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  • Trying to use table aliases in SQL...

    - by user366685
    I'm a graphic designer trying my best to understand table aliases, but it's not working. Here's what I have so far: SELECT colours.colourid AS colourid1, combinations.manufacturercolourid AS colourmanid1, colours.colourname AS colourname1, colours.colourhex AS colourhex1, combinations.qecolourid2 AS colouridqe2, colours.colourid AS colourid2, colours.colourname AS colourname2, colours.colourhex AS colourhex2, colours.colourid AS colourid3, combinations.qecolourid3 AS colouridqe3, colours.colourname AS colourname3, colours.colourhex AS colourhex3, colours.colourid AS colourid4, combinations.qecolourid4 AS colouridqe4, colours.colourname AS colourname4, colours.colourhex AS colourhex4, combinations.coloursupplierid FROM combinations INNER JOIN colours ON colours.colourid = combinations.manufacturercolourid; Now, the idea is that in the colours lookup table, the id will pull the colour code, hex and name from the lookup table so that I can pull the colour code, hex and name for the 4 colours that I'm looking for. I can get this to work, but it only pulls up the first name, code and hex and I'm just not seeing what I'm doing wrong.

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  • Passing variable string to create arrays (Android)

    - by dweebsonduty
    Hello all, I am a newb to Android and Java and want to write a funtion that will display a list based on a varable that I pass to the function. The function is below and the code below creates an array out of a string called type, but what I want to do is pass it a variable string and have it build a list based on that string. So if I wanted the type list I would say list_it("type") But if I try something like getResources().getStringArray(R.array.thelist); it doesn't work. Can someone point me in the right direction? public void list_it(String thelist){ String[] types = getResources().getStringArray(R.array.type); ArrayAdapter<String> mAdapter = new ArrayAdapter<String>(this, R.layout.list_item1, types); setListAdapter(mAdapter); ListView lv = getListView(); lv.setTextFilterEnabled(true); }

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  • AIR SQLite IN expression not working

    - by goseta
    Hi, I'm having a problem with an expression in my sql statement in SQLite for Adobe AIR basically I have this sql = "UPDATE uniforms SET status=@status WHERE customerId IN(19,20)"; updateStmt.parameters["@status"] = args[1]; updateStmt.execute(); if I run the above code it works, updating the status when the id are 19 and 20 but if I pass the ids list as a parameter like this sql = "UPDATE uniforms SET status=@status WHERE customerId IN(@ids)"; updateStmt.parameters["@status"] = args[1]; updateStmt.parameters["@ids"] = "19,20"; updateStmt.execute(); it gives me and error, saying could not convert text value to numeric value, which make sense because I'm passing and string but the IN expression should convert it accordingly, like it does when I pass directly the list values, why is not working the other way, thanks for any help!

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  • WCF + NserviceBus Names notation

    - by John
    Hi. I trying to create WCF via NserviceBus. Create contract: [ServiceContract] public interface INotifyBusService { [OperationContract(Action = "http://tempuri.org/IWcfServiceOf_RequestMessage_ResultType/Process", ReplyAction = "http://tempuri.org/IWcfServiceOf_RequestMessage_ResultType/ProcessResponse")] ResultType Notify(RequestMessage request); } The problem: When i create a clinet it can't handle this service because expected node with name "Process" in "http://tempuri.org/" namespace. if I do like that [OperationContract(Name = "Process", Action = "http://tempuri.org/IWcfServiceOf_RequestMessage_ResultType/Process", ReplyAction = "http://tempuri.org/IWcfServiceOf_RequestMessage_ResultType/ProcessResponse")] ResultType Notify(RequestMessage request); Everything works fine. Name = "Process" - it's a NServiceBus hardcode, like Enum return type in service method ?

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  • Rails - undefined method `name' for nil:NilClass

    - by sscirrus
    Hi guys, Quick question. Here is my code: #routes map.resources :customers, :has_many => [:addresses, :matchings] map.connect ":controller/:action/:id" #url path: http://127.0.0.1:3000/customers/index/3 #customers controller def index @customer = Customer.find(params[:id]) end #customers view/index.html.erb ... <%= @customer.name %> ... Error: undefined method `name' for nil:NilClass. Here's my reasoning. The parameter :id is coming from my url path (i.e. we're looking for customer #3 in the above path). @customer should find that array easily, then @customer.name should produce the name, but apparently @customer is blank. Why? I assume the problem is that I'm not producing an array in my controller?

