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  • Why do I keep getting this Imagemagick error?

    - by Gkhan14
    I currently used this code for Imagemagick: convert "c:\users\****\My Documents\test.png" -transparent white test2.png However, I keep on getting two errors that look like this: convert.exe: unable to open image `c:\users\****\My': No such file or directory @ error/blob.c/OpenBlob/2641. convert.exe: no decode delegate for this image format `c:\users\****\My' @ error/constitute.c/ReadImage/550. I installed Imagemagick to my c:\ directory. What does this mean, and how can I fix it?

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  • Insert PDF image in MS Word

    - by serhio
    Hello. I have a .doc witch I will convert in PDF. In this .doc I has an image. When I convert the doc to PDF and then zoom it, the images became ugly pixel-ized. I found a tool that converted my bitmap .png image to vectorial .PDF image. Now how could I import the PDF image in MS Word (that finally I will convert to PDF once again)?

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  • Apple Automator "New PDF from Images" maintaining same filename

    - by mech
    I will potentially have 26k of old legacy PICT images to transfer first to PDF for migration. I am using Apple Automator and also the "Dispense Items Incrementally" to loop through it. However, I can't seem to let "New PDF from Images" to remember the original filename. Anyone able to offer some advice :) FYI, I am transforming it to PDF because I can't do it using ImageMagick to convert directly to my ultimate JPEG format. Due to the fact that my PICT was created very long ago and thus has some convert: improper image header error. See this ticket for more information. Thus I am doing a intermediate convert PICT to PDF first, then convert that PDF to JPEG :) The only thing left is the naming of the "Output File Name" which do not allow me to identify original filename. See the screen here:

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  • Converting or playing a .264 video file?

    - by Dan
    I recently bought a Chinese brand DVR (to record security cams). The DVR exports the video files with a ".264" extension. This is my first time ever dealing with this video format. Anyhow I've been trying to convert the videos to any other format so it will be easier to watch the videos. The problem is that I could only find one program that can convert and play those files which is Elecard studio something, and even that Elecard studio thing is having trouble with these files, some of them are just making it crash so I can't convert them. I've tried to find some other programs but I couldn't find anything that can actually play those files. How can I play or convert these files to another format?

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  • Does informing your destination hardware impact on ebook convertion on Calibre?

    - by Roberto
    If I connect my Kindle Fire to the computer, Calibre gives me an option to convert to Kindle Fire mobi format. Is this different from just asking to convert to mobi? I don't want to connect my Kindle anymore, I want to send to the cloud, but I'm not willing to lose conversion quality because of lack of ebook reader information. Of course, I couldn't find the convert to Kindle option without it being connected.

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  • Cross join problem query

    - by user66121
    i have following table structure HUB_DETAILS (Master) Branch_ID Branch_Name VTRCheckList (Master) CLid CLName VTRCheckListDetails (Detail) CLid Branch_ID VTRValue vtrRespDate Actually when i run the following query it does comes with all the Checklist names alongwith all branch names but shows the value in every branch infact only 1 branch has data in the given date criteria. it should show 0 if there is no data in checklist of the respective branch. SELECT VTRCheckList.CLName, Hub_Details.BranchName, sum(cast(VTRCheckListDetails.VtrValue as int)) as 'Total' FROM VTRCheckListDetails INNER JOIN VTRCheckList ON VTRCheckListDetails.CLid = VTRCheckList.CLid CROSS JOIN Hub_Details where Convert(date,VTRCheckListDetails.vtrRespDate, 105) >= convert(date,'01-01-2011',105) and Convert(date, VTRCheckListDetails.vtrRespDate, 105) <= convert(date,'30-01-2011',105) GROUP BY VTRCheckList.CLName, Hub_Details.BranchName

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  • My VARCHAR(MAX) field is capping itself at 4000; what gives?

