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  • iphone calls both if and else at the same time?

    - by David Schiefer
    Hi, I need to determine what file type a file is and then perform a certain action for it. this seems to work fine for some types, however all media types such as videos and sound files get mixed up. I determine the file type by doing this: BOOL matchedMP3 = ([[rowValue pathExtension] isEqualToString:@"mp3"]); if (matchedMP3 == YES) { NSLog(@"Matched MP3"); } I do this for various file types and just define an "else" for all the others. Here's the problem though. The iPhone calls them both. Here's what the log reveals: 2010-05-11 18:51:12.421 Test [5113:207] Matched MP3 2010-05-11 18:51:12.449 Test [5113:207] Matched ELSE I've never seen anything like this before. This is my "matchedMP3" function: BOOL matchedMP3 = ([[rowValue pathExtension] isEqualToString:@"mp3"]); if (matchedMP3 == YES) { NSLog(@"Matched MP3"); NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSFileManager *manager = [NSFileManager defaultManager]; self.directoryContent = [manager directoryContentsAtPath:documentsDirectory]; NSString *errorMessage = [documentsDirectory stringByAppendingString:@"/"]; NSString *urlAddress = [errorMessage stringByAppendingString:rowValue]; MPMoviePlayerController *moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL fileURLWithPath:urlAddress]]; moviePlayer.movieControlMode = MPMovieControlModeDefault; moviePlayer.backgroundColor = [UIColor blackColor]; [moviePlayer play]; } and here's the else statement: else { NSLog(@"Matched ELSE"); [[NSUserDefaults standardUserDefaults] setObject:rowValue forKey:@"rowValue"]; NSString*rowValue = [[NSUserDefaults standardUserDefaults] objectForKey:@"rowValue"]; NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSFileManager *manager = [NSFileManager defaultManager]; self.directoryContent = [manager directoryContentsAtPath:documentsDirectory]; NSString *errorMessage = [documentsDirectory stringByAppendingString:@"/"]; NSString *urlAddress = [errorMessage stringByAppendingString:rowValue]; webViewHeader.prompt = rowValue; [documentViewer setDelegate:self]; NSString *encodedString = [urlAddress stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding]; //Create a URL object. NSURL *url = [NSURL URLWithString:encodedString]; //URL Requst Object NSURLRequest *requestObj = [NSURLRequest requestWithURL:url]; //Load the request in the UIWebView. [documentViewer loadRequest:requestObj]; [navigationController pushViewController:webView animated:YES]; } I can't see a reason why it wouldn't work. What happens is that both the webview and the MediaPlayer toggle their own player, so they overlap and play their sound/video a few secs apart from each other. Any help would be appreciated & thank for you taking the time to read through my code.

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  • Painting component inside another component

    - by mike_hornbeck
    I've got a task to display painted 'eyes' with menu buttons to change their colors, and background color. Next animate them. But currently I'm stuck at painting, sinc in my JFrame I've Created JPanel containing panels with drawn eyes and buttons. Buttons are rendered properly but my eyes canvas is not shown. I've tried changing paint to paintComponent, setting contentPane differently but still nothing works. import java.awt.*; import javax.swing.*; public class Main extends JFrame { public static void main(String[] args) { final JFrame frame = new JFrame("Eyes"); frame.setPreferredSize(new Dimension(600, 450)); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel players = new JPanel(new GridLayout(1, 3)); players.add(new JButton("Eyes color")); players.add(new JButton("Eye pupil")); players.add(new JButton("Background color")); JPanel eyes = new JPanel(); Eyes e = new Eyes(); eyes.add(e); eyes.setPreferredSize(new Dimension(600, 400)); JPanel content = new JPanel(); content.setLayout(new BoxLayout(content, BoxLayout.Y_AXIS)); frame.setContentPane(content); content.add(players); content.add(eyes); // frame.getContentPane().add(content); frame.pack(); frame.setVisible(true); } } class Eyes extends JPanel { public Eyes(){ } public void paint(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g; g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON); BasicStroke bs = new BasicStroke(3.0f); g2d.setBackground(Color.green); g2d.setStroke(bs); g2d.setColor(Color.yellow); g2d.fillOval(50, 150, 200, 200); g2d.fillOval( 350, 150, 200, 200); g2d.setColor(Color.BLACK); g2d.drawOval(49, 149, 201, 201); g2d.drawOval(349, 149, 201, 201); g2d.fillOval(125, 225, 50, 50); g2d.fillOval(425, 225, 50, 50); } } This is what I should get : This is what I have : When I've tried painting it directly in JFrame it works almost perfect, apart of background not being set. Why setBackgroundColor doesn't influence my drawing in any way ?

