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  • Error using CreateFileMapping - C

    - by Jamie Keeling
    Hello, I am using the tutorial on this MSDN link to implement a way of transferring data from one process to another. Although I was advised in an earlier question to use the Pipe methods, due to certain constraints I have no choice but to use the CreateFileMapping method. Now, i've succesfully managed to make two seperate window form projects within the same solution and by editing some properties both of the forms load at the same time. Furthermore I have managed to implement the code given in the MSDN sample into the first (Producer) and second (Consumer) program without any compilation errors. The problem I am having now is when I run the first program and try to create the handle to the mapped file, I am given an error saying it was unsuccesful and I do not understand why this is happening. I have added both the Producer and Consumer code files to demonstrate what I am trying to do. Producer: #include <windows.h> #include <stdio.h> #include <conio.h> //File header definitions #define IDM_FILE_ROLLDICE 1 #define IDM_FILE_QUIT 2 #define BUF_SIZE 256 TCHAR szName[]=TEXT("Global\\MyFileMappingObject"); TCHAR szMsg[]=TEXT("Message from first process!"); void AddMenus(HWND); LRESULT CALLBACK WindowFunc(HWND, UINT, WPARAM, LPARAM); ////Standard windows stuff - omitted to save space. ////////////////////// // WINDOWS FUNCTION // ////////////////////// LRESULT CALLBACK WindowFunc(HWND hMainWindow, UINT message, WPARAM wParam, LPARAM lParam) { WCHAR buffer[256]; LPCTSTR pBuf; struct DiceData storage; HANDLE hMapFile; switch(message) { case WM_CREATE: { // Create Menus AddMenus(hMainWindow); } break; case WM_COMMAND: // Intercept menu choices switch(LOWORD(wParam)) { case IDM_FILE_ROLLDICE: { //Roll dice and store results in variable //storage = RollDice(); ////Copy results to buffer //swprintf(buffer,255,L"Dice 1: %d, Dice 2: %d",storage.dice1,storage.dice2); ////Show via message box //MessageBox(hMainWindow,buffer,L"Dice Result",MB_OK); 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) { MessageBox(hMainWindow,L"Could not create file mapping object",L"Error",NULL); 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(hMainWindow,L"Could not map view of file",L"Error",NULL); CloseHandle(hMapFile); return 1; } CopyMemory((PVOID)pBuf, szMsg, (_tcslen(szMsg) * sizeof(TCHAR))); _getch(); UnmapViewOfFile(pBuf); CloseHandle(hMapFile); } break; case IDM_FILE_QUIT: SendMessage(hMainWindow, WM_CLOSE, 0, 0); break; } break; case WM_DESTROY: PostQuitMessage(0); break; } return DefWindowProc(hMainWindow, message, wParam, lParam); } // //Setup menus // Consumer: #include <windows.h> #include <stdio.h> #include <conio.h> //File header definitions #define IDM_FILE_QUIT 1 #define IDM_FILE_POLL 2 #define BUF_SIZE 256 TCHAR szName[]=TEXT("Global\\MyFileMappingObject"); //Prototypes void AddMenus(HWND); LRESULT CALLBACK WindowFunc(HWND, UINT, WPARAM, LPARAM); //More standard windows creation, again omitted. ////////////////////// // WINDOWS FUNCTION // ////////////////////// LRESULT CALLBACK WindowFunc(HWND hMainWindow, UINT message, WPARAM wParam, LPARAM lParam) { HANDLE hMapFile; LPCTSTR pBuf; switch(message) { case WM_CREATE: { // Create Menus AddMenus(hMainWindow); break; } case WM_COMMAND: { // Intercept menu choices switch(LOWORD(wParam)) { case IDM_FILE_POLL: { hMapFile = OpenFileMapping( FILE_MAP_ALL_ACCESS, // read/write access FALSE, // do not inherit the name szName); // name of mapping object if (hMapFile == NULL) { MessageBox(hMainWindow,L"Could not open file mapping object",L"Error",NULL); 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(hMainWindow,L"Could not map view of file",L"Error",NULL); CloseHandle(hMapFile); return 1; } MessageBox(NULL, pBuf, TEXT("Process2"), MB_OK); UnmapViewOfFile(pBuf); CloseHandle(hMapFile); break; } case IDM_FILE_QUIT: SendMessage(hMainWindow, WM_CLOSE, 0, 0); break; } break; } case WM_DESTROY: { PostQuitMessage(0); break; } } return DefWindowProc(hMainWindow, message, wParam, lParam); } // //Setup menus // It's by no means tidy and final but it's just a start, thanks for any help.

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  • Is there a way to move two squares in OpenGL simultaneously?