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  • Passing arguments from loading activity to main activity

    - by ZelluX
    I'm writing an application that starts with a loading activity. In the loading activity the app requests html from web and parses the html, then it sends the parsing result to the main activity. The main activity has several tabs, and contents of these tabs are based on the result of parsing. For example, the result of parsing is a list of strings ["apple", "banana", "orange"], and I need to pass this list to main activity, so that the main activity can create three tabs named after three fruits. I would like to know if there is any way to pass a list of strings among activities, BTW, is it the common way of do this? Many thanks.

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  • Get signature from a file

    - by Eugen
    I have a php code that gets a signature for a file using such a code shell_exec("openssl smime -binary -sign". " -certfile '".$keyPath."/WWDR.pem'". " -signer '".$keyPath."/passcertificate.pem'". " -inkey '".$keyPath."/passkey.pem'". " -in '".$this->workFolder."/manifest.json'". " -out '".$this->workFolder."/signature'". " -outform DER -passin pass:'$pass'"); I need to have a pure managed C# code that would the same? Any idea how to do this? Thx

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  • Can someone explain how pointer to pointer works?

    - by user3549560
    I don't really understand how the pointer to pointer works. Any way to do the same work without using pointer to pointer? struct customer{ char name[20]; char surname[20]; int code; float money; }; typedef struct customer customer; void inserts(customer **tmp) { *tmp = (customer*)malloc(sizeof(customer)); puts("Give me a customer name, surname code and money"); scanf("%s %s %d %f", (*tmp)->name, (*tmp)->surname, &(*tmp)->code,&(*tmp)->money); }

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  • How do you resolve the common naming collision between type and object?

    - by Catskul
    Since the standard c# convention is to capitalize the first letter of public properties, the old c++ convention of initial capital for type names, and initial lowercase for non-type names does not prevent the classic name collision where the most obvious object name matches the type name: class FooManager { public BarManager BarManager { get; set; } // Feels very wrong. // Recommended naming convention? public int DoIt() { // 1st and 2nd Bar Manager are different symbols return BarManager.Blarb + BarManager.StaticBlarb; } } class BarManager { public int Blarb { get; set; } public static int StaticBlarb { get; set; } } It seems to compile, but feels so wrong. Is there a recommend naming convention to avoid this?

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  • Casting class to interface and back

    - by Thomas
    I have the following: public interface ICartItem { string Name { get; set; } } public class CartItem : ICartItem { public string Name { get; set; } } I then create a List and cast it to an interface: IList<CartItem> items = new List<CartItem>() { new CartItem() { Name = "MyItem" } }; IList<ICartItem> cartItems = items.Cast<ICartItem>().ToList(); Is there a way to cast it back again like illustrated below? IList<CartItem> newList = cartItems as IList<CartItem>;

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  • Return an object after parsing xml with SAX

    - by sentimental_turtle
    I have some large XML files to parse and have created an object class to contain my relevant data. Unfortunately, I am unsure how to return the object for later processing. Right now I pickle my data and moments later depickle the object for access. This seems wasteful, and there surely must be a way of grabbing my data without hitting the disk. def endElement(self, name): if name == "info": # done collecting this iteration self.data.setX(self.x) self.data.setY(self.y) elif name == "lastTagOfInterest": # done with file # want to return my object from here filehandler = open(self.outputname + ".pi", "w") pickle.dump(self.data, filehandler) filehandler.close() I have tried putting a return statement in my endElement tag, but that does not seem to get passed up the chain to where I call the SAX parser. Thanks for any tips.

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  • WFP Validation & IDataErrorInfo

    - by Jefim
    A note - the classes I have are EntityObject classes! I have the following class: public class Foo { public Bar Bar { get; set; } } public class Bar : IDataErrorInfo { public string Name { get; set; } #region IDataErrorInfo Members string IDataErrorInfo.Error { get { return null; } } string IDataErrorInfo.this[string columnName] { get { if (columnName == "Name") { return "Hello error!"; } Console.WriteLine("Validate: " + columnName); return null; } } #endregion } XAML goes as follows: <StackPanel Orientation="Horizontal" DataContext="{Binding Foo.Bar}"> <TextBox Text="{Binding Path=Name, ValidatesOnDataErrors=true}"/> </StackPanel> I put a breakpoint and a Console.Writeline on the validation there - I get no breaks. The validation is not executed. Can anybody just press me against the place where my error lies?

