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  • JS closures - Passing a function to a child, how should the shared object be accessed

    - by slicedtoad
    I have a design and am wondering what the appropriate way to access variables is. I'll demonstrate with this example since I can't seem to describe it better than the title. Term is an object representing a bunch of time data (a repeating duration of time defined by a bunch of attributes) Term has some print functionality but does not implement the print functions itself, rather they are passed in as anonymous functions by the parent. This would be similar to how shaders can be passed to a renderer rather than defined by the renderer. A container (let's call it Box) has a Schedule object that can understand and use Term objects. Box creates Term objects and passes them to Schedule as required. Box also defines the print functions stored in Term. A print function usually takes an argument and uses it to return a string based on that argument and Term's internal data. Sometime the print function could also use data stored in Schedule, though. I'm calling this data shared. So, the question is, what is the best way to access this shared data. I have a lot of options since JS has closures and I'm not familiar enough to know if I should be using them or avoiding them in this case. Options: Create a local "reference" (term used lightly) to the shared data (data is not a primitive) when defining the print function by accessing the shared data through Schedule from Box. Example: var schedule = function(){ var sched = Schedule(); var t1 = Term( function(x){ // Term.print() return (x + sched.data).format(); }); }; Bind it to Term explicitly. (Pass it in Term's constructor or something). Or bind it in Sched after Box passes it. And then access it as an attribute of Term. Pass it in at the same time x is passed to the print function, (from sched). This is the most familiar way for my but it doesn't feel right given JS's closure ability. Do something weird like bind some context and arguments to print. I'm hoping the correct answer isn't purely subjective. If it is, then I guess the answer is just "do whatever works". But I feel like there are some significant differences between the approaches that could have a large impact when stretched beyond my small example.

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  • How do I print values of an array in Three Rows?

    - by Ramkumar
    I need this output.. 1 3 5 2 4 6 I want to use array function like array(1,2,3,4,5,6). If I edit this array like array(1,2,3), it means the output need to show like 1 2 3 The concept is maximum 3 column only. If we give array(1,2,3,4,5), it means the output should be 1 3 5 2 4 Suppose we will give array(1,2,3,4,5,6,7,8,9), then it means output is 1 4 7 2 5 8 3 6 9 that is, maximum 3 column only. Depends upon the the given input, the rows will be created with 3 columns. Is this possible with PHP? I am doing small Research & Development in array functions. I think this is possible. Will you help me? For more info: * input: array(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) * output: 1 6 11 2 7 12 3 8 13 4 9 14 5 10 15

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  • Reliable method for google analytics tracking for print advertising campaign?

    - by chrisjlee
    A client is looking to track advertising clicks through a newspaper ad to measure success. They have rigid business requirements that it will be a unique domain... e.g. foowidgetsnews.net instead of foodwidgets.com/contact-form-page.php What is the most reliable method of building redirected url to a landing page so it will be tracked in google analytics as a direct hit from the newspaper? Finally, we would like to track the foowidgetsnews.net as the main url in google analytics because 301 redirect isn't tracked in google analytics like the way we would like it to.

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  • Phone-book Database Help - Python

