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  • Random Between: using random with the instance_create function in GML

    - by CLockeWork
    Hopefully this should be a simple one; I want to restrict the points that instances enter the screen from so they don't come in at the edges. In Game Maker I'm using the following code instance_create(random(room_width), random(-100) - 50, obj_enemy1); to create the instance off screen (create(x, y, ...)) At the moment I'm just using the room_width to define the max width for the random on x, but ideally I want to find a way of defining a max AND min width for the random. I can't figure out how to restrict the range on the x axis to between say 100 and 350. Any help would be appreciated. Cheers

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  • Generate POCO classes in different project to the project with Entity Framework model

    - by Max
    I'm trying to use the Repository Pattern with EF4 using VS2010. To this end I am using POCO code generation by right clicking on the entity model designer and clicking Add code generation item. I then select the POCO template and get my classes. What I would like to be able to do is have my solution structured into separate projects for Entity (POCO) classes and another project for the entity model and repository code. This means that my MVC project could use the POCO classes for strongly typed views etc and not have to know about the repository or have to have a reference to it. To plug it all together I will have another separate project with interfaces and use IoC. Sounds good in my head I just don't know how to generate the classes into their own project! I can copy them and then change the namespaces on them but I wanted to avoid manual work whenever I change the schema in the db and want to update my model. Thanks

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  • Are there real world applications where the use of prefix versus postfix operators matters?

    - by Kenneth
    In college it is taught how you can do math problems which use the ++ or -- operators on some variable referenced in the equation such that the result of the equation would yield different results if you switched the operator from postfix to prefix or vice versa. Are there any real world applications of using postfix or prefix operator where it makes a difference as to which you use? It doesn't seem to me (maybe I just don't have enough experience yet in programming) that there really is much use to having the different operators if it only applies in math equations. EDIT: Suggestions so far include: function calls //f(++x) != f(x++) loop comparison //while (++i < MAX) != while (i++ < MAX)

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  • Project Euler 10: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 10.  As always, any feedback is welcome. # Euler 10 # http://projecteuler.net/index.php?section=problems&id=10 # The sum of the primes below 10 is 2 + 3 + 5 + 7 = 17. # Find the sum of all the primes below two million. import time start = time.time() def primes_to_max(max): primes, number = [2], 3 while number < max: isPrime = True for prime in primes: if number % prime == 0: isPrime = False break if (prime * prime > number): break if isPrime: primes.append(number) number += 2 return primes primes = primes_to_max(2000000) print sum(primes) print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • Android ListView delete row button - focus issue

    - by Max Gontar
    I have an activity with ListView and buttons below: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical"> <ListView android:id="@+id/lvLamps" android:layout_width="fill_parent" android:layout_height="fill_parent" android:listSelector="@null" android:choiceMode="none" android:scrollbarStyle="insideInset" android:layout_weight="1.0" /> <RelativeLayout android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:layout_weight="0.0"> <Button android:id="@+id/btnAdd" android:background="@null" android:drawableLeft="@drawable/btn_upgrade" android:layout_width="wrap_content" android:layout_height="wrap_content" android:drawableRight="@drawable/lbl_upgrade" android:textSize="0pt" android:text="" android:layout_alignParentLeft="true" android:padding="20px" /> <Button android:id="@+id/btnNext" android:background="@null" android:drawableRight="@drawable/next_btn" android:layout_width="wrap_content" android:layout_height="wrap_content" android:drawableLeft="@drawable/lbl_next" android:textSize="0pt" android:text="" android:layout_alignParentRight="true" android:padding="20px" android:visibility="gone" /> <ImageButton android:id="@+id/btnListExit" android:background="@null" android:src="@drawable/btn_x" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentRight="true" android:padding="20px" /> </RelativeLayout> </LinearLayout> ListView row contains delete button: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content" android:orientation="horizontal" android:focusable="true"> <RelativeLayout android:layout_width="wrap_content" android:layout_height="wrap_content" android:orientation="horizontal" android:focusable="true"> <ImageButton android:id="@+id/btnRowDelete" android:src="@drawable/btn_x" android:background="@null" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:padding="4px" android:focusable="true" android:focusableInTouchMode="true"/> <TextView android:id="@+id/txtLampRowFrom" android:text="123" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textSize="6pt" android:layout_toRightOf="@id/btnRowDelete" android:focusable="false" android:textColor="@color/textColor"/> <TextView android:id="@+id/txtLampRowTo" android:text="123" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textSize="6pt" android:layout_toRightOf="@id/btnRowDelete" android:layout_alignParentBottom="true" android:focusable="false" android:textColor="@color/textColor"/> <ImageView android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/arrow_upgrade_to" android:layout_alignParentRight="true" android:layout_centerVertical="true" android:focusable="false"/> </RelativeLayout> </LinearLayout> In Adapter, Button onClickListener is set, also there are dummies to make list non-selectable: // disabling list items select public boolean areAllItemsEnabled() { return false; } public boolean isEnabled(int position) { return false; } What I want is: always show buttons in the bottom of screen after list (no matter how long it is, there should be scroll if it's too long) ListView should not be selectable, I don't want row selection row delete button should be selectable (focusable) with touch and with trackball And everything works except I can't focus row delete button with trackball (although it's working with touch). Can you help me? Thanks!

