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  • Sliding window algorithm for activiting recognition MATLAB

    - by csc
    I want to write a sliding window algorithm for use in activity recognition. The training data is <1xN so I'm thinking I just need to take (say window_size=3) the window_size of data and train that. I also later want to use this algorithm on a matrix . I'm new to matlab so i need any advice/directions on how to implement this correctly.

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  • usage of try catch

    - by Muhammed Rauf K
    Which is best: Code Snippet 1 or Code Snippet 2 ? And Why? /* Code Snippet 1 * * Write try-catch in function definition */ void Main(string[] args) { AddMe(); } void AddMe() { try { // Do operations... } catch(Exception e) { } } /* Code Snippet 2 * * Write try-catch where we call the function. */ void Main(string[] args) { try { AddMe(); } catch (Exception e) { } } void AddMe() { // Do operations... }

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  • Is there a way to split/factor out common parts of Gradle build

    - by Superfilin
    We have several independent builds (each independent build is a multi-project build). The main build scripts become quite big as we have a set of common tasks reused by subprojects as well as there is a lot of repeation between indepedent builds. What we are looking for is: A way to split main build file into smaller files A way to reuse some parts of the build in other independent builds What is the best way to achieve that in Gradle?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Looking a lightweight PHP ORM

    - by allenskd
    At first I was going to use doctrine ORM as the main one but it was an overkill, unneeded features and probably excessive calls. One of the main reasons was the "helper" that handled traverse trees (the hierarchy tree) easily but I'm starting to prefer building my own class. This is what I'm looking for: 1) Can manage multiple database connections, (sort of like doctrine manager) 2) Models 3) flexible All suggestions are welcome

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  • Retrieve jquery-ui dialog's div

    - by Hikari
    When we apply $().dialog() in an object, jquery-ui puts it inside a <div class="ui-dialog ui-widget">, with a <div class="ui-dialog-titlebar ui-widget-header"> before it. After the creation of this dialog around the main object, how can we get that ui-dialog object so that we can execute other JavaScript commands in it? The best I could do was use .parent(".ui-dialog") in the main object, is there a better way to do it?

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  • Android Developing App crashes on startup

    - by alexnavratil
    I currently develop an application which contains a custom ListView. I developed a custom array adapter. I think my app crashes here: ListView DirectoryView = (ListView) findViewById(R.id.fileListView); So i think the error is in the activity_main.xml: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="fill_parent" android:layout_height="fill_parent" > <ListView android:id="@+id/fileListView" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1" > </ListView> Here is my LogCat: 09-09 11:19:21.254: E/Trace(1152): error opening trace file: No such file or directory (2) 09-09 11:19:21.484: D/AndroidRuntime(1152): Shutting down VM 09-09 11:19:21.484: W/dalvikvm(1152): threadid=1: thread exiting with uncaught exception (group=0x40a13300) 09-09 11:19:21.504: E/AndroidRuntime(1152): FATAL EXCEPTION: main 09-09 11:19:21.504: E/AndroidRuntime(1152): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.teamdroid.explorer/com.teamdroid.explorer.MainActivity}: java.lang.NullPointerException 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2059) 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2084) 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.app.ActivityThread.access$600(ActivityThread.java:130) 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1195) 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.os.Handler.dispatchMessage(Handler.java:99) 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.os.Looper.loop(Looper.java:137) 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.app.ActivityThread.main(ActivityThread.java:4745) 09-09 11:19:21.504: E/AndroidRuntime(1152): at java.lang.reflect.Method.invokeNative(Native Method) 09-09 11:19:21.504: E/AndroidRuntime(1152): at java.lang.reflect.Method.invoke(Method.java:511) 09-09 11:19:21.504: E/AndroidRuntime(1152): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786) 09-09 11:19:21.504: E/AndroidRuntime(1152): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553) 09-09 11:19:21.504: E/AndroidRuntime(1152): at dalvik.system.NativeStart.main(Native Method) 09-09 11:19:21.504: E/AndroidRuntime(1152): Caused by: java.lang.NullPointerException 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.app.Activity.findViewById(Activity.java:1825) 09-09 11:19:21.504: E/AndroidRuntime(1152): at com.teamdroid.explorer.listDirectory.getDirectory(listDirectory.java:20) 09-09 11:19:21.504: E/AndroidRuntime(1152): at com.teamdroid.explorer.MainActivity.onCreate(MainActivity.java:33) 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.app.Activity.performCreate(Activity.java:5008) 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1079) 09-09 11:19:21.504: E/AndroidRuntime(1152): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2023) 09-09 11:19:21.504: E/AndroidRuntime(1152): ... 11 more Please can you help me. I am searching this error for 2 day. thanks!

