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  • Polynomial division overloading operator

    - by Vlad
    Ok. here's the operations i successfully code so far thank's to your help: Adittion: polinom operator+(const polinom& P) const { polinom Result; constIter i = poly.begin(), j = P.poly.begin(); while (i != poly.end() && j != P.poly.end()) { //logic while both iterators are valid if (i->pow > j->pow) { //if the current term's degree of the first polynomial is bigger Result.insert(i->coef, i->pow); i++; } else if (j->pow > i->pow) { // if the other polynomial's term degree is bigger Result.insert(j->coef, j->pow); j++; } else { // if both are equal Result.insert(i->coef + j->coef, i->pow); i++; j++; } } //handle the remaining items in each list //note: at least one will be equal to end(), but that loop will simply be skipped while (i != poly.end()) { Result.insert(i->coef, i->pow); ++i; } while (j != P.poly.end()) { Result.insert(j->coef, j->pow); ++j; } return Result; } Subtraction: polinom operator-(const polinom& P) const //fixed prototype re. const-correctness { polinom Result; constIter i = poly.begin(), j = P.poly.begin(); while (i != poly.end() && j != P.poly.end()) { //logic while both iterators are valid if (i->pow > j->pow) { //if the current term's degree of the first polynomial is bigger Result.insert(-(i->coef), i->pow); i++; } else if (j->pow > i->pow) { // if the other polynomial's term degree is bigger Result.insert(-(j->coef), j->pow); j++; } else { // if both are equal Result.insert(i->coef - j->coef, i->pow); i++; j++; } } //handle the remaining items in each list //note: at least one will be equal to end(), but that loop will simply be skipped while (i != poly.end()) { Result.insert(i->coef, i->pow); ++i; } while (j != P.poly.end()) { Result.insert(j->coef, j->pow); ++j; } return Result; } Multiplication: polinom operator*(const polinom& P) const { polinom Result; constIter i, j, lastItem = Result.poly.end(); Iter it1, it2, first, last; int nr_matches; for (i = poly.begin() ; i != poly.end(); i++) { for (j = P.poly.begin(); j != P.poly.end(); j++) Result.insert(i->coef * j->coef, i->pow + j->pow); } Result.poly.sort(SortDescending()); lastItem--; while (true) { nr_matches = 0; for (it1 = Result.poly.begin(); it1 != lastItem; it1++) { first = it1; last = it1; first++; for (it2 = first; it2 != Result.poly.end(); it2++) { if (it2->pow == it1->pow) { it1->coef += it2->coef; nr_matches++; } } nr_matches++; do { last++; nr_matches--; } while (nr_matches != 0); Result.poly.erase(first, last); } if (nr_matches == 0) break; } return Result; } Division(Edited): polinom operator/(const polinom& P) { polinom Result, temp; Iter i = poly.begin(); constIter j = P.poly.begin(); if (poly.size() < 2) { if (i->pow >= j->pow) { Result.insert(i->coef, i->pow - j->pow); *this = *this - Result; } } else { while (true) { if (i->pow >= j->pow) { Result.insert(i->coef, i->pow - j->pow); temp = Result * P; *this = *this - temp; } else break; } } return Result; } The first three are working correctly but division doesn't as it seems the program is in a infinite loop. Update Because no one seems to understand how i thought the algorithm, i'll explain: If the dividend contains only one term, we simply insert the quotient in Result, then we multiply it with the divisor ans subtract it from the first polynomial which stores the remainder. If the polynomial we do this until the second polynomial( P in this case) becomes bigger. I think this algorithm is called long division, isn't it? So based on these, can anyone help me with overloading the / operator correctly for my class? Thanks!

