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  • External hard drive FAT32 to NTFS conversion fails

    - by Pieter
    I'm trying to convert the FAT32 file system of an external hard drive to NTFS. Here's what happened: C:\Windows\system32>chkdsk G: The type of the file system is FAT32. Volume PIETEREXT created 3/19/2008 12:43 Volume Serial Number is 1806-2E30 Windows is verifying files and folders... File and folder verification is complete. Windows has scanned the file system and found no problems. No further action is required. 488,264,768 KB total disk space. 72,192 KB in 1,503 hidden files. 1,281,792 KB in 40,029 folders. 309,235,168 KB in 199,915 files. 177,675,584 KB are available. 32,768 bytes in each allocation unit. 15,258,274 total allocation units on disk. 5,552,362 allocation units available on disk. C:\Windows\system32>cd \ C:\>convert g: /fs:ntfs The type of the file system is FAT32. Enter current volume label for drive G: PIETEREXT Volume PIETEREXT created 3/19/2008 12:43 Volume Serial Number is 1806-2E30 Windows is verifying files and folders... File and folder verification is complete. Windows has scanned the file system and found no problems. No further action is required. 488,264,768 KB total disk space. 72,192 KB in 1,503 hidden files. 1,281,792 KB in 40,029 folders. 309,235,168 KB in 199,915 files. 177,675,584 KB are available. 32,768 bytes in each allocation unit. 15,258,274 total allocation units on disk. 5,552,362 allocation units available on disk. Determining disk space required for file system conversion... Total disk space: 488384001 KB Free space on volume: 177675584 KB Space required for conversion: 975155 KB Converting file system The conversion failed. G: was not converted to NTFS I looked at the TechNet page for my error, but after closing every app the conversion was still failing halfway through. Why does it keep failing? I kept an eye on Task Manager but it didn't look like my system resources were near depletion. I'm using Windows 8.

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  • In hindsight, is basing XAML on XML a mistake or a good approach?

    - by romkyns
    XAML is essentially a subset of XML. One of the main benefits of basing XAML on XML is said to be that it can be parsed with existing tools. And it can, to a large degree, although the (syntactically non-trivial) attribute values will stay in text form and require further parsing. There are two major alternatives to describing a GUI in an XML-derived language. One is to do what WinForms did, and describe it in real code. There are numerous problems with this, though it’s not completely advantage-free (a question to compare XAML to this approach). The other major alternative is to design a completely new syntax specifically tailored for the task at hand. This is generally known as a domain-specific language. So, in hindsight, and as a lesson for the future generations, was it a good idea to base XAML on XML, or would it have been better as a custom-designed domain-specific language? If we were designing an even better UI framework, should we pick XML or a custom DSL? Since it’s much easier to think positively about the status quo, especially one that is quite liked by the community, I’ll give some example reasons for why building on top of XML might be considered a mistake. Basing a language off XML has one thing going for it: it’s much easier to parse (the core parser is already available), requires much, much less design work, and alternative parsers are also much easier to write for 3rd party developers. But the resulting language can be unsatisfying in various ways. It is rather verbose. If you change the type of something, you need to change it in the closing tag. It has very poor support for comments; it’s impossible to comment out an attribute. There are limitations placed on the content of attributes by XML. The markup extensions have to be built "on top" of the XML syntax, not integrated deeply and nicely into it. And, my personal favourite, if you set something via an attribute, you use completely different syntax than if you set the exact same thing as a content property. It’s also said that since everyone knows XML, XAML requires less learning. Strictly speaking this is true, but learning the syntax is a tiny fraction of the time spent learning a new UI framework; it’s the framework’s concepts that make the curve steep. Besides, the idiosyncracies of an XML-based language might actually add to the "needs learning" basket. Are these disadvantages outweighted by the ease of parsing? Should the next cool framework continue the tradition, or invest the time to design an awesome DSL that can’t be parsed by existing tools and whose syntax needs to be learned by everyone? P.S. Not everyone confuses XAML and WPF, but some do. XAML is the XML-like thing. WPF is the framework with support for bindings, theming, hardware acceleration and a whole lot of other cool stuff.

