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  • Where do I find API key and API secret for Facebook?

    - by Sara
    Trying to connect to Facebook to make a statusupdate through my Android application. Got the whole thing running but I need API key + secret. Where can I create/get a hold of these? private static final String apiKey = "<YOUR API KEY>"; private static final String apiSecret = "<YOUR SECRET KEY>"; Tried the same thing with Twitter and then I just "created" an application and recieved "ConsumerKEY" and "ConsumerSECRET", but what is the deal with Facebook?

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  • Can I allow a write access to a particular registry key without elevation?

    - by 280Z28
    I develop an extension for Visual Studio 2005, 2008, and 2010. The Visual Studio 2005 SDK requires write access to the following registry key during builds. The normal way to handle this run Visual Studio with elevated privileges. The entire issue can be avoided if there's some way I can set permissions to allow access to this particular registry key without elevation: HKLM\SOFTWARE\Microsoft\VisualStudio\8.0Exp Side note: This key is only used for testing Visual Studio 2005 extensions. The issue does not occur on client machines so this is just a workaround for my own development machine.

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  • Where should the partitioning column go in the primary key on SQL Server?

    - by Bialecki
    Using SQL Server 2005 and 2008. I've got a potentially very large table (potentially hundreds of millions of rows) consisting of the following columns: CREATE TABLE ( date SMALLDATETIME, id BIGINT, value FLOAT ) which is being partitioned on column date in daily partitions. The question then is should the primary key be on date, id or value, id? I can imagine that SQL Server is smart enough to know that it's already partitioning on date and therefore, if I'm always querying for whole chunks of days, then I can have it second in the primary key. Or I can imagine that SQL Server will need that column to be first in the primary key to get the benefit of partitioning. Can anyone lend some insight into which way the table should be keyed?

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  • Linq to Entities, checking for specific foreign key id?

    - by AaronLS
    I am trying to get rows where the foreign key ParentID == 0, and this is what I am trying but I get a NotSupportedException because it can't translate the ArrayIndex [0]: IQueryable<ApplicationSectionNode> topLevelNodeQuery = from n in uacEntitiesContext.ApplicationSectionNodeSet where (int)n.Parent.EntityKey.EntityKeyValues[0].Value == 0 orderby n.Sequence select n; So I need to pull that ArrayIndex out of the query so that the runtime can successfully translate the query. I'm not sure how to do that though. How does one query a specific object via it's primary key or set of objects via foreign key? Edit: Note that there is not actually a row in the table with NodeId == 0, the 0 is a magic value(not my idea) to indicate top level nodes. So I can't do n.Parent.NodeId == 0

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  • [Django] How to find out whether a model's column is a foreign key?

    - by codethief
    I'm dynamically storing information in the database depending on the request: // table, id and column are provided by the request table_obj = getattr(models, table) record = table_obj.objects.get(pk=id) setattr(record, column, request.POST['value']) The problem is that request.POST['value'] sometimes contains a foreign record's primary key (i.e. an integer) whereas Django expects the column's value to be an object of type ForeignModel: Cannot assign "u'122'": "ModelA.b" must be a "ModelB" instance. Now, is there an elegant way to dynamically check whether b is a column containing foreign keys and what model these keys are linked to? (So that I can load the foreign record by it's primary key and assign it to ModelA?) Or doesn't Django provide information like this to the programmer so I really have to get my hands dirty and use isinstance() on the foreign-key column?

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  • how to search values in a dictionary that is assigned to a key for a PFObject without downloading all PFObjects of that class (iOS/Parse)

    - by mkc842
    Suppose I have a set of PFObjects (essentially dictionaries) of class "myObject". Objects of this class contain for key "myDictionary" a dictionary. "myDictionary", in turn, has a key "myKey" that I want to access and search for matches against "mySearchTerm". I don't want to download all myObject objects and then iterate through them to check myKey in each, because that would be very inefficient. I want to use a findObjects message to return just the matches. Is such a query possible? In other words, how can I search the values in a dictionary that is assigned to a key for a PFObject without downloading all PFObjects of that class? Here's what it might look like if there were a simple method for it, but I made up the containsKey part to clarify what I am contemplating: PFQuery *objectQuery = [PFQuery queryWithClassName:@"myObject"]; [objectQuery whereKey:@"myDictionary" ~containsKey~:@"myKey" equalTo:"mySearchTerm"];

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  • M2Crypto: Is PKey a reference to a Public or a Private key?