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  • Java: how to register a listener that listen to a JFrame movement

    - by cocotwo
    How can you track the movement of a JFrame itself? I'd like to register a listener that would be called back every single time JFrame.getLocation() is going to return a new value. Here's a skeleton that compiles and runs, what kind of listener should I add so that I can track every JFrame movement on screen? import javax.swing.*; public class SO { public static void main( String[] args ) throws Exception { SwingUtilities.invokeAndWait( new Runnable() { public void run() { final JFrame jf = new JFrame(); final JPanel jp = new JPanel(); final JLabel jl = new JLabel(); updateText( jf, jl ); jp.add( jl ); jf.add( jp ); jf.pack(); jf.setVisible( true ); } } ); } private static void updateText( final JFrame jf, final JLabel jl ) { jl.setText( "JFrame is located at: " + jf.getLocation() ); jl.repaint(); } }

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  • RadioButtonList confirm SelectedIndexChange

    - by Brian David Berman
    I have a RadioButtonList control and I would like to do a Javascript "confirm" when a user tries to change the index. Currently AutoPostBack is set to TRUE. I can, of course, just call __doPostBack from within a javascript function, etc. I tried a few things with jQuery but you have to worry about mousedown vs. click and then there is always the fact that you can click the checkbox label to select it, etc. Anyone have a nice solution for this? To be clear, I am looking for a way to prompt the user with a confirm box prior to their selection being made and triggering a postback.

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  • Visual Modeler in VS 6

    - by Yogi Yang 007
    Till date I have used only VB6 Professional for developing apps. But recently I have joined a company which owns VS 6 Enterprise (or some such version) I was just exploring what is available in VS 6 Ent. and I found Visual Modeler. The tutorial provided with it is not good enough. I was wondering if there is any detailed tutorial(s) for Visual Modeler? Is Visual Modeler a cut down version of Rational Rose? I have never used such a tool for developing apps. What are the benefits of developing apps like this? The document claims that one can speed up development and modifications of VB6 & VC++ 6 applications. How true is this claim? My company also has Ration Rose 6. Which is better Rational Rose 6 or Visual Modeler that comes with VS 6 Ent.?

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  • check if(country == @"(null)" doesn't work

    - by Sean
    hi all, I got the problem that the if-statement doesn't work. After the first code line the variable contains the value "(null)", because the user who picked the contact from his iphone address book doesn't set the country key for this contact, so far so good. but if I check the variable, it won't be true, but the value is certainly "(null)"... does someone have an idea? NSString *country = [NSString [the dict objectForKey:(NSString *)kABPersonAddressCountryKey]]; if(country == @"(null)") { country = @""; } thanks in advance sean

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  • Detect and record a sound with python

    - by Jean-Pierre
    I'm using this program to record a sound in python: import pyaudio import wave import sys chunk = 1024 FORMAT = pyaudio.paInt16 CHANNELS = 1 RATE = 44100 RECORD_SECONDS = 5 WAVE_OUTPUT_FILENAME = "output.wav" p = pyaudio.PyAudio() stream = p.open(format = FORMAT, channels = CHANNELS, rate = RATE, input = True, frames_per_buffer = chunk) print "* recording" all = [] for i in range(0, RATE / chunk * RECORD_SECONDS): data = stream.read(chunk) all.append(data) print "* done recording" stream.close() p.terminate() write data to WAVE file data = ''.join(all) wf = wave.open(WAVE_OUTPUT_FILENAME, 'wb') wf.setnchannels(CHANNELS) wf.setsampwidth(p.get_sample_size(FORMAT)) wf.setframerate(RATE) wf.writeframes(data) wf.close() I want to change the program to start recording when sound is detected by the sound card input. Probably should compare the input sound level in Chunk, but how do this?

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  • How to find out exact version of iPhone SDK for conditional compilation?

    - by Jochen
    I'm looking for a macro that specified the exact version of the iPhone SDK used for compilation. This is needed because when compiling with (and only with) SDK 3.0, I need to add some additional code. __IPHONE_OS_VERSION_MIN_REQUIRED is not the right choice here, since it can be set by the user with parameter -mmacosx-version-min. For example, a user can compile with min version -mmacosx-version-min=3.0 in SDK 3.1, so a check for __IPHONE_OS_VERSION_MIN_REQUIRED == 30000 would be true, even if the user is compiling with SDK 3.1. Any help is appreciated. Regards, Jochen

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  • Yahoo authentication

    - by steve
    Hi - I'm playing around with the new yahoo API. I'd like to scrap some dummy data using the following address http://query.yahooapis.com/v1/public/yql?q=desc%20social.updates.search&format=json&diagnostics=true&env=store%3A%2F%2Fdatatables.org%2Falltableswithkeys&callback=cbfunc When I run this I get an authenticaion error (Need to be logged into Yahoo) This is fine obviously for me messing around on the internet. However I'd like to call this from a ruby script. Any ideas how I go about authenticating? I can only seem to find some web enabled version.

