/lib/mysql 121022 14:53:19 [Warning] '--default-character-set' is deprecated and will be removed in a future release. Please use '--character-set-server' instead. 121022 14:53:19 [Warning] '--default-collation' is deprecated and will be removed in a future release. Please use '--collation-server' instead. 12:53:19 UTC - mysqld got signal 11 ; This could be because you hit a bug. It is also possible that this binary or one of the libraries it was linked against is corrupt, improperly built, or misconfigured. This error can also be caused by malfunctioning hardware. We will try our best to scrape up some info that will hopefully help diagnose the problem, but since we have already crashed, something is definitely wrong and this may fail. key_buffer_size=8384512 read_buffer_size=131072 max_used_connections=0 max_threads=151 thread_count=0 connection_count=0 It is possible that mysqld could use up to key_buffer_size + (read_buffer_size + sort_buffer_size)*max_threads = 338324 K bytes of memory Hope that's ok; if not, decrease some variables in the equation. Thread pointer: 0x267e630 Attempting backtrace. You can use the following information to find out where mysqld died. If you see no messages after this, something went terribly wrong... stack_bottom = 7fff3efe0be0 thread_stack 0x40000 /usr/libexec/mysqld(my_print_stacktrace+0x29) [0x84bd89] /usr/libexec/mysqld(handle_fatal_signal+0x483) [0x6a0be3] /lib64/libpthread.so.0() [0x338d60f500] /usr/libexec/mysqld(ha_resolve_by_name(THD*, st_mysql_lex_string const*)+0x81) [0x6956e1] /usr/libexec/mysqld(open_table_def(THD*, st_table_share*, unsigned int)+0xe0a) [0x60e5ba] /usr/libexec/mysqld(get_table_share(THD*, TABLE_LIST*, char*, unsigned int, unsigned int, int*)+0x20b) [0x602b0b] /usr/libexec/mysqld() [0x603597] /usr/libexec/mysqld(open_table(THD*, TABLE_LIST*, st_mem_root*, bool*, unsigned int)+0x7a1) [0x6079a1] /usr/libexec/mysqld(open_tables(THD*, TABLE_LIST**, unsigned int*, unsigned int)+0x5d0) [0x608570] /usr/libexec/mysqld(open_and_lock_tables_derived(THD*, TABLE_LIST*, bool)+0x6a) [0x60877a] /usr/libexec/mysqld(plugin_init(int*, char**, int)+0x622) [0x715af2] /usr/libexec/mysqld() [0x5bd3b2] /usr/libexec/mysqld(main+0x1b3) [0x5bfc93] /lib64/libc.so.6(__libc_start_main+0xfd) [0x338d21ecdd] /usr/libexec/mysqld() [0x5087b9] Trying to get some variables. Some pointers may be invalid and cause the dump to abort. Query (0): is an invalid pointer Connection ID (thread ID): 0 Status: NOT_KILLED The manual page at http://dev.mysql.com/doc/mysql/en/crashing.html contains information that should help you find out what is causing the crash. 121022 14:53:19 mysqld_safe mysqld from pid file /var/run/mysqld/mysqld.pid ended A typical mysqdump entry looks like this: DROP TABLE IF EXISTS `adodb_logsql`; /*!40101 SET @saved_cs_client = @@character_set_client */; /*!40101 SET character_set_client = utf8 */; CREATE TABLE `adodb_logsql` ( `id` bigint(10) unsigned NOT NULL AUTO_INCREMENT, `created` datetime NOT NULL, `sql0` varchar(250) NOT NULL DEFAULT '', `sql1` text, `params` text, `tracer` text, `timer` decimal(16,6) NOT NULL DEFAULT '0.000000', PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8 COMMENT='to save some logs from ADOdb'; /*!40101 SET character_set_client = @saved_cs_client */; IF I change all occurrences of "ENGINE=InnoDB" to "ENGINE=MyISAM" before import, then the service has no problem restarting. I'm quite puzzled as to what's happening, maybe I'm just an idiot, then by all means tell me so. Any help would be greatly appreciated!

