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  • Should I learn C?

    - by Justin Standard
    Original Question: Should I Learn C? In the theme of the stackoverflow podcast, here's a fun question: should I learn C? I expect Jeff & Joel will have something to say on this. Some info on my background: Primarily a Java programmer on "enterprisy" systems. Favorite languages: python, scheme 7 years programming experience A very small amount of C++ experience, practically no C experience No immediate "need" to learn C So should I learn C? If so, why? If not, why? C or Assembly? Lots of folks recomending Assembler, so add on question: Is it better to learn C or Assembler? If Assembler, which one? Recommended assemblers so far: Motorolla 68000 Intel Assembler (does he mean x86?) MASM32

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  • Perl Search and Replace Avoid Variable Interpolation

    - by Justin
    I'm really getting my butt kicked here. I can not figure out how to write a search and replace that will properly find this string. String: $QData{"OrigFrom"} $Text{"wrote"}: Note: That is the actual STRING. Those are NOT variables. I didn't write it. I need to replace that string with nothing. I've tried escaping the $, {, and }. I've tried all kinds of combinations but it just can't get it right. Someone out there feel like taking a stab at it? Thanks!

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  • Using Razor together with ASP.NET Web API

    - by Fredrik N
    On the blog post “If Then, If Then, If Then, MVC” I found the following code example: [HttpGet]public ActionResult List() { var list = new[] { "John", "Pete", "Ben" }; if (Request.AcceptTypes.Contains("application/json")) { return Json(list, JsonRequestBehavior.AllowGet); } if (Request.IsAjaxRequest()) [ return PartialView("_List", list); } return View(list); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The code is a ASP.NET MVC Controller where it reuse the same “business” code but returns JSON if the request require JSON, a partial view when the request is an AJAX request or a normal ASP.NET MVC View. The above code may have several reasons to be changed, and also do several things, the code is not closed for modifications. To extend the code with a new way of presenting the model, the code need to be modified. So I started to think about how the above code could be rewritten so it will follow the Single Responsibility and open-close principle. I came up with the following result and with the use of ASP.NET Web API: public String[] Get() { return new[] { "John", "Pete", "Ben" }; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   It just returns the model, nothing more. The code will do one thing and it will do it well. But it will not solve the problem when it comes to return Views. If we use the ASP.NET Web Api we can get the result as JSON or XML, but not as a partial view or as a ASP.NET MVC view. Wouldn’t it be nice if we could do the following against the Get() method?   Accept: application/json JSON will be returned – Already part of the Web API   Accept: text/html Returns the model as HTML by using a View   The best thing, it’s possible!   By using the RazorEngine I created a custom MediaTypeFormatter (RazorFormatter, code at the end of this blog post) and associate it with the media type “text/html”. I decided to use convention before configuration to decide which Razor view should be used to render the model. To register the formatter I added the following code to Global.asax: GlobalConfiguration.Configuration.Formatters.Add(new RazorFormatter()); Here is an example of a ApiController that just simply returns a model: using System.Web.Http; namespace WebApiRazor.Controllers { public class CustomersController : ApiController { // GET api/values public Customer Get() { return new Customer { Name = "John Doe", Country = "Sweden" }; } } public class Customer { public string Name { get; set; } public string Country { get; set; } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   Because I decided to use convention before configuration I only need to add a view with the same name as the model, Customer.cshtml, here is the example of the View:   <!DOCTYPE html> <html> <head> <script src="http://ajax.aspnetcdn.com/ajax/jquery/jquery-1.5.1.min.js" type="text/javascript"></script> </head> <body> <div id="body"> <section> <div> <hgroup> <h1>Welcome '@Model.Name' to ASP.NET Web API Razor Formatter!</h1> </hgroup> </div> <p> Using the same URL "api/values" but using AJAX: <button>Press to show content!</button> </p> <p> </p> </section> </div> </body> <script type="text/javascript"> $("button").click(function () { $.ajax({ url: '/api/values', type: "GET", contentType: "application/json; charset=utf-8", success: function(data, status, xhr) { alert(data.Name); }, error: function(xhr, status, error) { alert(error); }}); }); </script> </html> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   Now when I open up a browser and enter the following URL: http://localhost/api/customers the above View will be displayed and it will render the model the ApiController returns. If I use Ajax against the same ApiController with the content type set to “json”, the ApiController will now return the model as JSON. Here is a part of a really early prototype of the Razor formatter (The code is far from perfect, just use it for testing). I will rewrite the code and also make it possible to specify an attribute to the returned model, so it can decide which view to be used when the media type is “text/html”, but by default the formatter will use convention: using System; using System.Net.Http.Formatting; namespace WebApiRazor.Models { using System.IO; using System.Net; using System.Net.Http.Headers; using System.Reflection; using System.Threading.Tasks; using RazorEngine; public class RazorFormatter : MediaTypeFormatter { public RazorFormatter() { SupportedMediaTypes.Add(new MediaTypeHeaderValue("text/html")); SupportedMediaTypes.Add(new MediaTypeHeaderValue("application/xhtml+xml")); } //... public override Task WriteToStreamAsync( Type type, object value, Stream stream, HttpContentHeaders contentHeaders, TransportContext transportContext) { var task = Task.Factory.StartNew(() => { var viewPath = // Get path to the view by the name of the type var template = File.ReadAllText(viewPath); Razor.Compile(template, type, type.Name); var razor = Razor.Run(type.Name, value); var buf = System.Text.Encoding.Default.GetBytes(razor); stream.Write(buf, 0, buf.Length); stream.Flush(); }); return task; } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   Summary By using formatters and the ASP.NET Web API we can easily just extend our code without doing any changes to our ApiControllers when we want to return a new format. This blog post just showed how we can extend the Web API to use Razor to format a returned model into HTML.   If you want to know when I will post more blog posts, please feel free to follow me on twitter:   @fredrikn

