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  • URL good practice for category sub category?

    - by Seting
    I have developed a application and I need to work for SEO-friendly URL. I have following URL structure: http://localhost:3000/posts/product/testing-with-slug-url-2 and http://localhost:3000/posts/product/testing-with-slug-url-2-4-23 Is this a good practice? If not how can I rewrite it? Ok Ill explain about my applicaiton. My application is based on shopping. if a customer searched for mobiles. it will redirect to url like this http://mydomain.com/cat/mobile-3 3 in the url indicates my database id it is used for further searching After the user reached the mobile page he may need to filter for some brand eg. nokia so my url look lik http://mydomain.com/subcat/nokia-3-2 The integer at the end refers to 3 category id and 2 the brand id My doubt is whether the integer at the end of the url will affect seo ranking.

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  • Background changes by itself and procedure repeats many times until I release the mouse button

    - by Robert
    Dear community, I am a student, and I'm working on a little slots game (if the same random number comes up 3 timed, you win). I use Borland Pascal 7. I use graph to make this a bit more visual, but when I start the game my background turns from black to grey, and the other problem is that if I click the game start button, the game runs many times until I release the mouse button. How can I solve this? Here is my full program: program slots; uses mymouse,graph,crt; var gdriver,gmode,coin:integer; m:mouserec; a,b,c,coins:string; procedure gomb(x1,y1,x2,y2:integer;szoveg:string); var j,n:integer; begin setcolor(blue); rectangle(x1,y1,x2,y2); setfillstyle(1,blue); floodfill(x1+2,y1+2,blue); setcolor(0); outtextxy((x1+x2)div 2 -textwidth(szoveg) div 2 ,(y1+y2) div 2-textheight(szoveg) div 2,szoveg); end; procedure randomal(var a,b,c:string); begin randomize; STR(random(2)+1,a); STR(random(2)+1,b); STR(random(2)+1,c); end; procedure menu; begin; settextstyle(0,0,1); outtextxy(20,10,'Meno menu'); gomb(20,20,90,50,'Teglalap'); gomb(20,60,90,90,'Inditas'); gomb(20,100,90,130,'Harmadik'); gomb(20,140,90,170,'Negyedik'); end; procedure teglalap(x1,x2,y1,y2,tinta:integer); begin setcolor(tinta); rectangle(x1,x2,y1,y2); end; procedure jatek(var a,b,c:string;var coin:integer;coins:string); begin; clrscr; menu; randomal(a,b,c); if ((a=b) AND (b=c)) then coin:=coin+1 else coin:=coin-1; settextstyle(0,0,3); setbkcolor(black); outtextxy(200,20,a); outtextxy(240,20,b); outtextxy(280,20,c); STR(coin,coins); outtextxy(400,400,coins); end; procedure eger; begin; mouseinit; mouseon; menu; repeat getmouse(m); if (m.left) and (m.x20) ANd (m.x<90) and (m.y20) and (m.y<50) then teglalap(90,90,300,300,blue); if (m.left) and (m.x20) AND (m.x<90) and (m.y60) and (m.y<90) then jatek(a,b,c,coin,coins); until ((m.left) and (m.x20) ANd (m.x<140) and (m.y140) and (m.y<170)); end; begin coin:=50; gdriver:=detect; initgraph(gdriver, gmode, ''); eger; end. Thank you very much, Robert

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  • problems with my slotgame [delphi]

    - by Raiden2k
    hey guys im coding at the moment on a slotgame for the learning effect. here is the source code. my questions are below: unit Unit1; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Windows, FileUtil, Forms, Controls, Graphics, Dialogs, StdCtrls, ExtCtrls, ComCtrls, Menus, ActnList, Spin, FileCtrl; type { TForm1 } TForm1 = class(TForm) FloatSpinEdit1: TFloatSpinEdit; Guthabenlb: TLabel; s4: TLabel; s5: TLabel; s6: TLabel; s7: TLabel; s8: TLabel; s9: TLabel; Timer3: TTimer; Winlb: TLabel; Loselb: TLabel; slotbn: TButton; s1: TLabel; s2: TLabel; s3: TLabel; Timer1: TTimer; Timer2: TTimer; procedure FormCreate(Sender: TObject); procedure slotbnClick(Sender: TObject); procedure Timer1Timer(Sender: TObject); procedure Timer2Timer(Sender: TObject); procedure Timer3Timer(Sender: TObject); private { private declarations } FRollen : array [0..2, 0..9] of String; public { public declarations } end; var Form1: TForm1; wins,loses : Integer; guthaben : Double = 10; implementation {$R *.lfm} { TForm1 } procedure TForm1.slotbnClick(Sender: TObject); begin Guthaben := Guthaben - 1.00; Guthabenlb.Caption := FloatToStr(guthaben) + (' €'); Timer1.Enabled := True; Timer2.Enabled := True; slotbn.Enabled := false; end; procedure TForm1.FormCreate(Sender: TObject); var i: integer; j: integer; n: integer; digits: TStringlist; begin Digits := TStringList.Create; try for i := low(FRollen) to high(FRollen) do begin for j := low(FRollen[i]) to high(FRollen[i]) do Digits.Add(IntToStr(j)); for j := low(FRollen[i]) to high(FRollen[i]) do begin n := Random(Digits.Count); FRollen[i, j] := Digits[n]; Digits.Delete(n); end; end finally Digits.Free; end; for i:=low(FRollen) to high(FRollen) do begin end; end; //==================================================================================================\\ // Drehen der Slots im Zufallsmodus //==================================================================================================// procedure TForm1.Timer1Timer(Sender: TObject); begin s1.Caption := IntToStr(Random(9)); s2.Caption := IntToStr(Random(9)); s3.Caption := IntToStr(Random(9)); s4.Caption := IntToStr(Random(9)); s5.Caption := IntToStr(Random(9)); s6.Caption := IntToStr(Random(9)); s7.Caption := IntToStr(Random(9)); s8.Caption := IntToStr(Random(9)); s9.Caption := IntToStr(Random(9)); end; //==================================================================================================// //===================================================================================================\\ // Gewonnen / Verloren abfrage //===================================================================================================// procedure TForm1.Timer2Timer(Sender: TObject); begin Timer1.Enabled := False; Timer2.Enabled := false; if (s1.Caption = s5.Caption) and (s1.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s1.Caption = s4.Caption) and (s1.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s2.Caption = s5.Caption) and (s2.Caption = s8.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s6.Caption) and (s3.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s5.Caption) and (s3.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else Inc(loses); slotbn.Enabled := True; Loselb.Caption := 'Loses: ' + IntToStr(loses); Winlb.Caption := 'Wins: ' + IntTostr(Wins); end; procedure TForm1.Timer3Timer(Sender: TObject); begin if (guthaben = 0) or (guthaben < 0) then begin Timer3.Enabled := False; MessageBox(handle,'Du hast verloren!','Verlierer!',MB_OK); close(); end; end; //======================================================================================================\\ end. How can i replace the labels through icons 16 x 16 pixels? How can i adjust the winning sum according to the icons.(for example 3 crowns give you 40 € and 3 apples only 10 €) How can i adhust the winning sum with a sum for every round?