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  • DoDragDrop disables MouseMove Events

    - by stefan.at.wpf
    After having started a Drag & Drop operation by DragDrop.DoDragDrop(...) no more MouseMove Events are fired. I even tried AddHandler(Window.MouseMoveEvent, new MouseEventHandler(myControl_MouseMove), true); where the last parameter means I even opt in for handled events. No chance, seems like the MouseMove Event is never fired at all! Any way to still get MouseMove Events while using Drag & Drop? I'd like to Drag & Drop a control, while dragging this control it shall follow the mouse pointer. Any idea how to do this in this case?

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  • Greenspun's 10th rule in Perl?

    - by DVK
    Greenspun's Tenth Rule of Programming is a common aphorism in computer programming and especially programming language circles. It states: Any sufficiently complicated C or Fortran program contains an ad hoc, informally-specified, bug-ridden, slow implementation of half of Common Lisp. The questions are, 1) Would you consider this to be true of Perl interpreter? Only objective arguments please (e.g. which features of Common Lisp are implemented within the interpreter) 2) Independently, does there exist a Lisp (or at least a n ad hoc, informally-specified, bug-ridden, slow implementation of half of Common Lisp) implemented entirely in Perl?

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  • What is the least intrusive way to display WPF tooltip on focus?

    - by Andrey Shchekin
    What is the minimum number of steps required to display a tooltip when the following control gets focus? <TextBox ToolTip="Hello there!" ... /> I tried the following in GotFocus private void ..._GotFocus(object sender, RoutedEventArgs e) { var element = (FrameworkElement)sender; var tooltip = element.ToolTip; if (!(tooltip is ToolTip)) { tooltip = new ToolTip { Content = tooltip }; element.ToolTip = tooltip; } ((ToolTip)tooltip).IsOpen = true; } However, it seems to ignore the ToolTipService.Placement for this control and SystemParameters.ToolTipPopupAnimationKey set up level higher. How can I make it work and honor all settings that generally work for tooltips (except the timing, obviously)?

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  • group expression in jasper reports

    - by ed1t
    I've a report which has a has 5 columns on each page and I have a group defined which shows columns related to A | B | C | D | E - main column X | Y | Z - group - A is the key I have my query ORDER BY A, but when it is displayed it doesn't print the results in next page if A is changed. Following is how I have a group defined. <group name="A" isResetPageNumber="true" > <groupExpression><![CDATA[$F{A}]]></groupExpression> <groupHeader> <band/> </groupHeader> <groupFooter> <band/> </groupFooter> </group> does A need to be part of the group?

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  • C++ find method is not const?

    - by Rachel
    I've written a method that I'd like to declare as const, but the compiler complains. I traced through and found that this part of the method was causing the difficulty: bool ClassA::MethodA(int x) { bool y = false; if(find(myList.begin(), myList.end(), x) != myList.end()) { y = true; } return y; } There is more happening in the method than that, but with everything else stripped away, this was the part that didn't allow the method to be const. Why does the stl find algorithm prevent the method from being const? Does it change the list in any way?

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  • .NET Type Conversion Issue: Simple but difficult

    - by jaderanderson
    Well, the question is kinda simple. I have a object defined as: public class FullListObject : System.Collections.ArrayList, IPagedCollection And when i try to: IPagedCollection pagedCollection = (IPagedCollection)value; It don't work... value is a FullListObject... this is my new code trying to get around a issue with the "is" operator. When the system tests (value is IPagedCollection) it never gets true for FullListObject. How to cast the object to another object with a interface type?

