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  • 10 lines of code per day is the global average!? -- true?

    - by Earlz
    Ok so last year I participated in a high school curriculum contest thing at a college(I currently attend this college). I actually got 1st in it but was still a bit angry I didn't get every single one right. The most baffling of questions on there was How many lines of code does the average programmer write per day? A. 5 B. 10 C. 25 D. 30 Aside from being a subjective question which depended on language and everything else I was more baffled at what they had as the correct answer. 10. Even on my bad days at my job I touch more than 10 lines of code(either adding, modifying, or deleting) per day. And when I took this test I had only programmed as a hobby where it was common for me to write a few hundred lines for one of my new projects per day. Where are they getting this random number of ten!? Is this published somewhere? A quick googling found me nothing.

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  • Add collison detection to enemy sprites?

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

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  • How to ajax load a parent-child listbox in JQuery/Asp.net MVC popup?

    - by melaos
    hi guys, i'm new to the asp.net mvc. and i have a link which will popup show a 3 panes listbox which allows the user to select country, region and language. and when the user click on the language, this will redirect back to the controller and refresh the page and show the proper localized content. i was thinking of using a jquery dialog/modal to do this but so i try using fancybox for this which will load the hidden div of the three listbox up. unfortunately, on clicking on the first listbox, the page will call a jquery event which will show the populate the 2nd list box in which the lightbox will close. is there a better way to do this? or i'm not using the proper jquery plugin? i was thinking of putting the whole three panes inside a html file and do ajax call to get the content into that page and load the listbox like that and just use the html popup like a normal popup. Any suggestions? i'm stuck, help!!

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  • gnuplot: x11 terminal in "interactive mode" while calling gnuplot from shell

    - by janoliver
    Hey there, I want to call gnuplot with a shell command, all the commands are stored in, let's say, "load.gp". If I start the gnuplot shell and type "load 'load.gp'" I can change the viewpoint by dragging the splot with the mouse around. The Problem is, I can't figure out how to reach that without being in the gnuplot shell. echo "load 'load.gp'" | gnuplot -persist or gnuplot -persist 'load.gp' won't work. Can somebody help me? Thanks, Jan

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  • Umbraco Gold Partner and the last 6 months.

    - by Vizioz Limited
    As with a lot of blogs, unfortunately over the last 6 months our blog has been feeling some what neglected, the good news, is this has been due to us going from strength to strength :)In the last 6 months we have developed 5 more Microsites for Microsoft, we have helped a London agency fix a dire Umbraco implementation for a global drinks brand, built a great site for a famous food product range and most recently we are working with DairyMaster in Ireland building them a new website for their global distribution network and over the next couple of months we will be launching their new global marketing websites in 9 different languages.As well as working with these great clients, we also helped ResourceiT launch their new website in time for the Microsoft Global Partners conference.In December, Umbraco HQ launched their Umbraco Gold Partner programme, Vizioz was proud to be one of the first Gold Partners in the UK, showing our clients that we are investing our money in the product we promote, ensuring that Umbraco continues to go from strength to strength.

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  • MIPS return address in main

