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  • Ladder word-like game GUI problems

    - by sasquatch90
    Ok so I've written my own version of game which should look like this : http://img199.imageshack.us/img199/6859/lab9a.jpg but mine looks like that : http://img444.imageshack.us/img444/7671/98921674.jpg How can I fix this ? Is there a way to do the layout completely differently ? Here's the code : Main.java : import java.util.Scanner; import javax.swing.*; import java.awt.*; public class Main { public static void main(String[] args){ final JFrame f = new JFrame("Ladder Game"); Scanner sc = new Scanner(System.in); System.out.println("Creating game data..."); System.out.println("Height: "); while (!sc.hasNextInt()) { System.out.println("int, please!"); sc.next(); } final int height = sc.nextInt(); Grid[]game = new Grid[height]; for(int L = 0; L < height; L++){ Grid row = null; int i = L+1; String s; do { System.out.println("Length "+i+", please!"); s = sc.next(); } while (s.length() != i); Element[] line = new Element[s.length()]; Element single = null; String[] temp = null; String[] temp2 = new String[s.length()]; temp = s.split(""); for( int j = temp2.length; j>0; j--){ temp2[j-1] = temp[j]; } for (int k = 0 ; k < temp2.length ; k++) { if( k == 0 ){ single = new Element(temp2[k], 2); } else{ single = new Element(temp2[k], 1); } line[k] = single; } row = new Grid(line); game[L] = row; } //############################################ //THE GAME STARTS HERE //############################################ JPanel panel = new JPanel(); panel.setLayout(new BoxLayout(panel, BoxLayout.X_AXIS)); panel.setBackground(Color.ORANGE); panel.setBorder(BorderFactory.createEmptyBorder(10, 10, 10, 10)); for(int i = 0; i < game.length; i++){ panel.add(game[i].create()); } f.setContentPane(panel); f.pack(); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setVisible(true); boolean end = false; boolean word = false; String tekst; while( !end ){ while( !word ){ tekst = JOptionPane.showInputDialog("Input word: "); for(int i = 0; i< game.length; i++){ if(game[i].equalLength(tekst)){ if(game[i].equalValue(tekst)){ word = true; for(int j = 0; j< game.length; j++){ game[i].repaint(); } } } } } word = false; for(int i = 0; i < game.length; i++){ if(game[i].solved()){ end = true; } else { end = false; } } } } } Grid.java import javax.swing.*; import java.awt.*; public class Grid extends JPanel{ private Element[]e; private Grid[]g; public Grid(){} public Grid( Element[]elements ){ e = new Element[elements.length]; for(int i=0; i< e.length; i++){ e[i] = elements[i]; } } public Grid(Grid[]grid){ g = new Grid[grid.length]; for(int i=0; i<g.length; i++){ g[i] = grid[i]; } Dimension d = new Dimension(600, 600); setMinimumSize(d); setPreferredSize(new Dimension(d)); setMaximumSize(d); } public JPanel create(){ JPanel panel = new JPanel(); panel.setLayout(new BoxLayout(panel, BoxLayout.PAGE_AXIS)); panel.setBorder(BorderFactory.createEmptyBorder(2, 2, 2, 2)); for(int j = 0; j < e.length; j++){ panel.add(e[j].paint()); } return panel; } @Override public void repaint(){ } public boolean equalLength(String s){ int len = s.length(); boolean equal = false; for(int j = 0; j < e.length; j++){ if(e.length == len){ equal = true; } } return equal; } public boolean equalValue(String s){ int len = s.length(); boolean equal = false; String[] temp = null; String[] temp2 = new String[len]; temp = s.split(""); for( int j = len; j>0; j--){ temp2[j-1] = temp[j]; } for(int j = 0; j < e.length; j++){ if( e[j].letter().equals(temp2[j]) ){ equal = true; } else { equal = false; } } if(equal){ for(int i = 0; i < e.length; i++){ e[i].changeState(3); } } return equal; } public boolean solved(){ boolean solved = false; for(int j = 0; j < e.length; j++){ if(e[j].getState() == 3){ solved = true; } else { solved = false; } } return solved; } @Override public String toString(){ return ""; } } Element.java import javax.swing.*; import java.awt.*; public class Element { final int INVISIBLE = 0; final int EMPTY = 1; final int FIRST_LETTER = 2; final int OTHER_LETTER = 3; private int state; private String letter; public Element(){ } //empty block public Element(int state){ this("", 0); } //filled block public Element(String s, int state){ this.state = state; this.letter = s; } public JButton paint(){ JButton button = null; if( state == EMPTY ){ button = new JButton(""); button.setBackground(Color.WHITE); } else if ( state == FIRST_LETTER ){ button = new JButton(letter); button.setBackground(Color.red); } else { button = new JButton(letter); button.setBackground(Color.yellow); } button.setSize(20,20); return button; } public void changeState(int s){ state = s; } public String letter(){ return letter; } public int getState(){ return state; } @Override public String toString(){ return "["+letter+"]"; } }

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  • How to specify number of headers in section UITableView.

    - by Mr. McPepperNuts
    if ([tempArray containsObject: [sectionInfo indexTitle]]) { return nil; }else { [tempArray addObject: [sectionInfo indexTitle]]; return [sectionInfo indexTitle]; } return [sectionInfo indexTitle]; The code above groups the cells in alphabetical order but displays a blank header instead of the appropriate title. Could this possibly be because I did not specify the number of headers? This would naturally be a single header for every letter in the alphabet.

