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  • PHP: codecomments inside functions prevents it work

    - by Karem
    $query = $connect->prepare("SELECT firstname, lastname FROM users WHERE id = '$id'"); $query->execute(); $row = $query->fetch(); // $full_name = $row["firstname"] . " ".$row["lastname"]; $full_name = $row["firstname"] . " ".substr($row["lastname"], 0, 1)."."; return $full_name; If i remove the line that is a comment ( // ), it will return $full_name, if its there then it wont work. I also tried commenting with #, but it still wont work(wont return anything) as soon as there is a codecomment weird issue

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  • What is the benefit of using int instead of bigint in this case?

    - by Yeti
    (MYSQL n00b) I have 3 tables: id = int(10), photo_id = bigint(20) PHOTO records limited to 3 million PHOTO: +-------+-----------------+ | id | photo_num | +-------+-----------------+ | 1 | 123456789123 | | 2 | 987654321987 | | 3 | 5432167894321 | +-------+-----------------+ COLOR: +-------+-----------------+---------+ | id | photo_num | color | +-------+-----------------+---------+ | 1 | 123456789123 | red | | 2 | 987654321987 | blue | | 3 | 5432167894321 | green | +-------+-----------------+---------+ SIZE: +-------+-----------------+---------+ | id | photo_num | size | +-------+-----------------+---------+ | 1 | 123456789123 | large | | 2 | 987654321987 | small | | 3 | 5432167894321 | medium | +-------+-----------------+---------+ Both COLOR and SIZE tables will have several million records. Q1: Is it better to change photo_num on COLOR and SIZE to int(10) and point it to PHOTO's id? Right now I use these: (PHOTO is no where in the picture) SELECT * from COLOR WHERE photo_num='xxx'; SELECT * from SIZE WHERE photo_num='xxx'; Q2: How will the SELECT query look if PHOTO id was used in COLOR, SIZE?

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  • NSTableView - Trying to fit exactly 9 rows

    - by Justin808
    Hi, I'm trying to size the rows of a NSTableView to exactly 9 rows fit. I've tried [menuTableView setRowHeight:floor(menuRect.size.height / 9)]; and I've tried [menuTableView setRowHeight:(menuRect.size.height / 9)]; and [menuTableView setRowHeight:ceil(menuRect.size.height / 9)]; but all of them have the same issue, if I've selected row 0 then row 9 is clipped at the bottom and if I select row 9 then row 0 is clipped at the top. How can I set up a NSTableView to show 9 full rows so no matter what there is never a partial row visible? Thanks, edit: Yes menuRect is the frame for the menuTableView

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  • Using a Time Zone Conversion When Dynamically Generating Results

    - by John
    Hello, If I understand correctly, the code below converts $row["datesubmitted"] from one timezone to another. I would like to print the converted $row["datesubmitted"] dynamically in an HTML table. Is there a way that I can apply the conversion below for each row that is pulled from MySQL? I assume that I can't just plug $row["dt"] into the code since there is no field called "dt" in the MySQL that I am using. Thanks in advance, John $dt = new DateTime($row["datesubmitted"], $tzFrom); $dt->setTimezone($tzTo);

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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  • Exchange 2007 - GetUserAvailability over 128 mailboxes?

    - by Jeff V
    When making a GetUserAvailability call passing in 128 mailboxs Exchange 07 returns an EmailAddressArray error stating the allowed size of the array is 100. Is there a way to increase the array size beyond 100, so that Exchange 07 returns with a GetUserAvailablity request? I'm currently getting the following error: System.Web.Services.Protocols.SoapException: Microsoft.Exchange.InfoWorker.Common.Availability.IdentityArrayTooBigException: There are too many target users in the EmailAddress array. The allowed size = 100; the actual size = 128. ---> There are too many target users in the EmailAddress array. The allowed size = 100; the actual size = 128.

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  • Can I configure a strongly typed data set to use nullable values?

