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  • not getting new updated data while using AJAX in calling partial file

    - by dharin
    I have called the partial file form the loop. now when i update , i do not actually get updated result but need to do refresh for getting updated result. the code is like this : the file1 @folders.each do |@folder| = render :partial => 'folders/group_list' the partial file %div{:id => "group_list_#{@folder.id}"} // this is the div which needs to be updated = group_member(@folder) //this is the helper method I need the updated @folder from controller but I always get file1's @folder controller side def any_method .. some code .. @folder = Folder.find(params[:folder_id]) render :partial => '/folders/group_list' end

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  • get entire line with java.util.scanner.hasNext(regex)

    - by Hussain
    I'm doing something in Java that requires input to be matched against the pattern ^[1-5]$. I should have a while loop looping through each line of input, checking it against the pattern, and outputting an error message if it does not. Sudo code: while (regex_match(/^[^1-5]$/,inputLine)) { print ("Please enter a number between 1 and 5! "); getNextInputLine(); } I can use java.util.Scanner.hasMatch("^[^1-5]$"), but that will only match a single token, not the entire line. Any idea on how to make hasMatch match against the entire line? (Setting the delimiter to "\n" or "\0" doesn't work.)

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  • Summation using Lambda C# 3.0

    - by Newbie
    I have a small thing. public int GetSum(List<int> x) { foreach (int i in x) sum += i; return sum; } where x is a List of integers defined as List<int> l = new List<int>(); l.Add(4); l.Add(2); l.Add(5); l.Add(8); l.Add(6); and has been passed as GetSum(l) Is it possible to rewrite the above foreach loop using a lambda? Reason: I started looking into the lambda stuffs since yesterday and is interested to learn .. however simple it may be. Thanks.

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  • C++ - how does Sleep() and cin work?

    - by quano
    Just curious. How does actually the function Sleep() work (declared in windows.h)? Maybe not just that implementation, but anyone. With that I mean - how is it implemented? How can it make the code "stop" for a specific time? Also curious about how cin and those actually work. What do they do exactly? The only way I know how to "block" something from continuing to run is with a while loop, but considering that that takes a huge amount of processing power in comparison to what's happening when you're invoking methods to read from stdin (just compare a while (true) to a read from stdin), I'm guessing that isn't what they do.

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  • Deleting an element from an array in perl

    - by Flamewires
    Hey I'm wondering how i can get this code to work, basically i want to keep the lines of $filename as long as they contain the $user in the path. Sry, perl noob. open STDERR, ">/dev/null"; $filename=`find -H /home | grep $file`; @filenames = split(/\n/, $filename); for $i (@filenames) { if ($i =~ m/$user/) { #keep results } else { delete $i; # does not work. } } $filename = join ("\n", @filenames); close STDERR; I know you can delete like delete $array[index] but I don't have an index with this kind of loop that I know of.

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  • Import a number of csv files and replace NA by Zeros

    - by tao.hong
    I know how to do this individually. However, I have more than 1000 files. I decided to use a for loop. However, it seems like I did not find the correct way to evaluate my variables. Here is my code setwd('C:/data') filenames=dir() #find file names for (i in filenames){ adt = substr(x = i, start = 1, stop = nchar(i)-4) name=paste("data_", adt, sep="") assign(name, read.csv(i,header=T,sep=",")) #read each file and assign a variable name starting with data_ to it func=paste('name[is.na(name)] <- 0',sep="") # here is the place I have problem. R will not consider name is a parameter whose values change in each iteration eval((text=func)) }

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  • Wrapping quotes around a php id in XML

    - by Simon Hume
    I've got this line of code: $xml_output .= "\t<Event=" . $x . ">\n"; And it will output: <Event=0> <Event=1> <Event=2> etc etc through my loop. I need it to output as this (with the quotes around the number): <Event="0"> <Event="1"> <Event="2"> Any help, and I'm sure it's simple would be greatly appreciated!

