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  • Give style attributes to sub-elements inside a <style> tag?

    - by Giffyguy
    My <style> for thumbnails currently looks like this: <style type="text/css"> img.TN { width: 100%; margin-bottom: 5.294%; cursor: pointer; } </style> This is annoying, because I have to apply this style to every single thumbnail image individually, when there could be any number of them on the screen at any given time. All of the thumbnails are inside a single <div> that groups them together, and I'd like to apply a single style to the <div> that will push the attributes I need down to all of the the <img> elements nested inside, regardless how many thumbnails there are. I'm using ASP.NET 2.0, and CSS 2.0 Does anyone know how to do this? Thanks!

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  • Using pyodbc to insert rows into a MS Access MDB, how do I escape the paramaters?

    - by MDBGuy
    Hi, I'm using pyodbc to talk to a legacy Access 2000 .mdb file. I've got a cursor, and am trying to execute this: c.execute("INSERT INTO [Accounts] ([Name], [TypeID], [StatusID], [AccountCat], [id]) VALUES (?, ?, ?, ?, ?)", [u'test', 20, 10, 4, 2]) However, doing so results in pyodbc.Error: ('HYC00', '[HYC00] [Microsoft][ODBC Microsoft Access Driver]Optional feature not implemented (106) (SQLBindParameter)') I understand I can simply change the question marks to the literal values, but in my experience proper escaping of strings across databases is... not pretty. PHP and mysql team up to bring mysql_real_escape_string and friends, but I can't seem to find pyodbc's function for escaping values. If you could let me know what the recommended way of inserting this data (from python) is, that'd be very helpful. Alternatively, if you have a python function to escape the odbc strings, that would also be great. Thanks for the help.

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  • WPF storyboard object access.

    - by Guru
    Hey, I'm new to silverlight and wpf programming I've just created a simple storyboard in silverlight which increases height and width of a button. As I wanted, I wrote this code so that whenever I move cursor on the button storyboard begins. here is the code used for silverlight. private void button_MouseEnter(object sender, System.Windows.Input.MouseEventArgs e) { if(Storyboard1.GetCurrentState()!=ClockState.Active) Storyboard1.Begin(); } Everything is fine in above scenario as far as I use silverlight. But now I wanted to use the same functionality in WPF. But the problem I faced is that in WPF button click event handler I can't access the Storyboard1 object. Please help me to access the storyboard object in event handler.

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  • Highlighting effect to text and/or image similar to be synchronized with audio

    - by Irfan Mulic
    I am looking how to approach following problem: We have application that displays text with audio recorded material. We use Browser Control (Internet Explorer) in Delphi App to do this. We respond to events in Delphi code setting innerHTML for elements if we have to update the style ... Now, request is to add option to dynamically move the cursor or dynamically highlight the words spoken from the paragraph. It doesn't need to match absolutely the exact word spoken so we will have to dynamically update the content of position of highlighted word based on some timer or something (because it is not text to speach). What should be the most practical and easy approach to this kind of problem, all answers are greatly appreciated. Thanks.

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  • C Programming - My program is good enough for my assignment but I know its not good

    - by Joe
    Hi there I'm just starting an assignment for uni and it's raised a question for me. I don't understand how to return a string from a function without having a memory leak. char* trim(char* line) { int start = 0; int end = strlen(line) - 1; /* find the start position of the string */ while(isspace(line[start]) != 0) { start++; } //printf("start is %d\n", start); /* find the position end of the string */ while(isspace(line[end]) != 0) { end--; } //printf("end is %d\n", end); /* calculate string length and add 1 for the sentinel */ int len = end - start + 2; /* initialise char array to len and read in characters */ int i; char* trimmed = calloc(sizeof(char), len); for(i = 0; i < (len - 1); i++) { trimmed[i] = line[start + i]; } trimmed[len - 1] = '\0'; return trimmed; } as you can see I am returning a pointer to char which is an array. I found that if I tried to make the 'trimmed' array by something like: char trimmed[len]; then the compiler would throw up a message saying that a constant was expected on this line. I assume this meant that for some reason you can't use variables as the array length when initialising an array, although something tells me that can't be right. So instead I made my array by allocating some memory to a char pointer. I understand that this function is probably waaaaay sub-optimal for what it is trying to do, but what I really want to know is: 1. Can you normally initialise an array using a variable to declare the length like: char trimmed[len]; ? 2. If I had an array that was of that type (char trimmed[]) would it have the same return type as a pointer to char (ie char*). 3. If I make my array by callocing some memory and allocating it to a char pointer, how do I free this memory. It seems to me that once I have returned this array, I can't access it to free it as it is a local variable. Many thanks in advance Joe

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  • VS2010 + Resharper 5 performance issues

    - by Jeremy Roberts
    I have been using VS2010 with Resharper 5 for several weeks and am having a performance issue. Sometimes when typing, the cursor will lag and the keystrokes won't show instantaneously. Also, scrolling will lag at times. There is a forum thread started and JetBrains has been responding. Several people (including myself) have added their voice and uploaded some performance profiles. If anyone here has has this issue, I would encourage you to visit the thread and let JetBrains know about it. Has anyone had this problem and have a suggestion to restore performance?