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  • Structure gameobjects and call events

    - by waco001
    I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the tilemap, it will find any tile with the ID that represents a gameobject and store it in a hashmap (right data structure I think?). private static HashMap<Integer, Class<GameObject>> gameObjects = new HashMap<Integer, Class<GameObject>>(); How exactly would I go about calling, and checking for events? I figure that I would just call the update, render and input methods of each gameobject using the hashmap. Should I got towards a Minecraft/Bukkit approach (sorry only example I can think of), where the user registers an event, and it gets called whenever that event happens, and where should I go as in resources to learn about that type of programming, (Java, LWJGL). Or should I just loop through the entire hashmap looking for an event that fits? Thanks waco

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  • When is an object oriented program truly object oriented?

    - by Syed Aslam
    Let me try to explain what I mean: Say, I present a list of objects and I need to get back a selected object by a user. The following are the classes I can think of right now: ListViewer Item App [Calling class] In case of a GUI application, usually click on a particular item is selection of the item and in case of a command line, some input, say an integer representing that item. Let us go with command line application here. A function lists all the items and waits for the choice of object, an integer. So here, I get the choice, is choice going to conceived as an object? And based on the choice, return back the object in the list. Does writing this program like the way explained above make it truly object oriented? If yes, how? If not, why? Or is the question itself wrong and I shouldn't be thinking along those lines?

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  • Problems with my slotgame

    - by Raiden2k
    I'm coding a slot game for learning. Here's the source code. My questions are below. unit Unit1; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Windows, FileUtil, Forms, Controls, Graphics, Dialogs, StdCtrls, ExtCtrls, ComCtrls, Menus, ActnList, Spin, FileCtrl; type { TForm1 } TForm1 = class(TForm) FloatSpinEdit1: TFloatSpinEdit; Guthabenlb: TLabel; s4: TLabel; s5: TLabel; s6: TLabel; s7: TLabel; s8: TLabel; s9: TLabel; Timer3: TTimer; Winlb: TLabel; Loselb: TLabel; slotbn: TButton; s1: TLabel; s2: TLabel; s3: TLabel; Timer1: TTimer; Timer2: TTimer; procedure FormCreate(Sender: TObject); procedure slotbnClick(Sender: TObject); procedure Timer1Timer(Sender: TObject); procedure Timer2Timer(Sender: TObject); procedure Timer3Timer(Sender: TObject); private { private declarations } FRollen : array [0..2, 0..9] of String; public { public declarations } end; var Form1: TForm1; wins,loses : Integer; guthaben : Double = 10; implementation {$R *.lfm} { TForm1 } procedure TForm1.slotbnClick(Sender: TObject); begin Guthaben := Guthaben - 1.00; Guthabenlb.Caption := FloatToStr(guthaben) + (' €'); Timer1.Enabled := True; Timer2.Enabled := True; slotbn.Enabled := false; end; procedure TForm1.FormCreate(Sender: TObject); var i: integer; j: integer; n: integer; digits: TStringlist; begin Digits := TStringList.Create; try for i := low(FRollen) to high(FRollen) do begin for j := low(FRollen[i]) to high(FRollen[i]) do Digits.Add(IntToStr(j)); for j := low(FRollen[i]) to high(FRollen[i]) do begin n := Random(Digits.Count); FRollen[i, j] := Digits[n]; Digits.Delete(n); end; end finally Digits.Free; end; for i:=low(FRollen) to high(FRollen) do begin end; end; //==================================================================================================\\ // Drehen der Slots im Zufallsmodus //==================================================================================================// procedure TForm1.Timer1Timer(Sender: TObject); begin s1.Caption := IntToStr(Random(9)); s2.Caption := IntToStr(Random(9)); s3.Caption := IntToStr(Random(9)); s4.Caption := IntToStr(Random(9)); s5.Caption := IntToStr(Random(9)); s6.Caption := IntToStr(Random(9)); s7.Caption := IntToStr(Random(9)); s8.Caption := IntToStr(Random(9)); s9.Caption := IntToStr(Random(9)); end; //==================================================================================================// //===================================================================================================\\ // Gewonnen / Verloren abfrage //===================================================================================================// procedure TForm1.Timer2Timer(Sender: TObject); begin Timer1.Enabled := False; Timer2.Enabled := false; if (s1.Caption = s5.Caption) and (s1.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s1.Caption = s4.Caption) and (s1.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s2.Caption = s5.Caption) and (s2.Caption = s8.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s6.Caption) and (s3.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s5.Caption) and (s3.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else Inc(loses); slotbn.Enabled := True; Loselb.Caption := 'Loses: ' + IntToStr(loses); Winlb.Caption := 'Wins: ' + IntTostr(Wins); end; procedure TForm1.Timer3Timer(Sender: TObject); begin if (guthaben = 0) or (guthaben < 0) then begin Timer3.Enabled := False; MessageBox(handle,'Du hast verloren!','Verlierer!',MB_OK); close(); end; end; //======================================================================================================\\ end. How can I replace the labels through icons 16 x 16 pixels? How can I adjust the winning sum according to the icons? (for example 3 crowns give you 40 € and 3 apples only 10 €) How can I adjust the winning sum with a sum for every round?

