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  • Base-camp Style Subdomains and IDs of Models

    - by Newy
    I have an app that has Basecamp-style subdomains, that is, I have Projects, Users, Apples and Oranges. The Users, Apples and Oranges are all keyed to a Project and only exist in the http://project.myapp.com. I added a project_id to Users, Apples and Oranges and everything works, except of course that the ids of those three objects increment globally, and throughout my app I lookup objects by that id. This doesn't seem like best practice. Should I instead do lookups by a secondary key? How does that affect efficiency? If there's a good blog post that covers this, would be wesome.

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  • Converting a pointer for a base class into an inherited class

    - by Shawn B
    Hey, I'm working on a small roguelike game, and for any object/"thing" that is not a part of the map is based off an XEntity class. There are several classes that depend on it, such as XPlayer, XItem, and XMonster. My problem is, that I want to convert a pointer from XEntity to XItem when I know that an object is in item. The sample code I am using to pick up an item is this, it is when a different entity picks up an item it is standing over. void XEntity::PickupItem() { XEntity *Ent = MapList; // Start of a linked list while(true) { if(Ent == NULL) { break; } if(Ent->Flags & ENT_ITEM) { Ent->RemoveEntity(); // Unlink from the map's linked list XItem *Item = Ent // Problem is here, type-safety // Code to link into inventory is here break; } Ent = Ent->MapList; } } My first thought was to create a method in XEntity that returns itself as an XItem pointer, but it creates circular dependencies that are unresolvable. I'm pretty stumped about this one. Any help is greatly appreciated.

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  • How to specify an association relation using declarative base

    - by sam
    I have been trying to create an association relation between two tables, intake and module . Each intake has a one-to-many relationship with the modules. However there is a coursework assigned to each module, and each coursework has a duedate which is unique to each intake. I tried this but it didnt work: intake_modules_table = Table('tg_intakemodules',metadata, Column('intake_id',Integer,ForeignKey('tg_intake.intake_id', onupdate="CASCADE",ondelete="CASCADE")), Column('module_id',Integer,ForeignKey('tg_module.module_id', onupdate ="CASCADE",ondelete="CASCADE")), Column('dueddate', Unicode(16)) ) class Intake(DeclarativeBase): __tablename__ = 'tg_intake' #{ Columns intake_id = Column(Integer, autoincrement=True, primary_key=True) code = Column(Unicode(16)) commencement = Column(DateTime) completion = Column(DateTime) #{ Special methods def __repr__(self): return '"%s"' %self.code def __unicode__(self): return self.code #} class Module(DeclarativeBase): __tablename__ ='tg_module' #{ Columns module_id = Column(Integer, autoincrement=True, primary_key=True) code = Column(Unicode(16)) title = Column(Unicode(30)) #{ relations intakes = relation('Intake', secondary=intake_modules_table, backref='modules') #{ Special methods def __repr__(self): return '"%s"'%self.title def __unicode__(self): return '"%s"'%self.title #} When I do this the column duedate specified in the intake_module_table is not created. Please some help will be appreciated here. thanks in advance

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  • Call the cast operator of template base class within the derived class

    - by yoni
    I have a template class, called Cell, here the definition: template <class T> class OneCell { ..... } I have a cast operator from Cell to T, here virtual operator const T() const { ..... } Now i have derived class, called DCell, here template <class T> class DCell : public Cell<T> { ..... } I need to override the Cell's cast operator (insert a little if), but after I need to call the Cell's cast operator. In other methods it's should be something like virtual operator const T() const { if (...) { return Cell<T>::operator const T; } else throw ... } but i got a compiler error error: argument of type 'const int (Cell::)()const' does not match 'const int' What can I do? Thank you, and sorry about my poor English.

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  • Storing expression references to data base

    - by Marcus
    I have standard arithmetic expressions sotred as strings eg. "WIDTH * 2 + HEIGHT * 2" In this example WIDTH and HEIGHT references other objects in my system and the literals WIDTH and HEIGHT refers to a property (Name) on those objects. The problem I'm having is when the Name property on an expression object changes the expression won't match anymore. One solution I came up with is to instead of storing "WIDTH * 2 + HEIGHT * 2" i store "{ID_OF_WIDTH} * 2 + {ID_OF_HEIGHT} * 2" And let my parser be able to parse this new syntax and implement an interface or such on referenced objects IExpressionReference { string IdentifierName { get; } } Anyone have a better/alternative solution to my problem?

