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  • strang asp.net mvc behavior

    - by ooo
    i have a controlled called AppController. i have 2 actions: Details and Delete both pass in int id as the parameter to the action WHen i go to: mysite/App/Details/100 I can catch it in the controller details action but when i go to mysite/App/Delete/100 The breakpoint never hits and i get this in the browser: Server Error in '/' Application. The resource cannot be found. Description: HTTP 404. The resource you are looking for (or one of its dependencies) could have been removed, had its name changed, or is temporarily unavailable. Please review the following URL and make sure that it is spelled correctly. any idea what might be happening?

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  • Load properties file in JAR?

    - by apryor48
    I'm having trouble when one of the jars that my web app depends on tries to load a properties file from within the jar. Here is the code in the jar. static { Properties props = new Properties(); try { props.load(ClassLoader.getSystemResourceAsStream("someProps.properties")); } catch (IOException e) { e.printStackTrace(); } someProperty = props.getProperty("someKey"); } The properties file is in my "src/main/resources" directory of the Maven project. When I run this code from my junit test in Eclipse, it executes just fine. When the project is built with Maven into a jar, and included as a dependency in my webb app, it fails to locate the properties file. I know that the properties file is at the base directory of the depended on jar, I don't know how to fix this. Please help!

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  • How to send a signal SIGINT from script to script ? BASH

    - by debugger
    I want to trap a signal send from Script-A.sh to Script-B.sh so in Script-A.sh i use the command (Send SIGINT to Script-B.sh) kill -2 $PID_Script-B.sh And in Script-B.sh i catch the signal and call function Clean trap 'Clean' 2 It does not work, instead the Script-B.sh is killed right away without performing the Clean !! What i notice also is that if i want to send SIGINT from terminal to any script that traps it, a ctrl-c will be catched correctly, but not if i specify the signal via the command kill -2 $pid_of_script Any idea about the difference between the two method to send the SIGINT (ctrl-c VS kill -2 $pid_of_script), and how i can send a SIGINT from a script to another ? Regards, Debugger

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  • How to handle HTTPStatus Response 201 with AS3 / Flash / SWFUpload

    - by Praveen Sharma
    Hey all. I'm using SWFUpload on a Rails site to allow for MP3 Uploads direct to Sound Cloud. To avoid having to first upload a large file to my server and push to Sound Cloud, I'm hitting their API directly via SWFUpload, passing necessary OAuth token data. Everything works - EXCEPT - Flash can't handle the HTTP response code that Sound Cloud's API returns (201). This ALWAYS triggers an unhandled IO Error with Flash. Even though SWFUpload allows me to override that in the JS, it breaks any response data (the URI to the uploaded file). Does anyone know how I could somehow intercept the 201 code so that I can make it a 200 code for flash? I'm at a loss at how I can avoid this IO Error. I've tried try/catch statements around everything and have even recompiled SWFUpload to try new things to no avail. Any help would be greatly appreciated.

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  • Virtual/soft buttons for (Home, menu,Back, Search) always on top?

    - by Ken
    How can I make an app or maybe service that looks like (Nexus One touch buttons) for the navigation keys (Home, menu,Back, Search) The buttons should always be visibly and always stay on top and send the command to the app thats running. Someone have ideas and sample codes how to do that? * I see an app with name (Smart Taskmanager) wich always detect when you touch the right side of the screen and then detect when you slide the finger to left. So I think its possible, with this function I think its possible to implementate the code to simulate the (Home, Meny, Back, Search) buttons. * I also see and test an app wich show a "cracked display" always ontop so that tecnic maybe shold be useful to always show the buttons/bitmanp on top. Thoose function, to show the button and catch the "touch event" and send the event to the active program, thats what i dont can figure out how to do. Thats my thought! I Hope there are some deep developer wich know this solution! Regards Ken

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  • java equivalent to php's hmac-SHA1

    - by Bee
    I'm looking for a java equivalent to this php call: hash_hmac('sha1', "test", "secret") I tried this, using java.crypto.Mac, but the two do not agree: String mykey = "secret"; String test = "test"; try { Mac mac = Mac.getInstance("HmacSHA1"); SecretKeySpec secret = new SecretKeySpec(mykey.getBytes(),"HmacSHA1"); mac.init(secret); byte[] digest = mac.doFinal(test.getBytes()); String enc = new String(digest); System.out.println(enc); } catch (Exception e) { System.out.println(e.getMessage()); } The outputs with key = "secret" and test = "test" do not seem to match.

