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  • Python dealing with dates and times

    - by randombits
    I'm looking for a solution to the following: Given today's date, figure out what month was before. So 2 should return for today, since it is currently March, the third month of the year. 12 should return for January. Then based on that, I need to be able to iterate through a directory and find all files that were created that month. Bonus points would include finding the most current file created for the previous month.

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  • Stata - Multiple rotated plots on graph (including distributions on sides of axes)

    - by meerak
    I would like to produce a single graph containing both: (1) a scatter plot (2) either histograms or kernel density functions of the Y and X variables to the left of the Y axis and below the X axis. I found a graph that does this in MATLAB -- I would just like to produce something similar in Stata: That graph was produced using the following MATLAB code: n = 1000; rho = .7; Z = mvnrnd([0 0], [1 rho; rho 1], n); U = normcdf(Z); X = [gaminv(U(:,1),2,1) tinv(U(:,2),5)]; [n1,ctr1] = hist(X(:,1),20); [n2,ctr2] = hist(X(:,2),20); subplot(2,2,2); plot(X(:,1),X(:,2),'.'); axis([0 12 -8 8]); h1 = gca; title('1000 Simulated Dependent t and Gamma Values'); xlabel('X1 ~ Gamma(2,1)'); ylabel('X2 ~ t(5)'); subplot(2,2,4); bar(ctr1,-n1,1); axis([0 12 -max(n1)*1.1 0]); axis('off'); h2 = gca; subplot(2,2,1); barh(ctr2,-n2,1); axis([-max(n2)*1.1 0 -8 8]); axis('off'); h3 = gca; set(h1,'Position',[0.35 0.35 0.55 0.55]); set(h2,'Position',[.35 .1 .55 .15]); set(h3,'Position',[.1 .35 .15 .55]); colormap([.8 .8 1]); UPDATE: The Stata13 manual entry for "graph combine" has precisely this example (http://www.stata.com/manuals13/g-2graphcombine.pdf). Here is the code: use http://www.stata-press.com/data/r13/lifeexp, clear generate loggnp = log10(gnppc) label var loggnp "Log base 10 of GNP per capita" scatter lexp loggnp, ysca(alt) xsca(alt) xlabel(, grid gmax) fysize(25) saving(yx) twoway histogram lexp, fraction xsca(alt reverse) horiz fxsize(25) saving(hy) twoway histogram loggnp, fraction ysca(alt reverse) ylabel(,nogrid) xlabel(,grid gmax) saving(hx) graph combine hy.gph yx.gph hx.gph, hole(3) imargin(0 0 0 0) graphregion(margin(l=22 r=22)) title("Life expectancy at birth vs. GNP per capita") note("Source: 1998 data from The World Bank Group")

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  • iphone: caching and updating xml fields

    - by pJosh
    Thanks for your help. Here I have another question. I get the data through XMLParsing, now I want to store it in iphone's cache, and the XML Fields are updates every 12 hours.how can i check that XML Fields are change or not? and how can I store the data in iphone's cache memory so that evry it does not has to interact with web. Can anybody please help me???

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  • Problem with a "Select Case"

    - by Nimrod
    i wrote the following section below. when debugging, i see that i enter the first Case okay. my problem is with the second Case - it does not enter it and goes to the error messege. what do i do wrong? Select Case Data_Rate Case "1", "2", "5.5", "11", "6", "9", "12", "18", "24", "36", "48", "54" a = Data_Rate Select Case Date_Rate Case "1" b = 2 Case "2", "5.5", "11" b = 1 Case Else: MsgBox ("ERROR - Data_Rate") End Select Case "0", "1", "2", "3", "4", "5", "6", "7" a = 3 Case Else: MsgBox ("ERROR - Data_Rate") End Select

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  • Importing wikipedia database dumb - kills navicat - anyone got any ideas?