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  • Accessing properties through Generic type parameter

    - by Veer
    I'm trying to create a generic repository for my models. Currently i've 3 different models which have no relationship between them. (Contacts, Notes, Reminders). class Repository<T> where T:class { public IQueryable<T> SearchExact(string keyword) { //Is there a way i can make the below line generic //return db.ContactModels.Where(i => i.Name == keyword) //I also tried db.GetTable<T>().Where(i => i.Name == keyword) //But the variable i doesn't have the Name property since it would know it only in the runtime //db also has a method ITable GetTable(Type modelType) but don't think if that would help me } } In MainViewModel, I call the Search method like this: Repository<ContactModel> _contactRepository = new Repository<ContactModel>(); public void Search(string keyword) { var filteredList = _contactRepository.SearchExact(keyword).ToList(); } I use Linq-To-Sql.

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  • Can I use the [] operator in C++ to create virtual arrays

    - by Shane MacLaughlin
    I have a large code base, originally C ported to C++ many years ago, that is operating on a number of large arrays of spatial data. These arrays contain structs representing point and triangle entities that represent surface models. I need to refactor the code such that the specific way these entities are stored internally varies for specific scenarios. For example if the points lie on a regular flat grid, I don't need to store the X and Y coordinates, as they can be calculated on the fly, as can the triangles. Similarly, I want to take advantage of out of core tools such as STXXL for storage. The simplest way of doing this is replacing array access with put and get type functions, e.g. point[i].x = XV; becomes Point p = GetPoint(i); p.x = XV; PutPoint(i,p); As you can imagine, this is a very tedious refactor on a large code base, prone to all sorts of errors en route. What I'd like to do is write a class that mimics the array by overloading the [] operator. As the arrays already live on the heap, and move around with reallocs, the code already assumes that references into the array such as point *p = point + i; may not be used. Is this class feasible to write? For example writing the methods below in terms of the [] operator; void MyClass::PutPoint(int Index, Point p) { if (m_StorageStrategy == RegularGrid) { int xoffs,yoffs; ComputeGridFromIndex(Index,xoffs,yoffs); StoreGridPoint(xoffs,yoffs,p.z); } else m_PointArray[Index] = p; } } Point MyClass::GetPoint(int Index) { if (m_StorageStrategy == RegularGrid) { int xoffs,yoffs; ComputeGridFromIndex(Index,xoffs,yoffs); return GetGridPoint(xoffs,yoffs); // GetGridPoint returns Point } else return m_PointArray[Index]; } } My concern is that all the array classes I've seen tend to pass by reference, whereas I think I'll have to pass structs by value. I think it should work put other than performance, can anyone see any major pitfalls with this approach. n.b. the reason I have to pass by value is to get point[a].z = point[b].z + point[c].z to work correctly where the underlying storage type varies.

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  • incrementing in php

    - by Michael Stevens
    I have a function that works on other pages but on this particular page its not working 100% the piece of code that is failing to work is: $query = "SELECT * FROM rank_punting JOIN rank_player ON rank_player.full_name=rank_punting.name WHERE active='1' AND class='$class' ORDER BY ABS(`rank_punting`.`rank_final`) ASC"; $rank = 0; $lastpct = 0; $db->setQuery($query); $result = $db->query(); if(mysql_num_rows($result) > 0) { while($row = mysql_fetch_array($result, MYSQL_ASSOC)) { if ($row['rank_final'] > $lastpct) { $rank++; $lastpct = $row['rank_final']; } $name = $row['name']; $s1= $row['s1']; $s2= $row['s2']; $s3= $row['s3']; $s4= $row['s4']; $s5= $row['s5']; $s6= $row['s6']; $s7= $row['s7']; $s8= $row['s8']; $s9= $row['s9']; $c1= $row['c1']; $c2= $row['c2']; $c3= $row['c3']; $c4= $row['c4']; $c5= $row['c5']; $c6= $row['c6']; $v1= $row['v1']; $v2= $row['v2']; $comp= $row['comp_rank_final']; $season= $row['season_rank_final']; $final=$row['rank_final']; $link = "website_url"; $link2 = "<a href=\"http://{$link}\" target='_blank'>{$name}<br>Profile Page</a>"; if ($link = ''){$link2 = "<a href='index.php?option=com_ranking&view=playerprofile&player={$name}' >{$name}<br>Profile Page</a>";} echo '<tr>'; echo " <th scope'row'>{$link2} {$lastpct} </th>"; echo "<td>"; echo 'DEBUG: '; echo $row['rank_final']; echo $lastpct;echo "{$rank}</td>"; echo "<td> Competition</td>"; echo "<td> {$comp}</td>"; echo "<td> {$c1}</td>"; echo "<td> {$c2}</td>"; echo "<td> {$c3}</td>"; echo "<td> {$c4}</td>"; echo "<td> {$c5}</td>"; echo "<td> {$c6}</td>"; echo "<td> {$c7}</td>"; echo "<td> {$c8}</td>"; echo "<td> {$v2}</td>"; echo "</tr>"; echo '<tr>'; echo "<th scope'row'> </th>"; echo "<td> </td>"; echo "<td> Game Film</td>"; echo "<td> {$season}</td>"; echo "<td> {$s1}</td>"; echo "<td> {$s2}</td>"; echo "<td> {$s3}</td>"; echo "<td> {$s4}</td>"; echo "<td> {$s5}</td>"; echo "<td> {$s7}</td>"; echo "<td> {$s8}</td>"; echo "<td> {$s6}</td>"; echo "<td> {$v1}</td>"; echo "</tr>"; } } //---------------- echo '</tbody> </table>'; }