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  • Event handler of Dropdownlist inside Gridview

    - by hotcoder
    I've added Dropdownlist in Gridview at RowDataBound event. The code is: if (e.Row.RowType == DataControlRowType.DataRow) { DropDownList ddlSeason = new DropDownList(); ddlSeason.DataSourceID = "odsRoomSeason"; ddlSeason.DataTextField = "SeasonTittle"; ddlSeason.DataValueField = "SeasonID"; ddlSeason.AutoPostBack = true; ddlSeason.SelectedIndexChanged += new EventHandler(ddlSeason_SelectedIndexChanged); TableCell tcSeason= new TableCell(); tcSeason.Controls.Add(ddlSeason); e.Row.Cells.AddAt(e.Row.Cells.Count, tcSeason); } The event handler I've added is: protected void ddlSeason_SelectedIndexChanged(object sender, EventArgs e) { // } But the problem is that the event handler function doesn't catch the event. Please tell me how to write the correct event handler, also I need to get the row from which the Dropdownlist's event has fired.

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  • How to obtain the native stacktrace from native exceptions caught in managed code

    - by aaa
    I have some managed code that calls to a method inside some native DLL(i have the appropriate symbol files). Sometimes, that native method throws an exception which I catch in my managed code. However, when i print the stacktrace from my caught exception, I see only managed code (the last frame is the call to the native code .. but it don't see the stacktrack within the native code). How can I obtain the native callstack as well? *When i'm debugging the code, i am able to step into the native code, and see the actuall call stack.

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  • Java: what are IOEXceptions in BufferedReader's readLine() for?

    - by HH
    I can "fix" the below exception with a try-catch loop but I cannot understand the reason. Why does the part "in.readLine()" continuosly ignite IOExceptions? What is really the purpose of throwing such exceptions, the goal probably not just more side effects? Code and IOExceptions $ javac ReadLineTest.java ReadLineTest.java:9: unreported exception java.io.IOException; must be caught or declared to be thrown while((s=in.readLine())!=null){ ^ 1 error $ cat ReadLineTest.java import java.io.*; import java.util.*; public class ReadLineTest { public static void main(String[] args) { String s; BufferedReader in = new BufferedReader(new InputStreamReader(System.in)); // WHY IOException here? while((s=in.readLine())!=null){ System.out.println(s); } } }

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  • Java: startingPath as "public static final" exception

    - by HH
    [Updated] Thanks to polygenelubricants's reply, the real problem is the exception from the method getCanonicalPath() because I cannot include try-catch-loop there. $ cat StartingPath.java import java.util.*; import java.io.*; public class StartingPath { public static final String startingPath = (new File(".")).getCanonicalPath(); public static void main(String[] args){ System.out.println(startingPath); } } $ javac StartingPath.java StartingPath.java:5: unreported exception java.io.IOException; must be caught or declared to be thrown public static final String startingPath = (new File(".")).getCanonicalPath(); ^ 1 error

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  • UnauthorizedAccessException cannot resolve Directory.GetFiles failure

    - by Ric Coles
    Hi all, Directory.GetFiles method fails on the first encounter with a folder it has no access rights to. The method throws an UnauthorizedAccessException (which can be caught) but by the time this is done, the method has already failed/terminated. The code I am using is listed below: try { // looks in stated directory and returns the path of all files found getFiles = Directory.GetFiles(@directoryToSearch, filetype, SearchOption.AllDirectories); } catch (UnauthorizedAccessException) { } As far as I am aware, there is no way to check beforehand whether a certain folder has access rights defined. In my example, I'm searching on a disk across a network and when I come across a root access only folder, my program fails. I have searched for a few days now for any sort of resolve, but this problem doesn't seem to be very prevalent on here or Google. I look forward to any suggestions you may have, Regards

