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  • Executing Multiple Lines in Python

    - by metashockwave
    When Python is first installed, the default setting executes users' code input line-by-line. But sometimes I need to write programs that executes multiple lines at once. Is there a setting in Python where I can change the code execution to one block at once? Thanks if (n/2) * 2 == n:; print 'Even'; else: print 'Odd' SyntaxError: invalid syntax When I tried to run the above code, I got an invalid syntax error on ELSE

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Way to partialy match a Ruby string using Regexp

    - by Fabiano PS
    I'm working on 2 cases: assume I have those var: a = "hello" b = "hello-SP" b = "not_hello" 1 - Any partial matches I want to accept any string that has the var a inside, so b and c would match. 2 - Patterned match I want to match a string that has a inside, followed by '-', so b would match, c does not. I am having problem, because I always used the syntax /expression/ to define Regexp, so how dinamicaly define an RegExp on Ruby??

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  • MySQL : Insert Exactly Same Data Multiple Rows Without PHP Loop

    - by Robert Hanson
    I need to insert same data to my MySQL table without having PHP loop. The reason why I'm doing this is that because I have a column with Auto_Increment feature and that column associates with other table. So, I just need to insert some exactly same data and it's multiple rows (dynamic) but by using single INSERT syntax below : INSERT INTO outbox_multipart (TextDecoded) VALUES ('$SMSMessage') how to have this single INSERT syntax, but produce n number of rows?

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  • Are incremental Macro definition possible?

    - by Davorak
    I often find the following type of incremental definition useful: (define (foo) (display "bar")) (foo) ;prints bar (define foo (let ((bar foo)) (lambda () (display "foo") (bar)))) (foo) ;prints foobar How do I preform this type of incremental definition with macros? I could not get let-syntax to provide the same functionality. Currently I use plt scheme, but would like to see answers in different lisp implementations as well.

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  • Help with SQL query in C#

    - by DanSogaard
    I'm trying to rename the columns. The syntax should be the column name between double quotes incase of two words, like this: SELECT p_Name "Product Name" from items So I'm trying to do it in C# code like this: string sqlqry1 = "SELECT p_Name \"Prodcut Name\" from items"; But I get an error: Syntax error (missing operator) in query expression 'p_Name "Prodcut Name"'. It seems am having somthing wrong with the quotes, but I can't figure out.

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  • C++ Headers/Source Files

    - by incrediman
    (Duplicate of C++ Code in Header Files) What is the standard way to split up C++ classes between header and source files? Am I supposed to put everything in the header file? Or should I declare the classes in the header file and define them in a .cpp file (source file)? Sorry if I'm shaky on the terminology here (declare, define, etc). So what's the standard?

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  • when to make a method static

    - by Don
    Hi, I'd like to know how people decide whether to define a method as static. I'm aware that a method can only be defined as static if it doesn't require access to instance fields. So lets say we have a method that does not access instance fields, do you always define such a method as static, or only if you need to call it statically (without a reference to an instance). Perhaps another way of asking the same question, is whether you use static or non-static as the default? Thanks, Don

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  • i tried to implement tde in sql2008...n got the error below.....plz help me to resolve...

    - by mahima
    while using USE mssqltips_tde; CREATE DATABASE ENCRYPTION KEY with ALGORITHM = AES_256 ENCRYPTION BY SERVER CERTIFICATE TDECert GO getting error Msg 156, Level 15, State 1, Line 2 Incorrect syntax near the keyword 'KEY'. Msg 319, Level 15, State 1, Line 3 Incorrect syntax near the keyword 'with'. If this statement is a common table expression or an xmlnamespaces clause, the previous statement must be terminated with a semicolon. please help in resolving the same as i need to implement Encryption on my DB

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  • jquery-like HTML parsing in Python?

    - by Roy Tang
    Is there any Python library that allows me to parse an HTML document similar to what jQuery does? i.e. I'd like to be able to use CSS selector syntax to grab an arbitrary set of nodes from the document, read their content/attributes, etc. The only Python HTML parsing lib I've used before was BeautifulSoup, and even though it's fine I keep thinking it would be faster to do my parsing if I had jQuery syntax available. :D

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  • How to write a Python 2.6+ script that does gracefully fail with older pyhton?

    - by Sorin Sbarnea
    I'm using the new print from Python 3.x and I observed that the following code does not compile due to the end=' '. from __future__ import print_function import sys if sys.hexversion < 0x02060000: raise Exception("py too old") ... print("x",end=" ") # fails to compile with py24 How can I continue using the new syntax but make the script fails nicely? Is it mandatory to call another script and use only safe syntax in this one?

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  • Why are there differing definitions of INT64_MIN? And why do they behave differently?

