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  • Tic-Tac-Toe AI: How to Make the Tree?

    - by cam
    I'm having a huge block trying to understand "trees" while making a Tic-Tac-Toe bot. I understand the concept, but I can't figure out to implement them. Can someone show me an example of how a tree should be generated for such a case? Or a good tutorial on generating trees? I guess the hard part is generating partial trees. I know how to implement generating a whole tree, but not parts of it.

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  • PDOStatement::bindParam() not setting AI value from MySQL insert?

    - by Alan
    I have a simple insert statement using PDO php class. $statement = $db->prepare('INSERT INTO demographics (id,location_id,male,ethnicity_id,birthyear) VALUES (:id,:location_id,:male,:ethnicity_id,:birthyear)'); $statement->bindParam(':id',$demo->id,PDO::PARAM_INT,4); $statement->bindParam(':location_id', $demo->locationid,PDO::PARAM_INT); $statement->bindParam(':male',$demo->male,PDO::PARAM_BOOL); $statement->bindParam(':ethnicity_id',$demo->ethnicityid,PDO::PARAM_INT); $statement->bindParam(':birthyear',$demo->birthyear,PDO::PARAM_INT); $statement->execute(); print_r($demo); Even though the statement executes correctly (row is correctly written), $demo-id is null. Any thoughts?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Why does defined(X) not work in a preprocessor definition without a space?

    - by Devin
    A preprocessor definition that includes defined(X) will never evaluate to true, but (defined X) will. This occurs in MSVC9; I have not tested other preprocessors. A simple example: #define FEATURE0 1 #define FEATURE1 0 #define FEATURE2 1 #define FEATURE3 (FEATURE0 && !FEATURE1 && (defined(FEATURE2))) #define FEATURE4 (FEATURE0 && !FEATURE1 && (defined FEATURE2)) #define FEATURE5 (FEATURE0 && !FEATURE1 && (defined (FEATURE2))) #if FEATURE3 #pragma message("FEATURE3 Enabled") #elif (FEATURE0 && !FEATURE1 && (defined(FEATURE2))) #pragma message("FEATURE3 Enabled (Fallback)") #endif #if FEATURE4 #pragma message("FEATURE4 Enabled") #elif (FEATURE0 && !FEATURE1 && (defined FEATURE2)) #pragma message("FEATURE4 Enabled (Fallback)") #endif #if FEATURE5 #pragma message("FEATURE5 Enabled") #elif (FEATURE0 && !FEATURE1 && (defined (FEATURE2))) #pragma message("FEATURE5 Enabled (Fallback)") #endif The output from the compiler is: 1FEATURE3 Enabled (Fallback) 1FEATURE4 Enabled 1FEATURE5 Enabled Working cases: defined (X), defined( X ), and defined X. Broken case: defined(X) Why is defined evaluated differently when part of a definition, as in the #if cases in the example, compared to direct evaluation, as in the #elif cases in the example?

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  • How to safely reboot via First Boot script