    - by Andrea Zilio
    In the PKey class documentation of the M2Crypto python package (an OpenSSL wrapper for Python) it is said that PKey is a reference to a Public key. My opinion is instead that it's a reference to a Private Key because the init method of the PKey class calls the evp_pkey_new openssl function that, from this link: http://linux.die.net/man/3/evp_pkey_new , should allocate a new reference to a private key structure! There are two only possible explaination: The M2Crypto documentation is wrong or the link I've reported has wrong informations. Can someone help me to find the truth?

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  • What's a good icon to represent a legend or a key for a diagram?

    - by Bears will eat you
    I'm implementing a small web app widget that shows a legend/key for a diagram (or chart/map/graph/whatever), but only during mouseover of the widget. It's basically just going to be a div with a background image. What would be a good icon that communicates "I show the legend" or "I am the legend" to the unfamiliar users? I'm looking for something in the 10x10 to 20x20 pixel range. Assuming that a legend is the same thing as a key (is it?) then I could use a small icon of a key (like you'd unlock a door with) but that seems cheesy or unclear at worst. I'm not sure that's really the clearest way to do it. Is there an icon that should instantly remind users of a legend?

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  • How do I close a form when the ESC key was hit, but only if no Control handled it?

    - by Gabriel
    I have a Form that closes itself when the ESC key is pressed, thanks to KeyPreview, ProcessKeyEventArgs, ProcessCmdKey or whatever. But I have a Control on that form that does very relevant things when ESC is pressed (it hides itself) and the Form should not be closed when that happens. The control uses the KeyDown event and sets the SuppressKeyPress flag to true, but that happens after the aforementioned form key preview, thus having no effect. Is there some sort KeyPostview ? How do I not close the form when a Control has a relevant use of a key hit ? Edit: The control handling ESC is a textbox embedded in a hand-maid ListView. The textbox appears when the user clicks a cell, enabling edition. To validate the new text, ENTER would be nice (that already works, as giving the focus to anything else). To cancel edition, ESC seems most natural.

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  • How do I drop a foerign key in mssql?

    - by mmattax
    I have created a foreign key (in mssql / tsql) by: alter table company add CountryID varchar(3); alter table company add constraint Company_CountryID_FK foreign key(CountryID) references Country; I then run this query: alter table company drop column CountryID; and I get this error: Msg 5074, Level 16, State 4, Line 2 The object 'Company_CountryID_FK' is dependent on column 'CountryID'. Msg 4922, Level 16, State 9, Line 2 ALTER TABLE DROP COLUMN CountryID failed because one or more objects access this column. I have tried this, yet it does not seem to work: alter table company drop foreign key Company_CountryID_FK; alter table company drop column CountryID; What do I need to do to drop the CountryID column? Thanks.

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  • Whats the API Key for in Google Maps API V3?

    - by Brandon
    In the older version of the API, I'd have to insert the javascript into the page using something like this for just basic functionality to work: http://maps.google.com/maps?file=api&v=2&key=GoogleMapsAPIKey Where I had to configure the API key for each individual site. Looking at the documentation, it says to get a basic map working I just need this: http://maps.google.com/maps/api/js?sensor=true/false Where does the API key fit in? Do I need to worry about it if I just plan on using a basic map and marker and none of the more advanced functions?

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  • What's quicker and better to determine if an array key exists in PHP?

    - by alex
    Consider these 2 examples $key = 'jim'; // example 1 if (isset($array[$key])) { doWhatIWant(); } // example 2 if (array_key_exists($key, $array)) { doWhatIWant(); } I'm interested in knowing if either of these are better. I've always used the first, but have seen a lot of people use the second example on this site. So, which is better? Faster? Clearer intent? Update Thanks for the quality answers. I now understand the difference between the 2. A benchmark states that isset() alone is quicker than array_key_exists(). However, if you want the isset() to behave like array_key_exists() it is slower.

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  • Indexed key vs indexed separate columns, which one is faster ?

    - by Jerry
    In MYSQL, from a pure performance perspective, if I have a table with large amount of data with 10/1 read/write ratio. is it faster in read/write performance to have 4 search criteria in separate columns and all indexed or have them combined in to one single string acting as a key and store in one indexed column ? e.g. say this table with 5 columns, first name, last name, sex, country and file where the first four columns will ALWAYS be given as a part of search parameters in a search or have a table with two columns, key and file. where the value of key can be john-smith-male-australia ?? I don't quite get the pros and cons. the point I try to stress is the fact that all parameters will be given.in a search.