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • eventmachine on debian fails install via rubygems

    - by Max
    this has been killing me for the last 5 hours. I don't seem to be able to get eventmachine running on my debian box. here this output: $ gem install thin Building native extensions. This could take a while... ERROR: Error installing thin: ERROR: Failed to build gem native extension. /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/bin/ruby extconf.rb checking for rb_trap_immediate in ruby.h,rubysig.h... no checking for rb_thread_blocking_region()... yes checking for inotify_init() in sys/inotify.h... yes checking for writev() in sys/uio.h... yes checking for rb_wait_for_single_fd()... yes checking for rb_enable_interrupt()... yes checking for rb_time_new()... yes checking for sys/event.h... no checking for epoll_create() in sys/epoll.h... yes creating Makefile make compiling kb.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from kb.cpp:20: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from kb.cpp:20: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from kb.cpp:20: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from kb.cpp:20: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type compiling rubymain.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from rubymain.cpp:20: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from rubymain.cpp:20: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from rubymain.cpp:20: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from rubymain.cpp:20: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type compiling ssl.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from ssl.cpp:23: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from ssl.cpp:23: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from ssl.cpp:23: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from ssl.cpp:23: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type compiling cmain.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from cmain.cpp:20: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from cmain.cpp:20: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from cmain.cpp:20: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from cmain.cpp:20: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type cmain.cpp:96: warning: type qualifiers ignored on function return type cmain.cpp:107: warning: type qualifiers ignored on function return type cmain.cpp:117: warning: type qualifiers ignored on function return type cmain.cpp:127: warning: type qualifiers ignored on function return type cmain.cpp:269: warning: type qualifiers ignored on function return type cmain.cpp:279: warning: type qualifiers ignored on function return type cmain.cpp:289: warning: type qualifiers ignored on function return type cmain.cpp:299: warning: type qualifiers ignored on function return type cmain.cpp:309: warning: type qualifiers ignored on function return type cmain.cpp:329: warning: type qualifiers ignored on function return type cmain.cpp:678: warning: type qualifiers ignored on function return type compiling em.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from em.cpp:23: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from em.cpp:23: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from em.cpp:23: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from em.cpp:23: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type em.cpp: In member function 'bool EventMachine_t::_RunEpollOnce()': em.cpp:578: warning: 'int rb_thread_select(int, fd_set*, fd_set*, fd_set*, timeval*)' is deprecated (declared at /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/include/ruby-1.9.1/ruby/intern.h:379) em.cpp:578: warning: 'int rb_thread_select(int, fd_set*, fd_set*, fd_set*, timeval*)' is deprecated (declared at /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/include/ruby-1.9.1/ruby/intern.h:379) em.cpp: In member function 'bool EventMachine_t::_RunSelectOnce()': em.cpp:974: warning: 'int rb_thread_select(int, fd_set*, fd_set*, fd_set*, timeval*)' is deprecated (declared at /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/include/ruby-1.9.1/ruby/intern.h:379) em.cpp:974: warning: 'int rb_thread_select(int, fd_set*, fd_set*, fd_set*, timeval*)' is deprecated (declared at /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/include/ruby-1.9.1/ruby/intern.h:379) em.cpp: At global scope: em.cpp:1057: warning: type qualifiers ignored on function return type em.cpp:1079: warning: type qualifiers ignored on function return type em.cpp:1265: warning: type qualifiers ignored on function return type em.cpp:1338: warning: type qualifiers ignored on function return type em.cpp:1510: warning: type qualifiers ignored on function return type em.cpp:1593: warning: type qualifiers ignored on function return type em.cpp:1856: warning: type qualifiers ignored on function return type em.cpp:1982: warning: type qualifiers ignored on function return type em.cpp:2046: warning: type qualifiers ignored on function return type em.cpp:2070: warning: type qualifiers ignored on function return type em.cpp:2142: warning: type qualifiers ignored on function return type em.cpp:2361: fatal error: error writing to /tmp/ccdlOK0T.s: No space left on device compilation terminated. make: *** [em.o] Error 1 Gem files will remain installed in /home/eventhub/.rvm/gems/ruby-1.9.3-p125/gems/eventmachine-1.0.1 for inspection. Results logged to /home/eventhub/.rvm/gems/ruby-1.9.3-p125/gems/eventmachine-1.0.1/ext/gem_make.out Any thoughts? I read a lot of different ways to solve this issue, but none of them worked. Thanks

