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  • foreach: how to iterate this

    - by ilnur777
    object(stdClass)[1] public 'inbox' => array 0 => object(stdClass)[2] public 'from' => string '55512351' (length=8) public 'date' => string '29/03/2010' (length=10) public 'time' => string '21:24:10' (length=8) public 'utcOffsetSeconds' => int 3600 public 'recipients' => array 0 => object(stdClass)[3] public 'address' => string '55512351' (length=8) public 'name' => string '55512351' (length=8) public 'deliveryStatus' => string 'notRequested' (length=12) public 'body' => string 'This is message text.' (length=21) 1 => object(stdClass)[4] public 'from' => string '55512351' (length=8) public 'date' => string '29/03/2010' (length=10) public 'time' => string '21:24:12' (length=8) public 'utcOffsetSeconds' => int 3600 public 'recipients' => array 0 => object(stdClass)[5] public 'address' => string '55512351' (length=8) public 'name' => string '55512351' (length=8) public 'deliveryStatus' => string 'notRequested' (length=12) public 'body' => string 'This is message text.' (length=21) .... .... I have this foreach, but it does not iterate address, name, deliveryStatus! Could you show how to get this data? foreach ($data->inbox as $note) { echo '<p>'; echo 'From : ' . htmlspecialchars($note->from) . '<br />'; echo 'Date : ' . htmlspecialchars($note->date) . '<br />'; echo 'Time : ' . htmlspecialchars($note->time) . '<br />'; echo 'Body : ' . htmlspecialchars($note->body) . '<br />'; }

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  • Passing a outside variable into a <asp:sqldatasource> tag. ASP.NET 2.0

    - by MadMAxJr
    I'm designing some VB based ASP.NET 2.0, and I am trying to make more use of the various ASP tags that visual studio provides, rather than hand writing everything in the code-behind. I want to pass in an outside variable from the Session to identify who the user is for the query. <asp:sqldatasource id="DataStores" runat="server" connectionstring="<%$ ConnectionStrings:MY_CONNECTION %>" providername="<%$ ConnectionStrings:MY_CONNECTION.ProviderName %>" selectcommand="SELECT THING1, THING2 FROM DATA_TABLE WHERE (THING2 IN (SELECT THING2 FROM RELATED_DATA_TABLE WHERE (USERNAME = @user)))" onselecting="Data_Stores_Selecting"> <SelectParameters> <asp:parameter name="user" defaultvalue ="" /> </SelectParameters> </asp:sqldatasource> And on my code behind I have: Protected Sub Data_Stores_Selecting(ByVal sender As Object, ByVal e As System.Web.UI.WebControls.SqlDataSourceSelectingEventArgs) Handles Data_Stores.Selecting e.Command.Parameters("user").Value = Session("userid") End Sub Oracle squaks at me with ORA-01036, illegal variable name. Am I declaring the variable wrong in the query? I thought external variables share the same name with a @ prefixed. from what I understand, this should be placing the value I want into the query when it executes the select. EDIT: Okay, thanks for the advice so far, first error was corrected, I need to use : and not @ for the variable declaration in the query. Now it generates an ORA-01745 invalid host/bind variable name. EDIT AGAIN: Okay, looks like user was a reserved word. It works now! Thanks for other points of view on this one. I hadn't thought of that approach.

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  • Using SSIS, how do you read a datetime field into a variable that is of Data Type string?

    - by Mark Kadlec
    This one has bugged me for the longest time and a great question to ask the Stackoverflow users I think. I have a rather large SSIS flow that uses a string variable to store the datetime. I would now like to dynamically read the datetime value from the database, but how would you construct the SSIS to do this? My first obvious thought would be to simply execute a SQL task to get the datetime and store it in the variable, but got the "differs from the current variable type" error. Is there a simple way to convert the database datetime into a String variable? Any help from the community would be appreciated,

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  • Documentation style: how do you differentiate variable names from the rest of the text within a comm

    - by Alix
    Hi, This is a quite superfluous and uninteresting question, I'm afraid, but I always wonder about this. When you're commenting code with inline comments (as opposed to comments that will appear in the generated documentation) and the name of a variable appears in the comment, how do you differentiate it from normal text? E.g.: // Try to parse type. parsedType = tryParse(type); In the comment, "type" is the name of the variable. Do you mark it in any way to signify that it's a symbol and not just part of the comment's text? I've seen things like this: // Try to parse "type". // Try to parse 'type'. // Try to parse *type*. // Try to parse <type>. // Try to parse [type]. And also: // Try to parse variable type. (I don't think the last one is very helpful; it's a bit confusing; you could think "variable" is an adjective there) Do you have any preference? I find that I need to use some kind of marker; otherwise the comments are sometimes ambiguous, or at least force you to reread them when you realise a particular word in the comment was actually the name of a variable. (In comments that will appear in the documentation I use the appropriate tags for the generator, of course: @code, <code></code>, etc) Thanks!

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  • How can I safely decide if a variable is a string of more than one characters?

    - by Alan
    I am using the following Javascript: if (typeof content !== 'undefined' && content.length > 0) { $state.transitionTo('admin.content', { content: content }) } I thought this was safe to use but it gives me an error saying: TypeError: Cannot read property 'length' of null I am using the following function to decide if something is a number: isNumber: function (num) { // Return false if num is null or an empty string if (num === null || (typeof num === "string" && num.length === 0)) { return false; } var rtn = !isNaN(num) return rtn; }, How can I write a similar function that would very safely determine if something is a string with a length of more than 0?

