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  • How to get entire input string in Lex and Yacc?

    - by DevDevDev
    OK, so here is the deal. In my language I have some commands, say XYZ 3 5 GGB 8 9 HDH 8783 33 And in my Lex file XYZ { return XYZ; } GGB { return GGB; } HDH { return HDH; } [0-9]+ { yylval.ival = atoi(yytext); return NUMBER; } \n { return EOL; } In my yacc file start : commands ; commands : command | command EOL commands ; command : xyz | ggb | hdh ; xyz : XYZ NUMBER NUMBER { /* Do something with the numbers */ } ; etc. etc. etc. etc. My question is, how can I get the entire text XYZ 3 5 GGB 8 9 HDH 8783 33 Into commands while still returning the NUMBERs? Also when my Lex returns a STRING [0-9a-zA-Z]+, and I want to do verification on it's length, should I do it like rule: STRING STRING { if (strlen($1) < 5 ) /* Do some shit else error */ } or actually have a token in my Lex that returns different tokens depending on length?

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  • Wordpress and Dynamic Programming Php

    - by user1675146
    I have geography pages for two types of business listings. Each page goes from state, county, city, but I need to have the same geography shared between two types of business. My two business types are dentist and chiropractors. I am trying to have a permalink structure like this: enter code here xyz.com/dentist/alabama enter code here xyz.com/dentist/alabama/polk-county/ enter code here xyz.com/chiropractors/alabama/ enter code here xyz.com/chiropractors/alabama/polk-county/ I originally was going to load the geography as pages and subpages, but with that method I cannot get the permalink separated by the type chiropractor and dentist. So now I have created a custom post type one for chiropractor and one for dentist which give me the permalink xyz.com/dentist and xyz.com/chiropractor. My question is now how to handle my category geography page. I was wondering if in wordpress it is possible to create a shell page such as xyz.com/dentist/[state]/ and then through php dynamically build a page for each state? So where it shows [state] it will be replaced with the actual state such as alabama, california etc when that specific page is viewed. But the shell page is just 1 page in the database. If so could someone give me a basic explanation on how to instruct a programmer to do this? Thank you.

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  • To my lola

    - by Erik Araojo
    Originally posted on: http://geekswithblogs.net/Erik/archive/2013/06/29/153290.aspx I've been staring at the computer for a few minutes now and I honestly don't know what to write.  First I thought of writing about myself, where I was born, where I studied, where I am now... but that seems shallow.  Now that I thought about it.  I'd rather not talk about who I am because it seems irrelevant right now.  What I really want to say is..I'm sad.  Been like this for quite some time now.Nobody knows I'm sad.I tried telling my wife but I guess she didn't think it was serious.  We were having a fight when I told her so she probably thought I was just making up an excuse for my behavior.  And besides, she's not the kind of person who'd put my interests before hers especially when she's got lots of things on her mind.I'm not sad every single day.  Some days I'm perfectly fine.  I actually have no idea when I'd feel sad.  It just happens. I'd wake up cheerful and then before I go to bed I already feel depressed.  I have no idea what triggers it.  On the bed, I'd turn my back to my wife, curl up into a fetal position and start sobbing silently. Awful.  Maybe you're wondering now what's the cause of all this.My grandma passed away and I haven't completely  come to terms with that fact.  I long to see her, talk to her and hold her... but I can't do that anymore because she's gone.  I will never be able to hear her voice and feel her touch again.  To make matters worse, the only person whom I wish would stay beside me whenever I'm feeling miserable and dejected is never around.  She's either working late or out with her friends.  Such is my life at the moment.  I doubt it will improve anytime soon.

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  • Mac OS X Lion Apache Server not Found

    - by Burak Erdem
    After upgrading to Lion 10.7.2 today, Apache virtual hosts are not working anymore. When I go to http://XYZ.localhost, it say "server not found". I am using Apache on my Mac OS X Lion and until today, it was working fine. I can access http://localhost but I can't access http://XYZ.localhost My /etc/hosts file is like below; 127.0.0.1 XYZ.localhost My /etc/apache2/extra/httpd-vhosts.conf file is like below; <VirtualHost *:80> ServerName XYZ.localhost DocumentRoot /Library/WebServer/Documents/XYZ <Directory /Library/WebServer/Documents/XYZ> DirectoryIndex index.php AllowOverride All Order allow,deny Allow from all </Directory> </VirtualHost> I think I once had this problem too, after another OS X update, but I can't remember how I solved it. Is it a user permission issue? Or is there something wrong with Apache or any other setting? EDIT: It seems like my /etc/hosts file is not working correctly. Even if I add something like 127.0.0.1 apple.com it still goes to the real apple.com. Maybe this might help to solve the problem.

