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  • showing null rows using join

    - by Pradyut Bhattacharya
    Hi, In mysql i m selecting from a table shouts having a foreign key to another table named "roleuser" with the matching column as user_id Now the user_id column in the shouts table for some rows is null (not actually null but with no inserts in mysql) How to show all the rows of the shouts table either with user_id null or not I m executing the sql statement SELECT s.*, r.firstname, r.lastname FROM shouts s left join roleuser r where r.user_id = s.user_id limit 50; which does not executes and shows You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'where r.user_id = s.user_id limit 50' at line 2 but using inner join the sql executes which shows rows which only have user_id values in the shouts table. the nulls are not shown. SELECT s.*, r.firstname, r.lastname FROM shouts s inner join roleuser r where r.user_id = s.user_id limit 50; How can i show all the rows from the shouts table and null values in the firstname and lastname columns where the user_id is null in the shouts table. If not at all possible with sql may be using stored procedures... Thanks Pradyut

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  • Reinforcement learning with neural networks

    - by Betamoo
    I am working on a project with RL & NN I need to determine the action vector structure which will be fed to a neural network.. I have 3 different actions (A & B & Nothing) each with different powers (e.g A100 A50 B100 B50) I wonder what is the best way to feed these actions to a NN in order to yield best results? 1- feed A/B to input 1, while action power 100/50/Nothing to input 2 2- feed A100/A50/Nothing to input 1, while B100/B50/Nothing to input 2 3- feed A100/A50 to input 1, while B100/B50 to input 2, while Nothing flag to input 3 4- Also to feed 100 & 50 or normalize them to 2 & 1 ? I need reasons why to choose one method Any suggestions are recommended Thanks

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  • BioPython: extracting sequence IDs from a Blast output file

    - by Jon
    Hi, I have a BLAST output file in XML format. It is 22 query sequences with 50 hits reported from each sequence. And I want to extract all the 50x22 hits. This is the code I currently have, but it only extracts the 50 hits from the first query. from Bio.Blast import NCBIXM blast_records = NCBIXML.parse(result_handle) blast_record = blast_records.next() save_file = open("/Users/jonbra/Desktop/my_fasta_seq.fasta", 'w') for alignment in blast_record.alignments: for hsp in alignment.hsps: save_file.write('>%s\n' % (alignment.title,)) save_file.close() Somebody have any suggestions as to extract all the hits? I guess I have to use something else than alignments. Hope this was clear. Thanks! Jon

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  • CSS vertical centering split background image not overlapping

    - by user295292
    is it possible to split 2 images vertically and when resizing the browser, it wont overlap but stay vertically centered? can the left image stay fixed so the right side of it won't cut off(overlap) this is what i have now, but when resizing the browser smaller, it pushes the left image underneath the right. rather have the images cut off on the outer sides and never overlap each other in the middle, make sense? #wrapper { width:1680px; max-width:1680px; height:500px; margin: 0 auto; } #left-image { width: 50%; position:absolute; left: auto; height:500px; } #right-image { width: 50%; position:absolute; right: 0px; height:500px; }

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  • fgets and strcmp [C]

    - by Blackbinary
    I'm trying to compare two strings. One stored in a file, the other retrieved from the user (stdin). Here is a sample program: int main() { char targetName[50]; fgets(targetName,50,stdin); char aName[] = "bob"; printf("%d",strcmp(aName,targetName)); return 0; } In this program, strcmp returns a value of -1 when the input is 'bob'. Why is this? I thought they should be equal. How can i get it so that they are?

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  • Sorting tree with a materialized path?