    - by thyrgle
    Hi, so I have a function that handles key presses in a game I'm working on in OpenGL. But, the thing is that even though I have made two squares and they both move when the correct key is pressed only one square is moved. Is there a way I can make the two squares move. This is the glutKeyboardFunc function I implimented: void handleKeypress(unsigned char key, int x, int y) { switch (key) { case 27: exit(0); break; case 'w': glutTimerFunc(0.001, moveSquareUp, 0); break; case 'd': glutTimerFunc(0.001, moveSquareRight, 0); break; case 's': glutTimerFunc(0.001, moveSquareDown, 0); break; case 'a': glutTimerFunc(0.001, moveSquareLeft, 0); break; } } If you need any more code just ask.

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  • PHP getopt Operations

    - by Rachel
    This question is regarding getopt function in php. I need to pass two parameter to the php scripts like php script.php -f filename -t filetype Now depending upon the file type which can be u, c or s I need to do proper operation. I am using switch case for the same: Here is the Code I am using: // Get filename of input file when executing through command line. $file = getopt("f:t:"); Switch case should compare the type of the file which I am passing in from the command line (u, c or i) and accordingly match it and do the operation. switch("I am not sure what should go in there and this is wrong,Please advice") { case `Not sure`: $p->ini(); break; case `Not sure`: $p->iniCon(); break; case `Not sure`: $p->iniImp(); break; } Kindly advise on this !!!

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  • Code First CTP4 Error Mapper

    - by user506062
    Why my type always returns 0? public class PartiesConfiguracao : EntityConfiguration<Parties> { public PartiesConfiguracao() { MapHierarchy() .Case<Parties>(parties => new { PartiesID = parties.ID, ShipInstructionID = parties.ShipInstruction.ID, ContactID = parties.Contact.ID, parties.Name, Type = 0, parties.CNPJ, parties.Address }) .Case<Shipper>(parties => new { Type = 1 }) .Case<Consignee>(parties => new { Type = 2 }) .Case<Notify>(parties => new { Type = 3 }) .Case<Forwarder>(parties => new { Type = 4 }) .ToTable("si_Parties"); } }

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  • C2360 compiler error on TFS build, but not on desktop

    - by pdmaguire
    A c++ code snippet similar to the code below caused our TFS build to fail with a C2360 compiler error. switch (i) { case 0 : for each (int n in a) System::Console::WriteLine(n.ToString()); break; case 1 : System::Console::WriteLine("n is not in scope here"); break; } This is fixed by using {} brackets within the body of case 0, as below: switch (i) { case 0 : { for each (int n in a) System::Console::WriteLine(n.ToString()); } break; case 1 : System::Console::WriteLine("n is not in scope here"); break; } The developer had successfully compiled the code on their desktop before committing the changes. A cursory look at versions of things like compilers, Visual Studio etc on the server and desktop suggest they are the same. The source code is the same, obviously. What is the difference between a desktop build and TFS build that would smother a compiler error like this?

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  • MATLAB submatrix over variable dimensions

    - by rlbond
    I have a variable dimension matrix, X. I want a function that will get the first half of X in one dimension. I.E., I want something like this: function x = variableSubmatrix(x, d) if d == 1 switch ndims(x) case 1 x = x(1:end/2); case 2 x = x(1:end/2, :); case 3 x = x(1:end/2, :, :); (...) end elseif d == 2 switch ndims(x) case 2 x = x(:, 1:end/2); case 3 x = x(:, 1:end/2, :); (...) end elseif (...) end end I'm not quite sure how to do this. I need it to be fast, as this will be used many times in computation.

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • Ruby on Rails: Unit Testing non activerecord models and still load fixtures

    - by Vaibhav Gumashta
    I may be missing something but I am stuck in this scenario: I have a non activerecord model, which I want to test. I have derived its test case class from: Test::Unit::TestCase. However, the test case class for the model, uses within itself, other activerecord model classes and I want to load fixtures for them. My problem is that the fixtures class method is available only when I subclass the test case class from ActiveSupport::TestCase (it is defined within ActiveRecord::TestFixtures which gets included in ActiveSupport::TestCase). Any help, coz running the tests gives me the error: undefined method "fixtures" (which is understandable) and in case I derive my test case class from ActiveSupport::TestCase it complains that there is no corresponding DB table. Also, I don't want to create a dummy table for backing my model class. Thanks a ton!

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  • How can I refactor that code ? (state pattern ?)

    - by alex
    Hello guys, How can I refactor that code ? public enum enum1 { value1 = 0x01, value2 = 0x02, value3 = 0x03, value4 = 0x04, value5 = 0x05, UNKNOWN = 0xFF } class class1 { private const string STR_VALUE1 = "some text description of value1"; private const string STR_VALUE2 = "some text description of value2"; private const string STR_VALUE3 = "some text description of value3"; private const string STR_VALUE4 = "some text description of value4"; private const string STR_VALUE5 = "some text description of value5"; private const string STR_VALUE6 = "some text description of unknown type"; public static string GetStringByTypeCode(enum1 type) { switch(type) { case enum1.value1: return STR_VALUE1; case enum1.value2: return STR_VALUE2; case enum1.value3: return STR_VALUE3; case enum1.value4: return STR_VALUE4; case enum1.value5: return STR_VALUE5; default: return STR_VALUE6; } } } PS: there are many enum1...enumX and GetStringByTypeCode(enum1) ... GetStringByTypeCode(enumX) methods.