    - by unixman
    With the cost and performance benefits of the SPARC T4 and SPARC T5 systems undeniably validated, the banking sector is actively moving to Solaris 11.  I was recently asked to help a banking customer of ours look at migrating some of their Solaris 10 logic over to Solaris 11.  While we've introduced a number of holistic improvements in Solaris 11, in terms of how we ease long-term software lifecycle management, it is important to appreciate that customers may not be able to move all of their Solaris 10 scripts and procedures at once; there are years of scripts that reflect fine-tuned requirements of proprietary banking software that gets layered on top of the operating system. One of these requirements is to go through a cycle of reboots, after the system is installed, in order to ensure appropriate software dependencies and various configuration files are in-place. While Solaris 10 introduced a facility that aids here, namely SMF, many of our customers simply haven't yet taken the time to take advantage of this - proceeding with logic that, while functional, without further analysis has an appearance of not being optimal in terms of taking advantage of all the niceties bundled in Solaris 11 at no extra cost. When looking at Solaris 11, we recognize that one of the vehicles that bridges the gap between getting the operating system image payload delivered, and the customized banking software installed, is a notion of a First Boot script.  I had a working example of this at one of the Oracle OpenWorld sessions a few years ago - we've since improved our documentation and have introduced sections where this is described in better detail.   If you're looking at this for the first time and you've not worked with IPS and SMF previously, you might get the sense that the tasks are daunting.   There is a set of technologies involved that are jointly engineered in order to make the process reliable, predictable and extensible. As you go down the path of writing your first boot script, you'll be faced with a need to wrap it into a SMF service and then packaged into a IPS package. The IPS package would then need to be placed onto your IPS repository, in order to subsequently be made available to all of your AI (Automated Install) clients (i.e. the systems that you're installing Solaris and your software onto).     With this blog post, I wanted to create a single place that outlines the entire process (simplistically), and provide a hint of how a good old "at" command may make the requirement of forcing an initial reboot handy. The syntax and references to commands here is based on running this on a version of Solaris 11 that has been updated since its initial release in 2011 (i.e. I am writing this on Solaris 11.1) Assuming you've built an AI server (see this How To article for an example), you might be asking yourself: "Ok, I've got some logic that I need executed AFTER Solaris is deployed and I need my own little script that would make that happen. How do I go about hooking that script into the Solaris 11 AI framework?"  You might start here, in Chapter 13 of the "Installing Oracle Solaris 11.1 Systems" guide, which talks about "Running a Custom Script During First Boot".  And as you do, you'll be confronted with command that might be unfamiliar to you if you're new to Solaris 11, like our dear new friend: svcbundle svcbundle is an aide to creating manifests and profiles.  It is awesome, but don't let its awesomeness overwhelm you. (See this How To article by my colleague Glynn Foster for a nice working example).  In order to get your script's logic integrated into the Solaris 11 deployment process, you need to wrap your (shell) script into 2 manifests -  a SMF service manifest and a IPS package manifest.  ....and if you're new to XML, well then -- buckle up We have some examples of small first boot scripts shown here, as templates to build upon. Necessary structure of the script, particularly in leveraging SMF interfaces, is key. I won't go into that here as that is covered nicely in the doc link above.    Let's say your script ends up looking like this (btw: if things appear to be cut-off in your browser, just select them, copy and paste into your editor and it'll be grabbed - the source gets captured eventhough the browser may not render it "correctly" - ah, computers). #!/bin/sh # Load SMF shell support definitions . /lib/svc/share/smf_include.sh # If nothing to do, exit with temporary disable completed=`svcprop -p config/completed site/first-boot-script-svc:default` [ "${completed}" = "true" ] && \ smf_method_exit $SMF_EXIT_TEMP_DISABLE completed "Configuration completed" # Obtain the active BE name from beadm: The active BE on reboot has an R in # the third column of 'beadm list' output. Its name is in column one. bename=`beadm list -Hd|nawk -F ';' '$3 ~ /R/ {print $1}'` beadm create ${bename}.orig echo "Original boot environment saved as ${bename}.orig" # ---- Place your one-time configuration tasks here ---- # For example, if you have to pull some files from your own pre-existing system: /usr/bin/wget -P /var/tmp/ $PULL_DOWN_ADDITIONAL_SCRIPTS_FROM_A_CORPORATE_SYSTEM /usr/bin/chmod 755 /var/tmp/$SCRIPTS_THAT_GOT_PULLED_DOWN_IN_STEP_ABOVE # Clearly the above 2 lines represent some logic that you'd have to customize to fit your needs. # # Perhaps additional things you may want to do here might be of use, like # (gasp!) configuring ssh server for root login and X11 forwarding (for testing), and the like... # # Oh and by the way, after we're done executing all of our proprietary scripts we need to reboot # the system in accordance with our operational software requirements to ensure all layered bits # get initialized properly and pull-in their own modules and components in the right sequence, # subsequently. # We need to set a "time bomb" reboot, that would take place upon completion of this script. # We already know that *this* script depends on multi-user-server SMF milestone, so it should be # safe for us to schedule a reboot for 5 minutes from now. The "at" job get scheduled in the queue # while our little script continues thru the rest of the logic. /usr/bin/at now + 5 minutes <<REBOOT /usr/bin/sync /usr/sbin/reboot REBOOT # ---- End of your customizations ---- # Record that this script's work is done svccfg -s site/first-boot-script-svc:default setprop config/completed = true svcadm refresh site/first-boot-script-svc:default smf_method_exit $SMF_EXIT_TEMP_DISABLE method_completed "Configuration completed"  ...and you're happy with it and are ready to move on. Where do you go and what do you do? The next step is creating the IPS package for your script. Since running the logic of your script constitutes a service, you need to create a service manifest. This is described here, in the middle of Chapter 13 of "Creating an IPS package for the script and service".  