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  • Buffer System For Items

    - by Ohmages
    I am going to reference this image of what I want to accomplish in JavaScript. This is the Diablo buffer system. This question may be a bit advanced (or possibly not even allowed). But I was wondering how you might go about implementing this type of system in a JavaScript game. Currently to implement such a system in JavaScript escapes me, and I am turning to SO to get some suggestions, ideas, and hopefully some insight in how I could accomplish this without being to costly on the CPU. Some thoughts of mine for implementing such a system would be to: Create DIVS within a DIV that hold each position of the inventory Go through each item you own in a container and see which DIV it belongs to Make said item images the DIVs image This type of system might possibly work if ALL items were 1x1, but for this example its not going to work out. I am at a complete lost of ideas how to even accomplish this. Although, maybe rendering directly to the canvas and checking mouse cords could work, there would more than likely be A HUGE annoyance when checking if other items are overlapping each other (meaning you cant place the item down, and possibly switching item with the cursor item ). That said, what am I left with? Do I need to makeshift my own hack system with messy code, or is there some source out there (that I don't know about) that has replicated this type of system in their own game. I would be very grateful to get some replies on how you might go about doing this, and will accept answers that can logically explain how you might implement such a system (code is not required). P.S. Id like to use pure JavaScript, and nothing else (even though it might be "reinventing the wheel", I also like to learn).

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  • How do I communicate with an IronPython component in a C#/XNA game?

    - by Jonathan Hobbs
    My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have controllers which are currently defined in C#. I'd like to turn them into Python scripts, but I'm not sure how to interact with those scripts. The examples in Embedding IronPython in a C# Application suggest I'd have to create a wrapper class (e.g. a Script component) which compiles a Python script, and call the Update methods of the component in the script Is this the most effective way of working with a Python object? I feel that I'm missing something in my research - there must be a way to load up a script, instantiate a Python object and then work directly with it from within C#. Or is the wrapper required?

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • Using components in the XNA Game State Management example?

    - by Zolomon
    In the game state management example at the App Hub, they say that if you want to use components in the example you can extend the GameScreen to host other components inside itself. I'm having a very hard time trying to tie this up. I tried extending the GameScreen class by adding a public property of public List<DrawableGameCompnent> components { get; set; } and then add my components to that list when I initialize the current screen as well as looping over the components in the LoadContent, Update and Draw methods. However, this doesn't feel like the correct way to go - mainly because it doesn't work when I get to the implementation of my GameplayScreen. Any thoughts?

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  • What's the best language to use for a simple windows 7 dynamic gui desktop app [closed]

    - by Gregor Samsa
    [Note: I hope I am not breaking etiquette, but I originally posted a variant on this question here, but am re-asking here because I am making this now solely a question about programming.] I would like to program of the following simple form: The user can produce X number of resizable frames (analogous to HTML frames). Each frame serves as a simple text editor, which you can type into and save the whole configuration including resized windows and text. The user should be able alternately "freeze" and present the information, and "unfreeze" and edit frames. Thus it will be a cross between a calendar and a text editor. I don't particularly care if it is a web application or not. What languages are ideal for such a setup? I know some C and Python and Html, and am willing to learn others if need be. It seems to me this should be a relatively easy program to make, but I need a little direction before starting. EDIT: My OS is Windows 7.

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  • How relevant is PHP today for browser games?

    - by Bitgarden
    I was the lead developer of 2 moderately successful browser games quite a few years back, and plan on working on a new game soon. At the time, I wrote them in pure PHP (no template engine or anything of the sort). I'd like to start working on a new game, but have been out of the web development world for a while. Reading around, I hear a lot of good about Rails, Django, Node.js, etc., with which I have no experience (although I know my way around Python, Javascript, and the others quite well). So my question is the following- if I were to go in my old ways and go with PHP again, would I be making things hard for myself? Would picking something more "trendy" have a real impact on my development? In addition, does anyone have any pointers relating to specifically developing browser games with these more modern tools?

