Search Results

Search found 8354 results on 335 pages for 'welton v3 50'.

Page 59/335 | < Previous Page | 55 56 57 58 59 60 61 62 63 64 65 66  | Next Page >

  • Django query: Count and Group BY

    - by Tyler Lane
    I have a query that I'm trying to figure the "django" way of doing it: I want to take the last 100 calls from Call. Which is easy: calls = Call.objects.all().order_by('-call_time')[:100] However the next part I can't find the way to do it via django's ORM. I want to get a list of the call_types and the number of calls each one has WITHIN that previous queryset i just did. Normally i would do a query like this: "SELECT COUNT(id),calltype FROM call WHERE id IN ( SELECT id FROM call ORDER BY call_time DESC LIMIT 100 ) GROUP BY calltype;" I can't seem to find the django way of doing this particular query. Here are my 2 models: class Call( models.Model ): call_time = models.DateTimeField( "Call Time", auto_now = False, auto_now_add = False ) description = models.CharField( max_length = 150 ) response = models.CharField( max_length = 50 ) event_num = models.CharField( max_length = 20 ) report_num = models.CharField( max_length = 20 ) address = models.CharField( max_length = 150 ) zip_code = models.CharField( max_length = 10 ) geom = models.PointField(srid=4326) calltype = models.ForeignKey(CallType) objects = models.GeoManager() class CallType( models.Model ): name = models.CharField( max_length = 50 ) description = models.CharField( max_length = 150 ) active = models.BooleanField() time_init = models.DateTimeField( "Date Added", auto_now = False, auto_now_add = True ) objects = models.Manager()

    Read the article

  • Creating an URL without global variables

    - by dygi
    I have a code like this below, which gives me a $link that equals to: http://mydomain.com/image/photo.JPG if (!empty($_SESSION['item'][$i])) { $path = dirname(__FILE__).'/image/'.basename($_SESSION['item'][$i]); if (move_uploaded_file($_SESSION['item'][$i], $path)) global $url; if ( $url ) { $link = $url.'/image/'.basename($_SESSION['item'][$i]); echo "<td><img src='" . $link . "' width='50' height='50' /></td>"; } } I wonder, how should I properly ommit using global variable here to achieve the same result.

    Read the article

  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

    Read the article

  • Using Jquery to load Facebook fb:profile-pic - not working in IE

    - by Gublooo
    Hey.... I followed the tips given on Loading Facebook fb:profile via ajax In my app, I am basically loading more comments posted by the user via Jquery and along with each comment showing the user's picture using the fb:profile-pic tag This is a sample of how I'm building the string via Jquery newcomment += "<fb:profile-pic uid='"+data.fb_userid+"' height='50' width='50' /"; newcomment += ""+data.user_name+": "; newcomment += ""+data.user_comment+": "; $("#morecomments").append(newcomment); So the profile-pic was not being displayed - After reading the above link, I added if ( FB.XFBML.Host.parseDomTree ) setTimeout( FB.XFBML.Host.parseDomTree, 0 ); The weird thing now is - its working in Chrome and Firefox but not in IE Cant figure out why. Any help will be appreciated. Thanks