    - by abelenky
    The stdint.h header at my company reads: #define INT64_MIN -9223372036854775808LL But in some code in my project, a programmer wrote: #undef INT64_MIN #define INT64_MIN (-9223372036854775807LL -1) He then uses this definition in the code. The project compiles with no warnings/errors. When I attempted to remove his definition and use the default one, I got: error: integer constant is so large that it is unsigned The two definitions appear to be equivalent. Why does one compile fine and the other fails?

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  • CSS: content:"\00a0"

    - by SteD
    Today I came across a new CSS syntax that I have never seen before content:"\00a0"; Checking it on w3schools, it explains: Definition and Usage The content property is used with the :before and :after pseudo-elements, to insert generated content. My question is, can you point out to me in real world example, how do we use this 'content' syntax? And what does the \00a0 mean in this case?

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  • Is incremental Macro definition possible?

    - by Davorak
    I often find the following type of incremental definition useful: (define (foo) (display "bar")) (foo) ;prints bar (define foo (let ((bar foo)) (lambda () (display "foo") (bar)))) (foo) ;prints foobar How do I preform this type of incremental definition with macros? I could not get let-syntax to provide the same functionality. Currently I use plt scheme, but would like to see answers in different lisp implementations as well.

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  • Search by Letters using LINQ

    - by Biswo
    hi i m using Linq & C# and i want to filter my data as this syntax in Sql Syntax in sql is I hav one table name Customer in which name is field 'Select name from customer where name like 'C%'' can u help to solve this code in Linq

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  • mysql import script by query instead of bash

    - by vick
    I have a file called script.sql how can I run that file using q mysql query? global $sql; $res = $sql->query("\. /script.sql")or die(mysql_error()); gives: #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 '\. /script.sql' at line 1

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  • make VIEW of SHOW TABLE query

    - by cneeds
    Is there a way to make a VIEW of this SHOW TABLE query? SHOW FULL TABLES FROM `db_name` WHERE `Table_type` = "Base table" When I save this as a view (using phpMyAdmin) I get #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 'SHOW FULL TABLES FROM `db_name` WHERE `Table_type` = "Base table"' at line 4 when phpMyAdmin tries to execute this CREATE ALGORITHM = UNDEFINED VIEW `Tables` AS SHOW FULL TABLES FROM `db_name` WHERE `Table_type` = "Base table"

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  • Geometry library for python (or C++) for CAD-like operations?

    - by gct
    I'm trying to put together a simple program that will let me visualize a series of consecutive cuts on a wood panel using a router with a particular cutting head. I'm trying to find a decent geometry library that will give me a shortcut through the CAD-like stuff. Specifically, I'd like to be able to define a rectangular solid (the wood panel) and then define a bit profile shape, and take cuts through the rectangular solid (sometimes on a straight line, sometimes on a circular arc). Does anyone know of anything that will do this?

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  • How to print structures in PLT Scheme so as to display their fields?

    - by tkf
    I would like code like this: (define-struct thing (a b c)) (define th (make-thing 1 2 3)) to print something like this: (make-thing 1 2 3) when I type "th" into either the DrScheme or MzScheme repl. I am using the language "pretty big" in DrScheme with output style set to "constructor". This is what I get in DrScheme: (make-thing ...) (i literally get the three dots) In MzScheme: #<thing>

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  • Where should I put common utility functions for Perl .t tests?

    - by zedoo
    I am getting started with Test::More, already have a few .t test scripts. Now I'd like to define a function that will only be used for the tests, but across different .t files. Where's the best place to put such a function? Define another .t without any tests and require it where needed? (As a sidenote I use the module structure created by Module::Starter)

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  • Postgresql - Edit function signature

    - by drave
    POSTGRESQL 8.4.3 - i created a function with this signature CREATE OR REPLACE FUNCTION logcountforlasthour() RETURNS SETOF record AS realised i wanted to change it to this CREATE OR REPLACE FUNCTION logcountforlasthour() RETURNS TABLE(ip bigint, count bigint) record AS but when i apply that change in the query tool it isnt accepted or rather it is accepted, there is no syntax error, but the text of the function has not been changed. even if i run "DROP FUNCTION logcountforlasthour()" between edits the old syntax comes back if i edit the body of the function, thats fine, it changes but not the signature is there something i'm missing thanks

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  • iPhone Coredata saving error

    - by satyam
    I'm trying to create core data application. Some times when trying to save data, i'm seeing following error: Error: NSInvalidArgumentException, Reason: * -_referenceData64 only defined for abstract class. Define -[NSTemporaryObjectID_default _referenceData64]!, Description: * -_referenceData64 only defined for abstract class. Define -[NSTemporaryObjectID_default _referenceData64]! I didn't understand why this error is coming and how to avoid it. Can some one help me please.

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