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  • Pixel Shader, YUV-RGB Conversion failing

    - by TomTom
    I am tasked with playing back a video hthat comes in in a YUV format as an overlay in a larger game. I am not a specialist in Direct3d, so I am struggling. I managed to get a shader working and am rendering 3 textures (Y, V, U). Sadly I am totally unable to get anything like a decent image. Documentation is also failing me. I am currently loading the different data planes (Y,V,U) in three different textures: m_Textures = new Texture[3]; // Y Plane m_Textures[0] = new Texture(m_Device, w, h, 1, Usage.None, Format.L8, Pool.Managed); // V Plane m_Textures[1] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); // U Plane m_Textures[2] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); When I am rendering them as R, G and B respectively with the following code: float4 Pixel( float2 texCoord: TEXCOORD0) : COLOR0 { float y = tex2D (ytexture, texCoord); float v = tex2D (vtexture, texCoord); float u = tex2D (utexture, texCoord); //R = Y + 1.140 (V -128) //G = Y - 0.395 (U-128) - 0.581 (V-128) //B = Y + 2.028 (U-128) float r = y; //y + 1.140 * v; float g = v; //y - 0.395 * u - 0.581 * v; float b = u; //y + 2.028 * u; float4 result; result.a = 255; result.r = r; //clamp (r, 0, 255); result.g = g; //clamp (g, 0, 255); result.b = b; //clamp (b, 0, 255); return result; } Then the resulting image is - quite funny. I can see the image, but colors are totally distorted, as it should be. The formula I should apply shows up in the comment of the pixel shader, but when I do it, the resulting image is pretty brutally magenta only. This gets me to the question - when I read out an L8 texture into a float, with float y = tex2D (ytexture, texCoord); what is the range of values? The "origin" values are 1 byte, 0 to 255, and the forum I have assumes this. Naturally I am totally off when the values returned are somehow normalized. My Clamp operation at the end also will fail if for example colors in a pixel shader are normalized 0 to 1. Anyone an idea how that works? Please point me also to documentation - I have not found anything in this regard.

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  • Mercurial Conversion from Team Foundation Server

    - by mhawley
    I’m using Twitter. Follow me @matthawley One of my many (almost) daily tasks when working on the CodePlex platform since releasing Mercurial as a supported version control system, is converting projects from Team Foundation Server (TFS) to Mercurial. I'm happy to say that of all the conversions I have done since mid-January, the success rate of migrating full source history is about 95%. To get to this success point, I have had to learn and refine several techniques utilizing a few different tools… (read more)

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  • Language Club – Battle of the Dynamic Languages

    - by Ben Griswold
    After dedicating the last eight weeks to learning Ruby, it’s time to move onto another language.  I really dig Ruby.  I really enjoy its dynamism and expressiveness and always-openness and it’s been the highlight of our coding club for me so far. But that’s just my take on the language.  I know a lot of coders who’s stomachs turn with the mere thought of Ruby.  They say it’s Ruby’s openness which has them feeling uneasy.  I’d say “write a bunch of tests and get over it,” but I figure there must be more to it than always open classes and possible method collisions. Yes, there’s something else to it alright. The folks who didn’t fall head over heals for Ruby are already in love with Python.  You might remember that Python was the first language we tackled in our coding club.  My time with Python was okay but it didn’t feel as natural to me as Ruby.  But let’s say we started with Ruby and then moved onto Python.  Would I see Python in a different light right now.  Might I even prefer Python over Ruby?  I suppose it’s possible but it’s pretty tough to test that theory – unless we visit Python for a second time. That’s right. The language club is going to focus on Python again and in my attempt to learn Python – yet again – in the open, I’ll be posting my solutions here just as I did for Ruby.  We don’t always have second chances so I going about this relearning with two primary goals in mind:  First, I’m going to use IronPython and the IronPython tools which provide a Python code editor, a file-based project system, and an interactive Python interpreter, all inside Visual Studio 2010.  As a note, the IronPython tools are now part of the main IronPython installer which is Version 2.7 Alpha 1 (not the latest stable version, 2.6.1) and I’d be crazy not to use them.  Second, I’d like to make sure I’m still learning Python without a complete MS skew so I’m going to run my code through Eclipse using the PyDev plugin as well.  Heck, I might use IDLE too. I already have this setup on my machine so it’s no big deal. Okay, that’s it for now.  I worked on the first ten Euler problems last night and the solutions will be posted shortly. Wish me luck.

