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  • Getting bizarre "expected primary-expression" error.

    - by Fecal Brunch
    Hi, I'm getting a really strange error when making a method call: /* input.cpp */ #include <ncurses/ncurses.h> #include "input.h" #include "command.h" Input::Input () { raw (); noecho (); } Command Input::next () { char input = getch (); Command nextCommand; switch (input) { case 'h': nextCommand.setAction (ACTION_MOVELEFT); break; case 'j': nextCommand.setAction (ACTION_MOVEDOWN); break; case 'k': nextCommand.setAction (ACTION_MOVEUP); break; case 'l': nextCommand.setAction (ACTION_MOVERIGHT); break; case 'y': nextCommand.setAction (ACTION_MOVEUPLEFT); break; case 'u': nextCommand.setAction (ACTION_MOVEUPRIGHT); break; case 'n': nextCommand.setAction (ACTION_MOVEDOWNLEFT); break; case 'm': nextCommand.setAction (ACTION_MOVEDOWNRIGHT); break; case '.': nextCommand.setAction (ACTION_WAIT); break; } return nextCommand; } and the error: Administrator@RHYS ~/code/rogue2 $ make g++ -c -Wall -pedantic -g3 -O0 input.cpp input.cpp: In member function `Command Input::next()': input.cpp:21: error: expected primary-expression before '=' token input.cpp:24: error: expected primary-expression before '=' token input.cpp:27: error: expected primary-expression before '=' token input.cpp:30: error: expected primary-expression before '=' token input.cpp:33: error: expected primary-expression before '=' token input.cpp:36: error: expected primary-expression before '=' token input.cpp:39: error: expected primary-expression before '=' token input.cpp:42: error: expected primary-expression before '=' token input.cpp:45: error: expected primary-expression before '=' token make: *** [input.o] Error 1 Sorry about the lack of linenumbers, the errors occur on the lines "nextCommand.setAction(...)", which is totally bizarre considering that they don't contain a '='. Any ideas? Thanks, Rhys

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  • Scanner error that I can't figure out: NoSuchElementException

    - by iaacp
    It's crashing on the third line inside the do-while loop, and doesn't wait for my input: input = kb.nextInt(); Stack trace: Exception in thread "main" java.util.NoSuchElementException at java.util.Scanner.throwFor(Unknown Source) at java.util.Scanner.next(Unknown Source) at java.util.Scanner.nextInt(Unknown Source) at java.util.Scanner.nextInt(Unknown Source) at main.MainDriver.main(MainDriver.java:50) Relevant code: do { displayFullMenu(); System.out.print("Selection: "); input = kb.nextInt(); switch (input) { //Create new survey case 1: currentSurvey = new Survey(); break; //Display current survey case 2: currentSurvey.display(); break; //Save current survey case 3: saveSurvey(currentSurvey); break; //Load a survey case 4: currentSurvey = loadSurvey(); break; //Modify a survey case 5: currentSurvey.modify(); break; /*******************Test Functions*******************/ //Create new test case 6: currentSurvey = new Test(); break; //Display current test case 7: currentSurvey.display(); break; //Save current test case 8: saveSurvey(currentSurvey); break; //Load a test case 9: currentSurvey = loadTest(); break; //Modify a test case 10: currentSurvey.modify(); default: System.out.println("Invalid choice. Please make a valid choice: "); input = kb.nextInt(); System.out.println(); } } while (input != 99); kb.close(); It crashes after I choose option 9. It saves the file correctly, then goes back to the top of the loop, and crashes at the previously mentioned line. I want it to ask for more input. What gives?

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  • Multiple case or switch commands in php?

    - by kitenski
    Good Afternoon, I am trying to assign some variables to a listing which has a main category and a subcategory. This works fine for most of the variables, however in each sub category there are some fields which are other. ie Main Category 1 has sub category database, development and other Main Category 2 has sub category email, internet and other Main Category 3 has sub category graphics and other. So my first case statement is as follows which works fine. switch ($main_cat) { case "Main Category 1": $main="79"; break; case "Main Category 2": $main="83"; break; case "Main Category 3": $main="87"; break; } However I am struggling as to how to handle other. This stops the whole page loading with no error message switch ($second_cat) { case "Database": $second="145"; break; case "Development": $second="146"; break; case "Other": if ($main_cat) == 'Main Category 1' { $second="147";} break; } This doesn't work at all, second is not changed. switch ($second_cat) { case "Database": $second="145"; break; case "Development": $second="146"; break; case "Other": switch ($main_cat) { case "Main Category 1": $second="147"; break; } }