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  • access exception when invoking method of an anonymous class using java reflection

    - by Asaf David
    Hello I'm trying to use an event dispatcher to allow a model to notify subscribed listeners when it changes. the event dispatcher receives a handler class and a method name to call during dispatch. the presenter subscribes to the model changes and provide a Handler implementation to be called on changes. Here's the code (I'm sorry it's a bit long). EventDispacther: package utils; public class EventDispatcher<T> { List<T> listeners; private String methodName; public EventDispatcher(String methodName) { listeners = new ArrayList<T>(); this.methodName = methodName; } public void add(T listener) { listeners.add(listener); } public void dispatch() { for (T listener : listeners) { try { Method method = listener.getClass().getMethod(methodName); method.invoke(listener); } catch (Exception e) { System.out.println(e.getMessage()); } } } } Model: package model; public class Model { private EventDispatcher<ModelChangedHandler> dispatcher; public Model() { dispatcher = new EventDispatcher<ModelChangedHandler>("modelChanged"); } public void whenModelChange(ModelChangedHandler handler) { dispatcher.add(handler); } public void change() { dispatcher.dispatch(); } } ModelChangedHandler: package model; public interface ModelChangedHandler { void modelChanged(); } Presenter: package presenter; public class Presenter { private final Model model; public Presenter(Model model) { this.model = model; this.model.whenModelChange(new ModelChangedHandler() { @Override public void modelChanged() { System.out.println("model changed"); } }); } } Main: package main; public class Main { public static void main(String[] args) { Model model = new Model(); Presenter presenter = new Presenter(model); model.change(); } } Now, I except to get the "model changed" message. However, I'm getting an java.lang.IllegalAccessException: Class utils.EventDispatcher can not access a member of class presenter.Presenter$1 with modifiers "public". I understand that the class to blame is the anonymous class i created inside the presenter, however I don't know how to make it any more 'public' than it currently is. If i replace it with a named nested class it seem to work. It also works if the Presenter and the EventDispatcher are in the same package, but I can't allow that (several presenters in different packages should use the EventDispatcher) any ideas?

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  • How to run Clojure tests on Windows?

    - by anta40
    I put Clojure in C:\clojure-1.1.0, and start the REPL by: java -cp clojure.jar clojure.main In \test\clojure\test_clojure, there are a bunch of test files. How to run these? For example, I tried: java -cp ......\clojure.jar clojure.main data_structures.clj And it didn't work.

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  • What is the best folder stucture in TFS for reporting service projects

    - by Dave
    Hi, I'm looking for some help on deciding a useful folder stucture strategy for reporting service projects in TFS. Does any one have some suggestions on which way I should stucture TFS? Should it be a project per report or should it be one Reporting project with multiple folders under the main that contain all the report projects? i.e. Senario 1 (separate projects for each report project) $ReportProject1 $ReportProject2 $ReportProject3 Senario 2 (Main report project in TFS and subfolders with report projects) $ReportingServices ------Src ---------Project1 -----------ReportProject1 files ---------Project2 -----------ReportProject2 files ---------Project3 -----------ReportProject3 files

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  • VB.net for handheld device

    - by sijith
    Hi, I want to develop an application in VB.net for handheld device(Ticket machine in Bus and train).Is it possible to develop in Vb net. Whether i need windows OS in my handheld device or any runtime environment only needed. My hardware is ARM processor. I want to run my application as standalone in my machine.

