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  • [C#] Own component with panel

    - by Adam
    Hi, I want to create my own component which consists two other panels. One of them has fixed contents (such as control buttons, etc.) and the other is standard panel, where I can add other components in designer (VS2008). I know that I have to create UserControl, where I can place my two panels. Then I want to insert my component into the form. But I don't know how to create behavior where I can add other components (such as buttons, labels, etc.) only into second panel in my component. Could anyone help me with creating this component? Thank you. Adam.

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  • Windows Server 2008 IIS

    - by Tone
    I'm trying to do a really simple task - setup a virtual directory in Windows Server 2008. This is what I am doing but it's not working for some reason: Open IIS 7 Create a new virtual directory in Default Web Site and point it to a folder on d:\ drive Browse to folder on d:\ drive and create an .htm file with some test text in it Open a browser and navigate to http://localhost/TestSite/index.htm But I get a 404 - what gives? Edit:I didn't mention at first that this is Server 2008 R2

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Useful Eclipse Java Code Templates

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

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  • Plotting 3-tuple data points in a surface / contour plot using matplotlib

    - by morpheous
    I have some surface data that is generated by an external program as XYZ values. I want to create the following graphs, using matplotlib: Surface plot Contour plot Contour plot overlayed with a surface plot I have looked at several examples for plotting surfaces and contours in matplotlib - however, the Z values seems to be a function of X and Y i.e. Y ~ f(X,Y). I assume that I will somehow need to transform my Y variables, but I have not seen any example yet, that shows how to do this. So, my question is this: given a set of (X,Y,Z) points, how may I generate Surface and contour plots from that data? BTW, just to clarify, I do NOT want to create scatter plots. Also although I mentioned matplotlib in the title, I am not averse to using rpy(2), if that will allow me to create these charts.

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  • Ruby on Rails: Routing error

    - by JamesMcL13
    I am having trouble deleting and showing user records. Here is my routes.rb FinalApp::Application.routes.draw do resources :admin devise_for :users, :controllers => { :registrations => 'admin' } resources :projects match "search" => "projects#search", :as => :search root :to => 'projects#index' end Here is my admin controller: class AdminController < ApplicationController def index @users = User.all respond_to do |format| format.html # index.html.erb format.json { render :json => @users } end end def create @user = User.new(params[:user]) respond_to do |format| if @user.save format.html { redirect_to @user, notice: 'User was successfully created.' } format.json { render json: @user, status: :created, location: @user } else format.html { render action: "new" } format.json { render json: @user.errors, status: :unprocessable_entity } end end end # GET /users/1 # GET /users/1.json def show @user = User.find(params[:id]) @user_user_id = params[:id] respond_to do |format| format.html # show.html.erb format.json { render json: @user } end end # GET /users/new # GET /users/new.json def new @user = User.new respond_to do |format| format.html # new.html.erb format.json { render json: @user } end end # GET /users/1/edit def edit @user = User.find(params[:id]) end # POST /users # POST /users.json # PUT /users/1 # PUT /users/1.json def update @user = User.find(params[:id]) respond_to do |format| if @user.update_attributes(params[:user]) format.html { redirect_to @user, notice: 'User was successfully updated.' } format.json { head :no_content } else format.html { render action: "edit" } format.json { render json: @user.errors, status: :unprocessable_entity } end end end # DELETE /users/1 # DELETE /users/1.json def destroy @user = User.find(params[:id]) @user.destroy respond_to do |format| format.html { redirect_to users_url } format.json { head :no_content } end end end Here is my view: <%= stylesheet_link_tag "admin" %> <body> <div id ="title1">Admin</div> <div class ="menu"></div> <div id ="section3"> <table id = "mytable"> <table border = "1"> <tr> <th>Username </th> <th>Email</th> <th>First Name</th> <th>Last Name</th> <th>Admin?</th> <th></th> <th></th> <th></th> </tr> <%= link_to "New User", admin_new_path %><br /> <% @users.each do |t| %> <tr> <td><%= t.username %></td> <td><%= t.email %></td> <td><%= t.firstname %></td> <td><%= t.lastname %></td> <td><%= t.admin %></td> <td><%= link_to 'Show', t %></td> <td> <%= button_to "Delete", t, method: :delete, data: { confirm: 'Are you sure?' } %></td> </tr> <% end %> </table></br> </body> </html> I can display the User database, but when I go to delete a record. I get this error No route matches [DELETE] "/users/11". I am new to rails so please remember this when trying to help. Thanks in advance. Edit: here are my routes = admin_index GET /admin(.:format) admin#index POST /admin(.:format) admin#create new_admin GET /admin/new(.:format) admin#new edit_admin GET /admin/:id/edit(.:format) admin#edit admin GET /admin/:id(.:format) admin#show PUT /admin/:id(.:format) admin#update DELETE /admin/:id(.:format) admin#destroy new_user_session GET /users/sign_in(.:format) devise/sessions#new user_session POST /users/sign_in(.:format) devise/sessions#create destroy_user_session DELETE /users/sign_out(.:format) devise/sessions#destroy user_password POST /users/password(.:format) devise/passwords#create new_user_password GET /users/password/new(.:format) devise/passwords#new edit_user_password GET /users/password/edit(.:format) devise/passwords#edit PUT /users/password(.:format) devise/passwords#update cancel_user_registration GET /users/cancel(.:format) admin#cancel user_registration POST /users(.:format) admin#create new_user_registration GET /users/sign_up(.:format) admin#new edit_user_registration GET /users/edit(.:format) admin#edit PUT /users(.:format) admin#update DELETE /users(.:format) admin#destroy projects GET /projects(.:format) projects#index POST /projects(.:format) projects#create new_project GET /projects/new(.:format) projects#new edit_project GET /projects/:id/edit(.:format) projects#edit project GET /projects/:id(.:format) projects#show PUT /projects/:id(.:format) projects#update DELETE /projects/:id(.:format) projects#destroy search /search(.:format) projects#search root / projects#index

