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  • How to define a natural id in database?

    - by gcc
    There are a lot of manuals. I am trying to create an database to hold information of these documents. But, there is a small problem. How can I give meaningful id to the manuals? Are there any standard or logic behind the giving meaningful id to the documents? If there is no standard, can you tell me how I should do that? example: table : manual id | manual name EDIT: Not Meaningful ID 1 or M1 or foo 2 C2 bar 3 P123 name ... ... ... (i) (ii) (iii) (i) Not meaningful for me because if some item deleted, there can be gap. ex 1 33 100. (ii) random character can be confusing when one try to give a name to new manual (iii) Why giving name is not preferred is because finding a name to the manual as ID is hard after 500 manuals. Meaningful : New ID * Can be easily produced even if after 1000 manuals * Should not be so complicated

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  • how to give meaningful id to the things in database

    - by gcc
    There are a lot of manuals. I am trying to create an database to hold information of these documents. But, there is a small problem. How can I give meaningful id to the manuals? Are there any standard or logic behind the giving meaningful id to the documents? If there is no standard, can you tell me how I should do that? example: table : manual id | manual name EDIT: Not Meaningful ID 1 or M1 or foo 2 C2 bar 3 P123 name ... ... ... (i) (ii) (iii) (i) Not meaningful for me because if some item deleted, there can be gap. ex 1 33 100. (ii) random character can be confusing when one try to give a name to new manual (iii) Why giving name is not preferred is because finding a name to the manual as ID is hard after 500 manuals. Meaningful : New ID * Can be easily produced even if after 1000 manuals * Should not be so complicated

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  • opengl problem works on droid but not droid eris and others.