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  • Problem with creating a deterministic finite automata (DFA) - Mercury

    - by Jabba The hut
    I would like to have a deterministic finite automata (DFA) simulated in Mercury. But I’m s(t)uck at several places. Formally, a DFA is described with the following characteristics: a setOfStates S, an inputAlphabet E <-- summation symbol, a transitionFunction : S × E -- S, a startState s € S, a setOfAcceptableFinalStates F =C S. A DFA will always starts in the start state. Then the DFA will read all the characters on the input, one by one. Based on the current input character and the current state, there will be made to a new state. These transitions are defined in the transitions function. when the DFA is in one of his acceptable final states, after reading the last character, then will the DFA accept the input, If not, then the input will be is rejected. The figure shows a DFA the accepting strings where the amount of zeros, is a plurality of three. Condition 1 is the initial state, and also the only acceptable state. for each input character is the corresponding arc followed to the next state. Link to Figure What must be done A type “mystate” which represents a state. Each state has a number which is used for identification. A type “transition” that represents a possible transition between states. Each transition has a source_state, an input_character, and a final_state. A type “statemachine” that represents the entire DFA. In the solution, the DFA must have the following properties: The set of all states, the input alphabet, a transition function, represented as a set of possible transitions, a set of accepting final states, a current state of the DFA A predicate “init_machine (state machine :: out)” which unifies his arguments with the DFA, as shown as in the Figure. The current state for the DFA is set to his initial state, namely, 1. The input alphabet of the DFA is composed of the characters '0'and '1'. A user can enter a text, which will be controlled by the DFA. the program will continues until the user types Ctrl-D and simulates an EOF. If the user use characters that are not allowed into the input alphabet of the DFA, then there will be an error message end the program will close. (pred require) Example Enter a sentence: 0110 String is not ok! Enter a sentence: 011101 String is not ok! Enter a sentence: 110100 String is ok! Enter a sentence: 000110010 String is ok! Enter a sentence: 011102 Uncaught exception Mercury: Software Error: Character does not belong to the input alphabet! the thing wat I have. :- module dfa. :- interface. :- import_module io. :- pred main(io.state::di, io.state::uo) is det. :- implementation. :- import_module int,string,list,bool. 1 :- type mystate ---> state(int). 2 :- type transition ---> trans(source_state::mystate, input_character::bool, final_state::mystate). 3 (error, finale_state and current_state and input_character) :- type statemachine ---> dfa(list(mystate),list(input_character),list(transition),list(final_state),current_state(mystate)) 4 missing a lot :- pred init_machine(statemachine :: out) is det. %init_machine(statemachine(L_Mystate,0,L_transition,L_final_state,1)) :- <-probably fault 5 not perfect main(!IO) :- io.write_string("\nEnter a sentence: ", !IO), io.read_line_as_string(Input, !IO), ( Invoer = ok(StringVar), S1 = string.strip(StringVar), (if S1 = "mustbeabool" then io.write_string("Sentenceis Ok! ", !IO) else io.write_string("Sentence is not Ok!.", !IO)), main(!IO) ; Invoer = eof ; Invoer = error(ErrorCode), io.format("%s\n", [s(io.error_message(ErrorCode))], !IO) ). Hope you can help me kind regards

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • C# StreamReader.ReadLine() - Need to pick up line terminators

    - by Tony Trozzo
    I wrote a C# program to read an Excel .xls/.xlsx file and output to CSV and Unicode text. I wrote a separate program to remove blank records. This is accomplished by reading each line with StreamReader.ReadLine(), and then going character by character through the string and not writing the line to output if it contains all commas (for the CSV) or all tabs (for the Unicode text). The problem occurs when the Excel file contains embedded newlines (\x0A) inside the cells. I changed my XLS to CSV converter to find these new lines (since it goes cell by cell) and write them as \x0A, and normal lines just use StreamWriter.WriteLine(). The problem occurs in the separate program to remove blank records. When I read in with StreamReader.ReadLine(), by definition it only returns the string with the line, not the terminator. Since the embedded newlines show up as two separate lines, I can't tell which is a full record and which is an embedded newline for when I write them to the final file. I'm not even sure I can read in the \x0A because everything on the input registers as '\n'. I could go character by character, but this destroys my logic to remove blank lines. Any ideas would be greatly appreciated.

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  • Sql Query - Limiting query results

    - by Gublooo
    I am quite certain we cannot use the LIMIT clause for what I want to do - so wanted to find if there are any other ways we can accomplish this. I have a table which captures which user visited which store. Every time a user visits a store, a row is inserted into this table. Some of the fields are shopping_id (primary key) store_id user_id Now what I want is - for a given set of stores, find the top 5 users who have visited the store max number of times. I can do this 1 store at a time as: select store_id,user_id,count(1) as visits from shopping where store_id = 60 group by user_id,store_id order by visits desc Limit 5 This will give me the 5 users who have visited store_id=60 the max times What I want to do is provide a list of 10 store_ids and for each store fetch the 5 users who have visited that store max times select store_id,user_id,count(1) as visits from shopping where store_id in (60,61,62,63,64,65,66) group by user_id,store_id order by visits desc Limit 5 This will not work as the Limit at the end will return only 5 rows rather than 5 rows for each store. Any ideas on how I can achieve this. I can always write a loop and pass 1 store at a time but wanted to know if there is a better way