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  • GWT Acegi alternative

    - by DroidIn.net
    I'm starting new project. The client interface is based on GWT (and GXT) I have no say it's predetermined. However I can pick and choose as far as server side so I can have some fun and hopefully learn something new in the process. Some requirements are : Exchange with server will be through use of JSON, most if not all of UI will be generated by GWT (JS) on the client, so the client/serve exchange will be limited to data exchange as much as possible No Hibernate (it's not really supported on the proprietary db I will be connecting to). In the past projects people would use JDBC or iBATIS Some sort of IoC (I'm thinking Guice just to stick with Google) Some sort of Security framework based on LDAP. In the past we would use Spring security (Acegi) but it wasn't ideal and we had to customize it a lot So basically should I stick with tried-and-true Spring/Acegi or try something based on Guice? And what that "something" would be and how mature is it?

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  • WCF MessageContract Help - MessageBodyMember with hyphenated name

    - by Hcabnettek
    Hi All, I need a bit of WCF help. This project uses message contracts. The transport seems to work ok. I have this code for a response type. namespace tpoke.Contracts { [MessageContract(IsWrapped = true)] public class AuthenticationResponseMC { [MessageBodyMember(Name = "authentication-token")] public Guid AuthenticationToken; } } Now when I run the operation that returns this, I try to deserialize using the XmlSerializer. The is not what I'm needing. I need it to be <authentication-token xmlns="http://tpoke.wcf.com">e13xxxx-xxxx-xxxx-xxxxxx</authentication-token> How can I make this work correctly? Do I need to add the namespace to MessageBodyMember? Why is the hyphen being stripped out? Any tips or advice is certainly appreciated. Thanks, ~ck in San Diego

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  • json_decode returns NULL (php)

    - by schouk
    There is a strange behaviour with json_encode and json_decode and I can't find a solution: My php application calls a php web service. The webservice returns json that looks like this: var_dump($foo): string(62) "?{"action":"set","user":"123123123123","status":"OK"}" now I like to decode the json in my application: $data = json_decode($foo, true) but it returns NULL: var_dump($data): NULL I use php 5. The Content-Type of the response from the webservice: "text/html; charset=utf-8" (also tried to use "application/json; charset=utf-8") What could be the reason?

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  • Java2D OpenGL Hardware Acceleration Doesn't Work

    - by Aaron
    It doesn't work with OpenGL with even the simplest of programs. Here is what I am doing.. java -Dsun.java2d.opengl=True -jar Java2Demo.jar (Java2Demo.jar is usually included with the JDK..) The text output is: OpenGL pipeline enabled for default config on screen 0 When I don't pass in the above VM argument things work fine (but slowly). When I do pass in the above argument nothing shows up... If I move the window around it captures whatever image it was on top of and jumbles it into nonsense. I'm running Windows XP Pro SP3 (Microsoft Windows XP [Version 5.1.2600]) (under Parallels on OS X 10.5.8) I used "Geeks3D GPU Caps Viewer" to tell me I have Open GL version: 2.0 NVIDIA-1.5.48 I have tried this with two version of the JVM. First: java version "1.6.0_13" Java(TM) SE Runtime Environment (build 1.6.0_13-b03) Java HotSpot(TM) Client VM (build 11.3-b02, mixed mode) and second: 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)

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Create Class functions on the fly?

    - by JasonS
    Hi, i have a validation class which needs improving. If I require some custom validation I need to specify a custom function. It works a bit like this: The controller tells the validation that a custom validation function is required. The controller runs the validation. --- Gets iffy here --- Validation class creates a new instance of the controller class.... Validation class runs controller-custom_validation_function() Validation class returns true / false Is there someway that I can alter this to do something like this? $validation = new validation; // Insert rules here. $validation-function() = $this-function(); By doing this I could get rid of the step of creating an unneeded class instance.

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  • Qt - activate window

    - by Ockonal
    Hello, i have a QMainWindow. It has this parameters: this->setWindowFlags(Qt::Tool); this->setFocusPolicy(Qt::StrongFocus); this->setAttribute(Qt::WA_QuitOnClose,true); After showEvent calles my window is shown but unactivated. I tried to overload show function: ... QMainWindow::showEvent(event); this->activateWindow(); ... But it doesn't help me. EDIT: When i commented line this->setWindowFlags(Qt::Tool); everything worked fine, but i need in tool-flag. Any ideas? EDIT: OS: Linux Programming language: c++ Qt version: 4.5.1

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  • What are the use cases for closures/callback functions in Javascript?