Assuming the name of your shell script is first-boot-script.sh, you could end up doing the following: $ cd some_working_directory_for_this_project$ mkdir -p proto/lib/svc/manifest/site$ mkdir -p proto/opt/site $ cp first-boot-script.sh proto/opt/site  Then you would create the service manifest  file like so: $ svcbundle -s service-name=site/first-boot-script-svc \ -s start-method=/opt/site/first-boot-script.sh \ -s instance-property=config:completed:boolean:false -o \ first-boot-script-svc-manifest.xml   ...as described here, and place it into the directory hierarchy above. But before you place it into the directory, make sure to inspect the manifest and adjust the appropriate service dependencies.  That is to say, you want to properly specify what milestone should be reached before your service runs.  There's a <dependency> section that looks like this, before you modify it: <dependency restart_on="none" type="service" name="multi_user_dependency" grouping="require_all"> <service_fmri value="svc:/milestone/multi-user"/>  </dependency>  So if you'd like to have your service run AFTER the multi-user-server milestone has been reached (i.e. later, as multi-user-server has more dependencies then multi-user and our intent to reboot the system may have significant ramifications if done prematurely), you would modify that section to read:  <dependency restart_on="none" type="service" name="multi_user_server_dependency" grouping="require_all"> <service_fmri value="svc:/milestone/multi-user-server"/>  </dependency> Save the file and validate it: $ svccfg validate first-boot-script-svc-manifest.xml Assuming there are no errors returned, copy the file over into the directory hierarchy: $ cp first-boot-script-svc-manifest.xml proto/lib/svc/manifest/site Now that we've created the service manifest (.xml), create the package manifest (.p5m) file named: first-boot-script.p5m.  Populate it as follows: set name=pkg.fmri value=first-boot-script-AT-1-DOT-0,5.11-0 set name=pkg.summary value="AI first-boot script" set name=pkg.description value="Script that runs at first boot after AI installation" set name=info.classification value=\ "org.opensolaris.category.2008:System/Administration and Configuration" file lib/svc/manifest/site/first-boot-script-svc-manifest.xml \ path=lib/svc/manifest/site/first-boot-script-svc-manifest.xml owner=root \ group=sys mode=0444 dir path=opt/site owner=root group=sys mode=0755 file opt/site/first-boot-script.sh path=opt/site/first-boot-script.sh \ owner=root group=sys mode=0555 Now we are going to publish this package into a IPS repository. If you don't have one yet, don't worry. You have 2 choices: You can either  publish this package into your mirror of the Oracle Solaris IPS repo or create your own customized repo.  The best practice is to create your own customized repo, leaving your mirror of the Oracle Solaris IPS repo untouched.  From this point, you have 2 choices as well - you can either create a repo that will be accessible by your clients via HTTP or via NFS.  Since HTTP is how the default Solaris repo is accessed, we'll go with HTTP for your own IPS repo.   This nice and comprehensive How To by Albert White describes how to create multiple internal IPS repos for Solaris 11. We'll zero in on the basic elements for our needs here: We'll create the IPS repo directory structure hanging off a separate ZFS file system, and we'll tie it into an instance of pkg.depotd. We do this because we want our IPS repo to be accessible to our AI clients through HTTP, and the pkg.depotd SMF service bundled in Solaris 11 can help us do this. We proceed as follows: # zfs create rpool/export/MyIPSrepo # pkgrepo create /export/MyIPSrepo # svccfg -s pkg/server add MyIPSrepo # svccfg -s pkg/server:MyIPSrepo addpg pkg application # svccfg -s pkg/server:MyIPSrepo setprop pkg/port=10081 # svccfg -s pkg/server:MyIPSrepo setprop pkg/inst_root=/export/MyIPSrepo # svccfg -s pkg/server:MyIPSrepo addpg general framework # svccfg -s pkg/server:MyIPSrepo addpropvalue general/complete astring: MyIPSrepo # svccfg -s pkg/server:MyIPSrepo addpropvalue general/enabled boolean: true # svccfg -s pkg/server:MyIPSrepo setprop pkg/readonly=true # svccfg -s pkg/server:MyIPSrepo setprop pkg/proxy_base = astring: http://your_internal_websrvr/MyIPSrepo # svccfg -s pkg/server:MyIPSrepo setprop pkg/threads = 200 # svcadm refresh application/pkg/server:MyIPSrepo # svcadm enable application/pkg/server:MyIPSrepo Now that the IPS repo is created, we need to publish our package into it: # pkgsend publish -d ./proto -s /export/MyIPSrepo first-boot-script.p5m If you find yourself making changes to your script, remember to up-rev the version in the .p5m file (which is your IPS package manifest), and re-publish the IPS package. Next, you need to go to your AI install server (which might be the same machine) and modify the AI manifest to include a reference to your newly created package.  We do that by listing an additional publisher, which would look like this (replacing the IP address and port with your own, from the "svccfg" commands up above): <publisher name="firstboot"> <origin name="http://192.168.1.222:10081"/> </publisher>  Further down, in the  <software_data action="install">  section add: <name>pkg:/first-boot-script</name> Make sure to update your Automated Install service with the new AI manifest via installadm update-manifest command.  Don't forget to boot your client from the network to watch the entire process unfold and your script get tested.  Once the system makes the initial reboot, the first boot script will be executed and whatever logic you've specified in it should be executed, too, followed by a nice reboot. When the system comes up, your service should stay in a disabled state, as specified by the tailing lines of your SMF script - this is normal and should be left as is as it helps provide an auditing trail for you.   Because the reboot is quite a significant action for the system, you may want to add additional logic to the script that actually places and then checks for presence of certain lock files in order to avoid doing a reboot unnecessarily. You may also want to, alternatively, remove the SMF service entirely - if you're unsure of the potential for someone to try and accidentally enable that service -- eventhough its role in life is to only run once upon the system's first boot. That is how I spent a good chunk of my pre-Halloween time this week, hope yours was just as SPARCkly^H^H^H^H fun!    

