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  • How to synchronize threads in python?

    - by Eric
    I have two threads in python (2.7). I start them at the beginning of my program. While they execute, my program reaches the end and exits, killing both of my threads before waiting for resolution. I'm trying to figure out how to wait for both threads to finish before exiting. def connect_cam(ip, execute_lock): try: conn = TelnetConnection.TelnetClient(ip) execute_lock.acquire() ExecuteUpdate(conn, ip) execute_lock.release() except ValueError: pass execute_lock = thread.allocate_lock() thread.start_new_thread(connect_cam, ( headset_ip, execute_lock ) ) thread.start_new_thread(connect_cam, ( handcam_ip, execute_lock ) ) In .NET I would use something like WaitAll() but I haven't found the equivalent in python. In my scenario, TelnetClient is a long operation which may result in a failure after a timeout.

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  • C++ - what does the colon after a constructor mean?

    - by waitinforatrain
    I'd happily Google this but don't know what to call it to Google it. I have a piece of code here: class demo { private: unsigned char len, *dat; public: demo(unsigned char le = 5, unsigned char default) : len(le) { dat = new char[len]; for (int i = 0; i <= le; i++) dat[i] = default; } void ~demo(void) { delete [] *dat; } }; class newdemo : public demo { private: int *dat1; public: newdemo(void) : demo(0, 0) { *dat1 = 0; return 0; } }; (It's from a past exam paper and the question is to correct errors in the code so ignore errors!) My question is, what are the ": len(le) " and " : demo(0, 0)" called? Something to do with inheritance?

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  • Running GUI application in the Windows service mode

    - by Leonid
    I'm writing a server running as a Windows service that by request invokes Firefox to generate a pdf snapshot of a webpage. I know it is a bad idea to run a GUI program in service mode, but the server nature of my program restricts from running it in the user mode. Running a user-level 'proxy' also is not an option, since there might be no interactive user logged-in on the machine with the server running. In my experiments Firefox successfully produced pdf when the service was running under a user account that was already logged-in. Obviously it didn't work in other cases: for Local System and user accounts that weren't logged-in. Under LocalSystem with 'Allow service to interact with desktop' option enabled I could see the Firefox started that reports that it's unable to find a printer. Since it wouldn't be practical to require an opened user session for the pdf server to run, is there any workaround for this except running the whole thing from a virtual machine?

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  • UNIX-style RegExp Replace running extremely slowly under windows. Help?

    - by John Sullivan
    I'm trying to run a unix regEXP on every log file in a 1.12 GB directory, then replace the matched pattern with ''. Test run on a 4 meg file is took about 10 minutes, but worked. Obviously something is murdering performance by several orders of magnitude. Find: ^(?!.*155[0-2][0-9]{4}\s.*).*$ -- NOTE: match any line NOT starting 152[0-2]NNNN where in is a number 0-9. Replace with: ''. Is there some justifiable reason for my regExp to take this long to replace matching text, or is the program I am using (this is windows / a program called "grepWin") most likely poorly optimized? Thanks.

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  • Zend not autoloading models

    - by Guy
    Ok, this is driving me nuts! I have a directory structure as follows: application - modules -- default --- controllers --- models ---- DbTable ---- Cachmapper.php --- views My config file looks like this [production] phpSettings.display_startup_errors = 0 phpSettings.display_errors = 0 includePaths.library = APPLICATION_PATH "/../library" bootstrap.path = APPLICATION_PATH "/Bootstrap.php" bootstrap.class = "Bootstrap" resources.frontController.moduleDirectory = APPLICATION_PATH "/modules" resources.modules[] = The application seems to work, if I navigate to localhost, it correctly goes to the index controller. But, for some reason it refuses to load any models. Fatal error: Class 'Model_Cachmapper' not found in .............................../application/modules/default/controllers/IndexController.php on line 26 Ideas? Thanks

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  • How to implement User routing like that in StackOverflow ?