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  • Changing Base Path In PHP

    - by Joshua
    I need to change the folder that "relative include paths" are based on. I might currently be "in" this folder: C:\ABC\XYZ\123\ZZZ And in this case, the path "../../Source/SomeCode.php" would actually be in this folder: C:\ABC\XYZ\Source And realpath('.') would = 'C:\ABC\XYZ\123\ZZZ'; If however, realpath('.') were "C:\Some\Other\Folder" Then in this case, the path "../../Source/SomeCode.php" would actually be in this folder: C:\Some\Source How do I change what folder is represented by '.' in realpath()? Like this: echo ('BEFORE = '.realpath('.')); // BEFORE = C:\ABC\XYZ\123\ZZZ // Some PHP code here... echo ('AFTER = '.realpath('.')); // AFTER = C:\Some\Other\Folder How can I change the folder represented by '.', as seen by realpath()?

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  • Create Dynamic Images using Base Image

    - by Karthik Kastury
    I am creating a Google Maps Social Application.. I have a basic marker that has a blank square in between it where I need to put the user uploaded picture. I already have the user uploaded pictures. Now How do I create these dynamic markers using PHP.. The accepted pictures are jpeg and png. I have heard of the PHP GD Library and would like to know how I can accomplish the task..

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  • wpf keep base style in custom control

    - by Archana R
    Hello, I have created a custom button as i wanted an image and a text inside it as follows: <Style TargetType="{x:Type Local:ImageButton}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type Local:ImageButton}"> <StackPanel Height="Auto" Orientation="Horizontal"> <Image Margin="0,0,3,0" Source="{TemplateBinding ImageSource}"/> <TextBlock Text="{TemplateBinding Content}" /> </StackPanel> </ControlTemplate> </Setter.Value> </Setter> </Style> Here, ImageButton is a class which inherits from Button class and has ImageSource as a dependency property. But i want to keep the look and feel of the original button. How can i do it? Thanks.

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • Constrain generic extension method to base types and string

    - by hitch
    I want to have an extension method for XElement/XAttribute that allows me to apply a "ValueOrDefault" logic - perhaps with various slightly different implementations: ValueOrNull, ValueOrDefault, NumericValueOrDefault (which validates if the value is numeric), but I want to constrain these methods so that they can only work with ValueTypes or String (i.e. it does not really make sense to use any other reference types. Is it possible to do this with one implementation of each method, or will I have to have one where the constraint is "Structure" and one where the constraint is "String" - if I combine Structure and String in the generic constraint, I get the error : 'Structure' constraint and a specific class type constraint cannot be combined. An example of the current method implementation is as follows: <Extension()> _ Public Function ValueOrDefault(Of T As {Structure})(ByVal xe As XElement, ByVal defaultValue As T) As T If xe Is Nothing or xe.Value = "" Then Return defaultValue End If Return CType(Convert.ChangeType(xe.Value, GetType(T)), T) End Function

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  • How to debug Ruby base methods in Netbeans ?

    - by Bragaadeesh
    Hi, I am able to debug my ruby program. At times, I would want to go inside the library methods and see what is happening. How to achieve it in Ruby. For example, [ 3, 1, 7, 0 ].sort i would want to go inside the sort method and see how that works lively. In Java+Eclipse this is possible, all I have to do is to attach the source of Foundation classes in Eclipse. Is it possible in Ruby with Netbeans as IDE? Thanks

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  • How to easily substitute a Base class

    - by JTom
    Hi, I have the following hierarchy of classes class classOne { virtual void abstractMethod() = 0; }; class classTwo : public classOne { }; class classThree : public classTwo { }; All classOne, classTwo and classThree are abstract classes, and I have another class that is defining the pure virtual methods class classNonAbstract : public classThree { void abstractMethod(); // Couple of new methods void doIt(); void doItToo(); }; And right now I need it differently...I need it like class classNonAbstractOne : public classOne { void abstractMethod(); // Couple of new methods void doIt(); void doItToo(); }; class classNonAbstractTwo : public classTwo { void abstractMethod(); // Couple of new methods void doIt(); void doItToo(); }; and class classNonAbstractThree : public classThree { void abstractMethod(); // Couple of new methods void doIt(); void doItToo(); }; But all the nonAbstract classes have the same new methods, with the same code...and I would like to avoid copying all the methods and it's code to every nonAbstract class. How could I accomplish that? Hopefully it's understandable...