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  • How Can I Check an Object to See its Type and Return A Casted Object

    - by Russ Bradberry
    I have method to which I pass an object. In this method I check it's type and depending on the type I do something with it and return a Long. I have tried every which way I can think of to do this and I always get several compiler errors telling me it expects a certain object but gets another. Can someone please explain to me what I am doing wrong and guide me in the right direction? What I have tried thus far is below: override def getInteger(obj:Object) = { if (obj.isInstanceOf[Object]) null else if (obj.isInstanceOf[Number]) (obj:Number).longValue() else if (obj.isInstanceOf[Boolean]) if (obj:Boolean) 1 else 0 else if (obj.isInstanceOf[String]) if ((obj:String).length == 0 | (obj:String) == "null") null else try { Long.parse(obj:String) } catch { case e: Exception => throw new ValueConverterException("value \"" + obj.toString() + "\" of type " + obj.getClass().getName() + " is not convertible to Long") } }

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  • Is anyone else experiencing weird debug + crash behavior with Silverlight?

    - by Scott Barnes
    I have noticed that after awhile of debug/tweakcode/debug etc that eventually Silverlight starts to crash all of my browsers (i.e. doesn't matter which i fire, they all just crash). If i then go to a site that has Silverlight, it works fine? so it has something to do with debugger + Silverlight not getting along? I then reboot and the problem goes away? Is anyone else experiencing this kind of weird behaviour? I have noticed though that if i put breakpoints on the code they all seem to halt, in that it appears that it can instantiate the said .xap etc ok, but just can't seem to render it to screen without a crash? (There's nothing in the log files and i've tried to attach a seperate VS2008 instance to both IE, Devenv and Blend etc trying to see if i can catch what's causing this to occur?)

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  • SecurityException in Sandboxed AppDomain

