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  • Do I need to include the 'this' when using a property name in a closure?

    - by Scott Whitlock
    I'm using a list of Actions to store an undo history for an object. Let's say I have a property of my object called myChildObject and it's being changed, so I want to store the undo action where I would set it back to it's current value: public class Class1 { public Class1() { } private readonly List<Action> m_undoActions = new List<Action>(); private SomeObject myChildObject { get; set; } public void ChangeState(SomeObject newChildObject) { // copies the reference SomeObject existingObject = myChildObject; m_undoActions.Add(() => myChildObject = existingObject); myChildObject = newChildObject; } } Looking at the lambda expression, existingObject is a local variable, so it's using a closure to pass a reference to that variable, but what about the property myChildObject? Do I need to use 'this' to preface it? Do I need to make a copy of the 'this' reference to a local variable first? Thanks for helping me understand this closure stuff.

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  • OpenGL extensions available on different Android devices

    - by MH114
    I'm in the process of writing an OpenGL ES powered framework for my next Android game(s). Currently I'm supporting three different techniques of drawing sprites: the basic way: using vertex arrays (slow) using vertex-buffer-objects (VBOs) (faster) using the draw_texture extension (fastest, but only for basic sprites, i.e. no transforming) Vertex arrays are supported in OpenGL ES 1.0 and thus in every Android-device. I'm guessing most (if not all) of the current devices also support VBOs and draw_texture. Instead of guessing, I'd like to know the extensions supported by different devices. If majority of devices support VBOs, I could simplify my code and focus only on VBOs + draw_texture. It'd be helpful to know what different devices support, so if you have an Android-device, do report the extensions list please. :) String extensions = gl.glGetString(GL10.GL_EXTENSIONS); I've got a HTC Hero, so I can share those extensions next.

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  • How to determine whether a .NET exception is being handled?

    - by romkyns
    We're investigating a coding pattern in C# in which we'd like to use a "using" clause with a special class, whose Dispose() method does different things depending on whether the "using" body was exited normally or with an exception. To the best of my understanding, the CLR keeps track of the current exception being handled until it's been consumed by a "catch" handler. However it's not entirely clear whether this information is exposed in any way for the code to access. Do you know whether it is, and if so, how to access it? For example: using (var x = new MyObject()) { x.DoSomething(); x.DoMoreThings(); } class MyObject : IDisposable { public void Dispose() { if (ExceptionIsBeingHandled) Rollback(); else Commit(); } } This looks almost like System.Transactions.TransactionScope, except that success/failure is not determined by a call to x.Complete(), but rather based on whether the using body was exited normally.

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  • How can I make Excel's MIN function ignore zeroes in a set?

    - by mfg
    In Excel, I have the following formula =(MIN(H69,H52,H35,H18)*(1/H18))*10 that is supposed to return the MIN of a range, and divide it by the current cell (*(1/H18) ), then multiply by 10. I am having difficulty with adding a type of NULLIF statement. I want to be able to have (the possibility for) blank rows, and have the MIN function ignore zero/blank fields while selecting the next lowest value (all are between 1.0-0.1). Is there a modifier i can apply to the MIN function to make it not compare zeroes in the MIN set? Is there a better funtion than MIN to use? This is to prevent the following situation: users will need to eliminate fields that are zeros from the form, theres 2 formula edits per entry, averaging 4 entries per use, so 8 possible errors per form use...

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  • Detecting when Bluetooth is disabled on iOS5

    - by Non Umemoto
    I'm developing blog speaker app. I wanna pause the audio when bluetooth is disabled like iPod app. I thought it's not possible without using private api after reading this. Check if Bluetooth is Enabled? But, my customer told me that Rhapsody and DI Radio apps both support it. Then I found iOS5 has Core Bluetooth framework. https://developer.apple.com/library/ios/documentation/CoreBluetooth/Reference/CoreBluetooth_Framework/CoreBluetooth_Framework.pdf CBCentralManagerStatePoweredOff status seems like the one. But, the description says this api only supports Bluetooth 4.0 low energy devices. Did anyone try doing the same thing? I want to support current popular bluetooth headsets, or bluetooth enabled steering wheel on the car. I don't know if it's worth trying when it only supports some brand new bluetooth.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • MS Access (2010) Enable Design View

    - by Tim GONELLA
    I downloaded the Access template below for doing a home inventory: http://office.microsoft.com/en-us/templates/results.aspx?qu=home%20inventory&ex=1&queryid=0d245f2a%2Dacdc%2D4161%2D92c8%2D8ba16a52ab32&AxInstalled=1&c=0#ai:TC101918100| The design view is not visible, which is a bit of a nuisance. Things I've tried: 1) In options/options/current database/ the check boxes (enable layout view & enable design changes for tables in Datasheet view) are both greyed out. 2) I've unblocked the file using Right-Click-Properties. 3) I've tried copying/exporting the objects to another database. But can only copy/export the tables. 4) I've tried holding shift when opening the DB. 5) Enabling all trust permissions etc. None of these work Does anybody have any suggestions. (I'm using Office 2010) Thanks

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  • Showing a loading spinner only if the data has not been cached.

