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  • Code Golf: Beehive

    - by LiraNuna
    The challenge The shortest code by character count that will generate a beehive from user input. A beehive is defined a a grid of hexagons in a size inputted by the user as two positive numbers greater than zero (no need to validate input). The first number (W) represents the width of the beehive - or - how many hexagons are on each row. The second number (H) represents the height of the beehive - or - how many hexagons are on each column. A Single hexagon is made from three ASCII characters: _, / and \, and three lines: __ / \ \__/ Hexagons complete each other: the first column of the beehive will be 'low', and the second will be high - alternating and repeating in the same pattern forming W hexagons. This will be repeated H times to form a total of WxH hexagons. Test cases: Input: 1 1 Output: __ / \ \__/ Input: 4 2 Output: __ __ __/ \__/ \ / \__/ \__/ \__/ \__/ \ / \__/ \__/ \__/ \__/ Input: 2 5 Output: __ __/ \ / \__/ \__/ \ / \__/ \__/ \ / \__/ \__/ \ / \__/ \__/ \ / \__/ \__/ Input: 11 3 Output: __ __ __ __ __ __/ \__/ \__/ \__/ \__/ \__ / \__/ \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ \__/ / \__/ \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ \__/ / \__/ \__/ \__/ \__/ \__/ \ \__/ \__/ \__/ \__/ \__/ \__/ Code count includes input/output (i.e full program).

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  • Silverlight project builds in VS2008 but fails when using MSBuild

    - by Tom
    Hi, We have 2 Silverlight projects in the same solution; SLGlobalResource and SLData. SLData references SLGlobalResource (using references add reference projects). When we build it in debug within VS2008, everything builds fine and all is good. But when we build it using: msbuild TheSolution.sln /p:Configuration=Debug /t:rebuild SLData fails with the following error: ViewModels\ImportViewModel.cs : error CS0246: The type of name space "SLGlobalResource" could not be found (are you missing a using directive or an assembly reference?) This also happens in TeamCity (I guess because the TeamCity vs2008 runner uses MSBuild) Any ideas? Thanks Edit: There are actually 33 projects in total in the solution. I didn't think this was relevant before but now I'm thinking it could be - could this be a build order thing?

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  • Using Window Handle to disable Mouse clicks using c#

    - by srk
    I need to disable the Mouse Clicks, Mouse movement for a specific windows for a Kiosk application. Is it Feasible in C# ? I have removed the menu bar and title bar of a specific window, will that be a starting point to achieve the above requirement ? How can i achieve this requirement. The code for removing the menu bar and title bar using window handle : #region Constants //Finds a window by class name [DllImport("USER32.DLL")] public static extern IntPtr FindWindow(string lpClassName, string lpWindowName); //Sets a window to be a child window of another window [DllImport("USER32.DLL")] public static extern IntPtr SetParent(IntPtr hWndChild, IntPtr hWndNewParent); //Sets window attributes [DllImport("USER32.DLL")] public static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong); //Gets window attributes [DllImport("USER32.DLL")] public static extern int GetWindowLong(IntPtr hWnd, int nIndex); [DllImport("user32.dll", EntryPoint = "FindWindow", SetLastError = true)] static extern IntPtr FindWindowByCaption(IntPtr ZeroOnly, string lpWindowName); [DllImport("user32.dll")] static extern IntPtr GetMenu(IntPtr hWnd); [DllImport("user32.dll")] static extern int GetMenuItemCount(IntPtr hMenu); [DllImport("user32.dll")] static extern bool DrawMenuBar(IntPtr hWnd); [DllImport("user32.dll")] static extern bool RemoveMenu(IntPtr hMenu, uint uPosition, uint uFlags); //assorted constants needed public static uint MF_BYPOSITION = 0x400; public static uint MF_REMOVE = 0x1000; public static int GWL_STYLE = -16; public static int WS_CHILD = 0x40000000; //child window public static int WS_BORDER = 0x00800000; //window with border public static int WS_DLGFRAME = 0x00400000; //window with double border but no title public static int WS_CAPTION = WS_BORDER | WS_DLGFRAME; //window with a title bar public static int WS_SYSMENU = 0x00080000; //window menu #endregion public static void WindowsReStyle() { Process[] Procs = Process.GetProcesses(); foreach (Process proc in Procs) { if (proc.ProcessName.StartsWith("notepad")) { IntPtr pFoundWindow = proc.MainWindowHandle; int style = GetWindowLong(pFoundWindow, GWL_STYLE); //get menu IntPtr HMENU = GetMenu(proc.MainWindowHandle); //get item count int count = GetMenuItemCount(HMENU); //loop & remove for (int i = 0; i < count; i++) RemoveMenu(HMENU, 0, (MF_BYPOSITION | MF_REMOVE)); //force a redraw DrawMenuBar(proc.MainWindowHandle); SetWindowLong(pFoundWindow, GWL_STYLE, (style & ~WS_SYSMENU)); SetWindowLong(pFoundWindow, GWL_STYLE, (style & ~WS_CAPTION)); } } }