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  • ASP.NET List Control

    - by Ricardo Peres
    Today I developed a simple control for generating lists in ASP.NET, something that the base class library does not contain; it allows for nested lists where the list item types and images can be configured on a list by list basis. Since it was a great fun to develop, I'd like to share it here. Here is the code: [ParseChildren(true)] [PersistChildren(false)] public class List: WebControl { public List(): base("ul") { this.Items = new List(); this.ListStyleType = ListStyleType.Auto; this.ListStyleImageUrl = String.Empty; this.CommonCssClass = String.Empty; this.ContainerCssClass = String.Empty; } [DefaultValue(ListStyleType.Auto)] public ListStyleType ListStyleType { get; set; } [DefaultValue("")] [UrlProperty("*.png;*.gif;*.jpg")] public String ListStyleImageUrl { get; set; } [DefaultValue("")] [CssClassProperty] public String CommonCssClass { get; set; } [DefaultValue("")] [CssClassProperty] public String ContainerCssClass { get; set; } [Browsable(false)] [PersistenceModeAttribute(PersistenceMode.InnerProperty)] public List Items { private set; get; } protected override void Render(HtmlTextWriter writer) { String cssClass = String.Join(" ", new String [] { this.CssClass, this.ContainerCssClass }); if (cssClass.Trim().Length != 0) { this.CssClass = cssClass; } if (String.IsNullOrEmpty(this.ListStyleImageUrl) == false) { this.Style[ HtmlTextWriterStyle.ListStyleImage ] = String.Format("url('{0}')", this.ResolveClientUrl(this.ListStyleImageUrl)); } if (this.ListStyleType != ListStyleType.Auto) { switch (this.ListStyleType) { case ListStyleType.Circle: case ListStyleType.Decimal: case ListStyleType.Disc: case ListStyleType.None: case ListStyleType.Square: this.Style [ HtmlTextWriterStyle.ListStyleType ] = this.ListStyleType.ToString().ToLower(); break; case ListStyleType.LowerAlpha: this.Style [ HtmlTextWriterStyle.ListStyleType ] = "lower-alpha"; break; case ListStyleType.LowerRoman: this.Style [ HtmlTextWriterStyle.ListStyleType ] = "lower-roman"; break; case ListStyleType.UpperAlpha: this.Style [ HtmlTextWriterStyle.ListStyleType ] = "upper-alpha"; break; case ListStyleType.UpperRoman: this.Style [ HtmlTextWriterStyle.ListStyleType ] = "upper-roman"; break; } } base.Render(writer); } protected override void RenderChildren(HtmlTextWriter writer) { foreach (ListItem item in this.Items) { this.writeItem(item, this, 0); } base.RenderChildren(writer); } private void writeItem(ListItem item, Control control, Int32 depth) { HtmlGenericControl li = new HtmlGenericControl("li"); control.Controls.Add(li); if (String.IsNullOrEmpty(this.CommonCssClass) == false) { String cssClass = String.Join(" ", new String [] { this.CommonCssClass, this.CommonCssClass + depth }); li.Attributes [ "class" ] = cssClass; } foreach (String key in item.Attributes.Keys) { li.Attributes[key] = item.Attributes [ key ]; } li.InnerText = item.Text; if (item.ChildItems.Count != 0) { HtmlGenericControl ul = new HtmlGenericControl("ul"); li.Controls.Add(ul); if (String.IsNullOrEmpty(this.ContainerCssClass) == false) { ul.Attributes["class"] = this.ContainerCssClass; } if ((item.ListStyleType != ListStyleType.Auto) || (String.IsNullOrEmpty(item.ListStyleImageUrl) == false)) { if (String.IsNullOrEmpty(item.ListStyleImageUrl) == false) { ul.Style[HtmlTextWriterStyle.ListStyleImage] = String.Format("url('{0}');", this.ResolveClientUrl(item.ListStyleImageUrl)); } if (item.ListStyleType != ListStyleType.Auto) { switch (this.ListStyleType) { case ListStyleType.Circle: case ListStyleType.Decimal: case ListStyleType.Disc: case ListStyleType.None: case ListStyleType.Square: ul.Style[ HtmlTextWriterStyle.ListStyleType ] = item.ListStyleType.ToString().ToLower(); break; case ListStyleType.LowerAlpha: ul.Style [ HtmlTextWriterStyle.ListStyleType ] = "lower-alpha"; break; case ListStyleType.LowerRoman: ul.Style [ HtmlTextWriterStyle.ListStyleType ] = "lower-roman"; break; case ListStyleType.UpperAlpha: ul.Style [ HtmlTextWriterStyle.ListStyleType ] = "upper-alpha"; break; case ListStyleType.UpperRoman: ul.Style [ HtmlTextWriterStyle.ListStyleType ] = "upper-roman"; break; } } } foreach (ListItem childItem in item.ChildItems) { this.writeItem(childItem, ul, depth + 1); } } } } [Serializable] [ParseChildren(true, "ChildItems")] public class ListItem: IAttributeAccessor { public ListItem() { this.ChildItems = new List(); this.Attributes = new Dictionary(); this.Text = String.Empty; this.Value = String.Empty; this.ListStyleType = ListStyleType.Auto; this.ListStyleImageUrl = String.Empty; } [DefaultValue(ListStyleType.Auto)] public ListStyleType ListStyleType { get; set; } [DefaultValue("")] [UrlProperty("*.png;*.gif;*.jpg")] public String ListStyleImageUrl { get; set; } [DefaultValue("")] public String Text { get; set; } [DefaultValue("")] public String Value { get; set; } [Browsable(false)] public List ChildItems { get; private set; } [Browsable(false)] public Dictionary Attributes { get; private set; } String IAttributeAccessor.GetAttribute(String key) { return (this.Attributes [ key ]); } void IAttributeAccessor.SetAttribute(String key, String value) { this.Attributes [ key ] = value; } } [Serializable] public enum ListStyleType { Auto = 0, Disc, Circle, Square, Decimal, LowerRoman, UpperRoman, LowerAlpha, UpperAlpha, None } SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.brushes.CSharp.aliases = ['c#', 'c-sharp', 'csharp']; SyntaxHighlighter.all();