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  • I want to write a program to control the square moving by using WINAPI

    - by code_new
    This is the code as attempted so far: #include <windows.h> LRESULT CALLBACK WndProc (HWND, UINT, WPARAM, LPARAM) ; int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow) { static TCHAR szAppname[] = TEXT ("win0") ; WNDCLASS wndclass ; MSG msg ; HWND hwnd ; wndclass.style = CS_HREDRAW | CS_VREDRAW ; wndclass.cbWndExtra = 0 ; wndclass.cbClsExtra = 0 ; wndclass.lpfnWndProc = WndProc ; wndclass.lpszClassName = szAppname ; wndclass.lpszMenuName = NULL ; wndclass.hbrBackground = (HBRUSH) GetStockObject (WHITE_BRUSH) ; wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ; wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ; wndclass.hInstance = hInstance ; if (!RegisterClass (&wndclass)) { MessageBox (NULL, TEXT ("Register fail"), szAppname, 0) ; return 0 ; } hwnd = CreateWindow ( szAppname, TEXT ("mywin"), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, hInstance, NULL) ; ShowWindow (hwnd, iCmdShow) ; UpdateWindow (hwnd) ; while (GetMessage (&msg, NULL, 0, 0)) { TranslateMessage (&msg) ; DispatchMessage (&msg) ; } return msg.wParam ; } LRESULT CALLBACK WndProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) { static int cxClient, cyClient, Left, Top, Right, Down ; PAINTSTRUCT ps ; HDC hdc ; RECT rect ; Right = 20 ; Down = 20 ; switch (message) { case WM_SIZE : cxClient = LOWORD (lParam) ; cyClient = HIWORD (lParam) ; return 0 ; case WM_PAINT : hdc = BeginPaint (hwnd, &ps) ; SetRect (&rect, Left, Top, Right, Down) ; FillRect (hdc, &rect, CreateSolidBrush (RGB (100, 100, 100))) ; EndPaint (hwnd, &ps) ; return 0 ; case WM_KEYDOWN : InvalidateRect (hwnd, &rect, TRUE) ; switch (wParam) { case VK_UP : if (Top - 20 < 0) { Top = 0 ; Down = 20 ; } else { Top -= 20 ; Down -= 20 ; } SendMessage (hwnd, WM_PAINT, wParam, lParam) ; break ; case VK_DOWN : if (Down + 20 > cyClient) { Down = cyClient ; Top = Down - 20 ; } else { Down += 20 ; Top += 20 ; }SendMessage (hwnd, WM_PAINT, wParam, lParam) ; break ; case VK_LEFT : if (Left - 20 < 0) { Left = 0 ; Right = 20 ; } else { Left -= 20 ; Right -= 20 ; }SendMessage (hwnd, WM_PAINT, wParam, lParam) ; break ; case VK_RIGHT : if (Right + 20 > cxClient) { Right = cxClient ; Left = Right - 20 ; } else { Right += 20 ; Left += 20 ; }SendMessage (hwnd, WM_PAINT, wParam, lParam) ; break ; default : break ; } return 0 ; case WM_DESTROY : PostQuitMessage (0) ; return 0 ; } return DefWindowProc (hwnd, message, wParam, lParam); } I considered that I didn't deal the message well, so I can't control it.

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  • Does my TPL partitioner cause a deadlock?

    - by Scott Chamberlain
    I am starting to write my first parallel applications. This partitioner will enumerate over a IDataReader pulling chunkSize records at a time from the data-source. protected class DataSourcePartitioner<object[]> : System.Collections.Concurrent.Partitioner<object[]> { private readonly System.Data.IDataReader _Input; private readonly int _ChunkSize; public DataSourcePartitioner(System.Data.IDataReader input, int chunkSize = 10000) : base() { if (chunkSize < 1) throw new ArgumentOutOfRangeException("chunkSize"); _Input = input; _ChunkSize = chunkSize; } public override bool SupportsDynamicPartitions { get { return true; } } public override IList<IEnumerator<object[]>> GetPartitions(int partitionCount) { var dynamicPartitions = GetDynamicPartitions(); var partitions = new IEnumerator<object[]>[partitionCount]; for (int i = 0; i < partitionCount; i++) { partitions[i] = dynamicPartitions.GetEnumerator(); } return partitions; } public override IEnumerable<object[]> GetDynamicPartitions() { return new ListDynamicPartitions(_Input, _ChunkSize); } private class ListDynamicPartitions : IEnumerable<object[]> { private System.Data.IDataReader _Input; int _ChunkSize; private object _ChunkLock = new object(); public ListDynamicPartitions(System.Data.IDataReader input, int chunkSize) { _Input = input; _ChunkSize = chunkSize; } public IEnumerator<object[]> GetEnumerator() { while (true) { List<object[]> chunk = new List<object[]>(_ChunkSize); lock(_Input) { for (int i = 0; i < _ChunkSize; ++i) { if (!_Input.Read()) break; var values = new object[_Input.FieldCount]; _Input.GetValues(values); chunk.Add(values); } if (chunk.Count == 0) yield break; } var chunkEnumerator = chunk.GetEnumerator(); lock(_ChunkLock) //Will this cause a deadlock? { while (chunkEnumerator.MoveNext()) { yield return chunkEnumerator.Current; } } } } IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<object[]>)this).GetEnumerator(); } } } I wanted IEnumerable object it passed back to be thread safe (the .Net example was so I am assuming PLINQ and TPL could need it) will the lock on _ChunkLock near the bottom help provide thread safety or will it cause a deadlock? From the documentation I could not tell if the lock would be released on the yeld return. Also if there is built in functionality to .net that will do what I am trying to do I would much rather use that. And if you find any other problems with the code I would appreciate it.

