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  • JavaScript: Reference a functions local scope as an object

    - by eBusiness
    When I call a function, a local scope is erected for that call. Is there any way to directly reference that scope as an object? Just like window is a reference for the global scope object. Example: function test(foo){ var bar=1 //Now, can I access the object containing foo, bar, arguments and anything //else within the local scope like this: magicIdentifier.bar } Alternately, does anyone have a complete list of what is in the global scope on top of custom variables? Background: I'm trying to get down to a way of completely shifting to global scope from within a function call, the with statement is a joke, call works a little better, but it still breaks for anything declared in function scope but not in global scope, therefore I would declare these few cases in global scope, but that requires me to know what they are. The IE function execScript makes a complete shift, but that only solves the problem for IE. Note: To anyone loading JavaScript dynamically, setTimeout(code,1) is a simple effective hack to achieve global scope, but it will not execute immediately.

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  • Jboss AS 7 - Dependency Injection

    - by Nic Willemse
    Im attempting to make use of dependency injection in Jboss AS 7 and im having huge difficulties. I have setup a EAR which contains both a EJB jar and a war. The war contains a richfaces web app. Im attempting to inject an EJB from the ejb jar into a faces managed bean with the code below : public class UserController { @EJB(mappedName="UserService") private UserFacadeService userService; public String getService(){ if(userService == null){ however when i deploy jboss puts the error in the console : rolled back with failure message {"Services with missing/unavailable dependencies" => ["jboss.deployment.subunit.\"GoodByeJohnEAR.ear\".\"GoodByeJohnWeb-1.0-SNAPSHOT.war\".component.\"managed-bean.za.co.gbj.UserController\".START missing [ jboss.naming.context.java.module.GoodByeJohnEAR.\"GoodByeJohnWeb-1.0-SNAPSHOT\".\"env/za.co.gbj.UserController/userService\" ]","jboss.deployment.subunit.\"GoodByeJohnEAR.ear\".\"GoodByeJohnWeb-1.0-SNAPSHOT.war\".jndiDependencyService missing [ jboss.naming.context.java.module.GoodByeJohnEAR.\"GoodByeJohnWeb-1.0-SNAPSHOT\".\"env/za.co.gbj.UserController/userService\" ]","jboss.naming.context.java.module.GoodByeJohnEAR.\"GoodByeJohnWeb-1.0-SNAPSHOT\".\"env/za.co.gbj.UserController/userService\".jboss.deployment.subunit.\"GoodByeJohnEAR.ear\".\"GoodByeJohnWeb-1.0-SNAPSHOT.war\".module.GoodByeJohnEAR.\"GoodByeJohnWeb-1.0-SNAPSHOT\".2 missing [ jboss.naming.context.java.module.GoodByeJohnEAR.\"GoodByeJohnWeb-1.0-SNAPSHOT\".env/UserService ]"]} 09:03:50,576 INFO [org.jboss.as.server.deployment] (MSC service thread 1-8) Starting deployment of "GoodByeJohnEAR.ear" 09:03:50,670 INFO [org.jboss.as.server.deployment] (MSC service thread 1-3) Starting deployment of "GoodByeJohnWeb-1.0-SNAPSHOT.war" 09:03:50,670 INFO [org.jboss.as.server.deployment] (MSC service thread 1-8) Starting deployment of "GoodByeJohnEJB-1.0-SNAPSHOT.jar" 09:03:51,367 WARN [org.jboss.as.server.deployment.service-loader] (MSC service thread 1-2) Encountered invalid class name "com.sun.faces.vendor.Tomcat6InjectionProvider:org.apache.catalina.util.DefaultAnnotationProcessor" for service type "com.sun.faces.spi.injectionprovider" 09:03:51,367 WARN [org.jboss.as.server.deployment.service-loader] (MSC service thread 1-2) Encountered invalid class name "com.sun.faces.vendor.Jetty6InjectionProvider:org.mortbay.jetty.plus.annotation.InjectionCollection" for service type "com.sun.faces.spi.injectionprovider" 09:03:51,375 INFO [org.jboss.as.ejb3.deployment.processors.EjbJndiBindingsDeploymentUnitProcessor] (MSC service thread 1-8) JNDI bindings for session bean named UserFacadeBean in deployment unit subdeployment "GoodByeJohnEJB-1.0-SNAPSHOT.jar" of deployment "GoodByeJohnEAR.ear" are as follows: java:global/GoodByeJohnEAR/GoodByeJohnEJB-1.0-SNAPSHOT/UserFacadeBean!za.co.gbj.UserFacadeService java:app/GoodByeJohnEJB-1.0-SNAPSHOT/UserFacadeBean!za.co.gbj.UserFacadeService java:module/UserFacadeBean!za.co.gbj.UserFacadeService java:global/GoodByeJohnEAR/GoodByeJohnEJB-1.0-SNAPSHOT/UserFacadeBean java:app/GoodByeJohnEJB-1.0-SNAPSHOT/UserFacadeBean java:module/UserFacadeBean 09:03:51,406 INFO [org.jboss.as.ejb3.deployment.processors.EjbJndiBindingsDeploymentUnitProcessor] (MSC service thread 1-4) JNDI bindings for session bean named UserFacadeBean in deployment unit subdeployment "GoodByeJohnWeb-1.0-SNAPSHOT.war" of deployment "GoodByeJohnEAR.ear" are as follows: java:global/GoodByeJohnEAR/GoodByeJohnWeb-1.0-SNAPSHOT/UserFacadeBean!za.co.gbj.UserFacadeService java:app/GoodByeJohnWeb-1.0-SNAPSHOT/UserFacadeBean!za.co.gbj.UserFacadeService java:module/UserFacadeBean!za.co.gbj.UserFacadeService java:global/GoodByeJohnEAR/GoodByeJohnWeb-1.0-SNAPSHOT/UserFacadeBean java:app/GoodByeJohnWeb-1.0-SNAPSHOT/UserFacadeBean java:module/UserFacadeBean 09:03:51,577 INFO [org.jboss.as.controller] (DeploymentScanner-threads - 1) Service status report New missing/unsatisfied dependencies: service jboss.naming.context.java.module.GoodByeJohnEAR."GoodByeJohnWeb-1.0-SNAPSHOT".env/UserService (missing) service jboss.naming.context.java.module.GoodByeJohnEAR."GoodByeJohnWeb-1.0-SNAPSHOT"."env/za.co.gbj.UserController/userService" (missing) Please assist!