    - by Dan Tao
    If I have a strongly typed data table with a column for values of type Int32, and this column allows nulls, then I'll get an exception if I do this for a row where the value is null: int value = row.CustomValue; Instead I need to do this: if (!row.IsCustomValueNull()) { int value = row.CustomValue; // do something with this value } Ideally I would like to be able to do this: int? value = row.CustomValue; Of course I could always write my own method, something like GetCustomValueOrNull; but it'd be preferable if the property auto-generated for the column itself simply returned a nullable. Is this possible?

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  • Javascript - Canvas image never appears on first function run

    - by Matt
    I'm getting a bit of a weird issue, the image never shows the first time you run the game in your browser, after that you see it every time. If you close your browser and re open it and run the game again, the same issue occurs - you don't see the image the first time you run it. Here's the issue in action, just hit a wall and there's no image the first time on the end game screen. Any help would be appreciated. Regards, Matt function showGameOver() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "black"; ctx.font = "16px sans-serif"; ctx.fillText("Game Over!", ((canvas.width / 2) - (ctx.measureText("Game Over!").width / 2)), 50); ctx.font = "12px sans-serif"; ctx.fillText("Your Score Was: " + score, ((canvas.width / 2) - (ctx.measureText("Your Score Was: " + score).width / 2)), 70); myimage = new Image(); myimage.src = "xcLDp.gif"; var size = [119, 26], //set up size coord = [443, 200]; ctx.font = "12px sans-serif"; ctx.fillText("Restart", ((canvas.width / 2) - (ctx.measureText("Restart").width / 2)), 197); ctx.drawImage( //draw it on canvas myimage, coord[0], coord[1], size[0], size[1] ); $("canvas").click(function(e) { //when click.. if ( testIfOver(this, e, size, coord) ) { startGame(); //reload } }); $("canvas").mousemove(function(e) { //when mouse moving if ( testIfOver(this, e, size, coord) ) { $(this).css("cursor", "pointer"); //change the cursor } else { $(this).css("cursor", "default"); //change it back } }); function testIfOver(ele,ev,size,coord){ if ( ev.pageX > coord[0] + ele.offsetLeft && ev.pageX < coord[0] + size[0] + ele.offsetLeft && ev.pageY > coord[1] + ele.offsetTop && ev.pageY < coord[1] + size[1] + ele.offsetTop ) { return true; } return false; } }

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • wxpython PyGridTableBase

    - by nozkan
    Hi, I want to use editable choice editor with PyGridTableBase. When I edit a cell it is crashing What is error in my code? My python code: import wx import wx.grid as gridlib class MyTableBase(gridlib.PyGridTableBase): def __init__(self): gridlib.PyGridTableBase.__init__(self) self.data = {0:["value 1", "value 2"], 1:["value 3", "value 4", "value 5"]} self.column_labels = [unicode(u"Label 1"), unicode(u"Label 2"), unicode(u"Label 3")] self._rows = self.GetNumberRows() self._cols = self.GetNumberCols() def GetColLabelValue(self, col): return self.column_labels[col] def GetNumberRows(self): return len(self.data.keys()) def GetNumberCols(self): return len(self.column_labels) def GetValue(self, row, col): try: if col > self.GetNumberCols(): raise IndexError return self.data[row][col] except IndexError: return None def IsEmptyCell(self, row, col): if self.data[row][col] is not None: return True else: return False def GetAttr(self, row, col, kind): attr = gridlib.GridCellAttr() editor = gridlib.GridCellChoiceEditor(["xxx", "yyy", "zzz"], allowOthers = True) attr.SetEditor(editor) attr.IncRef() return attr class MyDataGrid(gridlib.Grid): def __init__(self, parent): gridlib.Grid.__init__(self, parent, wx.NewId()) self.base_table = MyTableBase() self.SetTable(self.base_table) if __name__ == '__main__': app = wx.App(redirect = False) frame = wx.Frame(None, wx.NewId(), title = u"Test") grid_ = MyDataGrid(frame) frame.Show() app.MainLoop()

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  • I'm an idiot/blind and I can't find why I'm getting a list index error. Care to take a look at these 20 or so lines?