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  • Will Unity skills be interchangeable?

    - by Starkers
    I'm currently learning Unity and working my way through a video game maths primer text book. My goal is to create a racing game for WebGL (using Three.js and maybe Physic.js). I'm well aware that the Unity program shields you from a lot of what's going on and a lot of the grunt work attached to developing even a simple video game, but if I power through a bunch of Unity tutorials, will a lot of the skills I learn translate over to other frameworks/engines? I'm pretty proficient at level design with WebGL, and I'm a good 3D modeller. My weaknesses are definitely AI and Physics. While I am rapidly shoring up my math, and while Physics is undeniably interesting there's only so many hours in the day and there's a wealth of engines out there to take care of this sort of thing. AI does appeal to me a lot more, and is a lot more necessary. AI changes drastically from game to game, is tweaked heavily during development, and the physics is a lot more constant. Will leaning AI concepts in Unity allow me to transfer this knowledge pretty much anywhere? Or will I just be paddling up Unity creek with these skills?

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  • Solaris 11 ? Zone ???????????????

    - by Homma
    ???? Solaris 11 ????????? Global Zone ?? Non-global Zone ??????????????????????????? Global Zone ??????????????? Solaris 11 ???????????????????Global Zone ?? solaris-large-server ?????????????????????? ????????????????????????? http://docs.oracle.com/cd/E26924_01/html/E25785/gihfn.html#gkkqw > ?????????????????????????????????? > AI ????????solaris-large-server ?????????? > ?????????? solaris-large-server ???????????????????????? solaris-large-server ???????????????????????????? # pkg search -o fmri -H '*/solaris-large-server:depend:group:' archiver/gnu-tar compress/bzip2 compress/gzip compress/p7zip compress/unzip compress/zip crypto/pwgen developer/build/gnu-make ... Non-global Zone ??????????????? Solaris 11 ? Non-global Zone ??????????????? solaris-small-server ????????????????????????????????????????????? zone_default.xml ?????????????? # grep pkg /usr/share/auto_install/manifest/zone_default.xml <name>pkg:/group/system/solaris-small-server</name> solaris-small-server ???????????????????????? solaris-small-server ???????????????????????????? # pkg search -o fmri -H '*/solaris-small-server:depend:group:' compress/bzip2 compress/gzip compress/p7zip compress/unzip compress/zip developer/debug/mdb ... Non-global Zone ? solaris-large-server ??????????? Non-global Zone ? solaris-large-server ?????????????????????????????????????? # pkg install solaris-large-server Non-global Zone ?????????????????????????? Zone ????????????? solaris-large-server ??????????????????????????????? AI ????????????? ???? AI ???????????????????????? http://docs.oracle.com/cd/E26924_01/html/E25829/z.pkginst.ov-14.html#glxbn > AI ??????????????????????????????? > ??????????????? ??????

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  • Objective-C woes: cellForRowAtIndexPath crashes.

    - by Mr. McPepperNuts
    I want to the user to be able to search for a record in a DB. The fetch and the results returned work perfectly. I am having a hard time setting the UItableview to display the result tho. The application continually crashes at cellForRowAtIndexPath. Please, someone help before I have a heart attack over here. Thank you. @implementation SearchViewController @synthesize mySearchBar; @synthesize textToSearchFor; @synthesize myGlobalSearchObject; @synthesize results; @synthesize tableView; @synthesize tempString; #pragma mark - #pragma mark View lifecycle - (void)viewDidLoad { [super viewDidLoad]; } #pragma mark - #pragma mark Table View - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { //handle selection; push view } - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView{ /* if(nullResulSearch == TRUE){ return 1; }else { return[results count]; } */ return[results count]; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return 1; // Test hack to display multiple rows. } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Search Cell Identifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if(cell == nil){ cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleValue2 reuseIdentifier:CellIdentifier] autorelease]; } NSLog(@"TEMPSTRING %@", tempString); cell.textLabel.text = tempString; return cell; } #pragma mark - #pragma mark Memory management - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; } - (void)viewDidUnload { self.tableView = nil; } - (void)dealloc { [results release]; [mySearchBar release]; [textToSearchFor release]; [myGlobalSearchObject release]; [super dealloc]; } #pragma mark - #pragma mark Search Function & Fetch Controller - (NSManagedObject *)SearchDatabaseForText:(NSString *)passdTextToSearchFor{ NSManagedObject *searchObj; UndergroundBaseballAppDelegate *appDelegate = [[UIApplication sharedApplication] delegate]; NSManagedObjectContext *managedObjectContext = appDelegate.managedObjectContext; NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSPredicate *predicate = [NSPredicate predicateWithFormat:@"name == [c]%@", passdTextToSearchFor]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Entry" inManagedObjectContext:managedObjectContext]; NSSortDescriptor *sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"name" ascending:NO]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [request setSortDescriptors:sortDescriptors]; [request setEntity: entity]; [request setPredicate: predicate]; NSError *error; results = [managedObjectContext executeFetchRequest:request error:&error]; if([results count] == 0){ NSLog(@"No results found"); searchObj = nil; nullResulSearch == TRUE; }else{ if ([[[results objectAtIndex:0] name] caseInsensitiveCompare:passdTextToSearchFor] == 0) { NSLog(@"results %@", [[results objectAtIndex:0] name]); searchObj = [results objectAtIndex:0]; nullResulSearch == FALSE; }else{ NSLog(@"No results found"); searchObj = nil; nullResulSearch == TRUE; } } [tableView reloadData]; [request release]; [sortDescriptors release]; return searchObj; } - (void)searchBarSearchButtonClicked:(UISearchBar *)searchBar{ textToSearchFor = mySearchBar.text; NSLog(@"textToSearchFor: %@", textToSearchFor); myGlobalSearchObject = [self SearchDatabaseForText:textToSearchFor]; NSLog(@"myGlobalSearchObject: %@", myGlobalSearchObject); tempString = [myGlobalSearchObject valueForKey:@"name"]; NSLog(@"tempString: %@", tempString); } @end *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[UILongPressGestureRecognizer isEqualToString:]: unrecognized selector sent to instance 0x3d46c20'

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  • Decomposing a rotation matrix

