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  • Solved: Help with this compile error

    - by Scott
    I just picked up an old project and I'm not sure what the following error could mean. g++ -o BufferedReader.o -c -g -Wall -std=c++0x -I/usr/include/xmms2 -Ijsoncpp/include/json/ -fopenmp -I/usr/include/ImageMagick -I/usr/include/xmms2 -I/usr/include/libvisual-0.4 -D_GNU_SOURCE=1 -D_REENTRANT -I/usr/include/SDL -DQT_CORE_LIB -DQT_GUI_LIB -DQT_SCRIPT_LIB -DQT_SHARED -I/usr/include/QtCore -I/usr/include/QtGui -I/usr/include/QtScript BufferedReader.cpp In file included from BufferedReader.cpp:23: /usr/include/string.h:36:42: error: missing binary operator before token "(" In file included from /usr/lib/gcc/i686-redhat-linux/4.4.3/../../../../include/c++/4.4.3/cwchar:47, from /usr/lib/gcc/i686-redhat-linux/4.4.3/../../../../include/c++/4.4.3/bits/postypes.h:42, from /usr/lib/gcc/i686-redhat-linux/4.4.3/../../../../include/c++/4.4.3/iosfwd:42, from /usr/lib/gcc/i686-redhat-linux/4.4.3/../../../../include/c++/4.4.3/ios:39, from /usr/lib/gcc/i686-redhat-linux/4.4.3/../../../../include/c++/4.4.3/istream:40, from /usr/lib/gcc/i686-redhat-linux/4.4.3/../../../../include/c++/4.4.3/sstream:39, from BufferedReader.cpp:24: At line 24 of BufferedReader.cpp is #include <string.h>. I've tried it with just <string> but get the same thing. Any clue? Here's the snippet of code from string.h /* Tell the caller that we provide correct C++ prototypes. */ #if defined __cplusplus && __GNUC_PREREQ (4, 4) //line 36 # define __CORRECT_ISO_CPP_STRING_H_PROTO #endif Does that mean __GNUC_PREREQ isn't defined? Edit: Changing -Ijsoncpp/include/json/ to Ijsoncpp/include stopped the errors. I noticed I was including <json/json.h>. I'm about to switch to JsonGlib though, which is the reason I pulled the project up again. So it's all good. :)

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  • In an Android application, should I have one content provider per table or only one for the entire a

    - by Andrew Dyer
    I have years of experience with Microsoft .NET development (primarily C#) and have been working to come up to speed on Android and Java. So far, I've built a small application with a couple screens and a working content provider. All of the examples I've seen for developing content providers typically work with a single table, so I got the impression that this was the convention. I built a couple more content providers for other tables and ran into the "Unknown URI" IllegalArgumentException when I tried to test them. The exception is being thrown by one of my content providers, but not the one I was intending to call. It appears that my application is using the first content provider in the AndroidManifest.xml file, which now has me wondering if I should only have a single content provider for the entire application. Are there any best practices and/or examples for working with multiple tables in an Android application? Should I have one content provider per table or only one for the entire application? If the former, how do I resolve URIs to the proper provider? If the latter, how do I keep my content provider code from being polluted with switch statements?

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  • Advantage of WPF app vs Winform for business apps?

    - by Abdu
    I know asp.net and winform development. I am not the type of developer who jumps into a new technology just because it's new. It needs to give me extra benefits like higher productivity. What are the advantages of WPF over Winforms for pure business apps? I am not interested in the extra eye candy, animation, gradients, image display effects and so on which WPF provides. The business apps are for data entry, data reporting and maybe some charts and static display of photos. How will WPF help in these apps? Better richer data binding? WinForm is a mature proven technology and I like the fact I can do everything in Visual Studio vs multiple IDE's for WPF (VS & Blend family). Plus I think WPF doesn't have as rich data binding controls like their Winform counterparts (DataGridView..etc). AFAIK, Microsoft will still support Winforms for many years. Try to convince someone like me to switch.

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  • How should I return different types in a method based on the value of a string in Java?