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  • Sonata Media Bundle sortBy created_at

    - by tony908
    I use SonataMediaBundle and i would like sort Gallery by created_at field. In repository class i have (without orderBy working good!): $qb = $this->createQueryBuilder('m') ->orderBy('j.expires_at', 'DESC'); $query = $qb->getQuery(); return $query->getResult(); and this throw error: An exception has been thrown during the rendering of a template ("[Semantical Error] line 0, col 80 near 'created_at D': Error: Class Application\Sonata\MediaBundle\Entity\Gallery has no field or association named created_at") so i add this field to Gallery class: /** * @var \DateTime */ private $created_at; /** * Set created_at * * @param \DateTime $createdAt * @return Slider */ public function setCreatedAt($createdAt) { $this->created_at = $createdAt; return $this; } /** * Get created_at * * @return \DateTime */ public function getCreatedAt() { return $this->created_at; } but now i have error: FatalErrorException: Compile Error: Declaration of Application\Sonata\MediaBundle\Entity\Gallery::setCreatedAt() must be compatible with Sonata\MediaBundle\Model\GalleryInterface::setCreatedAt(DateTime $createdAt = NULL) in /home/tony/www/test/Application/Sonata/MediaBundle/Entity/Gallery.php line 32 GalleryInterface: https://github.com/sonata-project/SonataMediaBundle/blob/master/Model/GalleryInterface.php So... how can i use sortBy in my example?

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  • Basic C programming question

    - by Amit
    Hi all, I've just started to learn C and it's going pretty slow...I wanted to write a program that takes in an integer argument and returns it's doubled value (aka take in integer, multiply by 2, and printf that value). I purposely did not want to use the scanf function. Here's what I have so far and what is not compiling... #include <stdio.h> int main(int index) { if (!(index)) { printf("No index given"); return 1; } a = index*2; printf("Mult by 2 %d",a); return 0; } So basically when the program is executed I want to supply the index integer. So, in cygwin, I would write something like ./a 10 and 10 would be stored into the index variable. Also, I want to program to return "No index given" and exit if no index value was supplied... Anyone care to help what I'm doing wrong? EDIT: This code returns 1 error upon compilation and is based on the help by @James: #include <stdio.h> int main(int 1, char index) { int index, a; if (!(index)) { printf("No index given"); return 1; } a = index*2; printf("Mult by 2 %d",a); return 0; } Thanks! Amit

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  • convert a sql statement to class?

    - by walter
    Is there a tool or code to convert a sql statement to class? Something like: Dim sqlText = "SELECT CustomerID, Name, Address, City FROM dbo.Customer WHERE CustomerID = 1" Dim obj As New ***SqlStatementTool***(sqlText) obj.GetTables() 'Will Return Tables in sqlText obj.GetWheres() 'Will Return conditions in sqltext obj.GetParameters() 'will return parameters in sqltext

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  • Segmentation fault in C recursive Combination (nCr)

    - by AruniRC
    PLease help me out here. The program is supposed to recursively find out the combination of two numbers. nCr = n!/ (r!(n-r)! ). I'm getting this error message when i compile it on GCC. Here's what the terminal shows: Enter two numbers: 8 4 Segmentation fault (Program exited with code:139) The code is given here: #include<stdio.h> float nCr(float, float, float); int main() { float a, b, c; printf("Enter two numbers: \n"); scanf("%f%f", &a, &b); c = nCr(a, b, a-b); printf("\n%.3f", c); return 0; } float nCr(float n, float r, float p) { if(n<1) return (1/(p*r))*(nCr(1, r-1, p-1)); if(r<1) return (n/(p*1))*(nCr(n-1, 1, p-1)); if(p<1) return (n/r)*(nCr(n-1, r-1, 1)); return ( n/(p*r) )*nCr(n-1, r-1, p-1); }

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  • Cannot overload function

    - by anio
    So I've got a templatized class and I want to overload the behavior of a function when I have specific type, say char. For all other types, let them do their own thing. However, c++ won't let me overload the function. Why can't I overload this function? I really really do not want to do template specialization, because then I've got duplicate the entire class. Here is a toy example demonstrating the problem: http://codepad.org/eTgLG932 The same code posted here for your reading pleasure: #include <iostream> #include <cstdlib> #include <string> struct Bar { std::string blah() { return "blah"; } }; template <typename T> struct Foo { public: std::string doX() { return m_getY(my_t); } private: std::string m_getY(char* p_msg) { return std::string(p_msg); } std::string m_getY(T* p_msg) { return p_msg->blah(); } T my_t; }; int main(int, char**) { Foo<char> x; Foo<Bar> y; std::cout << "x " << x.doX() << std::endl; return EXIT_SUCCESS; } Thank you everyone for your suggestions. Two valid solutions have been presented. I can either specialize the doX method, or specialize m_getY() method. At the end of the day I prefer to keep my specializations private rather than public so I'm accepting Krill's answer.