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  • ASP.NET - DropDown DataBinding (Rebind?)

    - by Bob Fincheimer
    I have a drop down which has a method which binds data to it: dropDown.Items.Clear() dropDown.AppendDataBoundItems = True Select Case selType Case SelectionTypes.Empty dropDown.Items.Insert(0, New ListItem("", "")) Case SelectionTypes.Any dropDown.Items.Insert(0, New ListItem("ANY", "")) Case SelectionTypes.Select dropDown.Items.Insert(0, New ListItem("Select One", "")) End Select BindDropDown(val) The BindDropDown method simply sets the datasource, datakeyname, datavaluename, and then databinds the data. For a reason which I cannot avoid, I MUST call this method twice sometimes. When it is called twice, All of the databound items show up two times, but the top item (the one I manually insert) is there only once. Is ASP doing something wierd when i databind twice even though i clear the list between? Or does it have to do something with the viewstate/controlstate? EDIT__ The entire page, and this control has EnableViewState="false" EDIT___ The dropdown is inside a form view. After the selected value is set I have to rebind the dropdown just in case the selected value is not there [because it is an inactive user]. After this, the formview duplicates the databound items.

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  • How to Point sprite's direction towards Mouse or an Object [duplicate]

    - by Irfan Dahir
    This question already has an answer here: Rotating To Face a Point 1 answer I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off from the mouse to the left. Can anyone please help me with this? Thank you. P.S I got help with the rotating function from here: http://www.gamefromscratch.com/post/2012/11/18/GameDev-math-recipes-Rotating-to-face-a-point.aspx Although it's by javascript, the maths function is the same. And also, by placing: if(angle < 0) { angle = 360 - (-angle); } doesn't fix it. The Code: #include <allegro5\allegro.h> #include <allegro5\allegro_image.h> #include "math.h" int main(void) { int width = 640; int height = 480; bool exit = false; int shipW = 0; int shipH = 0; ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_BITMAP *ship = NULL; if(!al_init()) return -1; display = al_create_display(width, height); if(!display) return -1; al_install_keyboard(); al_install_mouse(); al_init_image_addon(); al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); //smoother rotate ship = al_load_bitmap("ship.bmp"); shipH = al_get_bitmap_height(ship); shipW = al_get_bitmap_width(ship); int shipx = width/2 - shipW/2; int shipy = height/2 - shipH/2; int mx = width/2; int my = height/2; al_set_mouse_xy(display, mx, my); event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_keyboard_event_source()); //al_hide_mouse_cursor(display); float angle; while(!exit) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: exit = true; break; /*case ALLEGRO_KEY_LEFT: degree -= 10; break; case ALLEGRO_KEY_RIGHT: degree += 10; break;*/ case ALLEGRO_KEY_W: shipy -=10; break; case ALLEGRO_KEY_S: shipy +=10; break; case ALLEGRO_KEY_A: shipx -=10; break; case ALLEGRO_KEY_D: shipx += 10; break; } }else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = ev.mouse.x; my = ev.mouse.y; angle = atan2(my - shipy, mx - shipx); } // al_draw_bitmap(ship,shipx, shipy, 0); //al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy, degree * 3.142/180,0); al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy,angle, 0); //I directly placed the angle because the allegro library calculates radians, and if i multiplied it by 180/3. 142 the rotation would go hawire, not would, it actually did. al_flip_display(); al_clear_to_color(al_map_rgb(0,0,0)); } al_destroy_bitmap(ship); al_destroy_event_queue(event_queue); al_destroy_display(display); return 0; } EDIT: This was marked duplicate by a moderator. I'd like to say that this isn't the same as that. I'm a total beginner at game programming, I had a view at that other topic and I had difficulty understanding it. Please understand this, thank you. :/ Also, while I was making a print of what the angle is I got this... Here is a screenshot:http://img34.imageshack.us/img34/7396/fzuq.jpg Which is weird because aren't angles supposed to be 360 degrees only?

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  • Enums With Default Throw Clause?

    - by Tom Tresansky
    I noticed the following in the Java Language spec in the section on enumerations here: link switch(this) { case PLUS: return x + y; case MINUS: return x - y; case TIMES: return x * y; case DIVIDE: return x / y; } throw new AssertionError("Unknown op: " + this); However, looking at the switch statement definition section, I didn't notice this particular syntax (the associated throw statement) anywhere. Can I use this sort of "default case is throw an exception" syntactic sugar outside of enum definitions? Does it have any special name? Is this considered a good/bad practice for short-cutting this behavior of "anything not in the list throws an exception"?

