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  • Thread not behaving correctly

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

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • I need help on my C++ assignment using MS Visual C++

    - by krayzwytie
    Ok, so I don't want you to do my homework for me, but I'm a little lost with this final assignment and need all the help I can get. Learning about programming is tough enough, but doing it online is next to impossible for me... Now, to get to the program, I am going to paste what I have so far. This includes mostly //comments and what I have written so far. If you can help me figure out where all the errors are and how to complete the assignment, I will really appreciate it. Like I said, I don't want you to do my homework for me (it's my final), but any constructive criticism is welcome. This is my final assignment for this class and it is due tomorrow (Sunday before midnight, Arizona time). This is the assignment: Examine the following situation: o Your company, Datamax, Inc., is in the process of automating its payroll systems. Your manager has asked you to create a program that calculates overtime pay for all employees. Your program must take into account the employee’s salary, total hours worked, and hours worked more than 40 in a week, and then provide an output that is useful and easily understood by company management. • Compile your program utilizing the following background information and the code outline in Appendix D (included in the code section). • Submit your project as an attachment including the code and the output. Company Background: o Three employees: Mark, John, and Mary o The end user needs to be prompted for three specific pieces of input—name, hours worked, and hourly wage. o Calculate overtime if input is greater than 40 hours per week. o Provide six test plans to verify the logic within the program. o Plan 1 must display the proper information for employee #1 with overtime pay. o Plan 2 must display the proper information for employee #1 with no overtime pay. o Plans 3-6 are duplicates of plan 1 and 2 but for the other employees. Program Requirements: o Define a base class to use for the entire program. o The class holds the function calls and the variables related to the overtime pay calculations. o Define one object per employee. Note there will be three employees. o Your program must take the objects created and implement calculations based on total salaries, total hours, and the total number of overtime hours. See the Employee Summary Data section of the sample output. Logic Steps to Complete Your Program: o Define your base class. o Define your objects from your base class. o Prompt for user input, updating your object classes for all three users. o Implement your overtime pay calculations. o Display overtime or regular time pay calculations. See the sample output below. o Implement object calculations by summarizing your employee objects and display the summary information in the example below. And this is the code: // Final_Project.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include <iostream> #include <string> #include <iomanip> using namespace std; // //CLASS DECLARATION SECTION // class CEmployee { public: void ImplementCalculations(string EmployeeName, double hours, double wage); void DisplayEmployInformation(void); void Addsomethingup (CEmployee, CEmployee, CEmployee); string EmployeeName ; int hours ; int overtime_hours ; int iTotal_hours ; int iTotal_OvertimeHours ; float wage ; float basepay ; float overtime_pay ; float overtime_extra ; float iTotal_salaries ; float iIndividualSalary ; }; int main() { system("cls"); cout << "Welcome to the Employee Pay Center"; /* Use this section to define your objects. You will have one object per employee. You have only three employees. The format is your class name and your object name. */ std::cout << "Please enter Employee's Name: "; std::cin >> EmployeeName; std::cout << "Please enter Total Hours for (EmployeeName): "; std::cin >> hours; std::cout << "Please enter Base Pay for(EmployeeName): "; std::cin >> basepay; /* Here you will prompt for the first employee’s information. Prompt the employee name, hours worked, and the hourly wage. For each piece of information, you will update the appropriate class member defined above. Example of Prompts Enter the employee name = Enter the hours worked = Enter his or her hourly wage = */ /* Here you will prompt for the second employee’s information. Prompt the employee name, hours worked, and the hourly wage. For each piece of information, you will update the appropriate class member defined above. Enter the employee name = Enter the hours worked = Enter his or her hourly wage = */ /* Here you will prompt for the third employee’s information. Prompt the employee name, hours worked, and the hourly wage. For each piece of information, you will update the appropriate class member defined above. Enter the employee name = Enter the hours worked = Enter his or her hourly wage = */ /* Here you will implement a function call to implement the employ calcuations for each object defined above. You will do this for each of the three employees or objects. The format for this step is the following: [(object name.function name(objectname.name, objectname.hours, objectname.wage)] ; */ /* This section you will send all three objects to a function that will add up the the following information: - Total Employee Salaries - Total Employee Hours - Total Overtime Hours The format for this function is the following: - Define a new object. - Implement function call [objectname.functionname(object name 1, object name 2, object name 3)] /* } //End of Main Function void CEmployee::ImplementCalculations (string EmployeeName, double hours, double wage){ //Initialize overtime variables overtime_hours=0; overtime_pay=0; overtime_extra=0; if (hours > 40) { /* This section is for the basic calculations for calculating overtime pay. - base pay = 40 hours times the hourly wage - overtime hours = hours worked – 40 - overtime pay = hourly wage * 1.5 - overtime extra pay over 40 = overtime hours * overtime pay - salary = overtime money over 40 hours + your base pay */ /* Implement function call to output the employee information. Function is defined below. */ } // if (hours > 40) else { /* Here you are going to calculate the hours less than 40 hours. - Your base pay is = your hours worked times your wage - Salary = your base pay */ /* Implement function call to output the employee information. Function is defined below. */ } // End of the else } //End of Primary Function void CEmployee::DisplayEmployInformation(); { // This function displays all the employee output information. /* This is your cout statements to display the employee information: Employee Name ............. = Base Pay .................. = Hours in Overtime ......... = Overtime Pay Amount........ = Total Pay ................. = */ } // END OF Display Employee Information void CEmployee::Addsomethingup (CEmployee Employ1, CEmployee Employ2) { // Adds two objects of class Employee passed as // function arguments and saves them as the calling object's data member values. /* Add the total hours for objects 1, 2, and 3. Add the salaries for each object. Add the total overtime hours. */ /* Then display the information below. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%% EMPLOYEE SUMMARY DATA%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%% Total Employee Salaries ..... = 576.43 %%%% Total Employee Hours ........ = 108 %%%% Total Overtime Hours......... = 5 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% */ } // End of function