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  • Accessing the next 3 element values in a Map knowing the key.

    - by Rachel
    I have java.util.LinkedHashMap with Integer as Key and Character as Value. I know the key of the element i want to access. In addition to the element value for the key, i also want to retrieve the next 3 element values so that i can append all the 4 element values and form a string with 4 chars. I am asking for something like how we will do in a java.util.List. Is this feasible by any means in a Map/ordered map? Please suggest any other data structure that can help me achieve this. I am using Java 6.

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  • How to find the entity with the greatest primary key?

    - by simpatico
    I've an entity LearningUnit that has an int primary key. Actually, it has nothing more. Entity Concept has the following relationship with it: @ManyToOne @Size(min=1,max=7) private LearningUnit learningUnit; In a constructor of Concept I need to retrieve the LearningUnit with the greatest primary key. If no LearningUnit exists yet I instantiate one. I then set this.learningUnit to the retrieved/instantied. Finally, I call the empty constructor of Concept in a try-catch block, to have the entitymanager do the cardinality check. If an exception is thrown (I expect one in the case that already another 7 Concepts are referring to the same LearningUnit. In that case, I case instantiate a new LearningUnit with a new greater primary key. Please, also point out, if any, clear pitfalls in my outlined algorithm above.

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  • Can a primary key be equal to a different column?

    - by eric
    I know that a primary key must be unique, but is it okay for a primary key to be equal to a different column in the same table by coincidence? For instance, I have 2 tables. One table is called person that holds information about a person (ID, email, telephone, address, name). The other table is staff (ID, pID(person ID), salary, position). In staff the ID column is the primary key and is used to uniquely identify a staff member. The number is from 1 - 100. However, the pID (person ID) may be equal to the ID. For instance the staff ID may be 1 and the pID that it references to may be equal to 1. Is that okay?

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  • Way to check for foreign key references before deleting in MySQL?

    - by Chad Johnson
    I'm working with a content management system, and users are prompted with a confirmation screen before deleting records. Some records are foreign key referenced in other tables, and therefore they cannot be deleted. I would like to display a message beside a given record if it has foreign key references. To know whether I should display the message for a record, I could just query the referencing table and see if there are references. But the problem is, there are about a dozen tables with records potentially referencing this record, and a lookup could take a "long" time. Is there an easy way to tell whether the record is delete-ready (ie. has no foreign key references)?

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  • Does iBatis enforce a primary key on my table?

    - by Yousui
    Hi guys, I'm working on a legacy project. The database is poorly designed. I want to change the DB layer now. The first think go through my mind is hibernate, but I hibernate need a primary key on my table. In fact some of my table does not have primary key. So I did a google search and I find iBatis, it's sounds very good with it. But I don't know whether iBatis enforce a primary key on my table? Thanks.

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  • How do I get the key of an item when doing a FOR loop through a dictionary or list in Python?

    - by Mike Hayes
    Hi I am new to Python. Say I have a list: list = ['A','B','C','D'] The key for each item respectively here is 0,1,2,3 - right? Now I am going to loop through it with a for loop... for item in list: print item That's great, I can print out my list. How do I get the key here? For example being able to do: print key print item on each loop? If this isn't possible with a list, where keys are not declared myself, is it possible with a Dictionary? Thanks

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  • Is it me or is pygame.key.get_pressed() not working?

    - by user1321527
    okay, so I am making a basic space-ship game. I can't get rotation to work because it scrambles the bitmap, but that's for another question.Should I even use a gif? any other filetype suggestions? back to the actual point here, so: k = pygame.key.get_pressed() yeah, self explanatory. this doesn't work, as it returns each key as pressed. so, somewhere else: d = k[pygame.K_d] and another line: print d and another: if d: So, k returns as each key on the keyboard pressed. d returns 0 indefinitely, whether or not d is pressed. d is always 0. the statement about d therefore is never true. Why is this happening?