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  • switch statement with returns -- code correctness

    - by houbysoft
    Hi, let's say I have code in C with approximately this structure: switch (something) { case 0: return "blah"; break; case 1: case 4: return "foo"; break; case 2: case 3: return "bar"; break; default: return "foobar"; break; } Now obviously, the "break"s are not necessary for the code to run correctly, but it sort of looks like bad practice if I don't put them there to me. What do you think? Is it fine to remove them? Or would you keep them for increased "correctness"?

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  • Mouse stops working after changing function

    - by heyohletsgo
    I'm making a console board game on c++, and i've been able to make the mouse work in the first function, the menu one, however, when i get to the getmove function and need to click on a house, it simply doesn't work.. Can anyone help? This is the class with the mouse. #include <cstdlib> #include <iostream> #include <process.h> #include <windows.h> #include <time.h> #include <stdio.h> using namespace std; void Game(); int Chu(); int rato(int &row, int &col) { HANDLE hIn; hIn = GetStdHandle(STD_INPUT_HANDLE); bool Continue = TRUE; INPUT_RECORD InRec; DWORD NumRead; HWND window = GetConsoleWindow(); POINT cursorPos; RECT wpos; int x = 0; int y = 0; //cout << hIn << endl; FlushConsoleInputBuffer(hIn); while (Continue) { ReadConsoleInput(hIn, &InRec, 1, &NumRead); switch (InRec.EventType) { case MOUSE_EVENT: if (GetAsyncKeyState(VK_LBUTTON)) { cout << "RATO"<<endl; GetWindowRect(window, &wpos); GetCursorPos(&cursorPos); cursorPos.x -= wpos.left; cursorPos.y -= wpos.top; x = (cursorPos.x - 5) / 16; y = (cursorPos.y - 25) / 24; cout << x << " " << y << endl; row = x; col = y; return row; } else if (GetAsyncKeyState(VK_RBUTTON)){ GetWindowRect(window, &wpos); GetCursorPos(&cursorPos); cursorPos.x -= wpos.left; cursorPos.y -= wpos.top; x = (cursorPos.x - 5) / 16; y = (cursorPos.y - 25) / 24; cout << x << " " << y << endl; row = x; col = y; return row; } break; } } } int main() { cout << "\n\n\n click on the stars" << endl; cout << " \n\n\n *******" << endl; int z = 0; int x = 0; int y = 0; int xo = 0; switch (rato(x,y)) { case 1: Game(); break; case 2: Game(); break; case 3: Game(); break; case 4: rato(x, y); break; case 5: rato(x, y); break; case 6: Game(); break; case 7: Game(); break; case 8: Game(); break; case 9: Game(); break; default: cout << "click again"; break; } return 0; } void Game() { int x = 0; int y = 0; int i = 0; cout << "GAME" << endl; do{ i++; rato(x, y); } while (i <= 2); Chu(); } int Chu() { int x = 0; int y = 0; int a = 0; int b = 0; int xo = 0; int yo = 0; cout << "\ click on the stars" << endl; HANDLE hConsole; hConsole = GetStdHandle(STD_OUTPUT_HANDLE); do{ xo = rato(x, y); if (0 <= xo && xo <= 5) { a = 1;} else cout << "CLICK AGAIN" << endl; } while (xo!=0); cout << a; return a; system("PAUSE"); }

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  • Scala, represent pattern of boolean tuple into something else.

    - by Berlin Brown
    This is a cellular automata rule (input Boolean == Left, Center, Right Cell) and output Boolean . What is a better way to represent this in Scala. trait Rule { def ruleId() : Int def rule(inputState:(Boolean, Boolean, Boolean)) : Boolean override def toString : String = "Rule:" + ruleId } class Rule90 extends Rule { def ruleId() = 90 def rule(inputState:(Boolean, Boolean, Boolean)) : Boolean = { // Verbose version, show all 8 states inputState match { case (true, true, true) => false case (true, false, true) => false case (false, true, false) => false case (false, false, false) => false case _ => true } } }

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  • javascript switch(true)

    - by ntan
    Hi i am trying to handle an ajax json response here is my code success: function (j) { switch(true) { case (j.choice1): alert("choice2"); break; case (j.choice2): alert("choice2"); break; default: alert("default"); break; } } based on what j is return i do my action BUT i keep getting the default. I have alert the j values and come correct.Some how case (j.choice1) case (j.choice2) is not working. I tried case (j.choice1!="") (j.choice2!="") But in this scenario i keep getting the first choice. What am i missing

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  • can I put the break on the same line