    - by Aaron Mc Adam
    Hi guys, Currently, my code shows a loading spinner gif, returns the data and caches it. However, once the data has been cached, there is a flicker of the loading gif for a split second before the data gets loaded in. It's distracting and I'd like to get rid of it. I think I'm using the wrong method in the beforeSend function here: $.ajax({ type : "GET", cache : false, url : "book_data.php", data : { keywords : keywords, page : page }, beforeSend : function() { $('.jPag-pages li:not(.cached)').each(function (i) { $('#searchResults').html('<p id="loader">Loading...<img src="../assets/images/ajax-loader.gif" alt="Loading..." /></p>'); }); }, success : function(data) { $('.jPag-current').parent().addClass('cached'); $('#searchResults').replaceWith($(data).find('#searchResults')).find('table.sortable tbody tr:odd').addClass('odd'); detailPage(); selectForm(); } });

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  • pushScene and popScene or replaceScene . which should we use and when ?

    - by srikanth rongali
    I am using push scene to get the next scene. But, I read that for each PushScene the scene is stored in stack. The memory usage is more. So, I am using the replaceScene in place of pushScene. But, with replace scene I am getting the memory-bad-access message in debugger. So, I want to popScene after using it, so that the retain count is zero. But, I am confused in using popScene. If I have a Scene1 and Scene2. I used the following to go in to Scene2. Now I need to remove Scene1 from stack. [[CCDirector sharedDirector] pushScene:Scene2]; Where should I write the popScene to popScene1. How to get the previous scene in current running scene ? Thank you/

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  • What exactly is a Monad?

    - by WeNeedAnswers
    Can someone please explain to me what a Monad is. I think I grasp Monoids and I grasp that they basically control the input of state into a system. I just look at the text in Haskell and glaze over. A simple example in python would be great. My current understanding is that a Monoid is a procedural piece of code that needs to be read from top to bottom in sequence with the output being the input for the function. I think that I may even got that wrong, but hey I am here to learn.

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  • Show them the default, and allow them to press escape or Ctrl-Z

    - by cf_PhillipSenn
    I have a table cell, and when the user clicks on it, I replace the contents of the table cell with an input tag with the current contents as the default. But I don't like it's behavior because there's a chance that the user can delete the contexts on the input simply by clicking on it a second time. $('.LastName').live('click', function() { var myText = $(this).text(); $(this).empty().append('<input name="LastName" id="LastName" value="' + myText + '" />'); document.myForm.LastName.focus(); }); Q: How do I give the user a default, plus allow them to press the escape key or Ctrl-Z while in the middle of an edit?

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  • Can someone explain this block of ASP.NET MVC code to me, please?

    - by Pure.Krome
    Hi folks, this is the current code in ASP.NET MVC2 (RTM) System.Web.Mvc.AuthorizeAttribute class :- public virtual void OnAuthorization(AuthorizationContext filterContext) { if (filterContext == null) { throw new ArgumentNullException("filterContext"); } if (this.AuthorizeCore(filterContext.HttpContext)) { HttpCachePolicyBase cache = filterContext.HttpContext.Response.Cache; cache.SetProxyMaxAge(new TimeSpan(0L)); cache.AddValidationCallback( new HttpCacheValidateHandler(this.CacheValidateHandler), null); } else { filterContext.Result = new HttpUnauthorizedResult(); } } so if i'm 'authorized' then do some caching stuff, otherwise throw a 401 Unauthorized response. Question: What does those 3 caching lines do? cheers :)

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  • How do I create a downscaled copy of an FBO in OpenGL?

    - by Jasper Bekkers
    Hi, In order to speed up some post-processing shaders I'm using, I need to perform these operations on a framebuffer that is smaller in size than the actual window (about 1/4th or more). Most of the effects I want to optimize are simple blurring operations that could be replaced (for a large part) by smaller kernel and bilinear filtering. Thus, I need to create a copy of the current FBO into another one. However, I couldn't find anything, that works, on how to do this. I've tried using glBlitframebufferEXT and rendering a fullscreen quad into the other framebuffer, but both paths result in a black texture as output. How do I go about solving this problem?