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  • SVN Error 403 Forbidden

    - by Chris
    I can't figure this out. I try to import a new project into a svn repository from Netbeans and get 403 Forbidden. I just setup svn on my serverbox today. I can get to it through a browser just fine, though its empty as I haven't imported my project yet. Apache's path for html files is /var/www I setup the svn repo in /var/svn This is the structure of /var/svn [root@localhost svn]# ls -lR /var/svn /var/svn: total 4 drwxrwxrwx 7 apache apache 4096 2010-03-26 10:18 repo /var/svn/repo: total 36 drwxrwxrwx 2 apache apache 4096 2010-03-26 09:47 conf drwxrwxrwx 3 apache apache 4096 2010-03-26 10:18 dav drwxrwsrwx 6 apache apache 4096 2010-03-26 11:19 db -rwxrwxrwx 1 apache apache 2 2010-03-26 09:47 format drwxrwxrwx 2 apache apache 4096 2010-03-26 09:47 hooks drwxrwxrwx 2 apache apache 4096 2010-03-26 09:47 locks -rwxrwxrwx 1 apache apache 229 2010-03-26 09:47 README.txt -rwxrwxrwx 1 apache apache 15 2010-03-26 09:47 svnauth -rwxrwxrwx 1 apache apache 43 2010-03-26 09:48 svnpass /var/svn/repo/conf: total 12 -rwxrwxrwx 1 apache apache 1080 2010-03-26 09:47 authz -rwxrwxrwx 1 apache apache 309 2010-03-26 09:47 passwd -rwxrwxrwx 1 apache apache 2279 2010-03-26 09:47 svnserve.conf /var/svn/repo/dav: total 4 drwxrwxrwx 2 apache apache 4096 2010-03-26 11:19 activities.d /var/svn/repo/dav/activities.d: total 0 /var/svn/repo/db: total 48 -rwxrwxrwx 1 apache apache 2 2010-03-26 09:47 current -rwxrwxrwx 1 apache apache 22 2010-03-26 09:47 format -rwxrwxrwx 1 apache apache 1920 2010-03-26 09:47 fsfs.conf -rwxrwxrwx 1 apache apache 5 2010-03-26 09:47 fs-type -rwxrwxrwx 1 apache apache 2 2010-03-26 09:47 min-unpacked-rev -rwxrwxrwx 1 apache apache 4096 2010-03-26 09:47 rep-cache.db drwxrwsrwx 3 apache apache 4096 2010-03-26 09:47 revprops drwxrwsrwx 3 apache apache 4096 2010-03-26 09:47 revs drwxrwsrwx 2 apache apache 4096 2010-03-26 11:19 transactions -rwxrwxrwx 1 apache apache 2 2010-03-26 11:19 txn-current -rwxrwxrwx 1 apache apache 0 2010-03-26 09:47 txn-current-lock drwxrwsrwx 2 apache apache 4096 2010-03-26 11:19 txn-protorevs -rwxrwxrwx 1 apache apache 37 2010-03-26 09:47 uuid -rwxrwxrwx 1 apache apache 0 2010-03-26 09:47 write-lock /var/svn/repo/db/revprops: total 4 drwxrwsrwx 2 apache apache 4096 2010-03-26 09:47 0 /var/svn/repo/db/revprops/0: total 4 -rwxrwxrwx 1 apache apache 50 2010-03-26 09:47 0 /var/svn/repo/db/revs: total 4 drwxrwsrwx 2 apache apache 4096 2010-03-26 09:47 0 /var/svn/repo/db/revs/0: total 4 -rwxrwxrwx 1 apache apache 115 2010-03-26 09:47 0 /var/svn/repo/db/transactions: total 0 /var/svn/repo/db/txn-protorevs: total 0 /var/svn/repo/hooks: total 36 -rwxrwxrwx 1 apache apache 1955 2010-03-26 09:47 post-commit.tmpl -rwxrwxrwx 1 apache apache 1638 2010-03-26 09:47 post-lock.tmpl -rwxrwxrwx 1 apache apache 2267 2010-03-26 09:47 post-revprop-change.tmpl -rwxrwxrwx 1 apache apache 1567 2010-03-26 09:47 post-unlock.tmpl -rwxrwxrwx 1 apache apache 3404 2010-03-26 09:47 pre-commit.tmpl -rwxrwxrwx 1 apache apache 2410 2010-03-26 09:47 pre-lock.tmpl -rwxrwxrwx 1 apache apache 2764 2010-03-26 09:47 pre-revprop-change.tmpl -rwxrwxrwx 1 apache apache 2100 2010-03-26 09:47 pre-unlock.tmpl -rwxrwxrwx 1 apache apache 2758 2010-03-26 09:47 start-commit.tmpl /var/svn/repo/locks: total 8 -rwxrwxrwx 1 apache apache 139 2010-03-26 09:47 db.lock -rwxrwxrwx 1 apache apache 139 2010-03-26 09:47 db-logs.lock I've got httpd.conf loading svn.conf which contains: <Location /svn> DAV on DAV svn #SVNParentPath /var/svn SVNPath /var/svn/repo Authtype Basic AuthName "Subversion" AuthUserFile /var/svn/repo/svnpass Require valid-user AuthzSVNAccessFile /var/svn/repo/svnauth </Location> Full error message is: org.tigris.subversion.javahl.ClientException: RA layer request failed Server sent unexpected return value (403 Forbidden) in response to CHECKOUT request for '/svn/!svn/bln/0' Sorry for the incredibly long post, but I thought more info would be better than less. I've been fidgeting with this problem for a long time now.