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  • Stick element to bottom-right corner (AS3 - Adobe AIR)?

    - by Martti Laine
    Hello I'm creating a simple AIR app with resize-functionality. Of course i need to position a resize-arrow to the bottom-right corner. Here's my code: stage.addEventListener(Event.RESIZE, handleResize); function handleResize(e:Event):void{ resize_btn.y = stage.stageHeight-resize_btn.height; } This doesn't work, my button gets out of the window very quickly. How could I make this work? Martti Laine

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  • Button control subclass: click event does not fire when using UpdatePanel

    - by nw
    Using suggestions from this thread, I created a ModernButton control that uses the HTML button tag instead of input. This control works great except when embedded within an UpdatePanel control. In this case, it does trigger the partial postback, but its click event does not fire. The control is defined thus: [ParseChildren(false)] [PersistChildren(true)] public class ModernButton : Button { private string _iconURL = ""; protected override string TagName { get { return "button"; } } protected override HtmlTextWriterTag TagKey { get { return HtmlTextWriterTag.Button; } } public new string Text { get { return ViewState["NewText"] as string; } set { ViewState["NewText"] = HttpUtility.HtmlDecode(value); } } public string IconURL { get { return this._iconURL; } set { this._iconURL = value.Trim(); } } protected override void OnPreRender(System.EventArgs e) { base.OnPreRender(e); LiteralControl textCtrl = new LiteralControl(this.Text); if (this._iconURL != "") { LiteralControl openDiv = new LiteralControl( string.Format( "<div style=\"background-image:url({0}); background-position:left center; background-repeat:no-repeat; line-height:16px; padding:3px 0 3px 22px;\">", ResolveClientUrl(this._iconURL) ) ); LiteralControl closeDiv = new LiteralControl("</div>"); Controls.AddAt(0, openDiv); Controls.Add(textCtrl); Controls.Add(closeDiv); } else { Controls.Add(textCtrl); } base.Text = UniqueID; } protected override void RenderContents(HtmlTextWriter writer) { RenderChildren(writer); } } I use it so: <asp:UpdatePanel runat="server" ID="uxSearchPanel" ChildrenAsTriggers="true" UpdateMode="Conditional"> <Triggers> <asp:AsyncPostBackTrigger ControlID="uxSearchButton" /> </Triggers> <ContentTemplate> ... <ctrl:ModernButton ID="uxSearchButton" runat="server" Text="Search" IconURL="Icons/magnifier.png" OnClick="uxSearchButton_Click"></ctrl:ModernButton> </ContentTemplate> </asp:UpdatePanel> Which renders: <div id="uxBody_uxSearchPanel"> ... <button type="submit" name="ctl00$uxBody$uxSearchButton" value="ctl00$uxBody$uxSearchButton" id="uxBody_uxSearchButton"> <div style="background-image:url(Icons/magnifier.png); background-position:left center; background-repeat:no-repeat; line-height:16px; padding:3px 0 3px 22px;">Search</div> </button> </div> The ModernButton generates a postback in every case (whether partial or full), but the server-side click event (uxSearchButton_Click) does not fire in the partial postback scenario.

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  • Beautiful Soup Unicode encode error

    - by iamrohitbanga
    I am trying the following code with a particular HTML file from BeautifulSoup import BeautifulSoup import re import codecs import sys f = open('test1.html') html = f.read() soup = BeautifulSoup(html) body = soup.body.contents para = soup.findAll('p') print str(para).encode('utf-8') I get the following error: UnicodeEncodeError: 'ascii' codec can't encode character u'\u2019' in position 9: ordinal not in range(128) How do I debug this?