    - by Ovid
    I have a tree structure in a table and it uses materialized paths to allow me to find children quickly. However, I also need to sort the results depth-first, as one would expect with threaded forum replies. id | parent_id | matpath | created ----+-----------+---------+---------------------------- 2 | 1 | 1 | 2010-05-08 15:18:37.987544 3 | 1 | 1 | 2010-05-08 17:38:14.125377 4 | 1 | 1 | 2010-05-08 17:38:57.26743 5 | 1 | 1 | 2010-05-08 17:43:28.211708 7 | 1 | 1 | 2010-05-08 18:18:11.849735 6 | 2 | 1.2 | 2010-05-08 17:50:43.288759 9 | 5 | 1.5 | 2010-05-09 14:02:43.818646 8 | 6 | 1.2.6 | 2010-05-09 14:01:17.632695 So the final results should actually be sorted like this: id | parent_id | matpath | created ----+-----------+---------+---------------------------- 2 | 1 | 1 | 2010-05-08 15:18:37.987544 6 | 2 | 1.2 | 2010-05-08 17:50:43.288759 8 | 6 | 1.2.6 | 2010-05-09 14:01:17.632695 3 | 1 | 1 | 2010-05-08 17:38:14.125377 4 | 1 | 1 | 2010-05-08 17:38:57.26743 5 | 1 | 1 | 2010-05-08 17:43:28.211708 9 | 5 | 1.5 | 2010-05-09 14:02:43.818646 7 | 1 | 1 | 2010-05-08 18:18:11.849735 How would I work that out? Can I do that in straight SQL (this is PostgreSQL 8.4) or should additional information be added to this table?

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  • Problem with ColdFusion communicating with MySQL database

    - by Greg
    Hi, I have been working to migrate a non-profit website from a local server (running Windows XP) to a GoDaddy hosting account (running Linux). Most of the pages are written in ColdFusion. Things have gone smoothly, up until this point. There is a flash form within the site (see this page: http://www.preservenet.cornell.edu/employ/submitjob.cfm) which, when completed, takes the visitor to this page: submitjobaction.cfm . I'm not quite sure what to make of this error, since I copied exactly what had been in the old MySQL database, and the .cfm files are exactly as they had been when they worked on the old server. Am I missing something? Below is the code from the database that the error seems to be referring to. When I change "Positionlat" to some default value in the database as it suggests in the error, it says that another field needs a default value, and it's a neverending chain of errors as I try to correct it. This is probably a stupid error that I'm missing, but I've been working at it for days and can't find what I'm missing. I would really appreciate any help. Thanks! -Greg DROP TABLE IF EXISTS employopp; CREATE TABLE employopp ( POSTID int(10) NOT NULL auto_increment, USERID varchar(10) collate latin1_general_ci default NULL, STATUS varchar(10) collate latin1_general_ci NOT NULL default 'ACTIVE', TYPE varchar(50) collate latin1_general_ci default 'professional', JOBTITLE varchar(70) collate latin1_general_ci default NULL, NUMBER varchar(30) collate latin1_general_ci default NULL, SALARY varchar(40) collate latin1_general_ci default NULL, ORGNAME varchar(70) collate latin1_general_ci default NULL, DEPTNAME varchar(70) collate latin1_general_ci default NULL, ORGDETAILS mediumtext character set utf8 collate utf8_unicode_ci, ORGWEBSITE varchar(200) collate latin1_general_ci default NULL, ADDRESS varchar(60) collate latin1_general_ci default 'none given', ADDRESS2 varchar(60) collate latin1_general_ci default NULL, CITY varchar(30) collate latin1_general_ci default NULL, STATE varchar(30) collate latin1_general_ci default NULL, COUNTRY varchar(3) collate latin1_general_ci default 'USA', POSTALCODE varchar(10) collate latin1_general_ci default NULL, EMAIL varchar(75) collate latin1_general_ci default NULL, NOMAIL varchar(5) collate latin1_general_ci default NULL, PHONE varchar(20) collate latin1_general_ci default NULL, FAX varchar(20) collate latin1_general_ci default NULL, WEBSITE varchar(200) collate latin1_general_ci default NULL, POSTDATE varchar(10) collate latin1_general_ci default NULL, POSTUNTIL varchar(20) collate latin1_general_ci default 'select date', POSTUNTILFILLED varchar(20) collate latin1_general_ci NOT NULL default 'until filled', texteHTML mediumtext character set utf8 collate utf8_unicode_ci, HOWTOAPPLY mediumtext character set utf8 collate utf8_unicode_ci, CONFIRSTNM varchar(30) collate latin1_general_ci default NULL, CONLASTNM varchar(60) collate latin1_general_ci default NULL, POSITIONCITY varchar(30) collate latin1_general_ci default NULL, POSITIONSTATE varchar(30) collate latin1_general_ci default NULL, POSITIONCOUNTRY varchar(3) collate latin1_general_ci default 'USA', POSITIONLAT varchar(50) collate latin1_general_ci NOT NULL, POSITIONLNG varchar(50) collate latin1_general_ci NOT NULL, PRIMARY KEY (POSTID) ) ENGINE=MyISAM AUTO_INCREMENT=2007 DEFAULT CHARSET=latin1 COLLATE=latin1_general_ci;

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  • How to setup split test?