    Read the article

  • ImageMagick: convert png fail via PHP and works via bash shell

    - by wedix
    I've got a very weird bug which I've yet to find a solution. UPDATE see solution below What I am trying to do is convert a full size picture into a 160x120 thumbnail. It works great with jpg and jpeg files of any size, but not with png. ImageMagick command: /opt/local/bin/convert '/WEBSERVER/images/img_0003-192-10.png' -thumbnail x320 -resize '320x<' -resize 50% -gravity center -crop 160x120+0+0 +repage -quality 91 '/WEBSERVER/thumbs/small_img_0003-192-10.png' PHP function (shortened) ... $cmd = "/opt/local/bin/convert '/WEBSERVER/images/img_0003-192-10.png' -thumbnail x320 -resize '320x<' -resize 50% -gravity center -crop 160x120+0+0 +repage -quality 91 '/WEBSERVER/thumbs/small_img_0003-192-10.png'"; exec($cmd, $output, $retval); $errors += $retval; if ($errors > 0) { die(print_r($output)); } When this function runs $retval equal 1 which means the convert command failed (thumbnail isn't created). This is where it gets interesting, if I run the exact same command in my shell, it works. wedbook:~ wedix$ /opt/local/bin/convert '/WEBSERVER/images/img_0003-192-10.png' -thumbnail x320 -resize '320x<' -resize 50% -gravity center -crop 160x120+0+0 +repage -quality 91 '/WEBSERVER/thumbs/small_img_0003-192-10.png' wedbook:~ wedix$ I've tried using different PHP function such as system, passthru but it didn't work. I thought maybe someone here knew the solution. I'm using MAMP 1.7.2 Apache/2.0.59 PHP/5.2.6 Thanks! UPDATE I updated the following dependencies libpng from 1.2.35 to 1.2.37 libiconv from 1.12_2 to 1.13_0 ImageMagick 6.5.2-4_1 to 6.5.2-9_0 However, it did not fix my problem. 2nd UPDATE I finally found something that might help, when the function runs this is what gets printed in the Apache logs: dyld: Library not loaded: /opt/local/lib/libiconv.2.dylib Referenced from: /opt/local/bin/convert Reason: Incompatible library version: convert requires version 8.0.0 or later, but libiconv.2.dylib provides version 7.0.0 3rd UPDATE libiconv.2.dylib is version 8.0.0... bash-3.2$ otool -L /opt/local/lib/libiconv.2.dylib /opt/local/lib/libiconv.2.dylib: /opt/local/lib/libiconv.2.dylib (compatibility version 8.0.0, current version 8.0.0) /usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0, current version 1.0.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 111.1.4) 4th UPDATE Problem was related to MAMP, see solution below

    Read the article

  • Netlogo Programming question - Chemical Equilibrium temperature and pressure implementation

    - by user286190
    Hi I am trying to code something in Netlogo..I am using an existing model Chemical Equilibrium and am trying to implement the following: turtles-own [speed ] ask turtles [ ;; set velocity ( ambient-temperature = 30 ) ;; fd velocity if temp > 40 [ "speed" increases of turtles ] ifelse temperature < 30 [ speed of turtles decreases] ] ;; to temp but it does not seem to work (it temperature is more than 40 the speed of the turtles increases if the temperature is less than 30 the speed of the turtles decreases) temperature is a slider on the model the same for pressure ask turtles [ ;; if pressure > 50 then speed increases of turtles ;; if pressure < 50 then speed decreases of turtles ] ;; to pressure thanks

    Read the article

  • FFMpeg Error av_interleaved_write_frame():

    - by rajaneesh
    this my code . after running php code FFmpeg version 0.5, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --prefix=/usr --libdir=/usr/lib --shlibdir=/usr/lib --mandir=/usr/share/man --incdir=/usr/include --enable-libamr-nb --enable-libamr-wb --enable-libdirac --enable-libfaac --enable-libfaad --enable-libmp3lame --enable-libtheora --enable-libx264 --enable-gpl --enable-nonfree --enable-postproc --enable-pthreads --enable-shared --enable-swscale --enable-x11grab libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 0 / 52.20. 0 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Nov 6 2009 19:05:03, gcc: 4.1.2 20080704 (Red Hat 4.1.2-46) Seems stream 0 codec frame rate differs from container frame rate: 50.00 (50/1) - 25.00 (25/1) Input #0, flv, from 'demo.flv': Duration: 00:00:30.83, start: 0.000000, bitrate: 546 kb/s Stream #0.0: Video: h264, yuv420p, 640x360 [PAR 1:1 DAR 16:9], 546 kb/s, 25 tbr, 1k tbn, 50 tbc Stream #0.1: Audio: aac, 44100 Hz, stereo, s16 Output #0, image2, to 'demo.jpg': Stream #0.0: Video: mjpeg, yuvj420p, 640x360 [PAR 1:1 DAR 16:9], q=2-31, 200 kb/s, 90k tbn, 1 tbc Stream mapping: Stream #0.0 - #0.0 Press [q] to stop encoding av_interleaved_write_frame(): I/O error occurred Usually that means that input file is truncated and/or corrupted.