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  • HTML5 canvas screen to isometric coordinate conversion

    - by ovhqe
    I am trying to create an isometric game using HTML5 canvas, but don't know how to convert HTML5 canvas screen coordinates to isometric coordinates. My code now is: var mouseX = 0; var mouseY = 0; function mouseCheck(event) { mouseX = event.pageX; mouseY = event.pageY; } which gives me canvas coordinates. But how do I convert these coordinates to isometric coordinates? I am using 16x16 tiles.

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  • LINQ and conversion operators

    - by vik20000in
    LINQ has a habit of returning things as IEnumerable. But we have all been working with so many other format of lists like array ilist, dictionary etc that most of the time after having the result set we want to get them converted to one of our known format. For this reason LINQ has come up with helper method which can convert the result set in the desired format. Below is an example var sortedDoubles =         from d in doubles         orderby d descending         select d;     var doublesArray = sortedDoubles.ToArray(); This way we can also transfer the data to IList and Dictionary objects. Let’s say we have an array of Objects. The array contains all different types of data like double, int, null, string etc and we want only one type of data back then also we can use the helper function ofType. Below is an example     object[] numbers = { null, 1.0, "two", 3, "four", 5, "six", 7.0 };     var doubles = numbers.OfType<double>(); Vikram

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  • Conversion of BizTalk Projects to Use the New WCF-SAP Adaptor