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  • Dectect ASCII codes for asian double byte / cyrillic character sets?

    - by jfroom
    Is it possible to detect if an ascii character belongs to Asian double byte or Cyrillic character sets? Perhaps specific code ranges? I've googled, but not finding anything at first glance. There's an RSS feed I'm tapping into that has the locale set as 'en-gb'. But there are some Asian double byte characters in the feed itself - which I need to handle differently. Just not sure how to detect it since the meta locale data is incorrect. I do not have access to correct the public feed.

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  • Changing enum in a different class for screen

    - by user2434321
    I'm trying to make a start menu for my game and my code uses Enum's to moniter the screen state. Now i want to change the screenstate declared in the main class, in my Background class Screen screen = new Screen(); is declared in the Game1 class Background(ref screen); This is in the update method for the Background Class KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; } } For some reason when I play this and I hit the enter button the Background class's screen is changed but the main class's screen isn't how can i change this? EDIT 1* class Background { private Texture2D background; private Rectangle backgroundRect; private Texture2D arrow; private Rectangle arrowRect; private Screen screen; private MenuState menuState; private bool isPressed = false; public Screen getScreenState(ref Screen screen) { this.screen = screen; return this.screen; } public Background(ref Screen screen) { this.screen = screen; } public void Update() { KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; case Screen.Pause: break; case Screen.Over: break; } } public void LoadStartContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("startBackground"); arrow = Content.Load<Texture2D>("arrow"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); arrowRect = new Rectangle(450, 225, arrow.Width, arrow.Height); screen = Screen.Start; } public void LoadPlayContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("Background"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); screen = Screen.Play; } public void LoadOverContent(ContentManager Content, GraphicsDeviceManager graphics) { } public void Draw(SpriteBatch spritebatch) { if (screen == Screen.Start) { spritebatch.Draw(background, backgroundRect, Color.White); spritebatch.Draw(arrow, arrowRect, Color.White); } else spritebatch.Draw(background, backgroundRect, Color.White); } } Thats my background class!

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  • Escaping In Expressions

    The expressions language is a C style syntax, so you may need to escape certain characters, for example: "C:\FolderPath\" + @VariableName Should be "C:\\FolderPath\\" + @VariableName Another use of the escape sequence allows you to specify character codes, like this \xNNNN, where NNNN is the Unicode character code that you want. For example the following expression will produce the same result as the previous example as the Unicode character code 005C equals a back slash character: "C:\x005CFolderPath\x005C" + @VariableName For more information about Unicode characters see http://www.unicode.org/charts/ Literals are also supported within expressions, both string literals using the common escape sequence syntax as well as modifiers which influence the handling of numeric values. See the "Literals (SSIS)":http://msdn2.microsoft.com/en-US/library/ms141001(SQL.90).aspx topic. Using the Unicode escaped character sequence you can make up for the lack of a CHAR function or equivalent.