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  • How to build Lucene / Solr from source code in windows environment in order to add patches

    - by Simon
    I have successfully implemented Apache’s Solr for free text searching a database driven web site build for windows platforms using Visual Studio in c#. I am trying to get a version Solr working with field collapsing (which is not in the release version). There are patches available from apache and discussions on the web of people successfully doing this for the version I am using but my problem is cannot get the build to work. I am a c# coder on windows platforms so java development is new to me. I understand I need to get the correct source code (and revision) from SVN, add the appropriate patches, then build the war file to deploy to my system. I cannot seem to get the source to build and produce the deployment code including jar (and subsequent war) files. My system is: Windows 7 Ultimate for development Visual Studio 2010 for c# / javascript development MyEclipse 8.6 / Eclipse 3.5 for the java build from source Subecplise 1.6x SVN plugin to get the source from apache’s SVN Apache Solr 1.4.1 So far I have: Found the right patches for the function I need: https://issues.apache.org/jira/browse/SOLR-236 Specifically I need to patch: field_collapsing_1.1.0.patch HTTPS //issues.apache.org/jira/secure/attachment/12357681/field_collapsing_1.1.0.patch and SOLR-236-1_4_1.patch HTTPS //issues.apache.org/jira/secure/attachment/12448216/SOLR-236-1_4_1.patch I downloaded the Lucene trunk version from the day before the patch was released (revision 958303 from 28/6/10) via subeclipse into a java package in myeclipse from: HTTPS //svn.apache.org/repos/asf/lucene/dev/trunk (Solr is the web implementation of Lucene and is in the subfolder solr/) I can apply patches to the solr directory once it has downloaded but the parent Lucene project doesn’t build the war files, copy the jar or other files into the bin folder (it stays empty). The build process starts, but doesn’t do anything apart from creating the folders bin and src. I am building the whole Lucene project, which contains Solr. I have tried building the source without patching and the same happens. If I copy out the Solr directory into a new project, it runs the build and copies all the related files, tests, etc but fails with 4,500 errors and does not produce the jar files or war file, which I assume is because it can’t find the Lucene trunk files which it depends on. I have two interrelated problems 1) I can't get the Lucene downloaded trunk to build 2) The jar, war and associated files are not created Can anyone help with what I am missing to build the war file? I have spent 2 days to get this far as the help online is extremely patchy and I can’t find a walk though tutorial on building a java war file from source in a windows environment. Any help will be much appreciated. Simon

