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  • Is it possible to Store Enum value in String?

    - by Narasimham K
    Actally my java progrem like... public class Schedule{ public static enum RepeatType { DAILY, WEEKLY, MONTHLY; } public static enum WeekdayType { MONDAY(Calendar.MONDAY), TUESDAY(Calendar.TUESDAY), WEDNESDAY( Calendar.WEDNESDAY), THURSDAY(Calendar.THURSDAY), FRIDAY( Calendar.FRIDAY), SATURDAY(Calendar.SATURDAY), SUNDAY( Calendar.SUNDAY); private int day; private WeekdayType(int day) { this.day = day; } public static List<Date> generateSchedule(RepeatType repeatType,List<WeekdayType> repeatDays) { ----------------------------- ----------------------------//hear some logic i wrote }//Method } And i'm calling the method into my Business class like following... @RemotingInclude public void createEvent(TimetableVO timetableVO) { if ("repeatDays".equals(timetableVO.getSearchKey())) { List<Date> repeatDaysList=Schedule.generateSchedule(timetableVO.getRepeatType(),timetableVO.getRepeatDays()); } } And Finally TimetableVO is @Entity @Table(name="EC_TIMETABLE") public class TimetableVO extends AbstractVO{ ----- private RepeatType repeatType; private List<WeekdayType> repeatDays;//But in this case the method generateSchedule(-,-) was not calling. ----- } So my Question is Which one is Better Statement in the Following... private List<WeekdayType> repeatDays; (or) private String repeatDays;//if we give like this `How to Convert Enum type to String` because generateSchedule() method taking enum type value....

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  • Wrong class type in objective C

    - by Max Hui
    I have a parent class and a child class. GameObjectBase (parent) GameObjectPlayer(child). When I override a method in Child class and call it using [myPlayerClass showNextFrame] It is calling the parent class one. It turns out in the debugger, I see the myPlayerClass was indeed class type GameObjectBase (which is the parent class) How come? GameObjectBase.h #import <Foundation/Foundation.h> #import "cocos2d.h" @class GameLayer; @interface GameObjectBase : NSObject { /* CCSprite *gameObjectSprite; // Sprite representing this game object GameLayer *parentGameLayer; */ // Reference of the game layer this object // belongs to } @property (nonatomic, assign) CCSprite *gameObjectSprite; @property (nonatomic, assign) GameLayer *parentGameLayer; // Class method. Autorelease + (id) initWithGameLayer:(GameLayer *) gamelayer imageFileName:(NSString *) fileName; // "Virtual methods" that the derived class should implement. // If not implemented, this method will be called and Assert game - (void) update: (ccTime) dt; - (void) showNextFrame; @end GameObjectPlayer.h #import <Foundation/Foundation.h> #import "GameObjectBase.h" @interface GameObjectPlayer : GameObjectBase { int direction; } @property (nonatomic) int direction; @end GameLayer.h #import "cocos2d.h" #import "GameObjectPlayer.h" @interface GameLayer : CCLayer { } // returns a CCScene that contains the GameLayer as the only child +(CCScene *) scene; @property (nonatomic, strong) GameObjectPlayer *player; @end When I call examine in debugger what type "temp" is in this function inside GameLayer class, it's giving parent class GameObjectBase instead of subclass GameObjectPlayer - (void) update:(ccTime) dt { GameObjectPlayer *temp = _player; [temp showNextFrame]; }

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  • run two thread at the same time in java

    - by user1805005
    i have used timertask to schedule my java program. now when the run method of timertask is in process, i want to run two threads which run at the same time and do different functions. here is my code.. please help me.. import java.util.Calendar; import java.util.Date; import java.util.Timer; import java.util.TimerTask; public class timercheck extends TimerTask{ // my first thread Thread t1 = new Thread(){ public void run(){ for(int i = 1;i <= 10;i++) { System.out.println(i); } } }; // my second thread Thread t2 = new Thread(){ public void run(){ for(int i = 11;i <= 20;i++) { System.out.println(i); } } }; public static void main(String[] args){ long ONCE_PER_DAY = 1000*60*60*24; Calendar calendar = Calendar.getInstance(); calendar.set(Calendar.HOUR_OF_DAY, 12); calendar.set(Calendar.MINUTE, 05); calendar.set(Calendar.SECOND, 00); Date time = calendar.getTime(); TimerTask check = new timercheck(); Timer timer = new Timer(); timer.scheduleAtFixedRate(check, time ,ONCE_PER_DAY); } @Override // run method of timer task public void run() { t1.start(); t2.start(); } }