    - by brett
    I have a switch statement that has over 300 case statements. case 'hello': { $say = 'some text'; } break; case 'hi': { $say = 'some text'; } break; Why is it that the break is always on a separate line? Is this required? Is there anything syntactically incorrect about me doing this: case 'hello': { $say = 'some text'; } break; case 'hi': { $say = 'some text'; } break;

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  • The return value should be a list but doesn't return as expected?! - Python newbie

    - by user1432941
    Hi this must be a very simple solution that has eluded me this last hour. I've tried to build this test function where the return value of the test_cases list should match the values in the test_case_answers list but for some reason, test case 1 and test case 2 fail. When i print the return values for the test cases they return the correct answers, but for some reason test case 1 and test case 2 return False. Thanks for your help! import math test_cases = [1, 9, -3] test_case_answers = [1, 3, 0] def custom_sqrt(num): for i in range(len(test_cases)): if test_cases[i] >= 0: return math.sqrt(test_cases[i]) else: return 0 for i in range(len(test_cases)): if custom_sqrt(test_cases[i]) != test_case_answers[i]: print "Test Case #", i, "failed!" custom_sqrt(test_cases)

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  • Pattern matching against Scala Map type

    - by Tom Morris
    Imagine I have a Map[String, String] in Scala. I want to match against the full set of key–value pairings in the map. Something like this ought to be possible val record = Map("amenity" -> "restaurant", "cuisine" -> "chinese", "name" -> "Golden Palace") record match { case Map("amenity" -> "restaurant", "cuisine" -> "chinese") => "a Chinese restaurant" case Map("amenity" -> "restaurant", "cuisine" -> "italian") => "an Italian restaurant" case Map("amenity" -> "restaurant") => "some other restaurant" case _ => "something else entirely" } The compiler complains thulsy: error: value Map is not a case class constructor, nor does it have an unapply/unapplySeq method What currently is the best way to pattern match for key–value combinations in a Map?

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  • How to fix OpenGL Co-ordinate System in SFML?

    - by Marc Alexander Reed
    My OpenGL setup is somehow configured to work like so: (-1, 1) (0, 1) (1, 1) (-1, 0) (0, 0) (1, 0) (-1, -1) (0, -1) (1, -1) How do I configure it so that it works like so: (0, 0) (SW/2, 0) (SW, 0) (0, SH/2) (SW/2, SH/2) (SW, SH/2) (0, SH) (SW/2, SH) (SW/2, SH) SW as Screen Width. SH as Screen Height. This solution would have to fix the problem of I can't translate significantly(1) on the Z axis. Depth doesn't seem to be working either. The Perspective code I'm using is that of my WORKING GLUT OpenGL code which has a cool 3d grid and camera system etc. But my OpenGL setup doesn't seem to work with SFML. Help me guys. :( Thanks in advance. :) #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <SFML/Audio.hpp> #include <SFML/Network.hpp> #include <SFML/OpenGL.hpp> #include "ResourcePath.hpp" //Mac-only #define _USE_MATH_DEFINES #include <cmath> double screen_width = 640.f; double screen_height = 480.f; int main (int argc, const char **argv) { sf::ContextSettings settings; settings.depthBits = 24; settings.stencilBits = 8; settings.antialiasingLevel = 2; sf::Window window(sf::VideoMode(screen_width, screen_height, 32), "SFML OpenGL", sf::Style::Close, settings); window.setActive(); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glShadeModel(GL_SMOOTH); glViewport(0, 0, screen_width, screen_height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //glOrtho(0.0f, screen_width, screen_height, 0.0f, -100.0f, 100.0f); gluPerspective(45.0f, (double) screen_width / (double) screen_height , 0.f, 100.f); glClearColor(0.f, 0.f, 1.f, 0.f); //blue while (window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { switch (event.type) { case sf::Event::Closed: window.close(); break; } switch (event.key.code) { case sf::Keyboard::Escape: window.close(); break; case 'W': break; case 'S': break; case 'A': break; case 'D': break; } } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.f, 0.f, 0.f); glPushMatrix(); glBegin(GL_QUADS); glColor3f(1.f, 0.f, 0.f); glVertex3f(-1.f, 1.f, 0.f); glColor3f(0.f, 1.f, 0.f); glVertex3f(1.f, 1.f, 0.f); glColor3f(1.f, 0.f, 1.f); glVertex3f(1.f, -1.f, 0.f); glColor3f(0.f, 0.f, 1.f); glVertex3f(-1.f, -1.f, 0.f); glEnd(); glPopMatrix(); window.display(); } return EXIT_SUCCESS; }

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  • Making a app show inside a GUI in Java