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  • Help with storing/accessing user access roles C# Winforms

    - by user222453
    Hello, firstly I would like to thank you in advance for any assistance provided. I am new to software development and have designed several Client/Server applications over the last 12 months or so, I am currently working on a project that involves a user logging in to gain access to the application and I am looking at the most efficient and "simple" method of storing the users permissions once logged in to the application which can be used throughout restricting access to certain tabs on the main form. I have created a static class called "User" detailed below: static class User { public static int _userID; public static string _moduleName; public static string _userName; public static object[] UserData(object[] _dataRow) { _userID = (int)_dataRow[0]; _userName = (string)_dataRow[1]; _moduleName = (string)_dataRow[2]; return _moduleName; } } When the user logs in and they have been authenticated, I wish to store the _moduleName objects in memory so I can control which tabs on the main form tab control they can access, for example; if the user has been assigned the following roles in the database: "Sales Ledger", "Purchase Ledger" they can only see the relevant tabs on the form, by way of using a Switch - Case block once the login form is hidden and the main form is instantiated. I can store the userID and userName variables in the main form once it loads by means of say for example: Here we process the login data from the user: DataAccess _dal = new DataAccess(); switch (_dal.ValidateLogin(txtUserName.Text, txtPassword.Text)) { case DataAccess.ValidationCode.ConnectionFailed: MessageBox.Show("Database Server Connection Failed!"); break; case DataAccess.ValidationCode .LoginFailed: MessageBox.Show("Login Failed!"); _dal.RecordLogin(out errMsg, txtUserName.Text, workstationID, false); break; case DataAccess.ValidationCode .LoginSucceeded: frmMain frmMain = new frmMain(); _dal.GetUserPrivList(out errMsg,2); //< here I access my DB and get the user permissions based on the current login. frmMain.Show(); this.Hide(); break; default: break; } private void frmMain_Load(object sender, EventArgs e) { int UserID = User._userID; } That works fine, however the _modules object contains mutiple permissions/roles depending on what has been set in the database, how can I store the multiple values and access them via a Switch-Case block? Thank you again in advance.

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  • i don't understand how...

    - by Hristo
    how can something print 3 times when it only goes the printing code twice? I'm coding in C and the code is in a SIGCHLD signal handler I created. void chld_signalHandler() { int pidadf = (int) getpid(); printf("pidafdfaddf: %d\n", pidadf); while (1) { int termChildPID = waitpid(-1, NULL, WNOHANG); if (termChildPID == 0 || termChildPID == -1) { break; } dll_node_t *temp = head; while (temp != NULL) { printf("stuff\n"); if (temp-pid == termChildPID && temp-type == WORK) { printf("inside if\n"); // read memory mapped file b/w WORKER and MAIN // get statistics and write results to pipe char resultString[256]; // printing TIME int i; for (i = 0; i < 24; i++) { sprintf(resultString, "TIME; %d ; %d ; %d ; %s\n",i,1,2,temp->stats->mboxFileName); fwrite(resultString, strlen(resultString), 1, pipeFD); } remove_node(temp); break; } temp = temp-next; } printf("done printing from sigchld \n"); } return; } the output for my MAIN process is this: MAIN PROCESS 16214 created WORKER PROCESS 16220 for file class.sp10.cs241.mbox pidafdfaddf: 16214 stuff stuff inside if done printing from sigchld MAIN PROCESS 16214 created WORKER PROCESS 16221 for file class.sp10.cs225.mbox pidafdfaddf: 16214 stuff stuff inside if done printing from sigchld and the output for the MONITOR process is this: MONITOR: pipe is open for reading MONITOR PIPE: TIME; 0 ; 1 ; 2 ; class.sp10.cs225.mbox MONITOR PIPE: TIME; 0 ; 1 ; 2 ; class.sp10.cs225.mbox MONITOR PIPE: TIME; 0 ; 1 ; 2 ; class.sp10.cs241.mbox MONITOR: end of readpipe ( I've taken out repeating lines so I don't take up so much space ) Thanks, Hristo

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  • How to implement "tab drop in window" and "tab drop out of window" effect

    - by stanleyxu2005
    How to implement "tab drop in window" and "tab drop out of window" effect, just like the google chrome browser? My imagination is that: It is not a single application. The main browser frame is an application, the tabs are several applications without a window frame. When the main browser frame is resized or moved, all tabs will be notified to be resized or moved. Is there any existing component or code example can do this?