    - by Galen
    I'm attempting to use C# as a scripting language using CSharpCodeProvider (using VS2010 and .NET 4.0). I want the scripts to be run in a restricted AppDomain with minimal permissions. Currently, I'm getting an exception while trying to instantiate a class in the AppDomain (The call to CreateInstanceAndUnwrap()). Here is some simplified code that reproduces the exception: using System; using System.Collections.Generic; using Microsoft.CSharp; using System.CodeDom; using System.CodeDom.Compiler; using System.Security; using System.Security.Policy; using System.Security.Permissions; using System.Reflection; using System.Runtime.Remoting; namespace ConsoleApp { class Program { static void Main(string[] args) { // set permissions PermissionSet permissions = new PermissionSet(PermissionState.None); permissions.AddPermission(new SecurityPermission( SecurityPermissionFlag.Execution)); AppDomainSetup adSetup = new AppDomainSetup(); adSetup.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory; //Create a list of fully trusted assemblies Assembly[] asms = AppDomain.CurrentDomain.GetAssemblies(); List<StrongName> sns = new List<StrongName>(); for (int x = 0; x < asms.Length; x++) { StrongName sn = asms[x].Evidence.GetHostEvidence<StrongName>(); if (sn != null && sns.Contains(sn) == false) sns.Add(sn); } //this includes: "mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" AppDomain domain = AppDomain.CreateDomain("NewAppDomain", AppDomain.CurrentDomain.Evidence, adSetup, permissions);//, sns);//, sn4, sn, sn2, sn3); try { String asmName = Assembly.GetExecutingAssembly().FullName; String typeName = typeof(ConsoleApp.ScriptRunner).FullName; //Throws exception here ScriptRunner scriptRunner = domain.CreateInstanceAndUnwrap(asmName, typeName) as ScriptRunner; } catch (SecurityException se) { System.Diagnostics.Debug.WriteLine(se.Message); } catch (Exception ex) { System.Diagnostics.Debug.WriteLine(ex.Message); } } } public class ScriptRunner : MarshalByRefObject { public ScriptRunner() { //A breakpoint placed here is never reached. CompilerParameters param; param = new CompilerParameters(); param.CompilerOptions = ""; param.GenerateExecutable = false; param.GenerateInMemory = true; param.IncludeDebugInformation = false; // C# compiler CSharpCodeProvider codeProvider = new CSharpCodeProvider(); CompilerResults results = codeProvider.CompileAssemblyFromFile(param, "Danger.cs"); } } } The exception is being thrown from mscorlib and it is a System.Reflection.TargetInvocationException that has an inner System.Security.SecurityException. Here is the exception: System.Reflection.TargetInvocationException was unhandled Message=Exception has been thrown by the target of an invocation. Source=mscorlib StackTrace: at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache) at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean skipVisibilityChecks, Boolean skipCheckThis, Boolean fillCache) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at System.Activator.CreateInstance(String assemblyName, String typeName, Boolean ignoreCase, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, Evidence securityInfo, StackCrawlMark& stackMark) at System.Activator.CreateInstance(String assemblyName, String typeName) at System.AppDomain.CreateInstance(String assemblyName, String typeName) at System.AppDomain.CreateInstanceAndUnwrap(String assemblyName, String typeName) at System.AppDomain.CreateInstanceAndUnwrap(String assemblyName, String typeName) at ConsoleApp.Program.Main(String[] args) in C:\Documents and Settings\NaultyCS\my documents\visual studio 2010\Projects\ConsoleApplication4\ConsoleApplication4\Program.cs:line 46 at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() InnerException: System.Security.SecurityException Message=Request failed. Source=ConsoleApplication4 GrantedSet=<PermissionSet class="System.Security.PermissionSet" version="1"> <IPermission class="System.Security.Permissions.SecurityPermission, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" version="1" Flags="Execution"/> </PermissionSet> PermissionState=<PermissionSet class="System.Security.PermissionSet" version="1" Unrestricted="true"/> RefusedSet="" Url=file:///C:/Documents and Settings/NaultyCS/my documents/visual studio 2010/Projects/ConsoleApplication4/ConsoleApplication4/bin/Debug/ConsoleApplication4.EXE StackTrace: at ConsoleApp.ScriptRunner..ctor() InnerException: So it appears to me that mscorlib is demanding full trust. I've added it as a fully trusted assembly, but it has no effect. What am I doing wrong here?

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  • Use default credentials in order to call DirectoryEntry

    - by Copeleto
    Hi, I am working in a Login page and teh logic is like - try { DirectoryEntry LDAPLogin = new DirectoryEntry(ConfigurationSettings.AppSettings ["LDAPPath"].ToString(), Usuario, Txt_Contrasenia.Text.ToString()); if (LDAPLogin.NativeGuid != LDAPLogin.Name) ValidarGrupo(); } catch (Exception exc) { Label_Info.Text = "Sus credenciales no son validas: " + Usuario.ToString() + " " + exc.Message; } If the user enters the rights credentials I call a method ValidarGrupo that implements a lookup in the AD for a group of the user I would like to replace the username and password with UseDefaultCredentials in order to avoid that the user has to enter the username and password and the Login pages use the credentials of the user that is login on the machine.

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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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  • how to get the sql connection

