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  • Howto install google-mock on Ubuntu 12.10

    - by user1459339
    I am having hard time trying to install Google C++ Mocking Framework. I have successfully run sudo apt-get install google-mock. Then I tried to compile this sample file #include "gmock/gmock.h" int main(int argc, char** argv) { ::testing::InitGoogleMock(&argc, argv); return RUN_ALL_TESTS(); } with g++ -lgmock main.cpp and these errors have shown main.cpp:(.text+0x1e): undefined reference to `testing::InitGoogleMock(int*, char**)' main.cpp:(.text+0x23): undefined reference to `testing::UnitTest::GetInstance()' main.cpp:(.text+0x2b): undefined reference to `testing::UnitTest::Run()' collect2: error: ld returned 1 exit status I guess the linker can not find the library files. Does anybody know how to fix this?

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  • What is this code?

    - by Aerovistae
    This is from the Evolution of a Programmer "joke", at the "Master Programmer" level. It seems to be C++, but I don't know what all this bloated extra stuff is, nor did any Google searches turn up anything except the joke I took it from. Can anyone tell me more about what I'm reading here? [ uuid(2573F8F4-CFEE-101A-9A9F-00AA00342820) ] library LHello { // bring in the master library importlib("actimp.tlb"); importlib("actexp.tlb"); // bring in my interfaces #include "pshlo.idl" [ uuid(2573F8F5-CFEE-101A-9A9F-00AA00342820) ] cotype THello { interface IHello; interface IPersistFile; }; }; [ exe, uuid(2573F890-CFEE-101A-9A9F-00AA00342820) ] module CHelloLib { // some code related header files importheader(<windows.h>); importheader(<ole2.h>); importheader(<except.hxx>); importheader("pshlo.h"); importheader("shlo.hxx"); importheader("mycls.hxx"); // needed typelibs importlib("actimp.tlb"); importlib("actexp.tlb"); importlib("thlo.tlb"); [ uuid(2573F891-CFEE-101A-9A9F-00AA00342820), aggregatable ] coclass CHello { cotype THello; }; }; #include "ipfix.hxx" extern HANDLE hEvent; class CHello : public CHelloBase { public: IPFIX(CLSID_CHello); CHello(IUnknown *pUnk); ~CHello(); HRESULT __stdcall PrintSz(LPWSTR pwszString); private: static int cObjRef; }; #include <windows.h> #include <ole2.h> #include <stdio.h> #include <stdlib.h> #include "thlo.h" #include "pshlo.h" #include "shlo.hxx" #include "mycls.hxx" int CHello:cObjRef = 0; CHello::CHello(IUnknown *pUnk) : CHelloBase(pUnk) { cObjRef++; return; } HRESULT __stdcall CHello::PrintSz(LPWSTR pwszString) { printf("%ws\n", pwszString); return(ResultFromScode(S_OK)); } CHello::~CHello(void) { // when the object count goes to zero, stop the server cObjRef--; if( cObjRef == 0 ) PulseEvent(hEvent); return; } #include <windows.h> #include <ole2.h> #include "pshlo.h" #include "shlo.hxx" #include "mycls.hxx" HANDLE hEvent; int _cdecl main( int argc, char * argv[] ) { ULONG ulRef; DWORD dwRegistration; CHelloCF *pCF = new CHelloCF(); hEvent = CreateEvent(NULL, FALSE, FALSE, NULL); // Initialize the OLE libraries CoInitiali, NULL); // Initialize the OLE libraries CoInitializeEx(NULL, COINIT_MULTITHREADED); CoRegisterClassObject(CLSID_CHello, pCF, CLSCTX_LOCAL_SERVER, REGCLS_MULTIPLEUSE, &dwRegistration); // wait on an event to stop WaitForSingleObject(hEvent, INFINITE); // revoke and release the class object CoRevokeClassObject(dwRegistration); ulRef = pCF->Release(); // Tell OLE we are going away. CoUninitialize(); return(0); } extern CLSID CLSID_CHello; extern UUID LIBID_CHelloLib; CLSID CLSID_CHello = { /* 2573F891-CFEE-101A-9A9F-00AA00342820 */ 0x2573F891, 0xCFEE, 0x101A, { 0x9A, 0x9F, 0x00, 0xAA, 0x00, 0x34, 0x28, 0x20 } }; UUID LIBID_CHelloLib = { /* 2573F890-CFEE-101A-9A9F-00AA00342820 */ 0x2573F890, 0xCFEE, 0x101A, { 0x9A, 0x9F, 0x00, 0xAA, 0x00, 0x34, 0x28, 0x20 } }; #include <windows.h> #include <ole2.h> #include <stdlib.h> #include <string.h> #include <stdio.h> #include "pshlo.h" #include "shlo.hxx" #include "clsid.h" int _cdecl main( int argc, char * argv[] ) { HRESULT hRslt; IHello *pHello; ULONG ulCnt; IMoniker * pmk; WCHAR wcsT[_MAX_PATH]; WCHAR wcsPath[2 * _MAX_PATH]; // get object path wcsPath[0] = '\0'; wcsT[0] = '\0'; if( argc > 1) { mbstowcs(wcsPath, argv[1], strlen(argv[1]) + 1); wcsupr(wcsPath); } else { fprintf(stderr, "Object path must be specified\n"); return(1); } // get print string if(argc > 2) mbstowcs(wcsT, argv[2], strlen(argv[2]) + 1); else wcscpy(wcsT, L"Hello World"); printf("Linking to object %ws\n", wcsPath); printf("Text String %ws\n", wcsT); // Initialize the OLE libraries hRslt = CoInitializeEx(NULL, COINIT_MULTITHREADED); if(SUCCEEDED(hRslt)) { hRslt = CreateFileMoniker(wcsPath, &pmk); if(SUCCEEDED(hRslt)) hRslt = BindMoniker(pmk, 0, IID_IHello, (void **)&pHello); if(SUCCEEDED(hRslt)) { // print a string out pHello->PrintSz(wcsT); Sleep(2000); ulCnt = pHello->Release(); } else printf("Failure to connect, status: %lx", hRslt); // Tell OLE we are going away. CoUninitialize(); } return(0); }