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  • iPhone SDK Nested For Loop performance

    - by Skeep
    Hi All, I have a NSArray of string id and a NSDictionary of NSDictionary objects. I am currently looping through the string id array to match the id value in the NSDictionary. There are around 200 NSDictionary objects and only 5 or so string ID. My current code is such: for (NSString *Str in aArr) { for (NSDictionary *a in apArr) { if ([a objectForKey:@"id"] == Str) { NSLog(@"Found!"); } } } The performance of the above code is really slow and I was wondering if there is a better way to do this?

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  • Conversion Fahrenheit to celsius programmatically

    - by Doom
    In my project, want to show the weather in fahrenheit first, then if the user wants clickes on conversion, needs to show the weather in celsius. My code is NSNumber *metric = [[NSUserDefaults standardUserDefaults] objectForKey:@"metric"]; NSLog(@"Metric is %@", metric); CGFloat aFloat = [speed floatValue]; CGFloat tFloat = [temperature floatValue]; CGFloat tempFloat = (tFloat-30)/2; NSNumber * p_Number = [NSNumber numberWithFloat:tempFloat]; //Convert mph to kmph if ([metric boolValue]) { [windValueLabel setText:[NSString stringWithFormat:@"%.2f kmph", aFloat * 1.6] ]; temperatureLabel.text = [NSString stringWithFormat:@"%@", p_Number]; } else{ [windValueLabel setText:[NSString stringWithFormat:@"%.2f mph", aFloat / 1.6]]; temperatureLabel.text = [NSString stringWithFormat:@"%@", temperature]; } When u start the app, its working and showing temperature in fahrenheit, but crashes at celsius man... is that the current conversion. help me out guys

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  • Effective methods for reading and writing large files in C

    - by Bertholt Stutley Johnson
    I'm writing an application that deals with very large user-generated input files. The program will copy about 95 percent of the file, effectively duplicating it and switching a few words and values in the copy, and then appending the copy (in chunks) to the original file, such that each block (consisting of between 10 and 50 lines) in the original is followed by the copied and modified block, and then the next original block, and so on. The user-generated input conforms to a certain format, and it is highly unlikely that any line in the original file is longer than 100 characters long. Which would be the better approach? a) To use one file pointer and use variables that hold the current position of how much has been read and where to write to, seeking the file pointer back and forth to read and write; or b) To use multiple file pointers, one for reading and one for writing. I am mostly concerned with the efficiency of the program, as the input files will reach up to 25,000 lines, each about 50 characters long. Thanks!

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  • Build a JavaScript wrapper for a rails-generated XML API?

    - by Thor Thurn
    I am working with a large website written in Ruby on Rails. Thanks to the support for REST in Rails 2, the site's business logic is all accessible via a consistent XML API. Now I want to be able to easily write one or more JavaScript frontends to the site that interact with the generated Rails XML API. Ideally, an automated wrapper for the API could be created in JavaScript, since this would minimize the effort required in writing XML processing code for the more than 500 API functions. How, then, can I automatically generate a wrapper around a given XML API in JavaScript so that it's more pleasant to work with? I've worked with solutions of this nature for Java that generate classes and methods to wrap an API, so my current thinking is that I want something of that nature for JavaScript. I'd be open to an alternative take on the problem, though.

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  • jQuery hyperlinks - href value?

    - by Tom
    Hi, On my website I use jQuery to hook the events of elements, namely hyperlinks. As these hyperlinks only perform actions on the current page, and do not lead anywhere, I have been putting a href attribute of "#" in: <a href="#">My Link</a> However in some browsers this causes the page to scroll right to top which is obviously undesirable behaviour. I've tried using a blank href value, or not including one, but then the mouse does not change to the hand cursor upon hovering. What should I put in there?

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  • Passing variables to callback functions

    - by mickyjtwin
    I am trying to write a jQuery plugin, that can be applied to a selector. Within this plugin, there are multiple calls to webservices, where callback methods are required. The problem I am having is maintaining the current context item in the each loop of the selector. (function($){ $.fn.myMethod = function(){ return this.each(function(){ var c = $(this); $.api.methodToCall("", CallbackFunction); }); }; function CallbackFunction(data, result){ // do stuff based on c } })(jQuery); Normally, you would provide the callback function straight away, which allows me to access c, however within the callback function, there potentially is another api call, so it would start to get messy. Is there any way to do this?