    - by sweetsecret
    FS_Setting is a VB class which has all the details of the connections ie: Public Class FS_Setting Public Function Get_RS_Connection() As SqlConnection Try Get_RS_Connection = New SqlConnection("Data Source=***********;User ID=sa;Password=*****;database=*********") Catch ex As System.Exception Throw New System.Exception("Get_RS_Connection Error:" + ex.Message) End Try End Function I need to call the function Get_RS_Connection() in a different class instead of getting the connection all the way again and hard coding.... I want to call the above class where the SQL connection is declared Namespace FS_Library Public Class FS_Errorlog Inherits FS_BaseClass Try **cn = New SqlConnection("Data Source=***********;UserID=sa;Password=*****;database=*********")** cmd = New SqlCommand("dbo.FS_ErrorLog_ADD", cn) cmd.CommandType = CommandType.StoredProcedure cmd.CommandTimeout = Convert.ToInt32(ConfigurationSettings.AppSettings("Command_Timeout")) Me.AddParameter(cmd, "@p_tableKey", SqlDbType.Int, tableKey) Me.AddParameter(cmd, "@p_FunctionCode", SqlDbType.Int, FunctionCode) Me.AddParameter(cmd, "@p_TableAlias", SqlDbType.VarChar, TableAlias) Me.AddParameter(cmd, "@p_ValidationCode", SqlDbType.Int, ValidationCode) If Filename = "" Then Filename = "N/A" End If Me.AddParameter(cmd, "@p_FileName", SqlDbType.VarChar, Filename) Me.AddParameter(cmd, "@p_Message", SqlDbType.VarChar, Message) Me.AddParameter(cmd, "@p_CreateUser", SqlDbType.VarChar, userID) Me.AddParameter(cmd, "@p_UserActionID", SqlDbType.UniqueIdentifier, UserActionID) cn.Open()

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  • Is there a way of using one method to handle others to avoid code duplication?

    - by Artur
    I wonder if there is a way of writing a method or a class that would add to any method some code that is shared between many methods. The methods return different things and some of them are just void. Below is a part of the code that is duplicated in the methods. StartTimer(MethodBase.GetCurrentMethod().Name); try { // Actual method body } catch (Exception ex) { bool rethrow = ExceptionPolicy.HandleException(ex, "DALPolicy"); if (rethrow) { throw; } } finally { StopTimer(MethodBase.GetCurrentMethod().Name); } Any help would be greatly appreciated.

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  • .NET and Closing SQL Server connections

    - by user307076
    I am having a hard time figuring out why the following constructor will not close connnections. When I view the active connections. Here is the code that I have. Public Sub New(ByVal UserID As Integer) Dim oConn As New SqlConnection(ConfigurationManager.ConnectionStrings("connStr").ToString()) Dim cmd As New SqlCommand("stored proc", oConn) Dim sdr As SqlDataReader cmd.CommandType = CommandType.StoredProcedure cmd.Parameters.AddWithValue("@userID", UserID) oConn.Open() sdr = cmd.ExecuteReader() Try If Not sdr.HasRows Then sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() Exit Sub End If 'User has account in WATS, proceed to load account information While sdr.Read _firstname = Convert.ToString(sdr("First Name")) _lastname = Convert.ToString(sdr("Last Name")) End While Catch ex As Exception 'Throw New Exception("User Error: " + ex.Message) Finally sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() End Try End Sub

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  • ado.net managing connections

    - by madlan
    Hi, I'm populating a listview with a list of databases on a selected SQL instance, then retrieving a value from each database (It's internal product version, column doesn't always exist) I'm calling the below function to populate the second column of the listview: item.SubItems.Add(DBVersionCheck(serverName, database.Name)) Function DBVersionCheck(ByVal SelectedInstance As String, ByVal SelectedDatabase As String) Dim m_Connection As New SqlConnection("Server=" + SelectedInstance + ";User Id=sa;Password=password;Database=" + SelectedDatabase) Dim db_command As New SqlCommand("select Setting from SystemSettings where [Setting] = 'version'", m_Connection) Try m_Connection.Open() Return db_command.ExecuteScalar().trim m_Connection.Dispose() Catch ex As Exception 'MessageBox.Show(ex.Message) Return "NA" Finally m_Connection.Dispose() End Try End Function This works fine except it's creating a connection to each database and leaving it open. My understanding is the close()\dispose() releases only the connection from the pool in ado rather than the actual connection to sql. How would I close the actual connections after I've retrieved the value? Leaving these open will create hundreds of connections to databases that will probably not be used for that session.