    - by Ali
    Ok guys I've downloaded the wikipedia xml dump and its a whopping 12 GB of data :\ for one table and I wanted to import it into mysql databse on my localhost - however its a humongous file 12GB and obviously navicats taking its sweet time in importing it or its more likely its hanged :(. Is there a way to include this dump or atleast partially at most you know bit by bit. Let me correct that its 21 GB of data - not that it helps :\ - does any one have any idea of importing humongous files like this into MySQL database.

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  • update jquery validation plugin dateISO javascript

    - by Ian McCullough
    Right now...the dateISO method is as follows: dateISO: function(value, element) { return this.optional(element) || /^\d{4}[\/-]\d{1,2}[\/-]\d{1,2}$/.test(value); }, but ive noticed that when a user enters something like 1991-99-99 it sees it as a "valid date" when it obviously is not. How would i change this code to have it check if the month is 01-12 and the date is 1-31?

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  • Sybase to SQLserver linkserver errors

    - by George
    I have set up a SQL link server between an SQLserver 2005 on a W2003 R2 and a SYBASE 12.5.0.2 server on a IBM AIX H70 system. I use the Sybase ODBC driver 04.20.00.67 The problem is than most of the times (there is no pattern ) when I select rows from a Sybase table I get ONLY ONE ROW without any error. Please note that there is no problem when I insert rows from SQL server to the SYBASE server I appreciate any possible solutions...

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  • SQL Server: invalid object name how to solve it?

    - by Phsika
    error returns to me in below codes: Msg 208, Level 16, State 1, Line 1 Invalid object name 'ENG_PREP'. insert into ENG_PREP VALUES('572012-01-1,572012-01-2,572012-01-3,572013-01-1,572013-01-2', '', '500', '', 'A320 P.001-A', 'Removal of the LH Wing Safety Rope', '', '', '', '0', '', 'AF', '12-00-00-081-001', '', '', '', '', '', '', '' )

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  • system settings for iphone

    - by Viral
    hi friends, I m making alarm application, for that I need to access some system settings like System time format (24 hrs or 12 hrs), System Volume settings And make system Auto lock after some time intervals. I don't know how to implement such settings using code, if any one know about this please let me know. thank you in advance.

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  • customize paper size

    - by nisha
    I need to print bill and the size of paper is half of normal 8.5 x 12. i'm using epson printer..i'm using c# it doesnt support customizing.please help me...

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  • extern "C" has no effect in msvc++ 9.0

    - by Dewfy
    I manage project for JNI for both compilers: MSVC++ 8.0 and 9.0, my cpp file contains following implementation: extern "C" { JNIEXPORT jlong JNICALL Java_context_ServiceProviderContext_StartServiceProvider (JNIEnv * env, jclass, jstring jspath){ ..... } With help of depends.exe utility I can see that MSVC 8.0 successfully exports function as it is expected: Java_context_ServiceProviderContext_StartServiceProvider But compiling under MSVC 9.0 gets me crazy it exports like ignoring extern "C" at all. depends.exe shows me: _Java_context_ServiceProviderContext_StartServiceProvider@12 Does anybody know what exactly in 9.0 project that causes this behavior?

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  • Why would some POST data go missing when using Uploadify?

    - by Chad Johnson
    I have been using Uploadify in my PHP application for the last couple months, and I've been trying to track down an elusive bug. I receive emails when fatal errors occur, and they provide me a good amount of details. I've received dozens of them. I have not, however, been able to reproduce the problem myself. Some users (like myself) experience no problem, while others do. Before I give details of the problem, here is the flow. User visits edit screen for a page in the CMS I am using. Record id for the page is put into a form as a hidden value. User clicks the Uploadify browse button and selects a file (only single file selection is allowed). User clicks Submit button for my form. jQuery intercepts the form submit action, triggers Uploadify to start uploading, and returns false for the submit action (manually cancelling the form submit event so that Uploadify can take over). Uploadify uploads to a custom process script. Uploadify finishes uploading and triggers the Javascript completion callback. The Javascript callback calls $('#myForm').submit() to submit the form. Now that's what SHOULD happen. I've received reports of the upload freezing at 100% and also others where "I/O Error" is displayed. What's happening is, the form is submitting with the completion callback, but some post parameters present in the form are simply not in the post data. The id for the page, which earlier I said is added to the form as a hidden field, is simply not there in the post data ($_POST)--there is no item for 'id' in the $_POST array. The strange thing is, the post data DOES contain values for some fields. For instance, I have an input of type text called "name" which is for the record name, and it does show up in the post data. Here is what I've gathered: This has been happening on Mac OSX 10.5 and 10.6, Windows XP, and Windows 7. I can post exact user agent strings if that helps. Users must use Flash 10.0.12 or later. We've made it so the form reverts to using a normal "file" field if they have < 10.0.12. Does anyone have ANY ideas at all what the cause of this could be?