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  • Is there any way to output the actual array in c++

    - by user2511129
    So, I'm beginning C++, with a semi-adequate background of python. In python, you make a list/array like this: x = [1, 2, 3, 4, 5, 6, 7, 8, 9] Then, to print the list, with the square brackets included, all you do is: print x That would display this: [1, 2, 3, 4, 5, 6, 7, 8, 9] How would I do the exact same thing in c++, print the brackets and the elements, in an elegant/clean fashion? NOTE I don't want just the elements of the array, I want the whole array, like this: {1, 2, 3, 4, 5, 6, 7, 8, 9} When I use this code to try to print the array, this happens: input: #include <iostream> using namespace std; int main() { int anArray[9] = {1, 2, 3, 4, 5, 6, 7, 8, 9}; cout << anArray << endl; } The output is where in memory the array is stored in (I think this is so, correct me if I'm wrong): 0x28fedc As a sidenote, I don't know how to create an array with many different data types, such as integers, strings, and so on, so if someone can enlighten me, that'd be great! Thanks for answering my painstakingly obvious/noobish questions!

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  • Why is this removing all elements from my LinkedList?

    - by Brian
    Why is my remove method removing every element from my Doubly Linked List? If I take out that if/else statements then I can successfully remove middle elements, but elements at the head or tail of the list still remain. However, I added the if/else statements to take care of elements at the head and tail, unfortunately this method now removes every element in my list. What am I do wrong? public void remove(int n) { LinkEntry<E> remove_this = new LinkEntry<E>(); //if nothing comes before remove_this, set the head to equal the element after remove_this if (remove_this.previous == null) head = remove_this.next; //otherwise set the element before remove_this equal to the element after remove_this else remove_this.previous.next = remove_this.next; //if nothing comes after remove_this, set the tail equal to the element before remove_this if (remove_this.next == null) tail = remove_this.previous; //otherwise set the next element's previous pointer to the element before remove_this else remove_this.next.previous = remove_this.previous; //if remove_this is located in the middle of the list, enter this loop until it is //found, then remove it, closing the gap afterwards. int i = 0; for (remove_this = head; remove_this != null; remove_this = remove_this.next) { //if i == n, stop and delete 'remove_this' from the list if (i == n) { //set the previous element's next to the element that comes after remove_this remove_this.previous.next = remove_this.next; //set the element after remove_this' previous pointer to the element before remove_this remove_this.next.previous = remove_this.previous; break; } //if i != n, keep iterating through the list i++; } }

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  • Compression Program in C

    - by Delandilon
    I want to compress a series of characters. For example if i type Input : FFFFFBBBBBBBCCBBBAABBGGGGGSSS (27 x 8 bits = 216 bits) Output: F5B7C2B3A2B2G5S3 (14 x 8 bits = 112bits) So far this is what i have, i can count the number of Characters in the Array. But the most important task is to count them in the same sequence. I can't seem to figure that out :( Ive stared doing C just a few weeks back, i have knowledge on Array, pointers, ASCII value but in any case can't seem to count these characters in a sequence. Ive try a bit of everything. This approach is no good but it the closest i came to it. #include <stdio.h> #include <conio.h> int main() { int charcnt=0,dotcnt=0,commacnt=0,blankcnt=0,i, countA, countB; char str[125]; printf("*****String Manipulations*****\n\n"); printf("Enter a string\n\n"); scanf("%[^'\n']s",str); printf("\n\nEntered String is \" %s \" \n",str); for(i=0;str[i]!='\0';i++) { // COUNTING EXCEPTION CHARS if(str[i]==' ') blankcnt++; if(str[i]=='.') dotcnt++; if(str[i]==',') commacnt++; if (str[i]=='A' || str[i]=='a') countA++; if (str[i]=='B' || str[i]=='b') countA++; } //PRINT RESULT OF COUNT charcnt=i; printf("\n\nTotal Characters : %d",charcnt); printf("\nTotal Blanks : %d",blankcnt); printf("\nTotal Full stops : %d",dotcnt); printf("\nTotal Commas : %d\n\n",commacnt); printf("A%d\n", countA); }

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  • Modifying an ObservableCollection using move() ?