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  • Empirical evidence regarding testability

    - by Xodarap
    A google scholar search turns up numerous papers on testability, including models for computing testability, recommendations for how ones code can be more testable, etc. They all come with the assertion that more testable code is more stable, but I can't find any studies which actually demonstrate this. Can someone link me to a study evaluating the effect of testable code vs. quality? The closest I can find is Improving the Testability of Object Oriented Systems, which discusses the relationship between design flaws and testability.

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • Best way to calculate unit deaths in browser game combat?

    - by MikeCruz13
    My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, a little worried about how I'm calculating unit deaths when one player attacks another because the deaths seem to pile up a little fast for my taste. For this system, a battle doesn't just trigger, calculate winner, and end. Instead, it is allowed to go for several rounds (say one round every 15 mins.) until one side passes a threshold of being too strong for the other player and allows players to send reinforcements between rounds. Each round, units pair up and attack each other. Essentially what I do is calculate the damage: AP = Attack Points HP = Hit Points Units AP * Quantity * Random Factors * other factors (such as attrition) I take that and divide by the defending unit's HP to find the number of casualties of defending units. So, for example (simplified to take out some factors), if I have: 500 attackers with 50 AP vs 1000 defenders with 100 HP = 250 deaths. I wonder if that last step could be handled better to reduce the deaths piling up. Some ideas: I just change all the units with more HP? I make sure to set the Attacking unit's AP to be a max of the defender's HP to make sure they only kill 1 unit. (is that fair if I have less huge units vs many small units?) I spread the damage around more by including the defending unit's quantity more? i.e. in that scenario some are dead and some are 50% damage. (How would I track this every round?) Other better mathematical approaches?

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  • What is the standard way of delivering HTML5 games to portals and such?

    - by Bane
    Let me explain what I mean by "standard way of delivering"... Think about Flash games sites. Flash games can be delivered as a single file, either hosted by the site, or, I guess, provided by someone else. HTML5 games, on the other hand, don't have something so standard. Usually, they have their own page, and portals just link to that page. I think that it greatly hinders the purpose of that portal, because, well, you want people to stay on your site and look for other games. Now, I think that a some kind of iframe way of delivering games would help solve this problem greatly. I saw some games doing that, and they were often included on tutorial sites to show a live example, which is obviously a great thing. So, is there a standard at all? Any suggestions? Can you create a game that just preloads itself in an iframe (I heard something about a "single document" or something)?

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  • How to reduce the time it takes to load my web game? [closed]

    - by Danial
    I created a puzzle game with Unity and uploaded it to one server. This works fine, but I bought a new server and uploaded my game to it as well. There, the loading time is much longer. These are the servers: http://pinheadsinteractive.com/Mozzie/ (fast) http://operation-mozzie-free.com/ (slow) The Unity files are exactly the same from one server to the next. My client is dissatisfied with the new, slow loading time. So, how can I reduce the time my Unity game takes to load? Even in some cases they faced the problem that they could not load the game at all. For the the moment, I'm using an iframe on the new sever as a workaround, but the issue still remains unsolved.

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  • Logic in Entity Components Sytems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

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  • Getting Started with Component Architecture: DI?

    - by ashes999
    I just moved away from MVC towards something more component-architecture-like. I have no concept of messages yet (it's rough prototype code), objects just get internal properties and values of other classes for now. That issue aside, it seems like this is turning into an aspect-oriented-programming challenge. I've noticed that all entities with, for example, a position component will have similar properties (get/set X/Y/Z, rotation, velocity). Is it a common practice, and/or good idea, to push these behind an interface and use dependency injection to inject a generic class (eg. PositionComponent) which already has all the boiler-plate code? (I'm sure the answer will affect the model I use for message/passing)

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  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

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  • How to duplicate form control's checkbox in Excel 2007 with "TRUE" "FALSE" text

    - by EverWondeR
    For example I made check box in A1 with "=$B$1" So now, when I click it the "TRUE", "FALSE" text appears depending if check box is checked or not. The problem starts when I want to duplicate those two to more rows. Now every check box makes the B1 text to change, not the one it represents as in check box A1 should change B1 text, check box in cell A2 should change B2 text and so on, but now all check boxes change the same B1 text. Is there any workaround?