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  • sql inValid Object Name how to solve it?

    - by Phsika
    error returns to me in below codes:Msg 208, Level 16, State 1, Line 1 Invalid object name 'ENG_PREP'. insert into ENG_PREP VALUES('572012-01-1,572012-01-2,572012-01-3,572013-01-1,572013-01-2', '', '500', '', 'A320 P.001-A', 'Removal of the LH Wing Safety Rope', '', '', '', '0', '', 'AF', '12-00-00-081-001', '', '', '', '', '', '', '' )

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  • MS-Access to SQL Server 2000 problem with datetime

    - by 0plus1
    I'm trying to transfer some data from Access to SQL Server 2000 (there are no other way to do this sadly), I'm using Access to mssql to do the job. The program fails everytime it finds a datetime in this fashion: 03/07/2009 10.17.00 While it imports date like this: 29/12/2008 I don't understand where this problem come from so I ask you for your help. Thank you very much.

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  • Understanding PTS and DTS in video frames

    - by theateist
    I had fps issues when transcoding from avi to mp4(x264). Eventually the problem was in PTS and DTS values, so lines 12-15 where added before av_interleaved_write_frame function: 1. AVFormatContext* outContainer = NULL; 2. avformat_alloc_output_context2(&outContainer, NULL, "mp4", "c:\\test.mp4"; 3. AVCodec *encoder = avcodec_find_encoder(AV_CODEC_ID_H264); 4. AVStream *outStream = avformat_new_stream(outContainer, encoder); 5. // outStream->codec initiation 6. // ... 7. avformat_write_header(outContainer, NULL); 8. // reading and decoding packet 9. // ... 10. avcodec_encode_video2(outStream->codec, &encodedPacket, decodedFrame, &got_frame) 11. 12. if (encodedPacket.pts != AV_NOPTS_VALUE) 13. encodedPacket.pts = av_rescale_q(encodedPacket.pts, outStream->codec->time_base, outStream->time_base); 14. if (encodedPacket.dts != AV_NOPTS_VALUE) 15. encodedPacket.dts = av_rescale_q(encodedPacket.dts, outStream->codec->time_base, outStream->time_base); 16. 17. av_interleaved_write_frame(outContainer, &encodedPacket) After reading many posts I still do not understand: outStream->codec->time_base = 1/25 and outStream->time_base = 1/12800. The 1st one was set by me but I cannot figure out why and who set 12800? I noticed that before line (7) outStream->time_base = 1/90000 and right after it it changes to 1/12800, why? When I transcode from avi to avi, meaning changing the line (2) to avformat_alloc_output_context2(&outContainer, NULL, "avi", "c:\\test.avi"; , so before and after line (7) outStream->time_base remains always 1/25 and not like in mp4 case, why? What is the difference between time_base of outStream->codec and outStream? To calc the pts av_rescale_q does: takes 2 time_base, multiplies their fractions in cross and then compute the pts. Why it does this in this way? As I debugged, the encodedPacket.pts has value incremental by 1, so why changing it if it does has value? At the beginning the dts value is -2 and after each rescaling it still has negative number, but despite this the video played correctly! Shouldn't it be positive?