    - by eidylon
    Hello all... I have a table in one of my databases which is a queue of emails. Emails to certain addresses get accumulated into one email, which is done by a sproc. In the sproc, I have a table variable which I use to build the accumulated bodies of the emails, and then loop through to send each email. In my table var I have my body column defined as VARCHAR(MAX), seeing as there could be any number of emails currently accumulated for a given email address. It seems though that even though my column is defined as VARCHAR(MAX) it is behaving as if it were VARCHAR(4000) and is truncating the data going into it, although it does NOT throw any exceptions, it just silently stops concatenating any more data after 4000 characters. The MERGE statement is where it is building the accumulated email body into @EMAILS.BODY, which is the field that is truncating itself at 4000 characters. Below is the code of my sproc... ALTER PROCEDURE [system].[SendAccumulatedEmails] AS BEGIN SET NOCOUNT ON; DECLARE @SENTS BIGINT = 0; DECLARE @ROWS TABLE ( ROWID ROWID, DATED DATETIME, ADDRESS NAME, SUBJECT VARCHAR(1000), BODY VARCHAR(MAX) ) INSERT INTO @ROWS SELECT ROWID, DATED, ADDRESS, SUBJECT, BODY FROM system.EMAILQUEUE WHERE ACCUMULATE = 1 AND SENT IS NULL ORDER BY ADDRESS, DATED DECLARE @EMAILS TABLE ( ADDRESS NAME, ALLIDS VARCHAR(1000), BODY VARCHAR(MAX) ) DECLARE @PRVRID ROWID = NULL, @CURRID ROWID = NULL SELECT @CURRID = MIN(ROWID) FROM @ROWS WHILE @CURRID IS NOT NULL BEGIN MERGE @EMAILS AS DST USING (SELECT * FROM @ROWS WHERE ROWID = @CURRID) AS SRC ON SRC.ADDRESS = DST.ADDRESS WHEN MATCHED THEN UPDATE SET DST.ALLIDS = DST.ALLIDS + ', ' + CONVERT(VARCHAR,ROWID), DST.BODY = DST.BODY + '<i>'+CONVERT(VARCHAR,SRC.DATED,101)+' ' +CONVERT(VARCHAR,SRC.DATED,8) +':</i> <b>'+SRC.SUBJECT+'</b>'+CHAR(13)+SRC.BODY +' (Message ID '+CONVERT(VARCHAR,SRC.ROWID)+')' +CHAR(13)+CHAR(13) WHEN NOT MATCHED BY TARGET THEN INSERT (ADDRESS, ALLIDS, BODY) VALUES ( SRC.ADDRESS, CONVERT(VARCHAR,ROWID), '<i>'+CONVERT(VARCHAR,SRC.DATED,101)+' ' +CONVERT(VARCHAR,SRC.DATED,8)+':</i> <b>' +SRC.SUBJECT+'</b>'+CHAR(13)+SRC.BODY +' (Message ID '+CONVERT(VARCHAR,SRC.ROWID)+')' +CHAR(13)+CHAR(13)); SELECT @PRVRID = @CURRID, @CURRID = NULL SELECT @CURRID = MIN(ROWID) FROM @ROWS WHERE ROWID > @PRVRID END DECLARE @MAILFROM VARCHAR(100) = system.getOption('MAILFROM'), DECLARE @SMTPHST VARCHAR(100) = system.getOption('SMTPSERVER'), DECLARE @SMTPUSR VARCHAR(100) = system.getOption('SMTPUSER'), DECLARE @SMTPPWD VARCHAR(100) = system.getOption('SMTPPASS') DECLARE @ADDRESS NAME, @BODY VARCHAR(MAX), @ADDL VARCHAR(MAX) DECLARE @SUBJECT VARCHAR(1000) = 'Accumulated Emails from LIJSL' DECLARE @PRVID NAME = NULL, @CURID NAME = NULL SELECT @CURID = MIN(ADDRESS) FROM @EMAILS WHILE @CURID IS NOT NULL BEGIN SELECT @ADDRESS = ADDRESS, @BODY = BODY FROM @EMAILS WHERE ADDRESS = @CURID SELECT @BODY = @BODY + 'This is an automated message sent from an unmonitored mailbox.'+CHAR(13)+'Do not reply to this message; your message will not be read.' SELECT @BODY = '<style type="text/css"> * {font-family: Tahoma, Arial, Verdana;} p {margin-top: 10px; padding-top: 10px; border-top: single 1px dimgray;} p:first-child {margin-top: 10px; padding-top: 0px; border-top: none 0px transparent;} </style>' + @BODY exec system.LogIt @SUBJECT, @BODY BEGIN TRY exec system.SendMail @SMTPHST, @SMTPUSR, @SMTPPWD, @MAILFROM, @ADDRESS, NULL, NULL, @SUBJECT, @BODY, 1 END TRY BEGIN CATCH DECLARE @EMSG NVARCHAR(2048) = 'system.EMAILQUEUE.AI:'+ERROR_MESSAGE() SELECT @ADDL = 'TO:'+@ADDRESS+CHAR(13)+'SUBJECT:'+@SUBJECT+CHAR(13)+'BODY:'+@BODY exec system.LogIt @EMSG,@ADDL END CATCH SELECT @PRVID = @CURID, @CURID = NULL SELECT @CURID = MIN(ADDRESS) FROM @EMAILS WHERE ADDRESS > @PRVID END UPDATE system.EMAILQUEUE SET SENT = getdate() FROM system.EMAILQUEUE E, @ROWS R WHERE E.ROWID = R.ROWID END

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  • C# Request not timing out

    - by Joel Kennedy
    I have this code which runs in a BackgroundWorker, and should make a POST request to the server and get a response. It works fine when it is supposed to work, but when I try to induce a 404 error it doesn't catch the error reporting system. loginProcess.DoWork += delegate(object s, DoWorkEventArgs args) { // loginProcess BackgroundWorker try { // Try to login, if error, report loginProcess.ReportProgress(10); String method = "POST"; String postdata = "postdata=test"; String url = "http://localhost/dev/login.php"; loginProcess.ReportProgress(15); WebRequest rqst = HttpWebRequest.Create(url); rqst.Timeout = 5000; ((HttpWebRequest)rqst).KeepAlive = true; loginProcess.ReportProgress(20); //rqst.Timeout = this.Timeout; // only needed, if you use HTTP AUTH //CredentialCache creds = new CredentialCache(); //creds.Add(new Uri(url), "Basic", new NetworkCredential(this.Uname, this.Pwd)); //rqst.Credentials = creds; rqst.Method = method; if (!String.IsNullOrEmpty(postdata)) { //rqst.ContentType = "application/xml"; rqst.ContentType = "application/x-www-form-urlencoded"; loginProcess.ReportProgress(30); byte[] byteData = UTF8Encoding.UTF8.GetBytes(postdata); loginProcess.ReportProgress(40); rqst.ContentLength = byteData.Length; loginProcess.ReportProgress(50); using (Stream postStream = rqst.GetRequestStream()) { loginProcess.ReportProgress(50); postStream.Write(byteData, 0, byteData.Length); loginProcess.ReportProgress(60); postStream.Close(); loginProcess.ReportProgress(70); rqst.GetResponse().Close(); rqst.GetRequestStream().Close(); } } loginProcess.ReportProgress(90); using (var response1 = rqst.GetResponse()) { using (var responseStream1 = response1.GetResponseStream()) { using (var reader1 = new StreamReader(responseStream1)) { //StreamReader rsps = new StreamReader(rqst.GetResponse().GetResponseStream()); string strRsps = reader1.ReadToEnd(); loginProcess.ReportProgress(95); loginVars = strRsps; //rqst. //reader1.Close(); //rsps.Dispose(); } args.Result = "SUCCESS"; } } } catch(WebException err) { // Catch error and put into err variable if(err.Status == WebExceptionStatus.ProtocolError) { // If something is wrong with protocol LoginReporting.ErrorName = Convert.ToString(((HttpWebResponse)err.Response).StatusCode); LoginReporting.ErrorDescription = Convert.ToString(((HttpWebResponse)err.Response).StatusDescription); LoginReporting.ErrorNotes = "Error when logging in, Server returned: " + Convert.ToString(((HttpWebResponse)err.Response).StatusCode); LoginReporting.ErrorLocation = "LoginRequest.ProtocolError"; args.Result = "ERROR"; //MessageBox.Show(Convert.ToString(((HttpWebResponse)err.Response).StatusCode)); //MessageBox.Show(Convert.ToString(((HttpWebResponse)err.Response).StatusDescription)); } else { args.Result = "ERROR"; } } catch(Exception err) { // Catch unhandled error LoginReporting.ErrorName = Convert.ToString(err); LoginReporting.ErrorDescription = Convert.ToString(err.Message); LoginReporting.ErrorNotes = "Error when logging in, Server returned: " + Convert.ToString(err.Message); LoginReporting.ErrorLocation = "LoginRequest.ProtocolError"; args.Result = "ERROR"; } }; I have put a timeout on the request but it just doesn't work! Is this a bug, or am I doing something wrong here? Thanks