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  • NHibernate FetchMode.Lazy

    - by RyanFetz
    I have an object which has a property on it that has then has collections which i would like to not load in a couple situations. 98% of the time i want those collections fetched but in the one instance i do not. Here is the code I have... Why does it not set the fetch mode on the properties collections? [DataContract(Name = "ThemingJob", Namespace = "")] [Serializable] public class ThemingJob : ServiceJob { [DataMember] public virtual Query Query { get; set; } [DataMember] public string Results { get; set; } } [DataContract(Name = "Query", Namespace = "")] [Serializable] public class Query : LookupEntity<Query>, DAC.US.Search.Models.IQueryEntity { [DataMember] public string QueryResult { get; set; } private IList<Asset> _Assets = new List<Asset>(); [IgnoreDataMember] [System.Xml.Serialization.XmlIgnore] public IList<Asset> Assets { get { return _Assets; } set { _Assets = value; } } private IList<Theme> _Themes = new List<Theme>(); [IgnoreDataMember] [System.Xml.Serialization.XmlIgnore] public IList<Theme> Themes { get { return _Themes; } set { _Themes = value; } } private IList<Affinity> _Affinity = new List<Affinity>(); [IgnoreDataMember] [System.Xml.Serialization.XmlIgnore] public IList<Affinity> Affinity { get { return _Affinity; } set { _Affinity = value; } } private IList<Word> _Words = new List<Word>(); [IgnoreDataMember] [System.Xml.Serialization.XmlIgnore] public IList<Word> Words { get { return _Words; } set { _Words = value; } } } using (global::NHibernate.ISession session = NHibernateApplication.GetCurrentSession()) { global::NHibernate.ICriteria criteria = session.CreateCriteria(typeof(ThemingJob)); global::NHibernate.ICriteria countCriteria = session.CreateCriteria(typeof(ThemingJob)); criteria.AddOrder(global::NHibernate.Criterion.Order.Desc("Id")); var qc = criteria.CreateCriteria("Query"); qc.SetFetchMode("Assets", global::NHibernate.FetchMode.Lazy); qc.SetFetchMode("Themes", global::NHibernate.FetchMode.Lazy); qc.SetFetchMode("Affinity", global::NHibernate.FetchMode.Lazy); qc.SetFetchMode("Words", global::NHibernate.FetchMode.Lazy); pageIndex = Convert.ToInt32(pageIndex) - 1; // convert to 0 based paging index criteria.SetMaxResults(pageSize); criteria.SetFirstResult(pageIndex * pageSize); countCriteria.SetProjection(global::NHibernate.Criterion.Projections.RowCount()); int totalRecords = (int)countCriteria.List()[0]; return criteria.List<ThemingJob>().ToPagedList<ThemingJob>(pageIndex, pageSize, totalRecords); }

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  • Use a grepped file as an included source in bash