    - by John Isaacks
    I want to create a way to test different layouts on a page to see which get more conversions. For example. If I have 2 versions of a page and I send 50% to page A and 50% to page B and see which one converts more sales. So I am thinking maybe use .htaccess to rewrite half to page A and the other half to page B. But how can I do that with .htaccess is there a way? do I need to use PHP instead to do this? Also if there is a better way to do this, or any cautions I should be aware of, please let me know.

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  • Embedding Facebook in an IFrame

    - by Matthew Kruskamp
    I have an app that has an IFrame with a page flash overly allowing you to draw on webpages. When I go to Facebook with the application, an overlay pops up covering everything at 50% opacity (Which is fine). The problem is that the overlay is all black in some installations of IE7. Can anyone advise on how to get around this? Here is the code that they have that does this. <div style="z-index: 1000001; position: absolute; filter: alpha(opacity = 50); WIDTH: 9999px; background: black; height: 9999px; top: 0px; left: 0px; opacity: 0.5;" onclick="top.location.href=window.location.href"/> Is there something I can do with meta tags or something to get the filter alpha to work correctly?

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  • Problem in retrieving the ini file through web page

    - by MalarN
    Hi All, I am using an .ini file to store some values and retrieve values from it using the iniparser. When I give (hardcode) the query and retrive the value through the command line, I am able to retrive the ini file and do some operation. But when I pass the query through http, then I am getting an error (file not found), i.e., the ini file couldn't be loaded. Command line : int main(void) { printf("Content-type: text/html; charset=utf-8\n\n"); char* data = "/cgi-bin/set.cgi?pname=x&value=700&url=http://IP/home.html"; //perform some operation } Through http: .html function SetValue(id) { var val; var URL = window.location.href; if(id =="set") { document.location = "/cgi-bin/set.cgi?pname="+rwparams+"&value="+val+"&url="+URL; } } .c int * Value(char* pname) { dictionary * ini ; char *key1 = NULL; char *key2 =NULL; int i =0; int val; ini = iniparser_load("file.ini"); if(ini != NULL) { //key for fetching the value key1 = (char*)malloc(sizeof(char)*50); if(key1 != NULL) { strcpy(key1,"ValueList:"); key2 = (char*)malloc(sizeof(char)*50); if(key2 != NULL) { strcpy(key2,pname); strcat(key1,key2); val = iniparser_getint(ini, key1, -1); if(-1 == val || 0 > val) { return 0; } } else { //error free(key1); return; } } else { printf("ERROR : Memory Allocation Failure "); return; } } else { printf("ERROR : .ini File Missing"); return; } iniparser_freedict(ini); free(key1); free(key2); return (int *)val; } void get_Value(char* pname,char* value) { int result =0; result = Value(pname); printf("Result : %d",result); } int main(void) { printf("Content-type: text/html; charset=utf-8\n\n"); char* data = getenv("QUERY_STRING"); //char* data = "/cgi-bin/set.cgi?pname=x&value=700&url=http://10.50.25.40/home.html"; //Parse to get the values seperately as parameter name, parameter value, url //Calling get_Value method to set the value get_Value(final_para,final_val); } * file.ini * [ValueList] x = 100; y = 70; When the request is sent through html page, I am always getting .ini file missing. If directly the request is sent from C file them it works fine. How to resolve this?