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  • objective-c Add to/Edit .plist file

    - by Dave
    Does writeToFile:atomically, add data to an existing .plist? Is it possible to modify a value in a .plist ? SHould the app be recompiled to take effect the change? I have a custom .plist list in my app. The structure is as below: <array> <dict> <key>Title</key> <string>MyTitle</string> <key>Measurement</key> <dict> <key>prop1</key> <real>28.86392</real> <key>prop2</key> <real>75.12451</real> </dict> <key>Distance</key> <dict> <key>prop3</key> <real>37.49229</real> <key>prop4</key> <real>58.64502</real> </dict> </dict> </array> The array tag holds multiple items with same structure. I need to add items to the existing .plist. Is that possible? I can write a UIView to do just that, if so. *EDIT - OK, I just tried to writetofile hoping it would atleast overwrite if not add to it. Strangely, the following code selects different path while reading and writing. NSString *rootPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]; The .plist file is in my project. I can read from it. When I write to it, it is creating a .plist file and saving it in my /users/.../library/! Does this make sense to anyone?

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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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  • Null-free "maps": Is a callback solution slower than tryGet()?

    - by David Moles
    In comments to "How to implement List, Set, and Map in null free design?", Steven Sudit and I got into a discussion about using a callback, with handlers for "found" and "not found" situations, vs. a tryGet() method, taking an out parameter and returning a boolean indicating whether the out parameter had been populated. Steven maintained that the callback approach was more complex and almost certain to be slower; I maintained that the complexity was no greater and the performance at worst the same. But code speaks louder than words, so I thought I'd implement both and see what I got. The original question was fairly theoretical with regard to language ("And for argument sake, let's say this language don't even have null") -- I've used Java here because that's what I've got handy. Java doesn't have out parameters, but it doesn't have first-class functions either, so style-wise, it should suck equally for both approaches. (Digression: As far as complexity goes: I like the callback design because it inherently forces the user of the API to handle both cases, whereas the tryGet() design requires callers to perform their own boilerplate conditional check, which they could forget or get wrong. But having now implemented both, I can see why the tryGet() design looks simpler, at least in the short term.) First, the callback example: class CallbackMap<K, V> { private final Map<K, V> backingMap; public CallbackMap(Map<K, V> backingMap) { this.backingMap = backingMap; } void lookup(K key, Callback<K, V> handler) { V val = backingMap.get(key); if (val == null) { handler.handleMissing(key); } else { handler.handleFound(key, val); } } } interface Callback<K, V> { void handleFound(K key, V value); void handleMissing(K key); } class CallbackExample { private final Map<String, String> map; private final List<String> found; private final List<String> missing; private Callback<String, String> handler; public CallbackExample(Map<String, String> map) { this.map = map; found = new ArrayList<String>(map.size()); missing = new ArrayList<String>(map.size()); handler = new Callback<String, String>() { public void handleFound(String key, String value) { found.add(key + ": " + value); } public void handleMissing(String key) { missing.add(key); } }; } void test() { CallbackMap<String, String> cbMap = new CallbackMap<String, String>(map); for (int i = 0, count = map.size(); i < count; i++) { String key = "key" + i; cbMap.lookup(key, handler); } System.out.println(found.size() + " found"); System.out.println(missing.size() + " missing"); } } Now, the tryGet() example -- as best I understand the pattern (and I might well be wrong): class TryGetMap<K, V> { private final Map<K, V> backingMap; public TryGetMap(Map<K, V> backingMap) { this.backingMap = backingMap; } boolean tryGet(K key, OutParameter<V> valueParam) { V val = backingMap.get(key); if (val == null) { return false; } valueParam.value = val; return true; } } class OutParameter<V> { V value; } class TryGetExample { private final Map<String, String> map; private final List<String> found; private final List<String> missing; public TryGetExample(Map<String, String> map) { this.map = map; found = new ArrayList<String>(map.size()); missing = new ArrayList<String>(map.size()); } void test() { TryGetMap<String, String> tgMap = new TryGetMap<String, String>(map); for (int i = 0, count = map.size(); i < count; i++) { String key = "key" + i; OutParameter<String> out = new OutParameter<String>(); if (tgMap.tryGet(key, out)) { found.add(key + ": " + out.value); } else { missing.add(key); } } System.out.println(found.size() + " found"); System.out.println(missing.size() + " missing"); } } And finally, the performance test code: public static void main(String[] args) { int size = 200000; Map<String, String> map = new HashMap<String, String>(); for (int i = 0; i < size; i++) { String val = (i % 5 == 0) ? null : "value" + i; map.put("key" + i, val); } long totalCallback = 0; long totalTryGet = 0; int iterations = 20; for (int i = 0; i < iterations; i++) { { TryGetExample tryGet = new TryGetExample(map); long tryGetStart = System.currentTimeMillis(); tryGet.test(); totalTryGet += (System.currentTimeMillis() - tryGetStart); } System.gc(); { CallbackExample callback = new CallbackExample(map); long callbackStart = System.currentTimeMillis(); callback.test(); totalCallback += (System.currentTimeMillis() - callbackStart); } System.gc(); } System.out.println("Avg. callback: " + (totalCallback / iterations)); System.out.println("Avg. tryGet(): " + (totalTryGet / iterations)); } On my first attempt, I got 50% worse performance for callback than for tryGet(), which really surprised me. But, on a hunch, I added some garbage collection, and the performance penalty vanished. This fits with my instinct, which is that we're basically talking about taking the same number of method calls, conditional checks, etc. and rearranging them. But then, I wrote the code, so I might well have written a suboptimal or subconsicously penalized tryGet() implementation. Thoughts?