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  • Get coordinates of arraylist

    - by opiop65
    Here's my map class: public class map{ public static final int CLEAR = 0; public static final ArrayList<Integer> STONE = new ArrayList<Integer>(); public static final int GRASS = 2; public static final int DIRT = 3; public static final int WIDTH = 32; public static final int HEIGHT = 24; public static final int TILE_SIZE = 25; // static int[][] map = new int[WIDTH][HEIGHT]; ArrayList<ArrayList<Integer>> map = new ArrayList<ArrayList<Integer>>(WIDTH * HEIGHT); enum tiles { air, grass, stone, dirt } Image air, grass, stone, dirt; Random rand = new Random(); public Map() { /* default map */ /*for(int y = 0; y < WIDTH; y++){ map[y][y] = (rand.nextInt(2)); System.out.println(map[y][y]); }*/ /*for (int y = 18; y < HEIGHT; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = STONE; } } for (int y = 18; y < 19; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = GRASS; } } for (int y = 19; y < 20; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = DIRT; } }*/ for (int y = 0; y < HEIGHT; y++) { for(int x = 0; x < WIDTH; x++){ map.set(x * WIDTH + y, STONE); } } try { init(null, null); } catch (SlickException e) { e.printStackTrace(); } render(null, null, null); } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { air = new Image("res/air.png"); grass = new Image("res/grass.png"); stone = new Image("res/stone.png"); dirt = new Image("res/dirt.png"); } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) { for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y)) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } } public static boolean blocked(float x, float y) { return map[(int) x][(int) y] == STONE; } public static Rectangle blockBounds(int x, int y) { return (new Rectangle(x, y, TILE_SIZE, TILE_SIZE)); } } Specifically I am looking at this: for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y).intValue()) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } How can I access the coordinates of my arraylist map and then draw the tiles to the screen? Thanks!

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  • 10.10 - Error compiling kernel in iw_ndis.c

    - by chris
    I just wanted to compile a kernel (as described here), but I got this error: ubuntu/ndiswrapper/iw_ndis.c:1966: error: unknown field ‘num_private’ specified in initializer ubuntu/ndiswrapper/iw_ndis.c:1966: warning: initialization makes pointer from integer without a cast ubuntu/ndiswrapper/iw_ndis.c:1967: error: unknown field ‘num_private_args’ specified in initializer ubuntu/ndiswrapper/iw_ndis.c:1967: warning: excess elements in struct initializer ubuntu/ndiswrapper/iw_ndis.c:1967: warning: (near initialization for ‘ndis_handler_def’) ubuntu/ndiswrapper/iw_ndis.c:1970: error: unknown field ‘private’ specified in initializer ubuntu/ndiswrapper/iw_ndis.c:1970: warning: initialization makes integer from pointer without a cast ubuntu/ndiswrapper/iw_ndis.c:1970: error: initializer element is not computable at load time ubuntu/ndiswrapper/iw_ndis.c:1970: error: (near initialization for ‘ndis_handler_def.num_standard’) ubuntu/ndiswrapper/iw_ndis.c:1971: error: unknown field ‘private_args’ specified in initializer ubuntu/ndiswrapper/iw_ndis.c:1971: warning: initialization from incompatible pointer type Can anyone tell me what it means? Googling just came up with a result here on this site, where there was no answer, so maybe now someone knows.