    - by rockinthesixstring
    I've looked at the routing on StackOverflow and I've got a very noobie question, but something I'd like clarification none the less. I'm looking specifically at the Users controller http://stackoverflow.com/Users http://stackoverflow.com/Users/Login http://stackoverflow.com/Users/124069/rockinthesixstring What I'm noticing is that there is a "Users" controller probably with a default "Index" action, and a "Login" action. The problem I am facing is that the login action can be ignored and a "UrlParameter.Optional [ID]" can also be used. How exactly does this look in the RegisterRoutes collection? Or am I missing something totally obvious? EDIT: Here's the route I have currently.. but it's definitely far from right. routes.MapRoute( _ "Default", _ "{controller}/{id}/{slug}", _ New With {.controller = "Events", .action = "Index", .id = UrlParameter.Optional, .slug = UrlParameter.Optional} _ )

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  • How can I change GWT's widget CSS values?

    - by Xorty
    Basically, I like default theme widgets. However, I need to change font size on DecoratedStackPanel widget. I think it should be possible with something like this: decoratedStackPanel.getElement().getStyle().setProperty("fontSize", "12pt"); However, "fontSize" is not valid name for property and I didn't find way how to get all element's properties. Therefore, I don't know correct property name. Any ideas? Please, don't post about inheriting widget or writing custom CSS. I like default one but the font size. This should be possible afaik.

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  • Force line-buffering of stdout when piping to tee

    - by houbysoft
    Usually, stdout is line-buffered. In other words, as long as your printf argument ends with a newline, you can expect the line to be printed instantly. This does not appear to hold when using a pipe to redirect to tee. I have a C++ program, a, that outputs strings, always \n-terminated, to stdout. When it is run by itself (./a), everything prints correctly and at the right time, as expected. However, if I pipe it to tee (./a | tee output.txt), it doesn't print anything until it quits, which defeats the purpose of using tee. I know that I could fix it by adding a fflush(stdout) after each printing operation in the C++ program. But is there a cleaner, easier way? Is there a command I can run, for example, that would force stdout to be line-buffered, even when using a pipe?

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  • Using events in threads between processes - C

    - by Jamie Keeling
    Hello all! I have an application consisting of two windows, one communicates to the other and sends it a struct constaining two integers (In this case two rolls of a dice). I will be using events for the following circumstances: Process a sends data to process b, process b displays data Process a closes, in turn closing process b Process b closes a, in turn closing process a I have noticed that if the second process is constantly waiting for the first process to send data then the program will be just sat waiting, which is where the idea of implementing threads on each process occurred and I have started to implement this already. The problem i'm having is that I don't exactly have a lot of experience with threads and events so I'm not sure of the best way to actually implement what I want to do. Following is a small snippet of what I have so far in the producer application; Create thread: case IDM_FILE_ROLLDICE: { hDiceRoll = CreateThread( NULL, // lpThreadAttributes (default) 0, // dwStackSize (default) ThreadFunc(hMainWindow), // lpStartAddress NULL, // lpParameter 0, // dwCreationFlags &hDiceID // lpThreadId (returned by function) ); } break; The data being sent to the other process: DWORD WINAPI ThreadFunc(LPVOID passedHandle) { HANDLE hMainHandle = *((HANDLE*)passedHandle); WCHAR buffer[256]; LPCTSTR pBuf; LPVOID lpMsgBuf; LPVOID lpDisplayBuf; struct diceData storage; HANDLE hMapFile; DWORD dw; //Roll dice and store results in variable storage = RollDice(); hMapFile = CreateFileMapping( (HANDLE)0xFFFFFFFF, // use paging file NULL, // default security PAGE_READWRITE, // read/write access 0, // maximum object size (high-order DWORD) BUF_SIZE, // maximum object size (low-order DWORD) szName); // name of mapping object if (hMapFile == NULL) { dw = GetLastError(); MessageBox(hMainHandle,L"Could not create file mapping object",L"Error",MB_OK); return 1; } pBuf = (LPTSTR) MapViewOfFile(hMapFile, // handle to map object FILE_MAP_ALL_ACCESS, // read/write permission 0, 0, BUF_SIZE); if (pBuf == NULL) { MessageBox(hMainHandle,L"Could not map view of file",L"Error",MB_OK); CloseHandle(hMapFile); return 1; } CopyMemory((PVOID)pBuf, &storage, (_tcslen(szMsg) * sizeof(TCHAR))); //_getch(); MessageBox(hMainHandle,L"Completed!",L"Success",MB_OK); UnmapViewOfFile(pBuf); return 0; } I'm trying to find out how I would integrate an event with the threaded code to signify to the other process that something has happened, I've seen an MSDN article on using events but it's just confused me if anything, I'm coming up on empty whilst searching on the internet too. Thanks for any help Edit: I can only use the Create/Set/Open methods for events, sorry for not mentioning it earlier.