    - by Siracuse
    I'm new to Java and I have come to having the following problem: I have created several classes which all implement the interface "Parser". I have a JavaParser, PythonParser, CParser and finally a TextParser. I'm trying to write a method so it will take either a File or a String (representing a filename) and return the appropriate parser given the extension of the file. Here is some psuedo-code of what I'm basically attempting to do: public Parser getParser(String filename) { String extension = filename.substring(filename.lastIndexOf(".")); switch(extension) { case "py": return new PythonParser(); case "java": return new JavaParser(); case "c": return new CParser(); default: return new TextParser(); } } In general, is this the right way to handle this situation? Also, how should I handle the fact that Java doesn't allow switching on strings? Should I use the .hashcode() value of the strings? I feel like there is some design pattern or something for handling this but it eludes me. Is this how you would do it?

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  • Writing to a new log file each day with TraceSource

    - by Cipher
    I am using a logger in my application to write to files. The source, switch and listeners have been defined in the app.config file as follows: <system.diagnostics> <sources> <source name="LoggerApp" switchName="sourceSwitch" switchType="System.Diagnostics.SourceSwitch"> <listeners> <add name="myListener" type="System.Diagnostics.TextWriterTraceListener" initializeData="myListener.log" /> </listeners> </source> </sources> <switches> <add name="sourceSwitch" value="Information" /> </switches> </system.diagnostics> Inside, my .cs code, I use the logger as follows: private static TraceSource logger = new TraceSource("LoggerApp"); logger.TraceEvent(TraceEventType.Information, 1, "{0} : Started the application", DateTime.Now); What would I have to do to create a new log file each day instead of writing to the same log file every time?

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  • Sync two SqlExpress using NHibernate

    - by Christian
    Hello, I am creating a simple project management system which uses NHibernate for object storage. The underlying database is SQL express (at least currently for development). The client runs on either the desktop or laptop. I know I could use web-services and store the DB only on the desktop, but this would force the desktop to be available all the time. I am currently thinking about duplicating the DB, having two instances with "different data". To clarify, we are not talking about a productive app here, its a prototype. One way to achieve this very simple would be the following process: Client: Check if desktop DB is available (through web service) Client: If yes, use desktop storage, no problem here Client: If not, use own DB as storage Client: Poll desktop regulary, as soon as it comes on, sync Client: Switch to desktop storage ... Desktop: Do not attempt any DB operation before checking for required sync Desktop: If sync needed, do it... My question is now, how would you sync? Assume 4 or 5 types of objects, all have GUID as identifiers. Would you always manually "lazy load" all objects of a certain type and feed them to the DB. Would you always drop the whole desktop DB in case the client DB may be newer and out of sync? Again, I want to stress out, I am not assuming any conflicts or stale data, I basically just want to "copy the whole DB from the client". Would you use NHibernate for this? Or would you separate the copy process? When I think about it, my questions comes down to this: Is there any function from NHibernate: SyncDBs_SourceWins_(SourceDB, TargetDB) Thanks for help, Chris

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  • Android Camera intent creating two files

    - by Kyle Ramstad
    I am making a program that takes a picture and then shows it's thumbnail. When using the emulator all goes well and the discard button deletes the photo. But on a real device the camera intent saves the image at the imageUri variable and a second one that is named like if I had just opened up the camera and took a picture by itself. private static final int CAMERA_PIC_REQUEST = 1337; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.camera); //start camera values = new ContentValues(); values.put(MediaStore.Images.Media.TITLE, "New Picture"); values.put(MediaStore.Images.Media.DESCRIPTION,"From your Camera"); imageUri = getContentResolver().insert(MediaStore.Images.Media.EXTERNAL_CONTENT_URI, values); image = (ImageView) findViewById(R.id.ImageView01); Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); intent.putExtra(MediaStore.EXTRA_OUTPUT, imageUri); startActivityForResult(intent, CAMERA_PIC_REQUEST); //save the image buttons Button save = (Button) findViewById(R.id.Button01); Button close = (Button) findViewById(R.id.Button02); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (requestCode == CAMERA_PIC_REQUEST && resultCode == RESULT_OK) { try{ thumbnail = MediaStore.Images.Media.getBitmap(getContentResolver(), imageUri); image.setImageBitmap(thumbnail); } catch(Exception e){ e.printStackTrace(); } } else{ finish(); } } public void myClickHandler(View view) { switch (view.getId()) { case R.id.Button01: finish(); break; case R.id.Button02: dicard(); } } private void dicard(){ getContentResolver().delete(imageUri, null, null); finish(); }

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  • How slow are bit fields in C++

