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  • To access parentAM instance from within nestedAM JUnit test class

    - by Abhishek Dwivedi
    In normal model project, the way to access parent AM from within nested AM is simple - ParentAMImpl parentAM =  (ParentAMImpl)this.getRootApplicationModule(); However, the same approach doesn't help in JUnit model project. Use the following approach -  Inside setUp() method --  ParentAM parentAM =  (ParentAM)Configuration.createRootApplicationModule(ROOT_AM, ROOT_AM_CONFIG); Inside tearDown() method -- Configuration.releaseRootApplicationModule(parentAM, true);

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  • Materialized View does not import properly when importing on a second instance of a database

    - by marinus
    When I import a database with materialized view mv_mt in just one database (Oracle) everything is ok. create materialized view mv_mt refresh complete next trunc( sysdate ) + 1 as SELECT sysdate, media_type.* from media_type; But when I try to import the same database to a copy in another schema I get the following errors: IMP-00017: following statement failed with ORACLE error 1: "BEGIN DBMS_JOB.ISUBMIT(JOB=438,WHAT='dbms_refresh.refresh(''"ALEXANDRA"" "."MV_MT"'');',NEXT_DATE=TO_DATE('2012-07-02:14:22:36','YYYY-MM-DD:HH24:MI:" "SS'),INTERVAL='sysdate + 1 / 24 / 60 / 6 ',NO_PARSE=TRUE); END;" IMP-00003: ORACLE error 1 encountered ORA-00001: unique constraint (SYS.I_JOB_JOB) violated ORA-06512: at "SYS.DBMS_JOB", line 100 ORA-06512: at line 1 IMP-00017: following statement failed with ORACLE error 23421: "BEGIN dbms_refresh.make('"ALEXANDRA"."MV_MT"',list=null,next_date=null," "interval=null,implicit_destroy=TRUE,lax=FALSE,job=438,rollback_seg=NUL" "L,push_deferred_rpc=TRUE,refresh_after_errors=FALSE,purge_option = 1,par" "allelism = 0,heap_size = 0); END;" IMP-00003: ORACLE error 23421 encountered ORA-23421: job number 438 is not a job in the job queue ORA-06512: at "SYS.DBMS_SYS_ERROR", line 86 ORA-06512: at "SYS.DBMS_IJOB", line 793 ORA-06512: at "SYS.DBMS_REFRESH", line 86 ORA-06512: at "SYS.DBMS_REFRESH", line 62 ORA-06512: at line 1 IMP-00017: following statement failed with ORACLE error 23410: "BEGIN dbms_refresh.add(name='"ALEXANDRA"."MV_MT"',list='"ALEXANDRA"."MV" "_MT"',siteid=0,export_db='ORCL01'); END;" IMP-00003: ORACLE error 23410 encountered ORA-23410: materialized view "ALEXANDRA"."MV_MT" is already in a refresh group ORA-06512: at "SYS.DBMS_SYS_ERROR", line 95 ORA-06512: at "SYS.DBMS_IREFRESH", line 484 ORA-06512: at "SYS.DBMS_REFRESH", line 140 ORA-06512: at "SYS.DBMS_REFRESH", line 125 ORA-06512: at line 1 Anyone any ideas? Regards, Marinus

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  • Saving an interface instance into a Bundle

    - by user22241
    All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle. When re-launching, I am restoring all my states and all is OK - however, I can't figure out how to save my 'Scene', thus when I return, it always starts at the default screen which is the 'Main Menu'. How would I go about saving my 'Scene' (into a Bundle)? Code import android.view.MotionEvent; public interface Scene{ void render(); void updateLogic(); boolean onTouchEvent(MotionEvent event); } I assume the interface is the relevant piece of code which is why I've posted that snippet. I set my scene like so: ('options' is an object of my Options class which extends MainMenu (Another custom class) which, in turn implements the interface 'Scene') SceneManager.getInstance().setCurrentScene(options); //Current scene is optionscreen

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  • how to do partial updates in OpenGL?

    - by Will
    It is general wisdom that you redraw the entire viewport on each frame. I would like to use partial updates; what are the various ways can do that, and what are their pros, cons and relative performance? (Using textures, FBOs, the accumulator buffer, any kind of scissors that can affect swapbuffers etc?) A scenario: a scene with a fair few thousand visible trees; although the textures are mipmapped and they are drawn via VBOs roughly front-to-back with so on, its still a lot of polys. Would streaming a single screen-sized texture be better than throwing them at the screen every frame? You'd have to redraw and recapture them only on camera movement or as often as your wind model updates or whatever, which need not be every frame.