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  • Is there any kind of established architecture for browser based games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that? EDIT: After reading the first answers I am under the impression of having made a mistake when including the "MMO" part into the title. The game will not be all fancy (i.e. 3D or such) on the client side and the logic will completely exist on the server. That is, apart from basic form validation for the user which will also be mirrored on the server side. So the target toolset will be HTML5, JavaScript, probably JQuery(UI). My question is more related to the software architecture/design of a system that enforces certain rules. Separation of ruleset and presentation One problem I am having is that I want to separate the game rules from the presentation. The first step would be to make an own module for the game "engine" that only exposes an interface that allows all actions to be taken in a clean way. If an action fails with regard to some pre/post condition, the engine throws an exception which is then presented to the user like "you cannot sell something you do not own" or "after that you would end up in a situation which is not a valid game state." The problem here is that I would like to be able to not even present invalid action in the first place or grey out the corresponding UI elements. Changing and tweaking the ruleset Another big thing is the ruleset. It will probably evolve over time and most definitely must be tweaked. What's more, it should be possible (to a certain extent) to build a ruleset that fits a specific game round, i.e. choosing different kinds of behaviours in different aspects of the game. This would do something like "we play it with extension A today but we throw out extension B." For me, this screams "Architectural/Design pattern" but I have no idea on who might have published on something like this, not even what to google for.

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  • C#: Streaming an Audio file from a Server to a Client

    - by Andreas Grech
    I am currently writing an application that will allow a user to install some form of an application (maybe a Windows Service) that will open a port on it's PC and given a particular destination on the hard disk, will then be able to stream mp3 files. I will then have another application that will connect to the server (being the user's pc) and be able to browse the hosted data by connecting to that PC (remotely ofcourse) given the port, and stream mp3 files from the server to the application I have found some tutorials online but most of them are about File Servers in C# and they download allow you to download a whole file. What I want is to stream an mp3 file so that it starts playing when a certain number of bytes are download (ie, whilst it is being buffered) How do I go about in accomplishing such a task? What I need to know specifically is how to write this application (that I will turn into a Windows Service later on) that will listen on a specified port a stream files, so that I can then access the files by something of the sort: http://<serverip>:65000/acdc/wholelottarosie.mp3 and hopefully be able to stream that file in a WPF MediaPlayer. [Update] I was following this tutorial about building a file server and sending the file from the server to the client. Is what I have to do something of the sort? [Update] Currently reading this post: Play Audio from a Stream using C# and I think it looks very promising as to how I can play streamed files; but I still don't know how I can actually stream the files from the server.

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  • strange multiple files download - NSURLConnection

    - by Georg
    hi all, I encounter a problem by following your comment. I would like to download different file at same time with different delegate: .h: NSMutableData *fileData; .m: NSString *imgfile = [NSString stringWithFormat:@"http://xxxx/01.jpg"]; NSURL *fileURL1 = [NSURL URLWithString:imgfile]; NSString *audiofile = [NSString stringWithFormat:@"http://xxxx/01.mp3"]; NSURL *fileURL2 = [NSURL URLWithString:audiofile]; NSURLRequest *request1 = [NSURLRequest requestWithURL:fileURL1 cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:10.0 ]; NSURLRequest *request2 = [NSURLRequest requestWithURL:fileURL2 cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:10.0 ]; NSArray *connections = [[NSArray alloc] initWithObjects: [[NSURLConnection alloc] initWithRequest:request1 delegate:self ], [[NSURLConnection alloc] initWithRequest:request2 delegate:self ], nil]; - (void)connection:(NSURLConnection *)connection didReceiveResponse:(NSURLResponse *)response { fileData = [[NSMutableData alloc] init]; } - (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data { [fileData appendData:data]; } - (void)connection:(NSURLConnection *)connection didFailWithError:(NSError *)error { NSLog(@"Unable to fetch data"); } ok, the download process works, but, the file size of jpg and mp3 are incorrect, the only correct thing is the total file size (jpg+mp3), please could you have a look on the code, what is missing? Another question is, I put the file in a NSMutableArray, my question is, how to check which index of array is the correct file type (jpg and mp3)? because I need to save them to the device folder.