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  • How to allow to allow admins to edit my app's config files without UAC elevation?

    - by Justin Grant
    My company produces a cross-platform server application which loads its configuration from user-editable configuration files. On Windows, config file ACLs are locked down by our Setup program to allow reading by all users but restrict editing to Administrators and Local System only. Unfortunately, on Windows Server 2008, even local administrators no longer have admin privileges (because of UAC) unless they're running an elevated app. This has caused complaints from users who cannot use their favorite text editor to open and save config files changes-- they can open the files (since anyone can read) but can't save. Anyone have recommendations for what we can do (if anything) in our app's Setup to make editing easier for admins on Windows Server 2008? Related questions: if a Windows Server 2008 admin wants to edit an admins-only config file, how does he normally do it? Is he forced to use a text editor which is smart enough to auto-elevate when elevation is needed, like Windows Explorer does in response to access denied errors? Does he launch the editor from an elevated command-prompt window? Something else?

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  • Add collison detection to enemy sprites?

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

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  • Best ways to teach a beginner to program?

    - by Justin Standard
    Original Question I am currently engaged in teaching my brother to program. He is a total beginner, but very smart. (And he actually wants to learn). I've noticed that some of our sessions have gotten bogged down in minor details, and I don't feel I've been very organized. (But the answers to this post have helped a lot.) What can I do better to teach him effectively? Is there a logical order that I can use to run through concept by concept? Are there complexities I should avoid till later? The language we are working with is Python, but advice in any language is welcome. How to Help If you have good ones please add the following in your answer: Beginner Exercises and Project Ideas Resources for teaching beginners Screencasts / blog posts / free e-books Print books that are good for beginners Please describe the resource with a link to it so I can take a look. I want everyone to know that I have definitely been using some of these ideas. Your submissions will be aggregated in this post. Online Resources for teaching beginners: A Gentle Introduction to Programming Using Python How to Think Like a Computer Scientist Alice: a 3d program for beginners Scratch (A system to develop programming skills) How To Design Programs Structure and Interpretation of Computer Programs Learn To Program Robert Read's How To Be a Programmer Microsoft XNA Spawning the Next Generation of Hackers COMP1917 Higher Computing lectures by Richard Buckland (requires iTunes) Dive into Python Python Wikibook Project Euler - sample problems (mostly mathematical) pygame - an easy python library for creating games Create Your Own Games With Python ebook Foundations of Programming for a next step beyond basics. Squeak by Example Recommended Print Books for teaching beginners Accelerated C++ Python Programming for the Absolute Beginner Code by Charles Petzold

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  • MS Access 2003 - ordering the string values for a chart not alphabetical

    - by Justin
    Here is a silly question. Lets say I have a query that produces for a list box, and it produces values for three stores Store A 18 Store B 32 Store C 54 Now if I ORDER BY in the sql statement the only thing it will do is descending or ascending alphabetically but I want a certain order (only because THEY WANT A CERTAIN ORDER) .....so is there a way for me to add something to the SQL to get Store B Store C Store A i.e. basically row by row what i want. thanks!