    - by nathan
    This GlRenderer works fine on the moto droid, but does not work well at all on droid eris or other android phones does anyone know why? package com.ntu.way2fungames.spacehockeybase; import java.io.DataInputStream; import java.io.IOException; import java.nio.Buffer; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import com.ntu.way2fungames.LoadFloatArray; import com.ntu.way2fungames.OGLTriReader; import android.content.res.AssetManager; import android.content.res.Resources; import android.opengl.GLU; import android.opengl.GLSurfaceView.Renderer; import android.os.Handler; import android.os.Message; public class GlRenderer extends Thread implements Renderer { private float drawArray[]; private float yoff; private float yoff2; private long lastRenderTime; private float[] yoffs= new float[10]; int Width; int Height; private float[] pixelVerts = new float[] { +.0f,+.0f,2, +.5f,+.5f,0, +.5f,-.5f,0, +.0f,+.0f,2, +.5f,-.5f,0, -.5f,-.5f,0, +.0f,+.0f,2, -.5f,-.5f,0, -.5f,+.5f,0, +.0f,+.0f,2, -.5f,+.5f,0, +.5f,+.5f,0, }; @Override public void run() { } private float[] arenaWalls = new float[] { 8.00f,2.00f,1f,2f,2f,1f,2.00f,8.00f,1f,8.00f,2.00f,1f,2.00f,8.00f,1f,8.00f,8.00f,1f, 2.00f,8.00f,1f,2f,2f,1f,0.00f,0.00f,0f,2.00f,8.00f,1f,0.00f,0.00f,0f,0.00f,10.00f,0f, 8.00f,8.00f,1f,2.00f,8.00f,1f,0.00f,10.00f,0f,8.00f,8.00f,1f,0.00f,10.00f,0f,10.00f,10.00f,0f, 2f,2f,1f,8.00f,2.00f,1f,10.00f,0.00f,0f,2f,2f,1f,10.00f,0.00f,0f,0.00f,0.00f,0f, 8.00f,2.00f,1f,8.00f,8.00f,1f,10.00f,10.00f,0f,8.00f,2.00f,1f,10.00f,10.00f,0f,10.00f,0.00f,0f, 10.00f,10.00f,0f,0.00f,10.00f,0f,0.00f,0.00f,0f,10.00f,10.00f,0f,0.00f,0.00f,0f,10.00f,0.00f,0f, 8.00f,6.00f,1f,8.00f,4.00f,1f,122f,4.00f,1f,8.00f,6.00f,1f,122f,4.00f,1f,122f,6.00f,1f, 8.00f,6.00f,1f,122f,6.00f,1f,120f,7.00f,0f,8.00f,6.00f,1f,120f,7.00f,0f,10.00f,7.00f,0f, 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134.55f,826.76f,-0.50f,134.55f,836.34f,-0.50f,145.09f,795.41f,-2f,134.55f,826.76f,-0.50f,145.09f,795.41f,-2f,145.09f,786.78f,-2f, 345.45f,826.76f,-0.50f,345.45f,836.34f,-0.50f,334.91f,795.41f,-2f,345.45f,826.76f,-0.50f,334.91f,795.41f,-2f,334.91f,786.78f,-2f, 355.04f,829.63f,-0.50f,460.49f,829.63f,-0.50f,438.44f,789.37f,-2f,355.04f,829.63f,-0.50f,438.44f,789.37f,-2f,343.53f,789.37f,-2f, 460.49f,24.37f,-0.50f,355.04f,24.37f,-0.50f,343.53f,64.63f,-2f,460.49f,24.37f,-0.50f,343.53f,64.63f,-2f,438.44f,64.63f,-2f, 345.45f,27.24f,-0.50f,345.45f,17.66f,-0.50f,334.91f,58.59f,-2f,345.45f,27.24f,-0.50f,334.91f,58.59f,-2f,334.91f,67.22f,-2f, 134.55f,27.24f,-0.50f,134.55f,17.66f,-0.50f,145.09f,58.59f,-2f,134.55f,27.24f,-0.50f,145.09f,58.59f,-2f,145.09f,67.22f,-2f, 463.36f,826.76f,-0.50f,463.36f,27.24f,-0.50f,441.03f,67.22f,-2f,463.36f,826.76f,-0.50f,441.03f,67.22f,-2f,441.03f,786.78f,-2f, 16.64f,27.24f,-0.50f,16.64f,826.76f,-0.50f,38.97f,786.78f,-2f,16.64f,27.24f,-0.50f,38.97f,786.78f,-2f,38.97f,67.22f,-2f, 124.96f,24.37f,-0.50f,19.51f,24.37f,-0.50f,41.56f,64.63f,-2f,124.96f,24.37f,-0.50f,41.56f,64.63f,-2f,136.47f,64.63f,-2f, 124.96f,24.37f,-0.50f,134.55f,27.24f,-0.50f,145.09f,67.22f,-2f,124.96f,24.37f,-0.50f,145.09f,67.22f,-2f,136.47f,64.63f,-2f, 19.51f,24.37f,-0.50f,16.64f,27.24f,-0.50f,38.97f,67.22f,-2f,19.51f,24.37f,-0.50f,38.97f,67.22f,-2f,41.56f,64.63f,-2f, 345.45f,27.24f,-0.50f,355.04f,24.37f,-0.50f,343.53f,64.63f,-2f,345.45f,27.24f,-0.50f,343.53f,64.63f,-2f,334.91f,67.22f,-2f, 463.36f,27.24f,-0.50f,460.49f,24.37f,-0.50f,438.44f,64.63f,-2f,463.36f,27.24f,-0.50f,438.44f,64.63f,-2f,441.03f,67.22f,-2f, 463.36f,826.76f,-0.50f,460.49f,829.63f,-0.50f,438.44f,789.37f,-2f,463.36f,826.76f,-0.50f,438.44f,789.37f,-2f,441.03f,786.78f,-2f, 355.04f,829.63f,-0.50f,345.45f,826.76f,-0.50f,334.91f,786.78f,-2f,355.04f,829.63f,-0.50f,334.91f,786.78f,-2f,343.53f,789.37f,-2f, 134.55f,826.76f,-0.50f,124.96f,829.63f,-0.50f,136.47f,789.37f,-2f,134.55f,826.76f,-0.50f,136.47f,789.37f,-2f,145.09f,786.78f,-2f, 16.64f,826.76f,-0.50f,19.51f,829.63f,-0.50f,41.56f,789.37f,-2f,16.64f,826.76f,-0.50f,41.56f,789.37f,-2f,38.97f,786.78f,-2f, }; private float[] backgroundData = new float[] { // # ,Scale, Speed, 300 , 1.05f, .001f, 150 , 1.07f, .002f, 075 , 1.10f, .003f, 040 , 1.12f, .006f, 20 , 1.15f, .012f, 10 , 1.25f, .025f, 05 , 1.50f, .050f, 3 , 2.00f, .100f, 2 , 3.00f, .200f, }; private float[] triangleCoords = new float[] { 0, -25, 0, -.75f, -1, 0, +.75f, -1, 0, 0, +2, 0, -.99f, -1, 0, .99f, -1, 0, }; private float[] triangleColors = new float[] { 1.0f, 1.0f, 1.0f, 0.05f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, }; private float[] drawArray2; private FloatBuffer drawBuffer2; private float[] colorArray2; private static FloatBuffer colorBuffer; private static FloatBuffer triangleBuffer; private static FloatBuffer quadBuffer; private static FloatBuffer drawBuffer; private float[] backgroundVerts; private FloatBuffer backgroundVertsWrapped; private float[] backgroundColors; private Buffer backgroundColorsWraped; private FloatBuffer backgroundColorsWrapped; private FloatBuffer arenaWallsWrapped; private FloatBuffer arenaColorsWrapped; private FloatBuffer arena2VertsWrapped; private FloatBuffer arena2ColorsWrapped; private long wallHitStartTime; private int wallHitDrawTime; private FloatBuffer pixelVertsWrapped; private float[] wallHit; private FloatBuffer pixelColorsWrapped; //private float[] pitVerts; private Resources lResources; private FloatBuffer pitVertsWrapped; private FloatBuffer pitColorsWrapped; private boolean arena2; private long lastStartTime; private long startTime; private int state=1; private long introEndTime; protected long introTotalTime =8000; protected long introStartTime; private boolean initDone= false; private static int stateIntro = 0; private static int stateGame = 1; public GlRenderer(spacehockey nspacehockey) { lResources = nspacehockey.getResources(); nspacehockey.SetHandlerToGLRenderer(new Handler() { @Override public void handleMessage(Message m) { if (m.what ==0){ wallHit = m.getData().getFloatArray("wall hit"); wallHitStartTime =System.currentTimeMillis(); wallHitDrawTime = 1000; }else if (m.what ==1){ //state = stateIntro; introEndTime= System.currentTimeMillis()+introTotalTime ; introStartTime = System.currentTimeMillis(); } }}); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearColor(.01f, .01f, .01f, .1f); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } private float SumOfStrideI(float[] data, int offset, int stride) { int sum= 0; for (int i=offset;i<data.length-1;i=i+stride){ sum = (int) (data[i]+sum); } return sum; } public void onDrawFrame(GL10 gl) { if (state== stateIntro){DrawIntro(gl);} if (state== stateGame){DrawGame(gl);} } private void DrawIntro(GL10 gl) { startTime = System.currentTimeMillis(); if (startTime< introEndTime){ float ptd = (float)(startTime- introStartTime)/(float)introTotalTime; float ptl = 1-ptd; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*(90+(ptl*250))) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); //gl.glTranslatef(0, -(Height/2), 0); //gl.glScalef(1f, 1f+(ptl*2), 1f); //gl.glTranslatef(0, +(Height/2), 0); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); }else{state = stateGame;} } private void DrawGame(GL10 gl) { lastStartTime = startTime; startTime = System.currentTimeMillis(); long moveTime = startTime-lastStartTime; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*moveTime) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } //arena frame gl.glPushMatrix(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, arenaWallsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, arenaColorsWrapped); gl.glColor4f(.1f, .5f, 1f, 1f); gl.glTranslatef(0, 0, 50); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(arenaWalls.length / 3)); gl.glPopMatrix(); //arena2 frame if (arena2 == true){ gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pitVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pitColorsWrapped); gl.glTranslatef(0, -Height, 40); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(pitVertsWrapped.capacity() / 3)); } if (wallHitStartTime != 0) { float timeRemaining = (wallHitStartTime + wallHitDrawTime)-System.currentTimeMillis(); if (timeRemaining>0) { gl.glPushMatrix(); float percentDone = 1-(timeRemaining/wallHitDrawTime); gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pixelVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pixelColorsWrapped); gl.glTranslatef(wallHit[0], wallHit[1], 