    - by José
    Hello. I have one problem I've been dealing with for this week. You see, I'm new to Java, so that's probably it... Anyways, I've started a project out of pure curiosity. I had it done in Java, but in plain CMD-style, which is not very pretty. It calls one of my ten programs, chosen by the user using "Case". Eg.: If you type 1, it will go to program 1. After you finish it, it goes back to selection until the user press 0. After that, I've been trying to make a GUI for it. I've been able to create the selector alone and make it respond to the numbers chosen. If you press 1 and click ok, it will tell you you've chosen program 1. I, however, have not been able to make it run the program. I've been trying to make the program show up in a jPanel, part of the main GUI. I failed miserably. The program runs in separate but I can't make them run together like the CMD one. The apps were made in Eclipse SDK 3.5.2 The GUIs were made in Netbeans IDE 6.8 Here's the code for the GUI only (the prints are in PT-BR, my native language): Main program: /* * To change this template, choose Tools | Templates * and open the template in the editor. */ /* * ProgramasGUI.java * * Created on 31/01/2010, 22:56:19 */ package Main; import Main.Prog1; /** * * @author Zeh® */ public class ProgramasGUI extends javax.swing.JFrame { /** Creates new form ProgramasGUI */ public ProgramasGUI() { initComponents(); } /** This method is called from within the constructor to * initialize the form. * WARNING: Do NOT modify this code. The content of this method is * always regenerated by the Form Editor. */ @SuppressWarnings("unchecked") // <editor-fold defaultstate="collapsed" desc="Generated Code"> private void initComponents() { selecao = new javax.swing.JTextField(); mostrador = new javax.swing.JLabel(); selecionar = new javax.swing.JButton(); mostrador1 = new javax.swing.JLabel(); jPanel1 = new javax.swing.JPanel(); setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); selecao.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent evt) { selecaoActionPerformed(evt); } }); mostrador.setText("Qual o programa desejado?"); selecionar.setText("OK"); selecionar.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent evt) { selecionarActionPerformed(evt); } }); mostrador1.setText("Saiba aqui o Programa escolhido!"); jPanel1.addComponentListener(new java.awt.event.ComponentAdapter() { public void componentShown(java.awt.event.ComponentEvent evt) { jPanel1ComponentShown(evt); } }); javax.swing.GroupLayout jPanel1Layout = new javax.swing.GroupLayout(jPanel1); jPanel1.setLayout(jPanel1Layout); jPanel1Layout.setHorizontalGroup( jPanel1Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 100, Short.MAX_VALUE) ); jPanel1Layout.setVerticalGroup( jPanel1Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 100, Short.MAX_VALUE) ); javax.swing.GroupLayout layout = new javax.swing.GroupLayout(getContentPane()); getContentPane().setLayout(layout); layout.setHorizontalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addContainerGap() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(selecao, javax.swing.GroupLayout.PREFERRED_SIZE, 203, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(selecionar, javax.swing.GroupLayout.DEFAULT_SIZE, 203, Short.MAX_VALUE)) .addGap(18, 18, 18) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(mostrador1, javax.swing.GroupLayout.PREFERRED_SIZE, 193, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(mostrador, javax.swing.GroupLayout.PREFERRED_SIZE, 179, javax.swing.GroupLayout.PREFERRED_SIZE))) .addGroup(layout.createSequentialGroup() .addGap(162, 162, 162) .addComponent(jPanel1, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE))) .addContainerGap()) ); layout.setVerticalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(javax.swing.GroupLayout.Alignment.TRAILING, layout.createSequentialGroup() .addContainerGap(39, Short.MAX_VALUE) .addComponent(jPanel1, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE) .addGap(30, 30, 30) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(selecao, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(mostrador, javax.swing.GroupLayout.PREFERRED_SIZE, 30, javax.swing.GroupLayout.PREFERRED_SIZE)) .addGap(18, 18, 18) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(selecionar) .addComponent(mostrador1)) .addContainerGap()) ); pack(); }// </editor-fold> private void selecaoActionPerformed(java.awt.event.ActionEvent evt) { // TODO add your handling code here: } private void selecionarActionPerformed(java.awt.event.ActionEvent evt) { // TODO add your handling code here: int programa = (int)((Double.parseDouble(selecao.getText()))); switch (programa) { case 