    - by Meff
    Basically it's supposed to take a set of coordinates and return a list of coordinates of it's neighbors. However, when it hits here:if result[i][0] < 0 or result[i][0] >= board.dimensions: result.pop(i) when i is 2, it gives me an out of index error. I can manage to have it print result[2][0] but at the if statement it throws the errors. I have no clue how this is happening and if anyone could shed any light on this problem I'd be forever in debt. def neighborGen(row,col,board): """ returns lists of coords of neighbors, in order of up, down, left, right """ result = [] result.append([row-1 , col]) result.append([row+1 , col]) result.append([row , col-1]) result.append([row , col+1]) #prune off invalid neighbors (such as (0,-1), etc etc) for i in range(len(result)): if result[i][0] < 0 or result[i][0] >= board.dimensions: result.pop(i) if result[i][1] < 0 or result[i][1] >= board.dimensions: result.pop(i) return result

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  • UIPickerView and empty core data array

    - by Mark
    I have a viewcontroller showing items from a core data entity. I also have a tableview listing records from the same entity. The table is editable, and the user could remove all the records. When this happens, the view controller holding the pickerview bombs because it's looking for records in an empty array. How to prevent this? I'm assuming I need to do something different at objectAtIndex:row... # pragma mark PickerView Section - (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView { return 1; // returns the number of columns to display. } - (NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component { return [profiles count]; // returns the number of rows } - (NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component { // Display the profiles we've fetched on the picker Profiles *prof = [profiles objectAtIndex:row]; return prof.profilename; } //If the user chooses from the pickerview - (void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { selectedProfile = [[profiles objectAtIndex:row]valueForKey:@"profilename"]; }

