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  • DRY Ruby Initialization with Hash Argument

    - by ktex
    I find myself using hash arguments to constructors quite a bit, especially when writing DSLs for configuration or other bits of API that the end user will be exposed to. What I end up doing is something like the following: class Example PROPERTIES = [:name, :age] PROPERTIES.each { |p| attr_reader p } def initialize(args) PROPERTIES.each do |p| self.instance_variable_set "@#{p}", args[p] if not args[p].nil? end end end Is there no more idiomatic way to achieve this? The throw-away constant and the symbol to string conversion seem particularly egregious.

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  • unique hash of string

    - by Aly
    Hi, I want to create a unique hash (16 chars long) of an arbitrary length String. Is there a good library that implements MD5 or SHA-1 for C++ with which I can achieve this? (and possibly an example of how to use it)

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  • Hash Table v/s STL map in C++

    - by anon
    Hi, I am trying to learn C++ maps. Was just wondering about the implementation of STL map. I read it employs Binary search tree. Is there a implementation of hash table in STL? How exactly do STL map stores Key Value pairs?

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  • Using a Hash table

    - by Maria Attard
    I have 2 lists in my program one that store objects of type student and another one which stores objects of type marks. I have 3 methods one that inputs the details of the students, one that inputs the marks and one to view student details and their marks. My question is how I can use a hash table to get the Id of a student and then use it to input the marks and then how to retrieve both the student details and their marks altogether. Please help me if you can.

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  • Ordered hash in JavaScript

    - by hekevintran
    JavaScript objects have no order stored for properties (according to the spec). Firefox seems preserve the order of definition of properties when using a for...in loop. Is this behaviour something that I can rely on? If not is there a piece of JavaScript code somewhere that implements an ordered hash type?

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  • Hash Tables - Java

    - by Antony
    Am about to do a homework, and i need to store quite a lot of information (Dictionary) in a data structure of my choice. I heard people in my classroom saying hash-tables are the way to go. How come?

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  • Hi, I have a C hashing routine which is behaving strangely?