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  • NAudio playback wont stop successfully

    - by Kurru
    Hi When using NAudio to playback an mp3 [in the console], I cant figure out how to stop the playback. When I call waveout.Stop() the code just stops running and waveout.Dispose() never gets called. Is it something to do with the function callback? I dont know how to fix that if it is. static string MP3 = @"song.mp3"; static WaveOut waveout; static WaveStream playback; static void Main(string[] args) { waveout = new WaveOut(WaveCallbackInfo.FunctionCallback()); playback = OpenMp3Stream(MP3); waveout.Init(playback); waveout.Play(); Console.WriteLine("Started"); Thread.Sleep(2 * 1000); Console.WriteLine("Ending"); if (waveout.PlaybackState != PlaybackState.Stopped) waveout.Stop(); Console.WriteLine("Stopped"); waveout.Dispose(); Console.WriteLine("1st dispose"); playback.Dispose(); Console.WriteLine("2nd dispose"); } private static WaveChannel32 OpenMp3Stream(string fileName) { WaveChannel32 inputStream; WaveStream mp3Reader = new Mp3FileReader(fileName); WaveStream pcmStream = WaveFormatConversionStream.CreatePcmStream(mp3Reader); WaveStream blockAlignedStream = new BlockAlignReductionStream(pcmStream); inputStream = new WaveChannel32(blockAlignedStream); return inputStream; }

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  • Why I cannot add a JPanel to JFrame?

    - by Roman
    Here is the code: import javax.swing.SwingUtilities; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.JLabel; import java.awt.event.*; import java.awt.*; public class GameWindow { private String[] players; private JFrame frame; // Constructor. public GameWindow(String[] players) { this.players = players; } // Start the window in the EDT. public void start() { SwingUtilities.invokeLater(new Runnable() { public void run() { showWindow(); controller.start(); } }); } // Defines the general properties of and starts the window. public void showWindow() { frame = new JFrame("Game"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(600,400); frame.setVisible(true); } // The thread controlling changes of panels in the main window. private Thread controller = new Thread() { public void run() { frame.add(generatePartnerSelectionPanel()); frame.invalidate(); frame.validate(); } }; // Generate the panel for the selection of a partner. private JPanel generatePartnerSelectionPanel() { JPanel panel = new JPanel(); panel.add(new JLabel("Pleas select a partner:")); return panel; } } I should see "Pleas select the partner" and I don't. Why? I suppose that it's because I do not see frame from the run method of the Thread.

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  • why is the <img> alt attribute not always properly displayed

    - by Piero
    So I have this php script that output an html table with data about some files (like filename, filesize, etc...) I have this javascript function that displays the picture when you hover a tag belonging to the class "preview". For example, if a filename is: somePic.jpg, when you hover somePic.jpg in the table, the picture will appear next to your mouse. Now not all these files are pictures, some are .mp3, so of course when you hover them, the javascript cannot display the picture. To deal with this case, I added in the tag (generated by the javascript function), an alt attribute: alt='Preview not available for this type of content.' And here is my problem, sometimes it works, but sometimes it doesn't! Sometimes you start hovering .mp3 links, and the alt attribute is displayed, then you hover a picture, the picture is displayed, then you hover an .mp3 again, and the alt isn't displayed anymore, but the "broken image" image (the little red cross) is displayed instead... Sure I could parse the filenames and detect when it's an mp3 and then deal with the case, but I thought the alt attribute was suppose to achieve this... but it's buggy... Any idea? Does anyone already faced this problem?

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  • Factory Girl: Automatically assigning parent objects

    - by Ben Scheirman
    I'm just getting into Factory Girl and I am running into a difficulty that I'm sure should be much easier. I just couldn't twist the documentation into a working example. Assume I have the following models: class League < ActiveRecord::Base has_many :teams end class Team < ActiveRecord::Base belongs_to :league has_many :players end class Player < ActiveRecord::Base belongs_to :team end What I want to do is this: team = Factory.build(:team_with_players) and have it build up a bunch of players for me. I tried this: Factory.define :team_with_players, :class => :team do |t| t.sequence {|n| "team-#{n}" } t.players {|p| 25.times {Factory.build(:player, :team => t)} } end But this fails on the :team=>t section, because t isn't really a Team, it's a Factory::Proxy::Builder. I have to have a team assigned to a player. In some cases I want to build up a League and have it do a similar thing, creating multiple teams with multiple players. What am I missing?