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  • Java Code Error Help..please

    - by Brian
    I am getting the following error and do not know how to fix it....any help would be great...Thanks Exception in thread "main" java.lang.NullPointerException at Polynomial.add(Polynomial.java:115) at PolyTest.main(PolyTest.java:18)

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  • where can I find the php.ini for php-cli

    - by Elzo Valugi
    It appears that the php command line is using a different php.ini from the main php interpreter. I am using Ubuntu 10.4. My problem is that in the main php.ini I have included an extra path for an external library, but in the cli version this is not present, and so I have a path inclusion error. thanks

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  • Including hibernate jar dependencies in ant build

    - by Patrick
    Hi, I'm trying to compile a runnable jar-file for a project that makes use of hibernate. I'm trying to construct an ant build.xml file to streamline my build process, but I'm having troubles with the inclusion of the hibernate3.jar inside the final jar-file. If I run the ant script I manage to include all my library jars, and they are put in the final jar-file's root. When I run the jar-file I get a java.lang.NoClassDefFoundError: org/hibernate/Session error. If I make use of the built-in export to jar in Eclipse, it works only if I choose "extract required libraries into jar". But that bloats the jar, and includes too much of my project (i.e. unit tests). Below is my generated manifest: Manifest-Version: 1.0 Main-Class: main.ServerImpl Class-Path: ./ antlr-2.7.6.jar commons-collections-3.1.jar dom4j-1.6.1.jar hibernate3.jar javassist-3.9.0.GA.jar jta-1.1.jar slf4j-api-1.5.11.jar slf4j-simple-1.5.11.jar mysql-connector-java-5.1.12-bin.jar rmiio-2.0.2.jar commons-logging-1.1.1.jar And the part of the build.xml looks like this: <target name="dist" depends="compile" description="Generates the Distribution Jar(s)"> <mkdir dir="${dist.dir}" /> <jar destfile="${dist.dir}/${dist.file.name}.jar" basedir="${build.prod.dir}" filesetmanifest="mergewithoutmain"> <manifest> <attribute name="Main-Class" value="${main.class}" /> <attribute name="Class-Path" value="./ ${manifest.classpath} " /> <attribute name="Implementation-Title" value="${app.name}" /> <attribute name="Implementation-Version" value="${app.version}" /> <attribute name="Implementation-Vendor" value="${app.vendor}" /> </manifest> <zipfileset refid="hibernatefiles" /> <zipfileset refid="slf4jfiles" /> <zipfileset refid="mysqlfiles" /> <zipfileset refid="commonsloggingfiles" /> <zipfileset refid="rmiiofiles" /> </jar> </target> The refids' for the zipfilesets point to the directories in a library directory lib in the root of the project. The manifest.classpath-variable takes the classpath of all those library jar-files, and flattens them with pathconvert and mapper. I've also tried to set the manifest classpath to ".", "./" and only the library jar, but to no difference at all. I'm hoping there's a simple remedy to my problems...

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  • I am trying to use user-defined functions to print out an inputted letter out of stars, but i need h

    - by lm
    def horizline(col): for col in range (col): print("*", end='') print() def vertline(rows, col): for rows in range (rows-2): print ("*", end='') for col in range (col-2): print(' ', end='') print("*") def functionA(width): horizline(width) vereline(width) horizline(width) vertline(width) print() #def funtionB(width): #def functionC(width): #def functionE(width): def main(): width=int(input("Please enter a width for the letter: ")) lenght=int(input("Please enter a lenght for the letter: ")) letter=input("Enter one of the capital letters: A,B,C,E ") if(width>=5 and width<=20): functionA functionB(width,length) functionC(width,length) functionE(width,length) else: print("You have entered an incorrect value") main()

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  • 301 redirect vs parking

    - by Pat
    I have several domain names registered, each a slight variant of each other. E.g, fastcar.com fast-car.com fastcar.co.uk fast-car.co.uk etc.. I don't wish to be penalized for duplicate content or spammy links by any of the major search engines. Should I park them all directly on the main domain I wish to promote, 301 redirect them to the main domain or not use them at all? Thanks

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  • Rails, MySQL and Snow Leopard