    - by Shane MacLaughlin
    I have a C++ application that includes a number of structures with manually controlled bit fields, something like #define FLAG1 0x0001 #define FLAG2 0x0002 #define FLAG3 0x0004 class MyClass { ' ' unsigned Flags; int IsFlag1Set() { return Flags & FLAG1; } void SetFlag1Set() { Flags |= FLAG1; } void ResetFlag1() { Flags &= 0xffffffff ^ FLAG1; } ' ' }; For obvious reasons I'd like to change this to use bit fields, something like class MyClass { ' ' struct Flags { unsigned Flag1:1; unsigned Flag2:1; unsigned Flag3:1; }; ' ' }; The one concern I have with making this switch is that I've come across a number of references on this site stating how slow bit fields are in C++. My assumption is that they are still faster than the manual code shown above, but is there any hard reference material covering the speed implications of using bit fields on various platforms, specifically 32bit and 64bit windows. The application deals with huge amounts of data in memory and must be both fast and memory efficient, which could well be why it was written this way in the first place.

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  • Scala: Correcting type inference of representation type over if statement

    - by drhagen
    This is a follow-up to two questions on representation types, which are type parameters of a trait designed to represent the type underlying a bounded type member (or something like that). I've had success creating instances of classes, e.g ConcreteGarage, that have instances cars of bounded type members CarType. trait Garage { type CarType <: Car[CarType] def cars: Seq[CarType] def copy(cars: Seq[CarType]): Garage def refuel(car: CarType, fuel: CarType#FuelType): Garage = copy( cars.map { case `car` => car.refuel(fuel) case other => other }) } class ConcreteGarage[C <: Car[C]](val cars: Seq[C]) extends Garage { type CarType = C def copy(cars: Seq[C]) = new ConcreteGarage(cars) } trait Car[C <: Car[C]] { type FuelType <: Fuel def fuel: FuelType def copy(fuel: C#FuelType): C def refuel(fuel: C#FuelType): C = copy(fuel) } class Ferrari(val fuel: Benzin) extends Car[Ferrari] { type FuelType = Benzin def copy(fuel: Benzin) = new Ferrari(fuel) } class Mustang(val fuel: Benzin) extends Car[Mustang] { type FuelType = Benzin def copy(fuel: Benzin) = new Mustang(fuel) } trait Fuel case class Benzin() extends Fuel I can easily create instances of Cars like Ferraris and Mustangs and put them into a ConcreteGarage, as long as it's simple: val newFerrari = new Ferrari(Benzin()) val newMustang = new Mustang(Benzin()) val ferrariGarage = new ConcreteGarage(Seq(newFerrari)) val mustangGarage = new ConcreteGarage(Seq(newMustang)) However, if I merely return one or the other, based on a flag, and try to put the result into a garage, it fails: val likesFord = true val new_car = if (likesFord) newFerrari else newMustang val switchedGarage = new ConcreteGarage(Seq(new_car)) // Fails here The switch alone works fine, it is the call to ConcreteGarage constructor that fails with the rather mystical error: error: inferred type arguments [this.Car[_ >: this.Ferrari with this.Mustang <: this.Car[_ >: this.Ferrari with this.Mustang <: ScalaObject]{def fuel: this.Benzin; type FuelType<: this.Benzin}]{def fuel: this.Benzin; type FuelType<: this.Benzin}] do not conform to class ConcreteGarage's type parameter bounds [C <: this.Car[C]] val switchedGarage = new ConcreteGarage(Seq(new_car)) // Fails here ^ I have tried putting those magic [C <: Car[C]] representation type parameters everywhere, but without success in finding the magic spot.

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  • Enterprise integration of disparate systems

    - by Chris Latta
    We're about to embark on a fairly large integration effort to kill off a bunch of Access and Sql Server databases and get everything into one coherent enterprise system. There are also a number of other systems (accounting, CRM, payroll, MS Exchange) that hold critical data that we need to integrate (use for data validation in other systems), report on and otherwise expose. It is likely that some of these systems will change in the next few years, so we need to isolate our systems to be ready for change. Ideally we would be able to expose our forms in a consistent manner across as many of our our systems as possible without having to re-develop them for each system. We are currently targeting SharePoint (2007 and soon 2010), Office (2007 and soon 2010 - Word, Excel, PowerPoint and Outlook), Reporting Services, .Net console applications, .Net Windows applications, shell extensions, and with the possibility of exposing some functionality on mobile devices (BlackBerries currently, maybe iPhones later) and via our website. We're moving development to Visual Studio 2010 (from 2005) ahead of migrating to SharePoint 2010 and Office 2010. Given that most of our development is presently targeted to the .Net framework (mostly in C#) it seems logical to stick with this unless there is some compelling reason to switch frameworks/platform for some aspects. We're thinking of your standard Database-Data Integration layer-Business Objects Layer-Web Services (or REST) layer-Client Application plus doing our own client application with WPF (or something else?) forms that can also be exposed in the MS systems (SharePoint, Office, Windows). So, we don't want much, just everything :) Basically we need to isolate ourselves from database and systems changes, create an API that can be used throughout our systems and then make this functionality available in our client applications. I'm very keen to get pointers from anyone who has tips on how to pull this off. Should we look at the Enterprise Library as a place to start? Is REST with ASP.Net MVC2 a better solution than Web Services for a system like this? Will WPF deliver forms re-use or is there something better?