    - by IDOntWantThat
    I'm new to programming and have an assignment I've been working at for awhile. I understand defining functions and a lot of the basics but I'm kind of running into a brick wall at this point. I'm trying to figure this one out and don't really understand how the 'class' feature works yet. I'd appreciate any help with this one; also any help with some python resources that have can dummy down how/why classes are used. You've been going to work on a database project at work for sometime now. Your boss encourages you to program the database in Python. You disagree, arguing that Python is not a database language but your boss persists by providing the source code below for a sample telephone database. He asks you to do two things: Evaluate the existing source code and extend it to make it useful for managers in the firm. (You do not need a GUI interface, just work on the database aspects: data entry and retrieval - of course you must get the program to run or properly work He wants you to critically evaluate Python as a database tool. Import the sample code below into the Python IDLE and enhance it, run it and debug it. Add features to make this a more realistic database tool by providing for easy data entry and retrieval. import shelve import string UNKNOWN = 0 HOME = 1 WORK = 2 FAX = 3 CELL = 4 class phoneentry: def __init__(self, name = 'Unknown', number = 'Unknown', type = UNKNOWN): self.name = name self.number = number self.type = type # create string representation def __repr__(self): return('%s:%d' % ( self.name, self.type )) # fuzzy compare or two items def __cmp__(self, that): this = string.lower(str(self)) that = string.lower(that) if string.find(this, that) >= 0: return(0) return(cmp(this, that)) def showtype(self): if self.type == UNKNOWN: return('Unknown') if self.type == HOME: return('Home') if self.type == WORK: return('Work') if self.type == FAX: return('Fax') if self.type == CELL: return('Cellular') class phonedb: def __init__(self, dbname = 'phonedata'): self.dbname = dbname; self.shelve = shelve.open(self.dbname); def __del__(self): self.shelve.close() self.shelve = None def add(self, name, number, type = HOME): e = phoneentry(name, number, type) self.shelve[str(e)] = e def lookup(self, string): list = [] for key in self.shelve.keys(): e = self.shelve[key] if cmp(e, string) == 0: list.append(e) return(list) # if not being loaded as a module, run a small test if __name__ == '__main__': foo = phonedb() foo.add('Sean Reifschneider', '970-555-1111', HOME) foo.add('Sean Reifschneider', '970-555-2222', CELL) foo.add('Evelyn Mitchell', '970-555-1111', HOME) print 'First lookup:' for entry in foo.lookup('reifsch'): print '%-40s %s (%s)' % ( entry.name, entry.number, entry.showtype() ) print print 'Second lookup:' for entry in foo.lookup('e'): print '%-40s %s (%s)' % ( entry.name, entry.number, entry.showtype() ) I'm not sure if I'm on the right track but here is what I have so far: def openPB(): foo = phonedb() print 'Please select an option:' print '1 - Lookup' print '2 - Add' print '3 - Delete' print '4 - Quit' entry=int(raw_input('>> ')) if entry==1: namelookup=raw_input('Please enter a name: ') for entry in foo.lookup(namelookup): print '%-40s %s (%s)' % (entry.name, entry.number, entry.showtype() ) elif entry==2: name=raw_input('Name: ') number=raw_input('Number: ') showtype=input('Type (UNKNOWN, HOME, WORK, FAX, CELL): \n>> ') for entry in foo.add(name, number, showtype): #Trying to figure out this part print '%-40s %s (%s)'% (entry.name, entry.number, entry.showtype() ) elif entry==3: delname=raw_input('Please enter a name to delete: ') # #Trying to figure out this part print "Contact '%s' has been deleted" (delname) elif entry==4: print "Phone book is now closed" quit else: print "Your entry was not recognized." openPB() openPB()

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  • How do I convert Data::Dumper output back into a Perl data structure?

    - by newbee_me
    Hi all! I was wondering if you could shed some lights regarding the code I've been doing for a couple of days. I've been trying to convert a Perl-parsed hash back to XML using the XMLout() and XMLin() method and it has been quite successful with this format. #!/usr/bin/perl -w use strict; # use module use IO::File; use XML::Simple; use XML::Dumper; use Data::Dumper; my $dump = new XML::Dumper; my ( $data, $VAR1 ); Topology:$VAR1 = { 'device' => { 'FOC1047Z2SZ' => { 'ChassisID' => '2009-09', 'Error' => undef, 'Group' => { 'ID' => 'A1', 'Type' => 'Base' }, 'Model' => 'CATALYST', 'Name' => 'CISCO-SW1', 'Neighbor' => {}, 'ProbedIP' => 'TEST', 'isDerived' => 0 } }, 'issues' => [ 'TEST' ] }; # create object my $xml = new XML::Simple (NoAttr=>1, RootName=>'data', SuppressEmpty => 'true'); # convert Perl array ref into XML document $data = $xml->XMLout($VAR1); #reads an XML file my $X_out = $xml->XMLin($data); # access XML data print Dumper($data); print "STATUS: $X_out->{issues}\n"; print "CHASSIS ID: $X_out->{device}{ChassisID}\n"; print "GROUP ID: $X_out->{device}{Group}{ID}\n"; print "DEVICE NAME: $X_out->{device}{Name}\n"; print "DEVICE NAME: $X_out->{device}{name}\n"; print "ERROR: $X_out->{device}{error}\n"; I can access all the element in the XML with no problem. But when I try to create a file that will house the parsed hash, problem arises because I can't seem to access all the XML elements. I guess, I wasn't able to unparse the file with the following code. #!/usr/bin/perl -w use strict; #!/usr/bin/perl # use module use IO::File; use XML::Simple; use XML::Dumper; use Data::Dumper; my $dump = new XML::Dumper; my ( $data, $VAR1, $line_Holder ); #this is the file that contains the parsed hash my $saveOut = "C:/parsed_hash.txt"; my $result_Holder = IO::File->new($saveOut, 'r'); while ($line_Holder = $result_Holder->getline){ print $line_Holder; } # create object my $xml = new XML::Simple (NoAttr=>1, RootName=>'data', SuppressEmpty => 'true'); # convert Perl array ref into XML document $data = $xml->XMLout($line_Holder); #reads an XML file my $X_out = $xml->XMLin($data); # access XML data print Dumper($data); print "STATUS: $X_out->{issues}\n"; print "CHASSIS ID: $X_out->{device}{ChassisID}\n"; print "GROUP ID: $X_out->{device}{Group}{ID}\n"; print "DEVICE NAME: $X_out->{device}{Name}\n"; print "DEVICE NAME: $X_out->{device}{name}\n"; print "ERROR: $X_out->{device}{error}\n"; Do you have any idea how I could access the $VAR1 inside the text file? Regards, newbee_me