    - by user1202434
    I have a question relating to modifying the individual items in an ObservableCollection that is bound to a ListBox in the UI. The user in the UI can multiselect items and then drop them at a particular index to re-order them. So, if I have items {0,1,2,3,4,5,6,7,8,9} the user can choose items 2, 5, 7 (in that order) and choose to drop them at index 3, so that the collection now becomes, {0,1,3, 2, 5, 7, 4, 8,9} The way I have it working now, is like this inside of ondrop() method on my control, I do something like: foreach (Item item in draggedItems) { int oldIndex = collection.IndexOf(item.DataContext as MyItemType); int newIndex = toDropIndex; if (newIndex == collection.Count) { newIndex--; } if (oldIndex != newIndex) { collection.Move(oldIndex, newIndex); } } But the problem is, if I drop the items before the index where i start dragging my first item, the order becomes reversed...so the collection becomes, {0,1,3, 7, 5, 2, 4, 8,9} It works fine if I drop after index 3, but if i drop it before 3 then the order becomes reversed. Now, I can do a simple remove and then insert all items at the index I want to, but "move" for me has the advantage of keeping the selection in the ui (remove basically de-selects the items in the list..)....so I will need to make use of the move method, what is wrong with my method above and how to fix it? Thanks!

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  • rotate a star in opengl (2D)

    - by nova a
    I have a 2D star, and I don't know how to rotate it around its center, and I also don't know how to do it with a keyboard key. Also how can I make my object bigger or smaller by a certain percentage (because when I tried to do it by changing pixels, the star goes wrong). This is my code: #include <GL/glut.h> #include <GL/gl.h> #include <GL/freeglut.h> void init (void) { glClearColor(0.0,0.0,0.0,00); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0,200.0,0.0,200.0); } void LineSegment(void) { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glBegin(GL_LINE_LOOP); glVertex2i(20,120); glVertex2i(180,120); glVertex2i(45,20); glVertex2i(100,190); glVertex2i(155,20); glEnd(); glFlush(); } int main(int argc,char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); glutInitWindowPosition(50,100); glutCreateWindow("STAR"); init(); glutDisplayFunc(LineSegment); glutMainLoop(); return 0; }

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  • List of values as keys for a Map

    - by thr
    I have lists of variable length where each item can be one of four unique, that I need to use as keys for another object in a map. Assume that each value can be either 0, 1, 2 or 3 (it's not integer in my real code, but a lot easier to explain this way) so a few examples of key lists could be: [1, 0, 2, 3] [3, 2, 1] [1, 0, 0, 1, 1, 3] [2, 3, 1, 1, 2] [1, 2] So, to re-iterate: each item in the list can be either 0, 1, 2 or 3 and there can be any number of items in a list. My first approach was to try to hash the contents of the array, using the built in GetHashCode() in .NET to combine the hash of each element. But since this would return an int I would have to deal with collisions manually (two equal int values are identical to a Dictionary). So my second approach was to use a quad tree, breaking down each item in the list into a Node that has four pointers (one for each possible value) to the next four possible values (with the root node representing [], an empty list), inserting [1, 0, 2] => Foo, [1, 3] => Bar and [1, 0] => Baz into this tree would look like this: Grey nodes nodes being unused pointers/nodes. Though I worry about the performance of this setup, but there will be no need to deal with hash collisions and the tree won't become to deep (there will mostly be lists with 2-6 items stored, rarely over 6). Is there some other magic way to store items with lists of values as keys that I have missed?