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  • Javascript storing properties and functions in variables

    - by richard
    Hello, I'm having trouble with my programming style and I hope to get some feedback here. I recently bought Javascript: The Good Parts and while I find this a big help, I'm still having trouble designing this application. Especially when it comes to writing function and methods. Example: I have a function that let's the user switches games in my app. This function updates game-specific information in the current view. var games = { active: Titanium.App.Properties.getString('active_game'), gameswitcher_positions: { 'Game 1': 0, 'Game 2': 1, 'Game 3': 2, 'Game 4': 3, 'Game 5': 4 }, change: function(game) { if (active_game !== game) { gameswitcher.children[this.gameswitcher_positions[this.active]].backgroundImage = gameswitcher.children[this.gameswitcher_positions[this.active]].backgroundImage.replace('_selected', ''); gameswitcher.children[this.gameswitcher_positions[game]].backgroundImage = gameswitcher.children[this.gameswitcher_positions[game]].backgroundImage.replace('.png', '_selected.png'); events.update(game); this.active = game; } }, init: function() { gameswitcher.children[this.gameswitcher_positions[this.active]].backgroundImage = gameswitcher.children[this.gameswitcher_positions[this.active]].backgroundImage.replace('.png', '_selected.png'); events.update(this.active); } }; gameswitcher is a container view which contains buttons to switch games. I am not satisfied with this approach but I cannot think of a better one. Should I place the gameswitcher_positions outside of the variable in a seperate variable instead of as a property? And what about the active game? Please give me feedback, what am I doing wrong?

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  • Groovy & Grails Concurrency ( quartz, executor )

    - by Pietro
    What I'm trying to do is to run multiple threads at some starting time. Those threads must stay alive for 90minutes after start. During the 90minutes they execute something after a random sleep time (ex: 5minutes to 15minutes). Here is a pseudo code on how I would implement it. The problem is that doing it in this way the threads run in an unexpected way. How can I implement correctly something like this? Class MyJob { static triggers = { cron name: 'first', cronExpression: "0 30 21 * * FRI" cron name: 'second', cronExpression: "0 30 19 * * FRI" cron name: 'third', cronExpression: "0 30 17 * * FRI" def myService def execute() { switch( between trigger name ) case 'first': model = Model.findByAttribute(...) ... myService.run( model, start_time ) break; ... } } class MyService { def run( model, start_time ) { def end_time = end_time.plusMinutes(90) model.fields.each( field -> Thread.start { executeSomeTasks( field, start_time, end_time ) } ) } def executeSomeTasks( field, start_time, end_time ) { while( start_time < end_time ) { ...do something ... sleep( Random.nextInt( 1000 ) ); } } }

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  • How do I add an extra separator to the top of a UITableView?

    - by richt
    Hi, I have a view for the iPhone that is basically split in two, with an informational display in the top half, and a UITableView for selecting actions in the bottom half. The problem is that there is no border or separator above the first cell in the UITableView, so the first item in the list looks funny. How can I add an extra separator at the top of the table, to separate it from the display area above it? Here's the code to build the cells - it's pretty straightforward. The overall layout is handled in a xib. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; } switch(indexPath.row) { case 0: { cell.textLabel.text = @"Action 1"; break; } case 1: { cell.textLabel.text = @"Action 2"; break; } // etc....... } return cell; }

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  • Getting empty update rectangle in OnPaint after calling InvalidateRect on a layered window