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  • Triple buffering causes input lag?

    - by user782220
    Consider some time in between two vsyncs. Suppose the first display buffer is being used to display the current image, and suppose the game was really fast and computed and rendered the next image to the second display buffer and the next one after that to the third display buffer. That is the rendering to the second and third display buffer happens so fast that it occurs before the next vsync. Suppose input from the user comes in now. What you would like is for the results of the input to show up on the next vsync or (probably more typical) the vsync after that. However, with the third display buffer already rendered the input can only effect the image after that. Meaning the input will only take effect at best 3 vsyncs later. I wish i had an image to show the exact timings of what I mean.

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • Using Instance Nodes, worth it?

    - by Twitch
    I am making a 2d game where there are various environments with lots and lots of objects. There is a forest scene with like 1200 objects in total(trees mainly), of which around 100 are visible on the camera at any given time, as you move through the level. These are comprised of around 20 different kind of trees and other props. Each object is usually 2-6 triangles with a transparent texture. My developer asked me to replace each object in the scene with a node, and keeping only a minimal amount of actual objects which would be 300+ or so(?), since there are a few modified unique meshes. So he can instantiate the actual objects to keep the game light. Is this actually effective? And if so how much? I 've read about draw calls and such and I suppose that if I combine each texture (10 kinds of trees) in 1 mesh it will have the same effect?

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  • Instantiating objects in Java

    - by Davis Naglis
    I'm learning now Java from scratch and when I started to learn about instantiating objects, I don't understand - in which cases do I need to instantiate objects? For example I'm studying from TutsPlus course about it and there is example about "Rectangle" class. Instructor says that it needs to be instantiated. So I started to doubt about - when do I need to instantiate those objects when writing Java code?

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  • Provisioning a New SQL Server Instance – Part Two

    So how should you install and configure SQL Server 2012 properly? Glenn Berry completes his two-part series by explaining the steps needed to complete the preparation and do the actual installation. Keep your database and application development in syncSQL Connect is a Visual Studio add-in that brings your databases into your solution. It then makes it easy to keep your database in sync, and commit to your existing source control system. Find out more.

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  • Extension methods on a null object instance – something you did not know

    - by nmarun
    Extension methods gave developers with a lot of bandwidth to do interesting (read ‘cool’) things. But there are a couple of things that we need to be aware of while using these extension methods. I have a StringUtil class that defines two extension methods: 1: public static class StringUtils 2: { 3: public static string Left( this string arg, int leftCharCount) 4: { 5: if (arg == null ) 6: { 7: throw new ArgumentNullException( "arg" ); 8: } 9: return arg.Substring(0, leftCharCount); 10...(read more)

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  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

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  • How to Connect to a SQL Server Named Instance

    My network admins have tightened down the network and while we were once able to connect to our named instances via MySQLServer\MyNamedInstance, we're now only able to connect if we specify the port. What happened and what do I need to tell them to fix the issue? Get Smart with SQL Backup Pro Powerful centralised management, encryption and more.SQL Backup Pro was the smartest kid at school Discover why.

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  • Déploiement et configuration réseau d'une instance CloudStack, deuxième tutoriel d'une série sur Cloudstack

    Bonjour, Citation: CloudStack est un logiciel de cloud computing open source pour la création, la gestion et le déploiement de services de cloud d'infrastructure. Il utilise des hyperviseurs existants tels que KVM, vSphere, XenServer et / XCP pour la virtualisation. En plus de sa propre API, CloudStack prend également en charge les Amazon Web Services. Voici une série de tests effectués par Ikoula sur ce logiciel. Je vous présente ce deuxième tutoriel sur Cloudstack:Déploiement...

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  • SQL Server 2012 AlwaysOn: Multisite Failover Cluster Instance

    SQL Server Failover Clustering, which includes support for both local and multisite failover configurations, is part of the SQL Server 2012 AlwaysOn implementation suite, designed to provide high availability and disaster recovery for SQL Server. The multisite failover clustering technology has been enhanced significantly in SQL Server 2012. The multisite failover cluster architecture, enhancements in SQL Server 2012 to the technology, and some best practices to help with deployment of the technology are the primary focus of this paper.

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  • How to Document and Configure SQL Server Instance Settings

    Occasionally, when you install identical databases on two different SQL Server instances, they will behave in surprisingly different ways. Why? Most likely, it is down to different configuration settings. There are around seventy of these settings and the DBA needs to be aware of the effect that many of them have. Brad McGehee explains them all in enough detail to help with most common configuration problems, and suggests some best practices.