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  • Read JSON (text file) into C# application

    - by Bi
    I have a configuration file in the following JSON format: { "key1": "value1", "key2": "value2", "key3": false, "key4": 10, } The user can set/unset the configuration values using a text editor. I however need to read it in my C# application. Whats the best way to do so for JSON? The above keys are not associated with a class. Thanks

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  • Controller Action Methods with different signatures

    - by Narsil
    I am trying to get my URLs in files/id format. I am guessing I should have two Index methods in my controller, one with a parameter and one with not. But I get this error message in browser below. Anyway here is my controller methods: public ActionResult Index() { return Content("Index "); } // // GET: /Files/5 public ActionResult Index(int id) { File file = fileRepository.GetFile(id); if (file == null) return Content("Not Found"); else return Content(file.FileID.ToString()); } Error: Server Error in '/' Application. The current request for action 'Index' on controller type 'FilesController' is ambiguous between the following action methods: System.Web.Mvc.ActionResult Index() on type FileHosting.Controllers.FilesController System.Web.Mvc.ActionResult Index(Int32) on type FileHosting.Controllers.FilesController Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.Reflection.AmbiguousMatchException: The current request for action 'Index' on controller type 'FilesController' is ambiguous between the following action methods: System.Web.Mvc.ActionResult Index() on type FileHosting.Controllers.FilesController System.Web.Mvc.ActionResult Index(Int32) on type FileHosting.Controllers.FilesController Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [AmbiguousMatchException: The current request for action 'Index' on controller type 'FilesController' is ambiguous between the following action methods: System.Web.Mvc.ActionResult Index() on type FileHosting.Controllers.FilesController System.Web.Mvc.ActionResult Index(Int32) on type FileHosting.Controllers.FilesController] System.Web.Mvc.ActionMethodSelector.FindActionMethod(ControllerContext controllerContext, String actionName) +396292 System.Web.Mvc.ReflectedControllerDescriptor.FindAction(ControllerContext controllerContext, String actionName) +62 System.Web.Mvc.ControllerActionInvoker.FindAction(ControllerContext controllerContext, ControllerDescriptor controllerDescriptor, String actionName) +13 System.Web.Mvc.ControllerActionInvoker.InvokeAction(ControllerContext controllerContext, String actionName) +99 System.Web.Mvc.Controller.ExecuteCore() +105 System.Web.Mvc.ControllerBase.Execute(RequestContext requestContext) +39 System.Web.Mvc.ControllerBase.System.Web.Mvc.IController.Execute(RequestContext requestContext) +7 System.Web.Mvc.<c_DisplayClass8.b_4() +34 System.Web.Mvc.Async.<c_DisplayClass1.b_0() +21 System.Web.Mvc.Async.<c__DisplayClass81.<BeginSynchronous>b__7(IAsyncResult _) +12 System.Web.Mvc.Async.WrappedAsyncResult1.End() +59 System.Web.Mvc.MvcHandler.EndProcessRequest(IAsyncResult asyncResult) +44 System.Web.Mvc.MvcHandler.System.Web.IHttpAsyncHandler.EndProcessRequest(IAsyncResult result) +7 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +8677678 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +155 Updated Code: public ActionResult Index(int? id) { if (id.HasValue) { File file = fileRepository.GetFile(id.Value); if (file == null) return Content("Not Found"); else return Content(file.FileID.ToString()); } else return Content("Index"); } It's still not the thing I want. URLs have to be in files?id=3 format. I want files/3 routes from global.asax routes.MapRoute( "Default", // Route name "{controller}/{action}/{id}", // URL with parameters new { controller = "Home", action = "Index", id = UrlParameter.Optional } // Parameter defaults ); //files/3 //it's the one I wrote routes.MapRoute("Files", "{controller}/{id}", new { controller = "Files", action = "Index", id = UrlParameter.Optional} ); I tried adding a new route after reading Jeff's post but I can't get it working. It still works with files?id=2 though.

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  • Openlayers - Redraw() layer. Add / Remove layer.

    - by Ozaki
    TLDR: I have an Openlayers map with a layer called 'track' I want to remove track and add track back in. I have an image 'imageFeature' on a layer that rotates on load to the direction being set. I want it to update this rotation that is set in 'styleMap' on a layer called 'tracking'. I set the var 'stylemap' to apply the external image & rotation. The 'imageFeature' is added to the layer at the coords specified. 'imageFeature' is removed. 'imageFeature' is added again in its new location. Rotation is not applied.. As the 'styleMap' applies to the layer I think that I have to remove the layer and add it again rather than just the 'imageFeature' Layer: var tracking = new OpenLayers.Layer.GML("Tracking", "coordinates.json", { format: OpenLayers.Format.GeoJSON, styleMap: styleMap }); styleMap: var styleMap = new OpenLayers.StyleMap({ fillOpacity: 1, pointRadius: 10, rotation: heading, }); Now wrapped in a timed function the imageFeature: map.layers[3].addFeatures(new OpenLayers.Feature.Vector( new OpenLayers.Geometry.Point(longitude, latitude), {rotation: heading, type: parseInt(Math.random() * 3)} )); Type refers to a lookup of 1 of 3 images.: styleMap.addUniqueValueRules("default", "type", lookup); var lookup = { 0: {externalGraphic: "Image1.png", rotation: heading}, 1: {externalGraphic: "Image2.png", rotation: heading}, 2: {externalGraphic: "Image3.png", rotation: heading} } I have tried the 'redraw()' function: but it returns "tracking is undefined" or "map.layers[2]" is undefined. tracking.redraw(true); map.layers[2].redraw(true); Heading is a variable: from a JSON feed. var heading = 13.542; But so far can't get anything to work it will only rotate the image onload. The image will move in coordinates as it should though. So what am I doing wrong with the redraw function or how can I get this image to rotate live? Thanks in advance -Ozaki Add: I managed to get map.layers[2].redraw(true); to sucessfully redraw layer 2. But it still does not update the rotation. I am thinking because the stylemap is updating. But it runs through the style map every n sec, but no updates to rotation and the variable for heading is updating correctly if i put a watch on it in firebug.