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  • BlackBerry - Facebook extended permissions

    - by Max Gontar
    Hi! I've just found a great sample of Facebook Connect on Blackberry by Eki Y. Baskoro, The following is a short HOWTO on using Facebook Connect on Blackberry. I created a simple Facade encapsulating the Facebook REST API as well as added 'rough' MVC approach for screen navigation. I have tested on JDE 4.5 using 8320 simulator. This is still work in progress and all work is GPLed. It works great for reading stuff. NB Don't forget to get Facebook App Key and set it in TestBB class. But now I want to post something on my wall. So I've add new method to FacebookFacade class using Stream.publish API: /*** * Publishes message to the stream. * @param message - message that will appear on the facebook stream * @param targetId - The ID of the user, Page, group, or event where * you are publishing the content. */ public void streamPublish(String message, String targetId) { Hashtable arguments = new Hashtable(); arguments.put("method", "stream.publish"); arguments.put("message", message); arguments.put("target_id", targetId); try { JSONObject result = new JSONObject( int new JSONTokener(sendRequest(arguments))); int errorCode = result.getInt("error_code"); if (errorCode != 0) System.out.println("Error Code: "+errorCode); } catch (Exception e) { System.out.println(e); } } /*** * Publishes message on current user wall. * @param message - message that will appear on the facebook stream */ public void postOnTheWall(String message) { String targetId = String.valueOf(getLoggedInUserId()); streamPublish(message, targetId); } This will return Error code 200, "The user hasn't authorized the application to perform this action" First I thought it's related with Facebook - Application Settings - Additional Permissions - Publish recent activity (one line stories) to my wall but even checked, no difference... Then I've found this post explains that issue related with extended permissions. This in turn should be fixed by modifying url a little in LoginScreen class : public LoginScreen(FacebookFacade facebookFacade) { this.facebookFacade = facebookFacade; StringBuffer data = new StringBuffer(); data.append("api_key=" + facebookFacade.getApplicationKey()); data.append("&connect_display=popup"); data.append("&v=1.0"); //revomed //data.append("&next=http://www.facebook.com/connect/login_success.html"); //added data.append("&next=http://www.facebook.com/connect/prompt_permissions.php?" + "api_key="+facebookFacade.getApplicationKey()+"&display=popup&v=1.0"+ "&next=http://www.facebook.com/connect/login_success.html?"+ "xxRESULTTOKENxx&fbconnect=true" + "&ext_perm=read_stream,publish_stream,offline_access"); data.append("&cancel_url=http://www.facebook.com/connect/login_failure.html"); data.append("&fbconnect=true"); data.append("&return_session=true"); (new FetchThread("http://m.facebook.com/login.php?" + data.toString())).start(); } Unfortunately it's not working. Still Error Code 200 in return to stream.publish request... Do you have any suggestions how to resolve this? Thank you!

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  • F# and ArcObjects, Part 3