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  • A really simple ViewModel base class with strongly-typed INotifyPropertyChanged

    - by Daniel Cazzulino
    I have already written about other alternative ways of implementing INotifyPropertyChanged, as well as augment your view models with a bit of automatic code generation for the same purpose. But for some co-workers, either one seemed a bit too much :o). So, back on the drawing board, we came up with the following view model authoring experience:public class MyViewModel : ViewModel, IExplicitInterface { private int value; public int Value { get { return value; } set { this.value = value; RaiseChanged(() =&gt; this.Value); } } double IExplicitInterface.DoubleValue { get { return value; } set { this.value = (int)value; RaiseChanged(() =&gt; ((IExplicitInterface)this).DoubleValue); } } } ...Read full article

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  • Collision Detection on floor tiles Isometric game

    - by Anivrom
    I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where the characters can walk freely amongst the tiles, but not be able to cross over to certain tiles that have a collides flag. Sounds easy enough, just check ahead of where the player is going to move using a Screen Coordinates to Tile method and check the tiles array using our returned xy indexes to see if its collidable or not. if its not, then don't move the character. The problem I'm having is my Screen to Tile method isn't spitting out the proper X,Y tile indexes. This method works flawlessly for selecting tiles with the mouse. NOTE: My X tiles go from left to right, and my Y tiles go from up to down. Reversed from some examples on the net. Here's the relevant code: public Vector2 ScreentoTile(Vector2 screenPoint) { //Vector2 is just a object with x and y float properties //camOffsetX,Y are my camera values that I use to shift everything but the //current camera target when the target moves //tilescale = 128, screenheight = 480, the -46 offset is to center // vertically + 16 px for some extra gfx in my tile png Vector2 tileIndex = new Vector2(-1,-1); screenPoint.x -= camOffsetX; screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46; tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2)); tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2)); return tileIndex; } The method that calls this code is: private void checkTileTouched () { if (Gdx.input.justTouched()) { if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) { if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1); Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite; sprite.setColor(0, 0.3f, 0, 1); lastSelectedTile = sprite; } } if (touchDown) { float moveX=0,moveY=0; Vector2 pos = new Vector2(); if (player.direction == direction_left) { moveX = -(player.moveSpeed); moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("left")); } else if (player.direction == direction_upleft) { moveX = -(player.moveSpeed); moveY = 0; Gdx.app.log("Movement", String.valueOf("upleft")); } else if (player.direction == direction_up) { moveX = -(player.moveSpeed); moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("up")); } else if (player.direction == direction_upright) { moveX = 0; moveY = player.moveSpeed; Gdx.app.log("Movement", String.valueOf("upright")); } else if (player.direction == direction_right) { moveX = player.moveSpeed; moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("right")); } else if (player.direction == direction_downright) { moveX = player.moveSpeed; moveY = 0; Gdx.app.log("Movement", String.valueOf("downright")); } else