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  • Django comparing model instances for equality

    - by orokusaki
    I understand that, with a singleton situation, you can perform such an operation as: spam == eggs and if spam and eggs are instances of the same class with all the same attribute values, it will return True. In a Django model, this is natural because two separate instances of a model won't ever be the same unless they have the same .pk value. The problem with this is that if a reference to an instance has attributes that have been updated by middleware somewhere along the way and it hasn't been saved, and you're trying to it to another variable holding a reference to an instance of the same model, it will return False of course because they have different values for some of the attributes. Obviously I don't need something like a singleton , but I'm wondering if there some official Djangonic (ha, a new word) method for checking this, or if I should simply check that the .pk value is the same with: spam.pk == eggs.pk I'm sorry if this was a huge waste of time, but it just seems like there might be a method for doing this, and something I'm missing that I'll regret down the road if I don't find it.

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  • Value is out of Range Exception While setting ResourceDictionary Source to CustomControl's generic.X

    - by Subhen
    Hi, I have a custom Control which contains the generic.xaml inside the Themes folder. I have set the build action to Resource. Now from App.xaml I am setting the reference to the DLL by using : xmlns:localFolder="clr-namespace:customControl;assembly=customControl" After the reference is set I am trying to Merge the Resource dictionary in my App.xaml as follow: <Application.Resources> <ResourceDictionary> <ResourceDictionary.MergedDictionaries> <ResourceDictionary Source="localFolder;component/Themes/generic.xaml"/> </ResourceDictionary.MergedDictionaries> </ResourceDictionary> </Application.Resources> But while running my application I am getting the following XAMLParseException: Attribute localFolder;component/Themes/generic.xaml value is out of range. [Line: 16 Position: 44]

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  • Code Golf: Diamond Pattern

    - by LiraNuna
    The challenge The shortest code by character count to output a a pattern of diamonds according to the input. The input is composed of 3 positive numbers representing the size of the diamond and the size of the grid. A diamond is made from the ASCII characters / and \ with spaces. A diamond of size 1 is: /\ \/ The size of the grid consists from width and height of number of diamonds. Test cases Input: 1 6 2 Output: /\/\/\/\/\/\ \/\/\/\/\/\/ /\/\/\/\/\/\ \/\/\/\/\/\/ Input: 2 2 2 Output: /\ /\ / \/ \ \ /\ / \/ \/ /\ /\ / \/ \ \ /\ / \/ \/ Input 4 1 3 Output: /\ /\ /\ / \ / \ / \ / \ / \ / \ / \/ \/ \ \ /\ /\ / \ / \ / \ / \ / \ / \ / \/ \/ \/ Code count includes input/output (i.e full program).

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  • Are jQuery's :first and :eq(0) selectors functionally equivalent?