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • SQL SERVER – Get Date and Time From Current DateTime – SQL in Sixty Seconds #025 – Video

    - by pinaldave
    This is 25th video of series SQL in Sixty Seconds we started a few months ago. Even though this is 25th video it seems like we have just started this few days ago. The best part of this SQL in Sixty Seconds is that one can learn something new in less than sixty seconds. There are many concepts which are not new for many but just we all have 60 seconds to refresh our memories. In this video I have touched a very simple question which I receive very frequently on this blog. Q1) How to get current date time? Q2) How to get Only Date from datetime? Q3) How to get Only Time from datetime? I have created a sixty second video on this subject and hopefully this will help many beginners in the SQL Server field. This sixty second video describes the same. Here is a similar script which I have used in the video. SELECT GETDATE() GO -- SQL Server 2000/2005 SELECT CONVERT(VARCHAR(8),GETDATE(),108) AS HourMinuteSecond, CONVERT(VARCHAR(8),GETDATE(),101) AS DateOnly; GO -- SQL Server 2008 Onwards SELECT CONVERT(TIME,GETDATE()) AS HourMinuteSeconds; SELECT CONVERT(DATE,GETDATE()) AS DateOnly; GO Related Tips in SQL in Sixty Seconds: Retrieve Current Date Time in SQL Server CURRENT_TIMESTAMP, GETDATE(), {fn NOW()} Get Time in Hour:Minute Format from a Datetime – Get Date Part Only from Datetime Get Current System Date Time Get Date Time in Any Format – UDF – User Defined Functions Date and Time Functions – EOMONTH() – A Quick Introduction DATE and TIME in SQL Server 2008 I encourage you to submit your ideas for SQL in Sixty Seconds. We will try to accommodate as many as we can. If we like your idea we promise to share with you educational material. Image Credit: Movie Gone in 60 Seconds Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Database, Pinal Dave, PostADay, SQL, SQL Authority, SQL in Sixty Seconds, SQL Query, SQL Scripts, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL, Technology, Video

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  • How to get the path of a file after publishing my game

    - by NDraskovic
    I made a "game" for a college project that reads data from .txt file at startup and draws some models according to the data in that file. This is the code I use using (StreamReader sr = new StreamReader(@"C:\Users\User\Desktop\Linije.txt")) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x),Convert.ToSingle(y),Convert.ToSingle(z))); } } As you see, this code fills some variables that are then used to define the model that will be drawn and the coordinates where it will be drawn. The problem that I'm having is that I don't know how to distribute that file to other computers (obviously on another computer it would have another path)? Do you have some advices on how to do this? P.S I tried to put it in the Content and set the Build Action on None, and I can see the file in the content directory, but when I change it, nothing happens (the models don't change as they should)

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  • Bone creation in XNA Content Pipeline

    - by cod3monk3y
    I'm trying to manually create a ModelContent instance that includes custom Bone data in a custom ContentProcessor in the XNA Content Pipeline. I can't seem to create or assign manually created bone data due to either private constructors or read-only collections (at every turn). The code I have right now that creates a single triangle ModelContent that I'd like to create a bone for is: MeshContent mc = new MeshContent(); mc.Positions.Add(new Vector3(-10, 0, 0)); mc.Positions.Add(new Vector3(0, 10, 0)); mc.Positions.Add(new Vector3(10, 0, 0)); GeometryContent gc = new GeometryContent(); gc.Indices.AddRange(new int[] { 0, 1, 2 }); gc.Vertices.AddRange(new int[] { 0, 1, 2 }); mc.Geometry.Add(gc); // Create normals MeshHelper.CalculateNormals(mc, true); // finally, convert it to a model ModelContent model = context.Convert<MeshContent, ModelContent>(mc, "ModelProcessor"); The documentation on XNA is amazingly sparse. I've been referencing the class diagrams created by DigitalRune and Sean Hargreaves blog, but I haven't found anything on creating bone content. Once the ModelContent is created, it's not possible to add bones because the Bones collection is read-only. And it seems the only way to create the ModelContent instance is to call the standard ModelProcessor via ContentProcessorContext.Convert. So it's a bit of a catch-22. The BoneContent class has a constructor but no methods except those inherited from NodeContent... though now (true to form) maybe I've realized the solution by asking the question. Should I create a root NodeContent with two children: one MeshContent and one BoneContent as the root of my skeleton; then pass the root NodeContent to ContentProcessorContext.Convert? Off to try that now...