    - by Alexander
    I am confused why in the code below I need to decrement the stack pointer and store the return address again. If I don't do that... then PCSpim keeps on looping.. Why is that? ######################################################################################################################## ### main ######################################################################################################################## .text .globl main main: addi $sp, $sp, -4 # Make space on stack sw $ra, 0($sp) # Save return address # Start test 1 ############################################################ la $a0, asize1 # 1st parameter: address of asize1[0] la $a1, frame1 # 2nd parameter: address of frame1[0] la $a2, window1 # 3rd parameter: address of window1[0] jal vbsme # call function # Printing $v0 add $a0, $v0, $zero # Load $v0 for printing li $v0, 1 # Load the system call numbers syscall # Print newline. la $a0, newline # Load value for printing li $v0, 4 # Load the system call numbers syscall # Printing $v1 add $a0, $v1, $zero # Load $v1 for printing li $v0, 1 # Load the system call numbers syscall # Print newline. la $a0, newline # Load value for printing li $v0, 4 # Load the system call numbers syscall # Print newline. la $a0, newline # Load value for printing li $v0, 4 # Load the system call numbers syscall ############################################################ # End of test 1 lw $ra, 0($sp) # Restore return address addi $sp, $sp, 4 # Restore stack pointer jr $ra # Return ######################################################################################################################## ### vbsme ######################################################################################################################## #.text .globl vbsme vbsme: addi $sp, $sp, -4 # create space on the stack pointer sw $ra, 0($sp) # save return address exit: add $v1, $t5, $zero # (v1) x coordinate of the block in the frame with the minimum SAD add $v0, $t4, $zero # (v0) y coordinate of the block in the frame with the minimum SAD lw $ra, 0($sp) # restore return address addi $sp, $sp, 4 # restore stack pointer jr $ra # return If I delete: addi $sp, $sp, -4 # create space on the stack pointer sw $ra, 0($sp) # save return address and lw $ra, 0($sp) # restore return address addi $sp, $sp, 4 # restore stack pointer on vbsme: PCSpim keeps on running... Why??? I shouldn't have to increment/decrement the stack pointer on vbsme and then do the jr again right? The jal in main is supposed to handle that

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  • jQuery How do you get an image to fade in on load?

    - by Cool Hand Luke UK
    All I want to do is fade my logo in on the page loading. I am new today to jQuery and I can't managed to fadeIn on load please help. Sorry if this question has already been answered I have had a look and try to adapt other answers for different question but nothing seems to work and its starting to frustrate me. Thanks. Code: <script type="text/javascript"> $(function () { .load(function () { // set the image hidden by default $('#logo').hide();.fadeIn(3000); }} </script> <link rel="stylesheet" href="challenge.css"/> <title>Acme Widgets</title> </head> <body> <div id="wrapper"> <div id="header"> <img id="logo" src="logo-smaller.jpg" /> </div> <div id="nav"> navigation </div> <div id="leftCol"> left col </div> <div id="rightCol"> <div id="header2"> header 2 </div> <div id="centreCol"> body text </div> <div id="rightCol2"> right col </div> </div> <div id="footer"> footer </div> </div> </body> </html>

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  • IIS 7.5 refuses to load 64-bit assembly - possible CAS problem?

    - by Rune
    Hi, I just downloaded the Orchard CMS, opened it up in VS2008 and hit F5: Everything runs fine. I then created a website in IIS 7.5 and pointed it to the web project's directory and set up permissions correctly (I hope). I downloaded the 64-bit version System.Data.SQLite as suggested here: Orchard Work Item 14798 and here: SO: Could not load file or assembly 'System.Data.SQLite'. The site runs in Full Trust. When I point my browser to the site running through IIS I get Could not load file or assembly 'System.Data.SQLite, Version=1.0.65.0, Culture=neutral, PublicKeyToken=db937bc2d44ff139' or one of its dependencies. Failed to grant minimum permission requests. I don't know much about Code Access Security (if that is even what's at play here), so I am at a loss here. What am I doing wrong / not understanding / not seeing? How do I provide appropriate permissions and to whom / what? Is there any hope of ever deploying this application to a hoster where I am only allowed to run in Medium Trust? Any help, pointers or suggestions would be greatly appreciated. Thanks. NOTE: the question is not why this initially worked when run through Cassini. The answer to that question is contained in the answer to the SO question referenced above.

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  • Is the load order for external javascript files different in IE8 compared to IE7?

    - by Benny
    Hello, I ask because I'm running an application in which I load an external script file in the HEAD section of the page, and then attempt to call a function from it in the onLoad section of the BODY tag. external.js function someFunction() { alert("Some message"); } myPage.html <html> <head> <script type="text/javascript" language="javascript" src="external.js"></script> </head> <body onLoad="someFunction();"> </body> </html> Using the developer tools in IE8, I get an exception thrown at the onLoad statement because, apparently, the external javascript file hasn't been loaded yet. I haven't had this problem come up in IE7 before, thus my question. Did they change the load order between IE7 and IE8? If so, is there a better way to do this? (the real function references many other functions and constants, which look much better in an external file) Thanks, B.J.