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  • Poster image on embedded youtube video

    - by Srijan Deshpande
    Hi, I want to embed a youtube video on my website and I need to replace the default poster image that shows up on the video with a jpg of my own. The default image that shows up is a scaled-up thumbnail and is therefore very blurry and pixelated and I need to use a hi-res jpg in place of it. I'm aware that youtube only allows us to pick one of three auto-generated thumbnails, but does that restriction also apply to youtube videos embedded on an external website? If so, is there an alternate way to do this? Thanks!

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  • Error in executing

    - by Saranya.R
    Hi........ I am interested in sending tweets using Java program.I wrote the following prgram.It doen't show any error in compiling.But while executing it shows "Exception in thread "main" java.lang.NoClassDefFoundError: hi Caused by: java.lang.ClassNotFoundException: hi at java.net.URLClassLoader$1.run(URLClassLoader.java:200) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:188) at java.lang.ClassLoader.loadClass(ClassLoader.java:307) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) at java.lang.ClassLoader.loadClass(ClassLoader.java:252) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:320) Could not find the main class: hi. Program will exit." This is my code.. package twitter; //import java.lang.object; import net.unto.twitter.*; import net.unto.twitter.TwitterProtos.Status; public class hi { public static void main(String args[]) { Api api = Api.builder().username("usename").password("password").build(); api.updateStatus("This is a test message.").build().post(); } } Can anybody help me ..Pls

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  • Prevent painting of .NET form while form is loading?

    - by dvcolgan
    Is there a way to turn off all visual updates to a .NET form while I am manipulating it? When my program first loads, for example, I set the tab control to the tab that was last open. The user can see the program switching tabs. I have looked into SuspendLayout and ResumeLayout, but either I don't understand what they are doing, or I am not using them correctly, because they don't seem to have any effect. Someone told me that there used to be a way to turn off paint events in VB 6. Does this still exist in .NET?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Reading a file used by another process

    - by Tophe
    I know this has been up for discussion but I can't find an answer to my specific problem. I am monitoring a text file that is being written to by a server program. Every time the file is changed the content will be outputted to a window in my program. The problem is of course, that I can't use the Streamreader on the file as it is being "used by another process". Also setting up a Filestream with ReadWrite won't do any good since I cannot control the process that is using the file. However... You CAN open the file in notepad, so somehow it must be possible to access it even though the server is using it. Is there a good way around this? Should I monitor the file, make a temp copy of it when it changes, read the temp copy and the delete the temp copy. I need to get hold of the text in the file whenever the server changes it.

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  • Can I move the order of XCode, Cocoa, and User Templates around in XCode 3.1?

    - by Warren P
    I followed the other questions on StackOverflow and made custom User Templates. Instead of replacing the factory default Cocoa class template, I have to pick a new user template. The order that is shown in XCode's New File dialog box is: iPhone templates first (great if you mostly do iphone development) Second the User templates Third the default Mac OS templates. I want my user stuff first, Mac OS templates second, and I want to bury iPhone templates in third and last place. The sort is obviously not alphabetical. And you can't drag/drop reorder. (At least not in xcode 3.1.3)? From stackoverflow

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  • Trying and expand the contrib.auth.user model and add a "relatipnships" manage

    - by dotty
    I have the following model setup. from django.db import models from django.contrib.auth.models import User class SomeManager(models.Manager): def friends(self): # return friends bla bla bla class Relationship(models.Model): """(Relationship description)""" from_user = models.ForeignKey(User, related_name='from_user') to_user = models.ForeignKey(User, related_name='to_user') has_requested_friendship = models.BooleanField(default=True) is_friend = models.BooleanField(default=False) objects = SomeManager() relationships = models.ManyToManyField(User, through=Relationship, symmetrical=False) relationships.contribute_to_class(User, 'relationships') Here i take the User object and use contribute_to_class to add 'relationships' to the User object. The relationship show up, but if call User.relationships.friends it should run the friends() method, but its failing. Any ideas how i would do this? Thanks

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  • c#, Internal, and Reflection