    - by DeadMG
    I have a rotation matrix. How can I get the rotation around a specified axis contained within this matrix? Edit: It's a 3D matrix (4x4), and I want to know how far around a predetermined (not contained) axis the matrix rotates. I can already decompose the matrix but D3DX will only give the entire matrix as one rotation around one axis, whereas I need to split the matrix up into angle of rotation around an already-known axis, and the rest. Sample code and brief problem description: D3DXMATRIX CameraRotationMatrix; D3DXVECTOR3 CameraPosition; //D3DXVECTOR3 CameraRotation; inline D3DXMATRIX GetRotationMatrix() { return CameraRotationMatrix; } inline void TranslateCamera(float x, float y, float z) { D3DXVECTOR3 rvec, vec(x, y, z); #pragma warning(disable : 4238) D3DXVec3TransformNormal(&rvec, &vec, &GetRotationMatrix()); #pragma warning(default : 4238) CameraPosition += rvec; RecomputeVPMatrix(); } inline void RotateCamera(float x, float y, float z) { D3DXVECTOR3 RotationRequested(x, y, z); D3DXVECTOR3 XAxis, YAxis, ZAxis; D3DXMATRIX rotationx, rotationy, rotationz; XAxis = D3DXVECTOR3(1, 0, 0); YAxis = D3DXVECTOR3(0, 1, 0); ZAxis = D3DXVECTOR3(0, 0, 1); #pragma warning(disable : 4238) D3DXVec3TransformNormal(&XAxis, &XAxis, &GetRotationMatrix()); D3DXVec3TransformNormal(&YAxis, &YAxis, &GetRotationMatrix()); D3DXVec3TransformNormal(&ZAxis, &ZAxis, &GetRotationMatrix()); #pragma warning(default : 4238) D3DXMatrixIdentity(&rotationx); D3DXMatrixIdentity(&rotationy); D3DXMatrixIdentity(&rotationz); D3DXMatrixRotationAxis(&rotationx, &XAxis, RotationRequested.x); D3DXMatrixRotationAxis(&rotationy, &YAxis, RotationRequested.y); D3DXMatrixRotationAxis(&rotationz, &ZAxis, RotationRequested.z); CameraRotationMatrix *= rotationz; CameraRotationMatrix *= rotationy; CameraRotationMatrix *= rotationx; RecomputeVPMatrix(); } inline void RecomputeVPMatrix() { D3DXMATRIX ProjectionMatrix; D3DXMatrixPerspectiveFovLH( &ProjectionMatrix, FoV, (float)D3DDeviceParameters.BackBufferWidth / (float)D3DDeviceParameters.BackBufferHeight, FarPlane, NearPlane ); D3DXVECTOR3 CamLookAt; D3DXVECTOR3 CamUpVec; #pragma warning(disable : 4238) D3DXVec3TransformNormal(&CamLookAt, &D3DXVECTOR3(1, 0, 0), &GetRotationMatrix()); D3DXVec3TransformNormal(&CamUpVec, &D3DXVECTOR3(0, 1, 0), &GetRotationMatrix()); #pragma warning(default : 4238) D3DXMATRIX ViewMatrix; #pragma warning(disable : 4238) D3DXMatrixLookAtLH(&ViewMatrix, &CameraPosition, &(CamLookAt + CameraPosition), &CamUpVec); #pragma warning(default : 4238) ViewProjectionMatrix = ViewMatrix * ProjectionMatrix; D3DVIEWPORT9 vp = { 0, 0, D3DDeviceParameters.BackBufferWidth, D3DDeviceParameters.BackBufferHeight, 0, 1 }; D3DDev->SetViewport(&vp); } Effectively, after a certain time, when RotateCamera is called, it begins to rotate in the relative X axis- even though constant zero is passed in for that request when responding to mouse input, so I know that when moving the mouse, the camera should not roll at all. I tried spamming 0,0,0 requests and saw no change (one per frame at 1500 frames per second), so I'm fairly sure that I'm not seeing FP error or matrix accumulation error. I tried writing a RotateCameraYZ function and stripping all X-axis from the function. I've spent several days trying to discover why this is the case, and eventually decided on just hacking around it. Just for reference, I've seen some diagrams on Wikipedia, and I actually have a relatively strange axis layout, which is Y axis up, but X axis forwards and Z axis right, so Y axis yaw, Z axis pitch, X axis roll.

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  • How should I organise classes for a space simulator?

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • Career in Artificial Intelligence [closed]

    - by Rohit S
    AI has many branches and seems like it has a bigger scope. I have seen a tutorial of Neural Networks and I'm a little confused whether Neural Networks is another branch of AI or it is a technique which is being used in branches of AI. I am mainly interested in creating software like Neural Networks that can be trained for doing a task. I like to make things automated with programming languages. So can I start with Neural Networks? And also a very important matter: what will be the scope of a job in future and in which companies?

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  • Help deciding on an area of study for a PhD [closed]

    - by ale
    I am going to start a PhD in about 1 year. My undergraduate degree is in computer science and my master's is in artificial intelligence. I want to get ideas about what's going to be hot in say 5 years i.e. what could I spend 3-4 years studying to potentially have expertise that will be applicable to industry and the computing world ? Impossible to answer factually but some ideas and thoughts would be great. I have narrowed my ideas down to AI (yes, even more AI) and information security. AI seems to becoming popular again but security is always a going to be useful. From a career point of view, if I were to stay working in software development then this might actually be the best move but I've always wanted to do a PhD! Many thanks :).

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  • C# Silverlight - Delay Child Window Load?!