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  • Is AutoMapper able to auto resolve types base on existing maps

    - by Chi Chan
    I have the following code: [SetUp] public void SetMeUp() { Mapper.CreateMap<SourceObject, DestinationObject>(); } [Test] public void Testing() { var source = new SourceObject {Id = 123}; var destination1 = Mapper.Map<SourceObject, DestinationObject>(source); var destination2 = Mapper.Map<ObjectBase, ObjectBase>(source); //Works Assert.That(destination1.Id == source.Id); //Fails, gives the same object back Assert.That(destination2 is DestinationObject); } public class ObjectBase { public int Id { get; set; } } public class SourceObject : ObjectBase { } public class DestinationObject : ObjectBase { } So basically, I want AutoMapper to automatically resolve the destination type to "DestinationObject" based on the existing Maps set up in AutoMapper. Is there a way to achieve this?

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  • Add custom Model Binders for derived objects and their base

    - by mare
    My class diagram: BaseContentClass Page inherits BaseContentClass Tab inherits BaseContentClass ... If I do this ModelBinders.Binders.Add(typeof(BaseContentObject), new BaseContentObjectCommonPropertiesBinder()); then when in controller action parameter of type Tab appears, custom model binder is not fired. It gets fired if I do this: ModelBinders.Binders.Add(typeof(Tab), new BaseContentObjectCommonPropertiesBinder()); But I don't want to go writing "n" number of Add statements in my global.asax.cs to associate all the derived classes with my custom model binder, do I? I don't know if I have any other option.

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  • drop down and post data to data base