    - by Christopher Altman
    I was listening to Crockford's talk on Javascript closures and am convinced of the benefit of information hiding, but I do not have a firm understanding of when to use callback functions. It is mostly a true statement that a person could accomplish the same functionality with or without callbacks. As someone who is writing code, what heuristics or cues should I keep in mind when determining when to use callbacks/closures? I am not looking for the blanket statement 'Closures make more secure code', rather a list of practical examples or rules of thumb for when callbacks are the right idea. Crockford's Presentation: http://www.yuiblog.com/blog/2010/04/08/video-crockonjs-5/

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  • Raphael js library: problems with animateAlong in IE7

    - by Andrei
    Hi there, I'm having trouble making a simple shape move along a path in IE7 (the only version of IE I tried, actually). The following code works fine in chrome and firefox, but not IE. I couldn't find an obvious reason, has anybody seen something similar? canvas.path(rPath.path).attr("stroke", "blue"); var circle = canvas.circle(rPath.startX, rPath.startY, 5); circle.animateAlong(rPath.path, 3000, true); My rPath variable has the path and the starting point coordinates. Microsoft script debugger points to this line as the one where the code breaks: os.left != (t = x - left + "px") && (os.left = t); (line 2131 inside the uncompressed raphael.js script file, inside Element[proto].setBox = function (params, cx, cy) {...}) Any ideas? Any experience (good or bad) with raphael's animateAlong in IE7? TIA, Andrei

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  • WPF Show Open TabItem Names in a List View

    - by mr justinator
    I'm trying to display a list of open tab names in a listview or listbox (recommendations?). Been going through the different type of binding options and I'm able to bind to a single tab name but it displays vertical instead of horizontal. Here is my XAML: <ListView DockPanel.Dock="Left" Height="352" Name="listView1" Width="132" ItemsSource="{Binding ElementName=RulesTab, Path=Name}" IsSynchronizedWithCurrentItem="True" FlowDirection="LeftToRight" HorizontalAlignment="Left" HorizontalContentAlignment="Left" DataContext="{Binding}"> Any pointers would be greatly appreciated as I'd like to be able to see a list of all the tabs open and then double click on one to bring the tab into focus. Many thanks!