    - by Goober
    The Scenario Currently I have a C# Silverlight Application That uses the domainservice class and the ADO.Net Entity Framework to communicate with my database. I want to load a child window upon clicking a button with some data that I retrieve from a server-side query to the database. The Process The first part of this process involves two load operations to load separate data from 2 tables. The next part of the process involves combining those lists of data to display in a listbox. The Problem The problem with this is that the first two asynchronous load operations haven't returned the data by the time the section of code to combine these lists of data is reached, thus result in a null value exception..... Initial Load Operations To Get The Data: public void LoadAudits(Guid jobID) { var context = new InmZenDomainContext(); var imageLoadOperation = context.Load(context.GetImageByIDQuery(jobID)); imageLoadOperation.Completed += (sender3, e3) => { imageList = ((LoadOperation<InmZen.Web.Image>)sender3).Entities.ToList(); }; var auditLoadOperation = context.Load(context.GetAuditByJobIDQuery(jobID)); auditLoadOperation.Completed += (sender2, e2) => { auditList = ((LoadOperation<Audit>)sender2).Entities.ToList(); }; } I Then Want To Execute This Immediately: IEnumerable<JobImageAudit> jobImageAuditList = from a in auditList join ai in imageList on a.ImageID equals ai.ImageID select new JobImageAudit { JobID = a.JobID, ImageID = a.ImageID.Value, CreatedBy = a.CreatedBy, CreatedDate = a.CreatedDate, Comment = a.Comment, LowResUrl = ai.LowResUrl, }; auditTrailList.ItemsSource = jobImageAuditList; However I can't because the async calls haven't returned with the data yet... Thus I have to do this (Perform the Load Operations, Then Press A Button On The Child Window To Execute The List Concatenation and binding): private void LoadAuditsButton_Click(object sender, RoutedEventArgs e) { IEnumerable<JobImageAudit> jobImageAuditList = from a in auditList join ai in imageList on a.ImageID equals ai.ImageID select new JobImageAudit { JobID = a.JobID, ImageID = a.ImageID.Value, CreatedBy = a.CreatedBy, CreatedDate = a.CreatedDate, Comment = a.Comment, LowResUrl = ai.LowResUrl, }; auditTrailList.ItemsSource = jobImageAuditList; } Potential Ideas for Solutions: Delay the child window displaying somehow? Potentially use DomainDataSource and the Activity Load control?! Any thoughts, help, solutions, samples comments etc. greatly appreciated.

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  • JAXB, Netbeans and Interface Insertion Plugin

    - by segolas
    Hi, I can't get my generated classes to implements any interface. This is my xml schema file: xmlns:jxb="http://java.sun.com/xml/ns/jaxb/" xmlns:ai="http://jaxb.dev.java.net/plugin/if_insertion" jxb:extensionBindingPrefixes="ai" <xs:element name="header"> <xs:annotation> <xs:appinfo> <ai:interfaces check="1"> utility.RuleInterface </ai:interfaces> </xs:appinfo> </xs:annotation> <xs:complexType> bla bla bla </xs:complexType> I checked the "Extension" option in the JAXB options and I hav added the xjc-if-ins.jar to the "Libraries" section of my project Properties. But the generated Header class doesn't implements the utility.RuleInterface. I can figure out what am I doing wrong... Is it something missing? Any idea? regards, Segolas

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  • Grep... What patterns to extract href attributes, etc. with PHP's preg_grep?