    - by Geordie
    We are in the process of upgrading our BizTalk Environment from BizTalk 2006 R2 to BizTalk 2010. The SAP adaptor in BizTalk 2010 is an all new and more powerful WCF-SAP adaptor. When my colleagues tested out the new adaptor they discovered that the format of the data extracted from SAP was not identical to the old adaptor. This is not a big deal if the structure of the messages from SAP is simple. In this case we were receiving the delivery and invoice iDocs. Both these structures are complex especially the delivery document. Over the past few years I have tweaked the delivery mapping to remove bugs from original mapping. The idea of redoing these maps did not appeal and due to the current work load was not even an option. I opted for a rather crude alternative of pulling in the iDoc in the new typed format and then adding a static map at the start of the orchestration to convert the data to the old schema.  Note WCF-SAP data formats (on the binding tab of the configuration dialog box is the ‘RecieiveIdocFormat’ field): Typed:  Returns a XML document with the hierarchy represented in XML and all fields being represented by XML tags. RFC: Returns an XML document with the hierarchy represented in XML but the iDoc lines in flat file format. String: This returns the iDoc in a format that is closest to the original flat file format but is still wrapped with some top level XML tags. The files also contained some strange characters at the end of each line. I started with the invoice document and it was quite straight forward to add the mapping but this is where my problems started. The orchestrations for these documents are dynamic and so require the identity of the partner to be able to correctly configure the orchestration. The partner identity is in the EDI_DC40 segment of the iDoc. In the old project the RECPRN node of the segment was promoted. The code to set a variable to the partner ID was now failing. After lot of head scratching I discovered the problem was due to the addition of Namespaces to the fields in the EDI_DC40 segment. To overcome this I needed to use an xPath query with a Namespace Manager. This had to be done in custom code. I now tried to repeat the process with the delivery document. Unfortunately when we tried to get sample typed data from SAP an exception was thrown. The adapter "WCF-SAP" raised an error message. Details "Microsoft.ServiceModel.Channels.Common.XmlReaderGenerationException: The segment or group definition E2EDKA1001 was not found in the IDoc metadata. The UniqueId of the IDoc type is: IDOCTYP/3/DESADV01/ZASNEXT1/640. For Receive operations, the SAP adapter does not support unreleased segments.   Our guess is that when the WCF-SAP adaptor tries to down load the data it retrieves a data schema from SAP. For some reason the schema does not match the data. This may be due to the version of SAP we are running or due to a customization. Either way resolving this problem did not look easy. When doing some research on this problem I found an article showing me how to get the data from SAP using the WCF-SAP adaptor without any XML tags. http://blogs.msdn.com/b/adapters/archive/2007/10/05/receiving-idocs-getting-the-raw-idoc-data.aspx Reproduction of Mustansir blog: Since the WCF based SAP Adapter is ... well, WCF based, all data flowing in and out of the adapter is encapsulated within a SOAP message. Which means there are those pesky xml tags all over the place. If you want to receive an Idoc from SAP, you can receive it in "Typed" format (in which case each column in each segment of the idoc appears within its own xml tag), or you can receive it in "String" format (in which case there are just 2 xml tags at the top, the raw xml data in string/flat file format, and the 2 closing xml tags). In "String" format, an incoming idoc (for ORDERS05, containing 5 data records) would look like: <ReceiveIdoc ><idocData>EDI_DC40 8000000000001064985620 E2EDK01005 800000000000106498500000100000001 E2EDK14 8000000000001064985000002000000020111000 E2EDK14 8000000000001064985000003000000020081000 E2EDK14 80000000000010649850000040000000200710 E2EDK14 80000000000010649850000050000000200600</idocData></ReceiveIdoc> (I have trimmed part of the control record so that it fits cleanly here on one line). Now, you're only interested in the IDOC data, and don't care much for the XML tags. It isn't that difficult to write your own pipeline component, or even some logic in the orchestration to remove the tags, right? Well, you don't need to write any extra code at all - the WCF Adapter can help you here! During the configuration of your one-way Receive Location using WCF-Custom, navigate to the Messages tab. Under the section "Inbound BizTalk Messge Body", select the "Path" radio button, and: (a) Enter the body path expression as: /*[local-name()='ReceiveIdoc']/*[local-name()='idocData'] (b) Choose "String" for the Node Encoding. What we've done is, used an XPATH to pull out the value of the "idocData" node from the XML. Your Receive Location will now emit text containing only the idoc data. You can at this point, for example, put the Flat File Pipeline component to convert the flat text into a different xml format based on some other schema you already have, and receive your version of the xml formatted message in your orchestration.   This was potentially a much easier solution than adding the static maps to the orchestrations and overcame the issue with ‘Typed’ delivery documents. Not quite so fast… Note: When I followed Mustansir’s blog the characters at the end of each line disappeared. After configuring the adaptor and passing the iDoc data into the original flat file receive pipelines I was receiving exceptions. There was a failure executing the receive pipeline: "PAPINETPipelines.DeliveryFlatFileReceive, CustomerIntegration2.PAPINET.Pipelines, Version=1.0.0.0, Culture=neutral, PublicKeyToken=4ca3635fbf092bbb" Source: "Pipeline " Receive Port: "recSAP_Delivery" URI: "D:\CustomerIntegration2\SAP\Delivery\*.xml" Reason: An error occurred when parsing the incoming document: "Unexpected data found while looking for: 'Z2EDPZ7' The current definition being parsed is E2EDP07GRP. The stream offset where the error occured is 8859. The line number where the error occured is 23. The column where the error occured is 0.". Although the new flat file looked the same as the old one there was a differences. In the original file all lines in the document were exactly 1064 character long. In the new file all lines were truncated to the last alphanumeric character. The final piece of the puzzle was to add a custom pipeline component to pad all the lines to 1064 characters. This component was added to the decode node of the custom delivery and invoice flat file disassembler pipelines. Execute method of the custom pipeline component: public IBaseMessage Execute(IPipelineContext pc, IBaseMessage inmsg) { //Convert Stream to a string Stream s = null; IBaseMessagePart bodyPart = inmsg.BodyPart;   // NOTE inmsg.BodyPart.Data is implemented only as a setter in the http adapter API and a //getter and setter for the file adapter. Use GetOriginalDataStream to get data instead. if (bodyPart != null) s = bodyPart.GetOriginalDataStream();   string newMsg = string.Empty; string strLine; try { StreamReader sr = new StreamReader(s); strLine = sr.ReadLine(); while (strLine != null) { //Execute padding code if (strLine != null) strLine = strLine.PadRight(1064, ' ') + "\r\n"; newMsg += strLine; strLine = sr.ReadLine(); } sr.Close(); } catch (IOException ex) { throw new Exception("Error occured trying to pad the message to 1064 charactors"); }   //Convert back to stream and set to Data property inmsg.BodyPart.Data = new MemoryStream(Encoding.UTF8.GetBytes(newMsg)); ; //reset the position of the stream to zero inmsg.BodyPart.Data.Position = 0; return inmsg; }