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  • CSS vertcial centering split background image not overlapping

    - by user295292
    is it possible to split 2 images vertically and when resizing the browser, it wont overlap but stay vertically centered? can the left image stay fixed so the right side of it won't cut off(overlap) this is what i have now, but when resizing the browser smaller, it pushes the left image underneath the right. rather have the images cut off on the outer sides and never overlap each other in the middle, make sense? wrapper { width:1680px; max-width:1680px; height:500px; margin: 0 auto; } left-image { width: 50%; position:absolute; left: auto; height:500px; } right-image { width: 50%; position:absolute; right: 0px; height:500px; }

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  • Something is wrong with this C code to reverse string, but I dont know what ? please help

    - by Harbhag
    Hi all, I am beginnner to programming. I wrote this little program to reverse a string. But if I try to reverse a string which is less than 5 characters long then it gives wrong output. I cant seem to find whats wrong. #include<stdio.h> #include<string.h> int main() { char test[50]; char rtest[50]; int i, j=0; printf("Enter string : "); scanf("%s", test); int max = strlen(test) - 1; for ( i = max; i>=0; i--) { rtest[j] = test[i]; j++; } printf("Reversal is : %s\n", rtest); return 0; }

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  • Django query: Count and Group BY

    - by Tyler Lane
    I have a query that I'm trying to figure the "django" way of doing it: I want to take the last 100 calls from Call. Which is easy: calls = Call.objects.all().order_by('-call_time')[:100] However the next part I can't find the way to do it via django's ORM. I want to get a list of the call_types and the number of calls each one has WITHIN that previous queryset i just did. Normally i would do a query like this: "SELECT COUNT(id),calltype FROM call WHERE id IN ( SELECT id FROM call ORDER BY call_time DESC LIMIT 100 ) GROUP BY calltype;" I can't seem to find the django way of doing this particular query. Here are my 2 models: class Call( models.Model ): call_time = models.DateTimeField( "Call Time", auto_now = False, auto_now_add = False ) description = models.CharField( max_length = 150 ) response = models.CharField( max_length = 50 ) event_num = models.CharField( max_length = 20 ) report_num = models.CharField( max_length = 20 ) address = models.CharField( max_length = 150 ) zip_code = models.CharField( max_length = 10 ) geom = models.PointField(srid=4326) calltype = models.ForeignKey(CallType) objects = models.GeoManager() class CallType( models.Model ): name = models.CharField( max_length = 50 ) description = models.CharField( max_length = 150 ) active = models.BooleanField() time_init = models.DateTimeField( "Date Added", auto_now = False, auto_now_add = True ) objects = models.Manager()

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  • Delay keyboard input help

    - by Stradigos
    I'm so close! I'm using the XNA Game State Management example found here and trying to modify how it handles input so I can delay the key/create an input buffer. In GameplayScreen.cs I've declared a double called elapsedTime and set it equal to 0. In the HandleInput method I've changed the Key.Right button press to: if (keyboardState.IsKeyDown(Keys.Left)) movement.X -= 50; if (keyboardState.IsKeyDown(Keys.Right)) { elapsedTime -= gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsedTime <= 0) { movement.X += 50; elapsedTime = 10; } } else { elapsedTime = 0; } The pseudo code: If the right arrow key is not pressed set elapsedTime to 0. If it is pressed, the elapsedTime equals itself minus the milliseconds since the last frame. If the difference then equals 0 or less, move the object 50, and then set the elapsedTime to 10 (the delay). If the key is being held down elapsedTime should never be set to 0 via the else. Instead, after elapsedTime is set to 10 after a successful check, the elapsedTime should get lower and lower because it's being subtracted by the TotalMilliseconds. When that reaches 0, it successfully passes the check again and moves the object once more. The problem is, it moves the object once per press but doesn't work if you hold it down. Can anyone offer any sort of tip/example/bit of knowledge towards this? Thanks in advance, it's been driving me nuts. In theory I thought this would for sure work. CLARIFICATION Think of a grid when your thinking about how I want the block to move. Instead of just fluidly moving across the screen, it's moving by it's width (sorta jumping) to the next position. If I hold down the key, it races across the screen. I want to slow this whole process down so that holding the key creates an X millisecond delay between it 'jumping'/moving by it's width. EDIT: Turns out gameTime.ElapsedGameTime.TotalMilliseconds is returning 0... all of the time. I have no idea why.