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  • PHP Export Date range

    - by menormedia
    I have a working database export to xls but I need it to export a particular date range based on the 'closed' date. (See code below). For example, I'd like it to export all 'closed' dates for last month and/or this month (Range: Sept 1, 2012 to Sept 30, 2012 or Oct 1, 2012 to Oct 31, 2012) <?PHP //EDIT YOUR MySQL Connection Info: $DB_Server = "localhost"; //your MySQL Server $DB_Username = "root"; //your MySQL User Name $DB_Password = ""; //your MySQL Password $DB_DBName = "ost_helpdesk"; //your MySQL Database Name $DB_TBLName = "ost_ticket"; //your MySQL Table Name //$DB_TBLName, $DB_DBName, may also be commented out & passed to the browser //as parameters in a query string, so that this code may be easily reused for //any MySQL table or any MySQL database on your server //DEFINE SQL QUERY: //edit this to suit your needs $sql = "Select ticketID, name, company, subject, closed from $DB_TBLName ORDER BY closed DESC"; //Optional: print out title to top of Excel or Word file with Timestamp //for when file was generated: //set $Use_Titel = 1 to generate title, 0 not to use title $Use_Title = 1; //define date for title: EDIT this to create the time-format you need $now_date = DATE('m-d-Y'); //define title for .doc or .xls file: EDIT this if you want $title = "MDT Database Dump For Table $DB_TBLName from Database $DB_DBName on $now_date"; /* Leave the connection info below as it is: just edit the above. (Editing of code past this point recommended only for advanced users.) */ //create MySQL connection $Connect = @MYSQL_CONNECT($DB_Server, $DB_Username, $DB_Password) or DIE("Couldn't connect to MySQL:<br>" . MYSQL_ERROR() . "<br>" . MYSQL_ERRNO()); //select database $Db = @MYSQL_SELECT_DB($DB_DBName, $Connect) or DIE("Couldn't select database:<br>" . MYSQL_ERROR(). "<br>" . MYSQL_ERRNO()); //execute query $result = @MYSQL_QUERY($sql,$Connect) or DIE("Couldn't execute query:<br>" . MYSQL_ERROR(). "<br>" . MYSQL_ERRNO()); //if this parameter is included ($w=1), file returned will be in word format ('.doc') //if parameter is not included, file returned will be in excel format ('.xls') IF (ISSET($w) && ($w==1)) { $file_type = "msword"; $file_ending = "doc"; }ELSE { $file_type = "vnd.ms-excel"; $file_ending = "xls"; } //header info for browser: determines file type ('.doc' or '.xls') HEADER("Content-Type: application/$file_type"); HEADER("Content-Disposition: attachment; filename=MDT_DB_$now_date.$file_ending"); HEADER("Pragma: no-cache"); HEADER("Expires: 0"); /* Start of Formatting for Word or Excel */ IF (ISSET($w) && ($w==1)) //check for $w again { /* FORMATTING FOR WORD DOCUMENTS ('.doc') */ //create title with timestamp: IF ($Use_Title == 1) { ECHO("$title\n\n"); } //define separator (defines columns in excel & tabs in word) $sep = "\n"; //new line character WHILE($row = MYSQL_FETCH_ROW($result)) { //set_time_limit(60); // HaRa $schema_insert = ""; FOR($j=0; $j<mysql_num_fields($result);$j++) { //define field names $field_name = MYSQL_FIELD_NAME($result,$j); //will show name of fields $schema_insert .= "$field_name:\t"; IF(!ISSET($row[$j])) { $schema_insert .= "NULL".$sep; } ELSEIF ($row[$j] != "") { $schema_insert .= "$row[$j]".$sep; } ELSE { $schema_insert .= "".$sep; } } $schema_insert = STR_REPLACE($sep."$", "", $schema_insert); $schema_insert .= "\t"; PRINT(TRIM($schema_insert)); //end of each mysql row //creates line to separate data from each MySQL table row PRINT "\n----------------------------------------------------\n"; } }ELSE{ /* FORMATTING FOR EXCEL DOCUMENTS ('.xls') */ //create title with timestamp: IF ($Use_Title == 1) { ECHO("$title\n"); } //define separator (defines columns in excel & tabs in word) $sep = "\t"; //tabbed character //start of printing column names as names of MySQL fields FOR ($i = 0; $i < MYSQL_NUM_FIELDS($result); $i++) { ECHO MYSQL_FIELD_NAME($result,$i) . "\t"; } PRINT("\n"); //end of printing column names //start while loop to get data WHILE($row = MYSQL_FETCH_ROW($result)) { //set_time_limit(60); // HaRa $schema_insert = ""; FOR($j=0; $j<mysql_num_fields($result);$j++) { IF(!ISSET($row[$j])) $schema_insert .= "NULL".$sep; ELSEIF ($row[$j] != "") $schema_insert .= "$row[$j]".$sep; ELSE $schema_insert .= "".$sep; } $schema_insert = STR_REPLACE($sep."$", "", $schema_insert); //this corrects output in excel when table fields contain \n or \r //these two characters are now replaced with a space $schema_insert = PREG_REPLACE("/\r\n|\n\r|\n|\r/", " ", $schema_insert); $schema_insert .= "\t"; PRINT(TRIM($schema_insert)); PRINT "\n"; } } ?>

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  • DataTable linq query iteration

    - by Ravi
    Hi, I want to Enumerate Linq Query. Below i specified example. EX: DataTable _slidingDataTable = new DataTable("test"); for(int i=0; i<5;i++) { DataRow row = _slidingDataTable.NewRow(); startPosition = DateTime.Now; for(int i=0; i<5;i++) { _slidingDataTable.Columns.Add("TransferTime"); row[columnName] = startPosition ; _slidingDataTable.Columns.Add("TransferData"); row[columnName] = "Test"+i; } _slidingDataTable.Rows.Add(row); } var query1 = from myRow in _slidingDataTable.AsEnumerable() where myRow.Field<DateTime>("TransferTime") == startPosition select myRow; This query output should be collection of rows. How to get collection row & iterate.