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  • My first animation - Using SDL.NET C#

    - by Mark
    Hi all! I'm trying to animate a player object in my 2D grid when the user clicks somewhere in the screen. I got the following 4 variables: oX (Current player position X) oY (Current player position Y) dX (Destination X) dY (Destination Y) How can I make sure the player moves in a straight line to the new XY coordinates. The way I'm doing it now is really awfull and causes the player to first move along x axis, and finally in y axis. Can someone give me some guidance with the involved math cause I'm really not sure on how to accomplish this. Thank you for your time. Kind regards, Mark Update: It's working now but whats the right way to check if the current positions are equal to the target position? private static void MovePlayer(double x2, double y2, int duration) { double hX = x2 - m_PlayerPosition.X; double hY = y2 - m_PlayerPosition.Y; double Length = Math.Sqrt(Math.Pow(hX, 2) + Math.Pow(hY, 2)); hX = hX / Length; hY = hY / Length; while (m_PlayerPosition.X != Convert.ToInt32(x2) || m_PlayerPosition.Y != Convert.ToInt32(y2)) { m_PlayerPosition.X += Convert.ToInt32(hX * 1); m_PlayerPosition.Y += Convert.ToInt32(hY * 1); UpdatePlayerLocation(); } }

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • Is encoding needed in this decryption?

    - by Lijo
    I have a Encryption – Decryption scenario as shown below. //[Clear text ID string as input] -- [(ASCII GetByte) + Encoding] -- [Encrption as byte array] -- [Database column is in VarBinary] -- [Pass byte[] as VarBinary parameter to SP for comparison] //[ID stored as VarBinary in Database] -- [Read as byte array] -- [(Decrypt as byte array) + Encoding + (ASCII Get String)] -- Show as string in the UI My question is in the decryption scenario. After decryption I get a byte array. I am doing an encoding (IBM037) after that. Is it correct? Is there something wrong in the flow shown above? private static byte[] GetEncryptedID(string id) { Interface_Request input = new Interface_Request(); input.RequestText = Encodeto64(id); input.RequestType = Encryption; ProgramInterface inputRequest = new ProgramInterface(); inputRequest.Test_Trial_Request = input; using (KTestService operation = new KTestService()) { return ((operation.KTrialOperation(inputRequest)).Test_Trial_Response.ResponseText); } } private static string GetDecryptedID(byte[] id) { Interface_Request input = new Interface_Request(); input.RequestText = id; input.RequestType = Decryption; ProgramInterface request = new ProgramInterface(); request.Test_Trial_Request = input; using (KTestService operationD = new KTestService()) { ProgramInterface1 response = operationD.KI014Operation(request); byte[] decryptedValue = response.ICSF_AES_Response.ResponseText; Encoding sourceByteFormat = Encoding.GetEncoding("IBM037"); Encoding destinationByteFormat = Encoding.ASCII; //Convert from one byte format to other (IBM to ASCII) byte[] ibmEncodedBytes = Encoding.Convert(sourceByteFormat, destinationByteFormat,decryptedValue); return System.Text.ASCIIEncoding.ASCII.GetString(ibmEncodedBytes); } } private static byte[] EncodeTo64(string toEncode) { byte[] dataInBytes = System.Text.ASCIIEncoding.ASCII.GetBytes(toEncode); Encoding destinationByteFormat = Encoding.GetEncoding("IBM037"); Encoding sourceByteFormat = Encoding.ASCII; //Convert from one byte format to other (ASCII to IBM) byte[] asciiBytes = Encoding.Convert(sourceByteFormat, destinationByteFormat, dataInBytes); return asciiBytes; }

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  • C++ Windows Forms application unhandled exception error when textbox empty

    - by cmorris1441
    I'm building a temperature conversion application in Visual Studio for a C++ course. It's a Windows Forms application and the code that I've written is below. There's other code to of course, but I'm not sure you need it to help me. My problem is, when I run the application if I don't have anything entered into either the txtFahrenheit or txtCelsius2 textboxes I get the following error: "An unhandled exception of type 'System.FormatException' occurred in mscorlib.dll" The application only works right now when a number is entered into both of the textboxes. I was told to try and use this: Double::TryParse() but I'm brand new to C++ and can't figure out how to use it, even after checking the MSDN library. Here's my code: private: System::Void btnFtoC_Click(System::Object^ sender, System::EventArgs^ e) { // Convert the input in the Fahrenheit textbox to a double datatype named fahrenheit for manipulation double fahrenheit = Convert::ToDouble(txtFahrenheit->Text); // Set the result string to F * (5/9) -32 double result = fahrenheit * .5556 - 32; // Set the Celsius text box to display the result string txtCelsius->Text = result.ToString(); } private: System::Void btnCtoF_Click(System::Object^ sender, System::EventArgs^ e) { // Convert the input in the Celsius textbox to a double datatype name celsius for manipulation double celsius = Convert::ToDouble(txtCelsius2->Text); // Set the result2 string to C * (9/5) + 32 double result2 = celsius * 1.8 + 32; // Set the Fahrenheit text box to display the result2 string txtFahrenheit2->Text = result2.ToString(); }

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  • How do I throttle a command in a terminal window?

    - by To Do
    I needed to run convert with a lot of images at the same time. The command took quite a while but this doesn't bother me. The issue is that this command rendered my computer unusable while the command was running (for about 15 minutes). So is it possible to throttle the command by limiting resources (processor and memory) to the command, directly from the command line? This can only work if I add something to the same line before pressing Enter because once I start the process the computer slows so much that it is impossible for example to switch to "System monitor" and reduce priority. Edit: top and iotop results I managed to run top and sudo iotop >iotop.txt while doing one of these convert operations. (The iotop.txt file produced is difficult to read) Results of top: PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 14275 username 20 0 4043m 3.0g 1448 D 7.0 80.4 0:16.45 convert Results of iotop: [?1049h[1;24r(B[m[4l[?7h[?1h=[39;49m[?25l[39;49m(B[m[H[2JTotal DISK READ: 1269.04 K/s | Total DISK WRITE:[59G0.00 B/s (B[0;7m TID PRIO USER DISK READ DISK WRITE SWAPIN(B[0;1;7m IO(B[0;7m COMMAND [3;2H(B[m2516 be/4 username 350.08 K/s 0.00 B/s 0.00 % 0.00 % zeitgeist-datahub 7394 be/4 username 568.88 K/s 0.00 B/s 77.41 % 0.00 % --rendere~.530483991[5;1H14275 idle username 350.08 K/s 0.00 B/s 37.49 % 0.00 % convert S~f test.pdf[6;2H2048 be/4 root[6;24H0.00 B/s 0.00 B/s 0.00 % 0.00 % [kworker/3:2] [5G1 be/4 root[7;24H0.00 B/s 0.00 B/s 0.00 % 0.00 % init Furthermore, even after the process ends, the computer does not return to the previous performance. I found a way around this by running sudo swapoff -a followed by sudo swapon -a