    - by Andrew
    I'm on a shared webhost where I don't have permission to edit the global bash configuration file at /ect/bashrc. Unfortunately there is one line in the global file, mesg y, which puts the terminal in tty mode and makes scp and similar commands unavailable. My local ~./bashrc includes the global file as a source, like so: # Source global definitions if [ -f /etc/bashrc ]; then . /etc/bashrc fi My current workaround uses grep to output the global file, sans offending line, into a local file and use that as a source. # Source global definitions if [ -f /etc/bashrc ]; then grep -v mesg /etc/bashrc > ~/.bash_global . ~/.bash_global fi Is there a way to do include a grepped file like this without the intermediate step of creating an actual file? Something like this? . grep -v mesg /etc/bashrc > ~/.bash_global

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  • Scoping in embedded groovy scripts

    - by Aaron Digulla
    In my app, I use Groovy as a scripting language. To make things easier for my customers, I have a global scope where I define helper classes and constants. Currently, I need to run the script (which builds the global scope) every time a user script is executed: context = setupGroovy(); runScript( context, "global.groovy" ); // Can I avoid doing this step every time? runScript( context, "user.groovy" ); Is there a way to setup this global scope once and just tell the embedded script interpreter: "Look here if you can't find a variable"? That way, I could run the global script once. Note: Security is not an issue here but if you know a way to make sure the user can't modify the global scope, that's an additional plus.

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  • Use a cat + grep as an included source in bash

    - by Andrew
    I'm on a shared webhost where I don't have permission to edit the global bash configuration file at /ect/bashrc. Unfortunately there is one line in the global file, mesg y, which puts the terminal in tty mode and makes scp and similar commands unavailable. My local ~./bashrc includes the global file as a source, like so: # Source global definitions if [ -f /etc/bashrc ]; then . /etc/bashrc fi My current workaround uses cat and grep to output the global file, sans offending line, into a local file and use that as a source. # Source global definitions if [ -f /etc/bashrc ]; then cat /etc/bashrc | grep -v mesg > ~/.bash_global . ~/.bash_global fi Is there a way to do include a grokked file like this without the intermediate step of creating an actual file? Something like this? . cat /etc/bashrc | grep -v mesg > ~/.bash_global

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  • Solution Output Directory

    - by L.E.O
    The project that I'm currently working on is being developed by multiple teams where each team is responsible for different part of the project. They all have set up their own C# projects and solutions with configuration settings specific to their own needs. However, now we need to create another, global solution, which will combine and build all projects into the same output directory. The problem that I have encountered though, is that I have found only one way to make all projects build into the same output directory - I need to modify configurations for all of them. That is what we would like to avoid. We would prefer that all these projects had no knowledge about this "global" solution. Each team must retain possibility to work just with their own sub-solution. One possible workaround is to create a special configuration for all projects just for this "global" solution, but that could create extra problems since now you have to constantly sync this configuration settings with the regular one, used by that specific team. Last thing we want to do is to spend hours trying to figure out why something doesn't work when building under global solution just because of some check box that developers have checked in their configuration, but forgot to do so in the global configuration. So, to simplify, we need some sort of output directory setting or post build event that would only be present when building from that global, all-inclusive solution. Is there any way to achieve this without changing something in projects configurations? Update 1: Some extra details I guess I need to mention: We need this global solution to be as close as possible to what the end user gets when he installs our application, since we intend to use it for debugging of the entire application when we need to figure out which part of the application isn't working before sending this bug to the team working on that part. This means that when building under global solution the output directory hierarchy should be the same as it would be in Program Files after installation, so that if, for example, we have Program Files/MyApplication/Addins folder which contains all the addins developed by different teams, we need the global solution to copy the binaries from addins projects and place them in the output directory accordingly. The thing is, the team developing an addin doest necessary know that it is an addin and that it should be placed in that folder, so they cannot change their relative output directory to be build/bin/Debug/Addins.