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  • asp.net mvc postback

    - by user266909
    I have a controller with the following two Edit methods. The edit form displays correctly with all additional dropdown lists from the FormViewModel. However, when I changed some field values and submitted the form. None of the changed fields were saved. The fields in the postbask collection have default or null values. I have another edit form which update another table. On submit, the changed values are saved. Does anyone know why? // GET: /Transfers/Edit/5 public ActionResult Edit(int id) { Transfer transfer = myRepository.GetTransfer(id); if (transfer == null) return View("NotFound"); return View(new TransferFormViewModel(transfer)); } // // POST: /Transfers/Edit/5 [AcceptVerbs(HttpVerbs.Post)] public ActionResult Edit(int id, Transfer collection) { Transfer transfer = vetsRepository.GetTransfer(id); if (transfer == null) return View("NotFound"); else { try { UpdateModel(transfer); vetsRepository.Save(); return RedirectToAction("Details", new { id = transfer.TransfersID }); } catch { ModelState.AddModelErrors(transfer.GetRuleViolations()); return View(new TransferFormViewModel(transfer)); } } }

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  • Creating a function within a loop (pointers?)

    - by user352151
    Im trying to create a simple loop that creates 50 buttons, adds them to screen and then when a button is pressed, it traces out that number. I can get it to work by doing stuff I consider hacky (such as using the buttons X/Y location to determine its value), but I'd rather just be able to hold a single value in the function. The code itself is: for (var a:int = 0; a < 5; a++) { for (var b:int = 0; b < 10; b++) { var n = (a * 10) + b + 1; var btt:SimpleButton = new BasicGameButton(); btt.x = 20 + b * 50; btt.y = 50 + a * 80; addChild(btt); btt.addEventListener(MouseEvent.CLICK, function f() { trace(n); } ); } } At the moment, whenever a button is pressed, it simply outputs "50". Is there a way of "freezing" the value of n when the function is created, for that function? (BasicGameButton is just a square button, created in the flash library) Many thanks.

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  • Assigning address to array from heap

    - by Schaltfehler
    I want to save the state of my structs as a binary file and load them again. My structs look like this: typedef struct { uint8_t pointerLength; uint8_t *pointer; uint8_t NumBla; uinT16 Bla[MAX_NUM_Bla]; ... } BAR_STRUCT, *BAR; typedef struct { int numBar; BAR bars[MAX_NUM_BAR]; } FOO_STRUCT, *FOO; Saving is no problem, but restoring the state. Iam at the point where the bytestring from the file is on the heap and a pointer is pointing to the first adress of this string. And I do as follows: const void* dataPointer //points to adress in heap unsigned char* bytePointer = (unsigned char*)dataPointer; FOO foo = (FOO_STRUCT*)bytePointer; bytePointer += sizeof(FOO_STRUCT); for (int i=0; i < MAX_NUM_BAR; i++) { foo->bars[i] = (BAR_STRUCT*)bytePointer; } The last assignment doesn't work and I get an EXC_BAD_ACCESS. Because bars is an array of pointers i need to correct the adresses of each element is pointing to. Because they are not valid anymore. So I try to assign the adress of the object I saved in the bytesteam to foo-bars[i]; But I can not change foo-bars[i] at all. Accessing works but but assigning a new adress doesn't. I wonder why.

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  • Why does this while terminate before receiving a value? (java)

    - by David
    Here's the relevant code snippet. public static Territory[] assignTerri (Territory[] board, String[] colors) { for (int i = 0; i<board.length; i++) { // so a problem is that Territory.translate is void fix this. System.out.print ("What team controls ") ; Territory.translate (i) ; System.out.println (" ?") ; boolean a = false ; while (a = false) { String s = getIns () ; if ((checkColor (s, colors))) { board[i].team = (returnIndex (s, colors)) ; a =true ; } else System.out.println ("error try again") ; } System.out.print ("How many unites are on ") ; Territory.translate (i) ; System.out.println (" ?") ; int n = getInt () ; board[i].population = n ; } return board ; } As an additional piece of information, checkColor just checks to make sure that its first argument, a string, is a string in one of the indexes of its second argument, an array. It seems to me that when the while the method gets a string from the keyboard and then only if that string checks out is a true and the while allowed to terminate. The output I get though is this: What team controls Alaska ? How many unites are on Alaska ? (there is space at the end to type in an input) This would seem to suggest that the while terminates before an input is ever typed in since the first line of text is within the while while the second line of text comes after it outside of it. Why is this happening?

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  • How to move image in Applet?