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  • inserting null values in datetime column and integer column

    - by reggie
    I am using C# and developing a winform application. I have a project class which has the project attributes. the constructor of the project class is as follows: newProject = new Project(GCD_ID.IsNull() ? (int?)null : Convert.ToInt32(GCD_ID), txt_Proj_Desc.Text, txt_Prop_Name.Text, ST.ID.ToString().IsNull() ? null: ST.ID.ToString(), cmbCentre.Text, SEC.ID.ToString().IsNull() ? null : SEC.ID.ToString(), cmbZone.Text, FD.ID.ToString().IsNull() ? null : FD.ID.ToString(), DT.ID.ToString().IsNull() ? null : DT.ID.ToString(), OP.ID.ToString().IsNull() ? null : OP.ID.ToString(), T.ID.ToString().IsNull() ? null : T.ID.ToString(), CKV.ID.ToString().IsNull() ? null : CKV.ID.ToString(), STAT.ID.ToString().IsNull() ? null : STAT.ID.ToString(), MW.IsNull() ? (Double?)null : Convert.ToDouble(MW), txt_Subject.Text, Ip_Num.IsNull() ? (int?)null : Convert.ToInt32(Ip_Num), H1N_ID.IsNull() ? (int?)null : Convert.ToInt32(H1N_ID), NOMS_Slip_Num.IsNull() ? (int?)null : Convert.ToInt32(NOMS_Slip_Num), NMS_Updated.IsNull() ? (DateTime?)null : Convert.ToDateTime(NMS_Updated), Received_Date.IsNull() ? (DateTime?)null : Convert.ToDateTime(Received_Date), Actual_IS_Date.IsNull() ? (DateTime?)null : Convert.ToDateTime(Actual_IS_Date), Scheduled_IS_Date.IsNull() ? (DateTime?)null : Convert.ToDateTime(Scheduled_IS_Date), UpSt.ID.ToString().IsNull() ? null : UpSt.ID.ToString(), UpFd.ID.ToString().IsNull() ? null : UpFd.ID.ToString(), txtHVCircuit.Text, cmbbxSIA.Text); My problem is that i cannot insert values into the database when the datetime variables and the integer variables are null. all this data are assigned to the variable from textboxes on the form.. bELOW is the database function which takes in all the variables and insert them into the database. public static void createNewProject(int? GCD_ID, string Project_Desc, string Proponent_Name, int Station_ID, string OpCentre, int Sector_ID, string PLZone, int Feeder, int DxTx_ID, int OpControl_ID, int Type_ID, int ConnKV_ID, int Status_ID, double? MW, string Subject, int? Ip_Num, int? H1N_ID, int? NOMS_Slip_Num, DateTime? NMS_Updated, DateTime? Received_Date, DateTime? Actual_IS_Date, DateTime? Scheduled_IS_Date, int UP_Station_ID, int UP_Feeder_ID, string @HV_Circuit, string SIA_Required) { SqlConnection conn = null; try { //Takes in all the employee details to be added to the database. conn = new SqlConnection(databaseConnectionString); conn.Open(); SqlCommand cmd = new SqlCommand("createNewProject", conn); cmd.CommandType = CommandType.StoredProcedure; cmd.Parameters.Add(new SqlParameter("GCD_ID", GCD_ID)); cmd.Parameters.Add(new SqlParameter("Project_Desc", MiscFunctions.Capitalize(Project_Desc))); cmd.Parameters.Add(new SqlParameter("Proponent_Name", MiscFunctions.Capitalize(Proponent_Name))); cmd.Parameters.Add(new SqlParameter("Station_ID", Station_ID)); cmd.Parameters.Add(new SqlParameter("OpCentre", OpCentre)); cmd.Parameters.Add(new SqlParameter("Sector_ID", Sector_ID)); cmd.Parameters.Add(new SqlParameter("PLZone", PLZone)); cmd.Parameters.Add(new SqlParameter("Feeder", Feeder)); cmd.Parameters.Add(new SqlParameter("DxTx_ID", DxTx_ID)); cmd.Parameters.Add(new SqlParameter("OpControl_ID", OpControl_ID)); cmd.Parameters.Add(new SqlParameter("Type_ID", Type_ID)); cmd.Parameters.Add(new SqlParameter("ConnKV_ID", ConnKV_ID)); cmd.Parameters.Add(new SqlParameter("Status_ID", Status_ID)); cmd.Parameters.Add(new SqlParameter("MW", MW)); cmd.Parameters.Add(new SqlParameter("Subject", Subject)); cmd.Parameters.Add(new SqlParameter("Ip_Num", Ip_Num)); cmd.Parameters.Add(new SqlParameter("H1N_ID", H1N_ID)); cmd.Parameters.Add(new SqlParameter("NOMS_Slip_Num", NOMS_Slip_Num)); cmd.Parameters.Add(new SqlParameter("NMS_Updated", NMS_Updated)); cmd.Parameters.Add(new SqlParameter("Received_Date", Received_Date)); cmd.Parameters.Add(new SqlParameter("Actual_IS_Date", Actual_IS_Date)); cmd.Parameters.Add(new SqlParameter("Scheduled_IS_Date", Scheduled_IS_Date)); cmd.Parameters.Add(new SqlParameter("UP_Station_ID", UP_Station_ID)); cmd.Parameters.Add(new SqlParameter("UP_Feeder_ID", UP_Feeder_ID)); cmd.Parameters.Add(new SqlParameter("HV_Circuit", HV_Circuit)); cmd.Parameters.Add(new SqlParameter("SIA_Required", SIA_Required)); cmd.ExecuteNonQuery(); } catch (Exception e) //returns if error incurred. { MessageBox.Show("Error occured in createNewProject" + Environment.NewLine + e.ToString()); } finally { if (conn != null) { conn.Close(); } } } My question is, how do i insert values into the database. please please help

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  • How to run Erlang based robot? Is it possible to convert it into .hex and run over microcontroller?