    Read the article

  • How can i get this ASP.NET MVC SelectList to work?

    - by Pure.Krome
    Hi folks, I create a selectList in my controller, to display in the view. I'm trying to create it on the fly, sorta thing .. like this... myViewData.PageOptionsDropDown = new SelectList(new [] {"10", "15", "25", "50", "100", "1000"}, "15"); It compiles, but the output is bad... <select id="PageOptionsDropDown" name="PageOptionsDropDown"> <option>10</option> <option>15</option> <option>25</option> <option>50</option> <option>100</option> <option>1000</option> </select> Notice how no item is selected? How can i fix this?? Update Just bumping this ... issue still outstanding :(

    Read the article

  • Oracle Schema Design: Seperate Schema with I/O Overhead?

    - by Guru
    We are designing database schema for a new system based on Oracle 11gR1. We have identified a main schema which would have close to 100 tables, these will be accessed from the front end Java application. We have a requirement to audit the values which got changed in close to 50 tables, this has to be done every row. Which means, it is possible that, for a single row in MYSYS.T1 there might be 50 (or more) rows in MYSYS_AUDIT.T1_AUD table. We might be having old values of every column entry and new values available from T1. DBA gave an observation, advising against this method, because he said, separate schema meant an extra I/O for every operation. Basically AUDIT schema would be used only to do some analyse and enter values (thus SELECT and INSERT). Is it true that, "a separate schema means an extra I/O" ? I could not find justification. It appears logical to me, as the AUDIT data should not be tampered with, so a separate schema. Also, we designed a separate schema for archiving some tables from MYSYS. From MYSYS_ARC the table might be backed up into tapes or deleted after sufficient time. Few stats: Few tables (close to 20, 30) in MYSYS schema could grow to around 50M rows. We have asked for a total disk space of 4 TB. MYSYS_AUDIT schema might be having 10 times that of MYSYS but we wont keep them more than 3 months. Questions Given all these, can you suggest me any improvements? Separate schema affects disc I/O? (one extra I/O for every schema ?) Any general suggestions? Figure: +-------------------+ +-------------------+ | MYSYS | | MYSYS_AUDIT | | | | | | 1. T1 | | 1. T1_AUD | | 2. T2 | | 2. T2_AUD | | 3. T3 |--------->| 3. T3_AUD | | 4. T4 |(SELECT, | 4. T4_AUD | | . | INSERT) | . | | . | | . | | . | | . | | 100. T100 | | 50. T50_AUD | +-------------------+ +-------------------+ | | | | |(INSERT) | | | * +-------------------+ | MYSYS_ARC | | | | 1. T1_ARC | | 2. T2_ARC | | 3. T3_ARC | | 4. T4_ARC | | . | | . | | . | | 100. T100_ARC | +-------------------+ Apart from this, we have two more schemas with only read only rights, but mainly they are for adhoc purpose and we dont mind the performance on them.