if (player.direction == direction_down) { moveX = player.moveSpeed; moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("down")); } else if (player.direction == direction_downleft) { moveX = 0; moveY = -(player.moveSpeed); Gdx.app.log("Movement", String.valueOf("downleft")); } //Player.moveSpeed is 1 //tileObjects.x is drawn in the center of the screen (400px,240px) // the sprite width is 64, height is 128 testX = moveX * 10; testY = moveY * 10; testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; pos = ScreentoTile(new Vector2(moveX,moveY)); Vector2 pos2 = ScreentoTile(new Vector2(testX,testY)); if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) { Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY)); CenterOnCoord(moveX,moveY); player.tileX = (int)newPlayerPos.x; player.tileY = (int)newPlayerPos.y; } } } When the player is moving to the left (downleft-ish from the viewers point of view), my Pos2 X values decrease as expected but pos2 isnt checking ahead on the x tiles, it is checking ahead on the Y tiles(as if we were moving DOWN, not left), and vice versa, if the player moves down, it will check ahead on the X values (as if we are moving LEFT, instead of DOWN). instead of the Y values. I understand this is probably the most confusing and horribly written post ever, but I'm confused myself so I'm having a hard time explaining it to others lol. if you need more information please ask!! I'm so frustrated after over 12 hours of working on it I'm about to give up.

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  • Select comma separated result from via comma separated parameter

    - by Rodney Vinyard
    Select comma separated result from via comma separated parameter PROCEDURE [dbo].[GetCommaSepStringsByCommaSepNumericIds] (@CommaSepNumericIds varchar(max))   AS   BEGIN   /* exec GetCommaSepStringsByCommaSepNumericIds '1xx1, 1xx2, 1xx3' */ DECLARE @returnCommaSepIds varchar(max); with cte as ( select distinct Left(qc.myString, 1) + '-' + substring(qc.myString, 2, 9) + '-' + substring(qc.myString, 11, 7) as myString from q_CoaRequestCompound qc               JOIN               dbo.SplitStringToNumberTable(@CommaSepNumericIds) AS s               ON               qc.q_CoaRequestId = s.ID where SUBSTRING(upper(myString), 1, 1) in('L', '?') ) SELECT @returnCommaSepIds = COALESCE(@returnCommaSepIds + ''',''', '''') + CAST(myString AS varchar(2x)) FROM cte;   set @returnCommaSepIds = @returnCommaSepIds + '''' SELECT @returnCommaSepIds   End   FUNCTION [dbo].[SplitStringToNumberTable] (        @commaSeparatedList varchar(max) ) RETURNS @outTable table (        ID int ) AS BEGIN        DECLARE @parsedItem varchar(10), @Pos int          SET @commaSeparatedList = LTRIM(RTRIM(@commaSeparatedList))+ ','        SET @commaSeparatedList = REPLACE(@commaSeparatedList, ' ', '')        SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)          IF REPLACE(@commaSeparatedList, ',', '') <> ''        BEGIN               WHILE @Pos > 0               BEGIN                      SET @parsedItem = LTRIM(RTRIM(LEFT(@commaSeparatedList, @Pos - 1)))                      IF @parsedItem <> ''                            BEGIN                                   INSERT INTO @outTable(ID)                                   VALUES (CAST(@parsedItem AS int)) --Use Appropriate conversion                            END                            SET @commaSeparatedList = RIGHT(@commaSeparatedList, LEN(@commaSeparatedList) - @Pos)                            SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)               END        END           RETURN END