    - by aks
    Hi, In this hashing routine: 1.) I am able to add strings. 2.) I am able to view my added strings. 3.) When i try to add a duplicate string, it throws me an error saying already present. 4.) But, when i try to delete the same string which is already present in hash table, then the lookup_routine calls hash function to get an index. At this time, it throws a different hash index to the one it was already added. Hence, my delete routine is failing? I am able to understand the reason why for same string, hash fucntion calculates a different index each time (whereas the same logic works in view hash table routine)? Can someone help me? This is the Output, i am getting: $ ./a Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 1 Please enter the string :gaura enters in add_string DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 1 hashval = 1 enters in lookup_string str in lookup_string = gaura DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 1 hashval = 1 DEBUG ERROR :element not found in lookup string DEBUG Purpose NULL Inserting... DEBUG1 : enters here hashval = 1 String added successfully Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 1 Please enter the string :ayu enters in add_string DEBUG purpose in hash function: str passed = ayu Hashval returned in hash func= 1 hashval = 1 enters in lookup_string str in lookup_string = ayu DEBUG purpose in hash function: str passed = ayu Hashval returned in hash func= 1 hashval = 1 returns NULL in lookup_string DEBUG Purpose NULL Inserting... DEBUG2 : enters here hashval = 1 String added successfully Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 1 Please enter the string :gaurava enters in add_string DEBUG purpose in hash function: str passed = gaurava Hashval returned in hash func= 7 hashval = 7 enters in lookup_string str in lookup_string = gaurava DEBUG purpose in hash function: str passed = gaurava Hashval returned in hash func= 7 hashval = 7 DEBUG ERROR :element not found in lookup string DEBUG Purpose NULL Inserting... DEBUG1 : enters here hashval = 7 String added successfully Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 4 Index : i = 1 String = gaura ayu Index : i = 7 String = gaurava Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 2 Please enter the string you want to delete :gaura String entered = gaura enters in delete_string DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 0 hashval = 0 enters in lookup_string str in lookup_string = gaura DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 0 hashval = 0 DEBUG ERROR :element not found in lookup string DEBUG Purpose Item not present. So, cannot be deleted Item found in list: Deletion failed Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: My routine is pasted below: include include struct list { char *string; struct list *next; }; struct hash_table { int size; /* the size of the table */ struct list *table; / the table elements */ }; struct hash_table * hashtable = NULL; struct hash_table *create_hash_table(int size) { struct hash_table *new_table; int i; if (size<1) return NULL; /* invalid size for table */ /* Attempt to allocate memory for the table structure */ if ((new_table = malloc(sizeof(struct hash_table))) == NULL) { return NULL; } /* Attempt to allocate memory for the table itself */ if ((new_table->table = malloc(sizeof(struct list *) * size)) == NULL) { return NULL; } /* Initialize the elements of the table */ for(i=0; i<size; i++) new_table->table[i] = '\0'; /* Set the table's size */ new_table->size = size; return new_table; } unsigned int hash(struct hash_table *hashtable, char *str) { printf("\n DEBUG purpose in hash function:\n"); printf("\n str passed = %s", str); unsigned int hashval = 0; int i = 0; for(; *str != '\0'; str++) { hashval += str[i]; i++; } hashval = hashval % 10; printf("\n Hashval returned in hash func= %d", hashval); return hashval; } struct list *lookup_string(struct hash_table *hashtable, char *str) { printf("\n enters in lookup_string \n"); printf("\n str in lookup_string = %s",str); struct list * new_list; unsigned int hashval = hash(hashtable, str); printf("\n hashval = %d \n", hashval); if(hashtable->table[hashval] == NULL) { printf("\n DEBUG ERROR :element not found in lookup string \n"); return NULL; } /* Go to the correct list based on the hash value and see if str is * in the list. If it is, return return a pointer to the list element. * If it isn't, the item isn't in the table, so return NULL. */ for(new_list = hashtable->table[hashval]; new_list != NULL;new_list = new_list->next) { if (strcmp(str, new_list->string) == 0) return new_list; } printf("\n returns NULL in lookup_string \n"); return NULL; } int add_string(struct hash_table *hashtable, char *str) { printf("\n enters in add_string \n"); struct list *new_list; struct list *current_list; unsigned int hashval = hash(hashtable, str); printf("\n hashval = %d", hashval); /* Attempt to allocate memory for list */ if ((new_list = malloc(sizeof(struct list))) == NULL) { printf("\n enters here \n"); return 1; } /* Does item already exist? */ current_list = lookup_string(hashtable, str); if (current_list == NULL) { printf("\n DEBUG Purpose \n"); printf("\n NULL \n"); } /* item already exists, don't insert it again. */ if (current_list != NULL) { printf("\n Item already present...