    - by travis
    I'm not sure whether to use :first or :eq(0) in a selector. I'm pretty sure that they'll always return the same object, but is one speedier than the other? I'm sure someone here must have benchmarked these selectors before and I'm not really sure the best way to test if one is faster. Update: here's the bench I ran: /* start bench */ for (var count = 0; count < 5; count++) { var i = 0, limit = 10000; var start, end; start = new Date(); for (i = 0; i < limit; i++) { var $radeditor = $thisFrame.parents("div.RadEditor.Telerik:eq(0)"); } end = new Date(); alert("div.RadEditor.Telerik:eq(0) : " + (end-start)); var start = new Date(); for (i = 0; i < limit; i++) { var $radeditor = $thisFrame.parents("div.RadEditor.Telerik:first"); } end = new Date(); alert("div.RadEditor.Telerik:first : " + (end-start)); start = new Date(); for (i = 0; i < limit; i++) { var radeditor = $thisFrame.parents("div.RadEditor.Telerik")[0]; } end = new Date(); alert("(div.RadEditor.Telerik)[0] : " + (end-start)); start = new Date(); for (i = 0; i < limit; i++) { var $radeditor = $($thisFrame.parents("div.RadEditor.Telerik")[0]); } end = new Date(); alert("$((div.RadEditor.Telerik)[0]) : " + (end-start)); } /* end bench */ I assumed that the 3rd would be the fastest and the 4th would be the slowest, but here's the results that I came up with: FF3: :eq(0) :first [0] $([0]) trial1 5275 4360 4107 3910 trial2 5175 5231 3916 4134 trial3 5317 5589 4670 4350 trial4 5754 4829 3988 4610 trial5 4771 6019 4669 4803 Average 5258.4 5205.6 4270 4361.4 IE6: :eq(0) :first [0] $([0]) trial1 13796 15733 12202 14014 trial2 14186 13905 12749 11546 trial3 12249 14281 13421 12109 trial4 14984 15015 11718 13421 trial5 16015 13187 11578 10984 Average 14246 14424.2 12333.6 12414.8 I was correct about just returning the first native DOM object being the fastest ([0]), but I can't believe the wrapping that object in the jQuery function was faster that both :first and :eq(0)! Unless I'm doing it wrong.

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  • GWT i18n - Plural Forms doesn't work at all?

    - by PEZ
    I'm using GWT internationalization Messages. The documentation for Plural Forms says this should work: @DefaultMessage("{0} {1,number} hours {2}") @PluralText({"one", "an hour"}) String hours(String prefix, @PluralCount int count, String suffix); Well, it doesn't. Whatever value of count it still delivers DefaultMessage (e.g. "1 hours ago"). Same if I use a .properties file: hours[one]=an hour hours[few]=some hours hours={0} {1,number} hours {2} Is there a bug in the docs or in GWT (I'm using GWT 2.0.3) or in me? If any of the two former, anyone knows of a workaround?

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  • Remove UIViewController from UIScrollView?

    - by tobi
    Hi, i add different View with (setPageID) to a ScrollView, but know i get a Memory problem on rotaion and i want to remove the actualy not showed view... how can i do this or how can i remove the memory problem? Thanks!!! - (void)setPageID:(int)page { if (page < 0) return; if (page >= self.listOfItems.count) return; CGFloat cx = 0; ScrollingViewStep *controller = [viewControllers objectAtIndex:page]; if ((NSNull *)controller == [NSNull null]) { controller = [[ScrollingViewStep alloc] init]; [viewControllers replaceObjectAtIndex:page withObject:controller]; [controller release]; } if (nil == controller.view.superview) { if([[UIDevice currentDevice] orientation] == UIDeviceOrientationPortrait || [[UIDevice currentDevice] orientation] == UIDeviceOrientationPortraitUpsideDown) { cx = 768.0 * page; controller.view.frame = CGRectMake(cx, 0.0 , 768.0f, 926.0f); } else { cx = 1024.0 * page; controller.view.frame = CGRectMake(cx, 0.0 , 1024.0f, 670.0f); } [controller setView:ItemID PageID:page Text:[[self.listOfItems objectAtIndex:page] objectForKey:@"step"]]; [scrollView addSubview:controller.view]; } } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { CGFloat cx2 = 0; for (int i = 0; i < [self.viewControllers count]; i++) { ScrollingViewStep *viewController = [self.viewControllers objectAtIndex:i]; if ((NSNull *)viewController != [NSNull null]) { if([[UIDevice currentDevice] orientation] == UIDeviceOrientationPortrait || [[UIDevice currentDevice] orientation] == UIDeviceOrientationPortraitUpsideDown) { cx2 = 768.0 * i; viewController.view.frame = CGRectMake(cx2, 0.0 , 768.0f, 926.0f); [viewController repos]; } else { cx2 = 1024.0 * i; viewController.view.frame = CGRectMake(cx2, 0.0 , 1024.0f, 670.0f); [viewController repos]; } } } if((interfaceOrientation == UIInterfaceOrientationPortrait) || (interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)) { CGRect frame = scrollView.frame; frame.origin.x = 768 * currentPageInScrollview; frame.origin.y = 0; [scrollView scrollRectToVisible:frame animated:NO]; } else { CGRect frame = scrollView.frame; frame.origin.x = 1024 * currentPageInScrollview; [scrollView scrollRectToVisible:frame animated:NO]; } pageControlIsChangingPage = YES; return YES; } - (void)didReceiveMemoryWarning { int currentPage = currentPageInScrollview; NSLog(@"MEMORY"); // unload the views+controllers which are no longer visible UIViewController *l; for (int i = 0; i < [self.viewControllers count]; i++) { ScrollingViewStep* viewController = [self.viewControllers objectAtIndex:i]; if((NSNull *)viewController != [NSNull null]) { if(i < currentPage-1 || i > currentPage+1) { [self.viewControllers replaceObjectAtIndex:i withObject:[NSNull null]]; } } } [super didReceiveMemoryWarning]; }

