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  • Compiler is able to find function without matching .h file is updated?

    - by Maxim Veksler
    Hello Friends, I'm writing a C University project and stumbled upon a compiler behavior which I don't understand. In this file http://code.google.com/p/openu-bsc-maximveksler/source/browse/trunk/20465/semester/tasks/maman14/alpha/maman14/assembler/phaseOne.c?r=112 I've added a call to function named freeAsmInstruction(). This function is defined in file named lineParser.c, yet I haven't updated the matching lineParser.h header file to include this function declaration. Why does this code compile? I would expect that gcc would fail to compile phaseOne.c until the correct lineParser.h is updated with the declaration of freeAsmInstruction(). I would appreciate an explanation. Thank you, Maxim

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  • How do find the longest path in a cyclic Graph between two nodes?

    - by Nazgulled
    Hi, I already solved most the questions posted here, all but the longest path one. I've read the Wikipedia article about longest paths and it seems any easy problem if the graph was acyclic, which mine is not. How do I solve the problem then? Brute force, by checking all possible paths? How do I even begin to do that? I know it's going to take A LOT on a Graph with ~18000. But I just want to develop it anyway, cause it's required for the project and I'll just test it and show it to the instructor on a smaller scale graph where the execution time is just a second or two. At least I did all tasks required and I have a running proof of concept that it works but there's no better way on cyclic graphs. But I don't have clue where to start checking all these paths...

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  • How can I find out what is stopping my object from disposing properly?

    - by SLC
    I have a rather large and complex game in C#, and in it are various monsters. The monsters are created in the game by a MonsterCreator, and each monster has various plugins that are loaded from external DLLs. When my monsters die, they call a method in the MonsterCreator, and the MonsterCreator removes them from the game map, removes them from its own internal list of monsters, and then finally calls the Dispose() method on the monster itself. The dispose method calls the dispose method of each plugin, then clears up any of its own code. This seems to work fine, with lots of monsters, but somewhere there is a bug that crops up after a while, where a monster dies, but it has already been removed - it seems the callback telling the MonsterCreator is being called over and over, when the monster should have been removed on the first call. The likely candidate is that some of the plugins for the monster register themselves with an Event that pulses them every X number of seconds so they can perform logic. Stepping through I can see that they are unregistering with the Event when they die, but something is getting through still and I don't know what it is. Do you have any advice for debugging the problem? I can't post code really because it's split across a ton of libraries and plugin dlls, so it's more a case of figuring out the best way to debug it. I threw an exception in code when the monster died callback method is thrown and the monster cannot be found on the map to be removed, so I have the misbehaviing Monster, is there a way I can see what is still linked to it?

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • How to Create MySQL Query to Find Related Posts from Multiple Tables?

    - by Robert Samuel White
    This is a complicated situation (for me) that I'm hopeful someone on here can help me with. I've done plenty of searching for a solution and have not been able to locate one. This is essentially my situation... (I've trimmed it down because if someone can help me to create this query I can take it from there.) TABLE articles (article_id, article_title) TABLE articles_tags (row_id, article_id, tag_id) TABLE article_categories (row_id, article_id, category_id) All of the tables have article_id in common. I know what all of the tag_id and category_id rows are. What I want to do is return a list of all the articles that article_tags and article_categories MAY have in common, ordered by the number of common entries. For example: article1 - tags: tag1, tag2, tag3 - categories: cat1, cat2 article2 - tags: tag2 - categories: cat1, cat2 article3 - tags: tag1, tag3 - categories: cat1 So if my article had "tag1" and "cat1 and cat2" it should return the articles in this order: article1 (tag1, cat1 and cat2 in common) article3 (tag1, cat1 in common) article2 (cat1 in common) Any help would genuinely be appreciated! Thank you!

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  • How to find length of JSON using JSON.parse?

    - by Amol
    I have a Json like this {"0":{"parent_id":1649,"id":"1803","last_update_on":"2010-12-24 07:01:49","message":"dhb;lxd","created_by_id":"21","created_by_name":"Amol Deshpande"}}. So ideally i should get length as 1 considering i have only 1 value on 0th location. what if i have a JSON like this {"0":{"parent_id":1649,"id":"1803","last_update_on":"2010-12-24 07:01:49","message":"dhb;lxd","created_by_id":"21","created_by_name":"Amol Deshpande"},"1":{"parent_id":1649,"id":"1804","last_update_on":"2010-12-24 07:02:49","message":"amol","created_by_id":"21","created_by_name":"Amol Deshpande"}} I am getting the value as undefined if i do alert(response.length); where response is my JSON as mentioned above Any suggestions?

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  • Where can I find a quick reference for standard Basic?

    - by Steve314
    The reason? Pure nostalgia. Anyway, there was a standard for Basic that was published in the late 80s or early 90s. It was probably ISO/IEC 10279:1991, but I don't have access to that and cannot be sure. Whatever this standard was, some of the syntax made its way into Borlands Turbo Basic and Microsofts Visual Basic. I never learned any significant amount of VB, but Turbo Basic is one of those things I played with in my mis-spent youth. At one time, my main reference was an article published in one of the main programming periodicals - maybe Personal Computer World, maybe Byte. A scan of that article (if anyone can even identify it) would be great, but all I really want is a few pages quick reference of that standard syntax. Must be free (I'm not that nostalgic), but it must describe the standard syntax - the whole point is to sort out what is standard as opposed to VB or whatever. EDIT The more I think about this, the more convinced I am that this standard was available around 1987 or 1988. Maybe it was the earlier non-full version of the standard above, or maybe it was pre-acceptance of the standard.