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  • What IDE should I use to programm CPP on linux

    - by Itay Moav
    I need to start doing CPP (after 12 years) and do it on Ubuntu. What good IDEs are out there? Properties I look for in an IDE: project managment able to build project auto completion object browser+navigation (you click on an object/function name, and the ide sends you to the declaration) Any recommendations?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • load Javascript object from file

    - by megapool020
    Hi there, I asked a question in this thread Stackoverflow, and it works perfect. So tnx to all the users who gave me a reply. But now I have a other question. I would like to have the object in a seperate file, so I only need to update the file in stead of the JS file (otherwise it will be very big). I'm using JQUERY. I now looks like this (with all the info in the JS file). IBANInfo is used to fill a selectbox var IBANInfo = { "ccAL":{ countryCode:"AL", countryName:"Albani&euml;", IBANlength:"28", bankFormCode:"0 8n 0 ", accountNum:"0 16 0 " }, "ccAD":{ countryCode:"AD", countryName:"Andorra", IBANlength:"24", bankFormCode:"0 4n 4n", accountNum:"0 12 0 " }, "ccBE":{ countryCode:"BE", countryName:"Belgi&euml;", IBANlength:"16", bankFormCode:"0 3n 0 ", accountNum:"0 7n 2n" } }; //---- then this function is used to build the selectList function createSelect(){ var selectList = ''; var key; selectList += "<option value=''>Kies een land</option>\n"; for (key in IBANInfo) { if (IBANInfo.hasOwnProperty(key)) { var countryInfo = IBANInfo[key]; selectList += "<option value='"+countryInfo.countryCode+"'>"+countryInfo.countryName+"</option>\n"; } } $('#selectBox').html(selectList); } I thought I could do it like this, but I get the message undefined in my selectbox. var IBANInfo = $.get('include/countryCodes.txt'); // also tried var IBANInfo = $.getJSON('include/countryCodes.txt'); //---- then this function is used to build the selectList function createSelect(){ var selectList = ''; var key; selectList += "<option value=''>Kies een land</option>\n"; for (key in IBANInfo) { if (IBANInfo.hasOwnProperty(key)) { var countryInfo = IBANInfo[key]; selectList += "<option value='"+countryInfo.countryCode+"'>"+countryInfo.countryName+"</option>\n"; } } $('#selectBox').html(selectList); } /* the countryCodes.txt file is like this: { "ccAL":{ countryCode:"AL", countryName:"Albani&euml;", IBANlength:"28", bankFormCode:"0 8n 0 ", accountNum:"0 16 0 " }, "ccAD":{ countryCode:"AD", countryName:"Andorra", IBANlength:"24", bankFormCode:"0 4n 4n", accountNum:"0 12 0 " }, "ccBE":{ countryCode:"BE", countryName:"Belgi&euml;", IBANlength:"16", bankFormCode:"0 3n 0 ", accountNum:"0 7n 2n" } } */ What am I doing wrong. Tnx in advance

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  • java.lang.ClassNotFoundException: com.mysql.jdbc.Driver

    - by Nitin Garg
    I am trying to connect to mysql database using java on windows7. Inspite of adding the complete url of jdbcdriver jar file in CLASSPATH, java.lang.ClassNotFoundException: com.mysql.jdbc.Driver is thrown. Could anyone tell me what i am missing here?? it works if i add the jar file in project library but i want to do it by CLASSPATH itself. My classpath looks like this- C:\jython2.5.1\javalib\mysql-connector-java-5.1.12-bin.jar

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  • Memory not being freed, causing giant memory leak

