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  • Loading any MVC page fails with the error "An item with the same key has already been added."

    - by MajorRefactoring
    I am having an intermittent issue that is appearing on one server only, and is causing all MVC pages to fail to load with the error "An item with the same key has already been added." Restarting the application pool fixes the issue, but until then, loading any mvc page throws the following exception: Event code: 3005 Event message: An unhandled exception has occurred. Event time: 10/11/2012 08:09:24 Event time (UTC): 10/11/2012 08:09:24 Event ID: d76264aedc4241d4bce9247692510466 Event sequence: 6407 Event occurrence: 30 Event detail code: 0 Application information: Application domain: /LM/W3SVC/21/ROOT-2-129969647741292058 Trust level: Full Application Virtual Path: / Application Path: d:\websites\SiteAndAppPoolName\ Machine name: UKSERVER Process information: Process ID: 6156 Process name: w3wp.exe Account name: IIS APPPOOL\SiteAndAppPoolName Exception information: Exception type: ArgumentException Exception message: An item with the same key has already been added. Server stack trace: at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer) at System.Web.WebPages.Scope.WebConfigScopeDictionary.<>c__DisplayClass4.<.ctor>b__0() at System.Lazy`1.CreateValue() Exception rethrown at [0]: at System.Lazy`1.get_Value() at System.Web.WebPages.Scope.WebConfigScopeDictionary.TryGetValue(Object key, Object& value) at System.Web.Mvc.ViewContext.ScopeGet[TValue](IDictionary`2 scope, String name, TValue defaultValue) at System.Web.Mvc.ViewContext.ScopeCache.Get(IDictionary`2 scope, HttpContextBase httpContext) at System.Web.Mvc.ViewContext.GetClientValidationEnabled(IDictionary`2 scope, HttpContextBase httpContext) at System.Web.Mvc.Html.FormExtensions.FormHelper(HtmlHelper htmlHelper, String formAction, FormMethod method, IDictionary`2 htmlAttributes) at System.Web.Mvc.Html.FormExtensions.BeginForm(HtmlHelper htmlHelper, String actionName, String controllerName) at ASP._Page_Views_Dashboard_Functions_BookingQuickLookup_cshtml.Execute() in d:\Websites\SiteAndAppPoolName\Views\Dashboard\Functions\BookingQuickLookup.cshtml:line 3 at System.Web.WebPages.WebPageBase.ExecutePageHierarchy() at System.Web.Mvc.WebViewPage.ExecutePageHierarchy() at System.Web.WebPages.WebPageBase.ExecutePageHierarchy(WebPageContext pageContext, TextWriter writer, WebPageRenderingBase startPage) at System.Web.Mvc.Html.PartialExtensions.Partial(HtmlHelper htmlHelper, String partialViewName, Object model, ViewDataDictionary viewData) at ASP._Page_Views_Dashboard_Functions_cshtml.Execute() in d:\Websites\SiteAndAppPoolName\Views\Dashboard\Functions.cshtml:line 5 at System.Web.WebPages.WebPageBase.ExecutePageHierarchy() at System.Web.Mvc.WebViewPage.ExecutePageHierarchy() at System.Web.WebPages.WebPageBase.ExecutePageHierarchy(WebPageContext pageContext, TextWriter writer, WebPageRenderingBase startPage) at System.Web.Mvc.Html.RenderPartialExtensions.RenderPartial(HtmlHelper htmlHelper, String partialViewName, Object model) at ASP._Page_Views_Dashboard_Index_cshtml.Execute() in d:\Websites\SiteAndAppPoolName\Views\Dashboard\Index.cshtml:line 9 at System.Web.WebPages.WebPageBase.ExecutePageHierarchy() at System.Web.Mvc.WebViewPage.ExecutePageHierarchy() at System.Web.WebPages.WebPageBase.ExecutePageHierarchy(WebPageContext pageContext, TextWriter writer, WebPageRenderingBase startPage) at System.Web.Mvc.ViewResultBase.ExecuteResult(ControllerContext context) at System.Web.Mvc.ControllerActionInvoker.<>c__DisplayClass1c.<InvokeActionResultWithFilters>b__19() at System.Web.Mvc.ControllerActionInvoker.InvokeActionResultFilter(IResultFilter filter, ResultExecutingContext preContext, Func`1 continuation) at System.Web.Mvc.ControllerActionInvoker.InvokeActionResultFilter(IResultFilter filter, ResultExecutingContext preContext, Func`1 continuation) at System.Web.Mvc.ControllerActionInvoker.InvokeActionResultWithFilters(ControllerContext controllerContext, IList`1 filters, ActionResult actionResult) at System.Web.Mvc.ControllerActionInvoker.InvokeAction(ControllerContext controllerContext, String actionName) at System.Web.Mvc.Controller.ExecuteCore() at System.Web.Mvc.ControllerBase.Execute(RequestContext requestContext) at System.Web.Mvc.MvcHandler.<>c__DisplayClass6.<>c__DisplayClassb.<BeginProcessRequest>b__5() at System.Web.Mvc.Async.AsyncResultWrapper.<>c__DisplayClass1.