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  • Export environment variable from PHP, for use by exec()'d shell command?

    - by anonymous coward
    Somewhat similar to http://stackoverflow.com/questions/2002970/export-a-variable-from-php-to-shell, but my problem is different. I am forced to work with a program that gets an important location variable from an Environment Variable (Linux), rather than a config or, better, a command line option. I have to call this program from within PHP, and currently am doing it like so: shell_exec('/path/to/program option1 option2'); I need to be able to set/override the environment variable that program will be looking for. As an example, this does not work: shell_exec('VAR1=foo /path/to/program option1 option2'); nor does: shell_exec('VAR1=foo; export foo; /path/to/program option1 option2'); for good measure. Both of the above command lines work "as expected" from the shell. Is it possible to override environment variables for programs called via exec, shell_exec, etc?

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  • In Ruby, how to write a method to display any object's instance variable names and its values

    - by Jian Lin
    Given any object in Ruby (on Rails), how can I write a method so that it will display that object's instance variable names and its values, like this: @x: 1 @y: 2 @link_to_point: #<Point:0x10031b298 @y=20, @x=38> I also want to be able to print <br> to the end of each instance variable's value so as to print them out nicely on a webpage. the difficulty now seems to be that not every instance variable has an accessor, so it can't be called with obj.send(var_name) (the var_name has the "@" removed, so "@x" becomes "x")

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  • C++: is it safe to read an integer variable that's being concurrently modified without locking?

    - by Hongli
    Suppose that I have an integer variable in a class, and this variable may be concurrently modified by other threads. Writes are protected by a mutex. Do I need to protect reads too? I've heard that there are some hardware architectures on which, if one thread modifies a variable, and another thread reads it, then the read result will be garbage; in this case I do need to protect reads. I've never seen such architectures though. This question assumes that a single transaction only consists of updating a single integer variable so I'm not worried about the states of any other variables that might also be involved in a transaction.

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  • If I don't odr-use a variable, can I have multiple definitions of it across translation units?

    - by sftrabbit
    The standard seems to imply that there is no restriction on the number of definitions of a variable if it is not odr-used (§3.2/3): Every program shall contain exactly one definition of every non-inline function or variable that is odr-used in that program; no diagnostic required. It does say that any variable can't be defined multiple times within a translation unit (§3.2/1): No translation unit shall contain more than one definition of any variable, function, class type, enumeration type, or template. But I can't find a restriction for non-odr-used variables across the entire program. So why can't I compile something like the following: // other.cpp int x; // main.cpp int x; int main() {} Compiling and linking these files with g++ 4.6.3, I get a linker error for multiple definition of 'x'. To be honest, I expect this, but since x is not odr-used anywhere (as far as I can tell), I can't see how the standard restricts this. Or is it undefined behaviour?

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  • How to set javascript data in asp session variable?

    - by fazilmir
    i am having a div and i am adding innerHtml in it using javascript. now what i want is that i have to set that innerHtml data in my session variable. and want to use that session variable in my another asp webform page. but i dont know how to perform this task. any help will be highly appreciated. i am doing it like this. //cartDetailsDiv is a div in which i am adding innerHtml through javascript. //now i am getting that innerHTML in my session variable like this Session["_cartDetails"] = cartDetailsDiv.InnerHtml.ToString(); Response.Write(Session["_cartDetails"].ToString()); but i am getting nothing in my session variable. please help me out.

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  • Sum variable range of cells using "today's" date as starting point.

    - by Jason
    How do you sum a variable range of cells based upon today's date in MS Excel 2003. Spreadsheet format: Variable range = # of days to sum Date range = listed in row 1, 1 day per cell (example A1=1/1/10, B1=1/2/10, C1=1/3/10....) Numbers to be summed - listed in row 2, X number per cell (example A2=8, B2=6, C2=1.....) example problem: IF variable range = 2 & Current Date = 1/2/10 then...Sum(b2:c2)=7 I am able to sum the entire row based upon current date using the following formula but am not able to add the variable range to the sum function. =SUMIF(A1:C1,"="&TODAY(),A2:C2)

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  • How to check how many characters in variable, and add space between characters in that var?

    - by Camran
    I have a 'price' variable that contains some integer number from a MySQL database. I want to check how many numbers the 'price' variable contains, and add a space in the variable depending on how many numbers. See below: Example: If 'price' is 150000 I would like the output to be 150 000 (notice the space). OR, if it is 19000 I would like it to output 19 000... How would you do this the easiest way?

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  • How can I use a variable as a jQuery option value?

    - by mattgorecki
    I currently have jQuery code that looks like this: if ($.url.param("s") == "error") { $.gritter.add({ title: 'Error!', text: $.url.param('message') }); } I'm checking to see if the request variable s exists in the url (ie. http://example.com/?s=error&message=this%20is%20my%20message and then showing a popup message that contains information from request variable message. The popup works just fine, but the message variable isn't populated, the plugin asks for a string as a value for the text option. What is the proper way to grab the message variable?

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • How to set PATH variable on Mac OS so that even non-terminal apps see it?

    - by dehmann
    I need to add a directory to my PATH variable on Mac OS. I added it in .bash_profile and .profile, and that works for the terminal. But Emacs (http://emacsformacosx.com) still does not use the new PATH variable. (I'm trying to run latex from emacs, but it's not finding the command in my /usr/local/bin, which I'm trying to add to the PATH ...) I even logged out and back in, but still no luck. Any suggestions?

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