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  • Web-based game in Python + Django and client browser polling

    - by ty
    I am creating a text-based game that implements a basic model in which multiple (10+) players interact with data and one moderator watches them and sets certain environmental statistics that affect gameplay. Recently I have begun to familiarize myself with Django. It seems to me that it would be an excellent tool for creating a game quickly, particularly because the nature of my game depends largely on sets of data (which lends itself quite well to a database). I am wondering how to "push" changes made by the game moderator to the players (for example, the moderator can decide to display an image to all players). The game is turn-based, not real-time, but certain messages need to be pushed out in roughly real-time. My thoughts: I could have each player's browser poll a status periodically (say, every 30 seconds) to see if there is a message from a moderator. But this forces a lag and means different players might receive it at different times. And reducing this interval to <10 seems like a bad idea for the server. Is there a better way to inform clients of changes? Would you suggest something other than using a web framework like Django? Thanks!

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  • Foosball result prediction

    - by Wolf
    In our office, we regularly enjoy some rounds of foosball / table football after work. I have put together a small java program that generates random 2vs2 lineups from the available players and stores the match results in a database afterwards. The current prediction of the outcome uses a simple average of all previous match results from the 4 involved players. This gives a very rough estimation, but I'd like to replace it with something more sophisticated, taking into account things like: players may be good playing as attacker but bad as defender (or vice versa) players do well against a specific opponent / bad against others some teams work well together, others don't skills change over time What would be the best algorithm to predict the game outcome as accurately as possible? Someone suggested using a neural network for this, which sounds quite interesting... but I do not have enough knowledge on the topic to say if that could work, and I also suspect it might take too many games to be reasonably trained. EDIT: Had to take a longer break from this due to some project deadlines. To make the question more specific: Given the following mysql table containing all matches played so far: table match_result match_id int pk match_start datetime duration int (match length in seconds) blue_defense int fk to table player blue_attack int fk to table player red_defense int fk to table player red_attack int fk to table player score_blue int score_red int How would you write a function predictResult(blueDef, blueAtk, redDef, redAtk) {...} to estimate the outcome as closely as possible, executing any sql, doing calculations or using external libraries?

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  • Convert array to nested HTML list

    - by Frank
    I have a 2 dimensional array. And each value contains a depth. What I want is that the the array is converted to a (unordered) HTML list. I already found a solution in PHP DOMDocument, but I can't really use it since I have to add a lot of classes and content to the HTML. I' have tried to make something myself, but it didn't workout. Here's the array: array ( 0 => array ( 'name' => 'ELECTRONICS', 'depth' => '0', ), 1 => array ( 'name' => 'TELEVISIONS', 'depth' => '1', ), 2 => array ( 'name' => 'TUBE', 'depth' => '2', ), 3 => array ( 'name' => 'LCD', 'depth' => '2', ), 4 => array ( 'name' => 'PLASMA', 'depth' => '2', ), 5 => array ( 'name' => 'PORTABLE ELECTRONICS', 'depth' => '1', ), 6 => array ( 'name' => 'MP3 PLAYERS', 'depth' => '2', ), 7 => array ( 'name' => 'FLASH', 'depth' => '3', ), 8 => array ( 'name' => 'CD PLAYERS', 'depth' => '2', ), 9 => array ( 'name' => '2 WAY RADIOS', 'depth' => '2', ), ) The array has to be converted to a list like this: ELECTRONICS TELEVISIONS TUBE LCD PLASMA PORTABLE ELECTRONICS MP3 PLAYERS FLASH CD PLAYERS 2 WAY RADIOS Thanks in advance, Frank

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  • Removing specific XML tags

    - by iTayb
    I'd like to make an application that removes duplicates from my wpl (Windows PlayList) files. The wpl struct is something like this: <?wpl version="1.0"?> <smil> <head> <meta name="Generator" content="Microsoft Windows Media Player -- 11.0.5721.5145"/> <meta name="AverageRating" content="55"/> <meta name="TotalDuration" content="229844"/> <meta name="ItemCount" content="978"/> <author/> <title>english</title> </head> <body> <seq> <media src="D:\Anime con 2006\Shits\30 Seconds to Mars - 30 Seconds to Mars\30 Seconds to Mars - Capricorn.mp3" tid="{BCC6E6B9-D0F3-449C-91A9-C6EEBD92FFAE}" cid="{D38701EF-1764-4331-A332-50B5CA690104}"/> <media src="E:\emule.incoming\Ke$ha - Coming Unglued.mp3" tid="{E2DB18E5-0449-4FE3-BA09-9DDE18B523B1}"/> <media src="E:\emule.incoming\Lady Gaga - Bad Romance.mp3" tid="{274BD12B-5E79-4165-9314-00DB045D4CD8}"/> <media src="E:\emule.incoming\David Guetta -Sexy Bitch Feat. Akon.mp3" tid="{46DA1363-3DFB-4030-A7A9-88E13DF30677}"/> </seq> </body> </smil> This looks like standard XML file. How can I load the file and get the src value of each media tag? How can I remove specific media, in case of duplicates? Thank you very much.