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  • adding '' around a path

    - by sushant
    hi, its a very basic question, i dunno why i am not able to configure it out. lets say this is the code: a="xyz" g="abcd " & a so now the value of g = abcd xyz i want quotes around xyz i.e g should be abcd "xyz" how to do it?

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  • Transfer From a Wordpress Blog to Direct domain

    - by Jaco
    One of my friends is facing an issue. He have a blog with wordpress - 'www.xyz.wordpress.com' and he want to convert it to 'www.xyz.com' by purchasing a domain name with wordpress. In this case, what would happen to his existing RSS feeds once the blog is transferred from www.xyz.wordpress.com to www.xyz.com. Will the RSS Subscribers be automatically upgraded? He have not burnt my feeds using FeedBurner.

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  • Rails: Extracting the raw url from the request

    - by pankajbhageria
    I am working with Rails 2.2. The required behaviour is as follows: I have a link(with a ajax link embedded) xyz.com/admin#page1 When I go to the above page, I should be redirected to the login page, if I am not logged in. After I log in, I should be taken back to xyz.com/admin#page1 For this I need to store the url in session when I visit any page. The problem is that when I do request.uri, I get xyz.com/admin But I want to store xyz.com/admin#page1 Regards, Pankaj

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  • Transformation of records 1 column 3 row -> 1 row 3 column

    - by Nehal Rupani
    First look at below query SELECT count(id) as total_record, id, modeller, MONTHNAME(completed_date) as current_month, Quarter(completed_date) as current_quarter, Difficulty, YEAR(completed_date) as current_year FROM model WHERE modeller != '' AND completed_date BETWEEN '2010-04-01' AND '2010-05-31' AND Difficulty != '' Group by Difficulty, Month(completed_date) Order by Month(completed_date) ASC Results I am getting is Modeller Month Year Difficulty ------------------------------------- XYZ Jan 2010 23 XYZ Jan 2010 14 XYZ Jan 2010 15 ABC Feb 2010 5 ABC Feb 2010 14 ABC Feb 2010 6 I want result like Modeller Month Year Difficulty -------------------------------------- XYZ Jan 2010 23, 14, 15 ABC Feb 2010 5, 14, 6 My database is Mysql for application i am developing so any help would be greatly appericated.

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  • CakePHP Webroot .htaccess

    - by Mr A
    Normally one would have a webroot that looks like this: /www/ | +--index.php | +-- js/ | | | +-- xyz.js | +-- css/ | | | +--xyz.css | +---etc..... With my setup, it is going to be most beneficial for me to move everything into a common subfolder, leaving the index.php of the Cake app in the root. I.e: /www/ | +--index.php | | +-- resources | +-- js/ | | | +-- xyz.js | +-- css/ | | | +--xyz.css | +---etc..... What is my .htaccess going to look like? Thanks!

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  • Split a string by two characters

    - by David
    Hi, Firstable i want to match if a string has the following format: $abc #xyz or $abc .xyz. The abc and xyz mean only alphanumeric string. If it's matched then i need to extract the first $abc and the last #xyz, all that using pure javascript and maybe regex. The pattern is in the following order: Dollar Sign Unlimited alphanumeric string space a hash or point Unlimited alphanumeric string Thanks in advance for any help.

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • Converting cv::Mat to IplImage*

    - by amr
    The documentation on this seems incredibly spotty. I've basically got an empty array of IplImage*s (IplImage** imageArray) and I'm calling a function to import an array of cv::Mats - I want to convert my cv::Mat into an IplImage* so I can copy it into the array. Currently I'm trying this: while(loop over cv::Mat array) { IplImage* xyz = &(IplImage(array[i])); cvCopy(iplimagearray[i], xyz); } Which generates a segfault. Also trying: while(loop over cv::Mat array) { IplImage* xyz; xyz = &array[i]; cvCopy(iplimagearray[i], xyz); } Which gives me a compile time error of: error: cannot convert ‘cv::Mat*’ to ‘IplImage*’ in assignment Stuck as to how I can go further and would appreciate some advice :)

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  • Named ports in windows!

    - by Jay
    I wonder how stuff like this works in windows (xp and other that have telnet): Start-> Run -> cmd -> telnet <xyz.com> http Start-> Run -> cmd -> telnet <xyz.com> pop3 Start-> Run -> cmd -> telnet <xyz.com> smtp Are these "named" ports? Only windows knows that it has to substitute port numbers coz these are standard ports? Is there way I could create such a named port on windows? I would like something like this : telnet <xyz.com> oracle to translate to telnet <xyz.com> 1521

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  • hg command to see the changeset prior to an hg fetch

    - by Marcus
    What mercurial command can you use to see the changeset prior to changeset xyz? If you do hg log -r :xyz you see all the changesets prior to (and including) xyz - listed in ascending order. But I'd like to easily see just the prior changeset. Update: Really what I'm after is: If I do an hg fetch, what command can I use to see the changeset PRIOR to the the changesets that were pulled in by the fetch? hg log -r :xyz where xyz is the first changeset pulled in by the fetch works but it returns the entire list of prior changesets where I just want the most recent.