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  • JavaScript Intellisene Problem?

    - by James Wiseman
    I've got an issue with JavaScript intellisense in Visual Web Developer 2008, which I'm starting to believe is "just one of those things", but thought I'd ask here just to check. I have a file MyOtherFile.js with a function GetRandomNumber() defined like so: function GetRandomNumber() { /// <summary> /// Summary description for GetRandomNumber /// </summary> return Math.random(); } When I reference this from another file, screen.js (/// <reference path="MyOtherFile.js" />) I get the intellisense as expected with the summary text as above. If, however, I call the function GetRandomNumber from within its own file (MyOtherFile.js) then I don't get the sumamry description. Any thoughts? Thanks.

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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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  • C# Linq Entity Conversion Error on Nonexistent Value?

    - by Ryan
    While trying to query some data using the Linq Entity Framework I'm receiving the following exception: {"Conversion failed when converting the varchar value '3208,7' to data type int."} The thing that is confusing is that this value does not even exist in the view I am querying from. It does exist in the table the view is based on, however. The query I'm running is the following: return context.vb_audit_department .Where(x => x.department_id == department_id && x.version_id == version_id) .GroupBy(x => new { x.action_date, x.change_type, x.user_ntid, x.label }) .Select(x => new { action_date = x.Key.action_date, change_type = x.Key.change_type, user_ntid = x.Key.user_ntid, label = x.Key.label, count = x.Count(), items = x }) .OrderByDescending(x => x.action_date) .Skip(startRowIndex) .Take(maximumRows) .ToList(); Can somebody explain why LINQ queries the underlying table instead of the actual view, and if there is any way around this behavior?

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  • Binary Search Help

    - by aloh
    Hi, for a project I need to implement a binary search. This binary search allows duplicates. I have to get all the index values that match my target. I've thought about doing it this way if a duplicate is found to be in the middle: Target = G Say there is this following sorted array: B, D, E, F, G, G, G, G, G, G, Q, R S, S, Z I get the mid which is 7. Since there are target matches on both sides, and I need all the target matches, I thought a good way to get all would be to check mid + 1 if it is the same value. If it is, keep moving mid to the right until it isn't. So, it would turn out like this: B, D, E, F, G, G, G, G, G, G (MID), Q, R S, S, Z Then I would count from 0 to mid to count up the target matches and store their indexes into an array and return it. That was how I was thinking of doing it if the mid was a match and the duplicate happened to be in the mid the first time and on both sides of the array. Now, what if it isn't a match the first time? For example: B, D, E, F, G, G, J, K, L, O, Q, R, S, S, Z Then as normal, it would grab the mid, then call binary search from first to mid-1. B, D, E, F, G, G, J Since G is greater than F, call binary search from mid+1 to last. G, G, J. The mid is a match. Since it is a match, search from mid+1 to last through a for loop and count up the number of matches and store the match indexes into an array and return. Is this a good way for the binary search to grab all duplicates? Please let me know if you see problems in my algorithm and hints/suggestions if any. The only problem I see is that if all the matches were my target, I would basically be searching the whole array but then again, if that were the case I still would need to get all the duplicates. Thank you BTW, my instructor said we cannot use Vectors, Hash or anything else. He wants us to stay on the array level and get used to using them and manipulating them.