\n"); return 2; } /* Insert into list */ printf("\n Inserting...\n"); new_list->string = strdup(str); new_list->next = NULL; //new_list->next = hashtable->table[hashval]; if(hashtable->table[hashval] == NULL) { printf("\n DEBUG1 : enters here \n"); printf("\n hashval = %d", hashval); hashtable->table[hashval] = new_list; } else { printf("\n DEBUG2 : enters here \n"); printf("\n hashval = %d", hashval); struct list * temp_list = hashtable->table[hashval]; while(temp_list->next!=NULL) temp_list = temp_list->next; temp_list->next = new_list; // hashtable->table[hashval] = new_list; } return 0; } int delete_string(struct hash_table *hashtable, char *str) { printf("\n enters in delete_string \n"); struct list *new_list; struct list *current_list; unsigned int hashval = hash(hashtable, str); printf("\n hashval = %d", hashval); /* Does item already exist? */ current_list = lookup_string(hashtable, str); if (current_list == NULL) { printf("\n DEBUG Purpose \n"); printf("\n Item not present. So, cannot be deleted \n"); return 1; } /* item exists, delete it. */ if (current_list != NULL) { struct list * temp = hashtable->table[hashval]; if(strcmp(temp->string,str) == 0) { if(temp->next == NULL) { hashtable->table[hashval] = NULL; free(temp); } else { hashtable->table[hashval] = temp->next; free(temp); } } else { struct list * temp1; while(temp->next != NULL) { temp1 = temp; if(strcmp(temp->string, str) == 0) { break; } else { temp = temp->next; } } if(temp->next == NULL) { temp1->next = NULL; free(temp); } else { temp1->next = temp->next; free(temp); } } } return 0; } void free_table(struct hash_table *hashtable) { int i; struct list *new_list, *temp_list; if (hashtable==NULL) return; /* Free the memory for every item in the table, including the * strings themselves. */ for(i=0; i<hashtable->size; i++) { new_list = hashtable->table[i]; while(new_list!=NULL) { temp_list = new_list; new_list = new_list->next; free(temp_list->string); free(temp_list); } } /* Free the table itself */ free(hashtable->table); free(hashtable); } void view_hashtable(struct hash_table * hashtable) { int i = 0; if(hashtable == NULL) return; for(i =0; i < hashtable->size; i++) { if((hashtable->table[i] == 0) || (strcmp(hashtable->table[i]->string, "*") == 0)) { continue; } printf(" Index : i = %d\t String = %s",i, hashtable->table[i]->string); struct list * temp = hashtable->table[i]->next; while(temp != NULL) { printf("\t %s",temp->string); temp = temp->next; } printf("\n"); } } int main() { hashtable = create_hash_table(10); if(hashtable == NULL) { printf("\n Memory allocation failure during creation of hash table \n"); return 0; } int flag = 1; while(flag) { int choice; printf("\n Press 1 to add an element to the hashtable\n"); printf("\n Press 2 to delete an element from the hashtable\n"); printf("\n Press 3 to search the hashtable\n"); printf("\n Press 4 to view the hashtable\n"); printf("\n Press 5 to exit \n"); printf("\n Please enter your choice: "); scanf("%d",&choice); if(choice == 5) flag = 0; else if(choice == 1) { char str[20]; printf("\n Please enter the string :"); scanf("%s",&str); int i; i = add_string(hashtable,str); if(i == 1) { printf("\n Memory allocation failure:Choice 1 \n"); return 0; } else if(i == 2) { printf("\n String already prsent in hash table : Couldnot add it again\n"); return 0; } else { printf("\n String added successfully \n"); } } else if(choice == 2) { int i; struct list * temp_list; char str[20]; printf("\n Please enter the string you want to delete :"); scanf("%s",&str); printf("\n String entered = %s", str); i = delete_string(hashtable,str); if(i == 0) { printf("\n Item found in list: Deletion success \n"); } else printf("\n Item found in list: Deletion failed \n"); } else if(choice == 3) { struct list * temp_list; char str[20]; printf("\n Please enter the string :"); scanf("%s",&str); temp_list = lookup_string(hashtable,str); if(!temp_list) { printf("\n Item not found in list: Deletion failed \n"); return 0; } printf("\n Item found: Present in Hash Table \n"); } else if(choice == 4) { view_hashtable(hashtable); } else if(choice == 5) { printf("\n Exiting ...."); return 0; } else printf("\n Invalid choice:"); }; free_table(hashtable); return 0; }