    Read the article

  • Winforms: calling entry form function from a different class

    - by samy
    I'm kinda new to programming and got a question on what is a good practice. I created a class that represents a ball and it has a function Jump() that use 2 timers and get the ball up and down. I know that in Winforms you got to call Invalidate() every time you want to repaint the screen, or part of it. I didn't find a good way to do that, so I reference the form in my class, and called Invalidate() inside my ball class every time I need to repaint to ball movement. (this works but I got a feeling that this is not a good practice) Here is the class I created: public class Ball { public Form1 parent;//----> here is the reference to the form public Rectangle ball; Size size; public Point p; Timer timerBallGoUp = new Timer(); Timer timerBallGDown = new Timer(); public int ballY; public Ball(Size _size, Point _p) { size = _size; p = _p; ball = new Rectangle(p, size); } public void Jump() { ballY = p.Y; timerBallGDown.Elapsed += ballGoDown; timerBallGDown.Interval = 50; timerBallGoUp.Elapsed += ballGoUp; timerBallGoUp.Interval = 50; timerBallGoUp.Start(); } private void ballGoUp(object obj,ElapsedEventArgs e) { p.Y++; ball.Location = new Point(ball.Location.X, p.Y); if (p.Y >= ballY + 50) { timerBallGoUp.Stop(); timerBallGDown.Start(); } parent.Invalidate(); // here i call parent.Invalidate() 1 } private void ballGoDown(object obj, ElapsedEventArgs e) { p.Y--; ball.Location = new Point(ball.Location.X, p.Y); if (p.Y <= ballY) { timerBallGDown.Stop(); timerBallGoUp.Start(); } parent.Invalidate(); // here i call parent.Invalidate() 2 } } I'm wondring if there is a better way to do that? (sorry for my english)

    Read the article

  • do I need to use partial?

    - by wiso
    I've a general function, for example (only a simplified example): def do_operation(operation, a, b, name): print name do_something_more(a,b,name, operation(a,b)) def operation_x(a,b): return a**2 + b def operation_y(a,b): return a**10 - b/2. and some data: data = {"first": {"name": "first summation", "a": 10, "b": 20, "operation": operation_x}, "second": {"name": "second summation", "a": 20, "b": 50, "operation": operation_y}, "third": {"name": "third summation", "a": 20, "b": 50, "operation": operation_x}, # <-- operation_x again } now I can do: what_to_do = ("first", "third") # this comes from command line for sum_id in what_to_do: do_operation(data["operation"], data["a"], data["b"], data["name"]) or maybe it's better if I use functools.partial? from functools import partial do_operation_one = do_operation(name=data["first"]["name"], operation=data["first"]["operation"], a=data["first"]["a"], b=data["first"]["b"]) do_operation_two = do_operation(name=data["second"]["name"], operation=data["second"]["operation"] a=data["second"]["a"], b=data["second"]["b"]) do_operation_three = do_operation(name=data["third"]["name"], operation=data["third"]["operation"] a=data["third"]["a"], b=data["third"]["b"]) do_dictionary = { "first": do_operation_one, "second": do_operation_two, "third": do_operation_three } for what in what_to_do: do_dictionary[what]()

    Read the article

  • Reporting Services is displaying extra rows for minimised row groups

    - by Graphain
    Hi, I have a fairly basic SQL Server Reporting Services report that is using nested row groups. Each sub-group depends on expanding its parent to be visible which is all pretty standard. The layout is something like this: { Company { { Car SUM(Price) { { { Part Price My desired result when expanded is something like this (which I get fine): - SuperCarCompany - SuperCar 20 Door 20 - SuperCar2 70 Door 30 Window 40 - OtherCarCompany - SuperCar2 50 /* Same SuperCar2 */ Door 50 - MoreCarCompany - BestCarEver 535 Engine 500 Door 30 Window 5 And when opened initially something like this: + SuperCarCompany + OtherCarCompany + MoreCarCompany However, I'm getting this: + SuperCarCompany + SuperCar2 70 (i.e. sum of all SuperCar2) + OtherCarCompany + SuperCar 20 + MoreCarCompany + BestCarEver 535 and I can even expand these superfluous rows like this: + SuperCarCompany - SuperCar2 70 (i.e. sum of all SuperCar2) Door 30 (i.e. first child of any SuperCar2) The superflous rows dissapear immediately when I expand the expected row above it (i.e. I'd need to expand all expected rows to get rid of all superflous rows). Any idea on the cause?