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  • Deleting a resource in a Cucumber (Capybara) step doesn't work

    - by Josiah Kiehl
    Here is my Scenario: Scenario: Delete a match Given pojo is logged in And there is a match with the following: | game_id | 1 | | name | Game del Pojo | | date_and_time | 2010-02-23 17:52:00 | | players | 2 | | teams | 2 | | comment | This is an awesome comment | | user_id | 1 | And I am on the show match 1 page And show me the page When I follow "Delete" And I follow "Yes, delete it" Then there should not be a match with the following: | game_id | 1 | | name | Game del Pojo | | date_and_time | 2010-02-23 17:52:00 | | players | 2 | | teams | 2 | | comment | This is an awesome comment | | user_id | 1 | If I walk through these steps manually, they work. When I click the confirmation: Yes, delete it, then the match is deleted. Cucumber, however, fails to delete the record and the last step fails. And I follow "Yes, delete it" # features/step_definitions/web_steps.rb:32 Then there should not be a match with the following: # features/step_definitions/match_steps.rb:8 | game_id | 1 | | name | Game del Pojo | | date_and_time | 2010-02-23 17:52:00 | | players | 2 | | teams | 2 | | comment | This is an awesome comment | | user_id | 1 | <nil> expected but was <#<Match id: 1, name: "Game del Pojo", date_and_time: "2010-02-23 17:52:00", teams: 2, created_at: "2010-03-02 23:06:33", updated_at: "2010-03-02 23:06:33", comment: "This is an awesome comment", players: 2, game_id: 1, user_id: 1>>. (Test::Unit::AssertionFailedError) /usr/lib/ruby/1.8/test/unit/assertions.rb:48:in `assert_block' /usr/lib/ruby/1.8/test/unit/assertions.rb:495:in `_wrap_assertion' /usr/lib/ruby/1.8/test/unit/assertions.rb:46:in `assert_block' /usr/lib/ruby/1.8/test/unit/assertions.rb:83:in `assert_equal' /usr/lib/ruby/1.8/test/unit/assertions.rb:172:in `assert_nil' ./features/step_definitions/match_steps.rb:22:in `/^there should (not)? be a match with the following:$/' features/matches.feature:124:in `Then there should not be a match with the following:' Any clue how to debug this? Thanks!

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  • MySQL FULLTEXT not working

    - by Ross
    I'm attempting to add searching support for my PHP web app using MySQL's FULLTEXT indexes. I created a test table (using the MyISAM type, with a single text field a) and entered some sample data. Now if I'm right the following query should return both those rows: SELECT * FROM test WHERE MATCH(a) AGAINST('databases') However it returns none. I've done a bit of research and I'm doing everything right as far as I can tell - the table is a MyISAM table, the FULLTEXT indexes are set. I've tried running the query from the prompt and from phpMyAdmin, with no luck. Am I missing something crucial? UPDATE: Ok, while Cody's solution worked in my test case it doesn't seem to work on my actual table: CREATE TABLE IF NOT EXISTS `uploads` ( `id` int(11) NOT NULL AUTO_INCREMENT, `name` text NOT NULL, `size` int(11) NOT NULL, `type` text NOT NULL, `alias` text NOT NULL, `md5sum` text NOT NULL, `uploaded` datetime NOT NULL, PRIMARY KEY (`id`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=6 ; And the data I'm using: INSERT INTO `uploads` (`id`, `name`, `size`, `type`, `alias`, `md5sum`, `uploaded`) VALUES (1, '04 Sickman.mp3', 5261182, 'audio/mp3', '1', 'df2eb6a360fbfa8e0c9893aadc2289de', '2009-07-14 16:08:02'), (2, '07 Dirt.mp3', 5056435, 'audio/mp3', '2', 'edcb873a75c94b5d0368681e4bd9ca41', '2009-07-14 16:08:08'), (3, 'header_bg2.png', 16765, 'image/png', '3', '5bc5cb5c45c7fa329dc881a8476a2af6', '2009-07-14 16:08:30'), (4, 'page_top_right2.png', 5299, 'image/png', '4', '53ea39f826b7c7aeba11060c0d8f4e81', '2009-07-14 16:08:37'), (5, 'todo.txt', 392, 'text/plain', '5', '7ee46db77d1b98b145c9a95444d8dc67', '2009-07-14 16:08:46'); The query I'm now running is: SELECT * FROM `uploads` WHERE MATCH(name) AGAINST ('header' IN BOOLEAN MODE) Which should return row 3, header_bg2.png. Instead I get another empty result set. My options for boolean searching are below: mysql> show variables like 'ft_%'; +--------------------------+----------------+ | Variable_name | Value | +--------------------------+----------------+ | ft_boolean_syntax | + -><()~*:""&| | | ft_max_word_len | 84 | | ft_min_word_len | 4 | | ft_query_expansion_limit | 20 | | ft_stopword_file | (built-in) | +--------------------------+----------------+ 5 rows in set (0.02 sec) "header" is within the word length restrictions and I doubt it's a stop word (I'm not sure how to get the list). Any ideas?