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  • Better data-structure design

    - by Tempname
    Currently in my application I have a single table that is giving me a bit of trouble. The issue at hand is I have a value object that is mapped to this table. When the data is returned to me as an array of value objects, I have to then loop through this array and begin my recursion by matching the ParentID to parent ObjectID's. The column ParentID is either null (acts a parent) or it holds the value of an ObjectID. I know there has to be a better way to create this data structure so that I do not have to do recursive loops to match ParentID's with their ObjectID's. Any help with this is greatly appreciated. Here is the table in describe form: +----------------+------------------+------+-----+---------------------+-----------------------------+ | Field | Type | Null | Key | Default | Extra | +----------------+------------------+------+-----+---------------------+-----------------------------+ | ObjectID | int(11) unsigned | NO | PRI | NULL | auto_increment | | ObjectHeight | decimal(6,2) | NO | | NULL | | | ObjectWidth | decimal(6,2) | NO | | NULL | | | ObjectX | decimal(6,2) | NO | | NULL | | | ObjectY | decimal(6,2) | NO | | NULL | | | ObjectLabel | varchar(255) | NO | | NULL | | | TemplateID | int(11) unsigned | NO | MUL | NULL | | | ObjectTypeID | int(11) unsigned | NO | MUL | NULL | | | ParentID | int(11) unsigned | YES | MUL | NULL | | | CreationDate | datetime | YES | | 0000-00-00 00:00:00 | | | LastModifyDate | timestamp | YES | | NULL | on update CURRENT_TIMESTAMP | +----------------+------------------+------+-----+---------------------+-----------------------------+e

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  • mysql LAST_INSERT_ID() used with multiple records INSERT statement

    - by bogdan
    Hello, If i insert multiple records with a loop that executes a single record insert, the last insert id returned is, as expected, the last one... but if i do a multiple records insert statement: INSERT INTO people (name,age) VALUES('William',25),('Bart',15),('Mary',12); let's say the three above are the first records inserted in the table...after the insert statement i expected last insert id to return 3, but it returned 1...the first insert id for the statement in question... So can someone please confirm if this is the normal behavior of LAST_INSERT_ID() in the context of multiple records INSERT statements...so i can base my code on it thanks :)

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • ajax call is looping indefinitely

    - by zurna
    I am pulling categories from an xml file. I only have 5 categories but the code below keeps pulling categories indifitely! Weird thing, I dont even have a loop in the xml function. Test link: http://www.refinethetaste.com/FLPM/ $.ajax({ dataType: "xml", url: "/FLPM/content/home/index.cs.asp?Process=ViewVCategories", success: function(xml) { $(xml).find('row').each(function(){ var id = $(this).attr('id'); var CategoryName = $(this).find('CategoryName'); $("<div class='tab fleft'><a href='http://www.refinethetaste.com/FLPM/content/home/index.cs.asp?Process=ViewVideos&CATEGORYID="+ id +"'>"+ CategoryName.text() + "</a></div>").appendTo("#VCategories"); CategoryName.find("div.row-title .red").tabs("div.panes > div"); }); } });

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  • [PHP] - Lowering script memory usage in a "big" file creation

    - by Riccardo
    Hi there people, it looks like I'm facing a typical memory outage problem when using a PHP script. The script, originally developed by another person, serves as an XML sitemap creator, and on large websites uses quite a lot of memory. I thought that the problem was related due to an algorithm holding data in memory until the job was done, but digging into the code I have discovered that the script works in this way: open file in output (will contain XML sitemap entries) in the loop: ---- for each entry to be added in sitemap, do fwrite close file end Although there are no huge arrays or variables being kept in memory, this technique uses a lot of memory. I thought that maybe PHP was buffering under the hood the fwrites and "flushing" data at the end of the script, so I have modified the code to close and open the file every Nth record, but the memory usage is still the same.... I'm debugging the script on my computer and watching memory usage: while script execution runs, memory allocation grows. Is there a particular technique to instruct PHP to free unsed memory, to force flushing buffers if any? Thanks