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  • VS2010 compiles solution without errors, msbuild fails: "fatal error CS0002: Unable to load message string from resources"

    - by Nathan Ridley
    I'm having a lot of trouble trying to track down the cause of this error message. I have a large Visual Studio 2010 solution which compiles without error on my local machine but on the build server, msbuild fails on one of the projects with the error: fatal error CS0002: Unable to load message string from resources Here's the red error section at the end: Build FAILED. "C:\TeamCity\buildAgent\work\85eff164854b9e67\Libraries\Domainface.Proxy.Common\Domainface.Proxy.Common.csproj" (default target) (9) -> (CoreCompile target) -> CSC : fatal error CS0002: Unable to load message string from resources. [C:\TeamCity\buildAgent\work\85eff164854b9e67\Libraries\Domainface.Proxy.Common\Domainface.Proxy.Common.csproj] 0 Warning(s) 1 Error(s) The entire msbuild output from the build server is here: http://pastie.org/3660842 What does the error generally refer to, that would cause it to build locally but not on the build server? UPDATE I have just run msbuild /version on both machines and it turns out the .net framework versions are very slightly different. Local machine is 4.0.30319.488 and build server is 4.0.30319.1. I'm about to run windows update on the server to allow it to install some updates, as several seem to be .net framework-related, so I'll see if that makes a difference. UPDATE Installing the updates didn't help. Just remembered I copied up csc.exe from the async preview a little while ago in order to facilitate async compilation (the actual async preview had failed to install on the server due to visual studio not being there, but installing visual studio team viewer seems to have fixed that, so i've just run the proper async ctp3 installer to see if that makes a difference.

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  • NHibernate Pitfalls: Loading Foreign Key Properties

    - by Ricardo Peres
    This is part of a series of posts about NHibernate Pitfalls. See the entire collection here. When saving a new entity that has references to other entities (one to one, many to one), one has two options for setting their values: Load each of these references by calling ISession.Get and passing the foreign key; Load a proxy instead, by calling ISession.Load with the foreign key. So, what is the difference? Well, ISession.Get goes to the database and tries to retrieve the record with the given key, returning null if no record is found. ISession.Load, on the other hand, just returns a proxy to that record, without going to the database. This turns out to be a better option, because we really don’t need to retrieve the record – and all of its non-lazy properties and collections -, we just need its key. An example: 1: //going to the database 2: OrderDetail od = new OrderDetail(); 3: od.Product = session.Get<Product>(1); //a product is retrieved from the database 4: od.Order = session.Get<Order>(2); //an order is retrieved from the database 5:  6: session.Save(od); 7:  8: //creating in-memory proxies 9: OrderDetail od = new OrderDetail(); 10: od.Product = session.Load<Product>(1); //a proxy to a product is created 11: od.Order = session.Load<Order>(2); //a proxy to an order is created 12:  13: session.Save(od); So, if you just need to set a foreign key, use ISession.Load instead of ISession.Get.

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  • How to load static files from view HTML in web2py?

    - by MikeWyatt
    Given a view with layout, how can I load static files (CSS and JS, essentially) into the <head> from the view file? layout.html <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="{{=T.accepted_language or 'en'}}"> <head> <title>{{=response.title or request.application}}</title> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <!-- include requires CSS files {{response.files.append(URL(request.application,'static','base.css'))}} {{response.files.append(URL(request.application,'static','ez-plug-min.css'))}} --> {{include 'web2py_ajax.html'}} </head> <body> {{include}} </body> </html> myview.html {{extend 'layout.html'}} {{response.files.append(URL(r=request,c='static',f='myview.css'))}} <h1>Some header</h1> <div> some content </div> In the above example, the "myview.css" file is either ignored by web2py or stripped out by the browser. So what is the best way to load page-specific files like this CSS file? I'd rather not stuff all my static files into my layout.