1: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break; case 2: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break; case 3: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break; case 4: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break; case 5: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break; case 6: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break; case 7: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break; case 8: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break; case 9: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break; case 10: mostrador1.setText("O programa " + programa + " foi escolhido!" ); break;} } private void jPanel1ComponentShown(java.awt.event.ComponentEvent evt) { int programa = (int)((Double.parseDouble(selecao.getText()))); switch (programa) { case 1: addNotify(Prog1.); break;} } /** * @param args the command line arguments */ public static void main(String args[]) { java.awt.EventQueue.invokeLater(new Runnable() { public void run() { new ProgramasGUI().setVisible(true); } }); } // Variables declaration - do not modify private javax.swing.JPanel jPanel1; private javax.swing.JLabel mostrador; private javax.swing.JLabel mostrador1; private javax.swing.JTextField selecao; private javax.swing.JButton selecionar; // End of variables declaration } And here's the sub-program: /* * To change this template, choose Tools | Templates * and open the template in the editor. */ /* * Prog1.java * * Created on 02/02/2010, 23:57:59 */ package Main; /** * * @author Zeh® */ public class Prog1 extends javax.swing.JPanel { /** Creates new form Prog1 */ public Prog1() { initComponents(); } /** This method is called from within the constructor to * initialize the form. * WARNING: Do NOT modify this code. The content of this method is * always regenerated by the Form Editor. */ @SuppressWarnings("unchecked") // <editor-fold defaultstate="collapsed" desc="Generated Code"> private void initComponents() { jLabel1 = new javax.swing.JLabel(); numesc = new javax.swing.JLabel(); jLabel3 = new javax.swing.JLabel(); jLabel4 = new javax.swing.JLabel(); jButton1 = new javax.swing.JButton(); campo = new javax.swing.JTextField(); jLabel1.setText("Saiba aqui o Antecessor!"); numesc.setText("O número escolhido é: X"); jLabel3.setText("Saiba aqui o Sucessor!"); jLabel4.setText("Insira um número para saber seu Antecessor e Sucessor!"); jButton1.setText("Calcular!"); jButton1.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent evt) { jButton1ActionPerformed(evt); } }); campo.setText("Insira seu número"); javax.swing.GroupLayout layout = new javax.swing.GroupLayout(this); this.setLayout(layout); layout.setHorizontalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addContainerGap() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(16, 16, 16) .addComponent(jButton1)) .addComponent(campo, javax.swing.GroupLayout.PREFERRED_SIZE, 100, javax.swing.GroupLayout.PREFERRED_SIZE)) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.UNRELATED) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(10, 10, 10) .addComponent(jLabel3)) .addGroup(layout.createSequentialGroup() .addGap(10, 10, 10) .addComponent(numesc, javax.swing.GroupLayout.DEFAULT_SIZE, 154, Short.MAX_VALUE)) .addComponent(jLabel1, javax.swing.GroupLayout.DEFAULT_SIZE, 164, Short.MAX_VALUE))) .addComponent(jLabel4)) .addContainerGap()) ); layout.setVerticalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(javax.swing.GroupLayout.Alignment.TRAILING, layout.createSequentialGroup() .addContainerGap() .addComponent(jLabel4) .addGap(18, 18, 18) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(campo, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(jLabel1)) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.UNRELATED) .addComponent(numesc) .addGap(11, 11, 11) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(jLabel3) .addComponent(jButton1)) .addContainerGap(24, Short.MAX_VALUE)) ); }// </editor-fold> private void jButton1ActionPerformed(java.awt.event.ActionEvent evt) { int num = (int)((Double.parseDouble(campo.getText()))); numesc.setText("O número escolhido é: " + num); int x = num-1; jLabel1.setText ("O antecessor é: " + x); int y = num+1; jLabel3.setText ("O sucessor é: " + y); } // Variables declaration - do not modify private javax.swing.JTextField campo; private javax.swing.JButton jButton1; private javax.swing.JLabel jLabel1; private javax.swing.JLabel jLabel3; private javax.swing.JLabel jLabel4; private javax.swing.JLabel numesc; // End of variables declaration } Any help would be very appreciated. If I, for some reason, made a mistake typing and/or setting the layout of this post incorrectly, please accept my apologies.