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  • How to Eliminate Black Bars from Powerpoint videos ?

    - by appu
    Hi, I am running a digital signage system for my client. The basic installation is a vertically oriented 42" LCD TV with a 1920x1080 screen resolution (reverse of 1920x1080 when setup normally, i.e. landscaped). Please check out the following link for a basic screen divisions layout I want to setup. http://flickr.com/photos/55097319@N03/5410208856 In the division labeled "ppt" I plan to run a powerpoint presentation. The screen division is 360x1476 resolution. As there isn't an option in powerpoint to specify slide size in terms of resolution so according to this article on indezine http://indezine.com/products/powerpoint/books/perfectmedicalpres02.html to get a screen resolution of my preference I divided 360 and 1476 each by 72 which gives me 5"x 20.5" as the slide size for my ppt. After setting up slide size as per above dimensions, I used sizer (http://brianapps.net) to resize my ppt window to 360x1476 so that when I record I do not get any black bars. But after launching recording there are side black bars visible which camtasia records and brings-inside cam studio with black bars. http://www.flickr.com/photos/55097319@N03/5409597049 My question is that after doing the above and as explained in the following video link why do I still get black bars. http://feedback.techsmith.com/techsmith/topics/eliminate_black_bars_in_your_powerpoint_recordings Is there an option in camtasia to stretch the recording to cover up black bars or any other alternative way I can get rid of those black bars while I get a ppt recorded as per my preferred dimensions. Notes: In the techsmith video above it asks to adjust my desktop screen resolution which my display chipset does not allow me to set. I set up show in powerpoint to be "browsed by an individual(window)". Also signage software only supports swf's and video file formats natively and not ppt, pptx etc. Thanks bhavani.

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  • How to print Linux command output to a file?

    - by vijay.shad
    Hi, I am creating a script to sync my important documents between two system. I want my script to generate a log file for the last action. can you suggest me a way to achieve this. Question: If I execute the rsync command with -v flag, it will print a lot of messages on the console. Is there any way. So, I can redirect these logs to a file?

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  • How do I print filenames residing on the server? [on hold]

    - by Suhail Gupta
    How do I list files on a server after I make a HTTP connection via telnet with that server ? I tried establishing connection like : As I push enter, I enter the following screen : but as I type ls (which is not visible when I write) and press enter, I see this screen : I want to establish connection with the server and try to print the file names residing on the server directory. Note : The server OS is Windows Server 2003 and web-server is Microsoft-IIS/6.0

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  • IE 8 issue where window.close() is not occuring after winword.exe is fired to print a document

    - by Dave
    In my web application, a popup page is called using window.open javascript. There is a Print button on the page that has an onclick event that calls a printchecks() function. The code in the printchecks() function is function printchecks(){ window.print(); window.close(); } Issue is that the window.print brings up the printer dialog fine and then you select a printer. The page is actually then printed and is a reference to an rtf document that opens in winword.exe behind the scenes. For some reason in IE 8, the window.close() does not occur. This worked in IE 7. In both cases, WINWORD.EXE process appears to run in the background after the page is printed but in the case of IE 8, control is not give back to that popup page until the WINWORD.EXE process dies which takes a minute or so. I am thinking that becasue control is not being sent back to the page in IE 8, the page is not closed automatically. You can close the page after control is given back after the minute or so. This does happen in IE on both Windows XP and Windows 7. Any ideas if there is a setting in IE 8 or some other reason this may be occuring?

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  • Elegant ways to print out a bunch of instance attributes in python 2.6?