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  • How to check if a number is a power of 2

    - by configurator
    Today I needed a simple algorithm for checking if a number is a power of 2. The algorithm needs to be: Simple Correct for any ulong value. I came up with this simple algorithm: private bool IsPowerOfTwo(ulong number) { if (number == 0) return false; for (ulong power = 1; power > 0; power = power << 1) { // this for loop used shifting for powers of 2, meaning // that the value will become 0 after the last shift // (from binary 1000...0000 to 0000...0000) then, the for // loop will break out if (power == number) return true; if (power > number) return false; } return false; } But then I thought, how about checking if log2x is an exactly round number? But when I checked for 2^63+1, Math.Log returned exactly 63 because of rounding. So I checked if 2 to the power 63 is equal to the original number - and it is, because the calculation is done in doubles and not in exact numbers: private bool IsPowerOfTwo_2(ulong number) { double log = Math.Log(number, 2); double pow = Math.Pow(2, Math.Round(log)); return pow == number; } This returned true for the given wrong value: 9223372036854775809. Does anyone have any suggestion for a better algorithm?

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  • How to refresh a fragment in a viewpager?

    - by aut_silvia
    I know there are already some questions to this problem. But I am really new in Android and ecspecially to Fragments and Viewpager. Pls have passion with me. I didn't found a answer which fits to my code. I dont know how to refresh a fragment or reload it when it's "active" again. TabsPagerAdapter.java: public class TabsPagerAdapter extends FragmentPagerAdapter{ public TabsPagerAdapter(FragmentManager fm){ super(fm); } @Override public Fragment getItem(int index) { switch (index) { case 0: return new KFZFragment(); case 1: return new LogFragment(); case 2: return new TrackFragment(); } return null; } @Override public int getCount() { // get item count - equal to number of tabs return 3; } } I have this 3 Fragments (KFZFragment,LogFragment,TrackFragment) and on the TrackFragment I calculate some data and this data should be display in a ListView in LogFragment. But when I change to LogFragment it's not the latest data. So it doesnt refresh. Now how should I modify my code to refresh the fragments when it's "active"? MainActivityFragment.java: public class MainActivityFragment extends FragmentActivity implements ActionBar.TabListener{ private ViewPager viewPager; private TabsPagerAdapter mAdapter; private ActionBar actionBar; List<Fragment> fragments; private String[] tabs = { "KFZ", "Fahrten Log", "Kosten Track" }; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main_fragment); // Initilization viewPager = (ViewPager) findViewById(R.id.pager); actionBar = getActionBar(); mAdapter = new TabsPagerAdapter(getSupportFragmentManager()); fragments = new Vector<Fragment>(); fragments.add(Fragment.instantiate(this, KFZFragment.class.getName(),savedInstanceState)); fragments.add(Fragment.instantiate(this, LogFragment.class.getName(),savedInstanceState)); viewPager.setAdapter(mAdapter); actionBar.setHomeButtonEnabled(false); actionBar.setNavigationMode(ActionBar.NAVIGATION_MODE_TABS); // Adding Tabs for (String tab_name : tabs) { actionBar.addTab(actionBar.newTab().setText(tab_name) .setTabListener(this)); } viewPager.setOnPageChangeListener(new ViewPager.OnPageChangeListener() { @Override public void onPageSelected(int position) { // on changing the page // make respected tab selected actionBar.setSelectedNavigationItem(position); } @Override public void onPageScrolled(int arg0, float arg1, int arg2) { } @Override public void onPageScrollStateChanged(int arg0) { } }); } @Override public void onTabReselected(Tab tab, FragmentTransaction ft) { // TODO Auto-generated method stub } @Override public void onTabSelected(Tab tab, FragmentTransaction ft) { viewPager.setCurrentItem(tab.getPosition()); } @Override public void onTabUnselected(Tab tab, FragmentTransaction ft) { // TODO Auto-generated method stub } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_BACK) { } return super.onKeyDown(keyCode, event); } } Pls help me out.

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  • RTTI Delphi Create as TValue an n-dimensional matrix.

    - by user558126
    Good day, I had tried to make recurrent function to return a TValue as a n-dimensional. matrix(2D, 3D, 4D...) for example, this procedure will show a n-dimensional matrix(it will list all elements from a n-dimensional matrix as TValue variable): Procedure Show(X:TValue); var i:integer; begin if x.IsArray then begin for i:=0 to x.GetArrayLength-1 do show(x.GetArrayElement(i)); writeln; end else write(x.ToString,' '); end; I don't understand how to create a function to create from a TValue an n-dimensional matrix. For example i need a Function CreateDynArray(Dimensions:array of integer; Kind:TTypeKind):TValue; and the function will return a TValue which is a dynamic array how contain the dimenssions for example: Return=CreateDynArray([2,3],tkInteger); will return a TValue as tkDynArray and if i will show(Return) will list 0 0 0 0 0 0 Thank you very much, and have a nice day!

