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  • How to sort array with undefined elements in IE7 JavaScript

    - by Gene Goykhman
    I am having trouble sorting an array that includes undefined elements (a sparse array) in IE7. This works great in Safari and Firefox of course, and I haven't tried other versions of IE, but here is a simple example. <html> <head> <script type="text/javascript"> function runscript() { var myArray = [{id: 2}, undefined, {id: 0}, {id: 1}, {id: 3}, {id: 4}, {id: 5}]; myArray.sort(function compare(a, b) { return a.id - b.id; }); var output = ''; for (loop in myArray) { output += myArray[loop].id + ' '; } alert(output); } </script> </head> <body onLoad="runscript();"> </body> The alert() at the end inexplicably shows 0 2 3 4 5 1. Removing the undefined element from the array correctly sorts it and the alert shows 0 1 2 3 4 5. Is there a way to work around this in IE7 so that I can reliably sort arrays that include undefined elements? I don't care where the undefined elements end up as long as the defined elements are sorted correctly.

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  • Handling a Long Running jsp request on the server using Ajax and threads

    - by John Blue
    I am trying to implement a solution for a long running process on the server where it is taking about 10 min to process a pdf generation request. The browser bored/timesout at the 5 mins. I was thinking to deal with this using a Ajax and threads. I am using regular javascript for ajax. But I am stuck with it. I have reached till the point where it sends the request to the servlet and the servlet starts the thread.Please see the below code public class HelloServlet extends javax.servlet.http.HttpServlet implements javax.servlet.Servlet { protected void doGet(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { } protected void doPost(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { System.out.println("POST request!!"); LongProcess longProcess = new LongProcess(); longProcess.setDaemon(true); longProcess.start(); request.getSession().setAttribute("longProcess", longProcess); request.getRequestDispatcher("index.jsp").forward(request, response); } } class LongProcess extends Thread { public void run() { System.out.println("Thread Started!!"); while (progress < 10) { try { sleep(2000); } catch (InterruptedException ignore) {} progress++; } } } Here is my AJax call <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html><head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>My Title</title> <script language="JavaScript" > function getXMLObject() //XML OBJECT { var xmlHttp = false; xmlHttp = new XMLHttpRequest(); //For Mozilla, Opera Browsers return xmlHttp; // Mandatory Statement returning the ajax object created } var xmlhttp = new getXMLObject(); //xmlhttp holds the ajax object function ajaxFunction() { xmlhttp.open("GET","HelloServlet" ,true); xmlhttp.onreadystatechange = handleServerResponse; xmlhttp.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded'); xmlhttp.send(null); } function handleServerResponse() { if (xmlhttp.readyState == 4) { if(xmlhttp.status == 200) { document.forms[0].myDiv.value = xmlhttp.responseText; setTimeout(ajaxFunction(), 2000); } else { alert("Error during AJAX call. Please try again"); } } } function openPDF() { document.forms[0].method = "POST"; document.forms[0].action = "HelloServlet"; document.forms[0].submit(); } function stopAjax(){ clearInterval(intervalID); } </script> </head> <body><form name="myForm"> <table><tr><td> <INPUT TYPE="BUTTON" NAME="Download" VALUE="Download Queue ( PDF )" onclick="openPDF();"> </td></tr> <tr><td> Current status: <div id="myDiv"></div>% </td></tr></table> </form></body></html> But I dont know how to proceed further like how will the thread communicate the browser that the process has complete and how should the ajax call me made and check the status of the request. Please let me know if I am missing some pieces. Any suggestion if helpful.

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  • Ruby integer to string key

    - by Gene
    A system I'm building needs to convert non-negative Ruby integers into shortest-possible UTF-8 string values. The only requirement on the strings is that their lexicographic order be identical to the natural order on integers. What's the best Ruby way to do this? We can assume the integers are 32 bits and the sign bit is 0. This is successful: (i >> 24).chr + ((i >> 16) & 0xff).chr + ((i >> 8) & 0xff).chr + (i & 0xff).chr But it appears to be 1) garbage-intense and 2) ugly. I've also looked at pack solutions, but these don't seem portable due to byte order. FWIW, the application is Redis hash field names. Building keys may be a performance bottleneck, but probably not. This question is mostly about the "Ruby way".