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  • Should *'s go next to the type or the variable name? [closed]

    - by derekerdmann
    Possible Duplicate: int* i; or int *i; or int * i; When working in C or C++, how should pointers be declared? Like this: char* derp; or this: char *derp; I typically use the first method, because the variable is a character pointer, but I know that it can create confusion when declaring multiple variables at once: char* herp, derp; herp becomes a character pointer, while derp is just a character. I know it often comes down to coding style, but which one is "better?" Should I sacrifice clarity to eliminate potential confusion?

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  • Can a recursive function have iterations/loops?

    - by Omega
    I've been studying about recursive functions, and apparently, they're functions that call themselves, and don't use iterations/loops (otherwise it wouldn't be a recursive function). However, while surfing the web for examples (the 8-queens-recursive problem), I found this function: private boolean placeQueen(int rows, int queens, int n) { boolean result = false; if (row < n) { while ((queens[row] < n - 1) && !result) { queens[row]++; if (verify(row,queens,n)) { ok = placeQueen(row + 1,queens,n); } } if (!result) { queens[row] = -1; } }else{ result = true; } return result; } There is a while loop involved. ... so I'm a bit lost now. Can I use loops or not?

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  • Pointer initialization doubt

    - by Jestin Joy
    We could initialize a character pointer like this in C. char *c="test"; Where c points to the first character(t). But when I gave code like below. It gives segmentation fault. #include<stdio.h> #include<stdlib.h> main() { int *i; *i=0; printf("%d",*i); } But when I give #include<stdio.h> #include<stdlib.h> main() { int *i; i=(int *)malloc(2); *i=0; printf("%d",*i); } It works( gives output 0). Also when I give malloc(0), It also works( gives output 0). Please tell what is happening

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  • Better than dynamic SQL - How to pass a list of comma separated IDs into a stored proc

    - by Rodney Vinyard
    Better than dynamic SQL - How to pass a list of comma separated IDs into a stored proc:     Derived form "Method 6" from a great article: ·         How to pass a list of values or array to SQL Server stored procedure ·          http://vyaskn.tripod.com/passing_arrays_to_stored_procedures.htm     Create PROCEDURE [dbo].[GetMyTable_ListByCommaSepReqIds] (@CommaSepReqIds varchar(500))   AS   BEGIN   select * from MyTable q               JOIN               dbo.SplitStringToNumberTable(@CommaSepReqIds) AS s               ON               q.MyTableId = s.ID End     ALTER FUNCTION [dbo].[SplitStringToNumberTable] (        @commaSeparatedList varchar(500) ) RETURNS @outTable table (        ID int ) AS BEGIN        DECLARE @parsedItem varchar(10), @Pos int          SET @commaSeparatedList = LTRIM(RTRIM(@commaSeparatedList))+ ','        SET @commaSeparatedList = REPLACE(@commaSeparatedList, ' ', '')        SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)          IF REPLACE(@commaSeparatedList, ',', '') <> ''        BEGIN               WHILE @Pos > 0               BEGIN                      SET @parsedItem = LTRIM(RTRIM(LEFT(@commaSeparatedList, @Pos - 1)))                      IF @parsedItem <> ''                            BEGIN                                   INSERT INTO @outTable (ID)                                   VALUES (CAST(@parsedItem AS int)) --Use Appropriate conversion                            END                            SET @commaSeparatedList = RIGHT(@commaSeparatedList, LEN(@commaSeparatedList) - @Pos)                            SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)               END        END           RETURN END

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  • Example: Controlling randomizer using code contracts