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  • MS Access 2003 - Embedded Excel Spreadsheet on Access form

    - by Justin
    lets say I have an embedded Excel Spreadsheet on a Microsoft Access form. I call the object frame ExcelFrame and I add a text box on the form called txtA1 and I add a button on the form called cmdInsert I want to type "Hello World" into the text box, click the button and have it appear in the A1 cell on that spreadsheet. What VBA do I use to accomplish this? Thanks

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  • Display ASP.NET GridView inside a selected row in another GridView

    - by Justin C
    I have been given a mockup that I do not know is possible to code in ASP.NET without being a real html and javascript wizard. I want a GridView that when a row is selected, the selected row expands and below the selected row a panel of additional information is shown, which would also include another small GridView. The idea is this would all be in-line. So if the user selected row 4, then the additional information would appear below row 4 and then after the additional information the parent GridView would continue with row 5. Ultimately I would want to do a multi-select type of set up, but first I need to figure out if this is even possible. Also, the solution must be 508 Compliant The one solution I considered was using only one "column". Then I would put all my fields in the ItemTemplate, and my detail panel content in the EditItemTemplate and instead of selecting the row, set it to edit mode. The problem with this solution is I lose the functionality of multiple columns if I throw everything in one huge ItemTemplate. Any and all suggestions or ideas are appreciated.

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  • Silverlight Navigation Menu

    - by Justin
    I am using the Silverlight Business Application Template. The navigation consists of a few HyperlinkButtons in a StackPanel. I would like to create a more robust navigation menu (multilevel) with dropdowns and such. Telerik has one for silverlight (http://demos.telerik.com/silverlight/#Menu/FirstLook) I don't want to use Telerik control because its too expensive and I have tons of problems with Telerik. I've Googled it but including "Navigation" in my search seems to only include results about the navigation framework. Anyway, anyone have a good example?

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  • How to remove the Bubble Notification of Empathy from the Notification Area

    - by Luis Alvarado
    There is a Bubble notification that appears in the notification area apart from the Mail Icon Message. I only want one notification icon telling me when a new message has arrived. Right now as seen in the image: I have the MAIL Icon (Which is White right now but turns blue when a new message arrives) and the First green icon, which is the bubbling talk icon that I want to remove. When a message appears both of them tell me a new message has arrives. I only want the MAIL icon (The white one between the Keyboard and the Bluetooth Icon)

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  • Force a UIView to redraw immediately, instead of during next run loop

    - by Justin Kent
    I've created a UIImagePicker / camera view, with a toolbar and custom button for taking a snapshot. I can't really change to using the default way because of the custom button, and I'm drawing on top of the view. When you hit the button, I want to take a screenshot using UIGetScreenImage(); however, the toolbar is showing up in the image, even if I hide it first: //hide the toolbar self.toolbar.hidden = YES; // capture the screen pixels CGImageRef screenCap = UIGetScreenImage(); I'm pretty sure this is because even though the toolbar is hidden, it gets redrawn once the function returns and we enter the next run loop - after UIGetScreenImage is called. I tried making the following addition, but it didn't help: //hide the toolbar self.toolbar.hidden = YES; [self.toolbar drawRect:CGRectMake(0, 0, 320, 52)]; // capture the screen pixels CGImageRef screenCap = UIGetScreenImage(); I also tried using setNeedsDisplay, but that doesn't work either because once again the draw happens after the current function returns. Any suggestions? Thanks!

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  • 10 Great Free Icon Packs To Theme Your Android Phone