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  • Using Jquery to load Facebook fb:profile-pic - not working in IE

    - by Gublooo
    Hey.... I followed the tips given on Loading Facebook fb:profile via ajax In my app, I am basically loading more comments posted by the user via Jquery and along with each comment showing the user's picture using the fb:profile-pic tag This is a sample of how I'm building the string via Jquery newcomment += "<fb:profile-pic uid='"+data.fb_userid+"' height='50' width='50' /"; newcomment += ""+data.user_name+": "; newcomment += ""+data.user_comment+": "; $("#morecomments").append(newcomment); So the profile-pic was not being displayed - After reading the above link, I added if ( FB.XFBML.Host.parseDomTree ) setTimeout( FB.XFBML.Host.parseDomTree, 0 ); The weird thing now is - its working in Chrome and Firefox but not in IE Cant figure out why. Any help will be appreciated. Thanks

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  • Creating an URL without global variables

    - by dygi
    I have a code like this below, which gives me a $link that equals to: http://mydomain.com/image/photo.JPG if (!empty($_SESSION['item'][$i])) { $path = dirname(__FILE__).'/image/'.basename($_SESSION['item'][$i]); if (move_uploaded_file($_SESSION['item'][$i], $path)) global $url; if ( $url ) { $link = $url.'/image/'.basename($_SESSION['item'][$i]); echo "<td><img src='" . $link . "' width='50' height='50' /></td>"; } } I wonder, how should I properly ommit using global variable here to achieve the same result.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • How can i get this ASP.NET MVC SelectList to work?

    - by Pure.Krome
    Hi folks, I create a selectList in my controller, to display in the view. I'm trying to create it on the fly, sorta thing .. like this... myViewData.PageOptionsDropDown = new SelectList(new [] {"10", "15", "25", "50", "100", "1000"}, "15"); It compiles, but the output is bad... <select id="PageOptionsDropDown" name="PageOptionsDropDown"> <option>10</option> <option>15</option> <option>25</option> <option>50</option> <option>100</option> <option>1000</option> </select> Notice how no item is selected? How can i fix this?? Update Just bumping this ... issue still outstanding :(

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  • FFMpeg Error av_interleaved_write_frame():

    - by rajaneesh
    this my code . after running php code FFmpeg version 0.5, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --prefix=/usr --libdir=/usr/lib --shlibdir=/usr/lib --mandir=/usr/share/man --incdir=/usr/include --enable-libamr-nb --enable-libamr-wb --enable-libdirac --enable-libfaac --enable-libfaad --enable-libmp3lame --enable-libtheora --enable-libx264 --enable-gpl --enable-nonfree --enable-postproc --enable-pthreads --enable-shared --enable-swscale --enable-x11grab libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 0 / 52.20. 0 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Nov 6 2009 19:05:03, gcc: 4.1.2 20080704 (Red Hat 4.1.2-46) Seems stream 0 codec frame rate differs from container frame rate: 50.00 (50/1) - 25.00 (25/1) Input #0, flv, from 'demo.flv': Duration: 00:00:30.83, start: 0.000000, bitrate: 546 kb/s Stream #0.0: Video: h264, yuv420p, 640x360 [PAR 1:1 DAR 16:9], 546 kb/s, 25 tbr, 1k tbn, 50 tbc Stream #0.1: Audio: aac, 44100 Hz, stereo, s16 Output #0, image2, to 'demo.jpg': Stream #0.0: Video: mjpeg, yuvj420p, 640x360 [PAR 1:1 DAR 16:9], q=2-31, 200 kb/s, 90k tbn, 1 tbc Stream mapping: Stream #0.0 - #0.0 Press [q] to stop encoding av_interleaved_write_frame(): I/O error occurred Usually that means that input file is truncated and/or corrupted.

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  • Netlogo Programming question - Chemical Equilibrium temperature and pressure implementation

    - by user286190
    Hi I am trying to code something in Netlogo..I am using an existing model Chemical Equilibrium and am trying to implement the following: turtles-own [speed ] ask turtles [ ;; set velocity ( ambient-temperature = 30 ) ;; fd velocity if temp > 40 [ "speed" increases of turtles ] ifelse temperature < 30 [ speed of turtles decreases] ] ;; to temp but it does not seem to work (it temperature is more than 40 the speed of the turtles increases if the temperature is less than 30 the speed of the turtles decreases) temperature is a slider on the model the same for pressure ask turtles [ ;; if pressure > 50 then speed increases of turtles ;; if pressure < 50 then speed decreases of turtles ] ;; to pressure thanks

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  • ImageMagick: convert png fail via PHP and works via bash shell