    - by Dinesh
    I am working on Erlang robotic project. I have made a wallfollower robot program which has two files 1. a C program to communicate with hardware(I think we can not directly use Erlang for this) and 2. Erlang program to call these functions. I want to know where(platforms) I can run this robot. Is it possible to run this robot over micro-controller(8051 or ARM7) based hardware? Is it possible to convert Erlang program into C code or directly into .hex file? If any one have any idea please help asap. Thanks.

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  • Mercurial central server file discrepancy (using 'diff to local')

    - by David Montgomery
    Newbie alert! OK, I have a working central Mercurial repository that I've been working with for several weeks. Everything has been great until I hit a really bizarre problem: my central server doesn't seem to be synced to itself? I only have one file that seems to be out-of-sync right now, but I really need to know how this happened to prevent it from happening in the future. Scenario: 1) created Mercurial repository on server using an existing project directory. The directory contained the file 'mypage.aspx'. 2) On my workstation, I cloned the central repository 3) I made an edit to mypage.aspx 4) hg commit, then hg push from my workstation to the central server 5) now if I look at mypage.aspx on the server's repository using TortoiseHg's repository explorer, I see the change history for mypage.aspx -- an initial check-in and one edit. However, when I select 'Diff to local', it shows the current version on the server's disk is the original version, not the edited version! I have not experimented with branching at all yet, so I'm sure I'm not getting a branch problem. 'hg status' on the server or client returns no pending changes. If I create a clone of the server's repository to a new location, I see the same change history as I would expect, but the file on disk doesn't contain my edit. So, to recap: Central repository = original file, but shows change in revision history (bad) Local repository 'A' = updated file, shows change in revision history (good) Local repository 'B' = original file, but shows change in revision history (bad) Help please! Thanks, David

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  • Mercurial CLI is slow in C#?

    - by pATCheS
    I'm writing a utility in C# that will make managing multiple Mercurial repositories easier for the way my team is using it. However, it seems that there is always about a 300 to 400 millisecond delay before I get anything back from hg.exe. I'm using the code below to run hg.exe and hgtk.exe (TortoiseHg's GUI). The code currently includes a Stopwatch and some variables for timing purposes. The delay is roughly the same on multiple runs within the same session. I have also tried specifying the exact path of hg.exe, and got the same result. static string RunCommand(string executable, string path, string arguments) { var psi = new ProcessStartInfo() { FileName = executable, Arguments = arguments, WorkingDirectory = path, UseShellExecute = false, RedirectStandardError = true, RedirectStandardInput = true, RedirectStandardOutput = true, WindowStyle = ProcessWindowStyle.Maximized, CreateNoWindow = true }; var sbOut = new StringBuilder(); var sbErr = new StringBuilder(); var sw = new Stopwatch(); sw.Start(); var process = Process.Start(psi); TimeSpan firstRead = TimeSpan.Zero; process.OutputDataReceived += (s, e) => { if (firstRead == TimeSpan.Zero) { firstRead = sw.Elapsed; } sbOut.Append(e.Data); }; process.ErrorDataReceived += (s, e) => sbErr.Append(e.Data); process.BeginOutputReadLine(); process.BeginErrorReadLine(); var eventsStarted = sw.Elapsed; process.WaitForExit(); var processExited = sw.Elapsed; sw.Reset(); if (process.ExitCode != 0 || sbErr.Length > 0) { Error.Mercurial(process.ExitCode, sbOut.ToString(), sbErr.ToString()); } return sbOut.ToString(); } Any ideas on how I can speed things up? As it is, I'm going to have to do a lot of caching in addition to threading to keep the UI snappy.

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  • Incremental deploy from a shell script

    - by WishCow
    I have a project, where I'm forced to use ftp as a means of deploying the files to the live server. I'm developing on linux, so I hacked together a bash script that makes a backup of the ftp server's contents, deletes all the files on the ftp, and uploads all the fresh files from the mercurial repository. (and taking care of user uploaded files and folders, and making post-deploy changes, etc) It's working well, but the project is starting to get big enough to make the deployment process too long. I'd like to modify the script to look up which files have changed, and only deploy the modified files. (the backup is fine atm as it is) I'm using mercurial as a VCS, so my idea is to somehow request the changed files between two revisions from it, iterate over the changed files, and upload each modified file, and delete each removed file. I can use hg log -vr rev1:rev2, and from the output, I can carve out the changed files with grep/sed/etc. Two problems: I have heard the horror stories that parsing the output of ls leads to insanity, so my guess is that the same applies to here, if I try to parse the output of hg log, the variables will undergo word-splitting, and all kinds of transformations. hg log doesn't tell me a file is modified/added/deleted. Differentiating between modified and deleted files would be the least. So, what would be the correct way to do this? I'm using yafc as an ftp client, in case it's needed, but willing to switch.

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  • How to setup and teardown temporary django db for unit testing?

    - by blokeley
    I would like to have a python module containing some unit tests that I can pass to hg bisect --command. The unit tests are testing some functionality of a django app, but I don't think I can use hg bisect --command manage.py test mytestapp because mytestapp would have to be enabled in settings.py, and the edits to settings.py would be clobbered when hg bisect updates the working directory. Therefore, I would like to know if something like the following is the best way to go: import functools, os, sys, unittest sys.path.append(path_to_myproject) os.environ['DJANGO_SETTINGS_MODULE'] = 'myapp.settings' def with_test_db(func): """Decorator to setup and teardown test db.""" @functools.wraps def wrapper(*args, **kwargs): try: # Set up temporary django db func(*args, **kwargs) finally: # Tear down temporary django db class TestCase(unittest.TestCase): @with_test_db def test(self): # Do some tests using the temporary django db self.fail('Mark this revision as bad.') if '__main__' == __name__: unittest.main() I should be most grateful if you could advise either: If there is a simpler way, perhaps subclassing django.test.TestCase but not editing settings.py or, if not; What the lines above that say "Set up temporary django db" and "Tear down temporary django db" should be?