    - by Chris Hoffman
    Android allows you to customize your home screen, adding widgets, arranging shortcuts and folders, choosing a background, and even replacing the included launcher entirely. You can install icon packs to theme your app icons, too. Third-party launchers use standard app icons by default, but they don’t have to. You can install icon packs that third-party launchers will use in place of standard app icons. How to Use Icon Packs To use icon packs, you’ll need to use a third-party launcher that supports them, such as Nova, Apex, ADW, Go Launcher, Holo Launcher, or Action Launcher Pro. Once you’re using a third-party launcher, you can install an icon pack and go into your launcher’s settings. You’ll find an option that allows you to choose between the icon packs you’ve installed. Many of these icon packs also include wallpapers, which you can set in the normal way. MIUI 5 Icons This icon pack offers over 1900 free icons that are similar to the icons used by the MIUi ROM developed by China’s Xiaomi Tech. The large list of icons is a big plus — this pack will give the majority of your app icons a very slick, consistent look. DCikonZ Theme DCikonZ is a free icon theme that includes a whopping 4000+ icons with a consistent look. This icon theme stands out not just because it’s huge, but also for offering for going in its own direction and avoiding the super-simple, flat look many icon packs use. Holo Icons Holo Icons replaces many app icons with simple, consistent-looking that match Google’s Holo style. If you’re a fan of Android’s Holo look, give it a try. It even tweaks many of the icons from Google’s own apps to make them look more consistent. Square Icon Pack Square Icon Pack turns your icons into simple squares. Even Google Chrome becomes an orb instead of a square. This makes every icon a consistent size and offers a unique look. The icons here almost look a bit like the small-size tiles available on Windows Phone and Windows 8.1. The free version doesn’t offer as many icons as the paid version, but it does offer icons for many popular apps. Rounded Want rounded icons instead? Try the Rounded icon theme, which offers simple rounded icons. The developer says they’re inspired by the consistently round icons used on Mozilla’s Firefox OS. Crumbled Icon Pack Crumbled Icon Pack applies an effect that makes icons look as if they’r crumbling. Rather than theming individual icons, Crumbled Icon Pack adds an effect to every app icon on your device. This means that all your app icons will be themed and consistent. Dainty Icon Pack Is your Android home screen too colorful? Dainty Icon Pack offers simple, gray-on-white icons for over 1200 apps. It’d be ideal over a simple background. The contrast may be a bit low here with the gray-on-white, but it’s otherwise very slick. Simplex Icons Simplex Icons offers more contrast, with black-on-gray icons. This icon pack could simplify busy home screens, allowing photographic wallpapers to come through. Min Icon Set Min attempts to go as minimal as possible, offering simple white icons for over 570 apps. It would be ideal over a simple wallpaper with app names hidden in your launcher, offering a calming, minimal home screen. For apps it doesn’t recognize, it will enclose part of the app’s icon in a white circle. Elegance Elegance goes in another direction entirely, offering icons that incorporate more details and gradients rather than going for minimalism. Its over 1200 icons offer another good option for people who aren’t into the minimal, flat look. Icon pack designers generally have to create and include their own icons to replace icons associated with specific apps, so you’ll probably find a few of your app icons aren’t replaced with most of these themes. Of course, a standard Android phone without an icon pack doesn’t have consistent icons, either. Even if all the icons in your app drawer aren’t themed, the few app icons you have on your home screen will be if you use widely used apps.     

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  • iPhone UnitTesting UITextField value and otest error 133

    - by Justin Galzic
    Are UITextFields not meant to be part of the LogicTests and instead part of the ApplicationTest target? I have a factory class that is responsible for creating and returning an (iPhone) UITextField and I'm trying to unit test it. It is part of my Logic Test target and when I try to build and run the tests, I get a build error about: /Developer/Tools/RunPlatformUnitTests.include:451:0 Test rig '/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.2.sdk/ 'Developer/usr/bin/otest' exited abnormally with code 133 (it may have crashed). In the build window, this points to the following line in: "RunPlatformUnitTests.include" RPUTIFail ${LINENO} "Test rig '${TEST_RIG}' exited abnormally with code ${TEST_RIG_RESULT} (it may have crashed)." My unit test looks like this: #import <SenTestingKit/SenTestingKit.h> #import <UIKit/UIKit.h> // Test-subject headers. #import "TextFieldFactory.h" @interface TextFieldFactoryTests : SenTestCase { } @end @implementation TextFieldFactoryTests #pragma mark Test Setup/teardown - (void) setUp { NSLog(@"%@ setUp", self.name); } - (void) tearDown { NSLog(@"%@ tearDown", self.name); } #pragma mark Tests - (void) testUITextField_NotASecureField { NSLog(@"%@ start", self.name); UITextField *textField = [TextFieldFactory createTextField:YES]; NSLog(@"%@ end", self.name); } The class I'm trying to test: // Header file #import <Foundation/Foundation.h> #import <UIKit/UIKit.h> @interface TextFieldFactory : NSObject { } +(UITextField *)createTextField:(BOOL)isSecureField; @end // Implementation file #import "TextFieldFactory.h" @implementation TextFieldFactory +(UITextField *)createTextField:(BOOL)isSecureField { // x,y,z,w are constants declared else where UITextField *textField = [[[UITextField alloc] initWithFrame:CGRectMake(x, y, z, w)] autorelease]; // some initialization code return textField; } @end

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  • How can I use OCMock to verify that a method is never called?