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  • Creating a torrent from a command line application (Windows)

    - by John
    Does anyone know of a application that allows you to create torrent files via the command-line in Windows? Update: I need a command-line version because I'm a programmer. I need to create the torrent programmatically, I can't have a window pop-up. There's a ton of uses for command-line torrent creation and I think it's very strange that I havent found a command line version from my hours of searching the Internet.

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  • InstallShield setup and Click-Once

    - by QQQ
    Hi InstallShield 10 apparently can create an installer and integrate with click once, but this feature is not active in trial version. Anyway I tried to create a click once deployment by hand (using mage) and succeed with a sample wpf application, what I want to do is click once with an installShield setup.exe file, buy it seems that it's not a .net application and I can't use it for click once. Does anyone know how installShield manages this with it's click once feature? or how can I create click once with the regular setup.exe file. Thanks.

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  • pl/sql object types "ORA-06530: Reference to uninitialized composite" error

    - by mutoss
    hi, i have a type as follows: CREATE OR REPLACE TYPE tbusiness_inter_item_bag AS OBJECT ( item_id NUMBER, system_event_cd VARCHAR2 (20), CONSTRUCTOR FUNCTION tbusiness_inter_item_bag RETURN SELF AS RESULT ); CREATE OR REPLACE TYPE BODY tbusiness_inter_item_bag AS CONSTRUCTOR FUNCTION tbusiness_inter_item_bag RETURN SELF AS RESULT AS BEGIN RETURN; END; END; when i execute the following script, i got a "Reference to uninitialized composite" error, which is imho quite suitable. DECLARE item tbusiness_inter_item_bag; BEGIN item.system_event_cd := 'ABC'; END; This also raises the same error: item.item_id := 3; But if i change my object type into: CREATE OR REPLACE TYPE tbusiness_inter_item_bag AS OBJECT ( item_id NUMBER(1), system_event_cd VARCHAR2 (20), CONSTRUCTOR FUNCTION tbusiness_inter_item_bag RETURN SELF AS RESULT ); then the last statement raises no more error (where my "item" is still uninitialized): item.item_id := 3; Shouldn't i get the same ORA-06530 error? ps: Oracle Database 10g Enterprise Edition Release 10.2.0.4.0 - 64bi

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  • How many repositories should I use to maintain my scripts under version control?

    - by romandas
    I mainly code small programs for myself, but recently, I've been starting to code for my peers on my team. To that end, I've started using a Mercurial repository to maintain my code in some form of version control (specifically, Tortoise-Hg on Windows). I have many small scripts, each in their own directory, all under one repository. However, while reading Joel's Hg Tutorial, I tried cloning a directory for one of my bigger scripts to create a "stable" version and found I couldn't do it because the directory wasn't itself a repository. So, I assume (and please correct me if I'm mistaken) that in order to use cloning properly, I'd have to create a repository for each script/directory. But.. would that be a "good idea" or a future maintenance nightmare waiting to happen? Succinctly, do I keep all my (unrelated) scripts in one repository, or should I create a repository for each? Or some unknown third option?