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  • port to subdomain

    - by takeshin
    I have installed Hudson using apt-get, and the Hudson server is available on example.com:8080. For example.com I use standard port *:80 and some virtual hosts set up this way: # /etc/apache2/sites-enabled/subdomain.example.com <Virtualhost *:80> ServerName subdomain.example.com ... </Virtualhost> Here is info about Hudson process: /usr/bin/daemon --name=hudson --inherit --env=HUDSON_HOME=/var/lib/hudson --output=/var/log/hudson/hudson.log --pidfile=/var/run/hudson/hudson.pid -- /usr/bin/java -jar /usr/share/hudson/hudson.war --webroot=/var/run/hudson/war 987 ? Sl 1:08 /usr/bin/java -jar /usr/share/hudson/hudson.war --webroot=/var/run/hudson/war How should I forward: http:// example.com:8080 to: http:// hudson.example.com

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  • ZeroDowntime deployment of configuration in Tomcat 7

    - by pagid
    looking at the things which can be done with the Parallel deployments in Tomcat 7, I wonder how new or changed configuration could be provided to these various versions of the application. In a nutshell - what parallel deployment offers is that pushing a new version of a war file to the webapps dir (with filenames like "App##01.war, "App##02.war") and ever user with a new session will get the newer version, all others stay with the old version. So how could one provide different or additional configuration (properties) to the various versions? Cheers.

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  • apache automatically completes url

    - by John
    See this NYTimes url: http://opinionator.blogs.nytimes.com/2011/01/02/war-in-the-cabinet/?hp If we type opinionator.blogs.nytimes.com/2011/01/02/war-i in browser, it automatically redirects us to the above article, the only article in that folder starting with "war-i". How to do this in a site with apache, which serves static html files only? That is, if there is a apache module, without adding scripts, that would be best.

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  • Error while deploying a web application in OSGI container using pax web

    - by RaulDM
    Hello I am trying to deploy a web application in a Felix container. I have all the required configuration done with my web app like the setting up of the manifest headers: Webapp-Context: Bundle-ClassPath: Bundle-Activator: Import-Package: Bundle-SymbolicName: etc The Pax bundles that I have dropped in the same container are: pax-web-service-0.6.0.jar pax-web-jsp-0.7.1.jar pax-web-extender-war-0.7.1.jar pax-logging-service-1.5.0.jar pax-logging-api-1.5.0.jar Though it had been written in the pax web site that pax-web-service is included in pax-war-extender, it seems without pax-web-service bundle, all other bundles become handicapped. I had removed the other pax bundles like pax-web-extender-whiteboard-0.7.1.jar pax-web-jetty-0.7.1.jar, as I have not seen any usefulness of those. The pax-web-jetty-0.7.1.jar even does not get start up. it has dependencies which it could not be able to resolve from any one of the bundle provided by PAX. My browser is displaying: HTTP ERROR 403 Problem accessing /adminmodule/. Reason: FORBIDDEN Powered by Jetty:// while the Console log says: [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.mortbay.jetty - REQUEST /adminmodule/ on org.mortbay.jetty.HttpConnection@1e94001 [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.service.internal.model.ServerModel - Matching [/adminmodule/]... [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.service.internal.model.ServerModel - Path [/adminmodule/] matched to {pattern=/adminmodule/.*,model=ResourceModel{id=org.ops4j.pax.web.service.internal.model.ResourceModel-2,name=,urlPatterns=[/],alias=/,servlet=ResourceServlet{context=/adminmodule,alias=/,name=},initParams={},context=ContextModel{id=org.ops4j.pax.web.service.internal.model.ContextModel-1,name=adminmodule,httpContext=org.ops4j.pax.web.extender.war.internal.WebAppWebContainerContext@11710be,contextParams={webapp.context=adminmodule}}}} [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.service.internal.HttpServiceContext - Handling request for [/adminmodule/] using http context [org.ops4j.pax.web.extender.war.internal.WebAppWebContainerContext@11710be] [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.mortbay.jetty - sessionManager=org.mortbay.jetty.servlet.HashSessionManager@19c6163 [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.mortbay.jetty - session=null [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.mortbay.jetty - servlet= [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.mortbay.jetty - chain=org.ops4j.pax.web.service.internal.model.FilterModel-3- [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.mortbay.jetty - servlet holder= [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.mortbay.jetty - call filter org.ops4j.pax.web.service.internal.model.FilterModel-3 [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.service.internal.WelcomeFilesFilter - Apply welcome files filter... [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.service.internal.WelcomeFilesFilter - Servlet path: / [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.service.internal.WelcomeFilesFilter - Path info: null [5884890@qtp-16567002-0 - /adminmodule/] INFO org.ops4j.pax.web.service.internal.HttpServiceContext - getting resource: [/adminmodule.jsp] [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.extender.war.internal.WebAppWebContainerContext - Searching bundle [com.cisco.zaloni.gwt.admin [1]] for resource [/adminmodule.jsp], normalized to [adminmodule.jsp] [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.extender.war.internal.WebAppWebContainerContext - Resource not found [5884890@qtp-16567002-0 - /adminmodule/] INFO org.ops4j.pax.web.service.internal.HttpServiceContext - found resource: null [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.mortbay.jetty - call servlet [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.extender.war.internal.WebAppWebContainerContext - Searching bundle [com.cisco.zaloni.gwt.admin [1]] for resource [/], normalized to [/] [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.ops4j.pax.web.extender.war.internal.WebAppWebContainerContext - Resource found as url [bundle://1.0:1/] [5884890@qtp-16567002-0 - /adminmodule/] DEBUG org.mortbay.jetty - RESPONSE /adminmodule/ 403 It is really frustrating. please help. as I am new to OSGI. Raul