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  • SQL SERVER – Parsing SSIS Catalog Messages – Notes from the Field #030

    - by Pinal Dave
    [Note from Pinal]: This is a new episode of Notes from the Field series. SQL Server Integration Service (SSIS) is one of the most key essential part of the entire Business Intelligence (BI) story. It is a platform for data integration and workflow applications. The tool may also be used to automate maintenance of SQL Server databases and updates to multidimensional cube data. In this episode of the Notes from the Field series I requested SSIS Expert Andy Leonard to discuss one of the most interesting concepts of SSIS Catalog Messages. There are plenty of interesting and useful information captured in the SSIS catalog and we will learn together how to explore the same. The SSIS Catalog captures a lot of cool information by default. Here’s a query I use to parse messages from the catalog.operation_messages table in the SSISDB database, where the logged messages are stored. This query is set up to parse a default message transmitted by the Lookup Transformation. It’s one of my favorite messages in the SSIS log because it gives me excellent information when I’m tuning SSIS data flows. The message reads similar to: Data Flow Task:Information: The Lookup processed 4485 rows in the cache. The processing time was 0.015 seconds. The cache used 1376895 bytes of memory. The query: USE SSISDB GO DECLARE @MessageSourceType INT = 60 DECLARE @StartOfIDString VARCHAR(100) = 'The Lookup processed ' DECLARE @ProcessingTimeString VARCHAR(100) = 'The processing time was ' DECLARE @CacheUsedString VARCHAR(100) = 'The cache used ' DECLARE @StartOfIDSearchString VARCHAR(100) = '%' + @StartOfIDString + '%' DECLARE @ProcessingTimeSearchString VARCHAR(100) = '%' + @ProcessingTimeString + '%' DECLARE @CacheUsedSearchString VARCHAR(100) = '%' + @CacheUsedString + '%' SELECT operation_id , SUBSTRING(MESSAGE, (PATINDEX(@StartOfIDSearchString,MESSAGE) + LEN(@StartOfIDString) + 1), ((CHARINDEX(' ', MESSAGE, PATINDEX(@StartOfIDSearchString,MESSAGE) + LEN(@StartOfIDString) + 1)) - (PATINDEX(@StartOfIDSearchString, MESSAGE) + LEN(@StartOfIDString) + 1))) AS LookupRowsCount , SUBSTRING(MESSAGE, (PATINDEX(@ProcessingTimeSearchString,MESSAGE) + LEN(@ProcessingTimeString) + 1), ((CHARINDEX(' ', MESSAGE, PATINDEX(@ProcessingTimeSearchString,MESSAGE) + LEN(@ProcessingTimeString) + 1)) - (PATINDEX(@ProcessingTimeSearchString, MESSAGE) + LEN(@ProcessingTimeString) + 1))) AS LookupProcessingTime , CASE WHEN (CONVERT(numeric(3,3),SUBSTRING(MESSAGE, (PATINDEX(@ProcessingTimeSearchString,MESSAGE) + LEN(@ProcessingTimeString) + 1), ((CHARINDEX(' ', MESSAGE, PATINDEX(@ProcessingTimeSearchString,MESSAGE) + LEN(@ProcessingTimeString) + 1)) - (PATINDEX(@ProcessingTimeSearchString, MESSAGE) + LEN(@ProcessingTimeString) + 1))))) = 0 THEN 0 ELSE CONVERT(bigint,SUBSTRING(MESSAGE, (PATINDEX(@StartOfIDSearchString,MESSAGE) + LEN(@StartOfIDString) + 1), ((CHARINDEX(' ', MESSAGE, PATINDEX(@StartOfIDSearchString,MESSAGE) + LEN(@StartOfIDString) + 1)) - (PATINDEX(@StartOfIDSearchString, MESSAGE) + LEN(@StartOfIDString) + 1)))) / CONVERT(numeric(3,3),SUBSTRING(MESSAGE, (PATINDEX(@ProcessingTimeSearchString,MESSAGE) + LEN(@ProcessingTimeString) + 1), ((CHARINDEX(' ', MESSAGE, PATINDEX(@ProcessingTimeSearchString,MESSAGE) + LEN(@ProcessingTimeString) + 1)) - (PATINDEX(@ProcessingTimeSearchString, MESSAGE) + LEN(@ProcessingTimeString) + 1)))) END AS LookupRowsPerSecond , SUBSTRING(MESSAGE, (PATINDEX(@CacheUsedSearchString,MESSAGE) + LEN(@CacheUsedString) + 1), ((CHARINDEX(' ', MESSAGE, PATINDEX(@CacheUsedSearchString,MESSAGE) + LEN(@CacheUsedString) + 1)) - (PATINDEX(@CacheUsedSearchString, MESSAGE) + LEN(@CacheUsedString) + 1))) AS LookupBytesUsed ,CASE WHEN (CONVERT(bigint,SUBSTRING(MESSAGE, (PATINDEX(@StartOfIDSearchString,MESSAGE) + LEN(@StartOfIDString) + 1), ((CHARINDEX(' ', MESSAGE, PATINDEX(@StartOfIDSearchString,MESSAGE) + LEN(@StartOfIDString) + 1)) - (PATINDEX(@StartOfIDSearchString, MESSAGE) + LEN(@StartOfIDString) + 1)))))= 0 THEN 0 ELSE CONVERT(bigint,SUBSTRING(MESSAGE, (PATINDEX(@CacheUsedSearchString,MESSAGE) + LEN(@CacheUsedString) + 1), ((CHARINDEX(' ', MESSAGE, PATINDEX(@CacheUsedSearchString,MESSAGE) + LEN(@CacheUsedString) + 1)) - (PATINDEX(@CacheUsedSearchString, MESSAGE) + LEN(@CacheUsedString) + 1)))) / CONVERT(bigint,SUBSTRING(MESSAGE, (PATINDEX(@StartOfIDSearchString,MESSAGE) + LEN(@StartOfIDString) + 1), ((CHARINDEX(' ', MESSAGE, PATINDEX(@StartOfIDSearchString,MESSAGE) + LEN(@StartOfIDString) + 1)) - (PATINDEX(@StartOfIDSearchString, MESSAGE) + LEN(@StartOfIDString) + 1)))) END AS LookupBytesPerRow FROM [catalog].[operation_messages] WHERE message_source_type = @MessageSourceType AND MESSAGE LIKE @StartOfIDSearchString GO Note that you have to set some parameter values: @MessageSourceType [int] – represents the message source type value from the following results: Value     Description 10           Entry APIs, such as T-SQL and CLR Stored procedures 20           External process used to run package (ISServerExec.exe) 30           Package-level objects 40           Control Flow tasks 50           Control Flow containers 60           Data Flow task 70           Custom execution message Note: Taken from Reza Rad’s (excellent!) helper.MessageSourceType table found here. @StartOfIDString [VarChar(100)] – use this to uniquely identify the message field value you wish to parse. In this case, the string ‘The Lookup processed ‘ identifies all the Lookup Transformation messages I desire to parse. @ProcessingTimeString [VarChar(100)] – this parameter is message-specific. I use this parameter to specifically search the message field value for the beginning of the Lookup Processing Time value. For this execution, I use the string ‘The processing time was ‘. @CacheUsedString [VarChar(100)] – this parameter is also message-specific. I use this parameter to specifically search the message field value for the beginning of the Lookup Cache  Used value. It returns the memory used, in bytes. For this execution, I use the string ‘The cache used ‘. The other parameters are built from variations of the parameters listed above. The query parses the values into text. The string values are converted to numeric values for ratio calculations; LookupRowsPerSecond and LookupBytesPerRow. Since ratios involve division, CASE statements check for denominators that equal 0. Here are the results in an SSMS grid: This is not the only way to retrieve this information. And much of the code lends itself to conversion to functions. If there is interest, I will share the functions in an upcoming post. If you want to get started with SSIS with the help of experts, read more over at Fix Your SQL Server. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: Notes from the Field, PostADay, SQL, SQL Authority, SQL Backup and Restore, SQL Query, SQL Server, SQL Tips and Tricks, T SQL Tagged: SSIS