0); gl.glScalef(8, Height*percentDone, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 12); gl.glPopMatrix(); } else { wallHitStartTime = 0; } } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } public void init(GL10 gl) { if (arena2 == true) { AssetManager assetManager = lResources.getAssets(); try { // byte[] ba = {111,111}; DataInputStream Dis = new DataInputStream(assetManager .open("arena2.ogl")); pitVertsWrapped = LoadFloatArray.FromDataInputStream(Dis); pitColorsWrapped = MakeFakeLighting(pitVertsWrapped.array(), .25f, .50f, 1f, 200, .5f); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } if ((Height != 854) || (Width != 480)) { arenaWalls = ScaleFloats(arenaWalls, Width / 480f, Height / 854f); } arenaWallsWrapped = FloatBuffer.wrap(arenaWalls); arenaColorsWrapped = MakeFakeLighting(arenaWalls, .03f, .16f, .33f, .33f, 3); pixelVertsWrapped = FloatBuffer.wrap(pixelVerts); pixelColorsWrapped = MakeFakeLighting(pixelVerts, .03f, .16f, .33f, .10f, 20); initDone=true; } public void onSurfaceChanged(GL10 gl, int nwidth, int nheight) { Width= nwidth; Height = nheight; // avoid division by zero if (Height == 0) Height = 1; // draw on the entire screen gl.glViewport(0, 0, Width, Height); // setup projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, Width, Height, 0, 100, -100); // gl.glOrthof(-nwidth*2, nwidth*2, nheight*2,-nheight*2, 100, -100); // GLU.gluPerspective(gl, 180.0f, (float)nwidth / (float)nheight, // 1000.0f, -1000.0f); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); System.gc(); if (initDone == false){ SetupStars(); init(gl); } } public void SetupStars(){ backgroundVerts = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleCoords.length]; backgroundColors = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleColors.length]; int iii=0; int vc=0; float ascale=1; for (int i=0;i<backgroundColors.length-1;i=i+1){ if (iii==0){ascale = (float) Math.random();} if (vc==3){ backgroundColors[i]= (float) (triangleColors[iii]*(ascale)); }else if(vc==2){ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.2)); }else{ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.3)); } iii=iii+1;if (iii> triangleColors.length-1){iii=0;} vc=vc+1; if (vc>3){vc=0;} } int ii=0; int i =0; int set =0; while(ii<backgroundVerts.length-1){ float scale = (float) backgroundData[(set*3)+1]; int length= (int) backgroundData[(set*3)]; for (i=0;i<length;i=i+1){ if (set ==0){ AddVertsToArray(ScaleFloats(triangleCoords, scale,scale*.25f), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii); }else{ AddVertsToArray(ScaleFloats(triangleCoords, scale), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii);} ii=ii+triangleCoords.length; } set=set+1; } backgroundVertsWrapped = FloatBuffer.wrap(backgroundVerts); backgroundColorsWrapped = FloatBuffer.wrap(backgroundColors); } public void AddVertsToArray(float[] sva,float[]dva,float ox,float oy,int start){ //x for (int i=0;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+ox;} } //y for (int i=1;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+oy;} } //z for (int i=2;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i];} } } public FloatBuffer MakeFakeLighting(float[] sa,float r, float g,float b,float a,float multby){ float[] da = new float[((sa.length/3)*4)]; int vertex=0; for (int i=0;i<sa.length;i=i+3){ if (sa[i+2]>=1){ da[(vertex*4)+0]= r*multby*sa[i+2]; da[(vertex*4)+1]= g*multby*sa[i+2]; da[(vertex*4)+2]= b*multby*sa[i+2]; da[(vertex*4)+3]= a*multby*sa[i+2]; }else if (sa[i+2]<=-1){ float divisor = (multby*(-sa[i+2])); da[(vertex*4)+0]= r / divisor; da[(vertex*4)+1]= g / divisor; da[(vertex*4)+2]= b / divisor; da[(vertex*4)+3]= a / divisor; }else{ da[(vertex*4)+0]= r; da[(vertex*4)+1]= g; da[(vertex*4)+2]= b; da[(vertex*4)+3]= a; } vertex = vertex+1; } return FloatBuffer.wrap(da); } public float[] ScaleFloats(float[] va,float s){ float[] reta= new float[va.length]; for (int i=0;i<va.length;i=i+1){ reta[i]=va[i]*s; } return reta; } public float[] ScaleFloats(float[] va,float sx,float sy){ float[] reta= new float[va.length]; int cnt = 0; for (int i=0;i<va.length;i=i+1){ if (cnt==0){reta[i]=va[i]*sx;} else if (cnt==1){reta[i]=va[i]*sy;} else if (cnt==2){reta[i]=va[i];} cnt = cnt +1;if (cnt>2){cnt=0;} } return reta; } }