    - by wedix
    I've got a very weird bug which I've yet to find a solution. UPDATE see solution below What I am trying to do is convert a full size picture into a 160x120 thumbnail. It works great with jpg and jpeg files of any size, but not with png. ImageMagick command: /opt/local/bin/convert '/WEBSERVER/images/img_0003-192-10.png' -thumbnail x320 -resize '320x<' -resize 50% -gravity center -crop 160x120+0+0 +repage -quality 91 '/WEBSERVER/thumbs/small_img_0003-192-10.png' PHP function (shortened) ... $cmd = "/opt/local/bin/convert '/WEBSERVER/images/img_0003-192-10.png' -thumbnail x320 -resize '320x<' -resize 50% -gravity center -crop 160x120+0+0 +repage -quality 91 '/WEBSERVER/thumbs/small_img_0003-192-10.png'"; exec($cmd, $output, $retval); $errors += $retval; if ($errors > 0) { die(print_r($output)); } When this function runs $retval equal 1 which means the convert command failed (thumbnail isn't created). This is where it gets interesting, if I run the exact same command in my shell, it works. wedbook:~ wedix$ /opt/local/bin/convert '/WEBSERVER/images/img_0003-192-10.png' -thumbnail x320 -resize '320x<' -resize 50% -gravity center -crop 160x120+0+0 +repage -quality 91 '/WEBSERVER/thumbs/small_img_0003-192-10.png' wedbook:~ wedix$ I've tried using different PHP function such as system, passthru but it didn't work. I thought maybe someone here knew the solution. I'm using MAMP 1.7.2 Apache/2.0.59 PHP/5.2.6 Thanks! UPDATE I updated the following dependencies libpng from 1.2.35 to 1.2.37 libiconv from 1.12_2 to 1.13_0 ImageMagick 6.5.2-4_1 to 6.5.2-9_0 However, it did not fix my problem. 2nd UPDATE I finally found something that might help, when the function runs this is what gets printed in the Apache logs: dyld: Library not loaded: /opt/local/lib/libiconv.2.dylib Referenced from: /opt/local/bin/convert Reason: Incompatible library version: convert requires version 8.0.0 or later, but libiconv.2.dylib provides version 7.0.0 3rd UPDATE libiconv.2.dylib is version 8.0.0... bash-3.2$ otool -L /opt/local/lib/libiconv.2.dylib /opt/local/lib/libiconv.2.dylib: /opt/local/lib/libiconv.2.dylib (compatibility version 8.0.0, current version 8.0.0) /usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0, current version 1.0.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 111.1.4) 4th UPDATE Problem was related to MAMP, see solution below

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  • Winforms: calling entry form function from a different class

    - by samy
    I'm kinda new to programming and got a question on what is a good practice. I created a class that represents a ball and it has a function Jump() that use 2 timers and get the ball up and down. I know that in Winforms you got to call Invalidate() every time you want to repaint the screen, or part of it. I didn't find a good way to do that, so I reference the form in my class, and called Invalidate() inside my ball class every time I need to repaint to ball movement. (this works but I got a feeling that this is not a good practice) Here is the class I created: public class Ball { public Form1 parent;//----> here is the reference to the form public Rectangle ball; Size size; public Point p; Timer timerBallGoUp = new Timer(); Timer timerBallGDown = new Timer(); public int ballY; public Ball(Size _size, Point _p) { size = _size; p = _p; ball = new Rectangle(p, size); } public void Jump() { ballY = p.Y; timerBallGDown.Elapsed += ballGoDown; timerBallGDown.Interval = 50; timerBallGoUp.Elapsed += ballGoUp; timerBallGoUp.Interval = 50; timerBallGoUp.Start(); } private void ballGoUp(object obj,ElapsedEventArgs e) { p.Y++; ball.Location = new Point(ball.Location.X, p.Y); if (p.Y >= ballY + 50) { timerBallGoUp.Stop(); timerBallGDown.Start(); } parent.Invalidate(); // here i call parent.Invalidate() 1 } private void ballGoDown(object obj, ElapsedEventArgs e) { p.Y--; ball.Location = new Point(ball.Location.X, p.Y); if (p.Y <= ballY) { timerBallGDown.Stop(); timerBallGoUp.Start(); } parent.Invalidate(); // here i call parent.Invalidate() 2 } } I'm wondring if there is a better way to do that? (sorry for my english)

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  • Oracle Schema Design: Seperate Schema with I/O Overhead?