    - by DigiMortal
    One cool addition to Visual Studio 2010 is support for code contracts. Code contracts make sure that all conditions under what method is supposed to run correctly are met. Those who are familiar with unit tests will find code contracts easy to use. In this posting I will show you simple example about static contract checking (example solution is included). To try out code contracts you need at least Visual Studio 2010 Standard Edition. Also you need code contracts package. You can download package from DevLabs Code Contracts page. NB! Speakers, you can use the example solution in your presentations as long as you mention me and this blog in your sessions. Solution has readme.txt file that gives you steps to go through when presenting solution in sessions. This blog posting is companion posting for Visual Studio solution referred below. As an example let’s look at the following class. public class Randomizer {     public static int GetRandomFromRange(int min, int max)     {         var rnd = new Random();         return rnd.Next(min, max);     }       public static int GetRandomFromRangeContracted(int min, int max)     {         Contract.Requires(min < max, "Min must be less than max");           var rnd = new Random();         return rnd.Next(min, max);     } } GetRandomFromRange() method returns results without any checking. GetRandomFromRangeContracted() uses one code contract that makes sure that minimum value is less than maximum value. Now let’s run the following code. class Program {     static void Main(string[] args)     {         var random1 = Randomizer.GetRandomFromRange(0, 9);         Console.WriteLine("Random 1: " + random1);           var random2 = Randomizer.GetRandomFromRange(1, 1);         Console.WriteLine("Random 2: " + random2);           var random3 = Randomizer.GetRandomFromRangeContracted(5, 5);         Console.WriteLine("Random 3: " + random3);           Console.WriteLine(" ");         Console.WriteLine("Press any key to exit ...");         Console.ReadKey();     } } As we have not turned on support for code contracts the code runs without any problems and we get no warnings by Visual Studio that something is wrong. Now let’s turn on static checking for code contracts. As you can see then code still compiles without any errors but Visual Studio warns you about possible problems with contracts. Click on image to see it at original size.  When we open Error list and run our application we get the following output to errors list. Note that these messages are not shown immediately. There is little delay between application starting and appearance of these messages. So wait couple of seconds before going out of your mind. Click on image to see it at original size.  If you look at these warnings you can see that warnings show you illegal calls and also contracts against what they are going. Third warning points to GetRandomFromRange() method and shows that there should be also problem that can be detected by contract. Download Code Contracts example VS2010 solution | 30KB

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  • Who knows the value of global variables in the qt qtscript script to access the global variable to change the global variable value; [closed]

    - by dawntrees
    Who knows the value of global variables in the qt qtscript script to access the global variable to change the global variable value; forexample int gVar=0; int main(int argc, char *argv[]) { QScriptEngine engine; QScriptValue varValue = m_engine-newVariant(gVar); engine.globalObject().setProperty("gVar", varValue); QScriptValue result = m_engine->evaluate("gVar=100;"); qDebug()<<"gVar================"<<gVar; return 0; } Why gVar = 0 and not equal to 100; how can we make gVar equal to 100(gVar=100) Who can help group I appreciate it, thanks!

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  • Need help with this question [closed]

    - by Jaime
    Occasionally, multiplying the sizes of nested loops can give an overestimate for the Big-Oh running time. This result happens when an innermost loop is infrequently executed. Give the Big-O analysis of the running time. Implement the following code and run for several values of N, and compare your analysis with the actual running times. for(int i = 1; i <= n; i++) for(int j = 1; j<=i * i; j++) if(j%i == 0) for(int k = 0; k < j; k++) sum++;

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  • Java - What methods to put in an interface and what to keep out

    - by lewicki
    I'm designing a file handler interface: public interface FileHandler { public void openFileHandler(String fileName); public void closeFileHandler(); public String readLine(); public String [] parseLine(String line); public String [] checkLine(String line[]); public void incrementLineCount(); public void incrementLineSuccessCount(); public void incrementLineErrorCount(); public int getLineCount(); public int getLineSuccessCount(); public int getLineErrorCount(); } It is soon apparent to me that these methods can't be made private. I don't want incrementLineCount to be public. What is proper way to design an interface like this?