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  • Part 4, Getting the conversion tables ready for CS to DNN

    - by Chris Hammond
    This is the fourth post in a series of blog posts about converting from CommunityServer to DotNetNuke. A brief background: I had a number of websites running on CommunityServer 2.1, I decided it was finally time to ditch CommunityServer due to the change in their licensing model and pricing that made it not good for the small guy. This series of blog posts is about how to convert your CommunityServer based sites to DotNetNuke . Previous Posts: Part 1: An Introduction Part 2: DotNetNuke Installation...(read more)

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  • Best Programming Language for Web Development

    - by Harish Kurup
    I am a Web Developer in PHP, and also know Javascript and some bit of CSS which is needed for web development. I use Symfony framework to build Websites and Web Application. As now i want to learn new Programming Language, which is best for Web Development(like Ruby, Python), as i have heard about Frameworks like Rails and Django. Which language will be best for Web Development apart from PHP or like PHP?

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  • Is sticking to one language a good practice?

    - by Ans
    I'm developing a pipeline for processing text that will go into production. The question I keep asking myself is: should I stick to one language when looking for a tool to do a particular task (e.g. NLTK, PDFMiner, CLD, CRFsuite, etc.)? Or is it OK to mix and match looking for the best tool regardless of what language it's written in (e.g. OpenNLP, ParsCit, poppler, CFR++, etc.) and warp my code around them?

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  • What's the best language combo for code generation?

    - by Peter Turner
    I read through Code Generation in Action but never bothered to make anything of it because Ruby just doesn't fit with my lifestyle at this juncture. The book came out more on the cusp of the C# revolution, and it said that C# "was a language designed to be generated", apparently using Ruby as the generator language. In your experience, what is the ideal combination of languages to generate the most useful code?

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  • obj-c classes and sub classes (Cocos2d) conversion

    - by Lewis
    Hi I'm using this version of cocos2d: https://github.com/krzysztofzablocki/CCNode-SFGestureRecognizers Which supports the UIGestureRecognizer within a CCLayer in a cocos2d scene like so: @interface HelloWorldLayer : CCLayer <UIGestureRecognizerDelegate> { } Now I want to make this custom gesture work within the scene, attaching it to a sprite in cocos2d: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Header file for view controller: #import "OneFingerRotationGestureRecognizer.h" @interface OneFingerRotationGestureViewController : UIViewController <OneFingerRotationGestureRecognizerDelegate> @property (nonatomic, strong) IBOutlet UIImageView *image; @property (nonatomic, strong) IBOutlet UITextField *textDisplay; @end then this is in the .m file: gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; Now my question is, is it possible to add this custom gesture into the cocos2d project found on that github, and if so, what do I need to change in the OneFingerRotationGestureRecognizerDelegate to get it to work within cocos2d. Because at the minute it is setup in a standard iOS project and not a cocos2d project and I do not know enough about UIViews and classing/ sub classing in obj-c to get this to work. Also it seems to inherit from a UIView where cocos2d uses CCLayer. Kind regards, Lewis. I also realise I may have not included enough code from the custom gesture project for readers to interpret it fully, so the full project can be found here: https://github.com/melle/OneFingerRotationGestureDemo

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  • Reasoner Conversion Problems:

    - by Annalyne
    I have this code right here in Java and I wanted to translate it in C++, but I had some problems going: this is the java code: import java.io.*; import java.util.*; public class ClueReasoner { private int numPlayers; private int playerNum; private int numCards; private SATSolver solver; private String caseFile = "cf"; private String[] players = {"sc", "mu", "wh", "gr", "pe", "pl"}; private String[] suspects = {"mu", "pl", "gr", "pe", "sc", "wh"}; private String[] weapons = {"kn", "ca", "re", "ro", "pi", "wr"}; private String[] rooms = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; private String[] cards; public ClueReasoner() { numPlayers = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; numCards = i; // Initialize solver solver = new SATSolver(); addInitialClauses(); } private int getPlayerNum(String player) { if (player.equals(caseFile)) return numPlayers; for (int i = 0; i < numPlayers; i++) if (player.equals(players[i])) return i; System.out.println("Illegal player: " + player); return -1; } private int getCardNum(String card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; System.out.println("Illegal card: " + card); return -1; } private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); } private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; } public void addInitialClauses() { // TO BE IMPLEMENTED AS AN EXERCISE // Each card is in at least one place (including case file). for (int c = 0; c < numCards; c++) { int[] clause = new int[numPlayers + 1]; for (int p = 0; p <= numPlayers; p++) clause[p] = getPairNum(p, c); solver.addClause(clause); } // If a card is one place, it cannot be in another place. // At least one card of each category is in the case file. // No two cards in each category can both be in the case file. } public void hand(String player, String[] cards) { playerNum = getPlayerNum(player); // TO BE IMPLEMENTED AS AN EXERCISE } public void suggest(String suggester, String card1, String card2, String card3, String refuter, String cardShown) { // TO BE IMPLEMENTED AS AN EXERCISE } public void accuse(String accuser, String card1, String card2, String card3, boolean isCorrect) { // TO BE IMPLEMENTED AS AN EXERCISE } public int query(String player, String card) { return solver.testLiteral(getPairNum(player, card)); } public String queryString(int returnCode) { if (returnCode == SATSolver.TRUE) return "Y"; else if (returnCode == SATSolver.FALSE) return "n"; else return "-"; } public void printNotepad() { PrintStream out = System.out; for (String player : players) out.print("\t" + player); out.println("\t" + caseFile); for (String card : cards) { out.print(card + "\t"); for (String player : players) out.print(queryString(query(player, card)) + "\t"); out.println(queryString(query(caseFile, card))); } } public static void main(String[] args) { ClueReasoner cr = new ClueReasoner(); String[] myCards = {"wh", "li", "st"}; cr.hand("sc", myCards); cr.suggest("sc", "sc", "ro", "lo", "mu", "sc"); cr.suggest("mu", "pe", "pi", "di", "pe", null); cr.suggest("wh", "mu", "re", "ba", "pe", null); cr.suggest("gr", "wh", "kn", "ba", "pl", null); cr.suggest("pe", "gr", "ca", "di", "wh", null); cr.suggest("pl", "wh", "wr", "st", "sc", "wh"); cr.suggest("sc", "pl", "ro", "co", "mu", "pl"); cr.suggest("mu", "pe", "ro", "ba", "wh", null); cr.suggest("wh", "mu", "ca", "st", "gr", null); cr.suggest("gr", "pe", "kn", "di", "pe", null); cr.suggest("pe", "mu", "pi", "di", "pl", null); cr.suggest("pl", "gr", "kn", "co", "wh", null); cr.suggest("sc", "pe", "kn", "lo", "mu", "lo"); cr.suggest("mu", "pe", "kn", "di", "wh", null); cr.suggest("wh", "pe", "wr", "ha", "gr", null); cr.suggest("gr", "wh", "pi", "co", "pl", null); cr.suggest("pe", "sc", "pi", "ha", "mu", null); cr.suggest("pl", "pe", "pi", "ba", null, null); cr.suggest("sc", "wh", "pi", "ha", "pe", "ha"); cr.suggest("wh", "pe", "pi", "ha", "pe", null); cr.suggest("pe", "pe", "pi", "ha", null, null); cr.suggest("sc", "gr", "pi", "st", "wh", "gr"); cr.suggest("mu", "pe", "pi", "ba", "pl", null); cr.suggest("wh", "pe", "pi", "st", "sc", "st"); cr.suggest("gr", "wh", "pi", "st", "sc", "wh"); cr.suggest("pe", "wh", "pi", "st", "sc", "wh"); cr.suggest("pl", "pe", "pi", "ki", "gr", null); cr.printNotepad(); cr.accuse("sc", "pe", "pi", "bi", true); } } how can I convert this? there are too many errors I get. for my C++ code (as a commentor asked for) #include <iostream> #include <cstdlib> #include <string> using namespace std; void Scene_Reasoner() { int numPlayer; int playerNum; int cardNum; string filecase = "Case: "; string players [] = {"sc", "mu", "wh", "gr", "pe", "pl"}; string suspects [] = {"mu", "pl", "gr", "pe", "sc", "wh"}; string weapons [] = {"kn", "ca", "re", "ro", "pi", "wr"}; string rooms[] = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; string cards [0]; }; void Scene_Reason_Base () { numPlayer = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; cardNum = i; }; private int getCardNum (string card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; cout << "Illegal card: " + card <<endl; return -1; }; private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); }; private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; }; int main () { return 0; }