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  • Load/Store Objects in file in Java

    - by brain_damage
    I want to store an object from my class in file, and after that to be able to load the object from this file. But somewhere I am making a mistake(s) and cannot figure out where. May I receive some help? public class GameManagerSystem implements GameManager, Serializable { private static final long serialVersionUID = -5966618586666474164L; HashMap<Game, GameStatus> games; HashMap<Ticket, ArrayList<Object>> baggage; HashSet<Ticket> bookedTickets; Place place; public GameManagerSystem(Place place) { super(); this.games = new HashMap<Game, GameStatus>(); this.baggage = new HashMap<Ticket, ArrayList<Object>>(); this.bookedTickets = new HashSet<Ticket>(); this.place = place; } public static GameManager createManagerSystem(Game at) { return new GameManagerSystem(at); } public boolean store(File f) { try { FileOutputStream fos = new FileOutputStream(f); ObjectOutputStream oos = new ObjectOutputStream(fos); oos.writeObject(games); oos.writeObject(bookedTickets); oos.writeObject(baggage); oos.close(); fos.close(); } catch (IOException ex) { return false; } return true; } public boolean load(File f) { try { FileInputStream fis = new FileInputStream(f); ObjectInputStream ois = new ObjectInputStream(fis); this.games = (HashMap<Game,GameStatus>)ois.readObject(); this.bookedTickets = (HashSet<Ticket>)ois.readObject(); this.baggage = (HashMap<Ticket,ArrayList<Object>>)ois.readObject(); ois.close(); fis.close(); } catch (IOException e) { return false; } catch (ClassNotFoundException e) { return false; } return true; } . . . } public class JUnitDemo { GameManager manager; @Before public void setUp() { manager = GameManagerSystem.createManagerSystem(Place.ENG); } @Test public void testStore() { Game g = new Game(new Date(), Teams.LIONS, Teams.SHARKS); manager.registerGame(g); File file = new File("file.ser"); assertTrue(airport.store(file)); } }

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  • Inserting a string array as a row into an Excel document using the Open XML SDK 2.0

    - by Sam
    The code runs, but corrupts my excel document. Any help would be mucho appreciated! I used this as a reference. public void AddRow(string fileName, string[] values) { using (SpreadsheetDocument doc = SpreadsheetDocument.Open(fileName, true)) { SharedStringTablePart sharedStringPart = GetSharedStringPart(doc); WorksheetPart worksheetPart = doc.WorkbookPart.WorksheetParts.First(); uint rowIdx = AppendRow(worksheetPart); for (int i = 0; i < values.Length; ++i) { int stringIdx = InsertSharedString(values[i], sharedStringPart); Cell cell = InsertCell(i, rowIdx, worksheetPart); cell.CellValue = new CellValue(stringIdx.ToString()); cell.DataType = new EnumValue<CellValues>( CellValues.SharedString); worksheetPart.Worksheet.Save(); } } } private SharedStringTablePart GetSharedStringPart( SpreadsheetDocument doc) { if (doc.WorkbookPart. GetPartsCountOfType<SharedStringTablePart>() > 0) return doc.WorkbookPart. GetPartsOfType<SharedStringTablePart>().First(); else return doc.WorkbookPart. AddNewPart<SharedStringTablePart>(); } private uint AppendRow(WorksheetPart worksheetPart) { SheetData sheetData = worksheetPart.Worksheet. GetFirstChild<SheetData>(); uint rowIndex = (uint)sheetData.Elements<Row>().Count(); Row row = new Row() { RowIndex = rowIndex }; sheetData.Append(row); return rowIndex; } private int InsertSharedString(string s, SharedStringTablePart sharedStringPart) { if (sharedStringPart.SharedStringTable == null) sharedStringPart.SharedStringTable = new SharedStringTable(); int i = 0; foreach (SharedStringItem item in sharedStringPart.SharedStringTable. Elements<SharedStringItem>()) { if (item.InnerText == s) return i; ++i; } sharedStringPart.SharedStringTable.AppendChild( new Text(s)); sharedStringPart.SharedStringTable.Save(); return i; } private Cell InsertCell(int i, uint rowIdx, WorksheetPart worksheetPart) { SheetData sheetData = worksheetPart.Worksheet. GetFirstChild<SheetData>(); string cellReference = AlphabetMap.Instance[i] + rowIdx; Cell cell = new Cell() { CellReference = cellReference }; Row row = sheetData.Elements<Row>().ElementAt((int)rowIdx); row.InsertAt(cell, i); worksheetPart.Worksheet.Save(); return cell; }

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  • FluentNHibernate: returning an enum from a derived property

    - by Zen-C
    I'm using the automapping feature of FluentNHibernate and need a property that derives its return value. This property must return an Enum value, e.g. public virtual MyEnum MyDerivedProperty { get { MyEnum retval; // do some calculations return retval; } } Currently I get the following exception: NHibernate.PropertyNotFoundException: Could not find a setter for property 'MyDerivedProperty' ... If I add a setter then the database table involved requires the column to exist, even if that setter does nothing. It works fine when the return type is an int. Any ideas how I achieve this?