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  • Finding group maxes in SQL join result

    - by Gene
    Two SQL tables. One contestant has many entries: Contestants Entries Id Name Id Contestant_Id Score -- ---- -- ------------- ----- 1 Fred 1 3 100 2 Mary 2 3 22 3 Irving 3 1 888 4 Grizelda 4 4 123 5 1 19 6 3 50 Low score wins. Need to retrieve current best scores of all contestants ordered by score: Best Entries Report Name Entry_Id Score ---- -------- ----- Fred 5 19 Irving 2 22 Grizelda 4 123 I can certainly get this done with many queries. My question is whether there's a way to get the result with one, efficient SQL query. I can almost see how to do it with GROUP BY, but not quite. In case it's relevant, the environment is Rails ActiveRecord and PostgreSQL.

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  • Calling As function from js problem

    - by Gene
    I have a swf file that is not controlled by me. The swf expects a javascript call to set some variables after initialization. The swf is embedded using the swfobject and I'm trying to call the as function right after the embed. This appears to be too soon because I get an error. Everything else should be fine since calling the as function manually via firebug does not produce the error. So the question is how do I call the function when the embed is complete?

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  • What language is this?

    - by Blue
    got some keys with patterns like 4AC59BAA63A64327DCE12C0B2CD1A397 and B9E685495FECFC9854E7DBA508D91213 they have 32 chars and i would like not to decrypt then but to be able to make my own, its something like a hash of a file

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  • How do I copy files into an existing JAR file with Ant?

    - by Blue
    I have a project that needs to access resources within its own JAR file. When I create the JAR file for the project, I would like to copy a directory into that JAR file (I guess the ZIP equivalent would be "adding" the directory to the existing ZIP file). I only want the copy to happen after the JAR has been created (and I obviously don't want the copy to happen if I clean and delete the JAR file). Currently the build file looks like this: <?xml version="1.0" encoding="UTF-8"?> <project name="foobar" basedir=".." default="jar"> <!-- project-specific properties --> <property name="project.path" value="my/project/dir/foobar" /> <patternset id="project.include"> <include name="${project.path}/**" /> </patternset> <patternset id="project.jar.include"> <include name="${project.path}/**" /> </patternset> <import file="common-tasks.xml" /> <property name="jar.file" location="${test.dir}/foobar.jar" /> <property name="manifest.file" location="misc/foobar.manifest" /> </project> Some of the build tasks are called from another file (common-tasks.xml), which I can't display here. Thanks.

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  • IP camera's multicast/RTSP conflicting with 2.4GHz Wi-Fi?

    - by jayson
    Here at our business we have a Netgear R7000 running DD-WRT. I have been slowly adding IP cameras which I run using Blue Iris software. The last camera I bought (which is NOT a wireless camera), when I plug it into the network I start having really bad connection issues on the 2.4GHz Wi-Fi network. The 5GHz works fine, just the 2.4GHz all of the sudden has trouble connecting, as if it's conflicting. I've tried playing with the camera settings, different IP addresses, HTTP ports, etc, and discovered it to be a conflict with multicast. When multicast is checked, the Wi-Fi has issues but my video streams via Blue Iris. When unchecked, Wi-Fi works fine but the video won't stream through Blue Iris. The problem is there are no settings in the camera to change the RTSP port, which is set to 34567. Does anyone know something that could fix this issue? It all seems very strange to me but maybe someone has an idea?

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  • Would there be any problems with DEP turned off?

    - by IneedHelp
    I recently moved to a fresh Windows 8 x64 system and I learned that my favourite firewall (JPF - Jetico Personal Firewall) doesn't get along with Win8x64 (CRITICAL_STRUCTURE_CORRUPTION errors), but I can not do without JPF, so I kind of tried everything I could think of (test mode, debugging, various system changes), but I was still getting blue screens because of the firewall driver/software. I know for sure that it is the firewall that is causing the problems because I get blue screens as soon as I install it and they stop when I uninstall it. I Also tested it thoroughly on virtual computers. Anyway, I have discovered that by completely turning DEP off by using this command: bcdedit.exe /set {current} nx AlwaysOff the firewall would not cause blue screens anymore. So my question is, what could go wrong with DEP completely turned off? Note: I do not care much about hardware/windows security, I keep myself secured by using sandboxes and virtual computers (and I also have backups), so I'm not concerned with viruses and root kits or whatever people are freaking out about.