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  • Why would a SQL query JOIN on the same table twice with the same condition?

    - by Scott Leis
    I'm working on changes to a SQL Server v8 database developed by someone else, and have found something that seems (based on my limited SQL knowledge) strange and pointless. One of the views has a query that does a LEFT OUTER JOIN twice on the same table with the same condition. Is there any reason for doing this? The query is below. See the second- and third-last lines that both join the "te_SDE_Survey" table on the "SDE_ID" field. Also note these lines set two different aliases for the table, and both aliases are used in the SELECT part of the query. SELECT vs.SLMS_Code, vs.Retail_Date, vs.TagNo, vs.Rego, vs.Model, vs.Company, vs.AccountType, viqdp.SDE_ID, bd.Debit_Date, isu.Survey_Date, CASE WHEN isu.Q6 IS NOT NULL THEN isu.Q6 ELSE CASE WHEN returned_surveys.survey_date IS NULL THEN CASE WHEN (viqdp.expiryDate < getdate() AND cs.sup1 IS NULL AND cs.sup2 IS NULL AND cs.sup3 IS NULL AND cs.sup5 IS NULL AND cs.sup8 IS NULL AND cs.sup9 IS NULL) THEN 'E' WHEN (viqdp.expiryDate < getdate() AND cs.sup1 = 'F' AND cs.sup2 = 'F' AND cs.sup3 = 'F' AND cs.sup5 = 'F' AND cs.sup8 = 'F' AND cs.sup9 = 'F') THEN 'E' WHEN cs.sup1 = 'T' THEN 'S' WHEN cs.sup2 = 'T' AND (cs.sup8 = 'F' AND cs.sup9 = 'F') THEN 'D' WHEN cs.sup3 = 'T' AND (cs.sup8 = 'F' AND cs.sup9 = 'F') THEN 'D' WHEN cs.sup5 = 'T' AND (cs.sup8 = 'F' AND cs.sup9 = 'F') THEN 'D' WHEN cs.sup8 = 'T' AND (cs.sup2 = 'F' AND cs.sup3 = 'F' AND cs.sup5 = 'F') THEN 'E' WHEN cs.sup9 = 'T' AND (cs.sup2 = 'F' AND cs.sup3 = 'F' AND cs.sup5 = 'F') THEN 'E' WHEN (cs.sup8 = 'T' OR cs.sup9 = 'T') AND (cs.sup2 = 'T' OR cs.sup3 = 'T' OR cs.sup5 = 'T') THEN 'S' END WHEN (tey.survey_expire_method = 'pre2008') THEN CASE WHEN (datediff(month, viqdp.generate_date, returned_surveys.survey_date) 1) THEN 'E' END WHEN (tey.survey_expire_method = 'expiryDateColumn') THEN CASE WHEN (returned_surveys.survey_date viqdp.expiryDate) THEN 'E' END END END AS score_or_exclusion_status, CASE WHEN (bd.explanation IS NULL) THEN '' ELSE bd.explanation END AS explanation, tey.te_Year FROM dbo.te_Vehicle_Sale vs INNER JOIN dbo.te_Year tey ON vs.Retail_Date = tey.Start_Date AND vs.Retail_Date <= tey.End_Date LEFT OUTER JOIN dbo.Bad_Data bd ON vs.TagNo = bd.TagNo LEFT OUTER JOIN dbo.te_Vehicle_SDESurvey viqdp ON vs.TagNo = viqdp.TagNo LEFT OUTER JOIN dbo.te_SDE_Survey isu ON viqdp.SDE_ID = isu.SDE_ID LEFT OUTER JOIN dbo.te_SDE_Survey returned_surveys ON viqdp.SDE_ID = returned_surveys.SDE_ID LEFT OUTER JOIN dbo.te_SDE_Contact_Suppression cs ON viqdp.SDE_ID = cs.SDE_ID

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  • When actually is a closure created?

    - by Jian Lin
    Is it true that a closure is created in the following cases for foo, but not for bar? Case 1: <script type="text/javascript"> function foo() { } </script> foo is a closure with a scope chain with only the global scope. Case 2: <script type="text/javascript"> var i = 1; function foo() { return i; } </script> same as Case 1. Case 3: <script type="text/javascript"> function Circle(r) { this.r = r; } Circle.prototype.foo = function() { return 3.1415 * this.r * this.r } </script> in this case, Circle.prototype.foo (which returns the circle's area) refers to a closure with only the global scope. (this closure is created). Case 4: <script type="text/javascript"> function foo() { function bar() { } } </script> here, foo is a closure with only the global scope, but bar is not a closure (yet), because the function foo is not invoked in the code, so no closure goo is ever created. It will only exist if foo is invoked , and the closure bar will exist until foo returns, and the closure bar will then be garbage collected, since there is no reference to it at all anywhere. So when the function doesn't exist, can't be invoked, can't be referenced, then the closure doesn't exist yet (never created yet). Only when the function can be invoked or can be referenced, then the closure is actually created?

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  • Content-disposition:inline header won't show images inline?

    - by hamstar
    I'm trying to show an image inline on a page. It is being served by a codeigniter controller. class Asset extends MY_Controller { function index( $folder, $file ) { $asset = "assets/$folder/$file"; if ( !file_exists( $asset ) ) { show_404(); return; } switch ( $folder ) { case 'css': header('Content-type: text/css'); break; case 'js': header('Content-type: text/javascript'); break; case 'images': $ext = substr( $file, strrpos($file, '.') ); switch ( $ext ) { case 'jpg': $ext = 'jpeg'; break; case 'svg': $ext = 'svg+xml'; break; } header('Content-Disposition: inline'); header('Content-type: image/'.$ext); } readfile( $asset ); } } When I load a image in Chrome of FF its pops up the download window. I know when the browser can't display the content inline it will force a download anyway, but these are PNG and GIF images which display in the browser fine otherwise. In IE it doesn't force a download but it displays the image in ASCII. If I comment out the entire image case it FF and Chrome both display the ASCII but not the image. I thought setting the content type would allow FF and Chrome to show the actual image, and also allow the location to be used as an src. The javascript and css shows fine of course. Anyone got any ideas how I can make the images show properly? Thanks :)

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