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  • What is an efficient way to find a non-colliding rectangle nearest to a location

    - by hyn
    For a 2D game I am working on, I am using y axis sorting in a simple rectangle-based collision detection. This is working fine, and now I want to find the nearest empty rectangle at a given location with a given size, efficiently. How can I do this? Is there an algorithm? I could think of a simple brute force grid test (with each grid the size of the empty space we're looking for) but obviously this is slow and not even a complete test.

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  • C++ function not found during compilation

    - by forthewinwin
    For a homework assignment: I'm supposed to create randomized alphabetial keys, print them to a file, and then hash each of them into a hash table using the function "goodHash", found in my below code. When I try to run the below code, it says my "goodHash" "identifier isn't found". What's wrong with my code? #include <iostream> #include <vector> #include <cstdlib> #include "math.h" #include <fstream> #include <time.h> using namespace std; // "makeKey" function to create an alphabetical key // based on 8 randomized numbers 0 - 25. string makeKey() { int k; string key = ""; for (k = 0; k < 8; k++) { int keyNumber = (rand() % 25); if (keyNumber == 0) key.append("A"); if (keyNumber == 1) key.append("B"); if (keyNumber == 2) key.append("C"); if (keyNumber == 3) key.append("D"); if (keyNumber == 4) key.append("E"); if (keyNumber == 5) key.append("F"); if (keyNumber == 6) key.append("G"); if (keyNumber == 7) key.append("H"); if (keyNumber == 8) key.append("I"); if (keyNumber == 9) key.append("J"); if (keyNumber == 10) key.append("K"); if (keyNumber == 11) key.append("L"); if (keyNumber == 12) key.append("M"); if (keyNumber == 13) key.append("N"); if (keyNumber == 14) key.append("O"); if (keyNumber == 15) key.append("P"); if (keyNumber == 16) key.append("Q"); if (keyNumber == 17) key.append("R"); if (keyNumber == 18) key.append("S"); if (keyNumber == 19) key.append("T"); if (keyNumber == 20) key.append("U"); if (keyNumber == 21) key.append("V"); if (keyNumber == 22) key.append("W"); if (keyNumber == 23) key.append("X"); if (keyNumber == 24) key.append("Y"); if (keyNumber == 25) key.append("Z"); } return key; } // "makeFile" function to produce the desired text file. // Note this only works as intended if you include the ".txt" extension, // and that a file of the same name doesn't already exist. void makeFile(string fileName, int n) { ofstream ourFile; ourFile.open(fileName); int k; // For use in below loop to compare with n. int l; // For use in the loop inside the below loop. string keyToPassTogoodHash = ""; for (k = 1; k <= n; k++) { for (l = 0; l < 8; l++) { // For-loop to write to the file ONE key ourFile << makeKey()[l]; keyToPassTogoodHash += (makeKey()[l]); } ourFile << " " << k << "\n";// Writes two spaces and the data value goodHash(keyToPassTogoodHash); // I think this has to do with the problem makeKey(); // Call again to make a new key. } } // Primary function to create our desired file! void mainFunction(string fileName, int n) { makeKey(); makeFile(fileName, n); } // Hash Table for Part 2 struct Node { int key; string value; Node* next; }; const int hashTableSize = 10; Node* hashTable[hashTableSize]; // "goodHash" function for Part 2 void goodHash(string key) { int x = 0; int y; int keyConvertedToNumber = 0; // For-loop to produce a numeric value based on the alphabetic key, // which is then hashed into hashTable using the hash function // declared below the loop (hashFunction). for (y = 0; y < 8; y++) { if (key[y] == 'A' || 'B' || 'C') x = 0; if (key[y] == 'D' || 'E' || 'F') x = 1; if (key[y] == 'G' || 'H' || 'I') x = 2; if (key[y] == 'J' || 'K' || 'L') x = 3; if (key[y] == 'M' || 'N' || 'O') x = 4; if (key[y] == 'P' || 'Q' || 'R') x = 5; if (key[y] == 'S' || 'T') x = 6; if (key[y] == 'U' || 'V') x = 7; if (key[y] == 'W' || 'X') x = 8; if (key[y] == 'Y' || 'Z') x = 9; keyConvertedToNumber = x + keyConvertedToNumber; } int hashFunction = keyConvertedToNumber % hashTableSize; Node *temp; temp = new Node; temp->value = key; temp->next = hashTable[hashFunction]; hashTable[hashFunction] = temp; } // First two lines are for Part 1, to call the functions key to Part 1. int main() { srand ( time(NULL) ); // To make sure our randomization works. mainFunction("sandwich.txt", 5); // To test program cin.get(); return 0; } I realize my code is cumbersome in some sections, but I'm a noob at C++ and don't know much to do it better. I'm guessing another way I could do it is to AFTER writing the alphabetical keys to the file, read them from the file and hash each key as I do that, but I wouldn't know how to go about coding that.