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  • Reproducing a Conversion Deadlock

    - by Alexander Kuznetsov
    Even if two processes compete on only one resource, they still can embrace in a deadlock. The following scripts reproduce such a scenario. In one tab, run this: CREATE TABLE dbo.Test ( i INT ) ; GO INSERT INTO dbo.Test ( i ) VALUES ( 1 ) ; GO SET TRANSACTION ISOLATION LEVEL SERIALIZABLE ; BEGIN TRAN SELECT i FROM dbo.Test ; --UPDATE dbo.Test SET i=2 ; After this script has completed, we have an outstanding transaction holding a shared lock. In another tab, let us have that another connection have...(read more)

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  • Naming conventions for language file keys

    - by VirtuosiMedia
    What is your strategy for naming conventions for the keys in language files used for localization? We have a team that is going to conversion of a project to multiple languages and would like to have some guidelines to follow. As an example, usually the files end up being a series of key/value pairs, with the key being the placeholder in the template for the language specific value. 'Username': 'Username', 'Enter Username': 'Enter your username here'

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  • Assembly Language being used in Aircraft System

    - by caramel23
    Today my lecturer mentioned the reason why the aircraft system is programmed in assembly language is due to the program being written have less error . Is this statement true ? Because when he asked about our opinion I said assembly can create faster program thus it is a good language for real-time oriented aircraft system program . I search around google but can't seem to find an article clarifying my lecturer's statement .

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  • Learning to implement dynamic language compiler

    - by TriArc
    I'm interested in learning how to create a compiler for a dynamic language. Most compiler books, college courses and articles/tutorials I've come across are specifically for statically typed languages. I've thought of a few ways to do it, but I'd like to know how it's usually done. I know type inferencing is a pretty common strategy, but what about others? Where can I find out more about how to create a dynamically typed language?

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  • Analyzing a programming language

    - by Matt Fenwick
    In SICP, the authors state (Section 1.1) that there are three basic "mechanisms" of programming languages: primitive expressions, which represent the simplest entities the language is concerned with means of combination, by which compound elements are built from simpler ones means of abstraction, by which compound elements can be named and manipulated as units How can I analyze a mainstream programming language (Java, for example) in terms of these elements or mechanisms?

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  • Which language is best for OpenGL?

    - by Neurofluxation
    Well, this is silly - I've had to post a question about programming on a site other than stackoverflow... Worst thing they have ever done.. I have the following list of languages: C++ C# VB.Net D Delphi Euphoria GLUT Java Power Basic Python REALbasic Visual Basic I would like to know what people think is the: *a) Best (most efficient) language to work with OpenGL* and b) What is the easiest language to work with OpenGL Thanks in advance guys n gals!

