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  • How to make a php function contain mysql commands

    - by bob
    I want to create a simple menu function which can call it example get_menu() Here is my current code. <?php $select = 'SELECT * FROM pages'; $query = $db->rq($select); while ($page = $db->fetch($query)) { $id = $page['id']; $title = $page['title']; ?> <a href="page.php?id<?php echo $id; ?>" title="<?php echo $title; ?>"><?php echo $title; ?></a> <?php } ?> How to do that in? function get_menu() { } Let me know.

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  • function and class to show image not working in php

    - by Gully
    i am trying to get get the following working nothing is happen when i use the function i am trying to get it to display images class ItemRes { //items DB var $img=""; } function ShowItemImage($index,$res_a){ if(sizeof($res_a) > $index){ if($res_a[$index] != NULL) { $cimg = $res_a[$index]->img; return "<img src='$cimg' width='70' height='70' style='cursor:pointer'></img>"; } }else{ return "<center class='whitetxt'><strong>Empty</strong></center>"; } } $res_array = array(); $idx=0; $result21 = mysql_query("SELECT * FROM photos WHERE eid='$eid' ORDER BY id DESC") or die (mysql_error()); while ($row21 = mysql_fetch_array($result21)) { $img_path = $row21['path']; $obj = new ItemRes(); $obj->img = $img_path; $res_array[$idx] = $obj; $idx++; } ShowItemImage(0,$res_array) ShowItemImage(1,$res_array)

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  • Overwriting a core Wordpress function - should work but it doesn't

    - by Will Ashworth
    I'm trying to overwrite a core Wordpress function (found in media.php) using add_filter() in my theme's functions.php file. This should work accord to the blogs that I've come across, but for some reason I see no change whatsoever. #override what WP is trying to do to scaling images by default function my_image_hwstring($width, $height) { $out = ''; #if ($width) # $out .= 'width="'.intval($width).'" '; #if ($height) # $out .= 'height="'.intval($height).'" '; return $out; } add_filter('image_hwstring', 'my_image_hwstring', 1, 2); I prefer to not edit media.php manually because any Wordpress upgrades later will overwrite the changes we've made. The way I'm doing it is correct (I think) but isn't working as expected. Totally hung up on this and appreciate any responses. This is a weird one!

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  • Parallel CURL function Help .. php

    - by Webby
    Hello.. Firstly let me explain the code below is just a tiny snippet of the code I'm using on the working site. Basically I'm hoping someone can help me rewrite just the function below to enable parallel CURL calls... that way it will fit nicely into the existing code without me having to rewrite the whole from the ground up like some of the samples I've been finding today any ideas? function get_data($url) { $ch = curl_init(); $timeout = 5; curl_setopt($ch,CURLOPT_URL,$url); curl_setopt($ch,CURLOPT_RETURNTRANSFER,1); curl_setopt($ch,CURLOPT_CONNECTTIMEOUT,5); $data = curl_exec($ch); curl_close($ch); return $data; } p.s. $url goes through a huge bunch of urls in a loop already so I'd hole to keep that intact.. Help always appreciated and rewarded

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  • matlab constant anonymous function returns only one value instead of an array

    - by Filo
    I've been searching the net for a couple of mornings and found nothing, hope you can help. I have an anonymous function like this f = @(x,y) [sin(2*pi*x).*cos(2*pi*y), cos(2*pi*x).*sin(2*pi*y)]; that needs to be evaluated on an array of points, something like x = 0:0.1:1; y = 0:0.1:1; w = f(x',y'); Now, in the above example everything works fine, the result w is a 11x2 matrix with in each row the correct value f(x(i), y(i)). The problem comes when I change my function to have constant values: f = @(x,y) [0, 1]; Now, even with array inputs like before, I only get out a 1x2 array like w = [0,1]; while of course I want to have the same structure as before, i.e. a 11x2 matrix. I have no idea why Matlab is doing this...

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  • Oracle function always returning null

    - by JavaRocky
    I can't get this function to behave as i desire. Can anyone point out why it always returns null instead of CURRENT_TIMESTAMP? CREATE OR REPLACE FUNCTION nowts RETURN TIMESTAMP IS vTimestamp TIMESTAMP; BEGIN SELECT type_date INTO vTimestamp FROM param_table WHERE param_table = 3 AND exists ( SELECT * FROM param_table WHERE param_table = 2 ); IF vTimestamp IS NULL THEN vTimestamp := CURRENT_TIMESTAMP; END IF; return vTimestamp; END nowts; Right now there is nothing in the table named param_table.