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  • Why are some of my view not aligned correctly at the bottom of my relative layout?

    - by Janusz
    I have problems getting some of my views aligned in a relative layout that I use inside a row of my listview. Here is a screenshot from the layout builder in Eclipse, this is what I think it should look like: The next image is from the emulator. Now the TestTestTest View is at the top and covers the name and distance Textviews. This is my layout: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="4dip"> <ImageView android:id="@+id/logo" android:layout_width="wrap_content" android:layout_height="wrap_content" android:adjustViewBounds="true" android:scaleType="centerInside" android:src="@drawable/icon" android:layout_centerVertical="true" android:layout_alignParentLeft="true" android:background="@color/green" /> <TextView android:id="@+id/distance" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Distance" android:layout_alignParentRight="true" android:layout_alignParentTop="true" android:paddingRight="4dip" android:background="#000000" /> <TextView android:id="@+id/name" android:layout_width="fill_parent" style="@style/ListHeadText" android:layout_height="wrap_content" android:text="Name" android:layout_alignTop="@id/distance" android:layout_toRightOf="@id/logo" android:layout_toLeftOf="@id/distance" android:gravity="clip_horizontal" android:lines="1" android:paddingLeft="4dip" android:background="@color/red" /> <TextView android:id="@+id/number" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Number" android:paddingRight="4dip" android:layout_alignRight="@id/distance" android:background="@color/darkred" android:layout_below="@id/distance" /> <TextView android:id="@+id/subcategory" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Subcategory" android:paddingLeft="4dip" android:layout_alignLeft="@id/name" android:lines="1" android:gravity="clip_horizontal" android:layout_below="@id/distance" android:background="@color/green" /> <TextView android:id="@+id/test" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="TestTestTest" android:paddingLeft="4dip" android:layout_alignParentBottom="true" android:gravity="bottom" android:background="@color/red" /> Shouldnt align_parent_bottom put the view at the bottom of the cell in the list?

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  • Raphael js text positioning: centering text in a circle

    - by j-man86
    Hey everyone, I am using Raphael js to draw circled numbers. The problem is that each number has a different width/height so using one set of coordinates to center the text isn't working. The text displays differently between IE, FF, and safari. Is there a dynamic way to find the height/width of the number and center it accordingly? Here is my test page: http://jesserosenfield.com/fluid/test.html and my code: function drawcircle(div, text) { var paper = Raphael(div, 26, 26); //<< var circle = paper.circle(13, 13, 10.5); circle.attr("stroke", "#f1f1f1"); circle.attr("stroke-width", 2); var text = paper.text(12, 13, text); //<< text.attr({'font-size': 15, 'font-family': 'FranklinGothicFSCondensed-1, FranklinGothicFSCondensed-2'}); text.attr("fill", "#f1f1f1"); } window.onload = function () { drawcircle("c1", "1"); drawcircle("c2", "2"); drawcircle("c3", "3"); }; Thanks very much!

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  • Image classification using openCV and weka

    - by simk
    Hi i want to do image classification, so i am planning to use openCV for the preprocessing of image and weka to check which ML algorithm gives best result, so the problem i am facing is converting the image data in to weka ARFF file format, when i apply some image transformation to image and write the image data it become so large and not sure how to define @ATTRIBUTE for that. If you have done similar thing before please suggest how can i solve this and it particularly doesn't have to be openCV i can use other tools also, please suggest.

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  • Plot numpy datetime64 with matplotlib

    - by enedene
    I have two numpy arrays 1D, one is time of measurement in datetime64 format, for example: array([2011-11-15 01:08:11, 2011-11-16 02:08:04, ..., 2012-07-07 11:08:00], dtype=datetime64[us]) and other array of same length and dimension with integer data. I'd like to make a plot in matplotlib time vs data. If I put the data directly, this is what I get: plot(timeSeries, data) Is there a way to get time in more natural units? For example in this case months/year would be fine.

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  • Problem with Android emulator