    - by Delan Azabani
    In my Unicode library for C++, the ustring class has operator= functions set for char* values and other ustring values. When doing the simple memory leak test: #include <cstdio> #include "ucpp" main() { ustring a; for(;;)a="MEMORY"; } the memory used by the program grows uncontrollably (characteristic of a program with a big memory leak) even though I've added free() calls to both of the functions. I am unsure why this is ineffective (am I missing free() calls in other places?) This is the current library code: #include <cstdlib> #include <cstring> class ustring { int * values; long len; public: long length() { return len; } ustring() { len = 0; values = (int *) malloc(0); } ustring(const ustring &input) { len = input.len; values = (int *) malloc(sizeof(int) * len); for (long i = 0; i < len; i++) values[i] = input.values[i]; } ustring operator=(ustring input) { ustring result(input); free(values); len = input.len; values = input.values; return * this; } ustring(const char * input) { values = (int *) malloc(0); long s = 0; // s = number of parsed chars int a, b, c, d, contNeed = 0, cont = 0; for (long i = 0; input[i]; i++) if (input[i] < 0x80) { // ASCII, direct copy (00-7f) values = (int *) realloc(values, sizeof(int) * ++s); values[s - 1] = input[i]; } else if (input[i] < 0xc0) { // this is a continuation (80-bf) if (cont == contNeed) { // no need for continuation, use U+fffd values = (int *) realloc(values, sizeof(int) * ++s); values[s - 1] = 0xfffd; } cont = cont + 1; values[s - 1] = values[s - 1] | ((input[i] & 0x3f) << ((contNeed - cont) * 6)); if (cont == contNeed) cont = contNeed = 0; } else if (input[i] < 0xc2) { // invalid byte, use U+fffd (c0-c1) values = (int *) realloc(values, sizeof(int) * ++s); values[s - 1] = 0xfffd; } else if (input[i] < 0xe0) { // start of 2-byte sequence (c2-df) contNeed = 1; values = (int *) realloc(values, sizeof(int) * ++s); values[s - 1] = (input[i] & 0x1f) << 6; } else if (input[i] < 0xf0) { // start of 3-byte sequence (e0-ef) contNeed = 2; values = (int *) realloc(values, sizeof(int) * ++s); values[s - 1] = (input[i] & 0x0f) << 12; } else if (input[i] < 0xf5) { // start of 4-byte sequence (f0-f4) contNeed = 3; values = (int *) realloc(values, sizeof(int) * ++s); values[s - 1] = (input[i] & 0x07) << 18; } else { // restricted or invalid (f5-ff) values = (int *) realloc(values, sizeof(int) * ++s); values[s - 1] = 0xfffd; } len = s; } ustring operator=(const char * input) { ustring result(input); free(values); len = result.len; values = result.values; return * this; } ustring operator+(ustring input) { ustring result; result.len = len + input.len; result.values = (int *) malloc(sizeof(int) * result.len); for (long i = 0; i < len; i++) result.values[i] = values[i]; for (long i = 0; i < input.len; i++) result.values[i + len] = input.values[i]; return result; } ustring operator[](long index) { ustring result; result.len = 1; result.values = (int *) malloc(sizeof(int)); result.values[0] = values[index]; return result; } operator char * () { return this -> encode(); } char * encode() { char * r = (char *) malloc(0); long s = 0; for (long i = 0; i < len; i++) { if (values[i] < 0x80) r = (char *) realloc(r, s + 1), r[s + 0] = char(values[i]), s += 1; else if (values[i] < 0x800) r = (char *) realloc(r, s + 2), r[s + 0] = char(values[i] >> 6 | 0x60), r[s + 1] = char(values[i] & 0x3f | 0x80), s += 2; else if (values[i] < 0x10000) r = (char *) realloc(r, s + 3), r[s + 0] = char(values[i] >> 12 | 0xe0), r[s + 1] = char(values[i] >> 6 & 0x3f | 0x80), r[s + 2] = char(values[i] & 0x3f | 0x80), s += 3; else r = (char *) realloc(r, s + 4), r[s + 0] = char(values[i] >> 18 | 0xf0), r[s + 1] = char(values[i] >> 12 & 0x3f | 0x80), r[s + 2] = char(values[i] >> 6 & 0x3f | 0x80), r[s + 3] = char(values[i] & 0x3f | 0x80), s += 4; } return r; } };

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