    - by Marko Apfel
    Today i played a little bit with IFeature-sequences and piping data. The result was a calculator of the bounding box around all features in a feature class. Maybe a little bit dirty, but for learning was it OK. ;-) open System;; #I "C:\Program Files\ArcGIS\DotNet";; #r "ESRI.ArcGIS.System.dll";; #r "ESRI.ArcGIS.DataSourcesGDB.dll";; #r "ESRI.ArcGIS.Geodatabase.dll";; #r "ESRI.ArcGIS.Geometry.dll";; open ESRI.ArcGIS.esriSystem;; open ESRI.ArcGIS.DataSourcesGDB;; open ESRI.ArcGIS.Geodatabase;; open ESRI.ArcGIS.Geometry; let aoInitialize = new AoInitializeClass();; let status = aoInitialize.Initialize(esriLicenseProductCode.esriLicenseProductCodeArcEditor);; let workspacefactory = new SdeWorkspaceFactoryClass();; let connection = "SERVER=okul;DATABASE=p;VERSION=sde.default;INSTANCE=sde:sqlserver:okul;USER=s;PASSWORD=g";; let workspace = workspacefactory.OpenFromString(connection, 0);; let featureWorkspace = (box workspace) :?> IFeatureWorkspace;; let featureClass = featureWorkspace.OpenFeatureClass("Praxair.SFG.BP_L_ROHR");; let queryFilter = new QueryFilterClass();; let featureCursor = featureClass.Search(queryFilter, true);; let featureCursorSeq (featureCursor : IFeatureCursor) = let actualFeature = ref (featureCursor.NextFeature()) seq { while (!actualFeature) <> null do yield actualFeature do actualFeature := featureCursor.NextFeature() };; let min x y = if x < y then x else y;; let max x y = if x > y then x else y;; let info s (x : IEnvelope) = printfn "%s xMin:{%f} xMax: {%f} yMin:{%f} yMax: {%f}" s x.XMin x.XMax x.YMin x.YMax;; let con (env1 : IEnvelope) (env2 : IEnvelope) = let env = (new EnvelopeClass()) :> IEnvelope env.XMin <- min env1.XMin env2.XMin env.XMax <- max env1.XMax env2.XMax env.YMin <- min env1.YMin env2.YMin env.YMax <- max env1.YMax env2.YMax info "Intermediate" env env;; let feature = featureClass.GetFeature(100);; let ext = feature.Extent;; let BoundingBox featureClassName = let featureClass = featureWorkspace.OpenFeatureClass(featureClassName) let queryFilter = new QueryFilterClass() let featureCursor = featureClass.Search(queryFilter, true) let featureCursorSeq (featureCursor : IFeatureCursor) = let actualFeature = ref (featureCursor.NextFeature()) seq { while (!actualFeature) <> null do yield actualFeature do actualFeature := featureCursor.NextFeature() } featureCursorSeq featureCursor |> Seq.map (fun feature -> (!feature).Extent) |> Seq.fold (fun (acc : IEnvelope) a -> info "Intermediate" acc (con acc a)) ext ;; let boundingBox = BoundingBox "Praxair.SFG.BP_L_ROHR";; info "Ende-Info:" boundingBox;;

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  • Can I disable DataAnnotations validation on DefaultModelBinder?

    - by Max Toro
    I want DefaultModelBinder not to perform any validation based on DataAnnotations metadata. I'm already using DataAnnotations with DynamicData for the admin area of my site, and I need a different set of validation rules for the MVC based front-end. I'm decorating my classes with the MetadataType attribute. If I could have different MetadataType classes for the same model but used on different scenarios that would be great. If not I'm fine with just disabling the validation on the DefaultModelBinder, either by setting some property or by creating a specialized version of it.

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  • asp.net image aspect ratio help