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  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

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  • Is testable code actually more stable? [closed]

    - by Xodarap
    A google scholar search turns up numerous papers on testability, including models for computing testability, recommendations for how ones code can be more testable, etc. They all come with the assertion that more testable code is more stable, however I can't find any studies which actually demonstrate this. I tried looking for studies evaluating the effect of testable code vs. quality, however the closest I can find is Improving the Testability of Object Oriented Systems, which discusses the relationship between design flaws and testability. Is testable code is actually more stable? And why, or why not? Please back up your answers with references or evidence to back up your claim.

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  • SWT Drag and Drop support for Text widget

    - by bryantsai
    I've written an application recently using SWT. In one of its dialog box, I have a few widgets, one of which is Text, which is designed to support DND with other widgets. I've first added DND support for the 2 Tree widgets on the same dialog box (both drag source and drop target). Before I added DND support for that Text widget, I noticed that on Linux platform (gtk), SWT Text widget automatically get drag and drop support. That is, I can already drag from the other Tree widgets and drop on this Text (at any position to inserted there), as well as selecting and dragging any text from this Text to other Tree or Text widget. However, this is only working on Linux platform but not on Windows. The same program, if running on Windows, will not have any DND support for that Text widget (Tree widgets of course have DND support since I specifically write for them). So here's what I want to achieve on Windows as well: drop text at any position in Text widget. before dropping and while hovering, able to see the caret position clearly where the intended position to drop. caret position should move along with the mouse cursor. support multi-line in Text widget SOLUTION: DropTarget target = new DropTarget(sytledText, DND.DROP_MOVE | DND.DROP_COPY); target.setTransfer(new Transfer[] { TextTransfer.getInstance() }); target.addDropListener(new StyleTextDropTargetEffect(sytledText)); Use StyledText instead of Text widget Use StyledTextDropTargetEffect (or extend it) and add it as dr op listener

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  • Inline text box labels with WPF

    - by Douglas
    I'm trying to reproduce the layout of some paper forms in a WPF application. Labels for text boxes are to be "inline" with the content of the text boxes, rather than "outside" like normal Windows forms. So, with an Xxxxxx label: +-----------------------------+ | Xxxxxx: some text written | | in the multiline input. | | | | another paragraph continues | | without indentation. | | | | | +-----------------------------+ The Xxxxxx cannot be editable, if the user selects all the content of the text box, the label must remain unselected, I need to be able to style the text colour/formatting of the label separately, when there is no text in the text box, but it has focus, the caret should flash just after the label, and I need the baselines of the text in the text box and the label to line up. One solution I tried was putting a textblock partially over the input, then using text indent to indent the editable text, though this caused problems with following paragraphs, since they were indented too. I'm not sure how to indent just the first paragraph. It required some fiddling to get the text to line up - a more reliable setup would be ideal. So, any suggestions on how to set this up? Thanks

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  • How to -accurately- measure size in pixels of text being drawn on a canvas by drawTextOnPath()

    - by Nick
    I'm using drawTextOnPath() to display some text on a Canvas and I need to know the dimensions of the text being drawn. I know this is not feasible for paths composed of multiple segments, curves, etc. but my path is a single segment which is perfectly horizontal. I am using Paint.getTextBounds() to get a Rect with the dimensions of the text I want to draw. I use this rect to draw a bounding box around the text when I draw it at an arbitrary location. Here's some simplified code that reflects what I am currently doing: // to keep this example simple, always at origin (0,0) public drawBoundedText(Canvas canvas, String text, Paint paint) { Rect textDims = new Rect(); paint.getTextBounds(text,0, text.length(), textDims); float hOffset = 0; float vOffset = paint.getFontMetrics().descent; // vertically centers text float startX = textDims.left; / 0 float startY = textDims.bottom; float endX = textDims.right; float endY = textDims.bottom; path.moveTo(startX, startY); path.lineTo(endX, endY); path.close(); // draw the text canvas.drawTextOnPath(text, path, 0, vOffset, paint); // draw bounding box canvas.drawRect(textDims, paint); } The results are -close- but not perfect. If I replace the second to last line with: canvas.drawText(text, startX, startY - vOffset, paint); Then it works perfectly. Usually there is a gap of 1-3 pixels on the right and bottom edges. The error seems to vary with font size as well. Any ideas? It's possible I'm doing everything right and the problem is with drawTextOnPath(); the text quality very visibly degrades when drawing along paths, even if the path is horizontal, likely because of the interpolation algorithm or whatever its using behind the scenes. I wouldnt be surprised to find out that the size jitter is also coming from there.