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  • Error during installation of an SQL server Failover Cluster Instance

    A common issue I've run into while helping with SQL Server Failover Cluster (FCI) installations is the failure of the Network Name. In the following post I'll discuss a bit of background, the common root cause, and how to resolve it. Countless happy developers. One award-winning bundle.The SQL Developer Bundle can transform the way you and your team work, aiding collaboration, efficiency, and consistency. Download your free trial now.

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  • Why is that SQL Server Instance under stress?

    There are several reliable indications, using SQL Queries, of what is causing SQL Server performance problems. Some of these are fairly obvious, but others aren't. Grant shows how you can get clues from any SQL Server as to the cause of stress. Schedule Azure backupsRed Gate’s Cloud Services makes it simple to create and schedule backups of your SQL Azure databases to Azure blob storage or Amazon S3. Try it for free today.

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  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

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  • C++: Calling class functions within a switch

    - by user1446002
    i've been trying to study for my finals by practicing classes and inheritance, this is what I've come up with so far for inheritance and such however I'm unsure how to fix the error occuring below. #include<iostream> #include<iomanip> #include<cmath> #include<string.h> using namespace std; //BASE CLASS DEFINITION class hero { protected: string name; string mainAttr; int xp; double hp; double mana; double armour; int range; double attkDmg; bool attkType; public: void dumpData(); void getName(); void getMainAttr(); void getAttkData(); void setAttkData(string); void setBasics(string, string, double, double, double); void levelUp(); }; //CLASS FUNCTIONS void hero::dumpData() { cout << "Name: " << name << endl; cout << "Main Attribute: " << mainAttr << endl; cout << "XP: " << xp << endl; cout << "HP: " << hp << endl; cout << "Mana: " << mana << endl; cout << "Armour: " << armour << endl; cout << "Attack Range: " << range << endl; cout << "Attack Damage: " << attkDmg << endl; cout << "Attack Type: " << attkType << endl << endl; } void hero::getName() { cout << "Name: " << name << endl; } void hero::getMainAttr() { cout << "Main Attribute: " << mainAttr << endl; } void hero::getAttkData() { cout << "Attack Range: " << range << endl; cout << "Attack Damage: " << attkDmg << endl; cout << "Attack Type: " << attkType << endl; } void hero::setAttkData(string attr) { int choice = 0; if (attr == "Strength") { choice = 1; } if (attr == "Agility") { choice = 2; } if (attr == "Intelligence") { choice = 3; } switch (choice) { case 1: range = 128; attkDmg = 80.0; attkType = 0; break; case 2: range = 350; attkDmg = 60.0; attkType = 0; break; case 3: range = 600; attkDmg = 35.0; attkType = 1; break; default: break; } } void hero::setBasics(string heroName, string attribute, double health, double mp, double armourVal) { name = heroName; mainAttr = attribute; hp = health; mana = mp; armour = armourVal; } void hero::levelUp() { xp = 0; hp = hp + (hp * 0.1); mana = mana + (mana * 0.1); armour = armour + ((armour*0.1) + 1); attkDmg = attkDmg + (attkDmg * 0.05); } //INHERITED CLASS DEFINITION class neutHero : protected hero { protected: string drops; int xpGain; public: int giveXP(int); void dropItems(); }; //INHERITED CLASS FUNCTIONS int neutHero::giveXP(int exp) { xp += exp; } void neutHero::dropItems() { cout << name << " has dropped the following items: " << endl; cout << drops << endl; } /* END OF OO! */ //FUNCTION PROTOTYPES void dispMenu(); int main() { int exit=0, choice=0, mainAttrChoice=0, heroCreated=0; double health, mp, armourVal; string heroName, attribute; do { dispMenu(); cin >> choice; switch (choice) { case 1: system("cls"); cout << "Please enter your hero name: "; cin >> heroName; cout << "\nPlease enter your primary attribute\n"; cout << "1. Strength\n" << "2. Agility\n" << "3. Intelligence\n"; cin >> mainAttrChoice; switch (mainAttrChoice) { case 1: attribute = "Strength"; health = 750; mp = 150; armourVal = 2; break; case 2: attribute = "Agility"; health = 550; mp = 200; armourVal = 6; break; case 3: attribute = "Intelligence"; health = 450; mp = 450; armourVal = 1; break; default: cout << "Choice invalid, please try again."; exit = 1; break; hero player; player.setBasics(heroName, attribute, health, mp, armourVal); player.setAttkData(attribute); heroCreated=1; system("cls"); cout << "Your hero has been created!\n\n"; player.dumpData(); system("pause"); break; } case 2: system("cls"); if (heroCreated == 1) { cout << "Your hero has been detailed below.\n\n"; **player.dumpData(); //ERROR OCCURS HERE !** system("pause"); } else { cout << "You have not created a hero please exit this prompt " "and press 1 on the menu to create a hero."; } break; case 3: system("cls"); cout << "Still Under Development"; system("pause"); break; case 4: system("cls"); exit = 1; break; default: cout << "Your command has not been recognised, please try again.\n"; system("pause"); break; } } while (exit != 1); system("pause"); return 0; } void dispMenu() { system("cls"); cout << "1. Create New Hero\n" "2. View Current Hero\n" "3. Fight Stuff\n" "4. Exit\n\n" "Enter your choice: "; } However upon compilation I get the following errors: 220 `player' undeclared (first use this function) Unsure exactly how to fix it as I've only recently started using OO approach. The error has a comment next to it above and is in case 2 in the main. Cheers guys.