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  • Yet another blog about IValueConverter

    - by codingbloke
    After my previous blog on a Generic Boolean Value Converter I thought I might as well blog up another IValueConverter implementation that I use. The Generic Boolean Value Converter effectively converters an input which only has two possible values to one of two corresponding objects.  The next logical step would be to create a similar converter that can take an input which has multiple (but finite and discrete) values to one of multiple corresponding objects.  To put it more simply a Generic Enum Value Converter. Now we already have a tool that can help us in this area, the ResourceDictionary.  A simple IValueConverter implementation around it would create a StringToObjectConverter like so:- StringToObjectConverter using System; using System.Windows; using System.Windows.Data; using System.Linq; using System.Windows.Markup; namespace SilverlightApplication1 {     [ContentProperty("Items")]     public class StringToObjectConverter : IValueConverter     {         public ResourceDictionary Items { get; set; }         public string DefaultKey { get; set; }                  public StringToObjectConverter()         {             DefaultKey = "__default__";         }         public virtual object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             if (value != null && Items.Contains(value.ToString()))                 return Items[value.ToString()];             else                 return Items[DefaultKey];         }         public virtual object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             return Items.FirstOrDefault(kvp => value.Equals(kvp.Value)).Key;         }     } } There are some things to note here.  The bulk of managing the relationship between an object instance and the related string key is handled by the Items property being an ResourceDictionary.  Also there is a catch all “__default__” key value which allows for only a subset of the possible input values to mapped to an object with the rest falling through to the default. We can then set one of these up in Xaml:-             <local:StringToObjectConverter x:Key="StatusToBrush">                 <ResourceDictionary>                     <SolidColorBrush Color="Red" x:Key="Overdue" />                     <SolidColorBrush Color="Orange" x:Key="Urgent" />                     <SolidColorBrush Color="Silver" x:Key="__default__" />                 </ResourceDictionary>             </local:StringToObjectConverter> You could well imagine that in the model being bound these key names would actually be members of an enum.  This still works due to the use of ToString in the Convert method.  Hence the only requirement for the incoming object is that it has a ToString implementation which generates a sensible string instead of simply the type name. I can’t imagine right now a scenario where this converter would be used in a TwoWay binding but there is no reason why it can’t.  I prefer to avoid leaving the ConvertBack throwing an exception if that can be be avoided.  Hence it just enumerates the KeyValuePair entries to find a value that matches and returns the key its mapped to. Ah but now my sense of balance is assaulted again.  Whilst StringToObjectConverter is quite happy to accept an enum type via the Convert method it returns a string from the ConvertBack method not the original input enum type that arrived in the Convert.  Now I could address this by complicating the ConvertBack method and examining the targetType parameter etc.  However I prefer to a different approach, deriving a new EnumToObjectConverter class instead. EnumToObjectConverter using System; namespace SilverlightApplication1 {     public class EnumToObjectConverter : StringToObjectConverter     {         public override object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             string key = Enum.GetName(value.GetType(), value);             return base.Convert(key, targetType, parameter, culture);         }         public override object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             string key = (string)base.ConvertBack(value, typeof(String), parameter, culture);             return Enum.Parse(targetType, key, false);         }     } }   This is a more belts and braces solution with specific use of Enum.GetName and Enum.Parse.  Whilst its more explicit in that the a developer has to  choose to use it, it is only really necessary when using TwoWay binding, in OneWay binding the base StringToObjectConverter would serve just as well. The observant might note that there is actually no “Generic” aspect to this solution in the end.  The use of a ResourceDictionary eliminates the need for that.

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