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  • Initializing objects on the fly

    - by pocoa
    I have a vector called players and a class called Player. And what I'm trying to do is to write: players.push_back(Player(name, Weapon(bullets))); So I want to be able to create players in a loop. But I see an error message says "no matching function for call Player::Player..." Then I've changed that to: Weapon w(bullets); Player p(name, w); players.push_back(p); Here is my Player definition: class Player { public: Player(string &name, Weapon &weapon); private string name; Weapon weapon; } I'm just trying to learn what is the difference between these definitions. And is this the right way to pass an object to an object constructor. Note: These are not my actual class definitions. I'm just trying to learn something about object oriented programming in C++ with coding it. I mean I know that Weapon should be initialized in Player :)

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  • Selenium: Can i test if a page loaded a flash app (ie a swf) properly?

    - by Max Williams
    hi all. I'm writing some selenium tests (in rspec for a rails app). One of my pages loads a swf and while i don't want to test the functionality of this flash app i do want to test that it loaded up ok. Is this possible? In case it helps, the html to load the swf is: <OBJECT classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" width="800" height="600"> <PARAM NAME=movie VALUE="http://localhost:3000/assets/players/millionaire/millionaire.swf"> <PARAM NAME=quality VALUE="high"> <PARAM NAME=FlashVars VALUE="quizXML=http://localhost:3000/quizzes/371.xml?online=true&myURL=http://localhost:3000/assets/players/millionaire/&online=true"> <param name=width value="800"> <param name=height value="600"> <EMBED src="http://localhost:3000/assets/players/millionaire/millionaire.swf" FlashVars="quizXML=http://localhost:3000/quizzes/371.xml?online=true&myURL=http://localhost:3000/assets/players/millionaire/&online=true" width="800" height="600" quality=high TYPE="application/x-shockwave-flash" PLUGINSPAGE="http://www.macromedia.com/go/getflashplayer"> </EMBED> </OBJECT> thanks - max

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  • Unsupported smapling rate in flex/actionscript

    - by Rajeev
    In action script i need Loading configuration file /opt/flex/frameworks/flex-config.xml t3.mxml(10): Error: unsupported sampling rate (24000Hz) [Embed(source="music.mp3")] t3.mxml(10): Error: Unable to transcode music.mp3. [Embed(source="music.mp3")] The code is <?xml version="1.0"?> <!-- embed/EmbedSound.mxml --> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Script> <![CDATA[ import flash.media.*; [Embed(source="sample.mp3")] [Bindable] public var sndCls:Class; public var snd:Sound = new sndCls() as Sound; public var sndChannel:SoundChannel; public function playSound():void { sndChannel=snd.play(); } public function stopSound():void { sndChannel.stop(); } ]]> </mx:Script> <mx:HBox> <mx:Button label="play" click="playSound();"/> <mx:Button label="stop" click="stopSound();"/> </mx:HBox> </mx:Application>

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  • PHP Combo Box AJAX Refresh

    - by bhs
    I have a PHP page that currently has 4 years of team positions in columns on the page. The client wants to select the players in positions and have first, second and thrid choices. Currently the page shows 4 columns with sets of combos for each position. Each combo has a full set of players in it and the user chooses the player he wants from the combos. On submit the player positions are stored in the database. However, the client now wants to change the page so that when he selects a player in a year and position then the player is removed from the combo and can no longer be selected for that year. I've used a bit of AJAX but was wondering if anyone had any thoughts/suggestions. The page is currently quite slow so they want it speeded up as well. The page layout is currently like this POISTION YEAR1 YEAR2 YEAR3 YEAR4 1 COMBOC1 COMBOC1 COMBOC1 COMBOC1 COMBOC2 COMBOC2 COMBOC2 COMBOC2 COMBOC3 COMBOC3 COMBOC3 COMBOC3 2 same as above COMBOC1, 2 and 3 all currently have the same players - when a player is selected it needs to be removed for all combos below it. I was thinking of starting by changing the page design and having text boxes for the players and a single player select under each year like this: POISTION YEAR1 YEAR2 YEAR3 YEAR4 1 <PLAYER><POSITION><CHOICE> ... [TEXT BOX CHOICE1] [TEXT BOX CHOICE2] [TEXT BOX CHOICE3] 2 ... Then I only have 1 combo box for each year to worry about - I do however have the same problem of refreshing the combo box and removing the player that has been selected, and I'd prefer to do it withough a page submit. Sorry for the long posting - cheers