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • UIAcceleration filtering

    - by Ilya
    Hi, I found the following piece of code in apple guidelines: - (void)accelerometer:(UIAccelerometer*)accelerometer didAccelerate:(UIAcceleration*)acceleration { //Use a basic low-pass filter to only keep the gravity in the accelerometer values accel[0] = acceleration.x * kFilteringFactor + accel[0] * (1.0 - kFilteringFactor); accel[1] = acceleration.y * kFilteringFactor + accel[1] * (1.0 - kFilteringFactor); accel[2] = acceleration.z * kFilteringFactor + accel[2] * (1.0 - kFilteringFactor); } What does it exactly do? What is this low-pass filter? Why do I have to apply it? Thank you in advance.

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  • Python - List and Loop in one def

    - by Dunwitch
    I'm trying to get the def wfsc_pod1 and wfsc_ip into the same def. I'm not quite sure how to approach the problem. I want wfsc_pod1 to display all the information for name, subnet and gateway. Then wfsc_ip shows the ip addresses below it. I also get a None value when I run it as it. Not sure why. Anything more pythonic is more appreciated. class OutageAddress: subnet = ["255.255.255.0", "255.255.255.1"] # Gateway order is matched with names gateway = ["192.168.1.1", "192.168.1.2", "192.168.1.3", "192.168.1.4", "192.168.1.5", "192.168.1.6", "192.168.1.7", "192.168.1.8", "192.168.1.9"] name = ["LOC1", "LOC2", "LOC3", "LOC4", "LOC5", "LOC6", "LOC7", "LOC8", "LOC9"] def wfsc_pod1(self): wfsc_1 = "%s\t %s\t %s\t" % (network.name[0],network.subnet[0],network.gateway[0]) return wfsc_1 def wfsc_ip(self): for ip in range(100,110): ip = "192.168.1."+str(ip) print ip network = OutageAddress() print network.wfsc_pod1() print network.wfsc_ip()

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  • Deleted exchange account still being auto suggested

    - by mike G
    I set up a new hire in our domain in exchange. When he arrived yesterday I discovered his name had been mispelled. I deleted his account and created a new account with proper spelling. The problem now is his old email address is being being suggested whenever anyone types in his first name. Users email the bad address get a bounce and create more help desk tickets. Is there a way to update exchange or purge the bad account?

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  • How to reference a string from another package in a library using XML in Android?

    - by Garret Wilson
    The Android documentation tells me that I can access a string from another package by using the "package name", whatever that means: @[<package_name>:]<resource_type>/<resource_name> So in my manifest I want to access a string that I've placed in a separate library project, in the com.globalmentor.android package---that's where my R class is, after all: <activity android:label="@com.globalmentor.android:string/app_applicationlistactivity_label" android:name="com.globalmentor.android.app.ApplicationListActivity" > </activity> That doesn't even compile. But this does: <activity android:label="@string/app_applicationlistactivity_label" android:name="com.globalmentor.android.app.ApplicationListActivity" > </activity> Why? What does the Android documentation mean which it talks about the "package_name"? Why doesn't the first example work, and why does the second example work? I don't want all my resource names merged into the same R file---I want them partitioned into packages, like I wrote them.