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  • parallel computation for an Iterator of elements in Java

    - by Brian Harris
    I've had the same need a few times now and wanted to get other thoughts on the right way to structure a solution. The need is to perform some operation on many elements on many threads without needing to have all elements in memory at once, just the ones under computation. As in, Iterables.partition is insufficient because it brings all elements into memory up front. Expressing it in code, I want to write a BulkCalc2 that does the same thing as BulkCalc1, just in parallel. Below is sample code that illustrates my best attempt. I'm not satisfied because it's big and ugly, but it does seem to accomplish my goals of keeping threads highly utilized until the work is done, propagating any exceptions during computation, and not having more than numThreads instances of BigThing necessarily in memory at once. I'll accept the answer which meets the stated goals in the most concise way, whether it's a way to improve my BulkCalc2 or a completely different solution. interface BigThing { int getId(); String getString(); } class Calc { // somewhat expensive computation double calc(BigThing bigThing) { Random r = new Random(bigThing.getString().hashCode()); double d = 0; for (int i = 0; i < 100000; i++) { d += r.nextDouble(); } return d; } } class BulkCalc1 { final Calc calc; public BulkCalc1(Calc calc) { this.calc = calc; } public TreeMap<Integer, Double> calc(Iterator<BigThing> in) { TreeMap<Integer, Double> results = Maps.newTreeMap(); while (in.hasNext()) { BigThing o = in.next(); results.put(o.getId(), calc.calc(o)); } return results; } } class SafeIterator<T> { final Iterator<T> in; SafeIterator(Iterator<T> in) { this.in = in; } synchronized T nextOrNull() { if (in.hasNext()) { return in.next(); } return null; } } class BulkCalc2 { final Calc calc; final int numThreads; public BulkCalc2(Calc calc, int numThreads) { this.calc = calc; this.numThreads = numThreads; } public TreeMap<Integer, Double> calc(Iterator<BigThing> in) { ExecutorService e = Executors.newFixedThreadPool(numThreads); List<Future<?>> futures = Lists.newLinkedList(); final Map<Integer, Double> results = new MapMaker().concurrencyLevel(numThreads).makeMap(); final SafeIterator<BigThing> it = new SafeIterator<BigThing>(in); for (int i = 0; i < numThreads; i++) { futures.add(e.submit(new Runnable() { @Override public void run() { while (true) { BigThing o = it.nextOrNull(); if (o == null) { return; } results.put(o.getId(), calc.calc(o)); } } })); } e.shutdown(); for (Future<?> future : futures) { try { future.get(); } catch (InterruptedException ex) { // swallowing is OK } catch (ExecutionException ex) { throw Throwables.propagate(ex.getCause()); } } return new TreeMap<Integer, Double>(results); } }

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  • Naming your unit tests

    - by kerry
    When you create a test for your class, what kind of naming convention do you use for the tests? How thorough are your tests? I have lately switched from the conventional camel case test names to lower case letters with underscores. I have found this increases the readability and causes me to write better tests. A simple utility class: public class ArrayUtils { public static T[] gimmeASlice(T[] anArray, Integer start, Integer end) { // implementation (feeling lazy today) } } I have seen some people who would write a test like this: public class ArrayUtilsTest { @Test public void testGimmeASliceMethod() { // do some tests } } A more thorough and readable test would be: public class ArrayUtilsTest { @Test public void gimmeASlice_returns_appropriate_slice() { // ... } @Test public void gimmeASlice_throws_NullPointerException_when_passed_null() { // ... } @Test public void gimmeASlice_returns_end_of_array_when_slice_is_partly_out_of_bounds() { // ... } @Test public void gimmeASlice_returns_empty_array_when_slice_is_completely_out_of_bounds() { // ... } } Looking at this test, you have no doubt what the method is supposed to do. And, when one fails, you will know exactly what the issue is.

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  • What is this algorithm for converting strings into numbers called?

    - by CodexArcanum
    I've been doing some work in Parsec recently, and for my toy language I wanted multi-based fractional numbers to be expressible. After digging around in Parsec's source a bit, I found their implementation of a floating-point number parser, and copied it to make the needed modifications. So I understand what this code does, and vaguely why (I haven't worked out the math fully yet, but I think I get the gist). But where did it come from? This seems like a pretty clever way to turn strings into floats and ints, is there a name for this algorithm? Or is it just something basic that's a hole in my knowledge? Did the folks behind Parsec devise it? Here's the code, first for integers: number' :: Integer -> Parser Integer number' base = do { digits <- many1 ( oneOf ( sigilRange base )) ; let n = foldl (\x d -> base * x + toInteger (convertDigit base d)) 0 digits ; seq n (return n) } So the basic idea here is that digits contains the string representing the whole number part, ie "192". The foldl converts each digit individually into a number, then adds that to the running total multiplied by the base, which means that by the end each digit has been multiplied by the correct factor (in aggregate) to position it. The fractional part is even more interesting: fraction' :: Integer -> Parser Double fraction' base = do { digits <- many1 ( oneOf ( sigilRange base )) ; let base' = fromIntegral base ; let f = foldr (\d x -> (x + fromIntegral (convertDigit base d))/base') 0.0 digits ; seq f (return f) Same general idea, but now a foldr and using repeated division. I don't quite understand why you add first and then divide for the fraction, but multiply first then add for the whole. I know it works, just haven't sorted out why. Anyway, I feel dumb not working it out myself, it's very simple and clever looking at it. Is there a name for this algorithm? Maybe the imperative version using a loop would be more familiar?

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  • Trying to figure out SDL pixel manipulation?