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  • How to draw semi-transparent text on a graphics object?

    - by awe
    I want to draw a text with 32 bit transparency on a graphics object. When I try, I only get black color in the result. If I try to draw a line with the same semitransparent color, it works perfectly. I have this code: lBitmap As New Bitmap(32, 32, PixelFormat.Format32bppArgb) lGraphic As Graphics = Graphics.FromImage(lBitmap) lGraphic.SmoothingMode = SmoothingMode.HighQuality lGraphic.InterpolationMode = InterpolationMode.HighQualityBicubic lGraphic.Clear(Color.Transparent) Dim lTestTransparencyColor As Color = Color.FromArgb(100, 140, 0, 230) lGraphic.DrawLine(New Pen(lTestTransparencyColor), 0, 0, 32, 32) lBrush As New SolidBrush(lTestTransparencyColor) lGraphic.DrawString("A", New Font("Arial", 12), lBrush, 0, 0) Dim lImage As Image = lBitmap lImage.Save("D:\Test.png", Imaging.ImageFormat.Png) The line is drawn with the transparency applied correctly, but the text is black with no transparency. I was thinking it may be that SolidBrush does not support transparency, but I found a predefined brush named Transparent (Brushes.Transparent) that was a SolidBrush when I looked at it in debug. I tried to use Brushes.Transparent as the brush when drawing the text, and it was successfully not showing at all. That means I get full transparency to work, but not partial transparency.

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  • DELETE and EDIT is not working in my python program