    Read the article

  • aio_write on linux with rtkaio is sometimes long

    - by Drakosha
    I'm using async io on linux with rtkaio library. In my tests everything works perfectly, but, in my real application i see that aio_write which is supposed to return very fast, is very slow. It can take more than 100 milis to write a 128KB to a O_DIRECT padded file. Both my test and the application use same I/O size, i check on the same file system (GFS). I added counting and i see that there are about 50% of async io operations that are short (shorter then 2 milis) and 50% that are long (longer than 2 milis). I also checked that the test and the application both use the same rtkaio library. I'm pretty lost, anyone any ideas where should i look? Another my related question: http://stackoverflow.com/questions/1799537/proc-sys-fs-aio-nr-is-never-higher-than-1024-aio-on-linux

    Read the article

  • Strange things appear on running the program

    - by FILIaS
    Hey! I'm fixing a program but I'm facing a problem and I cant really realize what's the wrong on the code. I would appreciate any help. I didnt post all the code...but i think with this part you can get an idea of it. With the following function enter() I wanna add user commands' datas to a list. eg. user give the command: "enter james bond 007 gun" 'james' is supposed to be the name, 'bond' the surname, 007 the amount and the rest is the description. I use strtok in order to 'cut' the command,then i put each name on a temp array. Then i call InsertSort in order to put the datas on a linked list but in alphabetical order depending on the surname that users give. I wanna keep the list on order and put each time the elements on the right position. /* struct for all the datas that user enters on file*/ typedef struct catalog { char short_name[50]; char surname[50]; signed int amount; char description[1000]; struct catalog *next; }catalog,*catalogPointer; catalogPointer current; catalogPointer head = NULL; void enter(void)//user command: enter <name> <surname> <amount> <description> { int n,j=2,k=0; char temp[1500]; char command[1500]; while (command[j]!=' ' && command[j]!='\0') { temp[k]=command[j]; j++; k++; } temp[k]='\0'; char *curToken = strtok(temp," "); printf("temp is:%s \n",temp); char short_name[50],surname[50],description[1000]; signed int amount; //short_name=(char *)malloc(sizeof (char *)); //surname=(char *)malloc(sizeof (char *)); //description=(char *)malloc(sizeof (char *)); //amount=(int *)malloc(sizeof (int *)); printf("\nWhat you entered for saving:\n"); for (n = 0; curToken !='\0'; ++n) { if (curToken) { strncpy(short_name, curToken, sizeof (char *)); / } printf("Short Name: %s \n",short_name); curToken = strtok(NULL," "); if (curToken) strncpy(surname, curToken, sizeof (char *)); / printf("SurName: %s \n",surname); curToken = strtok(NULL," "); if (curToken) { char *chk; amount = (int) strtol(curToken, &chk, 10); if (!isspace(*chk) && *chk != 0) fprintf(stderr,"Warning: expected integer value for amount, received %s instead\n",curToken); } printf("Amount: %d \n",amount); curToken = strtok(NULL,"\0"); if (curToken) { strncpy(description, curToken, sizeof (char *)); } printf("Description: %s \n",description); break; } if (findEntryExists(head, surname) != NULL) printf("\nAn entry for <%s %s> is already in the catalog!\nNew entry not entered.\n",short_name,surname); else { printf("\nTry to entry <%s %s %d %s> in the catalog list!\n",short_name,surname,amount,description); InsertSort(&head,short_name, surname, amount, description); printf("\n**Entry done!**\n"); } // Maintain the list in alphabetical order by surname. } /********Uses special case code for the head end********/ void SortedInsert(catalog** headRef, catalogPointer newNode,char short_name[],char surname[],signed int amount,char description[]) { strcpy(newNode->short_name, short_name); strcpy(newNode->surname, surname); newNode->amount=amount; strcpy(newNode->description, description); // Special case for the head end if (*headRef == NULL||(*headRef)->surname >= newNode->surname) { newNode->next = *headRef; *headRef = newNode; } else { // Locate the node before the point of insertion catalogPointer current = *headRef; catalogPointer temp=current->next; while ( temp!=NULL ) { if(strcmp(temp->surname,newNode->surname)<0 ) current = temp; } newNode->next = temp; temp = newNode; } } // Given a list, change it to be in sorted order (using SortedInsert()). void InsertSort(catalog** headRef,char short_name[],char surname[],signed int amount,char description[]) { catalogPointer result = NULL; // build the answer here catalogPointer current = *headRef; // iterate over the original list catalogPointer next; while (current!=NULL) { next = current->next; // tricky - note the next pointer before we change it SortedInsert(&result,current,short_name,surname,amount,description); current = next; } *headRef = result; } Running the program I get these strange things (garbage?)... Choose your selection: enter james bond 007 gun Your command is: enter james bond 007 gun temp is:james What you entered for saving: Short Name: james SurName: Amount: 0 Description: 0T?? Try to entry james 0 0T?? in the catalog list! Entry done! Also I'm facing a problem on how to use the 'malloc' on this program. Thanks in advance. . .