    - by coneybeare
    I upgraded to Snow Leopard using the disc we got at WWDC. Trying to run some of my rails apps now complains about sql (in /Users/coneybeare/Projects/Ambiance/ambiance-server) !!! The bundled mysql.rb driver has been removed from Rails 2.2. Please install the mysql gem and try again: gem install mysql. Importing all sounds in /Users/coneybeare/Projects/Ambiance/ambiance-sounds/Import 32/Compressed/ -- AdirondackPeepers.caf !!! The bundled mysql.rb driver has been removed from Rails 2.2. Please install the mysql gem and try again: gem install mysql. rake aborted! dlopen(/opt/local/lib/ruby/gems/1.8/gems/mysql-2.7/lib/mysql.bundle, 9): Library not loaded: /usr/local/mysql/lib/libmysqlclient.16.dylib Referenced from: /opt/local/lib/ruby/gems/1.8/gems/mysql-2.7/lib/mysql.bundle Reason: image not found - /opt/local/lib/ruby/gems/1.8/gems/mysql-2.7/lib/mysql.bundle (See full trace by running task with --trace) I could have sworn I fixed this once before. The problem is that sudo gem install mysql does not work and gives the error: Building native extensions. This could take a while... ERROR: Error installing mysql: ERROR: Failed to build gem native extension. /opt/local/bin/ruby extconf.rb install mysql checking for mysql_query() in -lmysqlclient... no checking for main() in -lm... yes checking for mysql_query() in -lmysqlclient... no checking for main() in -lz... yes checking for mysql_query() in -lmysqlclient... no checking for main() in -lsocket... no checking for mysql_query() in -lmysqlclient... no checking for main() in -lnsl... no checking for mysql_query() in -lmysqlclient... no Gem files will remain installed in /opt/local/lib/ruby/gems/1.8/gems/mysql-2.7 for inspection. Results logged to /opt/local/lib/ruby/gems/1.8/gems/mysql-2.7/gem_make.out Has anybody gotten mysql to work with rails on snow leopard yet? If so, what is your setup and better yet, what can I do to reproduce it?

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  • What is system() in linux

    - by Satish Patel
    I am an absolute beginner with Linux Operating system and just for fun in terminal I typed system() what happened next is as below: satish@satish-Inspiron-N5010 ~ $ system() >#include<iostream> >int main() bash: syntax error near unexpected token 'int' satish@satish-Ispiron-N5010~ $ Here I want to know that what is system() ? what is it's role here? why I got error in int main() line? What can we do with C/C++ programming in terminal?

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  • Getting problem in Java OpenCV code.

    - by Chetan
    I had successfully compile my java code in Eclipse with name FaceDetection.java... I am getting an Exception in thread "main" java.lang.NoSuchMethodError: main.... Please help me to remove this Exception.. Here is the code import java.awt.; import java.awt.event.; import java.awt.image.MemoryImageSource; import hypermedia.video.OpenCV; @SuppressWarnings("serial") public class FaceDetection extends Frame implements Runnable { /** * Main method. * @param String[] a list of user's arguments passed from the console to this program */ public static void main( String[] args ) { System.out.println( "\nOpenCV face detection sample\n" ); new FaceDetection(); } // program execution frame rate (millisecond) final int FRAME_RATE = 1000/30; OpenCV cv = null; // OpenCV Object Thread t = null; // the sample thread // the input video stream image Image frame = null; // list of all face detected area Rectangle[] squares = new Rectangle[0]; /** * Setup Frame and Object(s). */ FaceDetection() { super( "Face Detection Sample" ); // OpenCV setup cv = new OpenCV(); cv.capture( 320, 240 ); cv.cascade( OpenCV.CASCADE_FRONTALFACE_ALT ); // frame setup this.setBounds( 100, 100, cv.width, cv.height ); this.setBackground( Color.BLACK ); this.setVisible( true ); this.addKeyListener( new KeyAdapter() { public void keyReleased( KeyEvent e ) { if ( e.getKeyCode()==KeyEvent.VK_ESCAPE ) { // ESC : release OpenCV resources cv.dispose(); System.exit(0); } } } ); // start running program t = new Thread( this ); t.start(); } /** * Draw video frame and each detected faces area. */ public void paint( Graphics g ) { // draw image g.drawImage( frame, 0, 0, null ); // draw squares g.setColor( Color.RED ); for( Rectangle rect : squares ) g.drawRect( rect.x, rect.y, rect.width, rect.height ); } /** * Execute this sample. */ @SuppressWarnings("static-access") public void run() { while( t!=null && cv!=null ) { try { t.sleep( FRAME_RATE ); // grab image from video stream cv.read(); // create a new image from cv pixels data MemoryImageSource mis = new MemoryImageSource( cv.width, cv.height, cv.pixels(), 0, cv.width ); frame = createImage( mis ); // detect faces squares = cv.detect( 1.2f, 2, OpenCV.HAAR_DO_CANNY_PRUNING, 20, 20 ); // of course, repaint repaint(); } catch( InterruptedException e ) {;} } } }

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