    - by NoobScratcher
    Hello so I've found code that plots a pixel in an SDL Screen Surface : void putpixels(int x, int y, int color) { unsigned int *ptr = (unsigned int*)Screen->pixels; int lineoffset = y * (Screen->pitch / 4 ); ptr[lineoffset + x ] = color; } But I have no idea what its actually doing here this is my thoughts. You make an unsigned integer to hold the unsigned int version of pixels then you make another integer to hold the line offset and it equals to multiply by pitch which is then divided by 4 ... Now why am I dividing it by 4 and what is the pitch and why do I multiply it?? Why must I change the lineoffset and add it to the x value then equal it to colors? I'm soo confused.. ;/ I found this function here - http://sol.gfxile.net/gp/ch02.html

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  • algorithm to print the digits in the correct order

    - by Aga Waw
    I've been trying to write an algorithm that will print separately the digits from an integer. I have to write it in Pseudocode. I know how to write an algorithm that reverse the digits. digi(n): while n != 0: x = n % 10 n = n // 10 print (x) But I don't know how to write an algorithm to print the digits in the correct order. f.eg. the input is integer 123467 and the output is: 1 2 3 4 6 7 The numbers will be input from the user, and we cannot convert them to a string. I just need help gettin started on writing algorithms. Thanks

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  • Parallel.For Inconsistency results

    - by ni Gue ???
    I am using VB.net to write a parallel based code. I use Parallel.For to generate pairs of 500 objects or in combination C(500,2) such as the following code; but I found that it didn't always generate all combinations which should be 124750 (shown from variable Counter). No other thread was runing when this code was run. I am using a Win-7 32 Bit desktop with Intel Core i5 CPU [email protected], 3.33 GHz and RAM 2GB. What's wrong with the code and how to solve this problem? Thank You. Dim Counter As Integer = 0 Parallel.For(0, 499, Sub(i) For j As Integer = i + 1 To 499 Counter += 1 Console.Write(i & ":" & j) Next End Sub) Console.Writeline("Iteration number: " & Counter)

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  • Joining on NULLs

    - by Dave Ballantyne
    A problem I see on a fairly regular basis is that of dealing with NULL values.  Specifically here, where we are joining two tables on two columns, one of which is ‘optional’ ie is nullable.  So something like this: i.e. Lookup where all the columns are equal, even when NULL.   NULL’s are a tricky thing to initially wrap your mind around.  Statements like “NULL is not equal to NULL and neither is it not not equal to NULL, it’s NULL” can cause a serious brain freeze and leave you a gibbering wreck and needing your mummy. Before we plod on, time to setup some data to demo against. Create table #SourceTable ( Id integer not null, SubId integer null, AnotherCol char(255) not null ) go create unique clustered index idxSourceTable on #SourceTable(id,subID) go with cteNums as ( select top(1000) number from master..spt_values where type ='P' ) insert into #SourceTable select Num1.number,nullif(Num2.number,0),'SomeJunk' from cteNums num1 cross join cteNums num2 go Create table #LookupTable ( Id integer not null, SubID integer null ) go insert into #LookupTable Select top(100) id,subid from #SourceTable where subid is not null order by newid() go insert into #LookupTable Select top(3) id,subid from #SourceTable where subid is null order by newid() If that has run correctly, you will have 1 million rows in #SourceTable and 103 rows in #LookupTable.  We now want to join one to the other. First attempt – Lets just join select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and #LookupTable.SubID = #SourceTable.SubID OK, that’s a fail.  We had 100 rows back,  we didn’t correctly account for the 3 rows that have null values.  Remember NULL <> NULL and the join clause specifies SUBID=SUBID, which for those rows is not true. Second attempt – Lets deal with those pesky NULLS select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and isnull(#LookupTable.SubID,0) = isnull(#SourceTable.SubID,0) OK, that’s the right result, well done and 99.9% of the time that is where its left. It is a relatively trivial CPU overhead to wrap ISNULL around both columns and compare that result, so no problems.  But, although that’s true, this a relational database we are using here, not a procedural language.  SQL is a declarative language, we are making a request to the engine to get the results we want.  How we ask for them can make a ton of difference. Lets look at the plan for our second attempt, specifically the clustered index seek on the #SourceTable   There are 2 predicates. The ‘seek predicate’ and ‘predicate’.  The ‘seek predicate’ describes how SQLServer has been able to use an Index.  Here, it has been able to navigate the index to resolve where ID=ID.  So far so good, but what about the ‘predicate’ (aka residual probe) ? This is a row-by-row operation.  For each row found in the index matching the Seek Predicate, the leaf level nodes have been scanned and tested using this logical condition.  In this example [Expr1007] is the result of the IsNull operation on #LookupTable and that is tested for equality with the IsNull operation on #SourceTable.  This residual probe is quite a high overhead, if we can express our statement slightly differently to take full advantage of the index and make the test part of the ‘Seek Predicate’. Third attempt – X is null and Y is null So, lets state the query in a slightly manner: select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and ( #LookupTable.SubID = #SourceTable.SubID or (#LookupTable.SubID is null and #SourceTable.SubId is null) ) So its slightly wordier and may not be as clear in its intent to the human reader, that is what comments are for, but the key point is that it is now clearer to the query optimizer what our intention is. Let look at the plan for that query, again specifically the index seek operation on #SourceTable No ‘predicate’, just a ‘Seek Predicate’ against the index to resolve both ID and SubID.  A subtle difference that can be easily overlooked.  But has it made a difference to the performance ? Well, yes , a perhaps surprisingly high one. Clever query optimizer well done. If you are using a scalar function on a column, you a pretty much guaranteeing that a residual probe will be used.  By re-wording the query you may well be able to avoid this and use the index completely to resolve lookups. In-terms of performance and scalability your system will be in a much better position if you can.