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  • Coupling/Cohesion

    - by user559142
    Hi All, Whilst there are many good examples on this forum that contain examples of coupling and cohesion, I am struggling to apply it to my code fully. I can identify parts in my code that may need changing. Would any Java experts be able to take a look at my code and explain to me what aspects are good and bad. I don't mind changing it myself at all. It's just that many people seem to disagree with each other and I'm finding it hard to actually understand what principles to follow... package familytree; /** * * @author David */ public class Main { /** * @param args the command line arguments */ public static void main(String[] args) { // TODO code application logic here KeyboardInput in = new KeyboardInput(); FamilyTree familyTree = new FamilyTree(in, System.out); familyTree.start(); } } package familytree; import java.io.PrintStream; /** * * @author David */ public class FamilyTree { /** * @param args the command line arguments */ private static final int DISPLAY_FAMILY_MEMBERS = 1; private static final int ADD_FAMILY_MEMBER = 2; private static final int REMOVE_FAMILY_MEMBER = 3; private static final int EDIT_FAMILY_MEMBER = 4; private static final int SAVE_FAMILY_TREE = 5; private static final int LOAD_FAMILY_TREE = 6; private static final int DISPLAY_ANCESTORS = 7; private static final int DISPLAY_DESCENDANTS = 8; private static final int QUIT = 9; private KeyboardInput in; private Family family; private PrintStream out; public FamilyTree(KeyboardInput in, PrintStream out) { this.in = in; this.out = out; family = new Family(); } public void start() { out.println("\nWelcome to the Family Tree Builder"); //enterUserDetails(); initialise(); while (true) { displayFamilyTreeMenu(); out.print("\nEnter Choice: "); int option = in.readInteger(); if (option > 0 && option <= 8) { if (quit(option)) { break; } executeOption(option); } else { out.println("Invalid Choice!"); } } } //good private void displayFamilyTreeMenu() { out.println("\nFamily Tree Menu"); out.println(DISPLAY_FAMILY_MEMBERS + ". Display Family Members"); out.println(ADD_FAMILY_MEMBER + ". Add Family Member"); out.println(REMOVE_FAMILY_MEMBER + ". Remove Family Member"); out.println(EDIT_FAMILY_MEMBER + ". Edit Family Member"); out.println(SAVE_FAMILY_TREE + ". Save Family Tree"); out.println(LOAD_FAMILY_TREE + ". Load Family Tree"); out.println(DISPLAY_ANCESTORS + ". Display Ancestors"); out.println(DISPLAY_DESCENDANTS + ". Display Descendants"); out.println(QUIT + ". Quit"); } //good private boolean quit(int opt) { return (opt == QUIT) ? true : false; } //good private void executeOption(int choice) { switch (choice) { case DISPLAY_FAMILY_MEMBERS: displayFamilyMembers(); break; case ADD_FAMILY_MEMBER: addFamilyMember(); break; case REMOVE_FAMILY_MEMBER: break; case EDIT_FAMILY_MEMBER: break; case SAVE_FAMILY_TREE: break; case LOAD_FAMILY_TREE: break; case DISPLAY_ANCESTORS: displayAncestors(); break; case DISPLAY_DESCENDANTS: displayDescendants(); break; default: out.println("Not a valid option! Try again."); break; } } //for selecting family member for editing adding nodes etc private void displayFamilyMembers() { out.println("\nDisplay Family Members"); int count = 0; for (FamilyMember member : family.getFamilyMembers()) { out.println(); if (count + 1 < 10) { out.println((count + 1) + ". " + member.getFirstName() + " " + member.getLastName()); out.println(" " + member.getDob()); out.println(" Generation: " + member.getGeneration()); } else { out.println((count + 1) + ". " + member.getFirstName() + " " + member.getLastName()); out.println(" " + member.getDob()); out.println(" Generation: " + member.getGeneration()); } count++; } } private int selectRelative() { out.println("\nSelect Relative"); out.println("1. Add Parents"); out.println("2. Add Child"); out.println("3. Add Partner"); out.println("4. Add Sibling"); out.print("\nEnter Choice: "); int choice = in.readInteger(); if (choice > 0 && choice < 5) { return choice; } return (-1); } private void addFamilyMember() { int memberIndex = selectMember(); if (memberIndex >= 0) { FamilyMember member = family.getFamilyMember(memberIndex); int relative = selectRelative(); if (relative > 0) { out.println("\nAdd Member"); //if choice is valid switch (relative) { case 1: //adding parents if (member.getFather() == null) { FamilyMember mum, dad; out.println("Enter Mothers Details"); mum = addMember(relative, "Female"); out.println("\nEnter Fathers Details"); dad = addMember(relative, "Male"); member.linkParent(mum); member.linkParent(dad); mum.linkPartner(dad); mum.setGeneration(member.getGeneration() - 1); dad.setGeneration(member.getGeneration() - 1); sortGenerations(); } else { out.println(member.getFirstName() + " " + member.getLastName() + " already has parents."); } break; case 2: //adding child if (member.getPartner() == null) { FamilyMember partner; if (member.getGender().equals("Male")) { out.println("Enter Mothers Details"); partner = addMember(1, "Female"); } else { out.println("Enter Fathers Details"); partner = addMember(1, "Male"); } //create partner member.linkPartner(partner); partner.setGeneration(member.getGeneration()); out.println(); } out.println("Enter Childs Details"); FamilyMember child = addMember(relative, ""); child.linkParent(member); child.linkParent(member.getPartner()); child.setGeneration(member.getGeneration() + 1); sortGenerations(); break; case 3: //adding partner if (member.getPartner() == null) { out.println("Enter Partners Details"); FamilyMember partner = addMember(relative, ""); member.linkPartner(partner); partner.setGeneration(member.getGeneration()); } else { out.println(member.getFirstName() + " " + member.getLastName() + " already has a partner."); } break; case 4: //adding sibling FamilyMember mum, dad; if (member.getFather() == null) { out.println("Enter Mothers Details"); mum = addMember(1, "Female"); out.println("\nEnter Fathers Details"); dad = addMember(1, "Male"); member.linkParent(mum); member.linkParent(dad); mum.linkPartner(dad); mum.setGeneration(member.getGeneration() - 1); dad.setGeneration(member.getGeneration() - 1); sortGenerations(); out.println("\nEnter Siblings Details"); } else { out.println("Enter Siblings Details"); } FamilyMember sibling = addMember(relative, ""); //create mum and dad mum = member.getMother(); dad = member.getFather(); sibling.linkParent(mum); sibling.linkParent(dad); sibling.setGeneration(member.getGeneration()); break; } } else { out.println("Invalid Option!"); } } else { out.println("Invalid Option!"); } } private int selectMember() { displayFamilyMembers(); out.print("\nSelect Member: "); int choice = in.readInteger(); if (choice > 0 && choice <= family.getFamilyMembers().size()) { return (choice - 1); } return -1; } private FamilyMember addMember(int option, String gender) { out.print("Enter First Name: "); String fName = formatString(in.readString().trim()); out.print("Enter Last Name: "); String lName = formatString(in.readString().trim()); if (option != 1) { //if not adding parents out.println("Select Gender"); out.println("1. Male"); out.println("2. Female"); out.print("Enter Choice: "); int gOpt = in.readInteger(); if (gOpt == 1) { gender = "Male"; } else if (gOpt == 2) { gender = "Female"; } else { out.println("Invalid Choice"); return null; } } String dob = enterDateOfBirth(); lName = formatString(lName); FamilyMember f = family.getFamilyMember(family.addMember(fName, lName, gender, dob)); f.setIndex(family.getFamilyMembers().size() - 1); return (f); } private String formatString(String s){ String firstLetter = s.substring(0, 1); String remainingLetters = s.substring(1, s.length()); s = firstLetter.toUpperCase() + remainingLetters.toLowerCase(); return s; } private String enterDateOfBirth(){ out.print("Enter Year Of Birth (0 - 2011): "); String y = in.readString(); out.print("Enter Month Of Birth (1-12): "); String m = in.readString(); if (Integer.parseInt(m) < 10) { m = "0" + m; } m += "-"; out.print("Enter Date of Birth (1-31): "); String d = in.readString(); if (Integer.parseInt(d) < 10) { d = "0" + d; } d += "-"; String dob = d + m + y; while(!DateValidator.isValid(dob)){ out.println("Invalid Date. Try Again:"); dob = enterDateOfBirth(); } return (dob); } private void displayAncestors() { out.print("\nDisplay Ancestors For Which Member: "); int choice = selectMember(); if (choice >= 0) { FamilyMember node = family.getFamilyMember(choice ); FamilyMember ms = findRootNode(node, 0, 2, -1); FamilyMember fs = findRootNode(node, 1, 2, -1); out.println("\nPrint Ancestors"); out.println("\nMothers Side"); printDescendants(ms, node, ms.getGeneration()); out.println("\nFathers Side"); printDescendants(fs, node, fs.getGeneration()); } else { out.println("Invalid Option!"); } } private void displayDescendants() { out.print("\nDisplay Descendants For Which Member: "); int choice = selectMember(); if (choice >= 0) { FamilyMember node = family.getFamilyMember(choice); out.println("\nPrint Descendants"); printDescendants(node, null, 0); } else { out.println("Invalid Option!"); } } private FamilyMember findRootNode(FamilyMember node, int parent, int numGenerations, int count) { FamilyMember root; count++; if (node.hasParents() && count < numGenerations) { if (parent == 0) { node = node.getMother(); root = findRootNode(node, 1, numGenerations, count); } else { node = node.getFather(); root = findRootNode(node, 1, numGenerations, count); } return root; } return node; } private int findHighestLeafGeneration(FamilyMember node) { int gen = node.getGeneration(); for (int i = 0; i < node.getChildren().size(); i++) { int highestChild = findHighestLeafGeneration(node.getChild(i)); if (highestChild > gen) { gen = highestChild; } } return gen; } private