    - by StealthRT
    Hey all, i am in need of some help with keeping an image aspect ratio in check. This is the aspx code that i have to resize and upload an image the user selects. <%@ Page Trace="False" Language="vb" aspcompat="false" debug="true" validateRequest="false"%> <%@ Import Namespace=System.Drawing %> <%@ Import Namespace=System.Drawing.Imaging %> <%@ Import Namespace=System %> <%@ Import Namespace=System.Web %> <SCRIPT LANGUAGE="VBScript" runat="server"> const Lx = 500 ' max width for thumbnails const Ly = 60 ' max height for thumbnails const upload_dir = "/uptest/" ' directory to upload file const upload_original = "sample" ' filename to save original as (suffix added by script) const upload_thumb = "thumb" ' filename to save thumbnail as (suffix added by script) const upload_max_size = 512 ' max size of the upload (KB) note: this doesn't override any server upload limits dim fileExt ' used to store the file extension (saves finding it mulitple times) dim newWidth, newHeight as integer ' new width/height for the thumbnail dim l2 ' temp variable used when calculating new size dim fileFld as HTTPPostedFile ' used to grab the file upload from the form Dim originalimg As System.Drawing.Image ' used to hold the original image dim msg ' display results dim upload_ok as boolean ' did the upload work ? </script> <% randomize() ' used to help the cache-busting on the preview images upload_ok = false if lcase(Request.ServerVariables("REQUEST_METHOD"))="post" then fileFld = request.files(0) ' get the first file uploaded from the form (note:- you can use this to itterate through more than one image) if fileFld.ContentLength > upload_max_size * 1024 then msg = "Sorry, the image must be less than " & upload_max_size & "Kb" else try originalImg = System.Drawing.Image.FromStream(fileFld.InputStream) ' work out the width/height for the thumbnail. Preserve aspect ratio and honour max width/height ' Note: if the original is smaller than the thumbnail size it will be scaled up If (originalImg.Width/Lx) > (originalImg.Width/Ly) Then L2 = originalImg.Width newWidth = Lx newHeight = originalImg.Height * (Lx / L2) if newHeight > Ly then newWidth = newWidth * (Ly / newHeight) newHeight = Ly end if Else L2 = originalImg.Height newHeight = Ly newWidth = originalImg.Width * (Ly / L2) if newWidth > Lx then newHeight = newHeight * (Lx / newWidth) newWidth = Lx end if End If Dim thumb As New Bitmap(newWidth, newHeight) 'Create a graphics object Dim gr_dest As Graphics = Graphics.FromImage(thumb) ' just in case it's a transparent GIF force the bg to white dim sb = new SolidBrush(System.Drawing.Color.White) gr_dest.FillRectangle(sb, 0, 0, thumb.Width, thumb.Height) 'Re-draw the image to the specified height and width gr_dest.DrawImage(originalImg, 0, 0, thumb.Width, thumb.Height) try fileExt = System.IO.Path.GetExtension(fileFld.FileName).ToLower() originalImg.save(Server.MapPath(upload_dir & upload_original & fileExt), originalImg.rawformat) thumb.save(Server.MapPath(upload_dir & upload_thumb & fileExt), originalImg.rawformat) msg = "Uploaded " & fileFld.FileName & " to " & Server.MapPath(upload_dir & upload_original & fileExt) upload_ok = true catch msg = "Sorry, there was a problem saving the image." end try ' Housekeeping for the generated thumbnail if not thumb is nothing then thumb.Dispose() thumb = nothing end if catch msg = "Sorry, that was not an image we could process." end try end if ' House Keeping ! if not originalImg is nothing then originalImg.Dispose() originalImg = nothing end if end if %> What i am looking for is a way to just have it go by the height of what i set it: const Ly = 60 ' max height for thumbnails And have the code for the width just be whatever. So if i had an image... say 600 x 120 (w h) and i used photoshop to change just the height, it would keep it in ratio and have it 300 x 60 (w x h). Thats what i am looking to do with this code here. However, i can not think of a way to do this (or to just leave a wildcard for the width setting. Any help would be great :o) David

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  • Flash CS3/AS3 - How to Mask Nested MovieClips in External Classes

    - by Max Jackson
    I have a number of external class files that make up (or are trying to build) a portfolio. One of the class files for this project is a Menu.as class I tried extends, but I'm yet to use extends to where it doesn't become a ball of tangled holiday cheer. So my main portfolio class (the one where I'm assembling everything) calls an instance of the Menu class. From the Preloader through the Portfolio class into the Menu class is where I'm passing the content because I want to package things properly. This is Menu content, so naturally I want to position it in a properly names spot. I'm trying to reveal this Menu in a mask and I'm getting the old #1009 error. In a trace, this will work: trace(site_mc.menu_mc.mainMask_mc); // returns [object mainMask_mc_4] However, when I try to truncate the string into a single compact_mc... compactMenu_mc = site_mc.menu_mc.mainMask_mc; trace(compact_mc); // it won't trace (#1009). I said to hell with it, but now I need to have one MovieClip mask another. So I figure I can't go all... parent.parent.parent.clip_mc.mask = parent.parent.parent.masked_mc Probably because of datatyping and whatever else. I hate to be vague, but I'm new and have been working like gangbusters for days to get this portfolio up. Any suggestions or pointers on things my noob brain might've missed are given much thanks. :)

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  • Heroku Rails Internal Server Error