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  • C# Julian Date Parser

    - by Jake Pearson
    I have a cell in a spreadsheet that is a date object in Excel but becomes a double (something like 39820.0 for 1/7/2009) when it comes out of C1's xls class. I read this is a Julian date format. Can someone tell me how to parse it back into a DateTime in C#? Update: It looks like I might not have a Julian date, but instead the number of days since Dec 30, 1899.

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  • Can I select 0 columns in SQL Server?

    - by Woody Zenfell III
    I am hoping this question fares a little better than the similar Create a table without columns. Yes, I am asking about something that will strike most as pointlessly academic. It is easy to produce a SELECT result with 0 rows (but with columns), e.g. SELECT a = 1 WHERE 1 = 0. Is it possible to produce a SELECT result with 0 columns (but with rows)? e.g. something like SELECT NO COLUMNS FROM Foo. (This is not valid T-SQL.) I came across this because I wanted to insert several rows without specifying any column data for any of them. e.g. (SQL Server 2005) CREATE TABLE Bar (id INT NOT NULL IDENTITY PRIMARY KEY) INSERT INTO Bar SELECT NO COLUMNS FROM Foo -- Invalid column name 'NO'. -- An explicit value for the identity column in table 'Bar' can only be specified when a column list is used and IDENTITY_INSERT is ON. One can insert a single row without specifying any column data, e.g. INSERT INTO Foo DEFAULT VALUES. One can query for a count of rows (without retrieving actual column data from the table), e.g. SELECT COUNT(*) FROM Foo. (But that result set, of course, has a column.) I tried things like INSERT INTO Bar () SELECT * FROM Foo -- Parameters supplied for object 'Bar' which is not a function. -- If the parameters are intended as a table hint, a WITH keyword is required. and INSERT INTO Bar DEFAULT VALUES SELECT * FROM Foo -- which is a standalone INSERT statement followed by a standalone SELECT statement. I can do what I need to do a different way, but the apparent lack of consistency in support for degenerate cases surprises me. I read through the relevant sections of BOL and didn't see anything. I was surprised to come up with nothing via Google either.

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  • Simple .HTACCESS Passing Variables

    - by Willie Murray III
    Let's says I have a classifieds site which has a URL structure similar to the one which I have listed below: Ex. http://takarat.com/openclassifieds/?category=iphone&location=tennessee This is what shows up when I click "tennessee" as the location and then click on "iphone" as the category. Now let's say this site has a search box and I wanted a URL which comes up after using this search box to show up as opposed to the previous URL. Let's say that whenever I search for the word "iphone" while WITHIN the iphone CATEGORY the following link shows up: Iphone SEARCH Ex. http://takarat.com/openclassifieds/?s=iphone&category=iphone&location=tennessee Ok, I want THAT iphone SEARCH to come up whenever anyone clicks Tennessee Iphone..How would I do this [by the way, I want this to be dynamic so that I can use the code for different combinations of locations and products etc..I want the code to use the CATEGORY name to conduct the search basically]? I believe that this will involve "Passing varibles" from the original link... I am new to programming so I may have my terminology wrong. Any help would be appreciated. Thanks in advance. TURN THIS: takarat.com/openclassifieds/?category=iphone[var 1]&location=tennessee[var2] INTO THIS: takarat.com/openclassifieds/?s=iphone[var 1]&category=iphone[var 1]&location=tennessee[var2]

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  • Why does headless PDE Build omit directories I've specified in build.properties's bin.includes?

    - by Woody Zenfell III
    One of my Eclipse plug-ins (OSGi bundles) is supposed to contain a directory (Database Elements) of .sql files. My build.properties shows: bin.includes = META-INF/,\ .,\ Database Elements/ (...which looks right to me.) When I build and run from within my interactive Eclipse IDE, everything works fine: calls to Bundle.getEntry(String) and Bundle.findEntries(String, String, bool) return valid URL objects; my tests are happy; my code is happy. When I build via headless ant script (using PDE Build), those same calls end up returning null. My tests break; my code breaks. I find that Database Elements is quietly but simply missing from my plug-in's JAR package. (META-INF and the built classes still make it in there fine.) I scoured the build log (even eventually invoking ant -verbose on the relevant portion of the build script) but saw no mention of anything helpful. What gives?