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  • Divide numpy array

    - by BandGap
    Hi all I have some data represented in a 1300x1341 matrix. I would like to split this matrix in several pieces (e.g. 9) so that I can loop over and process them. The data needs to stay ordered in the sense that x[0,1] stays below (or above if you like) x[0,0] and besides x[1,1]. Just like if you had imaged the data, you could draw 2 vertical and 2 horizontal lines over the image to illustrate the 9 parts. If I use numpys reshape (eg. matrix.reshape(9,260,745) or any other combination of 9,260,745) it doesn't yield the required structure since the above mentioned ordering is lost... Did I misunderstand the reshape method or can it be done this way? What other pythonic/numpy way is there to do this?

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  • How would you create a string of all UTF-8 characters? [PHP]

    - by Xeoncross
    There are many ways to represent the +1 million UTF-8 characters. Take the latin capital "A" with macron (A). This is unicode code point U+0100, hex number 0xc4 0x80, decimal number 196 128, and binary 11000100 10000000. I would like to create a collection of the first 65,535 UTF-8 characters for use in testing applications. These are all unicode characters up to code point U+FFFF (byte3). Is it possible to do something like a for($x=0) loop and then convert the resulting decimal to another base (like hex) which would allow the creation of the matching unicode character? I can create the value A using something like this: $char = "\xc4\x80"; // or $char = chr(196).chr(128); However, I am not sure how to turn this into an automated process. // fail! $char = "\x". dechex($a). "\x". dexhex($$b);

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  • Turing's Craft exercise stumped me... seems too easy.

    - by Chris
    "Write a for loop that prints the integers 1 through 40, separated by spaces or new lines. You may use only one variable, count which has already been declared as an integer." So I use... for(count = 1; count <= 40; count++) { cout << " " << count; } but they are using stdio.h as the only header and cout is not recognized. It hints that the output format should be (" ",count), but I can't figure out what print function to use. stdio.h can use fprintf or fwrite, but I don't have enough parameters for either function. Any ideas?

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  • Sound plays multiple times at once

    - by Jr. Mathews
    I'm having trouble with sound in Flash. I may have went about coding the wrong way, because most of my codes are on frames. So, I have these two variables var outsideDay:Sound = new daysong(); var outsideNight:Sound = new nightsong(); And I want to play these songs on a specific frame. However, the sounds play sporadically, like 50 times at once. I think it's because I have other codes that link to the frames with a Enter_Frame function. How can I get the sounds to loop and not play multiple times at once?

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  • GetMessage with a timeout

    - by qdii
    I have an application which second thread calls GetMessage() in a loop. At some point the first thread realizes that the user wants to quit the application and notifies the second thread that he should terminate. As the first thread is stuck on GetMessage(), the program never quits. Is there a way to wait for messages with a timeout? I’m open to other ideas too. EDIT: (additional explanations) The second thread runs that snippet of code: while ( !m_quit && GetMessage( &msg, NULL, 0, 0 ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } The first thread sets m_quit to true.

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  • prevent using functions before initialization, constructors-like in C

    - by Hernán Eche
    This is the way I get to prevent funA,funB,funC, etc.. for being used before init #define INIT_KEY 0xC0DE //any number except 0, is ok static int initialized=0; int Init() { //many init task initialized=INIT_KEY; } int funA() { if (initialized!=INIT_KEY) return 1 //.. } int funB() { if (initialized!=INIT_KEY) return 1 //.. } int funC() { if (initialized!=INIT_KEY) return 1 //.. } The problem with this approach is that if some of those function is called within a loop so "if (initialized!=INIT_KEY)" is called again, and again, although it's not necessary. It's a good example of why constructors are useful haha, If it were an object I would be sure that when was created initialization was called, but in C, I don't know how to do it. Any other ideas are welcome!