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  • overwrite existing entity via bulkloader.Loader

    - by Ray Yun
    I was going to CSV based export/import for large data with app engine. My idea was just simple. First column of CSV would be key of entity. If it's not empty, that row means existing entity and should overwrite old one. Else, that row is new entity and should create new one. I could export key of entity by adding key property. class FrontExporter(bulkloader.Exporter): def __init__(self): bulkloader.Exporter.__init__(self, 'Front', [ ('__key__', str, None), ('name', str, None), ]) But when I was trying to upload CSV, it had failed because bulkloader.Loader.generate_key() was just for "key_name" not "key" itself. That means all exported entities in CSV should have unique 'key_name' if I want to modify-and-reupload them. class FrontLoader(bulkloader.Loader): def __init__(self): bulkloader.Loader.__init__(self, 'Front', [ ('_UNUSED', lambda x: None), ('name', lambda x: x.decode('utf-8')), ]) def generate_key(self,i,values): # first column is key keystr = values[0] if len(keystr)==0: return None return keystr I also tried to load key directly without using generate_key(), but both failed. class FrontLoader(bulkloader.Loader): def __init__(self): bulkloader.Loader.__init__(self, 'Front', [ ('Key', db.Key), # not working. just create new one. ('__key__', db.Key), # same... So, how can I overwrite existing entity which has no 'key_name'? It would be horrible if I should give unique name to all entities..... From the first answer, I could handle this problem. :) def create_entity(self, values, key_name=None, parent=None): # if key_name is None: # print 'key_name is None' # else: # print 'key_name=<',key_name,'> : length=',len(key_name) Validate(values, (list, tuple)) assert len(values) == len(self._Loader__properties), ( 'Expected %d columns, found %d.' % (len(self._Loader__properties), len(values))) model_class = GetImplementationClass(self.kind) properties = { 'key_name': key_name, 'parent': parent, } for (name, converter), val in zip(self._Loader__properties, values): if converter is bool and val.lower() in ('0', 'false', 'no'): val = False properties[name] = converter(val) if key_name is None: entity = model_class(**properties) #print 'create new one' else: entity = model_class.get(key_name) for key, value in properties.items(): setattr(entity, key, value) #print 'overwrite old one' entities = self.handle_entity(entity) if entities: if not isinstance(entities, (list, tuple)): entities = [entities] for entity in entities: if not isinstance(entity, db.Model): raise TypeError('Expected a db.Model, received %s (a %s).' % (entity, entity.__class__)) return entities def generate_key(self,i,values): # first column is key if values[0] is None or values[0] in ('',' ','-','.'): return None return values[0]

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  • mysql and indexes with more than one column

    - by clarkk
    How to use indexes with more than one column The original index has an index on block_id, but is it necesarry when it's already in the unique index with two column? Indexes with more than one column (a,b,c) you can search for a, b and c you can search for a and b you can search for a you can not search for a and c Does this apply to unique indexes too? table id block_id account_id name indexes origin PRIMARY KEY (`id`) UNIQUE KEY `block_id` (`block_id`,`account_id`) KEY `block_id` (`block_id`), KEY `account_id` (`account_id`), indexes alternative PRIMARY KEY (`id`) UNIQUE KEY `block_id` (`block_id`,`account_id`) KEY `account_id` (`account_id`),

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