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  • Is there an equivalence to CDOSYS AutoGenerateTextBody in .NET

    - by AnthonyWJones
    I'm porting some VBScript code which generates emails using the standard CDOSYS Message object. The Message oject has a property AutoGenerateTextBody which when true will cause it to automatically create the TextBody property value when you assign HTML to the HTMLBody property. Hence creating the typical text/plain and text/html alternatives in the message body. However .NET appears to be missing this function. The MailMessage object does have the ability to create alternative views but there doesn't appear to be a way to easily create the text body content from the HTML content. I'm not necessarily looking for an auto-magic option but I do need a solution to taking what is an HTML string and converting it to a reasonable plain text representation. Just dropping all the HTML markup doesn't cut it. Is there a tool buried somewhere in the existing .NET framework that can do this?

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  • What am i doing wrong with asp.net-mvc dropdownlist?

    - by Pandiya Chendur
    I use a dropdownlist in one of my create.aspx but it some how doesnt seem to work... public IEnumerable<SelectListItem> FindAllMeasurements() { var mesurements = from mt in db.MeasurementTypes select new SelectListItem { Value = mt.Id.ToString(), Text= mt.Name }; return mesurements; } and my controller, public ActionResult Create() { var mesurementTypes = consRepository.FindAllMeasurements().AsEnumerable(); ViewData["MeasurementType"] = new SelectList(mesurementTypes,"Id","Name"); return View(); } and my create.aspx has this, <p> <label for="MeasurementTypeId">MeasurementType:</label> <%= Html.DropDownList("MeasurementType")%> <%= Html.ValidationMessage("MeasurementTypeId", "*") %> </p> When i execute this i got these errors, DataBinding: 'System.Web.Mvc.SelectListItem' does not contain a property with the name 'Id'.

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  • Using MySQL as data source in Microsoft SQL Server Analysis Services

    - by coldilocks
    Hi, I have installed the latest .net connector (http://www.mysql.com/downloads/connector/net/), I can add MySQL databases as Data Sources, I can even browse through the data from Business Intelligence Studio. The problem is that I CANNOT create a datasource view, or if I do create one without tables, trying to add them after the fact gives me the same error. Specifically it looks like the data source view wizard tries to submit queries against the MySQL database using square brackets/braces, and the query bombs. I get an error message like: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '[my_db].[cheatType]' at line 2 So, in summary, has anyone been able to create a data source view using MySQL tables and, if so, can they please show me how this can be done. Thanks for any help!

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  • how can i unmarshall in jaxb and enjoy the schema validation without using an explicit schema file

    - by ekeren
    I am using jaxb for my application configurations I feel like I am doing something really crooked and I am looking for a way to not need an actual file or this transaction. As you can see in code I: 1.create a schema into a file from my JaxbContext (from my class annotation actually) 2.set this schema file in order to allow true validation when I unmarshal JAXBContext context = JAXBContext.newInstance(clazz); Schema mySchema = SchemaFactory.newInstance(XMLConstants.W3C_XML_SCHEMA_NS_URI).newSchema(schemaFile); jaxbContext.generateSchema(new MySchemaOutputResolver()); // ultimately creates schemaFile Unmarshaller u = m_context.createUnmarshaller(); u.setSchema(mySchema); u.unmarshal(...); do any of you know how I can validate jaxb without needing to create a schema file that sits in my computer? Do I need to create a schema for validation, it looks redundant when I get it by JaxbContect.generateSchema ? How do you do this?

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  • django authentication .htaccess static

    - by Uszy Wieloryba
    In my app users can upload files for other users. To make the uploaded files accesible only for the addresse I need some kind of static files authentication system. My idea, is to create the apache hosted directory for each user and to limit access to this derectory using .htaccess. This means that each time new django user is created, I need to create a directory and the appropriate .htaccess file in it. I know I should do it using post_save signals on User model but I don't know how to create the .htaccess in the user's directory from python level. Can you help me with that? Or perhaps you have better solution to my problem?

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  • (Ubuntu) setuid bash doesn't work

    - by ???
    Here is the code: (root:) # mkdir /test # cp /bin/bash /test/sbash # chmod a+s /test/sbash (user1:) $ cd /test $ ./sbash $ mkdir trycreate mkdir: cannot create directory `trycreate': Permission denied And bash scripts with setuid bit set not work, either. By the way, my setuid perl script works: test.pl: (with setuid bit set, owner=root) #!/usr/bin/perl mkdir('/test/tryperlcreate') or die 'failed'; execute test.pl by user1 will create the directory owned by root.