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  • Python Vector Class

    - by sfjedi
    I'm coming from a C# background where this stuff is super easy—trying to translate into Python for Maya. There's gotta' be a better way to do this. Basically, I'm looking to create a Vector class that will simply have x, y and z coordinates, but it would be ideal if this class returned a tuple with all 3 coordinates and if you could edit the values of this tuple through x, y and z properties, somehow. This is what I have so far, but there must be a better way to do this than using an exec statement, right? I hate using exec statements. class Vector(object): '''Creates a Maya vector/triple, having x, y and z coordinates as float values''' def __init__(self, x=0, y=0, z=0): self.x, self.y, self.z = x, y, z def attrsetter(attr): def set_float(self, value): setattr(self, attr, float(value)) return set_float for xyz in 'xyz': exec("%s = property(fget=attrgetter('_%s'), fset=attrsetter('_%s'))" % (xyz, xyz, xyz))

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  • following code comipling perfectly but showing runtime error . why?

    - by user323422
    //sample.h int calci(int &value) { if(value < 20) throw value; else return value; } class XYX { int m_x; public: XYZ(int &x)try:m_x(a-calci(x)) { }catch (int &a) {} }; class ABC { int m_a; public: ABC():m_a(0) { } void foo() { XYZ xyz(10); } }; int main() { ABC abc; abc.foo(); } //if i replace foo() with following code then it works well void foo() { try{ XYZ xyz(10); }catch(...){} }

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  • Extract string between matching braces in Perl

    - by Srilesh
    My input file is as below : HEADER {ABC|*|DEF {GHI 0 1 0} {{Points {}}}} {ABC|*|DEF {GHI 0 2 0} {{Points {}}}} {ABC|*|XYZ:abc:def {GHI 0 22 0} {{Points {{F1 1.1} {F2 1.2} {F3 1.3} {F4 1.4}}}}} {ABC|*|XYZ:ghi:jkl {JKL 0 372 0} {{Points {}}}} {ABC|*|XYZ:mno:pqr {GHI 0 34 0} {{Points {}}}} { ABC|*|XYZ:abc:pqr {GHI 0 68 0} {{Points {{F1 11.11} {F2 12.10} {F3 14.11} {F4 16.23}}}} } TRAILER I want to extract the file into an array as below : $array[0] = "{ABC|*|DEF {GHI 0 1 0} {{Points {}}}}" $array[1] = "{ABC|*|DEF {GHI 0 2 0} {{Points {}}}}" $array[2] = "{ABC|*|XYZ:abc:def {GHI 0 22 0} {{Points {{F1 1.1} {F2 1.2} {F3 1.3} {F4 1.4}}}}}" .. .. $array[5] = "{ ABC|*|XYZ:abc:pqr {GHI 0 68 0} {{Points {{F1 11.11} {F2 12.10} {F3 14.11} {F4 16.23}}}} }" Which means, I need to match the first opening curly brace with its closing curly brace and extract the string in between. I have checked the below link, but this doesnt apply to my question. http://stackoverflow.com/questions/413071/regex-to-get-string-between-curly-braces-i-want-whats-between-the-curly-braces I am trying but would really help if someone can assist me with their expertise ... Thanks Sri ...

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  • How can I extract a string between matching braces in Perl?

    - by Srilesh
    My input file is as below : HEADER {ABC|*|DEF {GHI 0 1 0} {{Points {}}}} {ABC|*|DEF {GHI 0 2 0} {{Points {}}}} {ABC|*|XYZ:abc:def {GHI 0 22 0} {{Points {{F1 1.1} {F2 1.2} {F3 1.3} {F4 1.4}}}}} {ABC|*|XYZ:ghi:jkl {JKL 0 372 0} {{Points {}}}} {ABC|*|XYZ:mno:pqr {GHI 0 34 0} {{Points {}}}} { ABC|*|XYZ:abc:pqr {GHI 0 68 0} {{Points {{F1 11.11} {F2 12.10} {F3 14.11} {F4 16.23}}}} } TRAILER I want to extract the file into an array as below : $array[0] = "{ABC|*|DEF {GHI 0 1 0} {{Points {}}}}" $array[1] = "{ABC|*|DEF {GHI 0 2 0} {{Points {}}}}" $array[2] = "{ABC|*|XYZ:abc:def {GHI 0 22 0} {{Points {{F1 1.1} {F2 1.2} {F3 1.3} {F4 1.4}}}}}" .. .. $array[5] = "{ ABC|*|XYZ:abc:pqr {GHI 0 68 0} {{Points {{F1 11.11} {F2 12.10} {F3 14.11} {F4 16.23}}}} }" Which means, I need to match the first opening curly brace with its closing curly brace and extract the string in between. I have checked the below link, but this doesnt apply to my question. http://stackoverflow.com/questions/413071/regex-to-get-string-between-curly-braces-i-want-whats-between-the-curly-braces I am trying but would really help if someone can assist me with their expertise ... Thanks Sri ...