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  • Custom Windows Forms Control not exporting functions, not showing in tools list, showing as Text

    - by flavour404
    Hi, I have written a very simple control. C# Visual Studio 2008. Its output should be, and is a dll. I have added a reference to the dll within the project that I intend to use it with. The msdn article about how to write a control states that it should appear in the 'Add reference / projects' list, which it doesn't but I simply navigated to it under the 'browse' tab, went to the /bin folder and added the reference that way. I dragged it over to my toolbox, but it shows up as a 'Text:xhair_tool' and when i try and add it to a form, it won't, so what have I done wrong? It was created as a 'Windows forms control' project. It should export the one method which is 'Target' which return an array, as shown below. using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Text; using System.Windows.Forms; namespace xhair_tool { public partial class xhair : UserControl { public xhair() { InitializeComponent(); } private void xhair_Load(object sender, EventArgs e) { } protected override void OnPaint(PaintEventArgs e) { Graphics g = e.Graphics; Pen pen = new Pen(Color.Black, 1); SolidBrush redBrush = new SolidBrush(Color.Red); g.DrawLine(pen, 8, 0, 8, 7); g.DrawLine(pen, 8, 9, 8, 16); g.DrawLine(pen, 0, 8, 7, 8); g.DrawLine(pen, 9, 8, 16, 8); //ControlPaint.DrawReversibleLine(start, end, backColor) } /// <summary> /// Returns the point at the center of the crosshair /// </summary> /// <returns>int[x,y]</returns> public int[] Target { get { int[] _xy = new int[2]; _xy[0] = this.Left + 8; _xy[1] = this.Top + 8; return _xy; } } } } Thanks, R.

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  • How does Fluent NHibernate support the Import Entity

    - by Bender
    I want to create a strongly type object from a fluent NHibernate query. If I were using HQL and NHibernate I belive I would need: the class for the output Namespace Model Public Class namecount Public Overridable Property lastname() as string ... Public Overridable Property lastnamecount() as integer ... Public Sub New(lastname as string, count as integer) ... End Class End Namespace an .hbm.xml file <?xml ...> <hibernate-mapping ...> <import class="model.namecount,model"> </hibernate-mapping> and of course the query _session.createquery("select new namecount(lastname, count(lastname)) ...") (The above is a paraphrased example taken from one of the 2008 SummerofNHibernate videos) I cannot find any examples of how to do this with fluent (even in C#), is it possible? If it isn't is there a VB example of how to mix Fluent and .hbm.xml

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  • ASP.Net Custom Field From Query In DataSet

    - by boruchsiper
    I added a new query to a table adapter in a DataSet. This query adds another field to the query whcih is a sum from another table. Here is the full query: SELECT (SELECT COUNT(donationID) AS Expr1 FROM Donations AS da WHERE (dn.donorID = donorID)) AS Count, Solicitor, address1, address2, city, companyName, country, donorID, email, first, last, phoneHome, phoneMobile, phoneWork, state, webURL, zip, (select sum(amount) from Donations as dna where dna.donorID = dn.donorID) as SumDonations FROM Donors AS dn order by last The new field is represented in the last part of the query: (select sum(amount) from Donations as dna where dna.donorID = dn.donorID) as SumDonations I can preview the data in the xsd but the last field "SumDonations" is not showing up as a field I can add to my gridview. I rebuilt the website but no luck. What am I missing?