    - by benasio
    Projects do not run, on screen emulator only "ANDROID" WinXP pro SP3/Eclipse Galileo java version "1.6.0_20" Java(TM) SE Runtime Environment (build 1.6.0_20-b02) Java HotSpot(TM) Client VM (build 16.3-b01, mixed mode, sharing) My actions: 1.Start the emulator(Platform:2.1 API Level:7), wait until the window DDMS status will change to ONLINE 2.Launches helloandroid from examples - Run as Android Application Console: Android Launch! [2010-05-03 21:44:34 - HelloAndroid] adb is running normally. [2010-05-03 21:44:34 - HelloAndroid] Performing com.example.helloandroid.HelloAndroid activity launch [2010-05-03 21:44:34 - HelloAndroid] Automatic Target Mode: using existing emulator 'emulator-5554' running compatible AVD 'my_vm' [2010-05-03 21:44:34 - HelloAndroid] WARNING: Application does not specify an API level requirement! [2010-05-03 21:44:34 - HelloAndroid] Device API version is 7 (Android 2.1) [2010-05-03 21:44:34 - HelloAndroid] Uploading HelloAndroid.apk onto device 'emulator-5554' [2010-05-03 21:44:35 - HelloAndroid] Installing HelloAndroid.apk... [2010-05-03 21:45:07 - HelloAndroid] Success! [2010-05-03 21:45:08 - HelloAndroid] Starting activity com.example.helloandroid.HelloAndroid on device [2010-05-03 21:45:28 - HelloAndroid] ActivityManager: DDM dispatch reg wait timeout [2010-05-03 21:45:28 - HelloAndroid] ActivityManager: Can't dispatch DDM chunk 52454151: no handler defined [2010-05-03 21:45:28 - HelloAndroid] ActivityManager: Can't dispatch DDM chunk 48454c4f: no handler defined [2010-05-03 21:45:28 - HelloAndroid] ActivityManager: Can't dispatch DDM chunk 46454154: no handler defined [2010-05-03 21:45:28 - HelloAndroid] ActivityManager: Can't dispatch DDM chunk 4d505251: no handler defined [2010-05-03 21:45:52 - HelloAndroid] Device not ready. Waiting 3 seconds before next attempt. [2010-05-03 21:45:52 - HelloAndroid] ActivityManager: android.util.AndroidException: Can't connect to activity manager; is the system running? [2010-05-03 21:45:55 - HelloAndroid] Starting activity com.example.helloandroid.HelloAndroid on device [2010-05-03 21:46:11 - HelloAndroid] ActivityManager: DDM dispatch reg wait timeout ...... DDMS console (only errors and warnings) 05-03 17:43:52.437: ERROR/vold(26): Error opening switch name path '/sys/class/switch/test2' (No such file or directory) 05-03 17:43:52.437: ERROR/vold(26): Error bootstrapping switch '/sys/class/switch/test2' (No such file or directory) 05-03 17:43:52.437: ERROR/vold(26): Error opening switch name path '/sys/class/switch/test' (No such file or directory) 05-03 17:43:52.437: ERROR/vold(26): Error bootstrapping switch '/sys/class/switch/test' (No such file or directory) 05-03 17:48:34.036: WARN/Zygote(29): Preloaded drawable resource #0x1080093 (res/drawable-mdpi/sym_def_app_icon.png) that varies with configuration!! 05-03 17:48:34.406: WARN/Zygote(29): Preloaded drawable resource #0x1080002 (res/drawable-mdpi/arrow_down_float.png) that varies with configuration!! 05-03 17:48:35.836: WARN/Zygote(29): Preloaded drawable resource #0x10800b4 (res/drawable/btn_check.xml) that varies with configuration!! 05-03 17:48:36.076: WARN/Zygote(29): Preloaded drawable resource #0x10800b7 (res/drawable-mdpi/btn_check_label_background.9.png) that varies with configuration!! 05-03 17:48:36.106: WARN/Zygote(29): Preloaded drawable resource #0x10800b8 (res/drawable-mdpi/btn_check_off.png) that varies with configuration!! 05-03 17:48:36.147: WARN/Zygote(29): Preloaded drawable resource #0x10800bd (res/drawable-mdpi/btn_check_on.png) that varies with configuration!! 05-03 17:48:36.437: WARN/Zygote(29): Preloaded drawable resource #0x1080004 (res/drawable/btn_default.xml) that varies with configuration!! 05-03 17:48:36.716: WARN/Zygote(29): Preloaded drawable resource #0x1080005 (res/drawable/btn_default_small.xml) that varies with configuration!! 05-03 17:48:36.966: WARN/Zygote(29): Preloaded drawable resource #0x1080006 (res/drawable/btn_dropdown.xml) that varies with configuration!! 05-03 17:48:37.326: WARN/Zygote(29): Preloaded drawable resource #0x1080008 (res/drawable/btn_plus.xml) that varies with configuration!! 05-03 17:48:37.707: WARN/Zygote(29): Preloaded drawable resource #0x1080007 (res/drawable/btn_minus.xml) that varies with configuration!! 05-03 17:48:38.057: WARN/Zygote(29): Preloaded drawable resource #0x1080009 (res/drawable/btn_radio.xml) that varies with configuration!! 05-03 17:48:38.776: WARN/Zygote(29): Preloaded drawable resource #0x108000a (res/drawable/btn_star.xml) that varies with configuration!! 05-03 17:48:39.327: WARN/Zygote(29): Preloaded drawable resource #0x1080125 (res/drawable/btn_toggle.xml) that varies with configuration!! 05-03 17:48:39.416: WARN/Zygote(29): Preloaded drawable resource #0x1080187 (res/drawable-mdpi/ic_emergency.png) that varies with configuration!! 05-03 17:48:39.506: WARN/Zygote(29): Preloaded drawable resource #0x1080012 (res/drawable-mdpi/divider_horizontal_bright.9.png) that varies with configuration!! 05-03 17:48:39.576: WARN/Zygote(29): Preloaded drawable resource #0x1080014 (res/drawable-mdpi/divider_horizontal_dark.9.png) that varies with configuration!! 05-03 17:48:40.126: WARN/Zygote(29): Preloaded drawable resource #0x1080016 (res/drawable/edit_text.xml) that varies with configuration!! 05-03 17:48:40.507: WARN/Zygote(29): Preloaded drawable resource #0x1080161 (res/drawable/expander_group.xml) that varies with configuration!! 05-03 17:48:41.036: WARN/Zygote(29): Preloaded drawable resource #0x1080062 (res/drawable/list_selector_background.xml) that varies with configuration!! 05-03 17:48:41.177: WARN/Zygote(29): Preloaded drawable resource #0x1080217 (res/drawable-mdpi/menu_background.9.png) that varies with configuration!! 05-03 17:48:41.256: WARN/Zygote(29): Preloaded drawable resource #0x1080218 (res/drawable-mdpi/menu_background_fill_parent_width.9.png) that varies with configuration!! 05-03 17:48:41.567: WARN/Zygote(29): Preloaded drawable resource #0x1080219 (res/drawable/menu_selector.xml) that varies with configuration!! 05-03 17:48:41.706: WARN/Zygote(29): Preloaded drawable resource #0x1080224 (res/drawable-mdpi/panel_background.9.png) that varies with configuration!! 