    - by Ryan Max
    Hello. I got a 500 Internal Sever error when I try to deploy my rails app on heroku. It works fine on my local machine, so i'm not sure what's wrong here. Seems to be something with the "sessions" on the home controller. Here is my log: ==> production.log <== # Logfile created on Sun May 09 17:35:59 -0700 2010 Processing HomeController#index (for 76.169.212.8 at 2010-05-09 17:36:00) [GET] ActiveRecord::StatementInvalid (PGError: ERROR: relation "sessions" does not ex ist : SELECT a.attname, format_type(a.atttypid, a.atttypmod), d.adsrc, a .attnotnull FROM pg_attribute a LEFT JOIN pg_attrdef d ON a.attrelid = d.adrelid AND a.attnum = d.adnum WHERE a.attrelid = '"sessions"'::regclass AND a.attnum > 0 AND NOT a.attisdropped ORDER BY a.attnum ): lib/authenticated_system.rb:106:in `login_from_session' lib/authenticated_system.rb:12:in `current_user' lib/authenticated_system.rb:6:in `logged_in?' lib/authenticated_system.rb:35:in `authorized?' lib/authenticated_system.rb:53:in `login_required' /home/heroku_rack/lib/static_assets.rb:9:in `call' /home/heroku_rack/lib/last_access.rb:25:in `call' /home/heroku_rack/lib/date_header.rb:14:in `call' thin (1.2.7) lib/thin/connection.rb:76:in `pre_process' thin (1.2.7) lib/thin/connection.rb:74:in `catch' thin (1.2.7) lib/thin/connection.rb:74:in `pre_process' thin (1.2.7) lib/thin/connection.rb:57:in `process' thin (1.2.7) lib/thin/connection.rb:42:in `receive_data' eventmachine (0.12.10) lib/eventmachine.rb:256:in `run_machine' eventmachine (0.12.10) lib/eventmachine.rb:256:in `run' thin (1.2.7) lib/thin/backends/base.rb:57:in `start' thin (1.2.7) lib/thin/server.rb:156:in `start' thin (1.2.7) lib/thin/controllers/controller.rb:80:in `start' thin (1.2.7) lib/thin/runner.rb:177:in `send' thin (1.2.7) lib/thin/runner.rb:177:in `run_command' thin (1.2.7) lib/thin/runner.rb:143:in `run!' thin (1.2.7) bin/thin:6 /usr/local/bin/thin:20:in `load' /usr/local/bin/thin:20 Rendering /disk1/home/slugs/155328_f2d3c00_845e/mnt/public/500.html (500 Interna l Server Error) And here is my home_controller.rb class HomeController < ApplicationController before_filter :login_required def index @user = current_user @user.profile ||= Profile.new @profile = @user.profile end end Does it have something the way my routes are set up? Or is it my authentication? (I am using restful authentication with Bort)

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  • Get your content off Blogger.com

    - by Daniel Moth
    Due to blogger.com deprecating FTP users I've decided to move my blog. When I think of the content of a blog, 4 items come to mind: blog posts, comments, binary files that the blog posts linked to (e.g. images, ZIP files) and the CSS+structure of the blog. 1. Binaries The binary files you used in your blog posts are sitting on your own web space, so really blogger.com is not involved with that. Nothing for you to do at this stage, I'll come back to these in another post. 2. CSS and structure In the best case this exists as a separate CSS file on your web space (so no action for now) or in a worst case, like me, your CSS is embedded with the HTML. In the latter case, simply navigate from you dashboard to "Template" then "Edit HTML" and copy paste the contents of the box. Save that locally in a txt file and we'll come back to that in another post. 3. Blog posts and Comments The blog posts and comments exist in all the HTML files on your own web space. Parsing HTML files to extract that can be painful, so it is easier to download the XML files from blogger's servers that contain all your blog posts and comments. 3.1 Single XML file, but incomplete The obvious thing to do is go into your dashboard "Settings" and under the "Basic" tab look at the top next to "Blog Tools". There is a link there to "Export blog" which downloads an XML file with both comments and posts. The problem with that is that it only contains 200 comments - if you have more than that, you will lose the surplus. Also, this XML file has a lot of noise, compared to the better solution described next. (note that a tool I will refer to in a future post deals with either kind of XML file) 3.2 Multiple XML files First you need to find your blog ID. In case you don't know what that is, navigate to the "Template" as described in section 2 above. You will find references to the blog id in the HTML there, but you can also see it as part of the URL in your browser: blogger.com/template-edit.g?blogID=YOUR_NUMERIC_ID. Mine is 7 digits. You can now navigate to these URLs to download the XML for your posts and comments respectively: blogger.com/feeds/YOUR_NUMERIC_ID/posts/default?max-results=500&start-index=1 blogger.com/feeds/YOUR_NUMERIC_ID/comments/default?max-results=200&start-index=1 Note that you can only get 500 posts at a time and only 200 comments at a time. To get more than that you have to change the URL and download the next batch. To get you started, to get the XML for the next 500 posts and next 200 comments respectively you’d have to use these URLs: blogger.com/feeds/YOUR_NUMERIC_ID/posts/default?max-results=500&start-index=501 blogger.com/feeds/YOUR_NUMERIC_ID/comments/default?max-results=200&start-index=201 ...and so on and so forth. Keep all the XML files in the same folder on your local machine (with nothing else in there). 4. Validating the XML aka editing older blog posts The XML files you just downloaded really contain HTML fragments inside for all your blog posts. If you are like me, your blog posts did not conform to XHTML so passing them to an XML parser (which is what we will want to do) will result in the XML parser choking. So the next step is to fix that. This can be no work at all for you, or a huge time sink or just a couple hours of pain (which was my case). The process I followed was to attempt to load the XML files using XmlDocument.Load and wait for the exception to be thrown from my code. The exception would point to the exact offending line and column which would help me fix the issue. Rather than fix it in the XML itself, I would go back and edit the offending blog post and fix it there - recommended! Then I'd repeat the cycle until the XML could be loaded in the XmlDocument. To give you an idea, some of the issues I encountered are: extra or missing quotes in img and href elements, direct usage of chevrons instead of encoding them as &lt;, missing closing tags, mismatched nested pairs of elements and capitalization of html elements. For a full list of things that may go wrong see this. 5. Opportunity for other changes I also found a few posts that did not have a category assigned so I fixed those too. I took the further opportunity to create new categories and tag some of my blog posts with that. Note that I did not remove/change categories of existing posts, but only added.   In an another post we'll see how to use the XML files you stored in the local folder… Comments about this post welcome at the original blog.