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  • Calling Base Class Functions with Inherited Type

    - by Kein Mitleid
    I can't describe exactly what I want to say but I want to use base class functions with an inherited type. Like I want to declare "Coord3D operator + (Coord3D);" in one class, but if I use it with Vector3D operands, I want it to return Vector3D type instead of Coord3D. With this line of code below, I add two Vector3D's and get a Coord3D in return, as told to me by the typeid().name() function. How do I reorganize my classes so that I get a Vector3D on return? #include <iostream> #include <typeinfo> using namespace std; class Coord3D { public: float x, y, z; Coord3D (float = 0.0f, float = 0.0f, float = 0.0f); Coord3D operator + (Coord3D &); }; Coord3D::Coord3D (float a, float b, float c) { x = a; y = b; z = c; } Coord3D Coord3D::operator+ (Coord3D &param) { Coord3D temp; temp.x = x + param.x; temp.y = y + param.y; temp.z = z + param.z; return temp; } class Vector3D: public Coord3D { public: Vector3D (float a = 0.0f, float b = 0.0f, float c = 0.0f) : Coord3D (a, b, c) {}; }; int main () { Vector3D a (3, 4, 5); Vector3D b (6, 7, 8); cout << typeid(a + b).name(); return 0; }

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  • Does my GetEnumerator cause a deadlock?

    - by Scott Chamberlain
    I am starting to write my first parallel applications. This partitioner will enumerate over a IDataReader pulling chunkSize records at a time from the data-source. TLDR; version private object _Lock = new object(); public IEnumerator GetEnumerator() { var infoSource = myInforSource.GetEnumerator(); //Will this cause a deadlock if two threads lock (_Lock) //use the enumator at the same time? { while (infoSource.MoveNext()) { yield return infoSource.Current; } } } full code protected class DataSourcePartitioner<object[]> : System.Collections.Concurrent.Partitioner<object[]> { private readonly System.Data.IDataReader _Input; private readonly int _ChunkSize; public DataSourcePartitioner(System.Data.IDataReader input, int chunkSize = 10000) : base() { if (chunkSize < 1) throw new ArgumentOutOfRangeException("chunkSize"); _Input = input; _ChunkSize = chunkSize; } public override bool SupportsDynamicPartitions { get { return true; } } public override IList<IEnumerator<object[]>> GetPartitions(int partitionCount) { var dynamicPartitions = GetDynamicPartitions(); var partitions = new IEnumerator<object[]>[partitionCount]; for (int i = 0; i < partitionCount; i++) { partitions[i] = dynamicPartitions.GetEnumerator(); } return partitions; } public override IEnumerable<object[]> GetDynamicPartitions() { return new ListDynamicPartitions(_Input, _ChunkSize); } private class ListDynamicPartitions : IEnumerable<object[]> { private System.Data.IDataReader _Input; int _ChunkSize; private object _ChunkLock = new object(); public ListDynamicPartitions(System.Data.IDataReader input, int chunkSize) { _Input = input; _ChunkSize = chunkSize; } public IEnumerator<object[]> GetEnumerator() { while (true) { List<object[]> chunk = new List<object[]>(_ChunkSize); lock(_Input) { for (int i = 0; i < _ChunkSize; ++i) { if (!_Input.Read()) break; var values = new object[_Input.FieldCount]; _Input.GetValues(values); chunk.Add(values); } if (chunk.Count == 0) yield break; } var chunkEnumerator = chunk.GetEnumerator(); lock(_ChunkLock) //Will this cause a deadlock? { while (chunkEnumerator.MoveNext()) { yield return chunkEnumerator.Current; } } } } IEnumerator IEnumerable.GetEnumerator() { return ((IEnumerable<object[]>)this).GetEnumerator(); } } } I wanted IEnumerable object it passed back to be thread safe (the MSDN example was so I am assuming PLINQ and TPL could need it) will the lock on _ChunkLock near the bottom help provide thread safety or will it cause a deadlock? From the documentation I could not tell if the lock would be released on the yeld return. Also if there is built in functionality to .net that will do what I am trying to do I would much rather use that. And if you find any other problems with the code I would appreciate it.

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  • ajax checkbox filter

    - by user1018298
    I need some help with a checkbox filter I am working in. I have four groups of checkboxes (type, vehicle, availability, price) and I would like to filter the content on the page based on the user's input. I can get the filter working OK but I am having issues with the groups. I can only seem to match one checkbox from each group rather than all checkboxes from each group. For example, a visitor can select 1 option in group 1, all options in group 2, 1 option in group three and 1 option in group 4. I am using ajax to build an SLQ query to return the correct filtered results from my database. here is my code: $('div.filters').delegate('input:checkbox', 'change', function() { var type = $('input.exp_type:checked').map(function () { return $(this).attr('value'); }).get().join(','); var vehicle = $('input.vehicle_type:checked').map(function () { return $(this).attr('value'); }).get().join(','); var avail = $('input.availability:checked').map(function () { return $(this).attr('value'); }).get().join(','); var price = $('input.price:checked').map(function () { return $(this).attr('value'); }).get().join(','); //alert($options); $.ajax({ type:"POST", url:"filtervouchers.php", data:"type="+type+"&vehicle="+vehicle+"&avail="+avail+"&price="+price, success:function(data){ $('.results').html(data); } });//end ajax }) and the php code: $type = mysql_real_escape_string($_POST['type']); $vehicles = mysql_real_escape_string($_POST['vehicle']); $avail = mysql_real_escape_string($_POST['avail']); $price = mysql_real_escape_string($_POST['price']); if ($type != '') { $sql2 = " AND exp_type IN ($type)"; } if ($vehicles != '') { $sql3 = " AND vehicle_type LIKE '%$vehicles%'"; } if ($avail != '') { $sql4 = " AND availability LIKE '%,' $avail% ','"; } if ($price != '') { $sql5 = " AND price_band IN ($price)"; } Can this be done using jquery?