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  • jQuery selector for option tag value attribute returns null

    - by Ben
    Hello, I am trying to change the selected option in a select dropdown box with jQuery. I have it set so that it finds the hash tag at the end of the URL and based on that hash tag it changes the selected option in the select box. Most of my code is functional, it successfully finds the hash tag and executes the if statement that corresponds with it. However, when it goes to execute the "then" section of the statement when it goes to the selector for the option (which uses an attribute selector based on the value attribute of the option tag) it returns null. If figured this out with firebug, in the console it says that the selector is null. Here is my code: $(document).ready(function() { var $hash = window.location.hash if($hash == "#htmlcss") { $('option[value="HTML/CSS Coding"]').attr("selected","selected") } if($hash == "#php") { $('option[value="PHP Coding"]').attr("selected","selected") } if($hash == "#jscript") { $('option[value="Javascript and jQuery Coding"]').attr("selected","selected") } if($hash == "#improv") { $('option[value="General Website Improvements"]').attr("selected","selected") } if($hash == "#towp") { $('option[value="Website Conversion to Wordpress"]').attr("selected","selected") } if($hash == "#wptheme") { $('option[value="Wordpress Theme Design"]').attr("selected","selected") } if($hash == "#complete") { $('option[value="Complete Website Creation"]').attr("selected","selected") } if($hash == "#server") { $('option[value="Web Server Configuration"]').attr("selected","selected") } }); So to clarify, when I enter in a url that ends in the #php hash tag, for example, the desired action does not occur which would change the "PHP Coding" option to the selected one by using the "selected" html attribute however the selector for the particular option tag returns null. Is there a problem with my syntax or is my code not functioning in the way that I think it should? Thanks very much.

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  • Is it possible to use a spherical collision component in UDK?

    - by Almo
    I have an object in UDK, which has a SkeletalMesh. At certain times in the game, I want this object to continue rendering the SkeletalMesh, but I'd like it to use spherical collision temporarily. After reading a bunch about PrimitiveComponents, my understanding is that UDK supports cylindrical and box-like collision, but not spherical without using a static mesh. But it seems an attached static mesh will render, since it has no bHidden attribute. There must be a way to do this, but I don't know UDK well enough yet to understand all the pitfalls.

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  • ASP.NET Membership - Retrieve Password and PasswordSalt from Membership Table - Hash UserID

    - by Steve
    Hello, I am so close to get this project done. I need to retrieve the password and passwordSalt from my Membership table to compare it to my 'OldPasswords' table. The problem is the Membership provider does not let me use the GetPassword method because the password is hashed. And I can not retrieve it in a normal sqlConnection because the UserID is hashed also. Does anyone know how to hash the UserID so I can put it in my where clause? Or maybe there is a different way to get to that data? Any help is appreciated. Thank you, Steve

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  • car race game collision condition.

    - by ashok patidar
    car race game in as3 in which car is fix but track is scrolling where ever my car move i want car should always on the track only when it try to move none directional track that time it has to be rotate at some angle so that it can move in track direction only. i am unable to think logic. i need movement like this "http://www.emanueleferonato.com/2007/05/15/create-a-flash-racing-game-tutorial/" track should be scrollable as **http://as3.mindmafya.com/GameAS/ScrollingMaps-1.php pl z provide me suitable solution for that.

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • Create a T4MVC ActionLink with hash/pound sign)

    - by Dan Atkinson
    Is there a way to create a strongly typed T4MVC ActionLink with a hash in it? For example, here is the link I'd like to create: <a href="/Home/Index#food">Feed me</a> But there's no extension to the T4MVC object that can do this. <%= Html.ActionLink("Feed me", T4MVC.Home.Index()) %> So, what I end up having to do is create an action, and then embed it that way: <a href="<%= Url.Action(T4MVC.Home.Index()) %>"#food>Feed me</a> This isn't very desirable. Anyone have any ideas/suggestions? Thanks in advance

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  • Method name collision in interface implementation - Java

    - by Bhaskar
    If I have two interfaces , both quite different in their purposes , but with same method signature , how do I make a class implement both without being forced to write a single method that serves for the both the interfaces and writing some convoluted logic in the method implementation that checks for which type of object the call is being made and invoke proper code ? In C# , this is overcome by what is called as explicit interface implementation. Is there any equivalent way in Java ?