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  • How can I access the JavaScript global object ("window") inside an embedded browser object (the IWebBrowser2 interface)?

    - by John Factorial
    I have an HTML page which embeds an IWebBrowser2 ActiveX (i.e. the control is essentially an Internet Explorer browser). I need to write JavaScript in this HTML page which will remove any window.onresize handler from the page loaded in the IWebBrowser2 control. IWebBrowser2 exposes the DOM through IWebBrowser2::Document, but this is equivalent to window.document. Is there any way I can get access to window or window.onresize?

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  • using the window object for accessing global user defined objects and using text within html for cre

    - by timpone
    I don't do very much jquery / javascript but wanted to ask for some advice on the following piece. I have tried to cut out as much as possible. Most of this was semi-inherited code with catching a bunch of events just hardcoded in. I'd like to generalized them more by putting the object name in the html and accessing via jquery on processing (by_date, by_popularity). I retriev as string and access the object via window[current_obj]. Is this a good way to do this or am I missing something? Are there preferable ways to introduce specificity. thanks for any advice. <script> var by_date={}; by_date.current_page=1; by_date.per_page=4; var by_popularity={}; by_popularity.current_page=1; by_popularity.per_page=4; $(function(){ $('.previous.active').live('click',function(){ window[current_obj].current_page--; process(window[current_obj]); }); }); function process(game_obj){ //will process and output new items here } </script> <div class="otherContainer"> <a class='previous active'>Prev</a><div style="display:none;">by_date</div> | <a class='next'>Next</a><div style="display:none;">by_date</div> </div> <div class="topPrevNextContainer"> <a class='previous active'>Prev</a><div style="display:none;">by_popularity</div> | <a class='next'>Next</a><div style="display:none;">by_popularity</div> </div>

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  • What would cause native gem extensions on OS X to build but fail to load?

    - by goodmike
    I am having trouble with some of my rubygems, in particular those that use native extensions. I am on a MacBookPro, with Snow Leopard. I have XCode 3.2.1 installed, with gcc 4.2.1. Ruby 1.8.6, because I'm lazy and a scaredy cat and don't want to upgrade yet. Ruby is running in 32-bit mode. I built this ruby from scratch when my MBP ran OSX 10.4. When I require one of the affected gems in irb, I get a Load Error for the gem extension's bundle file. For example, here's nokogigi dissing me: > require 'rubygems' = true > require 'nokogiri' LoadError: Failed to load /usr/local/lib/ruby/gems/1.8/gems/nokogiri-1.4.1/lib/nokogiri/nokogiri.bundle This is also happening with the Postgres pg and MongoDB mongo gems. My first thought was that the extensions must not be building right. But gem install wasn't throwing any errors. So I reinstalled with the verbose flag, hoping to see some helpful warnings. I've put the output in a Pastie, and the only warning I see is a consistent one about "passing argument n of ‘foo’ with different width due to prototype." I suspect that this might be an issue from upgrading to Snow Leopard, but I'm a little surprised to experience it now, since I've updated my XCode. Could it stem from running Ruby in 1.8.6? I'm embarrassed that I don't know quite enough about my Mac and OSX to know where to look next, so any guidance, even just a pointer to some document I couldn't find via Google, would be most welcome. Michael

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  • How to load an HTML file into an included PHP file from another PHP?

    - by Peter NGM
    i have 2 PHP file and 1 HTML. i want to include file2.php in file1.php. file1.php is: <html> <head>...</head> <body> ... <?php include("file2.php"); ?> ... </body> </html> i want to load an HTML file in file2.php: file2.php is: <?php $doc = new DOMDocument(); $doc->loadHTMLFile("sample.html"); echo $doc->saveHTML(); ?> and sample.html is: ... <b>Hello World!</b> ... my problem is this error: Warning: DOMDocument::loadHTMLFile() [domdocument.loadhtmlfile]: I/O warning : failed to load external entity "sample.html" in C:\xampp\htdocs\project\file2.php on line 3 please help me to solve this problem.