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  • Correct way to use Drupal 7 Entities and Field API

    - by Martin Petts
    I'm trying to use Drupal 7's entities and field API to correctly build a new module. What I have been unable to understand from the documentation is the correct way to use the new API to create a 'content type' (not a node type) with a number of set fields, such as Body. I'm trying to set up the entity using hook_entity_info, then I believe I need to add the body field using field_create_instance, but I can't seem to get it to work. In mycontenttype.module: /** * Implements hook_entity_info(). */ function mycontenttype_entity_info() { $return = array( 'mycontenttype' => array( 'label' => t('My Content Type'), 'controller class' => 'MyContentTypeEntityController', 'base table' => 'content_type', 'uri callback' => 'content_type_uri', 'entity keys' => array( 'id' => 'cid', 'label' => 'title' ), 'bundles' => array( 'mycontenttype' => array( 'label' => 'My Content Type', 'admin' => array( 'path' => 'admin/contenttype', 'access arguments' => array('administer contenttype') ) ) ), 'fieldable' => true ) ); return $return; } /** * Implements hook_field_extra_fields(). */ function mycontenttype_field_extra_fields() { $return['mycontenttype']['mycontenttype'] = array( 'form' = array( 'body' = array( 'label' = 'Body', 'description' = t('Body content'), 'weight' = 0, ), ), ); return $return; } Then does this go in the .install file? function mycontenttype_install() { $field = array( 'field_name' => 'body', 'type' => 'text_with_summary', 'entity_types' => array('survey'), 'translatable' => TRUE, ); field_create_field($field); $instance = array( 'entity_type' => 'mycontenttype', 'field_name' => 'body', 'bundle' => 'mycontenttype', 'label' => 'Body', 'widget_type' => 'text_textarea_with_summary', 'settings' => array('display_summary' => TRUE), 'display' => array( 'default' => array( 'label' => 'hidden', 'type' => 'text_default', ), 'teaser' => array( 'label' => 'hidden', 'type' => 'text_summary_or_trimmed', ) ) ); field_create_instance($instance); }

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  • unreachable code detected

    - by xrx215
    Hi.. I am getting unreachable code detected for the second if statement acn you please let me know what went wrong.. private bool ValidateSettings() { if(chkDownload.Checked && String.IsNullOrEmpty(txtAppName.Text)) { divAppDownloadError.Visible=true; return false; } else { return true; } if (chkpplaORfmp.Checked && String.IsNullOrEmpty(txtfmpORppla.Text)) { divXPAAPPDownloadError.Visible = true; return false; } else{ return true; } }

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  • iPad3 HD Black Screen in Portrait Orientation

    - by Jason Brooks
    I'm currently updating my game using XCode 4.3.1 and an iPad3. WHen iPAD HD mode is selected, I get a black screen when I change the scene from the AppDelegate. I'm using COCOS2d v1.0.1 My Game is portrait only mode, and I think I've tracked the problem down. If you create a new project with the default HelloWorld Layer, it works on the iPad3 and it's simulator in HD. However if you change the following code :- -(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { ... #elif GAME_AUTOROTATION == kGameAutorotationUIViewController // // EAGLView will be rotated by the UIViewController // // Sample: Autorotate only in landscpe mode // // return YES for the supported orientations //return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); return ( UIInterfaceOrientationIsPortrait ( interfaceOrientation ) ); //return NO; ... } In RootViewController.m You see a black screen for the iPad3 real device and simulator. It works as expected on all devices, iPhone/iPod Touch, and iPad 1 and 2. If I change the statement back to return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); I get the Hello World rendered to the screen, but it is in landscape only on iPad3. Has anyone else encountered this and have any suggestions for a fix? The project is quite large to upgrade to the latest V1 Beta code.

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  • Singleton method not getting called in Cocos2d