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  • Smart pointers and polymorphism

    - by qwerty
    hello. I implemented reference counting pointers (called SP in the example) and im having problems with polymorphism which i think i shouldn't have. In the following code: SP<BaseClass> foo() { // Some logic... SP<DerivedClass> retPtr = new DerivedClass(); return retPtr; } DerivedClass inherits from BaseClass. With normal pointers this should have worked, but with the smart pointers it says "cannot convert from 'SP<T>' to 'const SP<T>&" and i think it refers to the copy constructor of the smart pointer. How to i allow this kind of polymorphism with reference counting pointer? I'd appreciate code samples cause obviously im doing something wrong here if im having this problem. Thanks! :) [p.s., plz don't tell me to use standart liberary with smart pointers cuz that's impossible at this moment.]

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  • Implementing a Stack using Test-Driven Development

    - by devoured elysium
    I am doing my first steps with TDD. The problem is (as probably with everyone starting with TDD), I never know very well what kind of unit tests to do when I start working in my projects. Let's assume I want to write a Stack class with the following methods(I choose it as it's an easy example): Stack<T> - Push(element : T) - Pop() : T - Seek() : T - Count : int - IsEmpty : boolean How would you approch this? I never understood if the idea is to test a few corner cases for each method of the Stack class or start by doing a few "use cases" with the class, like adding 10 elements and removing them. What is the idea? To make code that uses the Stack as close as possible to what I'll use in my real code? Or just make simple "add one element" unit tests where I test if IsEmpty and Count were changed by adding that element? How am I supposed to start with this?

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  • How to do pointer work with accessor methods in Objective-C

    - by Jasconius
    Basic problem statement: I have a very good reason for doing some pointer fanciness in an app where I need to pass a decimal by reference. So I have a class which stores many a decimal, so let's say is has a property as such: @property (nonatomic) double myDecimalValue; I want to pass it by reference to some other class. [someOtherObject sendMyDecimalByReference:&myDecimalValue]; But, a problem emerges! The way that actually has to be written (because it's a property) is [someOtherObject sendMyDecimalByReference:&decimalOrigin.myDecimalValue]; This fails to compile in objective-c I get around it by writing the following - (double *) myDecimalValueRef; [someOtherObject sendMyDecimalByReference:[decimalOrigin myDecimalValue]]; Except I have dozens of these decimals and I don't want to write that stupid wrapper function for every value. Is there a shorthand way to do this in Objective-C using just the Getter functions? Let's just assume I have a great reason for not using NSNumber. Thanks!

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  • Title: Using Window Handle to disable Mouse clicks and Keyboard Inputs using Pinvoke c#

    - by srk
    I need to disable the Mouse Clicks, Mouse movement and Keyboard Inputs for a specific windows for a Kiosk application. Is it Feasible in C# ? I have removed the menu bar and title bar of a specific window, will that be a starting point to achieve the above requirement ? The code for removing the menu bar and title bar using window handle : #region Constants //Finds a window by class name [DllImport("USER32.DLL")] public static extern IntPtr FindWindow(string lpClassName, string lpWindowName); //Sets a window to be a child window of another window [DllImport("USER32.DLL")] public static extern IntPtr SetParent(IntPtr hWndChild, IntPtr hWndNewParent); //Sets window attributes [DllImport("USER32.DLL")] public static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong); //Gets window attributes [DllImport("USER32.DLL")] public static extern int GetWindowLong(IntPtr hWnd, int nIndex); [DllImport("user32.dll", EntryPoint = "FindWindow", SetLastError = true)] static extern IntPtr FindWindowByCaption(IntPtr ZeroOnly, string lpWindowName); [DllImport("user32.dll")] static extern IntPtr GetMenu(IntPtr hWnd); [DllImport("user32.dll")] static extern int GetMenuItemCount(IntPtr hMenu); [DllImport("user32.dll")] static extern bool DrawMenuBar(IntPtr hWnd); [DllImport("user32.dll")] static extern bool RemoveMenu(IntPtr hMenu, uint uPosition, uint uFlags); //assorted constants needed public static uint MF_BYPOSITION = 0x400; public static uint MF_REMOVE = 0x1000; public static int GWL_STYLE = -16; public static int WS_CHILD = 0x40000000; //child window public static int WS_BORDER = 0x00800000; //window with border public static int WS_DLGFRAME = 0x00400000; //window with double border but no title public static int WS_CAPTION = WS_BORDER | WS_DLGFRAME; //window with a title bar public static int WS_SYSMENU = 0x00080000; //window menu #endregion public static void WindowsReStyle() { Process[] Procs = Process.GetProcesses(); foreach (Process proc in Procs) { if (proc.ProcessName.StartsWith("notepad")) { IntPtr pFoundWindow = proc.MainWindowHandle; int style = GetWindowLong(pFoundWindow, GWL_STYLE); //get menu IntPtr HMENU = GetMenu(proc.MainWindowHandle); //get item count int count = GetMenuItemCount(HMENU); //loop & remove for (int i = 0; i < count; i++) RemoveMenu(HMENU, 0, (MF_BYPOSITION | MF_REMOVE)); //force a redraw DrawMenuBar(proc.MainWindowHandle); SetWindowLong(pFoundWindow, GWL_STYLE, (style & ~WS_SYSMENU)); SetWindowLong(pFoundWindow, GWL_STYLE, (style & ~WS_CAPTION)); } } }