05-03 17:48:41.849: WARN/Zygote(29): Preloaded drawable resource #0x108022e (res/drawable-mdpi/popup_bottom_bright.9.png) that varies with configuration!! 05-03 17:48:42.026: WARN/Zygote(29): Preloaded drawable resource #0x108022f (res/drawable-mdpi/popup_bottom_dark.9.png) that varies with configuration!! 05-03 17:48:42.156: WARN/Zygote(29): Preloaded drawable resource #0x1080230 (res/drawable-mdpi/popup_bottom_medium.9.png) that varies with configuration!! 05-03 17:48:42.276: WARN/Zygote(29): Preloaded drawable resource #0x1080231 (res/drawable-mdpi/popup_center_bright.9.png) that varies with configuration!! 05-03 17:48:42.376: WARN/Zygote(29): Preloaded drawable resource #0x1080232 (res/drawable-mdpi/popup_center_dark.9.png) that varies with configuration!! 05-03 17:48:42.507: WARN/Zygote(29): Preloaded drawable resource #0x1080235 (res/drawable-mdpi/popup_full_dark.9.png) that varies with configuration!! 05-03 17:48:42.606: WARN/Zygote(29): Preloaded drawable resource #0x1080238 (res/drawable-mdpi/popup_top_bright.9.png) that varies with configuration!! 05-03 17:48:42.696: WARN/Zygote(29): Preloaded drawable resource #0x1080239 (res/drawable-mdpi/popup_top_dark.9.png) that varies with configuration!! 05-03 17:48:42.946: WARN/Zygote(29): Preloaded drawable resource #0x108006d (res/drawable/progress_indeterminate_horizontal.xml) that varies with configuration!! 05-03 17:48:43.076: WARN/Zygote(29): Preloaded drawable resource #0x108023f (res/drawable/progress_small.xml) that varies with configuration!! 05-03 17:48:43.456: WARN/Zygote(29): Preloaded drawable resource #0x1080240 (res/drawable/progress_small_titlebar.xml) that varies with configuration!! 05-03 17:48:43.957: WARN/Zygote(29): Preloaded drawable resource #0x1080262 (res/drawable-mdpi/scrollbar_handle_horizontal.9.png) that varies with configuration!! 05-03 17:48:44.036: WARN/Zygote(29): Preloaded drawable resource #0x1080263 (res/drawable-mdpi/scrollbar_handle_vertical.9.png) that varies with configuration!! 05-03 17:48:44.176: WARN/Zygote(29): Preloaded drawable resource #0x1080071 (res/drawable/spinner_dropdown_background.xml) that varies with configuration!! 05-03 17:48:44.317: WARN/Zygote(29): Preloaded drawable resource #0x1080326 (res/drawable-mdpi/title_bar_shadow.9.png) that varies with configuration!! 05-03 17:48:44.496: WARN/Zygote(29): Preloaded drawable resource #0x10801c6 (res/drawable-mdpi/indicator_code_lock_drag_direction_green_up.png) that varies with configuration!! 05-03 17:48:44.607: WARN/Zygote(29): Preloaded drawable resource #0x10801c7 (res/drawable-mdpi/indicator_code_lock_drag_direction_red_up.png) that varies with configuration!! 05-03 17:48:45.956: WARN/Zygote(29): Preloaded drawable resource #0x10801c8 (res/drawable-mdpi/indicator_code_lock_point_area_default.png) that varies with configuration!! 05-03 17:48:46.407: WARN/Zygote(29): Preloaded drawable resource #0x10801c9 (res/drawable-mdpi/indicator_code_lock_point_area_green.png) that varies with configuration!! 05-03 17:48:46.696: WARN/Zygote(29): Preloaded drawable resource #0x10801ca (res/drawable-mdpi/indicator_code_lock_point_area_red.png) that varies with configuration!! 05-03 17:48:56.307: ERROR/BatteryService(170): usbOnlinePath not found 05-03 17:48:56.336: ERROR/BatteryService(170): batteryVoltagePath not found 05-03 17:48:56.350: ERROR/BatteryService(170): batteryTemperaturePath not found 05-03 17:48:56.696: ERROR/SurfaceFlinger(170): Couldn't open /sys/power/wait_for_fb_sleep or /sys/power/wait_for_fb_wake 05-03 17:48:57.847: WARN/SurfaceFlinger(170): ro.sf.lcd_density not defined, using 160 dpi by default. 05-03 17:49:02.116: WARN/UsageStats(170): Usage stats version changed; dropping 05-03 17:49:05.036: WARN/zipro(182): Unable to open zip '/data/local/bootanimation.zip': No such file or directory 05-03 17:49:06.297: WARN/zipro(182): Unable to open zip '/system/media/bootanimation.zip': No such file or directory 05-03 17:49:50.637: WARN/PackageManager(170): Running ENG build: no pre-dexopt! 05-03 17:53:59.196: WARN/PackageManager(170): Unknown permission com.google.android.providers.gmail.permission.WRITE_GMAIL in package com.android.settings 05-03 17:53:59.238: WARN/PackageManager(170): Unknown permission com.google.android.providers.gmail.permission.READ_GMAIL in package com.android.settings 05-03 17:53:59.286: WARN/PackageManager(170): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.settings 05-03 17:53:59.517: WARN/PackageManager(170): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.providers.contacts 05-03 17:53:59.656: WARN/PackageManager(170): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.cp in package com.android.providers.contacts 05-03 17:53:59.717: WARN/PackageManager(170): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.mail in package com.android.contacts 05-03 17:53:59.796: WARN/PackageManager(170): Unknown permission android.permission.ADD_SYSTEM_SERVICE in package com.android.phone 05-03 17:54:00.126: WARN/PackageManager(170): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.development 05-03 17:54:00.206: WARN/PackageManager(170): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.ALL_SERVICES in package com.android.development 05-03 17:54:00.206: WARN/PackageManager(170): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.YouTubeUser in package com.android.development 05-03 17:54:00.237: WARN/PackageManager(170): Unknown permission com.google.android.googleapps.permission.ACCESS_GOOGLE_PASSWORD in package com.android.development 05-03 17:54:00.258: WARN/PackageManager(170): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.browser 05-03 17:54:25.456: WARN/ResourceType(170): Resources don't contain package for resource number 0x7f0700e5 05-03 17:54:25.486: WARN/ResourceType(170): Resources don't contain package for resource number 0x7f020031 05-03 17:54:25.536: WARN/ResourceType(170): Resources don't contain package for resource number 0x7f020030 05-03 17:54:25.576: WARN/ResourceType(170): Resources don't contain package for resource number 0x7f050000 05-03 17:54:38.708: WARN/SharedBufferStack(182): waitForCondition(LockCondition) timed out (identity=0, status=0). CPU may be pegged. trying again.