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  • C to C++ Conversion [closed]

    - by Annalyne
    Can someone convert this code to C++, pretty please? :( #include <stdio.h> #include <stdlib.h> #include <time.h> #define WEAPON_ROPE 10 #define WEAPON_REVOLVER 20 #define WEAPON_LEADPIPE 30 #define WEAPON_CANDLESTICK 40 #define WEAPON_KNIFE 50 #define WEAPON_WRENCH 60 #define PEOPLE_MRGREEN 100 #define PEOPLE_MSSCARLET 200 #define PEOPLE_CONLMUSTARD 300 #define PEOPLE_PROFPLUM 400 #define PEOPLE_MISPEACOCK 500 #define PEOPLE_MISWHITE 600 #define PLACE_KITCHEN 1 #define PLACE_HALL 2 #define PLACE_POOLROOM 3 #define PLACE_STUDY 4 #define PLACE_LOUNG 5 #define PLACE_LIBRARY 6 #define PLACE_CONSERVATORY 7 #define PLACE_DINING 8 #define PLACE_BILLIARDS 9 int main() { int die = 0; int players[6][9] = {{0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}}; int allCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH, PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE, PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int deckSize = 23; // number of cards in allCards array int count; for (count = 0; count < deckSize; ++count) { printf(", %d", allCards[count]); } // End for // These three array's are so you can put a card back, if need be... int weaponCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH}; int weaponDeckSize = 7; int peopleCards[] = {PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE}; int peopleDeckSize = 7; int placeCards[] = {PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int placeDeckSize = 9; srand(clock()); // seed rand() using clock() which gives // the current tick your processor is at... int killer[3]; // no need to initialize yet. killer[0-2] will initialize int deckShuffle = rand() % weaponDeckSize; // picks one number out of the deck killer[0] = weaponCards[deckShuffle]; allCards[deckShuffle] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % peopleDeckSize; // picks another random card out of the deck killer[1] = peopleCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % placeDeckSize; // randomly picks the last card needed killer[2] = placeCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize + peopleDeckSize] = 0; // Card drawn. No longer exists in deck int numberOfCards = 0; printf("CLUE\n"); printf("written by John Schintone\n"); printf("Origonal game delvoped by Hasbro\n"); int numberOfPlayers = 0; while ((numberOfPlayers < 3) || (numberOfPlayers > 6)) { printf("How many players are Going to play :\n"); printf("[number] > "); scanf("%d",&numberOfPlayers); // A very fast if statement which only uses integers/char's switch(numberOfPlayers) { case 6: { numberOfCards = 3; } break; case 5: { numberOfCards = 4; } break; case 4: { numberOfCards = 5; } break; case 3: { numberOfCards = 6; } break; default: { printf("You must enter a number between 3 and 6...\n"); } // End default } // End switch } // End while int index1, index2; // Note: ++index1; is faster than index1++; and will almost always // produce better code (index1++ happens after this statement line. // ++index1 increments index1 before this statement line) for (index1 = 0; index1 < numberOfPlayers; ++index1) { printf("Player %d", index1); for (index2 = 0; index2 < numberOfCards; ++index2) { // Remember that allCards[deckShuffle] == 0 because we removed that // card ages ago... works out well, just don't forget you did that : ) while (allCards[deckShuffle] == 0) { deckShuffle = rand() % deckSize; } // End while players[index1][index2] = allCards[deckShuffle]; allCards[deckShuffle] = 0; // Card removed for after loop... printf(", %d", players[index1][index2]); switch(players[index1][index2]) { case WEAPON_ROPE: { } break; // Add more... case PEOPLE_MRGREEN: { } break; // Add more... case PLACE_KITCHEN: { } break; // Add more... default: { printf("Program has caught player %d cheating...", index1); } // End default } // End switch } // End for printf("\n"); } // End for printf("The killer is %d, with the %d, and in the %d \n\n", killer[0], killer[1], killer[2]); printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); char command = '\0'; // \0 represents zero, or the null character while (command != 'e') { printf("[one character] > "); scanf("%c", &command); if (command == 'r') { die = rand() % 6 + 1; printf("Your number is: %d \n", die); } // end while if (command == 'h') { printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); } // End if printf("\n"); } // End while return(0); // Success. Program worked ok } // End main() Function

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