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  • Django QuerySet filter + order_by + limit

    - by handsofaten
    So I have a Django app that processes test results, and I'm trying to find the median score for a certain assessment. I would think that this would work: e = Exam.objects.all() total = e.count() median = int(round(total / 2)) median_exam = Exam.objects.filter(assessment=assessment.id).order_by('score')[median:1] median_score = median_exam.score But it always returns an empty list. I can get the result I want with this: e = Exam.objects.all() total = e.count() median = int(round(total / 2)) exams = Exam.objects.filter(assessment=assessment.id).order_by('score') median_score = median_exam[median].score I would just prefer not to have to query the entire set of exams. I thought about just writing a raw MySQL query that looks something like: SELECT score FROM assess_exam WHERE assessment_id = 5 ORDER BY score LIMIT 690,1 But if possible, I'd like to stay within Django's ORM. Mostly, it's just bothering me that I can't seem to use order_by with a filter and a limit. Any ideas?

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  • Solved::MessageQueue.BeginReceive() null ref error - c#

    - by ltech
    Have a windows service that listens to a msmq. In the OnStart method is have this protected override void OnStart(string[] args) { try { _queue = new MessageQueue(_qPath);//this part works as i had logging before and afer this call //Add MSMQ Event _queue.ReceiveCompleted += new ReceiveCompletedEventHandler(queue_ReceiveCompleted);//this part works as i had logging before and afer this call _queue.BeginReceive();//This is where it is failing - get a null reference exception } catch(Exception ex) { EventLogger.LogEvent(EventSource, EventLogType, "OnStart" + _lineFeed + ex.InnerException.ToString() + _lineFeed + ex.Message.ToString()); } } where private MessageQueue _queue = null; This works on my machine but when deployed to a windows 2003 server and running as Network service account, it fails Exception recvd: Service cannot be started. System.NullReferenceException: Object reference not set to an instance of an object. at MYService.Service.OnStart(String[] args) at System.ServiceProcess.ServiceBase.ServiceQueuedMainCallback(Object state) Solved: Turned out that the Q that i set up, I had to explicitly add Network Service account to it under security tab

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  • Visual Studio 2010 RC + ASP.NET MVC 2 RTM won't re-target from .NET Framework 4 to 3.5

    - by Solution Evangelist
    Per the above I am trying to re-target a fresh ASP.NET MVC 2 application in Visual Studio 2010 RTM. After all sorts of tweaking the closest I am getting is the error below: The primary reference "System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35, processorArchitecture=MSIL" could not be resolved because it has an indirect dependency on the framework assembly "System.Web, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" which could not be resolved in the currently targeted framework. ".NETFramework,Version=v3.5". To resolve this problem, either remove the reference "System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35, processorArchitecture=MSIL" or retarget your application to a framework version which contains "System.Web, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a". Is there anyone who can assist in having this re-targeted to .NET Framework 3.5 (SP1), or is there perhaps a zip file of a VS 2010 + .NET Framework v3.5 + ASP.NET MVC 2 RTM project already online I could grab?

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