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  • Android : Sample KML/GPX compatable with DDMS

    - by Drahcir
    I am testing out an Android application I wrote with google maps. The DDMS is not loading the KML/GPX files I found on the internet. What I assume is that the files are relatively old in format (Maximum 2007) and the DDMS cannot read them. I was wondering if there is somewhere I can download a sample KML or GPX file that I can use to test out my application.

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  • How to add a blank page to a pdf using iTextSharp?

    - by Russell
    I am trying to do something I thought would be quite simple, however it is not so straight forward and google has not helped. I am using iTextSharp to merge PDF documents (letters) together so they can all be printed at once. If a letter has an odd number of pages I need to append a blank page, so we can print the letters double-sided. Here is the basic code I have at the moment for merging all of the letters: // initiaise MemoryStream pdfStreamOut = new MemoryStream(); Document document = null; MemoryStream pdfStreamIn = null; PdfReader reader = null; int numPages = 0; PdfWriter writer = null; for int(i = 0;i < letterList.Count; i++) { byte[] myLetterData = ...; pdfStreamIn = new MemoryStream(myLetterData); reader = new PdfReader(pdfStreamIn); numPages = reader.NumberOfPages; // open the streams to use for the iteration if (i == 0) { document = new Document(reader.GetPageSizeWithRotation(1)); writer = PdfWriter.GetInstance(document, pdfStreamOut); document.Open(); } PdfContentByte cb = writer.DirectContent; PdfImportedPage page; int importedPageNumber = 0; while (importedPageNumber < numPages) { importedPageNumber++; document.SetPageSize(reader.GetPageSizeWithRotation(importedPageNumber)); document.NewPage(); page = writer.GetImportedPage(reader, importedPageNumber); cb.AddTemplate(page, 1f, 0, 0, 1f, 0, 0); } } I have tried using: document.SetPageSize(reader.GetPageSizeWithRotation(1)); document.NewPage(); at the end of the for loop for an odd number of pages without success. Any help would be much appreciated!

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  • Convert JSON to HashMap using Gson in Java

    - by mridang
    Hi, I'm requesting data from a server which returns data in the JSON format. Casting a HashMap into JSON when making the request wasn't hard at all but the other way seems to be a little tricky. The JSON response looks like this: { "header" : { "alerts" : [ { "AlertID" : "2", "TSExpires" : null, "Target" : "1", "Text" : "woot", "Type" : "1" }, { "AlertID" : "3", "TSExpires" : null, "Target" : "1", "Text" : "woot", "Type" : "1" } ], "session" : "0bc8d0835f93ac3ebbf11560b2c5be9a" }, "result" : "4be26bc400d3c" } What way would be easiest to access this data? I'm using the GSON module. Cheers.

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  • Entity Framework with MySQL - Timeout Expired while Generating Model

    - by Nathan Taylor
    I've constructed a database in MySQL and I am attempting to map it out with Entity Framework, but I start running into "GenerateSSDLException"s whenever I try to add more than about 20 tables to the EF context. An exception of type 'Microsoft.Data.Entity.Design.VisualStudio.ModelWizard.Engine.ModelBuilderEngine+GenerateSSDLException' occurred while attempting to update from the database. The exception message is: 'An error occurred while executing the command definition. See the inner exception for details.' Fatal error encountered during command execution. Timeout expired. The timeout period elapsed prior to completion of the operation or the server is not responding. There's nothing special about the affected tables, and it's never the same table(s), it's just that after a certain (unspecific) number of tables have been added, the context can no longer be updated without the "Timeout expired" error. Sometimes it's only one table left over, and sometimes it's three; results are pretty unpredictable. Furthermore, the variance in the number of tables which can be added before the error indicates to me that perhaps the problem lies in the size of the query being generated to update the context which includes both the existing table definitions, and also the new tables that are being added to it. Essentially, the SQL query is getting too large and it's failing to execute for some reason. If I generate the model with EdmGen2 it works without any errors, but the generated EDMX file cannot be updated within Visual Studio without producing the aforementioned exception. In all likelihood the source of this problem lies in the tool within Visual Studio given that EdmGen2 works fine, but I'm hoping that perhaps others could offer some advice on how to approach this very unique issue, because it seems like I'm not the only person experiencing it. One suggestion a colleague offered was maintaining two separate EBMX files with some table crossover, but that seems like a pretty ugly fix in my opinion. I suppose this is what I get for trying to use "new technology". :(

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  • Sharepoint xsl ddwrt FormatDateTime issue

    - by mahumba
    I use the ddwrt:FormatDateTime function to format the output like yyyyMMdd. inputs like 01/01/2010 work fine but when the day gets over the number 12 the output is an emtpy string. ddwrt:FormatDate(string(@myDate), 1033, 'yyyyMMdd') At first I thought it could be a language specific problem but even none of those combinations work: 13/01/2010 01/13/2010 13.01.2010

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  • How to edit .doc file in iPhone

    - by Ekra
    H Friends, I want to edit the .doc files in iPhone and retain its format. I know its possible as many applications like "Documents to go" supports this. I am able to view this type of files currently. Any hint in right direction would be highly appreciated. Thanks in advance

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  • [android] How to center buttons on screen horizontally and vertically plus equidistant apart?