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  • Remove Registry Keys for Windows Phone 7 Emulator

    - by Jake Pearson
    I am trying to get the updated Windows Phone 7 tools installed, but can't get rid of the old ones. The uninstaller wouldn't run, so I had to try more extreme means. I got everything removed except for "Microsoft Windows Phone Emulator x64". Does anyone know what vm_web.exe (the tool installer) is checking for (registry, file, etc.) that prevents the installer from running. I tried Aaron Stebner's clean up tool, and it helped a lot, but couldn't get rid of the emulator.

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  • Clipboard Debugging

    - by Jake Pearson
    In the olden times of .NET 1.1, I could use the SoapFormatter to find out exactly what was getting serialized when I copied an object into the clipboard. Fast forward to 2010, and I tried to do the same trick. It turns out the SoapFormatter does not support generics. Is there an alternative way to find out exactly what binary objects are serialized into the clipboard? For example lets say I have this class: public class Foo { public List<Goo> Children; } If I send an instance of it to the clipboard, I would like to take a look at what is in the clipboard to see if it's children list was included or not. Update: I was finally able to find the over copied field with the debugger. Visual Studio did it's job.

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  • Mercurial Remove History

    - by Jake Pearson
    Is there a way in mercurial to remove old changesets from a database? I have a repository that is 60GB and that makes it pretty painful to do a clone. I would like to trim off everything before a certain date and put the huge database away to collect dust.

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  • Why does resolveBinding() return null even though I setResolveBindings(true) on my ASTParser?

    - by Woody Zenfell III
    I am writing an Eclipse plug-in that uses JDT AST's ASTParser to parse a method. I am looking within that method for the creation of a particular type of object. When I find a ClassInstanceCreation, I call getType() on it to see what type is being instantiated. I want to be sure that the fully-resolved type being dealt with there is the one I think it is, so I tell the resultant Type object to resolveBinding(). I get null back even though there are no compilation errors and even though I called setResolveBindings(true) on my ASTParser. I gave my ASTParser (via setSource()) the ICompilationUnit that contains my method, so the parser has access to the entire workspace context. final IMethod method = ...; final ASTParser parser = ASTParser.newParser(AST.JLS3); parser.setResolveBindings(true); parser.setSource(method.getCompilationUnit()); parser.setSourceRange(method.getSourceRange().getOffset(), method.getSourceRange().getLength()); parser.setKind(ASTParser.K_CLASS_BODY_DECLARATIONS); final TypeDeclaration astRoot = (TypeDeclaration) parser.createAST(null); final ClassInstanceCreation classInstanceCreation = walkAstAndFindMyExpression(astRoot); final Type instantiatedType = classInstanceCreation.getType(); System.out.println("BINDING: " + instantiatedType.resolveBinding()); Why does resolveBinding() return null? How can I get the binding information?

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  • Swapping data binding in code

    - by Phil J Pearson
    I have two data-bound text boxes. One is bound to a string and the other to a number. The 'default' binding is set in XAML. Under some circumstances I need to reverse the bindings at runtime (the string is usually a prefix but sometimes it's a suffix). I have the following code in my view model, called when the window is loaded: Binding stringBinding = BindingOperations.GetBinding(view.seqLeft, TextBox.TextProperty); Binding numberBinding = BindingOperations.GetBinding(view.seqRight, TextBox.TextProperty); view.seqLeft.SetBinding(TextBlock.TextProperty, numberBinding); view.seqRight.SetBinding(TextBlock.TextProperty, stringBinding); After that the code loads the properties to which the binding refers. The problem is that the 'new' binding doesn't seem to work. What have I missed? Is there a better way?

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  • How to make NetBeans IDE 6.8 show svn commit status (especially for "dirty" files)

    - by Andrew M. Andrews III
    I just switched from Eclipse to NetBeans IDE 6.8 for my PHP/Ajax development. Eclipse always showed a little hard disk symbol over the file icon for files that were in sync with the svn repository, and an asterisk for files with changes that have not been committed. Is there a way to see the commit status in NetBeans? If not, what is your preferred way of recognizing which files to commit?

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  • Can I create a new project based on GNU GPL v2?

    - by Jared Pearson
    I've found a SourceForge project with a solid core that I would like to improve. The project hasn't been updated since 2007 so I assume it is "dead". I sent an e-mail asking to become a contributor to the listed project manager last week but still haven't received a response. The project is licensed under the GNU GPL v2. I would like to contribute to the current project but that doesn't appear to be possible. Can I modify the current source version of the project and release this modified project? I would keep the same license on the modified project.