    - by user1609804
    I want to move the character left, right up, and down in applet, but it is not moving at all. here is my code, help please import javax.swing.JPanel; import java.awt.image.BufferedImage; import java.io.*; import javax.imageio.ImageIO; import java.applet.*; import java.awt.event.*; import java.awt.*; public class drawCenter extends Applet { private int x,y;// the x and y of the position of the player private BufferedImage image, pos; public void init( ) { try { image = ImageIO.read(new File("pokemonCenter.png")); pos = ImageIO.read(new File("player/maleInGame.png")); } catch (IOException ex) { } x = 150; y = 171; } public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); switch( keyCode ) { case KeyEvent.VK_UP: if( y>0 ) { y=y-19; repaint(); } break; case KeyEvent.VK_DOWN: if( y<171 ) { y=y+19; repaint(); } break; case KeyEvent.VK_LEFT:if( x>0 ) { x=x-15; repaint(); } break; case KeyEvent.VK_RIGHT:if( x<285 ) { x=x+15; repaint(); } break; } e.consume(); } public void keyReleased(){ } public void paint( Graphics g ) { g.drawImage(image, 0, 0, null); g.drawImage(pos, x, y, null); } }

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  • Popovercontroller doesn't display full

    - by user2959234
    I have an UIPopovercontroller in with an content that generate from an viewcontroller. popOverController = [[UIPopoverController alloc]initWithPopUp:emLightPopUp]; popOverController.delegate = self; // Get device position. CGRect position = {parentButton.frame.origin,emLightPopUp.popUpView.frame.size}; CGSize popUpViewFrameSize = emLightPopUp.popUpView.frame.size; Link screenshot: http://i.stack.imgur.com/AxqoG.png The issue is that when I change the position of select devices (touched button) upwards, the displayed popup will be resized like the screenshot. I already try to set content size inside the subclass of uipopover but it still doesn't work: self.popoverContentSize = emLightPopUp.popUpView.frame.size; EDIT: I solved this problems by calculate the position that display the popup and scroll the scrollview inside into an upper position. Check out this code: -(void)moveDeviceOutMiddleScreen:(id)deviceButton { UIButton* button = (UIButton*)deviceButton; CGFloat yPositionRange = button.frame.origin.y - self.floorZoomScrollView.contentOffset.y; int middle_top_y = 70; int middle_bottom_y = 166; if (yPositionRange > middle_top_y && yPositionRange < middle_bottom_y) { CGRect newRect = CGRectMake(self.floorZoomScrollView.contentOffset.x, self.floorZoomScrollView.contentOffset.y +yPositionRange*0.6, self.floorZoomScrollView.frame.size.width, self.floorZoomScrollView.frame.size.height); [self.floorZoomScrollView scrollRectToVisible:newRect animated:NO]; } } Thanks for your responses.

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  • Windows File I/O Reading

    - by eyeanand
    Currently working on open/read images in VC++. Some examples i came across on the internet use Windows.h I/O routines like ReadFile...but there seems to be inconsistency in there declaration. Here's what i have got. //So i have this function to load file BYTE* LoadFile ( int* width, int* height, long* size, LPCWSTR bmpfile ) { BITMAPFILEHEADER bmpheader; BITMAPINFOHEADER bmpinfo; DWORD bytesread = 0; HANDLE file = CreateFile ( bmpfile , GENERIC_READ, FILE_SHARE_READ,NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL ); if ( NULL == file ) return NULL; if ( ReadFile ( file, &bmpheader, sizeof ( BITMAPFILEHEADER ),&bytesread, NULL ) == false ) { CloseHandle ( file ); return NULL; } . . . return appropriate value; } Now the ReadFile API function is declared as follows in WinBase.h WINBASEAPI BOOL WINAPI ReadFile( In HANDLE hFile, Out LPVOID lpBuffer, In DWORD nNumberOfBytesToRead, _Out_opt_ LPDWORD lpNumberOfBytesRead, _Inout_opt_ LPOVERLAPPED lpOverlapped ); And in MSDN examples... They call this function like this. ReadFile(hFile, chBuffer, BUFSIZE, &dwBytesRead, NULL) Which expects that "bytesRead" is sort of out parameter. so it gives me number of bytes read. But in my code ..it is giving error message. 'ReadFile' : cannot convert parameter 4 from 'LPDWORD *' to 'LPDWORD' so i just initialized bytesRead to 0 and passed by value.( which is wrong..but just to check if it works ). then it gives this exception Unhandled exception at 0x774406ae in ImProc.exe: 0xC0000005: Access violation writing location 0x00000000. Kindly suggest . Kindly tell if any code i missed out....including while forming the question itself. Thanks.