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  • Weird behavior in referring to global variable. Is this a bug in javascript? Surely it isn't!

    - by Chandan .
    Consider the following piece of code. <html> <body> <script> var x = 5; //globally declared function showX() { alert("x="+x); //trying to display global value var x=10; //trying to create and initialize a local x } </script> <input type = "button" value="Show X" onclick="showX()"> </body> </html> The alert statement shows 'x=undefined'. And doesn't print the global value of x as expected. An equivalent java code would display 5! So, is it a bug? If not then how does one explain that behavior?

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  • 10 lines of code per day is the global average!? -- true?

    - by Earlz
    Ok so last year I participated in a high school curriculum contest thing at a college(I currently attend this college). I actually got 1st in it but was still a bit angry I didn't get every single one right. The most baffling of questions on there was How many lines of code does the average programmer write per day? A. 5 B. 10 C. 25 D. 30 Aside from being a subjective question which depended on language and everything else I was more baffled at what they had as the correct answer. 10. Even on my bad days at my job I touch more than 10 lines of code(either adding, modifying, or deleting) per day. And when I took this test I had only programmed as a hobby where it was common for me to write a few hundred lines for one of my new projects per day. Where are they getting this random number of ten!? Is this published somewhere? A quick googling found me nothing.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Umbraco Gold Partner and the last 6 months.

    - by Vizioz Limited
    As with a lot of blogs, unfortunately over the last 6 months our blog has been feeling some what neglected, the good news, is this has been due to us going from strength to strength :)In the last 6 months we have developed 5 more Microsites for Microsoft, we have helped a London agency fix a dire Umbraco implementation for a global drinks brand, built a great site for a famous food product range and most recently we are working with DairyMaster in Ireland building them a new website for their global distribution network and over the next couple of months we will be launching their new global marketing websites in 9 different languages.As well as working with these great clients, we also helped ResourceiT launch their new website in time for the Microsoft Global Partners conference.In December, Umbraco HQ launched their Umbraco Gold Partner programme, Vizioz was proud to be one of the first Gold Partners in the UK, showing our clients that we are investing our money in the product we promote, ensuring that Umbraco continues to go from strength to strength.

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  • can I override/redefine "global" Javascript functions, like confirm() and alert()?