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  • Bukkit inventory saving: crashing somewhere

    - by HcgRandon
    I'm working on a command for a bukkit plugin that lets you transfer worlds. In the section about saving the player's inventory, I'm getting a runtime error. My question is: Why is the error happening, and how can I prevent it? The plugin code public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } The offending line The stack trace complains about line 130, which is this line. pInv.set(startInventory + ".amount", stack.getAmount()); The stack trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

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  • Need .Net method to compute a Google Pagerank request checksum.

    - by Steve K
    The company I work for is currently developing a SEO tool which needs to include a domain or url Pagerank. It is possible to retrieve such data directly from Google by sending a request to the url called by the Google ToolBar. On of the parameters send to that url is a checksum of the domain whose pagerank is being requested. I have found multiple .Net methods for calculating that check sum; however, every one randomly returns corrupt values every so often. I can only handle errors to a certain point before my final data set becomes useless. I know that there are countless tools out there, from browser plugins to desktop applications, that can process page rank, so it can't be impossible. My question, then, is two fold: 1) Any anyone heard of the problem I am having? (specifically in .Net) If so, how can it (or has it) be resolved? 2) Is there a better source for retrieving Pagerank data? Below is the Url and checksum code I have been using. "http://toolbarqueries.google.com/search?client=navclient-auto&ie=UTF-8&oe=UTF-8&features=Rank:&q=info:" & strUrl & "ch=" & strCheckSum where: strUrl = the url being queried strCheckSum = CheckHash(GetHash(url)) (see code below) Any help would be greatly appreciated. ''' <summary> ''' Returns a hash-string from the site's URL ''' </summary> ''' <param name="_SiteURL">full URL as indexed by Google</param> ''' <returns>HASH for site as a string</returns> Private Shared Function GetHash(ByVal _SiteURL As String) As String Try Dim _Check1 As Long = StrToNum(_SiteURL, 5381, 33) Dim _Check2 As Long = StrToNum(_SiteURL, 0, 65599) _Check1 >>= 2 _Check1 = ((_Check1 >> 4) And 67108800) Or (_Check1 And 63) _Check1 = ((_Check1 >> 4) And 4193280) Or (_Check1 And 1023) _Check1 = ((_Check1 >> 4) And 245760) Or (_Check1 And 16383) Dim T1 As Long = ((((_Check1 And 960) << 4) Or (_Check1 And 60)) << 2) Or (_Check2 And 3855) Dim T2 As Long = ((((_Check1 And 4294950912) << 4) Or (_Check1 And 15360)) << 10) Or (_Check2 And 252641280) Return Convert.ToString(T1 Or T2) Catch Return "0" End Try End Function ''' <summary> ''' Checks the HASH-string returned and adds check numbers as necessary ''' </summary> ''' <param name="_HashNum">generated HASH-string</param> ''' <returns>modified HASH-string</returns> Private Shared Function CheckHash(ByVal _HashNum As String) As String Try Dim _CheckByte As Long = 0 Dim _Flag As Long = 0 Dim _tempI As Long = Convert.ToInt64(_HashNum) If _tempI < 0 Then _tempI = _tempI * (-1) End If Dim _Hash As String = _tempI.ToString() Dim _Length As Integer = _Hash.Length For x As Integer = _Length - 1 To 0 Step -1 Dim _quick As Char = _Hash(x) Dim _Re As Long = Convert.ToInt64(_quick.ToString()) If 1 = (_Flag Mod 2) Then _Re += _Re _Re = CLng(((_Re \ 10) + (_Re Mod 10))) End If _CheckByte += _Re _Flag += 1 Next _CheckByte = _CheckByte Mod 10 If 0 <> _CheckByte Then _CheckByte = 10 - _CheckByte If 1 = (_Flag Mod 2) Then If 1 = (_CheckByte Mod 2) Then _CheckByte >>= 1 End If End If End If If _Hash.Length = 9 Then _CheckByte += 5 End If Return "7" + _CheckByte.ToString() + _Hash Catch Return "0" End Try End Function ''' <summary> ''' Converts the string (site URL) into numbers for the HASH ''' </summary> ''' <param name="_str">Site URL as passed by GetHash()</param> ''' <param name="_Chk">Necessary passed value</param> ''' <param name="_Magic">Necessary passed value</param> ''' <returns>Long Integer manipulation of string passed</returns> Private Shared Function StrToNum(ByVal _str As String, ByVal _Chk As Long, ByVal _Magic As Long) As Long Try Dim _Int64Unit As Long = Convert.ToInt64(Math.Pow(2, 32)) Dim _StrLen As Integer = _str.Length For x As Integer = 0 To _StrLen - 1 _Chk *= _Magic If _Chk >= _Int64Unit Then _Chk = (_Chk - (_Int64Unit * Convert.ToInt64(_Chk \ _Int64Unit))) _Chk = IIf((_Chk < -2147483648), (_Chk + _Int64Unit), _Chk) End If _Chk += CLng(Asc(_str(x))) Next Catch End Try Return _Chk End Function

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  • Inherit one instance variable from the global scope