    - by Shawn
    I'm trying to figure out why I've been getting an empty update rectangle when I call InvalidateRect on a transparent window. The idea is that I've drawn something on the window (it gets temporarily switched to have an alpha of 1/255 for the drawing), and then I switch it to full transparent mode (i.e. alpha of 0) in order to interact with the desktop & to be able to move the drawing around the screen on top of the desktop. When I try to move the drawing, I get its bounding rectangle & use it to call InvalidateRect, as such: InvalidateRect(m_hTarget, &winRect, FALSE); I've confirmed that the winRect is indeed correct, and that m_hTarget is the correct window & that its rectangle fully encompasses winRect. I get into the OnPaint handler in the class corresponding to m_hTarget, which is derived from a CWnd. In there, I create a CPaintDC, but when I try to access the update rectangle (dcPaint.m_ps.rcPaint) it's always empty. This rectangle gets passed to a function that determines if we need to update the screen (by using UpdateLayeredWindow in the case of a transparent window). If I hard-code a non-empty rectangle in here, the remaining code works correctly & I am able to move the drawing around the screen. I tried changing the 'FALSE' parameter to 'TRUE' in InvalidateRect, with no effect. I also tried using a standard CDC, and then using BeginPaint/EndPaint method in my OnPaint handler, just to ensure that CPaintDC wasn't doing something odd ... but I got the same results. The code that I'm using was originally designed for opaque windows. If m_hTarget corresponds to an opaque window, the same set of function calls results in the correct (i.e. non-empty) rectangle being passed to OnPaint. Once the window is layered, though, it doesn't seem to work right.

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  • PHP: imagepng is creating inordinately large files

    - by Rafael
    I'm using a simple thumbnailing script I wrote and it's pretty standard: $imgbuffer = imagecreatetruecolor($thumbwidth, $thumbheight); switch($type) { case 1: $image = imagecreatefromgif($img); break; case 2: $image = imagecreatefromjpeg($img); break; case 3: $image = imagecreatefrompng($img); break; case 6: $image = imagecreatefrombmp($img); break; case 15: $image = imagecreatefromwbmp($img); break; default: return log_error("Tried to create thumbnail from $img: not a valid image"); } imagecopyresampled($imgbuffer, $image, 0, 0, 0, 0, $thumbwidth, $thumbheight, $width, $height); $output = imagepng($imgbuffer, "$album/thumbs/$imgname.png", 9); 9 is the lowest quality setting, yet from a 400 x 600 JPEG image (at 56kB) I'm getting a thumbnail 27 kB in size (140 x 140). Using imagejpeg (quality of 80) instead of imagepng it's about 4kB. How can this be, especially at the lowest quality setting for imagepng? I tried using imagecopy instead of imagecopyresampled, and imagecreate instead of the true color version. Unfortunately the images come out mangled somehow. Is there any way to get PNG thumbnails of a reasonably small file size (about 4 kB at 140 x 140)? Or do I have to use JPEG?

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  • JPA entitylisteners and @embeddable

    - by seanizer
    I have a class hierarchy of JPA entities that all inherit from a BaseEntity class: @MappedSuperclass @EntityListeners( { ValidatorListener.class }) public abstract class BaseEntity implements Serializable { // other stuff } I want all entities that implement a given interface to be validated automatically on persist and/or update. Here's what I've got. My ValidatorListener: public class ValidatorListener { private enum Type { PERSIST, UPDATE } @PrePersist public void checkPersist(final Object entity) { if (entity instanceof Validateable) { this.check((Validateable) entity, Type.PERSIST); } } @PreUpdate public void checkUpdate(final Object entity) { if (entity instanceof Validateable) { this.check((Validateable) entity, Type.UPDATE); } } private void check(final Validateable entity, final Type persist) { switch (persist) { case PERSIST: if (entity instanceof Persist) { ((Persist) entity).persist(); } if (entity instanceof PersistOrUpdate) { ((PersistOrUpdate) entity).persistOrUpdate(); } break; case UPDATE: if (entity instanceof Update) { ((Update) entity).update(); } if (entity instanceof PersistOrUpdate) { ((PersistOrUpdate) entity).persistOrUpdate(); } break; default: break; } } } and here's my Validateable interface that it checks against (the outer interface is just a marker, the inner contain the methods): public interface Validateable { interface Persist extends Validateable { void persist(); } interface PersistOrUpdate extends Validateable { void persistOrUpdate(); } interface Update extends Validateable { void update(); } } All of this works, however I would like to extend this behavior to Embeddable classes. I know two solutions: call the validation method of the embeddable object manually from the entity validation method: public void persistOrUpdate(){ // validate my own properties first // then manually validate the embeddable property: myEmbeddable.persistOrUpdate(); // this works but I'd like something that I don't have to call manually } use reflection, checking all properties to see if their type is of one of their interface types. This would work, but it's not pretty. Is there a more elegant solution?