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  • What is the difference between as="element()+" and as="element()*" in XSL?

    - by Rachel
    What is the difference between using as="element(data)+" and as="element(data)" in xsl:variable. The below XSL solution works if use "+" but not when i use "". Can some one clarify. XSL code: <xsl:variable name="insert-data" as="element(data)+"> <xsl:for-each select="$insert-file/insert-data/data"> <xsl:sort select="xsd:integer(@index)"/> <xsl:variable name="index" select="xsd:integer(@index)" /> <xsl:variable name="nodeName" select="@nodeName" /> <data nodeName="{$nodeName}" index="{@index}" text-id="{$main-root/*//*[@id=$nodeName]/text()[sum((preceding::text(), .)/string-length(.)) ge $index]/generate-id(.)}"> <xsl:copy-of select="node()"/> </data> </xsl:for-each>

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  • Is there a way to set an int to 001

    - by H.aLFaRSi
    i need to set an integer to start from 001 instead of only 1 int iNumber = 001; NSLog(@"%d",iNumber); // this is logging 1 instead of 001 is there a possible way to make it 001 ? [UPDATED] i need this because i`m creating an NSMutableArray from NSUserDefaults, after that I'm sorting the array using NSSortDescriptor. the problem is because i can't set the int to start from 001 the array i sorted like this 0, 10, 11, 12, 1, 2, 3, 4, 5, 6, 7, 8, 9. More Code explained NSString *name = @"Name"; NSUserDefaults *MainArray = [NSUserDefaults standardUserDefaults]; NSString *Temp = [NSString stringWithFormat:@"%@%d", name,MainNumber]; [MainArray setObject:@"test" forKey:Temp]; [MainArray synchronize]; NSLog(@"%@",Temp); MainNumber++; the above code will save it like this : Name1,Name2,Name3.... i need it to be Name001, Name002, Name003 ....... thank you in advance :)

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  • Django: where do I call settings.configure?

    - by RexE
    The Django docs say that I can call settings.configure instead of having a DJANGO_SETTINGS_MODULE. I would like my website's project to do this. In what file should I put the call to settings.configure so that my settings will get configured at the right time? Edit in response to Daniel Roseman's comment: The reason I want to do this is that settings.configure lets you pass in the settings variables as a kwargs dict, e.g. {'INSTALLED_APPS': ..., 'TEMPLATE_DIRS': ..., ...}. This would allow my app's users to specify their settings in a dict, then pass that dict to a function in my app that augments it with certain settings necessary to make my app work, e.g. adding entries to INSTALLED_APPS. What I envision looks like this. Let's call my app "rexe_app". In wsgi.py, my app's users would do: import rexe_app my_settings = {'INSTALLED_APPS': ('a','b'), ...} updated_settings = rexe_app.augment_settings(my_settings) # now updated_settings is {'INSTALLED_APPS': ('a','b','c'), 'SESSION_SAVE_EVERY_REQUEST': True, ...} settings.configure(**updated_settings)

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  • Dynamic Variable Names

    - by Ross
    I have a function that is called 3 times, I want times to assign it a name. How can I assign dynamic variable names to movieclips or do reference them by name or instancename? var loadedMovie:MovieClip = new MovieClip(); loadedMovie.name = "mymovie"; loadedMovie = loadEvent.currentTarget.content; loadedMovie.x = 0; loadedMovie.y = 0; addChild(loadedMovie); mymovie.x = 20;

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  • write() in sys/uio.h returns -1

    - by fredrik
    I'm using Ubuntu Server 9.10 AMD Phenom 2 cpu g++ (Ubuntu 4.4.1-4ubuntu9) 4.4.1 trying to run the application pftp-shit v 1.11. The following code in tcp.cc is executed successfully: int outfile_fd = open(name, O_CREAT | O_TRUNC | O_RDWR | O_BINARY)) which returns a file descriptor int (in my case 6) - name is a char array containing a valid path to my file which successfully i created. and successfully running: fchmod(outfile_fd, S_IRUSR | S_IWUSR); and access(name, W_OK) The issue occurs during running the function (from sys/uio.h) write(outfile_fd, this-control_buffer, read_length) which returns -1. -1 is of returned if nothing was written and otherwise a non-negative integer is returned which is equal to the number of bytes written. Anyone having a clue how I can get the write function to work?

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