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  • How can I test that my hash function is good in terms of max-load?

    - by philcolbourn
    I have read through various papers on the 'Balls and Bins' problem and it seems that if a hash function is working right (ie. it is effectively a random distribution) then the following should/must be true if I hash n values into a hash table with n slots (or bins): Probability that a bin is empty, for large n is 1/e. Expected number of empty bins is n/e. Probability that a bin has k collisions is <= 1/k!. Probability that a bin has at least k collisions is <= (e/k)**k. These look easy to check. But the max-load test (the maximum number of collisions with high probability) is usually stated vaguely. Most texts state that the maximum number of collisions in any bin is O( ln(n) / ln(ln(n)) ). Some say it is 3*ln(n) / ln(ln(n)). Other papers mix ln and log - usually without defining them, or state that log is log base e and then use ln elsewhere. Is ln the log to base e or 2 and is this max-load formula right and how big should n be to run a test? This lecture seems to cover it best, but I am no mathematician. http://pages.cs.wisc.edu/~shuchi/courses/787-F07/scribe-notes/lecture07.pdf BTW, with high probability seems to mean 1 - 1/n.

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  • insufficient buffer when call DocumentProperties, also, global unlock wouldn't unlock...

    - by Quincy
    please see comments inline bool res = false; DWORD dwNeeded = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), NULL, NULL, 0); if (m_devmode_buf) { GlobalFree(m_devmode_buf); } m_devmode_buf = GlobalAlloc(GPTR, dwNeeded); GetLastError(); // = 0; if (m_devmode_buf) { LPDEVMODEW devmode_buf = (LPDEVMODEW) GlobalLock(m_devmode_buf); GetLastError(); // = 0 if (devmode_buf) { if (devmode_buf) { lala = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), devmode_buf, NULL, DM_OUT_BUFFER); if (lala == IDOK) { res = true; } GetLastError(); // = 122. insufficient buffer here. why???? } UInt32 res1 = GlobalUnlock(m_devmode_buf); // res1 is 1. should be 0 res2 = GetLastError(); // = 0 if (!(res1 == 0 && (res2 == ERROR_NOT_LOCKED || res2 == NO_ERROR))) { //res = false; } } }

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  • How can I add methods from a Java class as global functions in Javascript using Rhino?

    - by gooli
    I have a simple Java class that has some methods: public class Utils { public void deal(String price, int amount) { // .... } public void bid(String price, int amount) { // .... } public void offer(String price, int amount) { // .... } } I would like to create an instance of this class and allow the Javascript code to call the methods directly, like so: deal("1.3736", 100000); bid("1.3735", 500000); The only way I could figure out for now was to use ScriptEngine engine = new ScriptEngineManager().getEngineByName("js"); engine.put("utils", new Utils()); and then use utils.deal(...) in the Javascript code. I can also write wrapper functions in Javascript for each method, but there should be a simpler way to do this automatically for all the public methods of a class.

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  • User authentication using CodeIgniter

    - by marcin_koss
    I have a problem creating authentication part for my application. Below is the simplified version of my controllers. The idea is that the MY_controller checks if session with user data exists. If it doesn’t, then redirects to the index page where you have to log in. MY_controller.php class MY_Controller extends Controller { function __construct() { parent::__construct(); $this->load->helper('url'); $this->load->library('session'); if($this->session->userdata('user') == FALSE) { redirect('index'); } else { redirect('search'); } } } order.php - main controller class Orders extends MY_Controller { function __construct() { parent::__construct(); $this->load->helper('url'); $this->load->library('session'); } function index() { // Here would be the code that validates information input by user. // If validation is successful, it creates user session. $this->load->view('header.html', $data); // load header $this->load->view('index_view', $data); // load body $this->load->view('footer.html', $data); // load footer } function search() { //different page } what is happening is that the browser is telling me that “The page isn’t redirecting properly. Firefox has detected that the server is redirecting the request for this address in a way that will never complete.” It seems like the redirect() is being looped. I looked at a few other examples of user auth and they were build using similar technique.

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