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  • Custom draw button using uxtheme.dll

    - by Javier De Pedro
    I have implemented my custom button inheriting from CButton and drawing it by using uxtheme.dll (DrawThemeBackground with BP_PUSHBUTTON). Everything works fine but I have two statuses (Normal and Pressed) which Hot status is the same. It means when the user places the cursor over the button it is drawn alike regardless the button status (Pressed or not). This is a bit confusing to the user and I would like to change the way the button is drawn in Pressed & Hot status. Does anybody know a way? I have also thought about custumizing the whole drawing but the buttons use gradients, borders, shadows, etc. So it is not easy to achive the same look&feel drawing everything by myself. Is there a way to find the source code of the dll or know how to do it? Thanks in advance. Javier

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  • Doesn't show the android email html format when receive outlook

    - by saravanan palpandi
    doesnt show the html format in outlook. please do reply me. sorry for the english private void sendEmail() { try { String value = "" + "" + "Name " + "anroid" + "" + "" + "Version" + "2.2" + "" + ""; Intent email_intent = new Intent(Intent.ACTION_SEND); email_intent.setType("text/html"); email_intent.putExtra(Intent.EXTRA_SUBJECT, "android Details"); email_intent.putExtra(Intent.EXTRA_TEXT, Html.fromHtml(value)); email_intent.setType("vnd.android.cursor.dir/email"); startActivity(Intent.createChooser(email_intent,"Sending mail..")); }catch(Exception e) { } }

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  • How to avoid SQLiteException locking errors

    - by TheArchedOne
    I'm developing an android app. It has multiple threads reading from and writing to the android SQLite db. I am receiving the following error: SQLiteException: error code 5: database is locked I understand the SQLite locks the entire db on inserting/updating, but these errors only seems to happen when inserting/updating while I'm running a select query. The select query returns a cursor which is being left open quite a wile (a few seconds some times) while I iterate over it. If the select query is not running, I never get the locks. I'm surprised that the select could be locking the db.... is this possible, or is something else going on? What's the best way to avoid such locks? Thanks TAO

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  • Qt creator, insert custom menu at specified place into menu bar

    - by user363778
    Hi, I have created a menu bar and some menus with Qt creator. One of the menus had to be coded to use QActionGroup features. Now it is easy to add my custom menu to the menu bar with: printMenu = menuBar()-addMenu(tr("&Print")); but my menu will be in the last position of the menu bar. How do I add my menu at a specified place? (e.g. the second place right after the File menu) Greetings

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  • CSS Drop-Shadows Without Images

    - by Spencer B.
    I'm trying to use Nicolas Gallagher's brilliant CSS work on applying CSS drop-shadows to elements without images and without extra markup using the :before and :after pseudo-elements. His code is provided below... .drop-shadow { position:relative; width:90%; } .drop-shadow:before, .drop-shadow:after { content:""; position:absolute; z-index:-1; bottom:15px; left:10px; width:50%; height:20%; max-width:300px; -webkit-box-shadow:0 15px 10px rgba(0, 0, 0, 0.7); -moz-box-shadow:0 15px 10px rgba(0, 0, 0, 0.7); box-shadow:0 15px 10px rgba(0, 0, 0, 0.7); -webkit-transform:rotate(-3deg); -moz-transform:rotate(-3deg); -o-transform:rotate(-3deg); transform:rotate(-3deg); } .drop-shadow:after{ right:10px; left:auto; -webkit-transform:rotate(3deg); -moz-transform:rotate(3deg); -o-transform:rotate(3deg); transform:rotate(3deg); } I'm trying to target all images wrapped with an a tag, which in Wordpress are really full-size images that have been resized to a medium height and width in the backend. When the user clicks on the smaller image in the post, it opens up a new tab with the fullsize view of the image (I'm sure you're already familiar with this if you use Wordpress). For some reason, I can't get his code to work, and I'm wondering if I'm targeting this wrong within my CSS. Can you help? In place of the .drop-shadow class that he uses, I'm target all images wrapped with an a tag within the #main-i div. So, like this... #main-i a img Does anyone know how to target it better than I have so that I can get the drop shadows to be applied for all images within the specified div? Thanks for your help! P.S. An example of the image I am wanting to target with this CSS is the picture of the Haitian boy here: http://lifebridgecypress.org/our-heart/seventy-two/help-haiti

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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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  • Useful Eclipse Java Code Templates

    - by Jon
    You can create various Java code templates in Eclipse via the Window->Preferences->Java -> Editor -> Templates e.g. sysout is expanded to: System.out.println(${word_selection}${});${cursor} You can activate this by typing sysout followed by CTRL+SPACE What useful Java code templates do you currently use? Include the name and description of it and why it's awesome. There's an open bounty on this for an original/novel use of a template rather than a built-in existing feature. Create Log4J logger Get swt color from display Syncexec - Eclipse Framework Singleton Pattern/Enum Singleton Generation Readfile Const Traceout Format String Comment Code Review String format Try Finally Lock Message Format i18n and log Equalsbuilder Hashcodebuilder Spring Object Injection Create FileOutputStream

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  • Eclipse code template to insert a bookmark?