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  • MySQL 5 multiple JOIN syntax not working in MySQL 4

    - by draco
    Hello all, the current SQL query works fine locally on MAMP 1.8.4 running MySQL 5.1.37. SELECT EL.log_actions, EL.log_date, EL.log_value, EL.log_type, EA.admins_name, EU.users_name, EU.users_matric FROM events_log EL JOIN events_users EU USING (users_id) JOIN events_admins EA USING (admins_id) ORDER BY EL.log_id DESC LIMIT 0, 10 However, when I bring this query live to production server which is running MySQL 4.1.22-standard, the following error occurred (whether or not there are data in the entry). A Database Error Occurred Error Number: 1054 Unknown column 'sceclub_exclaim2007.EU.admins_id' in 'on clause' SELECT EL.log_actions, EL.log_date, EL.log_value, EL.log_type, EA.admins_name, EU.users_name, EU.users_matric FROM events_log EL JOIN events_users EU USING (users_id) JOIN events_admins EA USING (admins_id) ORDER BY EL.log_id DESC LIMIT 0, 20 This is based on CodeIgniter 1.7.2 and both production and development are running the same set of database. Database tables events_users: users_id users_name users_credits users_matric users_redeem events_admins: admins_id admins_email admins_name admins_pass admins_date admins_modified admins_last_login events_attendance: attendance_id users_id events_id events_events: events_id events_name events_venue events_time events_desc events_pass events_log:log_id admins_id log_actions log_date log_value users_id log_type I'm new to MySQL so I'm not aware of any difference in versions or what could be a possible cause, thank you in advance! Tried googling for MySQL4 difference to no avail too. Also tried using SELECT EL.log_actions, EL.log_date, EL.log_value, EL.log_type, EA.admins_name, EU.users_name, EU.users_matric FROM events_log EL JOIN events_users EU where EL.users_id = EU.users_id JOIN events_admins EA USING EL.admins_id = EA.admins_id ORDER BY EL.log_id DESC LIMIT 0, 10 But then I got the error in both production and development. A Database Error Occurred Error Number: 1064 You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'JOIN events_admins EA USING EL.admins_id = EA.admins_id ORDER BY' at line 8 SELECT EL.log_actions, EL.log_date, EL.log_value, EL.log_type, EA.admins_name, EU.users_name, EU.users_matric FROM events_log EL JOIN events_users EU where EL.users_id = EU.users_id JOIN events_admins EA USING EL.admins_id = EA.admins_id ORDER BY EL.log_id DESC LIMIT 0, 20 If you can point me to some resources where I can read up more on MySQL 4 syntax to achieve the same thing effect like I did with MySQL 5 syntax, please let me know. Thanks again!

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  • How to translate CCSID 65535 in SQuirrel from a DB2 on an iseries

    - by ZS6JCE
    I am new to SQuirrel SQL. I need some help to translating CCSID 65535 into ASCII, UNICODE (or anything human readable) I am using the JDBC driver per the following guide. According to IBM's website: What character conversion issues must my program deal with? The IBM i database uses EBCDIC to store text. Java uses Unicode. The JDBC driver handles all conversion between character sets, so your program should not have to worry about it. but I think they refer to CCSID 37 and not 65535(Hex). I have got the following info, from my DB2 DB Doing DSPFD gives me: Coded character set identifier . . . . . . : CCSID 65535 Doing DSPFFD gives me: TXT CHAR 3 3 41 Both Text Field text . . . . . . . . . . . . . . . : Text Coded Character Set Identifier . . . . . : 65535 But the SQuirrel query result for the TXT field is: 5c c1 c4 c4 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 c1 40 7e 40 c2 40 4e 40 c3 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 Which should be translated to something like: *ADD A = B + C

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  • Laravel - Paginate and get()

    - by Bajongskie
    With the code below, what I wanted was paginate the query I created. But, when I try to add paginate after get, it throws an error. I wanted to remain get since I want to limit to columns that was set on $fields. What would should be the better idea to paginate this thing? or what's a good substitute for get and limit the columns? What I tried: ->get($this->fields)->paginate($this->limit) Part of my controller: class PhonesController extends BaseController { protected $limit = 5; protected $fields = array('Phones.*','manufacturers.name as manufacturer'); /** * Display a listing of the resource. * * @return Response */ public function index() { if (Request::query("str")) { $phones = Phone::where("model", 'LIKE', '%'. Request::query('str') . '%') ->join('manufacturers', 'manufacturers_id', '=', 'manufacturers.id') ->get($this->fields); } else { $phones = Phone::join('manufacturers', 'manufacturers_id', '=', 'manufacturers.id') ->get($this->fields); } return View::make('phones.index')->with('phones', $phones); } }

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