    - by marc
    I've been racking my brain (android newbie here, so not hard to do) for awhile trying to figure out how to accomplish this: Desired Layout using a RelativeLayout or something other than AbsoluteLayout which is what this was created with. I'm coming from a Windows programming background where the device adjusts the 'absolute' positioning for you and GUI layout was a non-issue. The first layout works great in the emulator, but doesn't format for my Nexus One or any other screen that differs from the emulator size. I expected this because it's absolutely positioned, but haven't found a solution that will format correctly for different screen sizes. My goal is to have the layout work for different screen sizes and in portrait / landscape. Here's the Code that I'm currently using: [main.xml] <?xml version="1.0" encoding="utf-8"?> <AbsoluteLayout android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android" > <Button android:id="@+id/Button01" android:layout_width="188px" android:layout_height="100px" android:text="A" android:layout_y="50px" android:layout_x="65px" android:textSize="48sp"/> <Button android:id="@+id/Button02" android:layout_width="188px" android:layout_height="100px" android:text="B" android:layout_y="175px" android:layout_x="65px" android:textSize="48sp"/> <Button android:id="@+id/Button03" android:layout_width="188px" android:layout_height="100px" android:text="C" android:layout_y="300px" android:layout_x="65px" android:textSize="48sp"/> </AbsoluteLayout> Using tidbits from other questions here, I came up with this, it’s closer, but not there yet. <?xml version="1.0" encoding="utf-8"?> <TableLayout android:gravity="center" android:id="@+id/widget49" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" xmlns:android="http://schemas.android.com/apk/res/android" > <Button android:id="@+id/Button01" android:layout_width="0dip" android:layout_weight="1" android:text="A" android:textSize="48sp"/> <Button android:id="@+id/Button02" android:layout_width="0dip" android:layout_weight="1" android:text="B" android:textSize="48sp"/> <Button android:id="@+id/Button03" android:layout_width="0dip" android:layout_weight="1" android:text="C" android:textSize="48sp"/> </TableLayout> Here’s a picture of the TableLayout: Another Attempt Any help / guidance would be greatly appreciated.

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  • how to create folder structure in documents folder of my iPhone app

    - by Ekra
    Hi friends, I have a folder structure in my server. I receive the folder structure in XML format. My query is :- 1) Can I create the same folder structure in documents folder of my iPhone app. 2) What would be the best approach whether to create folders at device documents folder or just read the XML and show the folders as we parse it(I mean no folder creation). Waiting for your reply

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  • Creating Excel or Excel compatible Spreadsheets on the server side in C#

    - by CVertex
    I'd like to make server-side excel compatible spreadsheets that maybe use OpenXML or a structured data format. I've used Office Interop before to generate Excel spreadsheets, but those apps run on a PC that has office installed. For this web project I'm building, the server doesn't have office installed (and they don't want to buy it). What's the best library for me to use that allows me to generate office compatible spreadsheets from a windows server 2k8 using IIS7? Some additional requirements Ideally, free Allows for simple cell formulas that can be inserted at runtime

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  • CR error the group section cannot be printed because its condition field is nonexistent or invalid.

    - by ldj
    Hello I have inherited a CR report and when running i get error: "the group section cannot be printed because its condition field is nonexistent or invalid. Format the section to choose another condition field." Is there a way for me to know what field is it refering to? Any pointers on when should i start to look for the problem? I have verified the DB and it is pointing correctly and the Sp returns data. Thanks

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  • String formatting in cocoa

    - by lostInTransit
    Hi I am trying to send some text in an email from my cocoa app (by using Mail.app). Initially I tried using HTML to send properly formatted text. But the mailto: URL does not support html tags (even after setting headers) So I decided to use formatted string (left-aligning of string) This is what I have in my mailto: link's body argument NSMutableString *emailBody = [NSMutableString stringWithFormat:@"|%-35s", [@"Name" UTF8String]]; [emailBody appendFormat:@"|%-18s", [@"Number" UTF8String]]; [emailBody appendString:@"|Notes\n"]; [emailBody appendString:@"----------------------------------------------------------------------------------------------------"]; for(int i = 0; i < [items count]; i++){ NSDictionary *props = [items objectAtIndex:i]; NSMutableString *emailData = [NSMutableString stringWithFormat:@"|%-35s", [[props valueForKey:@"name"] UTF8String]]; [emailData appendFormat:@"|$ %-16s", [[props valueForKey:@"number"] UTF8String]]; [emailData appendString:[props valueForKey:@"notes"]]; [emailBody appendString:@"\n"]; [emailBody appendString:emailData]; } This does give me padded text but they all don't necessarily take up the same space (for instance if there is an O in the text, it takes up more space than others and ruins the formatting) Is there another sure-shot way to format text using just NSString? Thanks

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  • how to tackle this combinatorial algorithm problem

    - by Andrew Bullock
    I have N people who must each take T exams. Each exam takes "some" time, e.g. 30 min (no such thing as finishing early). Exams must be performed in front of an examiner. I need to schedule each person to take each exam in front of an examiner within an overall time period, using the minimum number of examiners for the minimum amount of time (i.e. no examiners idle) There are the following restrictions: No person can be in 2 places at once each person must take each exam once noone should be examined by the same examiner twice I realise that an optimal solution is probably NP-Complete, and that I'm probably best off using a genetic algorithm to obtain a best estimate (similar to this? http://stackoverflow.com/questions/184195/seating-plan-software-recommendations-does-such-a-beast-even-exist). I'm comfortable with how genetic algorithms work, what i'm struggling with is how to model the problem programatically such that i CAN manipulate the parameters genetically.. If each exam took the same amount of time, then i'd divide the time period up into these lengths, and simply create a matrix of time slots vs examiners and drop the candidates in. However because the times of each test are not necessarily the same, i'm a bit lost on how to approach this. currently im doing this: make a list of all "tests" which need to take place, between every candidate and exam start with as many examiners as there are tests repeatedly loop over all examiners, for each one: find an unscheduled test which is eligible for the examiner (based on the restrictions) continue until all tests that can be scheduled, are if there are any unscheduled tests, increment the number of examiners and start again. i'm looking for better suggestions on how to approach this, as it feels rather crude currently.

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