<MakeVoidDelegate>b__0() at System.Web.Mvc.MvcHandler.<>c__DisplayClasse.<EndProcessRequest>b__d() at System.Web.HttpApplication.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() at System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) Request information: Request URL: http://SiteAndAppPoolName.spawtz.com/Dashboard Request path: /Dashboard User host address: 86.164.135.41 User: Is authenticated: False Authentication Type: Thread account name: IIS APPPOOL\SiteAndAppPoolName Thread information: Thread ID: 17 Thread account name: IIS APPPOOL\SiteAndAppPoolName Is impersonating: False Stack trace: at System.Lazy`1.get_Value() at System.Web.WebPages.Scope.WebConfigScopeDictionary.TryGetValue(Object key, Object& value) at System.Web.Mvc.ViewContext.ScopeGet[TValue](IDictionary`2 scope, String name, TValue defaultValue) at System.Web.Mvc.ViewContext.ScopeCache.Get(IDictionary`2 scope, HttpContextBase httpContext) at System.Web.Mvc.ViewContext.GetClientValidationEnabled(IDictionary`2 scope, HttpContextBase httpContext) at System.Web.Mvc.Html.FormExtensions.FormHelper(HtmlHelper htmlHelper, String formAction, FormMethod method, IDictionary`2 htmlAttributes) at System.Web.Mvc.Html.FormExtensions.BeginForm(HtmlHelper htmlHelper, String actionName, String controllerName) at ASP._Page_Views_Dashboard_Functions_BookingQuickLookup_cshtml.Execute() in d:\Websites\SiteAndAppPoolName\Views\Dashboard\Functions\BookingQuickLookup.cshtml:line 3 at System.Web.WebPages.WebPageBase.ExecutePageHierarchy() at System.Web.Mvc.WebViewPage.ExecutePageHierarchy() at System.Web.WebPages.WebPageBase.ExecutePageHierarchy(WebPageContext pageContext, TextWriter writer, WebPageRenderingBase startPage) at System.Web.Mvc.Html.PartialExtensions.Partial(HtmlHelper htmlHelper, String partialViewName, Object model, ViewDataDictionary viewData) at ASP._Page_Views_Dashboard_Functions_cshtml.Execute() in d:\Websites\SiteAndAppPoolName\Views\Dashboard\Functions.cshtml:line 5 at System.Web.WebPages.WebPageBase.ExecutePageHierarchy() at System.Web.Mvc.WebViewPage.ExecutePageHierarchy() at System.Web.WebPages.WebPageBase.ExecutePageHierarchy(WebPageContext pageContext, TextWriter writer, WebPageRenderingBase startPage) at System.Web.Mvc.Html.RenderPartialExtensions.RenderPartial(HtmlHelper htmlHelper, String partialViewName, Object model) at ASP._Page_Views_Dashboard_Index_cshtml.Execute() in d:\Websites\SiteAndAppPoolName\Views\Dashboard\Index.cshtml:line 9 at System.Web.WebPages.WebPageBase.ExecutePageHierarchy() at System.Web.Mvc.WebViewPage.ExecutePageHierarchy() at System.Web.WebPages.WebPageBase.ExecutePageHierarchy(WebPageContext pageContext, TextWriter writer, WebPageRenderingBase startPage) at System.Web.Mvc.ViewResultBase.ExecuteResult(ControllerContext context) at System.Web.Mvc.ControllerActionInvoker.<>c__DisplayClass1c.<InvokeActionResultWithFilters>b__19() at System.Web.Mvc.ControllerActionInvoker.InvokeActionResultFilter(IResultFilter filter, ResultExecutingContext preContext, Func`1 continuation) at System.Web.Mvc.ControllerActionInvoker.InvokeActionResultFilter(IResultFilter filter, ResultExecutingContext preContext, Func`1 continuation) at System.Web.Mvc.ControllerActionInvoker.InvokeActionResultWithFilters(ControllerContext controllerContext, IList`1 filters, ActionResult actionResult) at System.Web.Mvc.ControllerActionInvoker.InvokeAction(ControllerContext controllerContext, String actionName) at System.Web.Mvc.Controller.ExecuteCore() at System.Web.Mvc.ControllerBase.Execute(RequestContext requestContext) at System.Web.Mvc.MvcHandler.<>c__DisplayClass6.<>c__DisplayClassb.<BeginProcessRequest>b__5() at System.Web.Mvc.Async.AsyncResultWrapper.<>c__DisplayClass1.<MakeVoidDelegate>b__0() at System.Web.Mvc.MvcHandler.<>c__DisplayClasse.<EndProcessRequest>b__d() at System.Web.HttpApplication.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() at System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) Custom event details: As mentioned, it's every MVC action that throws this error until the app pool is restarted, and the error seems to be occurring in System.Web.WebPages.Scope.WebConfigScopeDictionary.TryGetValue(Object key, Object& value) Has anyone seen this issue before? It's only happening on this server, on any of the app pools on the server (not confined to this one) and an app pool restart sorts it. Any help much appreciated. Cheers, Matthew

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  • 10 lines of code per day is the global average!? -- true?