    - by Guru
    We are designing database schema for a new system based on Oracle 11gR1. We have identified a main schema which would have close to 100 tables, these will be accessed from the front end Java application. We have a requirement to audit the values which got changed in close to 50 tables, this has to be done every row. Which means, it is possible that, for a single row in MYSYS.T1 there might be 50 (or more) rows in MYSYS_AUDIT.T1_AUD table. We might be having old values of every column entry and new values available from T1. DBA gave an observation, advising against this method, because he said, separate schema meant an extra I/O for every operation. Basically AUDIT schema would be used only to do some analyse and enter values (thus SELECT and INSERT). Is it true that, "a separate schema means an extra I/O" ? I could not find justification. It appears logical to me, as the AUDIT data should not be tampered with, so a separate schema. Also, we designed a separate schema for archiving some tables from MYSYS. From MYSYS_ARC the table might be backed up into tapes or deleted after sufficient time. Few stats: Few tables (close to 20, 30) in MYSYS schema could grow to around 50M rows. We have asked for a total disk space of 4 TB. MYSYS_AUDIT schema might be having 10 times that of MYSYS but we wont keep them more than 3 months. Questions Given all these, can you suggest me any improvements? Separate schema affects disc I/O? (one extra I/O for every schema ?) Any general suggestions? Figure: +-------------------+ +-------------------+ | MYSYS | | MYSYS_AUDIT | | | | | | 1. T1 | | 1. T1_AUD | | 2. T2 | | 2. T2_AUD | | 3. T3 |--------->| 3. T3_AUD | | 4. T4 |(SELECT, | 4. T4_AUD | | . | INSERT) | . | | . | | . | | . | | . | | 100. T100 | | 50. T50_AUD | +-------------------+ +-------------------+ | | | | |(INSERT) | | | * +-------------------+ | MYSYS_ARC | | | | 1. T1_ARC | | 2. T2_ARC | | 3. T3_ARC | | 4. T4_ARC | | . | | . | | . | | 100. T100_ARC | +-------------------+ Apart from this, we have two more schemas with only read only rights, but mainly they are for adhoc purpose and we dont mind the performance on them.

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  • Reporting Services is displaying extra rows for minimised row groups

    - by Graphain
    Hi, I have a fairly basic SQL Server Reporting Services report that is using nested row groups. Each sub-group depends on expanding its parent to be visible which is all pretty standard. The layout is something like this: { Company { { Car SUM(Price) { { { Part Price My desired result when expanded is something like this (which I get fine): - SuperCarCompany - SuperCar 20 Door 20 - SuperCar2 70 Door 30 Window 40 - OtherCarCompany - SuperCar2 50 /* Same SuperCar2 */ Door 50 - MoreCarCompany - BestCarEver 535 Engine 500 Door 30 Window 5 And when opened initially something like this: + SuperCarCompany + OtherCarCompany + MoreCarCompany However, I'm getting this: + SuperCarCompany + SuperCar2 70 (i.e. sum of all SuperCar2) + OtherCarCompany + SuperCar 20 + MoreCarCompany + BestCarEver 535 and I can even expand these superfluous rows like this: + SuperCarCompany - SuperCar2 70 (i.e. sum of all SuperCar2) Door 30 (i.e. first child of any SuperCar2) The superflous rows dissapear immediately when I expand the expected row above it (i.e. I'd need to expand all expected rows to get rid of all superflous rows). Any idea on the cause?

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  • aio_write on linux with rtkaio is sometimes long

    - by Drakosha
    I'm using async io on linux with rtkaio library. In my tests everything works perfectly, but, in my real application i see that aio_write which is supposed to return very fast, is very slow. It can take more than 100 milis to write a 128KB to a O_DIRECT padded file. Both my test and the application use same I/O size, i check on the same file system (GFS). I added counting and i see that there are about 50% of async io operations that are short (shorter then 2 milis) and 50% that are long (longer than 2 milis). I also checked that the test and the application both use the same rtkaio library. I'm pretty lost, anyone any ideas where should i look? Another my related question: http://stackoverflow.com/questions/1799537/proc-sys-fs-aio-nr-is-never-higher-than-1024-aio-on-linux

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