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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  • nano syntax highlighting not working for all languages

    - by Dejan
    I have a funny situation where I am unable to add custom highlighting definitions to my nano text editor. The funny thing is that the predefined work like a charm and can be edited. But I have created a new one for js with $ sudo touch js.nanorc $ sudo nano js.nanorc my current js.nanorc looks like this: syntax "JavaScript" "\.js$" color blue "\<[-+]?([1-9][0-9]*|0[0-7]*|0x[0-9a-fA-F]+)([uU][lL]?|[lL][uU]?)?\>" color blue "\<[-+]?([0-9]+\.[0-9]*|[0-9]*\.[0-9]+)([EePp][+-]?[0-9]+)?[fFlL]?" color blue "\<[-+]?([0-9]+[EePp][+-]?[0-9]+)[fFlL]?" color brightblue "[A-Za-z_][A-Za-z0-9_]*[[:space:]]*[(]" color black "[(]" color cyan "\<(break|case|catch|continue|default|delete|do|else|finally)\>" color cyan "\<(for|function|get|if|in|instanceof|new|return|set|switch)\>" color cyan "\<(switch|this|throw|try|typeof|var|void|while|with)\>" color cyan "\<(null|undefined|NaN)\>" color brightcyan "\<(true|false)\>" color green "\<(Array|Boolean|Date|Enumerator|Error|Function|Math)\>" color green "\<(Number|Object|RegExp|String)\>" color red "[-+/*=<>!~%?:&|]" color magenta "/[^*]([^/]|(\\/))*[^\\]/[gim]*" color yellow ""(\\.|[^"])*"|'(\\.|[^'])*'" color magenta "\\[0-7][0-7]?[0-7]?|\\x[0-9a-fA-F]+|\\[bfnrt'"\?\\]" color brightblack "(^|[[:space:]])//.*" color brightblack start="/\*" end="\*/" color brightwhite,cyan "TODO:?" color ,green "[[:space:]]+$" color ,red " +" If anyone can see the problem then please tel me

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • How to make Box2D bodies automatically return to a initial rotation

    - by sm4
    I have two long Box2D bodies, that can collide while moving one of them around with MouseJoint. I want them to try to hold their position and rotation. Blue body is moved using MouseJoint (yellow) towards the Red body. Red body has another MouseJoint - Blue can push Red, but Red will try to return to the start point thanks to the MouseJoint - this works just fine. Both bodies correctly rotate along the middle. This is still as I want. I change the MouseJoint to move the Blue away. What I need is both bodies return to their initial rotation (green arrows) Desired positions and rotations Is there anything in Box2D that could do this automatically? The MouseJoint does that nicely for position. I need it in AndEngine (Java, Android) port, but any Box2D solution is fine. EDIT: By automatically I mean having something I can add to the object "Paddle" without the need to change game loop. I want to encapsulate this functionality to the object itself. I already have an object Paddle that has its own UpdateHandler which is being called from the game loop. What would be much nicer is to attach some kind of "spring" joint to both left and right sides of the paddle that would automatically level the paddle. I will be exploring this option soon.

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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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  • Problem with alleg42.dll / program crashes / Allegro & Codeblocks

    - by user24152
    I'm having a serious problem with allegro. The program should display random pixels on the screen and when I build and run it I get the following error message: Below is the full code of my program: #include <stdio.h> #include <stdlib.h> #include <time.h> #include "allegro.h" #define Text_Color_Red makecol(255,0,0) int main() { int ret; int color_depth = 32; int x; int y; int red; int green; int blue; int color; //init allegro allegro_init(); //install keyboard install_keyboard(); //set color depth to 32 bits set_color_depth(color_depth); //init random seed srand(time(NULL)); //init video mode to 640 x 480 ret = set_gfx_mode(GFX_AUTODETECT_WINDOWED,640,480,0,0); if(ret !=0) { allegro_message(allegro_error); return 1; } //Display string textprintf(screen,font,0,0,10,0,Text_Color_Red,"Screen Resolution is: %dx%d -- Press ESC to quit !",SCREEN_W,SCREEN_H); //display pixels until ESC key is pressed //wait for keypress while(!key[KEY_ESC]) { //set a random location x = 10 + rand() % (SCREEN_W-20); y = 10 + rand() % (SCREEN_H-20); //set a random color red = rand() % 255; green = rand() % 255; blue = rand() % 255; color = makecol(red,green,blue); //draw the pixel putpixel(screen, x, y, color); } //quit allegro allegro_exit(); } END_OF_MAIN() Error message: AllegroPixels1.exe has encountered a problem and needs to close. We are sorry for the inconvenience. Error signature: AppName: allegropixels1.exe AppVer: 0.0.0.0 ModName: alleg42.dll ModVer: 4.2.3.0 Offset: 0006c05c I am using Windows XP inside a virtual machine under Parallels 7.0

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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