    - by Justin Voss
    At my day job I've been spoiled with Mockito's never() verification, which can confirm that a mock method is never called. Is there some way to accomplish the same thing using Objective-C and OCMock? I've been using the code below, which works but it feels like a hack. I'm hoping there's a better way... - (void)testSomeMethodIsNeverCalled { id mock = [OCMockObject mockForClass:[MyObject class]]; [[[mock stub] andCall:@selector(fail) onObject:self] forbiddenMethod]; // more test things here, which hopefully // never call [mock forbiddenMethod]... } - (void)fail { STFail(@"This method is forbidden!"); }

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  • MS Access 2003 - Message Box: How can I answer "ok" automatically through code

    - by Justin
    So a couple silly questions: If I include this in some event: MsgBox " ", vbOkOnly, "This little message box" could I then with some more code turn around and 'click the ok button. So that basically the message boox automatically pops up, and then automatically goes away? I know its silly because you want to know, why do you want the message box then..... well a) i just want to know if you can do that, and what would be the command b) i have some basic shapes (shape objects) that are made visible when the message box appears. But without having the message box there, there is no temporary disruption of code while waiting for the button to be clicked, and therefor those pretty image objects being made visible does take effect on the the form. So I really do not need the message box, just the temp disruption that shows the objects. Thanks!

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  • NSURLConnection and Basic HTTP Authentication

    - by Justin Galzic
    I need to invoke an initial GET HTTP request with Basic Authentication. This would be the first time the request is sent to the server and I already have the username & password so there's no need for a challenge from the server for authorization. First question: 1) Does NSUrlConnection have to be set as synchronous to do Basic Auth? According to the answer on this post, it seems that you can't do Basic Auth if you opt for the async route. 2) Anyone know of any some sample code that illustrates Basic Auth on a GET request without the need for a challenge response? Apple's documentation shows an example but only after the server has issued the challenge request to the client. I'm kind of new the networking portion of the SDK and I'm not sure which of the other classes I should use to get this working. (I see the NSURLCredential class but it seems that it is used only with NSURLAuthenticationChallenge after the client has requested for an authorized resource from the server).

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  • How does SimpleWorkerRequest associate MIME types with extensions?

    - by Justin Dearing
    I was serving html referencing svg files in Cassini, and having problems since the mime type was not being sent properly. I ended up writing my own port of Cassini that set the extension based on mime type. After a good night of sleep I realized that there might be some sort of registry key or config file where I can configure custom mime types for SimpleWorkerRequest, the .NET class that serves content through Casinni. However, I don't know what that is.

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  • Does jQuery ajaxSetup method not work with $.get or $.post?

    - by Justin Poliey
    Does the jQuery $.ajaxSetup method not respect the data field in the options hash when $.post or $.get is called? For example, I might have this code: $.ajaxSetup({ data: { persist: true } }); Then, to send a POST request, I would call this: $.post("/create/something", { name: "foo" }); I was expecting the actual POST data to look like this: { persist: true, name: "foo" } but the only data sent by $.post is { name: "foo" }. Is there any way to get the expected behavior? I'm using jQuery 1.4.1.

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  • Sending SMS programmatically in 1.5 on CDMA device

    - by Justin
    I am developing an application that relies heavily on sending SMS programmatically. I followed the examples released after 1.6 that demonstrate how to use an abstract class to implement sending for 1.5 and 1.6+. I started getting complaints from some users about how it appears as though SMS should be sent but they are in fact not. It took be a while to realize what was going on, the one 1.5 test device I have is GSM. Of course it must be because the Sprint Hero is CDMA (running 1.5). Regardless of message size I use the general form of: divideMessage() and sendMultipartTextMessage(destinationAddress, null, parts, null, null) How can I successfully send an SMS in this case? Can I call sendTextMessage() a number of times? Also, I tried unsuccessfully to find the source for the Hero's Messenger/Conversations package or equivalent, if anyone knows where to find that that would be great.

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  • Equivalents to Z80 DJNZ instruction on other architectures?