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  • Mercurial Workflow (Shared Files)

    - by Jake Pearson
    Let's say I have programmers and artists working on a project. The artists have some folders they care about: /Doodles /Images/Jpgs And maybe the programmers have a folder like this: /Code/View/Jpgs What is the best process in Mercurial to keep the 2 Jpgs folders synced? I have used Vault, where you can have 2 or more files/folders linked in a repository so updating one updates another. Is there a way to do the same thing with Mercurial?

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  • What are some Maven project naming conventions for web application module?

    - by Jared Pearson
    When creating a project with the webapp archetype in Maven, they subtly advise not putting any Java source in the webapp project by not including the "src/main/java" folder. What do you name your Maven projects? project-webapp for the project that contains the JSP, CSS, Images, etc. project for the project that contains domain specific entities ? for the project that contains the web application files like Servlets, Listeners, etc. My first inclination would be to use "webapp" for the project containing the web application files (Servlets/Listeners), however the archetype uses "webapp" to convey the JSP/CSS/Images project and would cause confusion to other developers.

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  • Can I create a new project based on an abandoned one licenced under GNU GPL v2?

    - by Jared Pearson
    I've found a SourceForge project with a solid core that I would like to improve. The project hasn't been updated since 2007 so I assume it is "dead". I sent an e-mail asking to become a contributor to the listed project manager last week but still haven't received a response. The project is licensed under the GNU GPL v2. I would like to contribute to the current project but that doesn't appear to be possible. Can I modify the current source version of the project and release this modified project? I would keep the same license on the modified project.

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  • Is it OK to write code after [super dealloc]? (Objective-C)

    - by Richard J. Ross III
    I have a situation in my code, where I cannot clean up my classes objects without first calling [super dealloc]. It is something like this: // Baseclass.m @implmentation Baseclass ... -(void) dealloc { [self _removeAllData]; [aVariableThatBelongsToMe release]; [anotherVariableThatBelongsToMe release]; [super dealloc]; } ... @end This works great. My problem is, when I went to subclass this huge and nasty class (over 2000 lines of gross code), I ran into a problem: when I released my objects before calling [super dealloc] I had zombies running through the code that were activated when I called the [self _removeAllData] method. // Subclass.m @implementation Subclass ... -(void) deallloc { [super dealloc]; [someObjectUsedInTheRemoveAllDataMethod release]; } ... @end This works great, and It didn't require me to refactor any code. My question Is this: Is it safe for me to do this, or should I refactor my code? Or maybe autorelease the objects? I am programming for iPhone if that matters any.

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  • Limiting the number of queries returns in SQL Server 2008

    - by Jose Sotero Villegas III
    This is my query SELECT Fullname, rank, id_no, TIN, birthdate, hair, eyes, Blood, height, weight, marks, name, address FROM [******_DOMAIN\****_*****].*******view Problem is, source table has too many duplicates, how do I my limit query to the latest row on the database? I'm using SQL Server 2008. Thanks In advance My next problem is that the view shows me a birthdate string format of yyyymmdd, I need to change it to mm/dd/yyyy can please provide me a function? using the same string above?

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  • Javascript Replace Child/Loop issue

    - by Charles John Thompson III
    I have this really bizarre issue where I have a forloop that is supposed to replace all divs with the class of "original" to text inputs with a class of "new". When I run the loop, it only replaces every-other div with an input, but if I run the loop to just replace the class of the div and not change the tag to input, it does every single div, and doesn't only do every-other. Here is my loop code, and a link to the live version: live version here function divChange() { var divs = document.getElementsByTagName("div"); for (var i=0; i<divs.length; i++) { if (divs[i].className == 'original') { var textInput = document.createElement('input'); textInput.className = 'new'; textInput.type = 'text'; textInput.value = divs[i].innerHTML; var parent = divs[i].parentNode; parent.replaceChild(textInput, divs[i]); } } }

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  • Oracle University Begins Beta Testing For New "Oracle Application Express Developer Certified Expert