    - by Julian
    I'm using Curses to create a command line GUI with Ruby. Everything's going well, but I have hit a slight snag. I don't think Curses knowledge (esoteric to be fair) is required to answer this question, just Ruby concepts such as objects and inheritance. I'm going to explain my problem now, but if I'm banging on, just look at the example below. Basically, every Window instance needs to have .close called on it in order to close it. Some Window instances have other Windows associated with it. When closing a Window instance, I want to be able to close all of the other Window instances associated with it at the same time. Because associated Windows are generated in a logical fashion, (I append the name with a number: instance_variable_set(self + integer, Window.new(10,10,10,10)) ), it's easy to target generated windows, because methods can anticipate what assosiated windows will be called, (I can recreate the instance variable name from scratch, and almost query it: instance_variable_get(self + integer). I have a delete method that handles this. If the delete method is just a normal, global method (called like this: delete_window(@win543) then everything works perfectly. However, if the delete method is an instance method, which it needs to be in-order to use the self keyword, it doesn't work for a very clear reason; it can 'query' the correct instance variable perfectly well (instance_variable_get(self + integer)), however, because it's an instance method, the global instances aren't scoped to it! Now, one way around this would obviously be to simply make a global method like this: delete_window(@win543). But I have attributes associated with my window instances, and it all works very elegantly. This is very simplified, but it literally translates the problem exactly: class Dog def speak woof end end def woof if @dog_generic == nil puts "@dog_generic isn't scoped when .woof is called from a class method!\n" else puts "@dog_generic is scoped when .woof is called from the global scope. See:\n" + @dog_generic end end @dog_generic = "Woof!" lassie = Dog.new lassie.speak #=> @dog_generic isn't scoped when .woof is called from an instance method!\n woof #=> @dog_generic is scoped when .woof is called from the global scope. See:\nWoof! TL/DR: I need lassie.speak to return this string: "@dog_generic is scoped when .woof is called from the global scope. See:\nWoof!" @dog_generic must remain as an insance variable. The use of Globals or Constants is not acceptable. Could woof inherit from the Global scope? Maybe some sort of keyword: def woof < global # This 'code' is just to conceptualise what I want to do, don't take offence! end Is there some way the .woof method could 'pull in' @dog_generic from the global scope? Will @dog_generic have to be passed in as a parameter?

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  • Bukkit saving inventory

    - by HcgRandon
    Alright i will make this quick... I am working on a command in my plugin to allow you to transfer worlds and i am trying to save inventory but i am getting a problem here is the code: public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } Now here is the stack trace i recive it is commplaing about line 130 which is this line pInv.set(startInventory + ".amount", stack.getAmount()); okay now trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

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  • Accessing Controls Within A Gridview

    - by Bunch
    Sometimes you need to access a control within a GridView, but it isn’t quite as straight forward as just using FindControl to grab the control like you can in a FormView. Since the GridView builds multiple rows the key is to specify the row. In this example there is a GridView with a control for a player’s errors. If the errors is greater than 9 the GridView should display the control (lblErrors) in red so it stands out. Here is the GridView: <asp:GridView ID="gvFielding" runat="server" DataSourceID="sqlFielding" DataKeyNames="PlayerID" AutoGenerateColumns="false" >     <Columns>         <asp:BoundField DataField="PlayerName" HeaderText="Player Name" />         <asp:BoundField DataField="PlayerNumber" HeaderText="Player Number" />         <asp:TemplateField HeaderText="Errors">             <ItemTemplate>                 <asp:Label ID="lblErrors" runat="server" Text='<%# EVAL("Errors") %>'  />             </ItemTemplate>         </asp:TemplateField>     </Columns> </asp:GridView> In the code behind you can add the code to change the label’s ForeColor property to red based on the amount of errors. In this case 10 or more errors triggers the color change. Protected Sub gvFielding_DataBound(ByVal sender As Object, ByVal e As System.EventArgs) Handles gvFielding.DataBound     Dim errorLabel As Label     Dim errors As Integer     Dim i As Integer = 0     For Each row As GridViewRow In gvFielding.Rows         errorLabel = gvFielding.Rows(i).FindControl("lblErrors")         If Not errorLabel.Text = Nothing Then             Integer.TryParse(errorLabel.Text, errors)             If errors > 9 Then                 errorLabel.ForeColor = Drawing.Color.Red             End If         End If         i += 1     Next End Sub The main points in the DataBound sub is use a For Each statement to loop through the rows and to increment the variable i so you loop through every row. That way you check each one and if the value is greater than 9 the label changes to red. The If Not errorLabel.Text = Nothing line is there as a check in case no data comes back at all for Errors. Technorati Tags: GridView,ASP.Net,VB.Net

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  • Does it make a difference if I declare variables inside or outside a loop in Java?

    - by Puckl
    Does it make a difference if I declare variables inside or outside a loop in Java? Is this for(int i = 0; i < 1000; i++) { int temporaryValue = someMethod(); list.add(temporaryValue) } equal to this (with respect to memory usage)? int temporaryValue = 0; for(int i = 0; i < 1000; i++) { temporaryValue = someMethod(); list.add(temporaryValue) } And what if the temporary variable is for example an ArrayList? for(int i = 0; i < 1000; i++) { ArrayList<Integer> array = new ArrayList<Integer>(); fillArray(array); // do something with the array }

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  • Is is OK to use a non-primary key as the id in a rails resource?

    - by nPn
    I am getting ready to set up a resource for some new api calls to my rails application. I am planning on calling the resource devices ie resources :devices This is going to represent a android mobile devices I know this will get me routes such as GET devices/:id In most cases :id would be an integer representing the primary key, and in the controller we would use :id as such: GET devices/1 @device = Device.find(params[:id]) In this case I would like to use :id as the google_cloud_messaging_reg_id So I would like to have requests like this: GET devices/some_long_gcm_id and then in the controller , just us params[:id] to look up the device by the gcm registration id. This seem more natural, since the device will know it's gcm id rather than it's rails integer id. Are there any reasons I should avoid doing this?