    - by user2968025
    This is a simple python program that ADD, DELETE, EDIT and VIEW student records. The problem is, DELETE and EDIT is not working. I dont know why but when I tried removing one '?' in the DELETE dunction, I had the error that says there are only 8 columns and it needs 10. But originally, there are only 9 columns. I don't know where it got the other one to make it 10. Please help.. :( import sys import sqlite3 import tkinter import tkinter as tk from tkinter import * from tkinter.ttk import * def newRecord(): studentnum="" name="" age="" birthday="" address="" email="" course="" year="" section="" con=sqlite3.connect("Students.db") cur=con.cursor() cur.execute("CREATE TABLE IF NOT EXISTS student(studentnum TEXT, name TEXT, age TEXT, birthday TEXT, address TEXT, email TEXT, course TEXT, year TEXT, section TEXT)") def save(): studentnum=en1.get() name=en2.get() age=en3.get() birthday=en4.get() address=en5.get() email=en6.get() course=en7.get() year=en8.get() section=en9.get() student=(studentnum,name,age,birthday,address,email,course,year,section) cur.execute("INSERT INTO student(studentnum,name,age,birthday,address,email,course,year,section) VALUES(?,?,?,?,?,?,?,?,?)",student) con.commit() win=tkinter.Tk();win.title("Students") lbl=tkinter.Label(win,background="#000",foreground="#ddd",width=30,text="Add Record") lbl.pack() lbl1=tkinter.Label(win,width=30,text="Student Number : ") lbl1.pack() en1=tkinter.Entry(win,width=30) en1.pack() lbl2=tkinter.Label(win,width=30,text="Name : ") lbl2.pack() en2=tkinter.Entry(win,width=30) en2.pack() lbl3=tkinter.Label(win,width=30,text="Age : ") lbl3.pack() en3=tkinter.Entry(win,width=30) en3.pack() lbl4=tkinter.Label(win,width=30,text="Birthday : ") lbl4.pack() en4=tkinter.Entry(win,width=30) en4.pack() lbl5=tkinter.Label(win,width=30,text="Address : ") lbl5.pack() en5=tkinter.Entry(win,width=30) en5.pack() lbl6=tkinter.Label(win,width=30,text="Email : ") lbl6.pack() en6=tkinter.Entry(win,width=30) en6.pack() lbl7=tkinter.Label(win,width=30,text="Course : ") lbl7.pack() en7=tkinter.Entry(win,width=30) en7.pack() lbl8=tkinter.Label(win,width=30,text="Year : ") lbl8.pack() en8=tkinter.Entry(win,width=30) en8.pack() lbl9=tkinter.Label(win,width=30,text="Section : ") lbl9.pack() en9=tkinter.Entry(win,width=30) en9.pack() btn1=tkinter.Button(win,background="#000",foreground="#ddd",width=30,text="Save Student",command=save) btn1.pack() def editRecord(): studentnum1="" def edit(): studentnum1=en10.get() studentnum="" name="" age="" birthday="" address="" email="" course="" year="" section="" con=sqlite3.connect("Students.db") cur=con.cursor() row=cur.fetchone() cur.execute("DELETE FROM student WHERE name = '%s'" % studentnum1) con.commit() def save(): studentnum=en1.get() name=en2.get() age=en3.get() birthday=en4.get() address=en5.get() email=en6.get() course=en7.get() year=en8.get() section=en8.get() student=(studentnum,name,age,email,birthday,address,email,course,year,section) cur.execute("INSERT INTO student(studentnum,name,age,email,birthday,address,email,course,year,section) VALUES(?,?,?,?,?,?,?,?,?)",student) con.commit() win=tkinter.Tk();win.title("Students") lbl=tkinter.Label(win,background="#000",foreground="#ddd",width=30,text="Edit Reocrd :"+'\t'+studentnum1) lbl.pack() lbl1=tkinter.Label(win,width=30,text="Student Number : ") lbl1.pack() en1=tkinter.Entry(win,width=30) en1.pack() lbl2=tkinter.Label(win,width=30,text="Name : ") lbl2.pack() en2=tkinter.Entry(win,width=30) en2.pack() lbl3=tkinter.Label(win,width=30,text="Age : ") lbl3.pack() en3=tkinter.Entry(win,width=30) en3.pack() lbl4=tkinter.Label(win,width=30,text="Birthday : ") lbl4.pack() en4=tkinter.Entry(win,width=30) en4.pack() lbl5=tkinter.Label(win,width=30,text="Address : ") lbl5.pack() en5=tkinter.Entry(win,width=30) en5.pack() lbl6=tkinter.Label(win,width=30,text="Email : ") lbl6.pack() en6=tkinter.Entry(win,width=30) en6.pack() lbl7=tkinter.Label(win,width=30,text="Course : ") lbl7.pack() en7=tkinter.Entry(win,width=30) en7.pack() lbl8=tkinter.Label(win,width=30,text="Year : ") lbl8.pack() en8=tkinter.Entry(win,width=30) en8.pack() lbl9=tkinter.Label(win,width=30,text="Section : ") lbl9.pack() en9=tkinter.Entry(win,width=30) en9.pack() btn1=tkinter.Button(win,background="#000",foreground="#ddd",width=30,text="Save Record",command=save) btn1.pack() win=tkinter.Tk();win.title("Edit Student") lbl=tkinter.Label(win,background="#000",foreground="#ddd",width=30,text="Edit Record") lbl.pack() lbl10=tkinter.Label(win,width=30,text="Student Number : ") lbl10.pack() en10=tkinter.Entry(win) en10.pack() btn2=tkinter.Button(win,background="#000",foreground="#ddd",width=30,text="Edit",command=edit) btn2.pack() def deleteRecord(): studentnum1="" win=tkinter.Tk();win.title("Delete Student Record") lbl=tkinter.Label(win,background="#000",foreground="#ddd",width=30,text="Delete Record") lbl.pack() lbl10=tkinter.Label(win,text="Student Number") lbl10.pack() en10=tkinter.Entry(win) en10.pack() def delete(): studentnum1=en10.get() con=sqlite3.connect("Students.db") cur=con.cursor() row=cur.fetchone() cur.execute("DELETE FROM student WHERE name = '%s';" % studentnum1) con.commit() win=tkinter.Tk();win.title("Record Deleted") lbl=tkinter.Label(win,background="#000",foreground="#ddd",width=30,text="Record Deleted :") lbl.pack() lbl=tkinter.Label(win,width=30,text=studentnum1) lbl.pack() btn=tkinter.Button(win,background="#000",foreground="#ddd",width=30,text="Ok",command=win.destroy) btn.pack() btn2=tkinter.Button(win,background="#000",foreground="#ddd",width=30,text="Delete",command=delete) btn2.pack() def viewRecord(): con=sqlite3.connect("Students.db") cur=con.cursor() win=tkinter.Tk();win.title("View Student Record"); row=cur.fetchall() lbl1=tkinter.Label(win,background="#000",foreground="#ddd",width=300,text="\n\tStudent Number"+"\t\tName"+"\t\tAge"+"\t\tBirthday"+"\t\tAddress"+"\t\tEmail"+"\t\tCourse"+"\t\tYear"+"\t\nSection") lbl1.pack() for row in cur.execute("SELECT * FROM student"): lbl2=tkinter.Label(win,width=300,text= row[0] + '\t\t' + row[1] + '\t' + row[2] + '\t\t' + row[3] + '\t\t' + row[4] + '\t\t' + row[5] + '\t\t' + row[6] + '\t\t' + row[7] + '\t\t' + row[8] + '\n') lbl2.pack() con.close() but1=tkinter.Button(win,background="#000",foreground="#fff", width=150,text="Close",command=win.destroy) but1.pack() root=tkinter.Tk();root.title("Student Records") menubar=tkinter.Menu(root) manage=tkinter.Menu(menubar,tearoff=0) manage.add_command(label='New Record',command=newRecord) manage.add_command(label='Edit Record',command=editRecord) manage.add_command(label='Delete Record',command=deleteRecord) menubar.add_cascade(label='Manage',menu=manage) view=tkinter.Menu(menubar,tearoff=0) view.add_command(label='View Record',command=viewRecord) menubar.add_cascade(label='View',menu=view) root.config(menu=menubar) lbl=tkinter.Label(root,background="#000",foreground="#ddd",font=("Verdana",15),width=30,text="Student Records") lbl.pack() lbl1=tkinter.Label(root,text="\nSubmitted by :") lbl1.pack() lbl2=tkinter.Label(root,text="Chavez, Vissia Nicole P") lbl2.pack() lbl3=tkinter.Label(root,text="BSIT 4-4") lbl3.pack()