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  • C++ function-pointer and inheritance

    - by pingvinus
    In parent class I have function, that operates under an array of functions, declared in child-class, number of functions for every child-class may vary. But since every function uses some object-variables, I can't declare them as static. I've try to do something like this: class A { public: typedef int (A::*func)(); func * fs; void f() { /*call functions from this->fs*/ } }; class B : public A { public: int smth; B(int smth) { this->smth = smth; this->fs = new func[1]; fs[0] = &B::f; } int f() { return smth + 1; } }; But, obviously it doesn't work. Any suggestions?

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  • How to condense a path in C++ using Boost?

    - by pdillon3
    Does Boost offer a simple way to condense a path such as /foo/bar/../bar or /foo/../. into the absolute path it refers to. /foo/bar/../bar -- /foo/bar /foo/../. -- / The goal is to combine base_path and rel_path with boost::filesystem::complete(rel_path, base_path) into a path into /foo/bar/with/no/dots. thanks

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  • PostgreSQL function to iterate through/act on many rows with state

    - by Claudiu
    I have a database with columns looking like: session | order | atype | amt --------+-------+-------+----- 1 | 0 | ADD | 10 1 | 1 | ADD | 20 1 | 2 | SET | 35 1 | 3 | ADD | 10 2 | 0 | SET | 30 2 | 1 | ADD | 20 2 | 2 | SET | 55 It represents actions happening. Each session starts at 0. ADD adds an amount, while SET sets it. I want a function to return the end value of a session, e.g. SELECT session_val(1); --returns 45 SELECT session_val(2); --returns 55 Is it possible to write such a function/query? I don't know how to do any iteration-like things with SQL, or if it's possible at all.

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  • Adding a method to a function object at runtime

    - by Carson Myers
    I read a question earlier asking if there was a times method in Python, that would allow a function to be called n times in a row. Everyone suggested for _ in range(n): foo() but I wanted to try and code a different solution using a function decorator. Here's what I have: def times(self, n, *args, **kwargs): for _ in range(n): self.__call__(*args, **kwargs) import new def repeatable(func): func.times = new.instancemethod(times, func, func.__class__) @repeatable def threeArgs(one, two, three): print one, two, three threeArgs.times(7, "one", two="rawr", three="foo") When I run the program, I get the following exception: Traceback (most recent call last): File "", line 244, in run_nodebug File "C:\py\repeatable.py", line 24, in threeArgs.times(7, "one", two="rawr", three="foo") AttributeError: 'NoneType' object has no attribute 'times' So I suppose the decorator didn't work? How can I fix this?

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  • get the list and input from one function and run them in different function

    - by rookie
    i have a programm that generate the list and then i ask them to tell me what they want to do from the menu and this is where my problem start i was able to get the input form the user to different function but when i try to use the if else condition it doesn't check, below are my code def menu(x,l): print (x) if x == 1: return make_table(l) if x == 2: y= input("enter a row (as a number) or a column (as an uppercase letter") if y in [ "1",'2','3']: print("Minmum is:",minimum(y,l)) if x== 3: print ('bye') def main(): bad_filename = True l =[] while bad_filename == True: try: filename = input("Enter the filename: ") fp = open(filename, "r") for f_line in fp: f_str=f_line.strip() f_str=f_str.split(',') for unit_str in f_str: unit=float(unit_str) l.append(unit) bad_filename = False except IOError: print("Error: The file was not found: ", filename) #print(l) condition=True while condition==True: print('1- open\n','2- maximum') x=input("Enter the choice") menu(x,l) main() from the bottom function i can get list and i can get the user input and i can get the data and move it in second function but it wont work after that.thank you

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  • Misunderstanding function pointer - passing it as an argument

    - by Stef
    I want to pass a member function of class A to class B via a function pointer as argument. Please advise whether this road is leading somewhere and help me fill the pothole. #include <iostream> using namespace std; class A{ public: int dosomeA(int x){ cout<< "doing some A to "<<x <<endl; return(0); } }; class B{ public: B(int (*ptr)(int)){ptr(0);}; }; int main() { A a; int (*APtr)(int)=&A::dosomeA; B b(APtr); return 0; } This brilliant piece of code leaves me with the compiler error: cannot convert int (A::*)(int)' toint (*)(int)' in initialization Firstly I want it to compile. Secondly I don't want dosomeA to be STATIC.