void printDescendants(FamilyMember root, FamilyMember node, int gen) { out.print((root.getGeneration() + 1) + " " + root.getFullName()); out.print(" [" + root.getDob() + "] "); if (root.getPartner() != null) { out.print("+Partner: " + root.getPartner().getFullName() + " [" + root.getPartner().getDob() + "] "); } if (root == node) { out.print("*"); } out.println(); if (!root.getChildren().isEmpty() && root != node) { for (int i = 0; i < root.getChildren().size(); i++) { for (int j = 0; j < root.getChild(i).getGeneration() - gen; j++) { out.print(" "); } printDescendants(root.getChild(i), node, gen); } } else { return; } } //retrieve highest generation public int getRootGeneration(){ int min = family.getFamilyMember(0).getGeneration(); for(int i = 0; i < family.getFamilyMembers().size(); i++){ min = Math.min(min, family.getFamilyMember(i).getGeneration()); } return Math.abs(min); } public void sortGenerations(){ int amount = getRootGeneration(); for (FamilyMember member : family.getFamilyMembers()) { member.setGeneration(member.getGeneration() + amount); } } //test method - temporary private void initialise() { family.addMember("Bilbo", "Baggins", "Male", "23-06-1920"); } } package familytree; import java.util.ArrayList; import java.util.Date; /** * * @author David */ public class Family { //family members private ArrayList<FamilyMember> family; //create Family public Family() { family = new ArrayList<FamilyMember>(); } //add member to the family public int addMember(String f, String l, String g, String d) { family.add(new FamilyMember(f, l, g, d)); return family.size()-1; } //remove member from family public void removeMember(int index) { family.remove(index); } public FamilyMember getFamilyMember(int index) { return family.get(index); } //return family public ArrayList <FamilyMember> getFamilyMembers() { return family; } public void changeFirstName(int index, String f) { family.get(index).setFirstName(f);//change to setfirstname and others } public void changeLastName(int index, String l) { family.get(index).setLastName(l); } public void changeAge(int index, int a) { family.get(index).setAge(a); } public void changeDOB() { //implement } } package familytree; import java.util.ArrayList; import java.util.Collections; /** * * @author David */ public class FamilyMember extends Person { private FamilyMember mother; private FamilyMember father; private FamilyMember partner; private ArrayList<FamilyMember> children; private int generation; private int index; //initialise family member public FamilyMember(String f, String l, String g, String d) { super(f, l, g, d); mother = null; father = null; partner = null; children = new ArrayList<FamilyMember>(); generation = 0; index = -1; } public void linkParent(FamilyMember parent) { if (parent.getGender().equals("Female")) { this.setMother(parent); } else { this.setFather(parent); } parent.addChild(this); } public void linkPartner(FamilyMember partner) { partner.setPartner(this); this.setPartner(partner); } public boolean hasParents() { if (this.getMother() == null && this.getFather() == null) { return false; } return true; } public FamilyMember getMother() { return mother; } public FamilyMember getFather() { return father; } public FamilyMember getPartner() { return partner; } public FamilyMember getChild(int index) { return children.get(index); } public int getGeneration() { return generation; } public int getIndex() { return index; } public ArrayList<FamilyMember> getChildren() { return children; } public void setMother(FamilyMember f) { mother = f; } public void setFather(FamilyMember f) { father = f; } public void setPartner(FamilyMember f) { partner = f; } public void addChild(FamilyMember f) { children.add(f); //add child if(children.size() > 1){ //sort in ascending order Collections.sort(children, new DateComparator()); } } public void addChildAt(FamilyMember f, int index) { children.set(index, f); } public void setGeneration(int g) { generation = g; } public void setIndex(int i){ index = i; } } package familytree; /** * * @author David */ public class Person{ private String fName; private String lName; private String gender; private int age; private String dob; public Person(String fName, String lName, String gender, String dob){ this.fName = fName; this.lName = lName; this.gender = gender; this.dob = dob; } public String getFullName(){ return (this.fName + " " + this.lName); } public String getFirstName(){ return (fName); } public String getLastName(){ return (lName); } public String getGender(){ return (gender); } public String getDob(){ return dob; } public int getAge(){ return age; } public void setFirstName(String fName){ this.fName = fName; } public void setLastName(String lName){ this.lName = lName; } public void setGender(String gender){ this.gender = gender; } public void setAge(int age){ this.age = age; } }

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