    - by EndangeringSpecies
    I want to do some browser automation, and those pesky confirm/alert boxes are a real pain. Disabling javascript completely in this case is not an option, unfortunately. Well, so I was wondering, can I just change the definition of those methods as seen by my browser's javascript interpreter to basically do nothing and return true? Note that I do know about redefining them in the Javascript code directly, e.g. putting in function alert(message) { return true; } but AFAIK this is not a viable approach for this situation because when doing browser automation I have to work with other people's Javascript. Moreover, my program actually begins manipulating these websites already after the page has fully loaded into the browser, so I cannot just first automatically rewrite the javascript and then load the page. Well, so I was wondering if I could instead just "permanently" modify the way alert/confirm are implemented and executed in my browser. Sort of like the equivalent of dll injection and so forth in the realm of windows apps.

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  • How can I access the JavaScript global object ("window") inside an embedded browser object (the IWebBrowser2 interface)?

    - by John Factorial
    I have an HTML page which embeds an IWebBrowser2 ActiveX (i.e. the control is essentially an Internet Explorer browser). I need to write JavaScript in this HTML page which will remove any window.onresize handler from the page loaded in the IWebBrowser2 control. IWebBrowser2 exposes the DOM through IWebBrowser2::Document, but this is equivalent to window.document. Is there any way I can get access to window or window.onresize?

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  • using the window object for accessing global user defined objects and using text within html for cre

    - by timpone
    I don't do very much jquery / javascript but wanted to ask for some advice on the following piece. I have tried to cut out as much as possible. Most of this was semi-inherited code with catching a bunch of events just hardcoded in. I'd like to generalized them more by putting the object name in the html and accessing via jquery on processing (by_date, by_popularity). I retriev as string and access the object via window[current_obj]. Is this a good way to do this or am I missing something? Are there preferable ways to introduce specificity. thanks for any advice. <script> var by_date={}; by_date.current_page=1; by_date.per_page=4; var by_popularity={}; by_popularity.current_page=1; by_popularity.per_page=4; $(function(){ $('.previous.active').live('click',function(){ window[current_obj].current_page--; process(window[current_obj]); }); }); function process(game_obj){ //will process and output new items here } </script> <div class="otherContainer"> <a class='previous active'>Prev</a><div style="display:none;">by_date</div> | <a class='next'>Next</a><div style="display:none;">by_date</div> </div> <div class="topPrevNextContainer"> <a class='previous active'>Prev</a><div style="display:none;">by_popularity</div> | <a class='next'>Next</a><div style="display:none;">by_popularity</div> </div>

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  • insufficient buffer when call DocumentProperties, also, global unlock wouldn't unlock...

    - by Quincy
    please see comments inline bool res = false; DWORD dwNeeded = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), NULL, NULL, 0); if (m_devmode_buf) { GlobalFree(m_devmode_buf); } m_devmode_buf = GlobalAlloc(GPTR, dwNeeded); GetLastError(); // = 0; if (m_devmode_buf) { LPDEVMODEW devmode_buf = (LPDEVMODEW) GlobalLock(m_devmode_buf); GetLastError(); // = 0 if (devmode_buf) { if (devmode_buf) { lala = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), devmode_buf, NULL, DM_OUT_BUFFER); if (lala == IDOK) { res = true; } GetLastError(); // = 122. insufficient buffer here. why???? } UInt32 res1 = GlobalUnlock(m_devmode_buf); // res1 is 1. should be 0 res2 = GetLastError(); // = 0 if (!(res1 == 0 && (res2 == ERROR_NOT_LOCKED || res2 == NO_ERROR))) { //res = false; } } }

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  • How can I add methods from a Java class as global functions in Javascript using Rhino?

    - by gooli
    I have a simple Java class that has some methods: public class Utils { public void deal(String price, int amount) { // .... } public void bid(String price, int amount) { // .... } public void offer(String price, int amount) { // .... } } I would like to create an instance of this class and allow the Javascript code to call the methods directly, like so: deal("1.3736", 100000); bid("1.3735", 500000); The only way I could figure out for now was to use ScriptEngine engine = new ScriptEngineManager().getEngineByName("js"); engine.put("utils", new Utils()); and then use utils.deal(...) in the Javascript code. I can also write wrapper functions in Javascript for each method, but there should be a simpler way to do this automatically for all the public methods of a class.

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