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  • Administrator's shortcut to batch file with double quoted parameters

    - by XXB
    Take an excruciatingly simple batch file: echo hi pause Save that as test.bat. Now, make a shortcut to test.bat. The shortcut runs the batch file, which prints "hi" and then waits for a keypress as expected. Now, add some argument to the target of the shortcut. Now you have a shortcut to: %path%\test.bat some args The shortcut runs the batch file as before. Now, run the shortcut as administrator. (This is on Windows 7 by the way.) You can use either right-click - Run as Administrator, or go to the shortcut's properties and check the box in the advanced section. Tell UAC that it's okay and once again the shortcut runs the batch file as expected. Now, change the arguments in the target of the shortcut to add double quotes: %path%\test.bat "some args" Now try the shortcut as administrator. It doesn't work this time! A command window pops up and and disappears too fast to see any error. I tried adding test.log 2&1 to the shortcut, but no log is created in this case. Try running the same shortcut (with the double quotes) but not as Administrator. It runs the batch file fine. So, it seems the behavior is not because of the double quoted parameters, and it's not because it's run as Administrator. It's some weird combination of the two. I also tried running the same command from an administrator's command window. This ran the batch file as expected without error. Running the shortcut from the command window spawned a new command window which flashed and went away. So apparently the issue is caused by a combination of administrator, the shortcut, and the double quotes. I'm totally stumped, does anyone have any idea what's going on?

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  • Listen to double click not click

    - by Mohsen
    I'm just wondering why click event happening when I dbclick an element? I have this code:(JSBIN) HTML <p id="hello">Hello World</p> JavaScript document.getElementById('hello').addEventListener('click', function(e){ e.preventDefault(); this.style.background = 'red'; }, false); document.getElementById('hello').addEventListener('dbclick', function(){ this.style.background = 'yellow'; }, false); It should do different things for click and double click, but it seems when you double click on the p it catch click event in advance and ignore double click. I tried preventDefault the click event too. How can I listen to just dbclick? UPDATE I had a typo in my code. dbclick is wrong. It's dblclick. Anyway the problem still exist. When user double clicks the click event happens. This is updated code that prove it:(JSBin) document.getElementById('hello').addEventListener('click', function(e){ e.preventDefault(); this.style.background = 'red'; this.innerText = "Hello World clicked"; }, false); document.getElementById('hello').addEventListener('dblclick', function(){ this.style.background = 'green'; }, false);

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  • Perl regex which grabs ALL double letter occurances in a line

    - by phileas fogg
    Hi all, still plugging away at teaching myself Perl. I'm trying to write some code that will count the lines of a file that contain double letters and then place parentheses around those double letters. Now what I've come up with will find the first ocurrance of double letters, but not any other ones. For instance, if the line is: Amp, James Watt, Bob Transformer, etc. These pioneers conducted many My code will render this: 19 Amp, James Wa(tt), Bob Transformer, etc. These pioneers conducted many The "19" is the count (of lines containing double letters) and it gets the "tt" of "Watt" but misses the "ee" in "pioneers". Below is my code: $file = '/path/to/file/electricity.txt'; open(FH, $file) || die "Cannot open the file\n"; my $counter=0; while (<FH>) { chomp(); if (/(\w)\1/) { $counter += 1; s/$&/\($&\)/g; print "\n\n$counter $_\n\n"; } else { print "$_\n"; } } close(FH); What am I overlooking? TIA!

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