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  • Missing return statement when using .charAt [migrated]

    - by Timothy Butters
    I need to write a code that returns the number of vowels in a word, I keep getting an error in my code asking for a missing return statement. Any solutions please? :3 import java.util.*; public class vowels { public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.println("Please type your name."); String name = input.nextLine(); System.out.println("Congratulations, your name has "+ countVowels(name) +" vowels."); } public static int countVowels(String str) { int count = 0; for (int i=0; i < str.length(); i++) { // char c = str.charAt(i); if (str.charAt(i) == 'a' || str.charAt(i) == 'e' || str.charAt(i) == 'o' || str.charAt(i) == 'i' || str.charAt(i) == 'u') count = count + 1; } } }

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  • Can a language support something like "Retry/Fix"?

    - by Aaron Anodide
    I was just wondering if a language could support something like a Retry/Fix block? The answer to this question is probably the reason it's a bad idea or equivalent to something else, but the idea keeps popping into my head. void F() { try { G(); } fix(WrongNumber wn, out int x) { x = 1; } } void G() { int x = 0; retry<int> { if(x != 1) throw new WrongNumber(x); } } After the fix block ran, the retry block would run again...

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  • Lvalue required error [migrated]

    - by ankur.trapasiya
    While working with pointers i wrote the following code, int main() { int a[]={10,20,30,40,50}; int i; for(i=0;i<5;i++) { printf("\n%d",*a); a++; } return 0; } Now as per my understanding array name itself is an address in c and the pointer arithmetic done is here is correct as per my knowledge. But when i try to run the code it is giving me "Lvalue Required" error. So what is the exact reason for occuring Lvalue required error because before this also i have come across situations where this error is there. Secondly why the arithmetic on the pointer is not legal here in this case?

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  • Would you want a language to support something like "Retry/Fix"?

    - by Aaron Anodide
    I was just wondering if a language could support something like a Retry/Fix block? The answer to this question is probably the reason it's a bad idea or equivalent to something else, but the idea keeps popping into my head. void F() { try { G(); } fix(WrongNumber wn, out int x) { x = 1; } } void G() { int x = 0; retry<int> { if(x != 1) throw new WrongNumber(x); } } After the fix block ran, the retry block would run again...

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  • HLSL: An array of textures and sampler states

    - by nate142
    The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have created my array of textures and can select a texture based on the Alpha value of the pixel. But how do I create an Array of SamplerStates and link it to my array of textures? I attempted to treat the SamplerState as a function by adding the (int i) but that didn't work. Also I can't use Texture.Sample since this is shader model 2.0. //shader model 2.0 (DX9) texture subTextures[255]; SamplerState MeshTextureSampler(int i) { Texture = (subTextures[i]); }; float4 SampleCompoundTexture(float2 texCoord, float4 diffuse) { float4 SelectedColor = SAMPLE_TEXTURE(Texture, texCoord); int i = SelectedColor.a; texture SelectedTx = subTextures[i]; return tex2D(MeshTextureSampler(i), texCoord) * diffuse; }

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  • I am trying to delete a string from list then write it back to a file [closed]

    - by bradb
    def mang (grocerystock): mangchoice=int(input("What would you like to do? \n 1):Add a new product to the list? \n 2): Remove a product from the list? \n 3: Change the quantity of an item \n 4): Change the price of an item \n 5): View items and their quantity and price")) if mangchoice == 1: infile=open("grocery_stock.txt", 'a') name=input("Please enter the new product's name would you like to add:") quant=int(input("Please enter the new product's quantity")) price=float(input("Please enter the new product's price")) grocerystock[0]=name grocerystock[1]=quant grocerystock[2]=price gS=str(grocerystock) gs=gS.strip("[',']") infile.write(gs + '\n') if mangchoice == 2: namedelete=input("what item would you like to remove") a=open("grocery_stock.txt", 'r') data_list= a.readlines() a.close() print (data_list) del data_list[namedelete] b= open ("grocery_stock.txt", 'w') b.writelines(data_list) b.close() def intro(): choice=(int(input("Would you like to go to Managerial mode or Shop mode?(press 1 for Managerial and 2 for shop mode, to quit press 3)"))) if choice == 1: print ('lets go') mang(grocerystock) elif choice == 0 : print ('loser') grocerystock= ["","",""] intro() This is all the code i have written so far any ideas? The code that i am trying to delte is under if mangchoice == 2:

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  • Circle physics and collision using vectors

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but I don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]); if( Math.sqrt(distance) <16) ...