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  • Facebook Connect and Hash Password Encryption

    - by JamesStrocel
    I'm trying to integrate a Zen Cart site with Facebook Connect. So far, I've been able to get Zen Cart to recognize that the user has a facebook account and is logged in, but that's it. True authentication into Zen Cart eludes me because I can't figure out where a password could be stored and how to get it to Zen Cart to be compared with the password hash. I know Facebook Connect has been implemented with webapps that have such passwords like wordpress, so I know there must be a way to do it. Is the password stored in a cookie? In the Facebook application itself? Any help would be appreciated, even if it's just a place to start searching.

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  • Refering to javascript instance methods with a pound/hash sign

    - by Josh
    This question is similar to http://stackoverflow.com/questions/736120/why-are-methods-in-ruby-documentation-preceded-by-a-pound-sign I understand why in Ruby instance methods are proceeded with a pound sign, helping to differentiate talking about SomeClass#someMethod from SomeObject.someMethod and allowing rdoc to work. And I understand that the authors of PrototypeJS admire Ruby (with good reason) and so they use the hash mark convention in their documentation. My question is: is this a standard practice amongst JavaScript developers or is it just Prototype developers who do this? Asked another way, is it proepr for me to refer to instance methods in comments/documentation as SomeClass#someMethod? Or should my documentation refer to `SomeClass.someMethod?

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  • Help with hash tables and quadratic probing in Java

    - by user313458
    I really need help with inserting into a hash table. I'm just not totally getting it right now. Could someone explain quadratic and linear probing in layman's terms? public void insert(String key) { int homeLocation = 0; int location = 0; int count = 0; if (find(key).getLocation() == -1) // make sure key is not already in the table { //****** ADD YOUR CODE HERE FOR QUADRATIC PROBING ******** } } This is the code I'm working on. I'm not asking anyone to do it, I just really need help with learning the whole concept Any help would be greatly appreciated.

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  • Using Ruby Hash instead of Rails ActiveRecord in Coffeescript / Morris.JS

    - by Vanessa L'olzorz
    I'm following the Railscast #223 that introduced Morris.JS. I generate a data set called @orders_yearly in my controller and in my view I have the following to try and render the graph: <%= content_tag :div, "", id: "orders_chart", data: {orders: @orders_yearly} %> Calling @orders_yearly.inspect shows it's just a simple hash: {2009=>1000, 2010=>2000, 2011=>4000, 2012=>100000} I'll need to modify the values for xkey and ykeys in coffeescript to work, but I'm not sure how to make it work with my data set: jQuery -> Morris.Line element: 'orders_chart' data: $('#orders_chart').data('orders') xkey: 'purchased_at' # <------------------ replace with what? ykeys: ['price'] # <---------------------- replace with what? labels: ['Price'] Anyone have any ideas? Thanks!

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  • rails accessing value from facebooker hash/array

    - by Ben
    This is my first time using the facebooker plugin with rails, and I'm having trouble accessing user info. The website uses FB connect to authenticate users. I am trying to get the name of the university that the logged in user attends. When I use the command <%= facebook_session.user.education_history[:name] %>, I get an error "Symbol as array index". I have also tried using education_history[1], but that just returns "# Facebooker::EducationInfo:<some sort of alphanumeric hash value>" When I use something like <%= facebook_session.user.relationship_status %> , it returns the relationship status just fine. Similarly, <%= facebook_session.user.hometown_location.city %> returns the city name just fine. I've checked out the documentation for facebooker, but I can't figure out the correct way to get the values I need. Any idea on how to get this to work? Thanks!

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