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  • Slerping rotation mirrors

    - by Esa
    I rotate my game character to watch at the target using the following code: transform.rotation = Quaternion.Slerp(startQuaternion, lookQuaternion, turningNormalizer*turningSpeed/10f) startQuaternion is the character's current rotation when a new target is given. lookQuaternion is the direction the character should look at and it's set like this: destinationVector = currentWaypoint.transform.position - transform.position; lookQuaternion = Quaternion.LookRotation(destinationVector, Vector3.up); turningNormalizer is just Time.deltaTime incremented and turningSpeed is a static value given in the editor. The problem is that while the character turns as it should most of the time, it has problems when it has to do close to 180 degrees. Then it at times jitters and mirrors the rotation: In this poorly drawn image the character(on the right) starts to turn towards the circle on the left. Instead of just turning either through left or right it starts this "mirror dance": It starts to rotate towards the new facing Then it suddenly snaps to the same angle but on other side and keeps rotating It does this "mirroring" so long until it looks at the target. Is this a thing with quaternions, slerping/lerping or something else?

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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  • How to deal with characters picking up and dropping objects in a 2D game

    - by pm_2
    I'm quite new to game development, so would like to get a consensus on methods of doing this. My game features a 2D character that is able to pick up and drop objects, for example, a stick. My question is: is it advisable / possible to manipulate the image of the character and image of the stick to make it look like the character is now carrying a stick; or is it best to have a separate sprite sheet for the character with the stick and the character without? EDIT: To be clear - I have a lot of characters, with a few items (4 separate items and over 20 characters)

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  • Is there an effective way to test XSL transforms/BizTalk maps?

    - by nlawalker
    Creating repeatable tests for BizTalk maps is frustrating. I can't find a way to handle testing them like I'd do unit testing, because I can't find ways to break them into logical chunks. They tend to be one big monolithic unit, and any change has the potential to ripple through the map and break a lot of unit tests. Even if I could break it up, creating XML test inputs is painful and error prone. Is there any effective way of testing these? I'd settle for recommendations for testing XSL transforms in general, but I specifically mention BizTalk maps primarily for the reason that when using the mapper, there really isn't any way to break your XSLT into templates (which I'd imagine you could use to break up your logic into testable chunks, but I've honestly never gotten that far with XSLT).

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  • How to syncronize two animations without delays

    - by GeKi
    I have one character idle animation running inside a game in a loop, over and over again. A a certain time I trigger another animation to be played, for the same character. The second animation won't play immediately, as will be a discontinuity in my character animation. First I wait for the idle animation to finish and then I play my second animation. Now I have a smooth, continuous animation, BUT I have introduced a delay between my action and character animation. If I play the second animation right away as it is triggered, the character animation won't be continuous and smooth. I was thinking on breaking the idle animation in small pieces and also to have the same number of second action animations to match the last frame of the idle pieces. This won't solve the delay completely, only will minimize it a bit. So it's a magic formula of how can I get rid of this delay? Thanks.

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  • Difference between '\n' and '\r\n'

    - by sukhbir
    Yes yes, I am aware that '\n' writes a newline in UNIX while for Windows there is the two character sequence: '\r\n'. All this is very nice in theory, but my question is why? Why the carriage return character is extra in Windows? If UNIX can do it in \n why does it take Windows two characters to do this? I am reading David Beazley's Python book and he says: For example, on Windows, writing the character '\n' actually outputs the two- character sequence '\r\n' (and when reading the file back, '\r\n' is translated back into a single '\n' character). Why the extra effort? I will be honest. I have known the difference for a long time but have never bothered to ask WHY. I hope that is answered today. Thanks for your time.

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  • How can I get Ruby to treat the index of a string as a character (rather than the ASCII code)?

    - by user336777
    I am checking to see if the last character in a directory path is a '/'. How do you get ruby to treat the specific index of a string as a character rather than the associated ASCII code? For example the following always returns false: dir[dir.length - 1] == '/' This is because dir[dir.length - 1] returns the ASCII code 47 (rather than '/'). Any thoughts on how to interpret 47 as '/'? Or is there a completely different way to handle this in the first place? thanks.

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  • Would making plain int 64-bit break a lot of reasonable code?