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  • Why does this while terminate before recieving a value? (java)

    - by David
    here's the relevant code snippet. public static Territory[] assignTerri (Territory[] board, String[] colors) { for (int i = 0; i<board.length; i++) { // so a problem is that Territory.translate is void fix this. System.out.print ("What team controls ") ; Territory.translate (i) ; System.out.println (" ?") ; boolean a = false ; while (a = false) { String s = getIns () ; if ((checkColor (s, colors))) { board[i].team = (returnIndex (s, colors)) ; a =true ; } else System.out.println ("error try again") ; } System.out.print ("How many unites are on ") ; Territory.translate (i) ; System.out.println (" ?") ; int n = getInt () ; board[i].population = n ; } return board ; } as an additional piece of information, checkColor just checks to make sure that its first argument, a string, is a string in one of the indexes of its second argument, an array. it seems to me that when the while the method gets a string from the keyboard and then only if that string checks out is a true and the while allowed to terminate. The output i get though is this: What team controls Alaska ? How many unites are on Alaska ? (there is space at the end to type in an input) This would seem to suggest that the while terminates before an input is ever typed in since the first line of text is within the while while the second line of text comes after it outside of it. why is this happening?

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  • resultCode is always 0

    - by Aaron T
    I'm trying to get the resultCode to be OK inside my onActivityResult function. However, it keeps coming back as 0. I have spent several days on this, and can't figure out why it doesn't work. Here's my code. If anybody can help me, I'll be very grateful, Thanks. My Activity1 class: private class MyTask extends AsyncTask<String, Void, String> { @Override protected String doInBackground(String... urls) { // process return result; } @Override protected void onPostExecute(String result) { Intent i = new Intent(Activity1.this, Activity2.class); i.putExtra("Value1", "This value one for ActivityOne "); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); startActivityForResult(i, REQUEST_CODE); textView.setText(result); } } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (resultCode == RESULT_OK && requestCode == REQUEST_CODE) { // do something } } My Activity 2 class: @Override public void finish() { Intent data = new Intent(); data.putExtra("returnKey1", "return 1"); setResult(RESULT_OK, data); super.finish(); } My manifest: <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".Activity1" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".Activity2" android:label="@string/app_dialog_name" android:launchMode="singleTop" android:excludeFromRecents="true" android:taskAffinity="" android:theme="@android:style/Theme.Dialog"> </activity> </application>

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  • Need help finding a unique value in array

    - by bardockyo
    My code is complete minus one little flaw. It searches the array and prints out which values are unique, however it always counts the first entry as unique even if it is followed by the same value. Can anyone look at my code and tell me which part is messing this up because it is driving me crazy. #include <stdio.h> #define size 7 int main(void) { int array1[size], target, answer, found, x, k, prev, count =1, i; printf("Please input %d integers: ", size); scanf("%d", &target); for(x = 0; x < size; x++) { scanf("%d", &array1[x]); } prev = array1[0]; for (i = 1; i < size; i++) { if (array1[i] == prev) { count++; } else { if (count < 2) printf("%d=%d\n", prev, count); prev = array1[i]; count = 1; } } if (count < 2) { printf("%d=%d\n", prev, count); } return 0; }

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  • How to split up input from System.in

    - by zzaw
    Alright so I'm working on something where I take input from System.in; the first line is an int (n) representing the size of a matrix. The next n lines are the matrix itself like so: 10 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 1 0 0 1 1 0 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 1 1 0 0 0 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 The problem is there may be multiple matrix's in a single input, so the next line would have another int and the corresponding matrix underneath until it hits a line with a single 0. I then have to pass each matrix along with the size at the top as a BufferedReader to a method which adds the numbers to a 2D array. I'm just a little unsure on how to split the input up and send it to the method. Would making a new BufferedReader using skip() and specifying a size each time work? The biggest problem I seem to be running into is reading the size but then the size being excluded as it has already been read. Cheers

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  • Why can't my vector access the variables in my nested structs?