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  • Insert text depending on time of day and day of week.

    - by ploughansen
    I'm trying to piece together a php script to output different text depending on what day it is and the time of day. Example: On weekdays (mon-fri), I would like to output text according to the following periods of time (24H, server time, UTC): 00:00-08:00: "Lorem ipsum" 08:00-13:00: "dolor sit amet" 13:00-15:00: "Pellentesque habitant" 15:00-15:30: "dolor sit amet" 15:30-24:00: "Lorem ipsum" On weekends (sat-sun), I would like to output the following text in this time period: 00:00-24:00 "Lorem ipsum" Can anyone help with a php script to do that? I've already gotten some help over at the css-tricks forum. They supplied this code: <?php $date = strtotime("now"); $hour = date("H", $date); switch($hour) { case 00: case 01: case 02: case 03: case 04: case 05: case 06: case 07: case 08: $dets = array("img" => "image1.png", "txt" => "Lorem ipsum"); break; case 09: case 10: case 11: case 12: case 13: $dets = array("img" => "image2.png", "txt" => "dolor sit amet"); break; case 14: case 15: case 16: $dets = array("img" => "image3.png", "txt" => "Pellentesque habitant"); break; case 17: case 18: case 19: case 20: case 21: case 22: case 23: case 24: $dets = array("img" => "image1.png", "txt" => "Lorem ipsum"); break; } echo "<img src='$dets[img]' alt='$dets[txt]' />"; ?> But it works for all days, and only in full hours. I want to be able to specify per half-hour and on a day to day basis. Still a php-noob so I'm hoping someone can help me.

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  • Why is this MySQL INSERT INTO running twice?

    - by stuboo
    I'm attempting to use the mysql insert statement below to add information to a database table. When I execute the script, however, the insert statement is run twice. Here's the URL mysite.com/save.php?Body=p220,c180 Thanks in advance. <?php //tipping fees application require('base.inc.php'); require('functions.inc.php'); // connect to the database & save this message there try { $dbh = new PDO("mysql:host=$dbhost;dbname=$dbname", $dbuser, $dbpass); //$number = formatPhone($_REQUEST['From']); //if($number != 'xxx-xxx-xxxx'){die('SMS from unknown number');} // kill this if from anyone but mike $message = $_REQUEST['Body']; //$Sid = $_REQUEST['SmsSid']; $now = time(); echo $message; $message = explode(",",$message); echo '<pre>'; print_r($message); echo 'message count = '.count($message); echo '</pre>'; $i = 0; $j = count($message); while($i<$j){ $quantity =$message[$i]; $material = substr($quantity, 0, 1); $amount = substr($quantity, 1); switch ($material) { case 'p': $m = "paper"; break; case 'c': $m = "containers"; break; default: $m = "other"; } $count = $dbh->exec("INSERT INTO tippingtotals(sid,time,material,weight) VALUES('$i+$j','$now','$m','$amount')"); echo $count; echo '<br />'; $i++; } //close the database connection $dbh = null; } catch(PDOException $e) { echo $e->getMessage(); } ?>

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  • Best implementation of Java Queue?

    - by Georges Oates Larsen
    I am working (In java) on a recursive image processing algorithm that recursively traverses the pixels of the image, outward from a center point. Unfortunately... That causes stack overflows, so I have decided to switch to a Queue-based algorithm. Now, this is all fine and dandy -- But considering the fact that its queue will be analyzing THOUSANDS of pixels in a very short amount of time, while constantly popping and pushing, WITHOUT maintaining a predictable state (It could be anywhere between length 100, and 20000); The queue implementation needs to have significantly fast popping and pushing abilities. A linked list seems attractive due to its ability to push elements unto its self without rearranging anything else in the list, but in order for it to be fast enough, it would need easy access to both its head, AND its tail (or second-to-last node if it were not doubly-linked). Sadly, though I cannot find any information related to the underlying implementation of linked lists in Java, so it's hard to say if a linked list is really the way to go... This brings me to my question... What would be the best implementation of the Queue interface in Java for what I intend to do? (I do not wish to edit or even access anything other than the head and tail of the queue -- I do not wish to do any sort of rearranging, or anything. On the flip side, I DO intend to do a lot of pushing and popping, and the queue will be changing size quite a bit, so preallocating would be inefficient)