    - by R..
    Until recently, I'd considered the decision by most systems implementors/vendors to keep plain int 32-bit even on 64-bit machines a sort of expedient wart. With modern C99 fixed-size types (int32_t and uint32_t, etc.) the need for there to be a standard integer type of each size 8, 16, 32, and 64 mostly disappears, and it seems like int could just as well be made 64-bit. However, the biggest real consequence of the size of plain int in C comes from the fact that C essentially does not have arithmetic on smaller-than-int types. In particular, if int is larger than 32-bit, the result of any arithmetic on uint32_t values has type signed int, which is rather unsettling. Is this a good reason to keep int permanently fixed at 32-bit on real-world implementations? I'm leaning towards saying yes. It seems to me like there could be a huge class of uses of uint32_t which break when int is larger than 32 bits. Even applying the unary minus or bitwise complement operator becomes dangerous unless you cast back to uint32_t. Of course the same issues apply to uint16_t and uint8_t on current implementations, but everyone seems to be aware of and used to treating them as "smaller-than-int" types.

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  • WP7: Why does a ListBox.ItemsPanel break my ElementName data binding?

    - by iguanaNet
    I have a Windows Phone 7 ListBox that binds to a list of integers. I am using the default MVVM Light template, so there is a ViewModel class that contains data and a simple RelayCommand. Here is the ListBox: <ListBox ItemsSource="{Binding MyData}"> <ListBox.ItemTemplate> <DataTemplate> <Button Content="{Binding}"> <i:Interaction.Triggers> <i:EventTrigger EventName="Click"> <cmd:EventToCommand Command="{Binding ElementName=ContentGrid, Path=DataContext.TestCommand}" CommandParameter="{Binding}" /> </i:EventTrigger> </i:Interaction.Triggers> </Button> </DataTemplate> </ListBox.ItemTemplate> </ListBox> This displays a vertical list of integers inside buttons. If you click any of them, the following command code executes and shows a pop-up: new RelayCommand<int>(i => MessageBox.Show("Test" + i)); However, if I simply add the following XAML to change to a horizontal list, the databinding fails. Nothing happens when you click the button and no error messages are written to the Output window. <ListBox.ItemsPanel> <ItemsPanelTemplate> <StackPanel Orientation="Horizontal" HorizontalAlignment="Center" /> </ItemsPanelTemplate> </ListBox.ItemsPanel> I have tried some other types of binding for the EventToCommand. For example, specifying my ViewModel as a static resource. It works, but is less ideal than the example above. Why does that ItemsPanel break the databinding?

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  • Should Service Depend on Many Repositories, or Break Them Up?

    - by Josh Pollard
    I'm using a repository pattern for my data access. So I basically have a repository per table/class. My UI currently uses service classes to actually get things done, and these service classes wrap, and therefore depend on repositories. In many cases my services are only dependent upon one or two repositories, so things aren't too crazy. Unfortunately, one of my forms in the UI expects the user to enter data that will span five different tables. For this form I made a single service class that depends upon five repositories. Then the methods within the service for saving and loading the data call the appropriate methods on all of the corresponding repositories. As you can imagine, the save and load methods in this service are really big. Also, unit testing this service is getting really difficult because I have to setup so many fake repositories. Would it have been a better choice to break this single service apart into a few smaller services? It would put more code at the UI layer, but would make the services smaller and more testable.

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  • Sane(r) way to get character-encoding of CLI?

    - by danyowdee
    Hi all! I was writing a CLI-Tool for Mac OS X (10.5+) that has to deal with command-line arguments which are very likely to contain non-ASCII characters. For further processing, I convert these arguments using +[NSString stringWithCString:encoding:]. My problem is, that I couldn't find good information on how to determine the character-encoding used by the shell in which said cli-tool is running in. What I came up with as a solution is the following: NSDictionary *environment = [[NSProcessInfo processInfo] environment]; NSString *ianaName = [[environment objectForKey:@"LANG"] pathExtension]; NSStringEncoding encoding = CFStringConvertEncodingToNSStringEncoding( CFStringConvertIANACharSetNameToEncoding( (CFStringRef)ianaName ) ); NSString *someArgument = [NSString stringWithCString:argv[someIndex] encoding:encoding]; I find that a little crude, however -- which makes me think that I missed out something obvious...but what? Is there a saner/cleaner way of achieving essentially the same? Thanks in advance D

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  • How to set a character set per application in *nix?

    - by SimmaDoWN
    I am attempting to set a character set of IBM850 on slackware linux for a particular application (epic5). Im using rxvt-unicode and have setup LANG/LC_*=en_US. Now if I set the encoding to IBM850 in kde's konsole program im able to display certain characters correctly. I'd rather not use IBM850 for everything; is there a way to set/alias a command for a per application execution? Ive tried things like: LC_CTYPE=IBM850 epic5 LC_ALL=IBM850 epic5 No success. Any help would be appreciated

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