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  • HTML5 audio with PHP script does not work on iPad/Iphone

    - by saulob
    Ok, I'm trying to play an HTML audio code on iPad but does not work. I created one PHP script to send to the MP3 request to the HTML5 audio code mp3_file_player.php?n=mp3file.mp3 The player is here: http://www.avault.com/news/podcast-news/john-romero-podcast-episode-80/ You will see that works on every HTML5 supported browser even on my iPod Touch. But does not work on iPad/iPhone, even on Safari on Mac OSX (I tried on Safari/Windows, worked fine) This is my PHP code: header("X-Powered-By: "); header("Accept-Ranges: bytes"); header("Content-Length: ". (string)(filesize($episode_filename)) .""); header("Content-type: audio/mpeg"); readfile($episode_filename); exit(); Everything works fine, the MP3 has the same headers like reading the mp3 directly. HTTP Headers from direct file access: (Status-Line) HTTP/1.1 200 OK Date Mon, 31 May 2010 20:27:31 GMT Server Apache/2.2.9 Last-Modified Wed, 26 May 2010 13:39:19 GMT Etag "dac0039-41d91f8-4877f669cefc0" Accept-Ranges bytes Content-Length 50656162 Content-Range bytes 18390614-69046775/69046776 Keep-Alive timeout=15, max=100 Connection Keep-Alive Content-Type audio/mpeg HTTP Header from my PHP script: (Status-Line) HTTP/1.1 200 OK Date Mon, 31 May 2010 20:27:08 GMT Server Apache/2.2.9 Accept-Ranges bytes Content-Length 69046776 Keep-Alive timeout=15, max=100 Connection Keep-Alive Content-Type audio/mpeg The only thing different it's the Content-Range, I even tried to add it, but if I use it the player will not work on my Ipod Touch. So I removed. Thank you very much.

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  • Elo rating system: start value

    - by Marco W.
    I've implemented an Elo rating system in a game. There is no limit for the number players. Players can join the game constantly so the number of players probably rises gradually. How the Elo values are exactly calculated isn't important because of this fact: If team A beats team B then A's Elo win equals B's Elo loss. Hence I've got a problem concerning the starting values for my rating system: Should I use the starting value "0" for every player? The sum of all Elo values would be constant. But since the number of players is increasing there would be some kind of Elo deflation, wouldn't it? Should I use any starting value greater than 0? In this case, the sum of all Elo values would constantly increase. So there could be an Elo inflation. The problem: Elo points lose value but the starting value keeps always the same. What should I do? Can you help me? Thanks in advance!

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  • My Code Kata–A Solution Kata