    - by jini
    I am calling a Singleton method that does not get called when I try doing this. I get no errors or anything, just that I am unable to see the CCLOG message. Under what reasons would a compiler not give you error and not allow you to call a method? [[GameManager sharedGameManager] openSiteWithLinkType:kLinkTypeDeveloperSite]; The method is defined as follows: -(void)openSiteWithLinkType:(LinkTypes)linkTypeToOpen { CCLOG(@"WE ARE IN openSiteWithLinkType"); //I NEVER SEE THIS MESSAGE NSURL *urlToOpen = nil; if (linkTypeToOpen == kLinkTypeDeveloperSite) { urlToOpen = [NSURL URLWithString:@"http://somesite.com"]; } if (![[UIApplication sharedApplication]openURL:urlToOpen]) { CCLOG(@"%@%@",@"Failed to open url:",[urlToOpen description]); [self runSceneWithID:kMainMenuScene]; } } HERE IS THE CODE TO MY SINGLETON: #import "GameManager.h" #import "MainMenuScene.h" @implementation GameManager static GameManager* _sharedGameManager = nil; @synthesize isMusicON; @synthesize isSoundEffectsON; @synthesize hasPlayerDied; +(GameManager*) sharedGameManager { @synchronized([GameManager class]) { if (!_sharedGameManager) { [[self alloc] init]; return _sharedGameManager; } return nil; } } +(id)alloc { @synchronized ([GameManager class]) { NSAssert(_sharedGameManager == nil,@"Attempted to allocate a second instance of the Game Manager singleton"); _sharedGameManager = [super alloc]; return _sharedGameManager; } return nil; } -(id)init { self = [super init]; if (self != nil) { //Game Manager initialized CCLOG(@"Game Manager Singleton, init"); isMusicON = YES; isSoundEffectsON = YES; hasPlayerDied = NO; currentScene = kNoSceneUninitialized; } return self; } -(void) runSceneWithID:(SceneTypes)sceneID { SceneTypes oldScene = currentScene; currentScene = sceneID; id sceneToRun = nil; switch (sceneID) { case kMainMenuScene: sceneToRun = [MainMenuScene node]; break; default: CCLOG(@"Unknown Scene ID, cannot switch scenes"); return; break; } if (sceneToRun == nil) { //Revert back, since no new scene was found currentScene = oldScene; return; } //Menu Scenes have a value of < 100 if (sceneID < 100) { if (UI_USER_INTERFACE_IDIOM() != UIUserInterfaceIdiomPad) { CGSize screenSize = [CCDirector sharedDirector].winSizeInPixels; if (screenSize.width == 960.0f) { //iPhone 4 retina [sceneToRun setScaleX:0.9375f]; [sceneToRun setScaleY:0.8333f]; CCLOG(@"GM: Scaling for iPhone 4 (retina)"); } else { [sceneToRun setScaleX:0.4688f]; [sceneToRun setScaleY:0.4166f]; CCLOG(@"GM: Scaling for iPhone 3G or older (non-retina)"); } } } if ([[CCDirector sharedDirector] runningScene] == nil) { [[CCDirector sharedDirector] runWithScene:sceneToRun]; } else { [[CCDirector sharedDirector] replaceScene:sceneToRun]; } } -(void)openSiteWithLinkType:(LinkTypes)linkTypeToOpen { CCLOG(@"WE ARE IN openSiteWithLinkType"); NSURL *urlToOpen = nil; if (linkTypeToOpen == kLinkTypeDeveloperSite) { urlToOpen = [NSURL URLWithString:@"http://somesite.com"]; } if (![[UIApplication sharedApplication]openURL:urlToOpen]) { CCLOG(@"%@%@",@"Failed to open url:",[urlToOpen description]); [self runSceneWithID:kMainMenuScene]; } } -(void) test { CCLOG(@"this is test"); } @end

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  • run shell command from java

    - by Aykut
    Hi, I am working on an application an have an issue about running shell command from java application. here is the code: public String execRuntime(String cmd) { Process proc = null; int inBuffer, errBuffer; int result = 0; StringBuffer outputReport = new StringBuffer(); StringBuffer errorBuffer = new StringBuffer(); try { proc = Runtime.getRuntime().exec(cmd); } catch (IOException e) { return ""; } try { response.status = 1; result = proc.waitFor(); } catch (InterruptedException e) { return ""; } if (proc != null && null != proc.getInputStream()) { InputStream is = proc.getInputStream(); InputStream es = proc.getErrorStream(); OutputStream os = proc.getOutputStream(); try { while ((inBuffer = is.read()) != -1) { outputReport.append((char) inBuffer); } while ((errBuffer = es.read()) != -1) { errorBuffer.append((char) errBuffer); } } catch (IOException e) { return ""; } try { is.close(); is = null; es.close(); es = null; os.close(); os = null; } catch (IOException e) { return ""; } proc.destroy(); proc = null; } if (errorBuffer.length() > 0) { logger .error("could not finish execution because of error(s)."); logger.error("*** Error : " + errorBuffer.toString()); return ""; } return outputReport.toString(); } but when i try to exec command like : /export/home/test/myapp -T "some argument" myapp reads "some argument" as two seperated arguments.but I want to read "some argument" as only a argument. when i directly run this command from terminal, it executed successfully. I tried '"some argument"' ,""some argument"" , "some\ argument" but did not work for me. how can i read this argument as one argument. Thnaks.

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  • Why does a delegate with no parameters compile?

    - by Ryan
    I'm confused why this compiles: private delegate int MyDelegate(int p1, int p2); private void testDelegate() { MyDelegate imp = delegate { return 1; }; } MyDelegate should be a pointer to a method that takes two int parameters and returns another int, right? Why am I allowed to assign a method that takes no parameters? Interestingly, these doesn't compile (it complains about the signature mismatches, as I'd expect) private void testDelegate() { // Missing param MyDelegate imp = delegate(int p1) { return 1; }; // Wrong return type MyDelegate imp2 = delegate(int p1, int p2) { return "String"; }; } Thanks for any help! Ryan

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  • Reading barcodes from Java

    - by santiagobasulto
    Hello everyone. I'm dealing with a barcode reader in my java app. The problem is that the barcode, before and after reading and sending the actual barcode, sends a return code. I've some JTextFields and when the reader reads the barcode it change the focus, and then sends another return that makes the window to close. Is it anyway to "intercept" those "return" commands ?

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