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  • Which full-text search package should I use for SQLite3?

    - by Benjamin Pollack
    SQLite3 appears to come with three different full-text search engines, called FTS1, FTS2, and FTS3. The documentation available on the website mentions that FTS1 is stable, FTS2 is in development, and that you should use FTS2. Examples I find online use FTS3, which is in CVS, and not documented versus FTS2. None of the full-text search engines come with the amalgamated source, as near as I can tell. So, my question: which of these three engines, if any, should I use for full-text indexing in SQLite? Or should I simply use a third-party tool like Sphinx, or a custom solution in Lucene, instead?

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  • Tomcat - virtualhosting - name / ip / port - based

    - by lisak
    Hey, what are the usage scenarios for these kinds of virtual hosting ? Name Based - typical tomcat virtual hosting, one HOME instance with many contexts, each as an individual host IP based / port based - multiple instances of tomcat ( how is it with performance and memory consuption?) running on IP aliases (virtual IPs) for one network adapter, usually behind http apache server that can run name based virtual hostings. Otherwise I can't figure out how would I forward requests in iptables/firewall based on IP address, which is just one. How is IP based virtual hosting done as to Tomcat and multiple instances ? I'd like to hear some usage scenarios from your experience. How are you running your applications. Cause there are applications having it's own modified classloader and they are developed in a way to run alone withing a tomcat instance. Then there are trivial applications which can run within one instance without problems. Many thanks

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  • Web-based document merge solution?

    - by rugcutter
    We are looking for a web-based document merge solution. Our application is a web-based project management tool built using Xataface - PHP on Windows IIS + mySQL. We have a function that allows the user to generate a status report in Microsoft Word format based on data in the tool. Currently this function is implemented using LiveDocX. We have a status report template, and LiveDocX performs the merge into the template using data from our project management tool. The main drawback is LiveDocx is web-service based. We are looking to replace LiveDocX in order to reduce our dependence on the up-time of a third-party web-service that we cannot control. Does anyone have any suggestions on a web based document merge solution that I can install on my IIS or PHP based server?

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