    - by DAFFODIL
    This is a form which retrieves data from db and displays them in table. At the beginning of each row there will be a check box. If there are 10 rows fetched, I ii check 5 rows and insert them in to diff db but here when, I click drop down box data is getting in to db automatically,bcoz I use onchange event. Any alternative to prevent this to happen. Data should be inserted only when, I click submit button. Any help will be appreciated <?php $con = mysql_connect("localhost","root",""); if (!$con) { die('Could not connect: ' . mysql_error()); } mysql_select_db("form1", $con); error_reporting(E_ALL ^ E_NOTICE); $nam=$_REQUEST['select1']; $row=mysql_query("select * from inv where name='$nam'"); while($row1=mysql_fetch_array($row)) { $Name=$row1['Name']; $Address =$row1['Address']; $City=$row1['City']; $Pincode=$row1['Pincode']; $No=$row1['No']; $Date=$row1['Date']; $DCNo=$row1['DCNo']; $DcDate=$row1['DcDate']; $YourOrderNo=$row1['YourOrderNo']; $OrderDate=$row1['OrderDate']; $VendorCode=$row1['VendorCode']; $SNo=$row1['SNo']; $descofgoods=$row1['descofgoods']; $Qty=$row1['Qty']; $Rate=$row1['Rate']; $Amount=$row1['Amount']; } ?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>Untitled Document</title> <script type="text/javascript"> function ram(id) { var q=document.getElementById('qty_'+id).value; var r=document.getElementById('rate_'+id).value; document.getElementById('amt_'+id).value=q*r; } </script> </head> <body> <form id="form1" name="form1" method="post" action=""> <table width="1315" border="0"> <script type="text/javascript"> function g() { form1.submit(); } </script> <tr> <th>Name</th> <th align="left"><select name="select1" onchange="g();"> <option value="" selected="selected">select</option> <?php $row=mysql_query("select Name from inv "); while($row1=mysql_fetch_array($row)) { ?> <option value="<?php echo $row1['Name'];?>"><?php echo $row1['Name'];?></option> <?php } ?> </select></th> </tr> <tr> <th>Address</th> <th align="left"><textarea name="Address"><?php echo $Address;?></textarea></th> </tr> <tr> <th>City</th> <th align="left"><input type="text" name="City" value='<?php echo $City;?>' /></th> </tr> <tr> <th>Pincode</th> <th align="left"><input type="text" name="Pincode" value='<?php echo $Pincode;?>'></th> </tr> <tr> <th>No</th> <th align="left"><input type="text" name="No2" value='<?php echo $No;?>' readonly="" /></th> </tr> <tr> <th>Date</th> <th align="left"><input type="text" name="Date" value='<?php echo $Date;?>' /></th> </tr> <tr> <th>DCNo</th> <th align="left"><input type="text" name="DCNo" value='<?php echo $DCNo;?>' readonly="" /></th> </tr> <tr> <th>DcDate:</th> <th align="left"><input type="text" name="DcDate" value='<?php echo $DcDate;?>' /></th> </tr> <tr> <th>YourOrderNo</th> <th align="left"><input type="text" name="YourOrderNo" value='<?php echo $YourOrderNo;?>' readonly="" /></th> </tr> <tr> <th>OrderDate</th> <th align="left"><input type="text" name="OrderDate" value='<?php echo $OrderDate;?>' /></th> </tr> <tr> <th width="80">VendorCode</th> <th width="1225" align="left"><input type="text" name="VendorCode" value='<?php echo $VendorCode;?>' readonly="" /></th> </tr> </table> <table width="1313" border="0"> <tr> <td width="44">&nbsp;</td> <td width="71">SNO</td> <td width="527">DESCRIPTION</td> <td width="214">QUANTITY</td> <td width="214">RATE/UNIT</td> <td width="217">AMOUNT</td> </tr> <?php $i=1; $row=mysql_query("select * from inv where Name='$nam'"); while($row1=mysql_fetch_array($row)) { $SNo=$row1['SNo']; $descofgoods=$row1['descofgoods']; $Qty=$row1['Qty']; $Rate=$row1['Rate']; $Amount=$row1['Amount']; ?> <tr> <td><input type="checkbox" name="checkbox" value="checkbox" checked="checked"/></td> <td><input type="text" name="No[<?php echo $i?>]" value='<?php echo $SNo;?>' readonly=""/></td> <td><input type="text" name="descofgoods[<?php echo $i?>]" value='<?php echo $descofgoods;?>' /></td> <td><input type="text" name="qty[<?php echo $i?>]" maxlength="50000000" id="qty_<?PHP echo($i) ?>"/></td> <td><input type="text" name="Rate[<?php echo $i?>]" value='<?php echo $Rate;?>' id="rate_<?PHP echo($i) ?>" onclick="ram('<?PHP echo($i) ?>')";></td> <td><input type="text" name="Amount[<?php echo $i?>]" id="amt_<?PHP echo($i) ?>"/></td> </tr> <?php $i++;} ?> <tr> <td><input type="submit" value="submit" header("location:values to be brought for print page.php");/></td> </tr> </table> <label></label> </form> </body> </html> <?php /*error_reporting(E_ALL ^ E_NOTICE); $con = mysql_connect("localhost","root",""); if (!$con) { die('Could not connect: ' . mysql_error()); } mysql_select_db("form1", $con); /*if(checked=checkbox) { mysql_query="INSERT INTO invo (Name, Address, City, Pincode, No, Date, DCNo, DcDate, YourOrderNo, OrderDate, VendorCode, SNo, descofgoods, Qty, Rate, Amount) VALUES ('$_POST[Name]','$_POST[Address]','$_POST[City]','$_POST[Pincode]','$_POST[No]','$_POST[Date]','$_POST[DCNo]','$_POST[DcDate]','$_POST[YourOrderNo]','$_POST[OrderDate]','$_POST[VendorCode]','$_POST[SNo]','$_POST[descofgoods]','$_POST[qty]','$_POST[Rate]','$_POST[Amount]')"; } else { header("location:values to be brought for print page.php"); }*/ header("ins.php"); ?>

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  • cached data base

    - by radi
    hi , in my project i need a tow tables each of it has about 2000 row , i want my application to be speed so my db should load into memory (cached) when the app start and before it close the db have to be saved on the disk . i am using java and i want to use sql

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  • Incorrect new Uri(base, relative) behaviour in .NET

    - by dr. evil
    When you create a new Uri like this: New Uri(New Uri("http://example.com/test.php"),"?x=y") it returns: http://example.com/?x=y It was supposed to return: http://example.com/test.php?x=y according to the every major browser out there (I'm not quite sure what RFC says though). Is this is a bug or is there any other function out there which behaves correctly, also what's the best way to fix it without reinventing the wheel?