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  • Core Data and many Entity

    - by mr.octobor
    I'm newbie and I must save "Ranking" and "Level" of user. I create file Ranking.xcdatamodel for save "Ranking" with entity name Ranking (property is Rank, Name) I can save and show it. but when I create entity Level (property is CurrentLevel) my program is crash and show this message Unresolved error Error Domain=NSCocoaErrorDomain Code=134100 UserInfo=0x60044b0 "Operation could not be completed. (Cocoa error 134100.)", { metadata = { NSPersistenceFrameworkVersion = 248; NSStoreModelVersionHashes = { Users = ; }; NSStoreModelVersionHashesVersion = 3; NSStoreModelVersionIdentifiers = ( ); NSStoreType = SQLite; NSStoreUUID = "41225AD0-B508-4AA7-A5E2-15D6990FF5E7"; "_NSAutoVacuumLevel" = 2; }; reason = "The model used to open the store is incompatible with the one used to create the store"; } I don't know how to save "Level" please suggest me.

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  • Python mechanize - two buttons of type 'submit'

    - by directedition
    I have a mechanize script written in python that fills out a web form and is supposed to click on the 'create' button. But there's a problem, the form has two buttons. One for 'add attached file' and one for 'create'. Both are of type 'submit', and the attach button is the first one listed. So when I select the forum and do br.submit(), it clicks on the 'attach' button instead of 'create'. Extensive Googling has yielded nothing useful for selecting a specific button in a form. Does anyone know of any methods for skipping over the first 'submit' button and clicking the second?

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  • Java code to convert a list of dependencies into a build order?

    - by Egon Willighagen
    Given I have a list of dependencies, like: module1 module2 dependsOn module1 module3 dependsOn module1 module4 dependsOn module3 I would like to create a build order where each build step is found on one line, and each line contains a list of one or more modules which can be compiled at the same time, and which only depend on modules compiled earlier. So, for the above data set, create a list like: module1 module2,module3 module4 Now, this is basically just a problem of creating a directed graph, and analyzing it. Now, I am using Ant, and would very much like to use something off-the-shelf... what is the minimum of custom code I need to have it create such a dependency-aware build list starting from the given input? BTW, these modules are actually custom modules, so maven will not work.

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  • using Dependency Parser in Stanford coreNLP

    - by Eddie Dovzhik
    I am using the Stanford coreNLP ( http://nlp.stanford.edu/software/corenlp.shtml ) in order to parse sentences and extract dependencies between the words. I have managed to create the dependencies graph like in the example in the supplied link, but I don't know how to work with it. I can print the entire graph using the toString() method, but the problem I have is that the methods that search for certain words in the graph, such as getChildList, require an IndexedWord object as a parameter. Now, it is clear why they do because the nodes of the graph are of IndexedWord type, but it's not clear to me how I create such an object in order to search for a specific node. For example: I want to find the children of the node that represents the word "problem" in my sentence. How I create an IndexWord object that represents the word "problem" so I can search for it in the graph?

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  • Multiple ParticleSystems in cocos2d

    - by Mattias Akerman
    I wonder about what road I should go with ParticleSystem. In this particular case I want to create 1-20 small explosions at the same time but with different positions. Right now I'm creating a new ParticleSystem for each explosion and then release it, but of course this is very punishing to the performance. My question is: Is there a way to create one ParticleSystem with multiple emitting sources. If not should I create an array of ParticleSystem in init and then use a free one when an explosion is needed? Or is there another approach I haven't thought of?

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  • Dangers of Windows API and Administrator accounts?

    - by Brett Powell
    I wrote a game server plugin last night that allowed me to create a user account and set it as administrator, which is a huge problem. Of course the simple fix is to create a basic user account with limited privileges for the game servers, so they would not have access to do things like this. I wanted to find out if there's anything else in the Windows API that would create such a huge vulnerability though? I guess I want to just make sure that when the client's game servers accounts are moved to limited access accounts, we won't have to worry about any of them using the windows API to sabotage the machines. There is already enough exploits in the game itself to worry about, without having to worry about client's taking over the machines with plugins lol. Some of the questions relative would be... Can you disable/enable Remote Desktop from c++? Can you get a list of AD user groups from c++? (not that a user belongs to, but a complete list)

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