    - by wds
    First some background. I'm parsing a simple file format, and wish to re-use the results in python code later, so I made a very simple class hierarchy and wrote the parser to construct objects from the original records in the text files I'm working from. At the same time I'd like to load the data into a legacy database, the loader files for which take a simple tab-separated format. The most straightforward way would be to just do something like: print "%s\t%s\t....".format(record.id, record.attr1, len(record.attr1), ...) Because there are so many columns to print out though, I thought I'd use the Template class to make it a bit easier to see what's what, i.e.: templ = Template("$id\t$attr1\t$attr1_len\t...") And I figured I could just use the record in place of the map used by a substitute call, with some additional keywords for derived values: print templ.substitute(record, attr1_len=len(record.attr1), ...) Unfortunately this fails, complaining that the record instance does not have an attribute __getitem__. So my question is twofold: do I need to implement __getitem__ and if so how? is there a more elegant way for something like this where you just need to output a bunch of attributes you already know the name for?

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • Has there ever been a great print version of Why’s Poignant Guide to Ruby?

    - by Paul D. Waite
    Although it’s probably meant to be experienced on the web, I’d love to read a great print version of Why’s Poignant Guide to Ruby. It’s liberally licensed, so I can run off a copy for myself. But I think a work like that deserves more. Full colour illustrations. Main text on the left-hand page, sidebars on the right. (Stick in a few cartoons, or a slice of onion, when there aren’t any sidebars.) A built-in MP3 player and headphones for the soundtrack, but made completely out of telephone wires. Whilst that might be wishing for too much, have you (ever) seen any decent print versions of the book available?

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  • Python - pyparsing unicode characters

    - by mgj
    Hi..:) I tried using w = Word(printables), but it isn't working. How should I give the spec for this. 'w' is meant to process Hindi characters (UTF-8) The code specifies the grammar and parses accordingly. 671.assess :: ????? ::2 x=number + "." + src + "::" + w + "::" + number + "." + number If there is only english characters it is working so the code is correct for the ascii format but the code is not working for the unicode format. I mean that the code works when we have something of the form 671.assess :: ahsaas ::2 i.e. it parses words in the english format, but I am not sure how to parse and then print characters in the unicode format. I need this for English Hindi word alignment for purpose. The python code looks like this: # -*- coding: utf-8 -*- from pyparsing import Literal, Word, Optional, nums, alphas, ZeroOrMore, printables , Group , alphas8bit , # grammar src = Word(printables) trans = Word(printables) number = Word(nums) x=number + "." + src + "::" + trans + "::" + number + "." + number #parsing for eng-dict efiledata = open('b1aop_or_not_word.txt').read() eresults = x.parseString(efiledata) edict1 = {} edict2 = {} counter=0 xx=list() for result in eresults: trans=""#translation string ew=""#english word xx=result[0] ew=xx[2] trans=xx[4] edict1 = { ew:trans } edict2.update(edict1) print len(edict2) #no of entries in the english dictionary print "edict2 has been created" print "english dictionary" , edict2 #parsing for hin-dict hfiledata = open('b1aop_or_not_word.txt').read() hresults = x.scanString(hfiledata) hdict1 = {} hdict2 = {} counter=0 for result in hresults: trans=""#translation string hw=""#hin word xx=result[0] hw=xx[2] trans=xx[4] #print trans hdict1 = { trans:hw } hdict2.update(hdict1) print len(hdict2) #no of entries in the hindi dictionary print"hdict2 has been created" print "hindi dictionary" , hdict2 ''' ####################################################################################################################### def translate(d, ow, hinlist): if ow in d.keys():#ow=old word d=dict print ow , "exists in the dictionary keys" transes = d[ow] transes = transes.split() print "possible transes for" , ow , " = ", transes for word in transes: if word in hinlist: print "trans for" , ow , " = ", word return word return None else: print ow , "absent" return None f = open('bidir','w') #lines = ["'\ #5# 10 # and better performance in business in turn benefits consumers . # 0 0 0 0 0 0 0 0 0 0 \ #5# 11 # vHyaapaar mEmn bEhtr kaam upbhOkHtaaomn kE lIe laabhpHrdd hOtaa hAI . # 0 0 0 0 0 0 0 0 0 0 0 \ #'"] data=open('bi_full_2','rb').read() lines = data.split('!@#$%') loc=0 for line in lines: eng, hin = [subline.split(' # ') for subline in line.strip('\n').split('\n')] for transdict, source, dest in [(edict2, eng, hin), (hdict2, hin, eng)]: sourcethings = source[2].split() for word in source[1].split(): tl = dest[1].split() otherword = translate(transdict, word, tl) loc = source[1].split().index(word) if otherword is not None: otherword = otherword.strip() print word, ' <-> ', otherword, 'meaning=good' if otherword in dest[1].split(): print word, ' <-> ', otherword, 'trans=good' sourcethings[loc] = str( dest[1].split().index(otherword) + 1) source[2] = ' '.join(sourcethings) eng = ' # '.join(eng) hin = ' # '.join(hin) f.write(eng+'\n'+hin+'\n\n\n') f.close() ''' if an example input sentence for the source file is: 1# 5 # modern markets : confident consumers # 0 0 0 0 0 1# 6 # AddhUnIk baajaar : AshHvsHt upbhOkHtaa . # 0 0 0 0 0 0 !@#$% the ouptut would look like this :- 1# 5 # modern markets : confident consumers # 1 2 3 4 5 1# 6 # AddhUnIk baajaar : AshHvsHt upbhOkHtaa . # 1 2 3 4 5 0 !@#$% Output Explanation:- This achieves bidirectional alignment. It means the first word of english 'modern' maps to the first word of hindi 'AddhUnIk' and vice versa. Here even characters are take as words as they also are an integral part of bidirectional mapping. Thus if you observe the hindi WORD '.' has a null alignment and it maps to nothing with respect to the English sentence as it doesn't have a full stop. The 3rd line int the output basically represents a delimiter when we are working for a number of sentences for which your trying to achieve bidirectional mapping. What modification should i make for it to work if the I have the hindi sentences in Unicode(UTF-8) format.