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  • Regular Expression - capturing contents of <select>

    - by joey mueller
    I'm trying to use a regular expression to capture the contents of all option values inside an HTML select element For example, in: <select name="test"> <option value="blah">one</option> <option value="mehh">two</option> <option value="rawr">three</option> </select> I'd like to capture one two and three into an array. My current code is var pages = responseDetails.responseText.match(/<select name="page" .+?>(?:\s*<option .+?>([^<]+)<\/option>)+\s*<\/select>/); for (var c = 0; c<pages.length; c++) { alert(pages[c]); } But it only captures the last value, in this case, "three". How can I modify this to capture all of them? Thanks!

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  • Address Book is returning old values

    - by Marcus Wood
    Hi there, I am having a problem with the AddressBook framework. It all seems to be stemming from ABCopyRecordForUniqueId returning a record with old data. Example: I run up the program below in one terminal window - it shows the current data. I make a change through the address book UI - my program continues to show old data. I run up another instance of the same program in a new terminal window - it shows the updated data. I have tried posting on the omnigroup site with no luck :( so any guidance is really appreciated PS: If you would like to try the code, to get an address book ID you can export a contact as a vCard and open it with a text editor int main (int argc, const char * argv[]) { ABAddressBookRef addressBook = ABGetSharedAddressBook(); while(1) { ABRecordRef addressBookRecord = NULL; addressBookRecord = ABCopyRecordForUniqueId(addressBook, CFSTR("4064D587-0378-4DCF-A6B9-D3702F01C94C:ABPerson")); CFShow(addressBookRecord); CFRelease(addressBookRecord); sleep(1); } return 0; }

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  • INSERT INTO ... SELECT FROM ... ON DUPLICATE KEY UPDATE

    - by dnagirl
    I'm doing an insert query where most of many columns would need to be updated to the new values if a unique key already existed. It goes something like this: INSERT INTO lee(exp_id, created_by, location, animal, starttime, endtime, entct, inact, inadur, inadist, smlct, smldur, smldist, larct, lardur, lardist, emptyct, emptydur) SELECT id, uid, t.location, t.animal, t.starttime, t.endtime, t.entct, t.inact, t.inadur, t.inadist, t.smlct, t.smldur, t.smldist, t.larct, t.lardur, t.lardist, t.emptyct, t.emptydur FROM tmp t WHERE uid=x ON DUPLICATE KEY UPDATE ...; //update all fields to values from SELECT, except for exp_id, created_by, location, animal, starttime, endtime I'm not sure what the syntax for the UPDATE clause should be. How do I refer to the current row from the SELECT clause?

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  • How to show unread subforums?

    - by bilygates
    I have written a simple forum in PHP using PostgreSQL. The forum consists of a number of subforums (or categories, if you like) that contain topics. I have a table that stores when was the last time a user visited a topic. It's something like this: user_id, topic_id, timestamp. I can easily determine what topics should be marked as unread by comparing the timestamp of the last topic reply with the timestamp of the last user visit. My question is: how do I efficiently determine what subforums (categories) should be marked as unread? All I've come up with is this: every time a user visits a topic, update the visit timestamp and check if all the topics from the current subforum are read or unread. If they are all read, mark the subforum as read for the user. Else, mark it as unread. But I think there must be another way. Thank you in advance.

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  • Vb.net on running shows updation exception

    - by harun123
    I've a website in vb.net. While running the website i get the following error: "Current Recordset does not support updating. This may be a limitation of the provider, or of the selected locktype." My DB connection.inc file looks as follows: <%@ Import namespace="ADODB" % Dim strDataSource As String Dim cnnCRM As ADODB.Connection <% cnnCRM = New ADODB.Connection strDataSource = Server.MapPath(".") & "/database/crm.mdb" 'strDataSource="c://crm/crm.mdb" cnnCRM.Open("PROVIDER=MICROSOFT.JET.OLEDB.4.0;DATA SOURCE=" & strDataSource) % I've tried giving the record set object all the properties it required. Still the same error. Can anybody tell me how i can get rid of this error?.....

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  • 500 INTERNAL SERVER ERROR

    - by jude
    Hi, I have and old content database which i restored in my sharepoint 2007. But whenver i try to access web sites in my sharepoint i get error : 500 INTERNAL SERVER ERROR. I can see the old content database at :- Sharepoint Centre Admin-Application Management-Content databases. There is no difference in the version of the old content database. My current content database is working fine.Its just the old content database is not. What could be the reason? Thanks, Jude Aloysius.

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