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  • getting sql records

    - by droidus
    when i run this code, it returns the topic fine... $query = mysql_query("SELECT topic FROM question WHERE id = '$id'"); if(mysql_num_rows($query) > 0) { $row = mysql_fetch_array($query) or die(mysql_error()); $topic = $row['topic']; } but when I change it to this, it doesn't run at all. why is this happening? $query = mysql_query("SELECT topic, lock FROM question WHERE id = '$id'"); if(mysql_num_rows($query) > 0) { $row = mysql_fetch_array($query) or die(mysql_error()); $topic = $row['topic']; $lockedThread = $row['lock']; echo "here: " . $lockedThread; }

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  • Display xml data in silverlight datagrid, vb.net

    - by Aishwarya
    I want to display an xml file data in silverlight datagrid. im using the below code but it doesnt work.Please help. My vb.net code: Imports System Imports System.Collections.Generic Imports System.Linq Imports System.Windows Imports System.Windows.Controls Imports System.Xml.Linq Namespace SilverlightApplication1 Public Partial Class Page Inherits UserControl Public Sub New() InitializeComponent() End Sub Private Sub Page_Loaded(ByVal sender As Object, ByVal e As RoutedEventArgs) DataGrid1.ItemsSource = GetPunchReport() End Sub Public Function GetStatusReport() As List(Of Table) Dim statusReport As New List(Of Table)() Dim doc As XElement = XElement.Load("Data/PunchReport.xml") report = (From row In doc.Elements() _ Select GetStatus(row)).ToList() Return statusReport End Function Private Function GetReport(ByVal row As XElement) As Table Dim s As New Table() s.JobID= row.Attribute("JobID").Value s.VenueName= row.Attribute("VenueName").Value) Return s End Function End Class End Namespace

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  • SQLite problem with some parameterized queries

    - by Trevor Balcom
    I am having some trouble using SQLite and parameterized queries with a few tables. I have noticed some queries using the "SELECT * FROM Table WHERE row=?" are returning 1 row when there should be more rows returned. If I change the parameterized query to "SELECT * FROM Table WHERE row='row'" then the correct number of rows is returned. Does anyone know why sqlite3_step would return only 1 row when using a parameterized query vs. using the same query in a traditional non-parameterized way? I am using a very thin C++ wrapper around SQLite3. I suspect there could be a problem with the wrapper, but this problem only exists on a few tables. It makes me wonder if there is something wrong with the way those tables are setup. Any advice is appreciated.

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  • how to write T-SQL to compare and copy data?

    - by George2
    Hello everyone, I have two SQL Server 2008 Enterprise databases (on two machines), and one of the databases is master database and another database is slave database. I want to transfer update from a table in source database to a table in destination database (two tables are of the same schema, both of them are using a single column as unique primary key). The transfer rule is (in short, the rule is keeping the destination database the same as source database because of the update of the source database), if there is a new row in source database but not in destination database, insert the row in destination database; if a row not exists in source database but exists in destination database, delete the row in destination database; if a row's content (i.e. columns other than primary key columns) changes in source database, update the new content into destination database. thanks in advance, George

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  • iPhone SDK - Display more information about a selected CustomCell (custom UITableViewCell)

    - by Pittor
    If got a CustomCell loaded using: NSArray *nibObjects = [[NSBundle mainBundle] loadNibNamed:@"CustomCell" owner:nil options:nil]; I have no problems with the tableview but when I select a row I want display more information on that row(like facebook app)... using the typical "show more". At the beginning the row show "title" and "description". When I select that row i want to show "title", "description" and a webview... and, of course, make the row bigger to accommodate that objects. Maybe changing this CustomCell by another bigger CustomCell? I have no idea where to start. Thanks. Sorry for my english :S

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  • How to make a EditText work correctly in a ListView?

    - by TianDong
    Hallo all, I have a ListView, which contains an EditText in each of it's row. I also have an Array.The length of the Array==the Nr of the rows in the ListView. I want to store the user input (the text in the EditText) to the Arrray. E.g, if i type some text in the EditText in the first row of the ListView, i want the text to be stored in Array[0]. But how can i detect to which row the EditText belongs to? I can detect the possition of the row if the row contains a RadioGroup, but not a EditText. What if i first type some text in the EditText and sometime later i want to update mein Input? How can i update it? Thanks a lot!