    - by Earlz
    Ok so last year I participated in a high school curriculum contest thing at a college(I currently attend this college). I actually got 1st in it but was still a bit angry I didn't get every single one right. The most baffling of questions on there was How many lines of code does the average programmer write per day? A. 5 B. 10 C. 25 D. 30 Aside from being a subjective question which depended on language and everything else I was more baffled at what they had as the correct answer. 10. Even on my bad days at my job I touch more than 10 lines of code(either adding, modifying, or deleting) per day. And when I took this test I had only programmed as a hobby where it was common for me to write a few hundred lines for one of my new projects per day. Where are they getting this random number of ten!? Is this published somewhere? A quick googling found me nothing.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Umbraco Gold Partner and the last 6 months.

    - by Vizioz Limited
    As with a lot of blogs, unfortunately over the last 6 months our blog has been feeling some what neglected, the good news, is this has been due to us going from strength to strength :)In the last 6 months we have developed 5 more Microsites for Microsoft, we have helped a London agency fix a dire Umbraco implementation for a global drinks brand, built a great site for a famous food product range and most recently we are working with DairyMaster in Ireland building them a new website for their global distribution network and over the next couple of months we will be launching their new global marketing websites in 9 different languages.As well as working with these great clients, we also helped ResourceiT launch their new website in time for the Microsoft Global Partners conference.In December, Umbraco HQ launched their Umbraco Gold Partner programme, Vizioz was proud to be one of the first Gold Partners in the UK, showing our clients that we are investing our money in the product we promote, ensuring that Umbraco continues to go from strength to strength.

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  • can I override/redefine "global" Javascript functions, like confirm() and alert()?

    - by EndangeringSpecies
    I want to do some browser automation, and those pesky confirm/alert boxes are a real pain. Disabling javascript completely in this case is not an option, unfortunately. Well, so I was wondering, can I just change the definition of those methods as seen by my browser's javascript interpreter to basically do nothing and return true? Note that I do know about redefining them in the Javascript code directly, e.g. putting in function alert(message) { return true; } but AFAIK this is not a viable approach for this situation because when doing browser automation I have to work with other people's Javascript. Moreover, my program actually begins manipulating these websites already after the page has fully loaded into the browser, so I cannot just first automatically rewrite the javascript and then load the page. Well, so I was wondering if I could instead just "permanently" modify the way alert/confirm are implemented and executed in my browser. Sort of like the equivalent of dll injection and so forth in the realm of windows apps.

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  • How can I access the JavaScript global object ("window") inside an embedded browser object (the IWebBrowser2 interface)?

    - by John Factorial
    I have an HTML page which embeds an IWebBrowser2 ActiveX (i.e. the control is essentially an Internet Explorer browser). I need to write JavaScript in this HTML page which will remove any window.onresize handler from the page loaded in the IWebBrowser2 control. IWebBrowser2 exposes the DOM through IWebBrowser2::Document, but this is equivalent to window.document. Is there any way I can get access to window or window.onresize?

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  • using the window object for accessing global user defined objects and using text within html for cre

    - by timpone
    I don't do very much jquery / javascript but wanted to ask for some advice on the following piece. I have tried to cut out as much as possible. Most of this was semi-inherited code with catching a bunch of events just hardcoded in. I'd like to generalized them more by putting the object name in the html and accessing via jquery on processing (by_date, by_popularity). I retriev as string and access the object via window[current_obj]. Is this a good way to do this or am I missing something? Are there preferable ways to introduce specificity. thanks for any advice. <script> var by_date={}; by_date.current_page=1; by_date.per_page=4; var by_popularity={}; by_popularity.current_page=1; by_popularity.per_page=4; $(function(){ $('.previous.active').live('click',function(){ window[current_obj].current_page--; process(window[current_obj]); }); }); function process(game_obj){ //will process and output new items here } </script> <div class="otherContainer"> <a class='previous active'>Prev</a><div style="display:none;">by_date</div> | <a class='next'>Next</a><div style="display:none;">by_date</div> </div> <div class="topPrevNextContainer"> <a class='previous active'>Prev</a><div style="display:none;">by_popularity</div> | <a class='next'>Next</a><div style="display:none;">by_popularity</div> </div>

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  • insufficient buffer when call DocumentProperties, also, global unlock wouldn't unlock...