    - by Justin Ethier
    First a little background. The z80 CPU has an instruction called DJNZ which can be used in a similar manner as a for loop. Basically DJNZ decrements the B register and jumps to a label if not zero. For example: ld b,96 ; erase all of the line disp_version_erase_loop: call _vputblank ; erase pixels at cursor (uses b reg) djnz disp_version_erase_loop ; loop Of course you can do the same thing using regular comparison and jump instructions, but often it is handy to use the single instruction. With that out of the way, my question is, do other CPU architectures include a similar control instruction?

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  • MS Access 2003 - VBA for altering a table after a "SELECT * INTO tblTemp FROM tblMain" statement

    - by Justin
    Hi. I use functions like the following to make temporary tables out of crosstabs queries. Function SQL_Tester() Dim sql As String If DCount("*", "MSysObjects", "[Name]='tblTemp'") Then DoCmd.DeleteObject acTable, "tblTemp" End If sql = "SELECT * INTO tblTemp from TblMain;" Debug.Print (sql) Set db = CurrentDb db.Execute (sql) End Function I do this so that I can then use more vba to take the temporary table to excel, use some of excel functionality (formulas and such) and then return the values to the original table (tblMain). Simple spot i am getting tripped up is that after the Select INTO statement I need to add a brand new additional column to that temporary table and I do not know how to do this: sql = "Create Table..." is like the only way i know how to do this and of course this doesn't work to well with the above approach because I can't create a table that has already been created after the fact, and I cannot create it before because the SELECT INTO statement approach will return a "table already exists" message. Any help? thanks guys!

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  • ExpandableListView child items don't get focus when touched...

    - by Justin
    Ok, so I wrote an ExpandableListView and subclassed BaseExpandableListAdapter... Everything works fine except I cannot get the child views to take focus when clicked. If I use the trackball everything works fine. But if I try to click on a child I get no feedback whatsoever. I have tried setting android:focusable, android:focusableInTouchMode, and android:clickable (and I have also tried setting this via code) but I can't get anything to work. Any ideas? Here is my Adapter code: public class ExpandableAppAdapter extends BaseExpandableListAdapter { private PackageManager m_pkgMgr; private Context m_context; private List<ApplicationInfo> m_groups; private List<List<ComponentName>> m_children; public ExpandableAppAdapter(Context context, List<ApplicationInfo> groups, List<List<ComponentName>> children) { m_context = context; m_pkgMgr = m_context.getPackageManager(); m_groups = groups; m_children = children; } @Override public Object getChild(int groupPos, int childPos) { return m_children.get(groupPos).get(childPos); } @Override public long getChildId(int groupPos, int childPos) { return childPos; } @Override public int getChildrenCount(int groupPos) { return m_children.get(groupPos).size(); } @Override public View getChildView(int groupPos, int childPos, boolean isLastChild, View convertView, ViewGroup parent) { if (convertView == null) { LayoutInflater inflater = LayoutInflater.from(m_context); convertView = inflater.inflate(R.layout.expandable_app_child_row, null); } ComponentName child = (ComponentName)getChild(groupPos, childPos); TextView txtView = (TextView)convertView.findViewById(R.id.item_app_pkg_name_id); if (txtView != null) txtView.setText(child.getPackageName()); txtView = (TextView)convertView.findViewById(R.id.item_app_class_name_id); if (txtView != null) txtView.setText(child.getClassName()); convertView.setFocusableInTouchMode(true); return convertView; } @Override public Object getGroup(int groupPos) { return m_groups.get(groupPos); } @Override public int getGroupCount() { return m_groups.size(); } @Override public long getGroupId(int groupPos) { return groupPos; } @Override public View getGroupView(int groupPos, boolean isExpanded, View convertView, ViewGroup parent) { if (convertView == null) { LayoutInflater inflater = LayoutInflater.from(m_context); convertView = inflater.inflate(R.layout.expandable_app_group_row, null); } ApplicationInfo group = (ApplicationInfo)getGroup(groupPos); ImageView imgView = (ImageView)convertView.findViewById(R.id.item_selection_icon_id); if (imgView != null) { Drawable img = m_pkgMgr.getApplicationIcon(group); imgView.setImageDrawable(img); imgView.setMaxWidth(20); imgView.setMaxHeight(20); } TextView txtView = (TextView)convertView.findViewById(R.id.item_app_name_id); if (txtView != null) txtView.setText(m_pkgMgr.getApplicationLabel(group)); return convertView; } @Override public boolean hasStableIds() { return false; } @Override public boolean isChildSelectable(int groupPos, int childPos) { return true; } } Thanks in advance!

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