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  • Reading function pointer syntax

    - by bobobobo
    Everytime I look at a C function pointer, my eyes glaze over. I can't read them. From here, here are 2 examples of function pointer TYPEDEFS: typedef int (*AddFunc)(int,int); typedef void (*FunctionFunc)(); Now I'm used to something like: typedef vector<int> VectorOfInts ; Which I read as typedef vector<int> /* as */ VectorOfInts ; But I can't read the above 2 typedefs. The bracketing and the asterisk placement, it's just not logical. Why is the * beside the word AddFunc..?

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  • Object is not a function on call to dialog() function

    - by coffeeaddict
    I keep getting "dialogDiv.dialog is not a function". I'm simply trying to invoke the jQueryUI dialog off my reference to the div. So incoming is the divID, for example "myDiv". Then I set it to a variable and wrap it in $("#" + myDiv); so that now I have a reference to it in a nice clear variable. Then I try to invoke the dialog function and get that error. not sure why and it's driving me nuts. function showDialog(divID) { // Get reference to the div element var dialogDiv = $("#" + divID); alert("dialogDiv:" + dialogDiv); dialogDiv.dialog ( { bgiframe: true, modal: true, autoOpen: false, show: 'blind' } ) dialogDiv.dialog("open"); }

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • A map and set which uses contiguous memory and has a reserve function

    - by edA-qa mort-ora-y
    I use several maps and sets. The lack of contiguous memory, and high number of (de)allocations, is a performance bottleneck. I need a mainly STL-compatbile map and set class which can use a contiguous block of memory for internal objects (or multiple blocks). It also needs to have a reserve function so that I can preallocate for expected sizes. Before I write my own I'd like to check what is available first. Is there something in Boost which does this? Does somebody know of an available implementation elsewhere? Intrusive collection types are not usable here as the same objects need to exist in several collections. As far as I know STL memory pools are per-type, not per instance. These global pools are not efficient with respect to memory locality in mutli-cpu/core processing. Object pools don't work as the types will be shared between instance but their pool should not. In many cases a hash map may be an option in some cases.

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  • C++ boost mpl vector

    - by Gokul
    I understand that the following code won't work, as i is a runtime parameter and not a compile time parameter. But i want to know, whether there is a way to achieve the same. i have a list of classes and i need to call a template function, with each of these classes. void GucTable::refreshSessionParams() { typedef boost::mpl::vector< SessionXactDetails, SessionSchemaInfo > SessionParams; for( int i = 0; i < boost::mpl::size<SessionParams>::value; ++i ) boost::mpl::at<SessionParams, i>::type* sparam = g_getSessionParam< boost::mpl::at<SessionParams, i>::type >(); sparam->updateFromGucTable(this); } } Can someone suggest me a easy and elegant way to perform the same? i need to iterate through the mpl::vector and use the type to call a global function and then use that parameter to do some run-time operations. Thanks in advance, Gokul. Working code typedef boost::mpl::vector< SessionXactDetails, SessionSchemaInfo > SessionParams; class GucSessionIterator { private: GucTable& m_table; public: GucSessionIterator(GucTable& table) :m_table(table) { } template< typename U > void operator()(const U& ) { g_getSessionParam<U>()->updateFromGucTable(m_table); } }; void GucTable::refreshSessionParams() { boost::mpl::for_each< SessionParams >( GucSessionIterator(*this) ); return; }

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  • g++: Use ZIP files as input

    - by Notinlist
    We have the Boost library in our side. It consists of huge amount of files which are not changing ever and only a tiny portion of it is used. We swap the whole boost directory if we are changing versions. Currently we have the Boost sources in our SVN, file by file which makes the checkout operations very slow, especially on Windows. It would be nice if there were a notation / plugin to address C++ files inside ZIP files, something like: // @ZIPFS ASSIGN 'boost' 'boost.zip/boost' #include <boost/smart_ptr/shared_ptr.hpp> Are there any support for compiler hooks in g++? Are there any effort regarding ZIP support? Other ideas?

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  • calling a function from static function

    - by iSight
    Hi, how can i call a function which computes with input parameters from an another static function. say, class X { static void xyz(); static int pqr(int, int); }; static X::void xyz() { ...pqr(10,20); } int X::pqr(int t1, int t2) { return t1*t2; }

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