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  • A 'do' statement at the end of my perl script never runs

    - by Jeremy Petzold
    In my main script, I am doing some archive manipulation. Once I have completed that, I want to run a separate script to upload my archives to and FTP server. Separately, these scripts work well. I want to add the FTP script to the end of my archive script so I only need to worry about scheduling one script to run and I want to guarantee that the first script completes it work before the FTP script is called. After looking at all the different methods to call my FTP script, I settled on 'do', however, when my do statement is at the end of the script, it never runs. When I place it in my main foreach loop, it runs fine, but it runs multiple times which I want to avoid since the FTP script can handle having multiple archives to upload. Is there something I am missing? Why does it not run? Thanks

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  • Not able to kill bad kernel running on NVIDIA GPU

    - by arvindkgs
    Hi, I am in a real fix. Please help. Its urgent. I have a host process that spawns multiple host(CPU) threads. These threads in turn call the CUDA kernel. These CUDA kernels are written by external users. So it might be bad kernels that enter infinite loop. In order to overcome this I have put a time-out of 2 mins that will kill the corresponding CPU thread. Will killing the CPU thread also kill the kernel running on the GPU? As far as what I have tested it does'nt. How can I also kill all the threads currently running in the GPU? Thanks, Arvind

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  • rcurl web scraping timeout exits program

    - by user1742368
    I am using a loop and rcurl scrape data from multiple pages which seems to work fine at certain times but fails when there is a timeout due to the server not responding. I am using a timeout=30 which traps the timeout error however the program stops after the timeout. i would like the progrm to continue to the next page when the timeout occurrs but cant figureout how to do this? url = getCurlHandle(cookiefile = "", verbose = TRUE) Here is the statement I am using that causes the timeout. I am happy to share the code if there is interest. webpage = getURLContent(url, followlocation=TRUE, curl = curl,.opts=list( verbose = TRUE, timeout=90, maxredirs = 2)) woodwardjj

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  • PHP Change Array Over and Over

    - by Steven
    Hello, I have any array $num_list = array(42=>'0',44=>'0',46=>'0',48=>'0',50=>'0',52=>'0',54=>'0',56=>'0',58=>'0',60=>'0'); and I want to change specific values as I go through a loop while(list($pq, $oin) = mysql_fetch_row($result2)) { $num_list[$oin] = $pq; } So I want to change like 58 to 403 rather then 0. However I always end up getting just the last change and non of the earlier ones. So it always ends up being something like 0,0,0,0,0,0,0,0,0,403 rather then 14,19,0,24,603,249,0,0,0,403 How can I do this so it doesn't overwrite it? Thanks

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  • C++ - Access array (in main) from methods outside main

    - by John Smith
    I have an array in my main class that holds objects that I need to print out for a menu listing. The array is declared and initialized in main. I need to, however, access the same array in a sub-menu function. If I copy the code (for loop that prints out the values) to the sub-menu, nothing is printed (presumably because it can't access the original array and has made a new, blank one). Is there any way (without making the array a global variable) that I can access the array in this sub-menu? Both the main and the sub-menu function are in the same file and the sub-menu is called from main. Maybe to put it more simply, can I use scope resolution to bring me up one 'level' in scope?

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  • Interview Question: .Any() vs if (.Length > 0) for testing if a collection has elements

    - by Chris
    In a recent interview I was asked what the difference between .Any() and .Length > 0 was and why I would use either when testing to see if a collection had elements. This threw me a little as it seems a little obvious but feel I may be missing something. I suggested that you use .Length when you simply need to know that a collection has elements and .Any() when you wish to filter the results. Presumably .Any() takes a performance hit too as it has to do a loop / query internally.

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  • call inline function and pass in current item as the argument - Flex 3

    - by wcpro
    Im trying to create a loop of items like this... for each (var btn:Object in ViewButtonData) { // build element var box:HBox = new HBox(); box.styleName = "lefttab"; box.width = "100%"; box.addEventListener("rollOver", HoverTab(btn.id, 1)); box.addEventListener("rollOut", HoverTab(btn.id, 0)); // add element to list } I would like to pass in current HBox to the 'HoverTab' function. Is there a way to do that?

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