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  • javascript inserting html code

    - by Marius
    Hello, I have a situation when there's a table and you can add a new row by clicking a button. The row is dynamically generated by a server and it is passed back in HTML. So basically what i need to do is prefix the new row to the old table. Something like this: tableelement.innerHTML = newHtml + tableelement.innerHTML; That surely works, but i have a table header and, obviously, i need to insert the new html after it. How would i do this? insertBefore or insertAfter can't help (afaik), because they're meant for inserting elements and not unparsed HTML. So how could i, having an object of the header's row, insert another row (in HTML) after it (or before) ? Thank you for your ideas

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  • When I overload the assignment operator for my simple class array, I get the wrong answer I espect

    - by user299648
    //output is "01234 00000" but the output should be or what I want it to be is // "01234 01234" because of the assignment overloaded operator #include <iostream> using namespace std; class IntArray { public: IntArray() : size(10), used(0) { a= new int[10]; } IntArray(int s) : size(s), used(0) { a= new int[s]; } int& operator[]( int index ); IntArray& operator =( const IntArray& rightside ); ~IntArray() { delete [] a; } private: int *a; int size; int used;//for array position }; int main() { IntArray copy; if( 2>1) { IntArray arr(5); for( int k=0; k<5; k++) arr[k]=k; copy = arr; for( int j=0; j<5; j++) cout<<arr[j]; } cout<<" "; for( int j=0; j<5; j++) cout<<copy[j]; return 0; } int& IntArray::operator[]( int index ) { if( index >= size ) cout<<"ilegal index in IntArray"<<endl; return a[index]; } IntArray& IntArray::operator =( const IntArray& rightside ) { if( size != rightside.size )//also checks if on both side same object { delete [] a; a= new int[rightside.size]; } size=rightside.size; used=rightside.used; for( int i = 0; i < used; i++ ) a[i]=rightside.a[i]; return *this; }

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  • Is it safe to take the address of std::wstring's internal pointer?

    - by LCC
    I have an interface which is used like the following: if (SUCCEEDED(pInterface->GetSize(&size)) { wchar_t tmp = new wchar_t[size]; if (SUCCEEDED(pInterface->GetValue(tmp, size))) { std::wstring str = tmp; // do some work which doesn't throw } delete[] tmp; } Is it safe and portable to do this instead? if (SUCCEEDED(pInterface->GetSize(&size)) { std::wstring str; str.resize(size); if (SUCCEEDED(pInterface->GetValue(&str[0], size))) { // do some work } } Now, obviously this works (doesn't crash/corrupt memory) or I wouldn't have asked, but I'm mostly wanting to know if there's a compelling reason not to do this.

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  • trying to put an mysql result into a string

    - by user1583432
    I'm trying to put an mysql query result into an string I tried to find an answer but all the similar posts were getting subquery answers which is not what I'm trying to do. for example Fruits_tbl ID Fruit Color Number __________________________________ 2 Apple Red 5 $sql = "select Fruits,Color,Number from Fruits_tbl where ID = 2"; $result = $pdo->query($sql); $row = $result->fetch(); print_r($row); This will give me something like Array([0]="Apple", [1]="Red", [2]="5", [Fruit]="Apple", [Color]="Red", [Number]="5") implode will give me 2 of each I want just need a string = "Apple, Red, 5" what I currently have is $string = $row[Fruit].", ".$row[Color].", ".$row['Number'] As you can see that's rather tedious. Is there something like implode but only return the index array or something?

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  • Wrong Editing Controls Displayed in UITableView

    - by CJC
    Hi all, I'm having a strange problem with UITableView. When the user taps the Edit button, the tableview (which is a grouped view with multiple sections) is supposed to show delete buttons for each row--except for the final row in each section, which has a green add button. When a user taps the green button, a new row is inserted, but now the final row gets a delete button. Even stranger, that delete button ACTS like an add button. So it seems there's a drawing glitch, rather than a problem in assigning the correct style. (Extensive NSLogging shows that the last cell is getting the Insert editing style correctly.) I've tried setting setNeedsDisplay on the cell and the tableView, I've tried reloading that section/row/the entire table, but the issue persists. Any ideas on how to get UITableView to explicitly redraw the editing controls?

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