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  • Find user defined functions and their usage in a massive code base

    - by Frenck
    Hi, I'm currently working with an massive PHP codebase, witch is completely undocumented. Here's the deal. All of the PHP code is included every page call. They build a simple include all kinda function that scan's the directory and includes all PHP files it can find. It works recursively for all the subfolders. I would like to know what functions are used in what files and from which files those functions came. I need to know this in order to switch to normale includes. Also it gives me more information about not used functions and files (since it a really old and big codebase, there is a lot of legacy in it). It there a tool or something for PHP that can check this kind of stuff in a codebase?

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  • Is extending a base class with non-virtual destructor dangerous in C++

    - by Akusete
    Take the following code class A { }; class B : public A { }; class C : public A { int x; }; int main (int argc, char** argv) { A* b = new B(); A* c = new C(); //in both cases, only ~A() is called, not ~B() or ~C() delete b; //is this ok? delete c; //does this line leak memory? return 0; } when calling delete on a class with a non-virtual destructor with member functions (like class C), can the memory allocator tell what the proper size of the object is? If not, is memory leaked? Secondly, if the class has no member functions, and no explicit destructor behaviour (like class B), is everything ok? I ask this because I wanted to create a class to extend std::string, (which I know is not recommended, but for the sake of the discussion just bear with it), and overload the +=,+ operator. -Weffc++ gives me a warning because std::string has a non virtual destructor, but does it matter if the sub-class has no members and does not need to do anything in its destructor? -- FYI the += overload was to do proper file path formatting, so the path class could be used like class path : public std::string { //... overload, +=, + //... add last_path_component, remove_path_component, ext, etc... }; path foo = "/some/file/path"; foo = foo + "filename.txt"; //and so on... I just wanted to make sure someone doing this path* foo = new path(); std::string* bar = foo; delete bar; would not cause any problems with memory allocation

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  • How to use a Base ViewModel in Asp.net MVC 2

    - by Picflight
    As I familiarize myself with Asp.Net MVC, I am using MVC 2, I have noticed the use of a BaseViewData class in the Kigg project which I am unsure how to implement. I want each of my ViewModels to have certain values available. Using an iterface comes to mind but I am wondering what the best practice is and how does Kigg do it? Kigg public abstract class BaseViewData { public string SiteTitle { get; set; } // ...other properties } public class UserListViewData : BaseViewData { public string Title { get; set; } // .. other stuff } In my WebForms application I use a BasePage that inherits from System.Web.UI.Page. So, in my MVC project, I have this: public abstract class BaseViewModel { public int SiteId { get; set; } } public class UserViewModel : BaseViewModel { // Some arbitrary ViewModel } Referencing the Kigg methodology, how do I make sure that each of my ViewModel that inherits from the BaseViewModel have the SiteId property? What is the best practice, samples or patterns I should be using?

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  • polymorphism pass instantiated base to deriver

    - by Eric
    I was wondering how to do this, consider the following classes public class Fruit { public string Name { get; set; } public Color Color { get; set; } } public class Apple : Fruit { public Apple() { } } How can I instantiate a new fruit but upcast to Apple, is there a way to instantiate a bunch of Fruit and make them apples with the name & color set. Do I need to manually deep copy? Of course this fails Fruit a = new Fruit(); a.Name = "FirstApple"; a.Color = Color.Red; Apple wa = a as Apple; System.Diagnostics.Debug.Print("Apple name: " + wa.Name); Do I need to pass in a Fruit to the AppleCTor and manually set the name and color( or 1-n properties) Is there an better design to do this?

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