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  • How to get child nodes after store load

    - by Azincourt
    Version: ExtJs 4.1 To change the child items I use this function: TreeStore (Ext.data.TreeStore) storeId : 'treeStore', ... constructor: function( oConfig ) { ... this.on( 'expand', function( oObj ) { oObj.eachChild(function(oNode) { switch(oNode.data.type) { case "report": oNode.set('icon', strIconReport); break; case "view": oNode.set('icon', strIconView); break; } }); }); Reload After removing or adding items in the tree, I reload the tree somewhere else with: var oStore = Ext.getStore('treeStore'); oStore.load({ node : oNode, params : { newpath : oNode.data.path, overwrite : true } }); Although it is the same store treeStore, after loading and expanding to the correct path, the icons are not changed since the .on( 'expand') function is not called. Why? Question How can I change the icons of this newly loaded store before it expands to the node path? What I tried Before calling .load() I tried to edit the children with oNode.eachChild(function(oChild) {} but no success.

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  • How do I prevent qFatal() from aborting the application?

    - by Dave
    My Qt application uses Q_ASSERT_X, which calls qFatal(), which (by default) aborts the application. That's great for the application, but I'd like to suppress that behavior when unit testing the application. (I'm using the Google Test Framework.) I have by unit tests in a separate project, statically linking to the class I'm testing. The documentation for qFatal() reads: Calls the message handler with the fatal message msg. If no message handler has been installed, the message is printed to stderr. Under Windows, the message is sent to the debugger. If you are using the default message handler this function will abort on Unix systems to create a core dump. On Windows, for debug builds, this function will report a _CRT_ERROR enabling you to connect a debugger to the application. ... To supress the output at runtime, install your own message handler with qInstallMsgHandler(). So here's my main.cpp file: #include <gtest/gtest.h> #include <QApplication> void testMessageOutput(QtMsgType type, const char *msg) { switch (type) { case QtDebugMsg: fprintf(stderr, "Debug: %s\n", msg); break; case QtWarningMsg: fprintf(stderr, "Warning: %s\n", msg); break; case QtCriticalMsg: fprintf(stderr, "Critical: %s\n", msg); break; case QtFatalMsg: fprintf(stderr, "My Fatal: %s\n", msg); break; } } int main(int argc, char **argv) { qInstallMsgHandler(testMessageOutput); testing::InitGoogleTest(&argc, argv); return RUN_ALL_TESTS(); } But my application is still stopping at the assert. I can tell that my custom handler is being called, because the output when running my tests is: My Fatal: ASSERT failure in MyClass::doSomething: "doSomething()", file myclass.cpp, line 21 The program has unexpectedly finished. What can I do so that my tests keep running even when an assert fails?

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  • iPhone development - app design patterns

    - by occulus
    There are tons of resources concerning coding on the iPhone. Most of them concern "how do I do X", e.g. "setup a navigation controller", or "download text from a URL". All good and fine. What I'm more interested in now are the questions that follow the simpler stuff - how to best structure your complex UI, or your app, or the common problems that arise. To illustrate: a book like "Beginning iPhone 3 Development" tells you how to set up a multi viewcontroller app with an top 'switcher' viewcontroller that switches between views owned by other view controllers. Fine, but you're only told how to do that, and nothing about the problems that can follow: for example, if I use their paradigm to switch to a UINavigationViewController, the Navigation bar ends up too low on the screen, because UINavigationViewController expects to be the topmost UIViewController (apparently). Also, delegate methods (e.g. relating to orientation changes) go to the top switcher view controller, not the actual controller responsible for the current view. I have fixes for these things but they feel like hacks which makes me unhappy and makes me feel like I'm missing something. One productive thing might be to look at some open source iPhone projects (see this question). But aside from that?