    - by Quincy
    please see comments inline bool res = false; DWORD dwNeeded = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), NULL, NULL, 0); if (m_devmode_buf) { GlobalFree(m_devmode_buf); } m_devmode_buf = GlobalAlloc(GPTR, dwNeeded); GetLastError(); // = 0; if (m_devmode_buf) { LPDEVMODEW devmode_buf = (LPDEVMODEW) GlobalLock(m_devmode_buf); GetLastError(); // = 0 if (devmode_buf) { if (devmode_buf) { lala = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), devmode_buf, NULL, DM_OUT_BUFFER); if (lala == IDOK) { res = true; } GetLastError(); // = 122. insufficient buffer here. why???? } UInt32 res1 = GlobalUnlock(m_devmode_buf); // res1 is 1. should be 0 res2 = GetLastError(); // = 0 if (!(res1 == 0 && (res2 == ERROR_NOT_LOCKED || res2 == NO_ERROR))) { //res = false; } } }

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  • How can I add methods from a Java class as global functions in Javascript using Rhino?

    - by gooli
    I have a simple Java class that has some methods: public class Utils { public void deal(String price, int amount) { // .... } public void bid(String price, int amount) { // .... } public void offer(String price, int amount) { // .... } } I would like to create an instance of this class and allow the Javascript code to call the methods directly, like so: deal("1.3736", 100000); bid("1.3735", 500000); The only way I could figure out for now was to use ScriptEngine engine = new ScriptEngineManager().getEngineByName("js"); engine.put("utils", new Utils()); and then use utils.deal(...) in the Javascript code. I can also write wrapper functions in Javascript for each method, but there should be a simpler way to do this automatically for all the public methods of a class.

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  • how to get the size of a C global array into an assembly program written for the avr architecture co

    - by johannes
    I have a .c file with the following uint8_t buffer[32] I have a .S file where I want to do the following cpi r29, buffer+sizeof(buffer) The second argument for cpi muste be an imidiate value not a location. But unfortunetly sizeof() is a c operator. Both files, are getting compiled to seperate object files and linked afterwards. If I do avr-objdump -x file.c. Amongst other things, I get the size of the buffer. So it is already available in the object file. How do I access the size of the buffer in my assembly file at compile time?

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  • How to set up global connect to datebase in pylons(python), sqlalchemy.

    - by gummmibear
    Hi! I just start lern python, pylons. i have problem with setting up datebase connection. i won't to set connection, where i can see this connection in all my controllers. Now i use: some thing like this in my controller: 45 ' db = create_engine('mysql://root:password@localhost/python') 46 ' metadata = MetaData(db) 47 48 ' email_list = Table('email',metadata,autoload=True) in development.ini i have: 44 sqlalchemy.url = mysql://root@password@localhost/python 45 sqlalchemy.pool_recycle = 3600 and now, pleas help me to set __init__.py

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  • How do I tag files in a directory in a SVN repository with a global version number that will appear

    - by mithaldu
    I am working on a project that stores multiple versions in the same svn repo but in different directories. For ease of reference for the coders working on the project I'd like to be able to add a commented tag similarly to # $Revision: 144 $ However, instead of the file revision it should contain a simple version number like so: # $Version: 1.63 $ # $Version: 1.64 $ # $Version: 2.0 $ Is there a way to get subversion to do this automatically for a specific directory and all sub-directories as well as for any new files added to those?

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  • How to search in this activerecord example?

    - by Horace Ho
    Two models: Invoice :invoice_num string :date datetime . . :disclaimer_num integer (foreign key) Disclaimer :disclaimer_num integer :version integer :body text For each disclaimer there are multiple versions and will be kept in database. This is how I write the search (simplified): scope = Invoice.scoped({ :joins => [:disclaimer] }) scope = scope.scoped :conditions => ["Invoice.invoice_num = ?", "#{params[:num]}"] scope = scope.scoped :conditions => ["Disclaimer.body LIKE ?", "%#{params[:text]}%"] However, the above search will search again all versions of the disclaimer. How can I limit the search to only the last disclaimer (i.e. the version integer is the maximum). Please note: Invoice does not keep the version number. New disclaimers will be added to disclaimer table and keep old versions.

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  • Why doesn't C# allow for global inferred types i.e. using var?

    - by BritishDeveloper
    I know it can't be done since using var can only be done for local variables. I'm just wondering if anyone has a theory why the C# team thought this should be so. e.g. what would be wrong with this: public class SomeClass { var someString = "hello"; //not cool public SomeClass() { var someOtherString = "hello"; //cool } } If someString is initialised then it is obviously a string just like someOtherString. Why is there one rule for local variables and another for globals?

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