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  • OpenGL ES clarifying question regarding FBOs -- sorry can't find this info anywhere else?

    - by DevDevDev
    If I instantiate an FBO without binding a rendering buffer or a texture to it, what happens when I draw to it, nothing? Do I need to associate a rendering target (renderbuffer or texture) to have an FBO do anything? What I'm trying to do is precache some buffers and then merge them later, but that doesn't seem to work at all. Ideally I'd like to do something like glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo1); // Draw some stuff to fbo1 glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo2); // Draw some stuff to fbo2 // ... // ... // glRenderFbo(fbo1); -- Not a func // Set blending, etc. etc. // glRenderFbo(fbo2); -- Not a func

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  • When onblur occurs, how can I find out which element focus went *to*?

    - by Michiel Borkent
    Suppose I attach an onblur function to an html input box like this: <input id="myInput" onblur="function() { ... }"></input> Is there a way to get the ID of the element which caused the onblur event to fire (the element which was clicked) inside the function? How? For example, suppose I have a span like this: <span id="mySpan">Hello World</span> If I click the span right after the input element has focus, the input element will lose its focus. How does the function know that it was mySpan that was clicked? PS: If the onclick event of the span would occur before the onblur event of the input element my problem would be solved, because I could set some status value indicating a specific element had been clicked. PPS: The background of this problem is that I want to trigger an Ajax.AutoCompleter control externally (from a clickable element) to show its suggestions, without the suggestions disappearing immediately because of the onblur event on the input element. So I want to check in the OnBlur function if one specific element has been clicked, and if so, ignore the blur event.

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  • Rails routes question. Always find by name and remove /class_name/ from route

    - by Hock
    I have a Category model and a Product model. Category has_many products and Product belongs_to Category I want my routes to be like this: /:category_type/:category_name/ opens Product#index /:category_type/ opens Category#show / opens Category#index Is there a way to achieve that with resources? I tried with path_prefix but I just can't get it done. Any help? Thanks, Nicolás Hock Isaza

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  • Can you find a pattern to sync files knowing only dates and filenames?

    - by Robert MacLean
    Imagine if you will a operating system that had the following methods for files Create File: Creates (writes) a new file to disk. Calling this if a file exists causes a fault. Update File: Updates an existing file. Call this if a file doesn't exist causes a fault. Read File: Reads data from a file. Enumerate files: Gets all files in a folder. Files themselves in this operating system only have the following meta data: Created Time: The original date and time the file was created, by the Create File method. Modified Time: The date and time the file was last modified by the Update File method. If the file has never been modified, this will equal the Create Time. You have been given the task of writing an application which will sync the files between two directories (lets call them bill and ted) on a machine. However it is not that simple, the client has required that The application never faults (see methods above). That while the application is running the users can add and update files and those will be sync'd next time the application runs. Files can be added to either the ted or bill directories. File names cannot be altered. The application will perform one sync per time it is run. The application must be almost entirely in memory, in other words you cannot create a log of filenames and write that to disk and then check that the next time. The exception to point 6 is that you can store date and times between runs. Each date/time is associated with a key labeled A through J (so you have 10 to use) so you can compare keys between runs. There is no way to catch exceptions in the application. Answer will be accepted based on the following conditions: First answer to meet all requirements will be accepted. If there is no way to meet all requirements, the answer which ensures the smallest amount of missed changes per sync will be accepted. A bounty will be created (100 points) as soon as possible for the prize. The winner will be selected one day before the bounty ends. Please ask questions in the comments and I will gladly update and refine the question on those.

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  • Why can't I find `len(list)` in Python?

    - by FarmBoy
    I'm new to Python. I have a method that begins: def foo(self, list): length = len(list) I've called len() successfully in other cases, but here I get: TypeError: object of type 'type' has no len() How do I convince Python that this object passed in is a list? What am I missing?

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  • Chaining functions in jQuery. I cannot find an explanation anywhere.

    - by Marius
    Hello there, I have no idea how to do this. My markup: <table> <tr> <td id="colLeft"> Lorem ipsum dolor<br/> Lorem ipsum dolor<br/> Lorem ipsum dolor<br/> Lorem ipsum dolor<br/> Lorem ipsum dolor<br/> Lorem ipsum dolor. </td> <td id="colRight"> <div>1</div> <div>2</div> </td> </tr> </table> $(document).ready(function() { $('#colRight > div').each(function() { // I try to: select all divs in #colRight $(this).height(function(){ // I try to: sets the height of each div to: $('#colLeft').height() / $('#colRight > div').length(); // the height of #colLeft divided by the number of divs in colRight. }); }); }); What I am trying to do is to change the height of each div to the height of #colLeft divided by the number of divs in #colRight. However, it doesnt work. I've never understood how to chain functions, and never found anyone to teach me. So I would like to ask two favours of you. Why doesnt my above jQuery code. Does anyone know of a tutorial that explains it more detailed than in the tutorials on the jQuery website? Thank you for your time. Kind regards, Marius

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  • does anyone find ipad simulator has bug in message forwarding?

    - by Tiger
    I have problem with button click. I put a button in a view which is put in a view controller in a navigation controller stack. it is a little complex. but the problem is weird. when I click the top of the button, the action of the button can be triggered. but when I click the bottom, the action is not called at all. does anyone have the same problem here? it looks like a bug of ipad simulator. my application is an ipad app and now no device to test it.

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