    - by Mike
    Eclipse has a nifty feature which allows you to define "templates" for code. I have created one to automatically put in a println and add a "TODO" comment. I'd like for this to also add a bookmark so I can easily find it again. (The codebase I am working with makes it unfeasible to use just the Task List to find what I need to do since there are a lot of TODOs laying around.) My current template is simply System.out.println("don't commit me!"); //TODO: fix this ${cursor}.

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  • What are the BEST resources for learning WPF & .NET?

    - by dicroce
    I'm a longtime C/C++ Unix guy. I recently started work in a new position that's gonna eventually require C# and WPF (and probably some LINQ). What are the best resources to quickly come up to speed on all these Microsoft technologies? Years ago I read Petzold's book and loved it because it was so complete and by the end I really felt like I knew what I was doing... Is their something equivalent for the .NET world?

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  • How do I set the next available custom color in the ColorDialog?

    - by Hannah
    I'm currently coding in VB.net. A user places the cursor in a table cell and clicks on "Table Background Color" to edit the current background colour. Currently I have been able to detect the current colour (for instance a light blue) and set that colour in the ColorDialog (Colour swatches are correct and RGB values are correct). What I would like to do is enable the user to click on the "Add to Custom Colors" to save the colour. Problem is, it sets the first square in the custom colours area (which happens to already be filled in with another custom colour), rather than finding the next square that is white and set it there instead. Is this possible? If the user selects a new custom colour square when they first load the ColorDialog, the current colour (light blue) disappears and the colour swatches and RGB values are set as white. Thanks

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  • Curser control using Masked Text Box in C#

    - by George
    I seem to have asked this question twice ! I kept getting a message saying New Members can only add a new Question every 20 minutes, try again later !!! Sorry for the duplication ! Please ignore this one !! Thanks. In my app in C# I have several input fields that I need to capture. I need them to be of specific sizes and type and I have used masked Text Boxes for these. I have fields like name which is 20 text charachters long, and a certificate number which is 5 numeric characters with a preceding C etc. This works fine except with I click on a field with the mouse, the cursor does not go to the begining of the fild, or the end of any input text. Is there a way of allowing this to happen using Masked Text Box or will I have to use normal Text Box and do all the field validation manually ?

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  • How to monkeypatch Issue model in Redmine from a plugin, specifically redmine_task_board

    - by armmer
    I'm trying to add a custom sort method to the Issue.rb model in Redmine from the redmine_task_board plugin. My commit on github I don't know if this is a lack of knowledge about Rails plugins on my part or something specific I have to do with Redmine. Redmine 0.8.6.stable I want this method so that when I show the Task Board show method from tasks_board_controller I can sort the tickets in each column by Issue.priority.position. Thank you for any help.

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  • Trying to drop all tables from my schema with no rows?

    - by Vineet
    I am trying to drop all tables in schema with no rows,but when i am executing this code i am getting an error THis is the code: create or replace procedure tester IS v_count NUMBER; CURSOR emp_cur IS select table_name from user_tables; BEGIN FOR emp_rec_cur IN emp_cur LOOP EXECUTE IMMEDIATE 'select count(*) from '|| emp_rec_cur.table_name INTO v_count ; IF v_count =0 THEN EXECUTE IMMEDIATE 'DROP TABLE '|| emp_rec_cur.table_name; END IF; END LOOP; END tester; ERROR at line 1: ORA-29913: error in executing ODCIEXTTABLEOPEN callout ORA-29400: data cartridge error KUP-00554: error encountered while parsing access parameters KUP-01005: syntax error: found "identifier": expecting one of: "badfile, byteordermark, characterset, data, delimited, discardfile, exit, fields, fixed, load, logfile, nodiscardfile, nobadfile, nologfile, date_cache, processing, readsize, string, skip, variable" KUP-01008: the bad identifier was: DELIMETED KUP-01007: at line 1 column 9 ORA-06512: at "SYS.ORACLE_LOADER", line 14 ORA-06512: at line 1 ORA-06512: at "SCOTT.TESTER", line 9 ORA-06512: at line 1

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  • How do I manage conflict in the workplace?

    - by JoelFan
    My workplace has an excessive amount of personal conflict among developers. There are some legitimate technical disagreements involved, but I wish it could be kept to a discussion about issues and not about people. Is there anything I can do about this from my lowly position, being that I don't have any formal leadership role on the team?

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