    - by inktri
    Hi, I'm having trouble with grep.. Which four patterns should I use with PHP's preg_grep to extract all instances the "____" stuff in the strings below? 1. <h2><a ....>_____</a></h2> 2. <cite><a href="_____" .... >...</a></cite> 3. <cite><a .... >________</a></cite> 4. <span>_________</span> The dots denote some arbitrary characters while the underscores denote what I want. An example string is: </style></head> <body><div id="adBlock"><h2><a href="https://www.google.com/adsense/support/bin/request.py?contact=afs_violation&amp;hl=en" target="_blank">Ads by Google</a></h2> <div class="ad"><div><a href="http://www.google.com/aclk?sa=L&amp;ai=C4vfT4Sa3S97SLYO8NN6F-ckB5oq5sAGg6PKlDaT-kwUQASCF4p8UKARQtobS9AVgyZbRhsijoBnIAQGqBBxP0OSEnIsuRIv3ZERDm8GiSKZSnjrVf1kVq-_Y&amp;num=1&amp;sig=AGiWqtwG1qHnwpZ_5BNrjrzzXO5Or6EDMg&amp;q=http://www.crackle.com/c/Spider-Man_The_New_Animated_Series/%3Futm_source%3Dgoogle%26utm_medium%3Dcpc%26utm_campaign%3DGST_10016_CRKL_US_PRD_S_TeleV_SPID_Tele_Spider-Man%26utm_term%3Dspiderman%26utm_content%3Ds264Yjg9f_3472685742_487lrz1638" class="titleLink" target="_parent">Spider-<b>Man</b> Animated Serie</a></div> <span>See Your Favorite Spiderman <br> Episodes for Free. Only on Crackle.</span> <cite><a href="http://www.google.com/aclk?sa=L&amp;ai=C4vfT4Sa3S97SLYO8NN6F-ckB5oq5sAGg6PKlDaT-kwUQASCF4p8UKARQtobS9AVgyZbRhsijoBnIAQGqBBxP0OSEnIsuRIv3ZERDm8GiSKZSnjrVf1kVq-_Y&amp;num=1&amp;sig=AGiWqtwG1qHnwpZ_5BNrjrzzXO5Or6EDMg&amp;q=http://www.crackle.com/c/Spider-Man_The_New_Animated_Series/%3Futm_source%3Dgoogle%26utm_medium%3Dcpc%26utm_campaign%3DGST_10016_CRKL_US_PRD_S_TeleV_SPID_Tele_Spider-Man%26utm_term%3Dspiderman%26utm_content%3Ds264Yjg9f_3472685742_487lrz1638" class="domainLink" target="_parent">www.Crackle.com/Spiderman</a></cite></div> <div class="ad"><div><a href="http://www.google.com/aclk?sa=l&amp;ai=CnQFi4Sa3S97SLYO8NN6F-ckB3M7nQtyU2PQEq6bCBRACIIXinxQoBFCm15KB-f____8BYMmW0YbIo6AZoAHiq_X-A8gBAaoEIU_Q9JKLiy1MiwdnHpZoBnmpR1J8pP2jpTwMx2uj2nN4WA&amp;num=2&amp;sig=AGiWqtwDrI5pWBCncdDc80FKt32AJMAQ6A&amp;q=http://www.costumeexpress.com/browse/TV-Movies/_/N-1z141uu/Ntt-batman/results1.aspx%3FREF%3DKNC-CEgoogle" class="titleLink" target="_parent">Kids <b>Batman</b> Costumes</a></div> <span>Great Selection of <b>Batman</b> &amp; Batgirl <br> Costumes For Kids. Ships Same Day!</span> <cite><a href="http://www.google.com/aclk?sa=l&amp;ai=CnQFi4Sa3S97SLYO8NN6F-ckB3M7nQtyU2PQEq6bCBRACIIXinxQoBFCm15KB-f____8BYMmW0YbIo6AZoAHiq_X-A8gBAaoEIU_Q9JKLiy1MiwdnHpZoBnmpR1J8pP2jpTwMx2uj2nN4WA&amp;num=2&amp;sig=AGiWqtwDrI5pWBCncdDc80FKt32AJMAQ6A&amp;q=http://www.costumeexpress.com/browse/TV-Movies/_/N-1z141uu/Ntt-batman/results1.aspx%3FREF%3DKNC-CEgoogle" class="domainLink" target="_parent">www.CostumeExpress.com</a></cite></div> <div class="ad"><div><a href="http://www.google.com/aclk?sa=l&amp;ai=CAMYT4Sa3S97SLYO8NN6F-ckB3ZnWmgGdoNLrDaumwgUQAyCF4p8UKARQrqSVxwdgyZbRhsijoBmgAZH77uwDyAEBqgQYT9DU7oqLLEyLB2dHlxZFnQzyeg-yHt88&amp;num=3&amp;sig=AGiWqtzqAphZ9DLDiEFBJlb0Ou_1HyEyyA&amp;q=http://www.OfficialBatmanCostumes.com" class="titleLink" target="_parent"><b>Batman</b> Costume</a></div> <span>Official <b>Batman</b> Costumes. <br> Huge Selection &amp; Same Day Shipping!</span> <cite><a href="http://www.google.com/aclk?sa=l&amp;ai=CAMYT4Sa3S97SLYO8NN6F-ckB3ZnWmgGdoNLrDaumwgUQAyCF4p8UKARQrqSVxwdgyZbRhsijoBmgAZH77uwDyAEBqgQYT9DU7oqLLEyLB2dHlxZFnQzyeg-yHt88&amp;num=3&amp;sig=AGiWqtzqAphZ9DLDiEFBJlb0Ou_1HyEyyA&amp;q=http://www.OfficialBatmanCostumes.com" class="domainLink" target="_parent">www.OfficialBatmanCostumes.com</a></cite></div> <div class="ad"><div><a href="http://www.google.com/aclk?sa=l&amp;ai=C767t4Sa3S97SLYO8NN6F-ckBkZfSfoOppaMHq6bCBRAEIIXinxQoBFDX2bw6YMmW0YbIo6AZoAHpprP8A8gBAaoEG0_QhJSMiytMiwdnHpZoF3g0Uj8_Vl2r4TpI_g&amp;num=4&amp;sig=AGiWqtyGO2DnFq_jMhP6ufj8pufT9sWQWA&amp;q=http://www.discountsuperherocostumes.com/batman-costumes.html" class="titleLink" target="_parent">Discount <b>Batman</b> Costumes</a></div> <span>Discount adult and kids <b>batman</b> <br> superhero costumes.</span> <cite><a href="http://www.google.com/aclk?sa=l&amp;ai=C767t4Sa3S97SLYO8NN6F-ckBkZfSfoOppaMHq6bCBRAEIIXinxQoBFDX2bw6YMmW0YbIo6AZoAHpprP8A8gBAaoEG0_QhJSMiytMiwdnHpZoF3g0Uj8_Vl2r4TpI_g&amp;num=4&amp;sig=AGiWqtyGO2DnFq_jMhP6ufj8pufT9sWQWA&amp;q=http://www.discountsuperherocostumes.com/batman-costumes.html" class="domainLink" target="_parent">www.discountsuperherocostumes.com</a></cite></div></div></body> <script type="text/javascript"> var relay = ""; </script> <script type="text/javascript" src="/uds/?file=ads&amp;v=1&amp;packages=searchiframe&amp;nodependencyload=true"></script></html> Thanks!

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  • UIPickerView crashing when switching segemented control

    - by Mattog1456
    Hello, I have four NSDictionaries that I would like to use to populate a pickerview depending on a segemented control. With the code I have, the first segmented control/pickerview works fine but when I switch to the second segment the picker view only loads part of the second dictionary, that is it loads the same number of rows as it counted in the first dictionary. When I change the segmented control to the third or fourth segment it simply crashes with a sigabrt error indicating that it cannot index item43 when only 27 exist. This I suspect stems from a UItextfield population based on the upickerview row and object. I think the problem is with the way I have the data source and delegate set up. #pragma mark - #pragma mark UIPickerViewDelegate - (NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component { if ([wine selectedSegmentIndex] == 0) { return [robskeys objectAtIndex:row]; } if ([wine selectedSegmentIndex] == 1) { return [esabskeys objectAtIndex:row]; } if ([wine selectedSegmentIndex] == 2) { return [lebskeys objectAtIndex:row]; } else if ([wine selectedSegmentIndex] == 3) { return [sbskeys objectAtIndex:row]; } return @"Unknown title"; } #pragma mark - #pragma mark UIPickerViewDataSource - (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView { return 1; } - (NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component { if ([wine selectedSegmentIndex] == 0) { return robskeys.count; } if ([wine selectedSegmentIndex] == 1) { return esabskeys.count; } if ([wine selectedSegmentIndex] == 2) { return lebskeys.count; } else if ([wine selectedSegmentIndex] == 3) { return sbskeys.count; } return 1; } #pragma mark - Any help would be much appreciated Thank you

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  • How can I make a Yes/No combobox return true/false?