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  • Java Program help [migrated]

    - by georgetheevilman
    Okay I have a really annoying error. Its coming from my retainAll method. The problem is that I am outputting 1,3,5 in ints at the end, but I need 1,3,5,7,9. Here is the code below for the MySet and driver classes public class MySetTester { public static void main(String[]args) { MySet<String> strings = new MySet<String>(); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Listen!"); strings.add("Listen!"); strings.add("Sorry, I couldn't resist."); strings.add("Sorry, I couldn't resist."); strings.add("(you know you would if you could)"); System.out.println("Testing add:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 4, contains(Sorry): true\n"); MySet<String> moreStrings = new MySet<String>(); moreStrings.add("Sorry, I couldn't resist."); moreStrings.add("(you know you would if you could)"); strings.removeAll(moreStrings); System.out.println("Testing remove and removeAll:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 2, contains(Sorry): false\n"); MySet<Integer> ints = new MySet<Integer>(); for (int i = 0; i < 100; i++) { ints.add(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 100\n"); for (int i = 0; i < 100; i += 2) { ints.remove(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 50\n"); MySet<Integer> zeroThroughNine = new MySet<Integer>(); for (int i = 0; i < 10; i++) { zeroThroughNine.add(i); } ints.retainAll(zeroThroughNine); System.out.println("ints should now only retain odd numbers" + " 0 through 10\n"); System.out.println("Testing your iterator:\n"); for (Integer i : ints) { System.out.println(i); } System.out.println("\nExpected: \n\n1 \n3 \n5 \n7 \n9\n"); System.out.println("Yours:"); for (String s : strings) { System.out.println(s); } System.out.println("\nExpected: \nHey! \nListen!"); strings.clear(); System.out.println("\nClearing your set...\n"); System.out.println("Your set is empty: " + strings.isEmpty()); System.out.println("Exp. set is empty: true"); } } And here is the main code. But still read the top part because that's where my examples are. import java.util.Set; import java.util.Collection; import java.lang.Iterable; import java.util.Iterator; import java.util.Arrays; import java.lang.reflect.Array; public class MySet implements Set, Iterable { // instance variables - replace the example below with your own private E[] backingArray; private int numElements; /** * Constructor for objects of class MySet */ public MySet() { backingArray=(E[]) new Object[5]; numElements=0; } public boolean add(E e){ for(Object elem:backingArray){ if (elem==null ? e==null : elem.equals(e)){ return false; } } if(numElements==backingArray.length){ E[] newArray=Arrays.copyOf(backingArray,backingArray.length*2); newArray[numElements]=e; numElements=numElements+1; backingArray=newArray; return true; } else{ backingArray[numElements]=e; numElements=numElements+1; return true; } } public boolean addAll(Collection<? extends E> c){ for(E elem:c){ this.add(elem); } return true; } public void clear(){ E[] newArray=(E[])new Object[backingArray.length]; numElements=0; backingArray=newArray; } public boolean equals(Object o){ if(o instanceof Set &&(((Set)o).size()==numElements)){ for(E elem:(Set<E>)o){ if (this.contains(o)==false){ return false; } return true; } } return false; } public boolean contains(Object o){ for(E backingElem:backingArray){ if (o!=null && o.equals(backingElem)){ return true; } } return false; } public boolean containsAll(Collection<?> c){ for(E elem:(Set<E>)c){ if(!(this.contains(elem))){ return false; } } return true; } public int hashCode(){ int sum=0; for(E elem:backingArray){ if(elem!=null){ sum=sum+elem.hashCode(); } } return sum; } public boolean isEmpty(){ if(numElements==0){ return true; } else{ return false; } } public boolean remove(Object o){ int i=0; for(Object elem:backingArray){ if(o!=null && o.equals(elem)){ backingArray[i]=null; numElements=numElements-1; E[] newArray=Arrays.copyOf(backingArray,backingArray.length-1); return true; } i=i+1; } return false; } public boolean removeAll(Collection<?> c){ for(Object elem:c){ this.remove(elem); } return true; } public boolean retainAll(Collection<?> c){ MySet<E> removalArray=new MySet<E>(); for(E arrayElem:backingArray){ if(arrayElem!= null && !(c.contains(arrayElem))){ this.remove(arrayElem); } } return false; } public int size(){ return numElements; } public <T> T[] toArray(T[] a) throws ArrayStoreException,NullPointerException{ for(int i=0;i<numElements;i++){ a[i]=(T)backingArray[i]; } for(int j=numElements;j<a.length;j++){ a[j]=null; } return a; } public Object[] toArray(){ Object[] newArray=new Object[numElements]; for(int i=0;i<numElements;i++){ newArray[i]=backingArray[i]; } return newArray; } public Iterator<E> iterator(){ setIterator iterator=new setIterator(); return iterator; } private class setIterator implements Iterator<E>{ private int currIndex; private E lastElement; public setIterator(){ currIndex=0; lastElement=null; } public boolean hasNext(){ while(currIndex<=numElements && backingArray[currIndex]==null){ currIndex=currIndex+1; } if (currIndex<=numElements){ return true; } return false; } public E next(){ E element=backingArray[currIndex]; currIndex=currIndex+1; lastElement=element; return element; } public void remove() throws UnsupportedOperationException,IllegalStateException{ if(lastElement!=null){ MySet.this.remove((Object)lastElement); numElements=numElements-1; } else{ throw new IllegalStateException(); } } } } I've been able to reduce the problems, but otherwise this thing is still causing problems.

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