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  • Python: Inheritance of a class attribute (list)

    - by Sano98
    Hi everyone, inheriting a class attribute from a super class and later changing the value for the subclass works fine: class Unit(object): value = 10 class Archer(Unit): pass print Unit.value print Archer.value Archer.value = 5 print Unit.value print Archer.value leads to the output: 10 10 10 5 which is just fine: Archer inherits the value from Unit, but when I change Archer's value, Unit's value remains untouched. Now, if the inherited value is a list, the shallow copy effect strikes and the value of the superclass is also affected: class Unit(object): listvalue = [10] class Archer(Unit): pass print Unit.listvalue print Archer.listvalue Archer.listvalue[0] = 5 print Unit.listvalue print Archer.listvalue Output: 10 10 5 5 Is there a way to "deep copy" a list when inheriting it from the super class? Many thanks Sano

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  • Blackjack game reshuffling problem-edited

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): if len(self.cards)>=7*(len(hands)): print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() for hand in hands: top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def __init__(self, name): super(BJ_Hand, self).__init__() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def __init__(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.") Since someone decided to call this 'psychic-debugging', I'll go ahead and tell you what the modules are then. Here's the cards module: class Card(object): """ A playing card. """ RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] SUITS = ["c", "d", "h", "s"] def __init__(self, rank, suit, face_up = True): self.rank = rank self.suit = suit self.is_face_up = face_up def __str__(self): if self.is_face_up: rep = self.rank + self.suit else: rep = "XX" return rep def flip(self): self.is_face_up = not self.is_face_up class Hand(object): """ A hand of playing cards. """ def init(self): self.cards = [] def __str__(self): if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "<empty>" return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card) class Deck(Hand): """ A deck of playing cards. """ def populate(self): for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): import random random.shuffle(self.cards) def deal(self, hands, per_hand = 1): for rounds in range(per_hand): for hand in hands: if self.cards: top_card = self.cards[0] self.give(top_card, hand) else: print "Can't continue deal. Out of cards!" if name == "main": print "This is a module with classes for playing cards." raw_input("\n\nPress the enter key to exit.") And here's the games module: class Player(object): """ A player for a game. """ def __init__(self, name, score = 0): self.name = name self.score = score def __str__(self): rep = self.name + ":\t" + str(self.score) return rep def ask_yes_no(question): """Ask a yes or no question.""" response = None while response not in ("y", "n"): response = raw_input(question).lower() return response def ask_number(question, low, high): """Ask for a number within a range.""" response = None while response not in range(low, high): response = int(raw_input(question)) return response if name == "main": print "You ran this module directly (and did not 'import' it)." raw_input("\n\nPress the enter key to exit.")

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  • C#: How to print a unicode string to console?

    - by Lopper
    How do I print out the value of a unicode String in C# to the console? byte[] unicodeBytes = new byte[] {0x61, 0x70, 0x70, 0x6C, 0x69, 0x63, 0x61, 0x74, 0x69, 0x6F, 0x6E, 0x2F, 0x70, 0x63, 0x61, 0x70}; string unicodeString = Encoding.Unicode.GetString(unicodeBytes); Console.WriteLine(unicodeString); What I get for the above is "?????????" However, I see the following in the autos and local window when in debug mode for the value of unicodeString which is what I wanted to display. "??????????" How do I print out the correct result to the console as what the autos and local window for debugging demonstrated?

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