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  • XML to DOC to PDF

    - by Max
    what is the easiest(and fastest) way to perform this kind of transformation: "Data in XML" to "Some MS Word 2003 Supported format" to PDF using Java? My first guess was to fill the template with XML data (using Placeholders for example) and then save it and convert it to PDF. But I can't just put placeholders to DOC files, and I can't convert from some other Word formats to PDF... My primary task is to convert XML Data to PDF allowing users to change the PDF on-demand. The best way to change the PDF on-demand seems to give user some kind of MS Word readable document, and then convert it back. There are 2 main problems with this task: 1) I can't use OpenOffice for conversion. 2) System should be able to convert ~1 page of table-based document per 1 second on 2Ghz Core. 3) RTF does not provide enough styling, so some more complex format should be used. Thanks in advance.

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  • Project Euler 18: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 18.  As always, any feedback is welcome. # Euler 18 # http://projecteuler.net/index.php?section=problems&id=18 # By starting at the top of the triangle below and moving # to adjacent numbers on the row below, the maximum total # from top to bottom is 23. # # 3 # 7 4 # 2 4 6 # 8 5 9 3 # # That is, 3 + 7 + 4 + 9 = 23. # Find the maximum total from top to bottom of the triangle below: # 75 # 95 64 # 17 47 82 # 18 35 87 10 # 20 04 82 47 65 # 19 01 23 75 03 34 # 88 02 77 73 07 63 67 # 99 65 04 28 06 16 70 92 # 41 41 26 56 83 40 80 70 33 # 41 48 72 33 47 32 37 16 94 29 # 53 71 44 65 25 43 91 52 97 51 14 # 70 11 33 28 77 73 17 78 39 68 17 57 # 91 71 52 38 17 14 91 43 58 50 27 29 48 # 63 66 04 68 89 53 67 30 73 16 69 87 40 31 # 04 62 98 27 23 09 70 98 73 93 38 53 60 04 23 # NOTE: As there are only 16384 routes, it is possible to solve # this problem by trying every route. However, Problem 67, is the # same challenge with a triangle containing one-hundred rows; it # cannot be solved by brute force, and requires a clever method! ;o) import time start = time.time() triangle = [ [75], [95, 64], [17, 47, 82], [18, 35, 87, 10], [20, 04, 82, 47, 65], [19, 01, 23, 75, 03, 34], [88, 02, 77, 73, 07, 63, 67], [99, 65, 04, 28, 06, 16, 70, 92], [41, 41, 26, 56, 83, 40, 80, 70, 33], [41, 48, 72, 33, 47, 32, 37, 16, 94, 29], [53, 71, 44, 65, 25, 43, 91, 52, 97, 51, 14], [70, 11, 33, 28, 77, 73, 17, 78, 39, 68, 17, 57], [91, 71, 52, 38, 17, 14, 91, 43, 58, 50, 27, 29, 48], [63, 66, 04, 68, 89, 53, 67, 30, 73, 16, 69, 87, 40, 31], [04, 62, 98, 27, 23, 9, 70, 98, 73, 93, 38, 53, 60, 04, 23]] # Loop through each row of the triangle starting at the base. for a in range(len(triangle) - 1, -1, -1): for b in range(0, a): # Get the maximum value for adjacent cells in current row. # Update the cell which would be one step prior in the path # with the new total. For example, compare the first two # elements in row 15. Add the max of 04 and 62 to the first # position of row 14.This provides the max total from row 14 # to 15 starting at the first position. Continue to work up # the triangle until the maximum total emerges at the # triangle's apex. triangle [a-1][b] += max(triangle [a][b], triangle [a][b+1]) print triangle [0][0] print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • What is weird about wrapping setjmp and longjmp?