    - by Kasper Hansen
    I am new to creating forms in Visual Studio and C#. But I made a UI that has some comboboxes where the DropDownStyle is DropDownList. The items shown is Yes and No. But I need to assign this as a boolean value to a property on some object ai and currently do this: if (cmbExample.Text == "Yes") { ai.isPacketType = true; } else if (cmbExample.Text == "No") { ai.isPacketType = false; } I basically want to do something like this (or some other one liner): ai.isPacketType = cmbExample.Text; How do I link the Text Yes to the value true and No to false?

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  • Maeven et version de jar

    - by bgerin
    Bonjour, je débute en maeven 2 et j'ai un probleme avec la version d'un des jar de mon projet. Dans mon pom.xml j'ai bien : commons-logging commons-logging 1.1.1 Mais, dans mon war je retrouve la version 1.0.3. Comment est-ce-possible? j'ai bien la 1.1.1 dans mon repository en plus. Comment voir d'où elle provient? C'est un projet que j'ai repris, le pom "perent" mentionne cette version, le pom de mon war référence le pom parent. Merci,

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  • Playground for Artificial Intelligence?

    - by Dolph Mathews
    In school, one of my professors had created a 3D game (not just an engine), where all the players were entirely AI-controlled, and it was our assignment to program the AI of a single player. We were basically provided an API to interact with the game world. Our AI implementations were then dropped into the game together, and we watched as our programs went to battle against each other. It was like robot soccer, but virtual, and with lots of big guns. I'm now looking for anything similar (and open source) to play with. (Preferably in Java, but I'm open to any language.) I'm not looking for a game engine, or a framework... I'm looking for a complete game that simply lacks AI code... preferably set up for this kind of exercise. Suggestions?

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  • openmp sections running sequentially

    - by chi42
    I have the following code: #pragma omp parallel sections private(x,y,cpsrcptr) firstprivate(srcptr) lastprivate(srcptr) { #pragma omp section { //stuff } #pragma omp section { //stuff } } According to the Zoom profiler, two threads are created, one thread executes both the sections, and the other thread simply blocks! Has anyone encountered anything like this before? (And yes, I do have a dual core machine).

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  • Dynamic Multiple Choice (Like a Wizard) - How would you design it? (e.g. Schema, AI model, etc.)

    - by henry74
    This question can probably be broken up into multiple questions, but here goes... In essence, I'd like to allow users to type in what they would like to do and provide a wizard-like interface to ask for information which is missing to complete a requested query. For example, let's say a user types: "What is the weather like in Springfield?" We recognize the user is interested in weather, but it could be Springfield, Il or Springfield in another state. A follow-up question would be: What Springfield did you want weather for? 1 - Springfield, Il 2 - Springfield, Wi You can probably think of a million examples where a request is missing key data or its ambiguous. Make the assumption the gist of what the user wants can be understood, but there are missing pieces of data required to complete the request. Perhaps you can take it as far back as asking what the user wants to do and "leading" them to a query. This is not AI in the sense of taking any input and truly understanding it. I'm not referring to having some way to hold a conversation with a user. It's about inferring what a user wants, checking to see if there is an applicable service to be provided, identifying the inputs needed and overlaying that on top of what's missing from the request, then asking the user for the remaining information. That's it! :-) How would you want to store the information about services? How would you go about determining what was missing from the input data? My thoughts: Use regex expressions to identify clear pieces of information. These will be matched to the parameters of a service. Figure out which parameters do not have matching data and look up the associated question for those parameters. Ask those questions and capture answers. Re-run the service passing in the newly captured data. These would be more free-form questions. For multiple choice, identify the ambiguity and search for potential matches ranked in order of likelihood (add in user history/preferences to help decide). Provide the top 3 as choices. Thoughts appreciated. Cheers, Henry

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  • Interview de James Reinders d'Intel au sujet de l'Intel Software Conference 2010, par Loïc Joly

    Bonjour, Suite à l'Intel Software conférence à laquelle j'étais invité au nom de developpez.com, j'ai rédigé deux articles racontant ce que j'ai pu y apprendre : - Une interview de James Reinders, le gourou d'Intel sur le sujet - Un compte rendu plus général de la conférence N'hésitez pas à faire part ici de ce que vous avez pensé de ces articles (ou à poser des questions si des clarifications sont nécessaires) !...

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  • Compte-rendu de la journée XP Day Suisse 2010 du 29 mars à Genève, par Bruno Orsier

    Ce lundi 29 mars j'ai eu le plaisir d'assister à la deuxième édition de la conférence XP Day Suisse, qui se tenait à Genève, tout comme l'année dernière (voir le compte-rendu de Pierre Caboche). Cette conférence bénéficie du soutien de plusieurs sponsors, dont developpez.com, et d'une équipe d'organisateurs dynamiques et passionnés. J'ai d'ailleurs trouvé excellente toute l'organisation, que ce soit le choix du lieu, le "time-boxing" (...) Retrouvez le compte-rendu en ligne.

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