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  • XCode enum woes

    - by Raconteur
    Hi gang, I thought I had this sorted, but I am still missing something. Very simply, I have a Settings class that hold a DAO (sitting on a plist). I want to have a couple of enums for the settings for convenience and readability, such as GamePlayType and DifficultyLevel. Right now I am defining them in the Settings.h file above the @interface line as such: typedef enum { EASY, NORMAL, HARD } DifficultyLevel; and typedef enum { SET_NUMBER_OF_MOVES, TO_COMPLETION } GamePlayType; If I access them from within the Settings class like: - (int)gridSizeForLOD { switch ([self difficultyLevel]) { case EASY: return GRID_SIZE_EASY; case NORMAL: return GRID_SIZE_NORMAL; case HARD: return GRID_SIZE_HARD; default: return GRID_SIZE_NORMAL; } } everything is fine. But, if I try to access them outside of the Settings class, let's say in my main view controller class, like this: if (([settings gameType] == SET_NUMBER_OF_MOVES) && (numMoves == [settings numMovesForLOD])) { [self showLoseScreen]; } I get errors (like EXC_BAD_ACCESS) or the condition always fails. Am I doing something incorrectly? Also, I should point out that I have this code for the call to gameType (which lives in the Settings class): - (GamePlayType)gameType { return [dao gameType]; } and the DAO implements gameType like this: - (int)gameType { return (settingsContent != nil) ? [[settingsContent objectForKey:@"Game Type"] intValue] : 0; } I know I have the DAO returning an int instead of a GamePlayType, but A) the problem I am describing arose there when I tried to use the "proper" data type, and B) I did not think it would matter since the enum is just a bunch of named ints, right? Any help, greatly appreciated. I really want to understand this thoroughly, and something is eluding me... Cheers, Chris

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  • Android game logic problem

    - by semajhan
    I'm currently creating a game and have a problem which I think I know why it is occurring but not entirely sure and even if I knew, don't know how to solve. I have a 2D array 10 x 10 and have a "player" class that takes up a tile. Now, I have created 2 instances of the player and move them around via swiping. Around the edges I have put "walls" that the player cannot walk through and everything works fine, until I remove a wall. Once I remove a wall and move the character/player to the edge of the screen, the player cannot go any further. The problem occurs here, where the second instance of the player is not at the edge of the screen but say 2 tiles from the first instance of "player" who is at the edge. If I try moving them further into the direction of the edge, I understand that the first instance of player wouldn't move or do anything but the second instance of player should still move, but it won't. This is the code that executed when the user swipes: if (player.getArrayX() - 1 != player2.getArrayX()) { player.moveLeft(); } else if (player.getArrayX() - 1 == player2.getArrayX() && player.getArrayY() != player2.getArrayY()) { player.moveLeft(); } if (player2.getArrayX() - 1 != player.getArrayX()) { player2.moveLeft(); } else if (player2.getArrayX() - 1 == player.getArrayX() && player2.getArrayY() != player.getArrayY()) { player2.moveLeft(); } In the player class I have: public void moveLeft() { if (alive) { switch (levelMaster.getLevel1(getArrayX() - 1, getArrayY())) { case 0: break; case 1: subX(); // basically moves player left setArrayX(getArrayX() - 1); // shifts x coord of player 1 within tilemap Log.d("semajhan", "x: " + getArrayX()); break; case 9: subX(); setArrayX(getArrayX() - 1); setAlive(false); break; } } } Any help on the matter or further insight would be greatly appreciated, thanks.

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  • J-Monkey subclass

    - by user2971104
    I'm new in java and J-monkey and I'm trying to make a java game so for the Menu I have made a enum so I can Switch between any of my State but I want to keep the main file shorter so it can be easily to read so I'm making subclass the problem is that when run the game it give me an error that say "Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main] NullPointerException" I think this problem has to be something whit the pipeline Here is the code of my main file: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.font.BitmapText; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; import com.jme3.scene.Geometry; import com.jme3.input.*; import com.jme3.input.controls.*; public class Main extends SimpleApplication { //GameStates enum GameState{Logo, Menu, Playing, Option}; GameState gameState = GameState.Logo; //Class Variables Logo logo; public Main() { logo = new Logo(); } public static void main(String[] args) { Main app = new Main(); app.start(); } public static void logo(String[] args) { Logo app = new Logo(); app.start(); } @Override public void simpleInitApp() { //Load flyCam.setMoveSpeed(20); if(gameState == GameState.Logo){ logo.simpleInitApp(); } } @Override public void simpleUpdate(float tpf) { } @Override public void simpleRender(RenderManager rm) { //TODO: add render code //Load if(gameState == GameState.Logo) { } } } And here is my Logo subclass: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; public class Logo extends SimpleApplication { @Override public void simpleInitApp() { Spatial Logo_Model = assetManager.loadModel("Models/Teapot/Logo.obj"); rootNode.attachChild(Logo_Model); } public void simpleRender(RenderManager rm) { //Load } }

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