    - by chucknorris
    #include<iostream> #include<vector> #include<string> #include<list> using namespace std; struct record{ int id; string fName; }; struct cells{ list<record> rec; }; vector<cells> hp; int main() { **hp.front().rec.front().fName = "jon"; return 0; } I have 2 structs. The first struct, struct record, is composed of 2 regular variables. In struct 2, I have a linked list of type "record", which includes all the variable listed in struct 1. Why is it that when ever I attempt to access a variable in the structs, using my vector, I get the error "linked list iterator not dereferencable?"

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  • (again) i improve my question [closed]

    - by gcc
    Possible Duplicate: realizing number …how?? i hold input like that A is char pointer A[0]=n A[1]=j A[2]=n // i take (one number)+special char(s)+command(s) (like $ or #) from user A[3]=d // the input order can be changed like char(s)+number+command . // there is one number in A[] . // and every A[i] is important for me because what will i do in next step . // is determined by that input in A[h] or A[n] . // example . // when you see $ go before array do something . // when you see number go farad equation and use it in there A[j]=$ // (number can be pozitif or negatif . A[i]=14(any number) . . int func(int temp) { if(temp=='n') //..do something then return 10; if(temp=='j') return 11; if(temp=='d') return 12; if(/*........*/) // when temp find/realize number ,i wanna return 13; // in if statement, (instead of .....) what code should i write } how i can do } NOTE::please ,dont close my question ,when you close icannot edit it

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  • Generic list/sublist handling

    - by user628661
    Let's say we have a class class ComplexCls { public int Fld1; public string Fld2; //could be more fields } class Cls { public int SomeField; } and then some code class ComplexClsList: List<ComplexCls>; ComplexClsList myComplexList; // fill myComplexList // same for Cls class ClsList : List<Cls>; ClsList myClsList; We want to populate myClsList from myComplexList, something like (pseudocode): foreach Complexitem in myComplexList { Cls ClsItem = new Cls(); ClsItem.SomeField = ComplexItem.Fld1; } The code to do this is easy and will be put in some method in myClsList. However I'd like to design this as generic as possible, for generic ComplexCls. Note that the exact ComplexCls is known at the moment of using this code, only the algorithm shd be generic. I know it can be done using (direct) reflection but is there other solution? Let me know if the question is not clear enough. (probably isn't). [EDIT] Basically, what I need is this: having myClsList, I need to specify a DataSource (ComplexClsList) and a field from that DataSource (Fld1) that will be used to populate my SomeField

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  • Failing to use Array.Copy() in my WPF App

    - by Steven Wilson
    I am a C++ developer and recently started working on WPF. Well I am using Array.Copy() in my app and looks like I am not able to completely get the desired result. I had done in my C++ app as follows: static const signed char version[40] = { 'A', 'U', 'D', 'I', 'E', 'N', 'C', 'E', // name 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , // reserved, firmware size 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , // board number 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , // variant, version, serial 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 // date code, reserved }; unsigned char sendBuf[256] = {}; int memloc = 0; sendBuf[memloc++] = 0; sendBuf[memloc++] = 0; // fill in the audience header memcpy(sendBuf+memloc, version, 8); // the first 8 bytes memloc += 16; // the 8 copied, plus 8 reserved bytes I did the similar operation in my WPF (C#) app as follows: Byte[] sendBuf = new Byte[256]; char[] version = { 'A', 'U', 'D', 'I', 'E', 'N', 'C', 'E', // name '0', '0', '0', '0', '0', '0', '0', '0' , // reserved, firmware size '0', '0', '0', '0', '0', '0', '0', '0' , // board number '0', '0', '0', '0', '0', '0', '0', '0' , // variant, version, serial '0', '0', '0', '0', '0', '0', '0', '0' // date code, reserved }; // fill in the address to write to -- 0 sendBuf[memloc++] = 0; sendBuf[memloc++] = 0; // fill in the audience header Array.Copy(sendBuf + memloc, version, 8); // the first 8 bytes memloc += 16; But it throws me an error at Array.Copy(sendBuf + memloc, version, 8); as Operator '+' cannot be applied to operands of type 'byte[]' and 'int'. How can achieve this???? :) please help :)