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  • PrestaShop install SQL error

    - by Steve
    I am trying to install PrestaShop 1.4.0.17, and reach Step 3. I enter database information, which tests okay, and I choose the second option: Full mode: includes 100+ additional modules and demo products (FREE too!). I choose Next, and receive the error: Error while inserting data in the database: ‘CREATE TABLE `shop_county_zip_code` ( `id_county` INT NOT NULL , `from_zip_code` INT NOT NULL , `to_zip_code` INT NOT NULL , PRIMARY KEY ( `id_county` , `from_zip_code` , `to_zip_code` ) ) ENGINE=’ You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near \’\’ at line 6(Error: : 1064) This happens if I use either MyISAM, or InnoDB. Why is this happening? This also happens if I drop all database tables, and try again in simple mode. Is there a manual installation method?

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  • Nice function for "rolling score up"?

    - by bobobobo
    I'm adding to the player's score, and I'm using a per-frame formula like: int score, displayedScore ;// score is ACTUAL score player has, // displayedScore is what is shown this frame to the player // (the creeping/"rolling" number) float disparity = score - displayedScore ; int d = disparity * .1f ; // add 1/10 of the difference, if( !d ) d = signum( disparity ) ; // last 10 go by 1's score += d ; Where inline int signum( float val ){ if( val > 0 ) return 1 ; else if( val < 0 ) return -1 ; else return 0 ; } So, it kind of works where it makes big changes rapidly, then it creeps in the last few one at a time. But I'm looking for better (or possibly well known?) score-creeping functions. Any one?

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  • New to Java Programming - Error help

    - by JJJ
    I am going through a Java book and drafting the examples and have run into the following error when compiling this code. Any help would be appreciated thank you. Error: Main.java:3: class Addition is public, should be declared in a file named Addition.java public class Addition        ^ 1 error Code: import java.io.*; import java.util.Scanner; public class Addition {   public static void main(String[] args) { java.util.Scanner input = new java.util.Scanner(System.in);  int number1; int number2; int sum; System.out.print( "Enter first digit: " ); number1 = input.nextInt(); System.out.print( "Enter second digit:" ); number2 = input.nextInt(); sum = number1 + number2; System.out.printf( "Sum is %d\n, sum" );      } }

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  • Vertex data split into separate buffers or one one structure?

    - by kiba2
    Is it better to have all vertex data in one structure like this: class MyVertex { int x,y,z; int u,v; int normalx, normaly, normalz; } Or to have each component (location, normal, texture coordinates) in separate arrays/buffers? To me it always seemed logical to keep the data grouped together in one structure because they'd always be the same for each instance of a shared vertex and that seems to be true for things like character models (ex: the normal should be an average of adjacent normals for smooth lighting). One instance where this doesn't seem to work is other kinds of meshes like say a cube where the texture coordinates for each may be the same but that causes them to be different where the vertices are shared. Does everybody normally keep them separate? Won't this make them less space efficient if there needs to be an instance of texture coordinates and normals for each triangle vertex (They won't be indexed)? Can OpenGL even handle this mixing of indexed (for location) vs non-indexed buffers in the same VBO?

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  • Barrier implementation with mutex and condition variable

    - by kkp
    I would like to implement a barrier using mutex locks and conditional variables. Please let me know whether my implementation below is fine or not? static int counter = 0; static int Gen = 999; void* thread_run(void*) { pthread_mutex_lock(&lock); int g = Gen; if (++counter == nThreads) { counter = 0; Gen++; pthread_cond_broadcast(&cond_var); } else { while (Gen == g) pthread_cond_wait(&cond_var, &lock); } pthread_mutex_unlock(&lock); return NULL; }

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