    - by Glav
    There are many developers and coders out there who like to do code Kata’s to keep their coding ability up to scratch and to practice their skills. I think it is a good idea. While I like the concept, I find them dead boring and of minimal purpose. Yes, they serve to hone your skills but that’s about it. They are often quite abstract, in that they usually focus on a small problem set requiring specific solutions. It is fair enough as that is how they are designed but again, I find them quite boring. What I personally like to do is go for something a little larger and a little more fun. It takes a little more time and is not as easily executed as a kata though, but it services the same purposes from a practice perspective and allows me to continue to solve some problems that are not directly part of the initial goal. This means I can cover a broader learning range and have a bit more fun. If I am lucky, sometimes they even end up being useful tools. With that in mind, I thought I’d share my current ‘kata’. It is not really a code kata as it is too big. I prefer to think of it as a ‘solution kata’. The code is on bitbucket here. What I wanted to do was create a kind of simplistic virtual world where I can create a player, or a class, stuff it into the world, and see if it survives, and can navigate its way to the exit. Requirements were pretty simple: Must be able to define a map to describe the world using simple X,Y co-ordinates. Z co-ordinates as well if you feel like getting clever. Should have the concept of entrances, exists, solid blocks, and potentially other materials (again if you want to get clever). A coder should be able to easily write a class which will act as an inhabitant of the world. An inhabitant will receive stimulus from the world in the form of surrounding environment and be able to make a decision on action which it passes back to the ‘world’ for processing. At a minimum, an inhabitant will have sight and speed characteristics which determine how far they can ‘see’ in the world, and how fast they can move. Coders who write a really bad ‘inhabitant’ should not adversely affect the rest of world. Should allow multiple inhabitants in the world. So that was the solution I set out to act as a practice solution and a little bit of fun. It had some interesting problems to solve and I figured, if it turned out ok, I could potentially use this as a ‘developer test’ for interviews. Ask a potential coder to write a class for an inhabitant. Show the coder the map they will navigate, but also mention that we will use their code to navigate a map they have not yet seen and a little more complex. I have been playing with solution for a short time now and have it working in basic concepts. Below is a screen shot using a very basic console visualiser that shows the map, boundaries, blocks, entrance, exit and players/inhabitants. The yellow asterisks ‘*’ are the players, green ‘O’ the entrance, purple ‘^’ the exit, maroon/browny ‘#’ are solid blocks. The players can move around at different speeds, knock into each others, and make directional movement decisions based on what they see and who is around them. It has been quite fun to write and it is also quite fun to develop different players to inject into the world. The code below shows a really simple implementation of an inhabitant that can work out what to do based on stimulus from the world. It is pretty simple and just tries to move in some direction if there is nothing blocking the path. public class TestPlayer:LivingEntity { public TestPlayer() { Name = "Beta Boy"; LifeKey = Guid.NewGuid(); } public override ActionResult DecideActionToPerform(EcoDev.Core.Common.Actions.ActionContext actionContext) { try { var action = new MovementAction(); // move forward if we can if (actionContext.Position.ForwardFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.ForwardFacingPositions[0])) { action.DirectionToMove = MovementDirection.Forward; return action; } } if (actionContext.Position.LeftFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.LeftFacingPositions[0])) { action.DirectionToMove = MovementDirection.Left; return action; } } if (actionContext.Position.RearFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RearFacingPositions[0])) { action.DirectionToMove = MovementDirection.Back; return action; } } if (actionContext.Position.RightFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RightFacingPositions[0])) { action.DirectionToMove = MovementDirection.Right; return action; } } return action; } catch (Exception ex) { World.WriteDebugInformation("Player: "+ Name, string.Format("Player Generated exception: {0}",ex.Message)); throw ex; } } private bool CheckAccessibilityOfMapBlock(MapBlock block) { if (block == null || block.Accessibility == MapBlockAccessibility.AllowEntry || block.Accessibility == MapBlockAccessibility.AllowExit || block.Accessibility == MapBlockAccessibility.AllowPotentialEntry) { return true; } return false; } } It is simple and it seems to work well. The world implementation itself decides the stimulus context that is passed to he inhabitant to make an action decision. All movement is carried out on separate threads and timed appropriately to be as fair as possible and to cater for additional skills such as speed, and eventually maybe stamina, strength, with actions like fighting. It is pretty fun to make up random maps and see how your inhabitant does. You can download the code from here. Along the way I have played with parallel extensions to make the compute intensive stuff spread across all cores, had to heavily factor in visibility of methods and properties so design of classes was paramount, work out movement algorithms that play fairly in the world and properly favour the players with higher abilities, as well as a host of other issues. So that is my ‘solution kata’. If I keep going with it, I may develop a web interface for it where people can upload assemblies and watch their player within a web browser visualiser and maybe even a map designer. What do you do to keep the fires burning?

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  • C to C++ Conversion [closed]

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

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  • FFmpeg - No Such File or Directory?

    - by Lynda
    I am attempting to use FFmpeg to extract audio from a mp4 and I keep running into this error: CFileffmpegvideo.mp4: No such file or directory exist. I am in command prompt (in Windows 7) and have the path as C:\Files\ffmpeg (Where ffmpeg is). I run this command line ffmpeg -i C:\Files\ffmpeg\video.mp4 -f mp3 -ab 320000 -vn music.mp3 The file is in the same folder as ffmpeg. I know I am missing something simple here but what is it?

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  • Dual monitors and flash movie to stay maximized on one of them.

    - by Kamil Zadora
    I have recently assembled a dual monitor setup. I often watch live.twit.tv in my browser and I would like to run it maximized while I do other stuff on second screen, but when I click on a desktop the full screen mode rolls back to normal view. The same case is for different Flash players and I believe Silverlight players suffer from the same problem. Is there any way to bypass this behavior?

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