    - by Paul Sorensen
    Oracle University has begun beta testing for the new Oracle Application Express Developer Certified Expert certification, which requires passing one exam - "Oracle Application Express 3.2: Developing Web Applications" exam (#1Z1-450).In this video, Marcie Young of Oracle Server Technologies takes you on a quick preview of what is on the exam, how to prepare, and what to expect: The "Oracle Application Express: Developing Web Applications" training course teaches many of of the key concepts that are tested in the exam. This course is not a requirement to take the exam, however it is highly recommended.Additionally, Marcie refers to several helpful resources that are highly recommended while preparing, including the Oracle Application Express hosted instance at apex.oracle.com and Oracle Application Express product page on OTN.You can take the "Oracle Application Express 3.2: Developing Web Applications" exam now for only $50 USD while it is in beta. Beta exams are an excellent way to directly provide your input into the final version of the certification exam as well as be one of the very first certified in the track. Furthermore - passing the beta counts for full final exam credit. Note that beta testing is offered for a limited time only.Register now at pearsonvue.com/oracle to take the exam at a Pearson VUE testing center nearest you.QUICK LINKSRegister For Exam: Pearson VUE About Certification Track: Oracle Application Express Developer Certified ExpertAbout Certification Exam: Oracle Application Express 3.2: Developing Web Applications (1Z1-450)Introductory Training (Recommended): "Oracle Application Express: Developing Web Applications"Advanced Training (Suggested): "Oracle Application Express: Advanced Workshop"Oracle Application Express Hosted Instance: apex.oracle.comOracle Application Express Product Page: on OTNLearn More: Oracle Certification Beta Exams

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  • Games development with a game loop that's abstracted away

    - by Davy8
    Most game development happens with a main game loop. Are there any good articles/blog posts/discussions about games without a game loop? I imagine they'd mostly be web games, but I'd be interested in hearing otherwise. (As a side note, I think it's really interesting that the concept is almost exclusively used in gaming as far as I'm aware, perhaps that may be another question.) Edit: I realize there's probably a redraw loop somewhere. I guess what I really mean is a loop that is hidden to you. Frames are something you as the developer are not concerned with as you're working on a higher level of abstraction. E.g. someLootItem.moveTo(inventory, someAnimatationType) and that will move from the loot box to your inventory using the specified animation type without the game developer having to worry about the implementation details of that animation. Maybe that's how "real" games end up working, but from reading most tutorials they seem to imply a much more granular level of control is used, but that might just be an artifact of being a tutorial. Edit2: I think most people are misunderstanding what I'm trying to ask, likely because I'm having trouble describing exactly what I'm trying to ask. After some more thinking perhaps what I'm referring to is more along the lines of what I believe is referred to as "scripting" where you're working at a very high level and having some game engine take care of the low level details. For example, take custom maps in Starcraft II or Warcraft III. Many of the "maps" have gameplay that deviates enough from the primary game that they could be considered a separate game written on the same engine. What I'm referring to then is along those lines. I may be wrong because I only dabbed in the Warcraft III editor, but as far as I remember no where in the map editor do you control the game loop, and yet you can create many different games out of it. In my mind, these are games in their own right. If you're playing DotA you don't say you're playing Warcraft III, you say you're playing DotA because that's the actual game you're playing. Such a system may impose limitations that don't exist if you're creating a game from scratch, but it greatly reduces development time because much of the "hard" work has already been done for you. Hopefully that clarifies what I'm asking. Another example of what is I mean, is when you write a web app, of course it communicates through sockets and TCP. But does the average web developer doesn't explicitly write code for connecting sockets. They just need to know about receiving a request and sending a response. There are unique scenarios where you do occasionally need to use raw sockets, but it's generally rare in web development. In a similar fashion, it's very possible to write a game without directly using the game loop, even though one is used behind the scenes. Probably not a AAA title, but there must be hundreds of smaller scale games that can and possibly are written this way. Are there any good resources on writing these "simpler" games?

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  • Getting text values of li (even nested) in JQuery

    - by Tahir Akram
    Hi; <ul> <li class="item-i">AI</li> <li class="item-ii">AII <ul class="level-2"> <li class="item-a">A</li> <li class="item-b">B</li> <li class="item-c">C</li> </ul> </li> <li class="item-iii">III</li> </ul> How can I get values AI AII A B C III? What I tried so far is following: $(document).ready(function() { $('li').each(function(index) { alert($(this).text()); }); }); But it does not gave me required results. When it reaches "item-ii" it gave all result. I want item one by one.

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