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  • One config file for multiple environments

    - by ho
    I'm currently working with systems that has quite a lot of configuration settings that are environment specific (Dev, UAT, Production). Does anyone have any suggestions for minimizing the changes needed to the config file when moving between environments as well as minimizing the duplication of data in the config file? It's mostly Application settings rather than User settings. The way I'm doing it at the moment is something similar to this: <DevConnectionString>xyz</DevConnectionString> <DevInboundPath>xyz</DevInboundPath> <DevProcessedPath>xyz</DevProcessedPath> <UatConnectionString>xyz</UatConnectionString> <UatInboundPath>xyz</UatInboundPath> <UatProcessedPath>xyz</UatProcessedPath> ... <Environment>Dev</Environment> And then I have a class that reads in the Environment setting via the My.Settings class (it's VB project) and then uses that to decide what other settings to retrieve. This leads to too much duplication though so I'm not sure if it's worth it.

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  • Rails log shows unexpected data as to the time spent on a DB stuff

    - by Arhimed
    I'm running on WinXP + Ruby 1.8.6 + Rails 2.3.5 (frozen to the project) in development environment. Looking at development.log I observe inconsistent data as to the time spent on a database stuff. Example #1 (good): Processing PagesController#index (for 127.0.0.1 at 2010-05-11 12:15:54) [GET] Parameters: {"action"=>"index", "controller"=>"pages"} City Columns (563.0ms) SHOW FIELDS FROM `cities` City Load (15.0ms) SELECT * FROM `cities` WHERE (`cities`.`short_name` = 'NY') LIMIT 1 Redirected to http://xyz:3000/sightings Completed in 953ms (DB: 578) | 302 Found [http://xyz/] Example #2 (unexpected): Processing PagesController#index (for 127.0.0.1 at 2010-05-11 12:15:36) [GET] Parameters: {"action"=>"index", "controller"=>"pages"} City Columns (0.0ms) SHOW FIELDS FROM `cities` City Load (0.0ms) SELECT * FROM `cities` WHERE (`cities`.`short_name` = 'NY') LIMIT 1 Redirected to http://xyz:3000/sightings Completed in 47ms (DB: 32) | 302 Found [http://xyz/] Example #2 shows 32ms were spent on DB while there were just 2 sql querries and both of zero time spent. Example #3 (unexpected): Processing PagesController#index (for 127.0.0.1 at 2010-05-11 11:21:24) [GET] Parameters: {"action"=>"index", "controller"=>"pages"} City Columns (63.0ms) SHOW FIELDS FROM `cities` City Load (62.0ms) SELECT * FROM `cities` WHERE (`cities`.`short_name` = 'NY') LIMIT 1 Redirected to http://xyz:3000/sightings Completed in 1187ms (DB: 297) | 302 Found [http://xyz/] Example #3 shows 297ms while there were querries of 63ms and 62ms (125ms in total). Can't understand it. Could someone explain? Thanks in advance.

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  • Why strings behave like ValueType

    - by AJP
    I was perplexed after executing this piece of code, where strings seems to behave as if they are value types. I am wondering whether the assignment operator is operating on values like equality operator for strings. Here is the piece of code I did to test this behavior. using System; namespace RefTypeDelimma { class Program { static void Main(string[] args) { string a1, a2; a1 = "ABC"; a2 = a1; //This should assign a1 reference to a2 a2 = "XYZ"; //I expect this should change the a1 value to "XYZ" Console.WriteLine("a1:" + a1 + ", a2:" + a2);//Outputs a1:ABC, a2:XYZ //Expected: a1:XYZ, a2:XYZ (as string being a ref type) Proc(a2); //Altering values of ref types inside a procedure //should reflect in the variable thats being passed into Console.WriteLine("a1: " + a1 + ", a2: " + a2); //Outputs a1:ABC, a2:XYZ //Expected: a1:NEW_VAL, a2:NEW_VAL (as string being a ref type) } static void Proc(string Val) { Val = "NEW_VAL"; } } } In the above code if I use a custom classes instead of strings, I am getting the expected behavior. I doubt is this something to do with the string immutability? welcoming expert views on this.

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