    - by cyberconte
    Duplicate of: Accessing internal members via System.Reflection? Is there a way to execute "internal" code via reflection? Here is an example program: using System; using System.Reflection; namespace ReflectionInternalTest { class Program { static void Main(string[] args) { Assembly asm = Assembly.GetExecutingAssembly(); // Call normally new TestClass(); // Call with Reflection asm.CreateInstance("ReflectionInternalTest.TestClass", false, BindingFlags.Default | BindingFlags.CreateInstance, null, null, null, null); // Pause Console.ReadLine(); } } class TestClass { internal TestClass() { Console.WriteLine("Test class instantiated"); } } } Creating a testclass normally works perfectly, however when i try to create an instance via reflection, I get a missingMethodException error saying it can't find the Constructor (which is what would happen if you tried calling it from outside the assembly). Is this impossible, or is there some workaround i can do?

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  • Java: Checking contents of char variable with if condition

    - by Troy
    Hello, I have a char variable that is supposed to contain either a Y,y,n or N character, I want to test if it does not contain it, then display an error message and exit the program. This is the code I am using; if (userDecision != 'Y' || userDecision != 'y' || userDecision != 'n' || userDecision != 'N') { System.out.println("Error: invalid input entered for the interstate question"); System.exit(0); } Irregardless of what is in the variable it always returns true and executes the command to exit the program, what am I doing wrong?

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  • How to customize $(project.compileClasspathElement) like expression in Maven?

    - by zbdiablo
    When i try to run a maven plugin, i found that the default classpath defined in expression $(project.compileClasspathElement) is too long. So, i just want to customize a shorter classpath for this plugin. The default configuration is as follows: <plugin> <groupId>org.datanucleus</groupId> <artifactId>maven-datanucleus-plugin</artifactId> <version>2.0.1</version> <configuration> ...<classpathElements>${project.compileClasspathElements}</classpathElements> </configuration> and the value of classpathElements should be a String List. May i solve this problem? and how? thx!

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  • Game Programming

    - by ngreenwood6
    I really want to get into game programming. I know how to program in several languages and only use object oriented code. I have no experience with game programming and am looking for a good place to start. I mainly want to program for windows but wouldnt mind moving to consoles or even mobile in the future. I was hoping someone could point me to the tools that professionals use to develop games. Also any information on the subject is welcome.

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  • LINQ2SQL: orderby note.hasChildren(), name ascending

    - by Peter Bridger
    I have a hierarchical data structure which I'm displaying in a webpage as a treeview. I want to data to be ordered to first show nodes ordered alphabetically which have no children, then under these nodes ordered alphabetically which have children. Currently I'm ordering all nodes in one group, which means nodes with children appear next to nodes with no children. I'm using a recursive method to build up the treeview, which has this LINQ code at it's heart: var filteredCategory = from c in category orderby c.Name ascending where c.ParentCategoryId == parentCategoryId && c.Active == true select c; So this is the orderby statement I want to enhance. Shown below is the database table structure: [dbo].[Category]( [CategoryId] [int] IDENTITY(1,1) NOT NULL, [Name] [varchar](100) NOT NULL, [Level] [tinyint] NOT NULL, [ParentCategoryId] [int] NOT NULL, [Selectable] [bit] NOT NULL CONSTRAINT [DF_Category_Selectable] DEFAULT ((1)), [Active] [bit] NOT NULL CONSTRAINT [DF_Category_Active] DEFAULT ((1))

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  • generate all subsets of size k from a set

    - by Kumar
    hi, i want to generate all the subsets of size k from a set. eg:-say i have a set of 6 elements, i have to list all the subsets in which the cardinality of elements is 3. I tried looking for solution,but those are code snippets. Its been long since I have done coding,so I find it hard to understand the code and construct a executable program around it. A complete executable program in C or C++ will be quite helpful. Hoping of an optimal solution using recursion. Thanks in advance. Kumar.

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  • Pascal - bad number format

    - by Donator
    Program: program s; type info = record name, surname: string; min, sek: integer; end; type arrays = array[1..50] of info; var c, b: text; A: arrays; gr_sk, grup_dal: integer; begin assign(c, 'info.txt'); reset(c); read(c, gr_sk); read(c, grup_dal); id := 1; read(c, A[id].name); read(c, A[id].sek); close(c); end. info.txt file: 3 4 yhgf 4 Please, tell me what is wrong with that. It says that it is bad number format for line 19 I guess.

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