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  • Nullable Integer ? (working with linq)

    - by nCdy
    I've got exception about convert NULL to Int32. I've got a table from database with nullable tinyint [Column(Storage="_StatType", DbType="tinyint NULL")] public StatType : int { get { _StatType; } } (to get C# code just replace variable's type) and after making linq select def StartLinq = linq <#from lpi in _CfgListParIzm where lpi.ID_ListParIzm==drr1 select (lpi.StatType) #> ; StartLinq.ToArray()[0] can't be readed if that is null :-/ mutable STT : int = 0; try { _=int.TryParse(StartLinq.ToArray()[0].ToString(), out STT); } catch { | _ is Exception => () /* I don't care*/ } upper code is very poor trick :( I wont use it.

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  • Cannot load JRubyEngine because org.apache.bsf.util.BSFEngineImpl not found

    - by Ceilingfish
    Hi, I'm trying to use JRuby in a custom application, and I don't seem to be able to load the JRubyEngine object. My class looks like functionally similar to this: public class ScriptEngine { private static ScriptEngine engine = new JRubyEngine(); public void run(final String script, final Map<String,Object> input) { final Bindings context = engine.createBindings(); context.putAll(input); try { engine.eval(script,context); } catch (ScriptException e) { log.error("Failed to execute script: "+getScript(),e); } } } However this fails at compilation with the complaint: [javac] Compiling 486 source files to /workspace/myProject/build/src [javac] /workspace/myProject/src/net/ceilingfish/ScriptEngine.java:31: cannot access org.apache.bsf.util.BSFEngineImpl [javac] class file for org.apache.bsf.util.BSFEngineImpl not found [javac] private static ScriptEngine engine = new JRubyEngine(); [javac] ^ [javac] 1 error Does anyone have any insights on where I can get this class from? Or if there is a better way to be instantiating a JRubyEngine object.

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  • groovy thread for urls

    - by Srinath
    I wrote logic for testing urls using threads. This works good for less number of urls and failing with more than 400 urls to check . class URL extends Thread{ def valid def url URL( url ) { this.url = url } void run() { try { def connection = url.toURL().openConnection() connection.setConnectTimeout(10000) if(connection.responseCode == 200 ){ valid = Boolean.TRUE }else{ valid = Boolean.FALSE } } catch ( Exception e ) { valid = Boolean.FALSE } } } def threads = []; urls.each { ur - def reader = new URL(ur) reader.start() threads.add(reader); } while (threads.size() 0) { for(int i =0; i < threads.size();i++) { def tr = threads.get(i); if (!tr.isAlive()) { if(tr.valid == true){ threads.remove(i); i--; }else{ threads.remove(i); i--; } } } Could any one please tell me how to optimize the logic and where i was going wrong . thanks in advance.

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  • Object not disposed after calling the Dispose() function.

    - by Pavan Navali
    Hi, I have query regarding the disposing of an object. The scenario is as follows. In a Desktop Appication, developed in C#, I have a function in which a object in created like this. namespace Class 1 { variables section; .... .... Function1() { local variables; try { Object1 obj = new Object1(); .... .... if(true) { .... } else { **obj.Dispose();** } } catch() {} finally {} } } The object is not disposed when the else part is executed. The msdn link for this is http://msdn.microsoft.com/en-us/library/system.componentmodel.component.dispose(VS.90).aspx according to which the component should realase all the resources used by it. I would like to know, why the object is not disposed. Thank you. Pavan Navali.

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  • How to implement exception chaining in PHP

    - by Josef Sábl
    Constructor for PHP's exception has third parameter, documentation says: $previous: The previous exception used for the exception chaining. But I can't make it work. My code looks like this: try { throw new Exception('Exception 1', 1001); } catch (Exception $ex) { throw new Exception('Exception 2', 1002, $ex); } I expect Exception 2 to be thrown and I expect that it will have Exception 1 attached. But all I get is: Fatal error: Wrong parameters for Exception([string $exception [, long $code ]]) in ... What am I doing wrong?

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