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  • SQL SERVER – Update Statistics are Sampled By Default

    - by pinaldave
    After reading my earlier post SQL SERVER – Create Primary Key with Specific Name when Creating Table on Statistics, I have received another question by a blog reader. The question is as follows: Question: Are the statistics sampled by default? Answer: Yes. The sampling rate can be specified by the user and it can be anywhere between a very low value to 100%. Let us do a small experiment to verify if the auto update on statistics is left on. Also, let’s examine a very large table that is created and statistics by default- whether the statistics are sampled or not. USE [AdventureWorks] GO -- Create Table CREATE TABLE [dbo].[StatsTest]( [ID] [int] IDENTITY(1,1) NOT NULL, [FirstName] [varchar](100) NULL, [LastName] [varchar](100) NULL, [City] [varchar](100) NULL, CONSTRAINT [PK_StatsTest] PRIMARY KEY CLUSTERED ([ID] ASC) ) ON [PRIMARY] GO -- Insert 1 Million Rows INSERT INTO [dbo].[StatsTest] (FirstName,LastName,City) SELECT TOP 1000000 'Bob', CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%2 = 1 THEN 'Smith' ELSE 'Brown' END, CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 1 THEN 'New York' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 5 THEN 'San Marino' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 3 THEN 'Los Angeles' ELSE 'Houston' END FROM sys.all_objects a CROSS JOIN sys.all_objects b GO -- Update the statistics UPDATE STATISTICS [dbo].[StatsTest] GO -- Shows the statistics DBCC SHOW_STATISTICS ("StatsTest"PK_StatsTest) GO -- Clean up DROP TABLE [dbo].[StatsTest] GO Now let us observe the result of the DBCC SHOW_STATISTICS. The result shows that Resultset is for sure sampling for a large dataset. The percentage of sampling is based on data distribution as well as the kind of data in the table. Before dropping the table, let us check first the size of the table. The size of the table is 35 MB. Now, let us run the above code with lesser number of the rows. USE [AdventureWorks] GO -- Create Table CREATE TABLE [dbo].[StatsTest]( [ID] [int] IDENTITY(1,1) NOT NULL, [FirstName] [varchar](100) NULL, [LastName] [varchar](100) NULL, [City] [varchar](100) NULL, CONSTRAINT [PK_StatsTest] PRIMARY KEY CLUSTERED ([ID] ASC) ) ON [PRIMARY] GO -- Insert 1 Hundred Thousand Rows INSERT INTO [dbo].[StatsTest] (FirstName,LastName,City) SELECT TOP 100000 'Bob', CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%2 = 1 THEN 'Smith' ELSE 'Brown' END, CASE WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 1 THEN 'New York' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 5 THEN 'San Marino' WHEN ROW_NUMBER() OVER (ORDER BY a.name)%10 = 3 THEN 'Los Angeles' ELSE 'Houston' END FROM sys.all_objects a CROSS JOIN sys.all_objects b GO -- Update the statistics UPDATE STATISTICS [dbo].[StatsTest] GO -- Shows the statistics DBCC SHOW_STATISTICS ("StatsTest"PK_StatsTest) GO -- Clean up DROP TABLE [dbo].[StatsTest] GO You can see that Rows Sampled is just the same as Rows of the table. In this case, the sample rate is 100%. Before dropping the table, let us also check the size of the table. The size of the table is less than 4 MB. Let us compare the Result set just for a valid reference. Test 1: Total Rows: 1000000, Rows Sampled: 255420, Size of the Table: 35.516 MB Test 2: Total Rows: 100000, Rows Sampled: 100000, Size of the Table: 3.555 MB The reason behind the sample in the Test1 is that the data space is larger than 8 MB, and therefore it uses more than 1024 data pages. If the data space is smaller than 8 MB and uses less than 1024 data pages, then the sampling does not happen. Sampling aids in reducing excessive data scan; however, sometimes it reduces the accuracy of the data as well. Please note that this is just a sample test and there is no way it can be claimed as a benchmark test. The result can be dissimilar on different machines. There are lots of other information can be included when talking about this subject. I will write detail post covering all the subject very soon. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Index, SQL Optimization, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: SQL Statistics

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