    - by Max
    Hello. I am using setjmp and longjmp for the first time, and I ran across an issue that comes about when I wrap setjmp and longjmp. I boiled the code down to the following example: #include <stdio.h> #include <setjmp.h> jmp_buf jb; int mywrap_save() { int i = setjmp(jb); return i; } int mywrap_call() { longjmp(jb, 1); printf("this shouldn't appear\n"); } void example_wrap() { if (mywrap_save() == 0){ printf("wrap: try block\n"); mywrap_call(); } else { printf("wrap: catch block\n"); } } void example_non_wrap() { if (setjmp(jb) == 0){ printf("non_wrap: try block\n"); longjmp(jb, 1); } else { printf("non_wrap: catch block\n"); } } int main() { example_wrap(); example_non_wrap(); } Initially I thought example_wrap() and example_non_wrap() would behave the same. However, the result of running the program (GCC 4.4, Linux): wrap: try block non_wrap: try block non_wrap: catch block If I trace the program in gdb, I see that even though mywrap_save() returns 1, the else branch after returning is oddly ignored. Can anyone explain what is going on?

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  • .Net - using FileIOPermission with mask in file name

    - by Max Gontar
    Hello! I would like to apply FileIOPermission on set of files using mask in file name, ex. on all txt files in folder C:\TMP: [type: FileIOPermission(SecurityAction.PermitOnly, Read = @"C:\TMP\*.txt")] class SomeClass { static void testPermissions() { Console.WriteLine("allowed action"); File.OpenRead(@"C:\TMP\1.txt"); // <--- here goes exception Console.WriteLine("denied action"); try { File.Create(@"C:\TMP\2.txt"); } catch (Exception e) { Console.WriteLine(e.Message); } finally { Console.ReadKey(); } } } This throws ArgumentException "Illegal characters in path." What is wrong? Is it possible to achieve anyway?

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  • jQuery Flow Control (if then from URL params)

    - by Ryan Max
    Strangely enough I am more familiar with jQuery than I am with javascript. I need to be able to add a class to the body tag of a document depending on what specific forum page i'm on in a phpbb forum. Due to the nature of phpbb I can't actually do this flow control in php, so I am using jquery. Here's my code (the first part is an extend that gets the url parameters like so http://www.mysite.com/viewforum.php?f=3 var forum = $.getUrlVar('f'); will make forum == 3 because of the nature of phpbb i can't really do any flow control with php. So I am using jquery. This is my code: $(document).ready(function(){ $.extend({ getUrlVars: function(){ var vars = [], hash; var hashes = window.location.href.slice(window.location.href.indexOf('?') + 1).split('&'); for(var i = 0; i < hashes.length; i++) { hash = hashes[i].split('='); vars.push(hash[0]); vars[hash[0]] = hash[1]; } return vars; }, getUrlVar: function(name){ return $.getUrlVars()[name]; } }); }); $(document).ready(function(){ var forum = $.getUrlVar('f'); if (forum == 3){ $('body').toggleClass('black'); } }); Yet this isn't working. Any idea why not?

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  • AVAudioPlayer Output to Speaker Problem

    - by Max
    After searching around for how to send AVAudioPlayer output to the iPhone's speaker, I found this: http://stackoverflow.com/questions/1064846/iphone-audio-playback-force-through-internal-speaker Despite setting the category correctly to AVAudioSessionCategoryPlayAndRecord, this solution doesn't seem to be working for me and won't even let the build compile, giving me this error: "_AudioSessionSetProperty", referenced from: ... ... ld: symbol(s) not found collect2: ld returned 1 exit status Am I not including something? I'm importing AudioToolbox, AVFoundation, and CoreAudio. My class implements AVAudioSessionDelegate, AVAudioRecorderDelegate, AVAudioPlayerDelegate, and UITextFieldDelegate. Any help would be greatly appreciated!

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