    Read the article

  • Best way to store large dataset in SQL Server?

    - by gary
    I have a dataset which contains a string key field and up to 50 keywords associated with that information. Once the data has been inserted into the database there will be very few writes (INSERTS) but mostly queries for one or more keywords. I have read "Tagsystems: performance tests" which is MySQL based and it seems 2NF appears to be a good method for implementing this, however I was wondering if anyone had experience with doing this with SQL Server 2008 and very large datasets. I am likely to initially have 1 million key fields which could have up to 50 keywords each. Would a structure of keyfield, keyword1, keyword2, ... , keyword50 be the best solution or two tables keyid keyfield | 1 | | M keyid keyword Be a better idea if my queries are mostly going to be looking for results that have one or more keywords?

    Read the article

  • Fast way to test if a port is in use using Python

    - by directedition
    I have a python server that listens on a couple sockets. At startup, I try to connect to these sockets before listening, so I can be sure that nothing else is already using that port. This adds about three seconds to my server's startup (which is about .54 seconds without the test) and I'd like to trim it down. Since I'm only testing localhost, I think a timeout of about 50 milliseconds is more than ample for that. Unfortunately, the socket.setdefaulttimeout(50) method doesn't seem to work for some reason. How I can trim this down?

    Read the article

  • What is the proper way to create a recursive entity in the Entity Framework?

    - by Orion Adrian
    I'm currently using VS 2010 RC, and I'm trying to create a model that contains a recursive self-referencing entity. Currently when I import the entity from the model I get an error indicating that the parent property cannot be part of the association because it's set to 'Computed' or 'Identity', though I'm not sure why it does it that way. I've been hand-editing the file to get around that error, but then the model simply doesn't work. What is the proper way to get recursive entities to work in the Entity Framework. CREATE TABLE [dbo].[Appointments]( [AppointmentId] [int] IDENTITY(1,1) NOT NULL, [Description] [nvarchar](1024) NULL, [Start] [datetime] NOT NULL, [End] [datetime] NOT NULL, [Username] [varchar](50) NOT NULL, [RecurrenceRule] [nvarchar](1024) NULL, [RecurrenceState] [varchar](20) NULL, [RecurrenceParentId] [int] NULL, [Annotations] [nvarchar](50) NULL, [Application] [nvarchar](100) NOT NULL, CONSTRAINT [PK_Appointments] PRIMARY KEY CLUSTERED ( [AppointmentId] ASC ) ) GO ALTER TABLE [dbo].[Appointments] WITH CHECK ADD CONSTRAINT [FK_Appointments_ParentAppointments] FOREIGN KEY([RecurrenceParentId]) REFERENCES [dbo].[Appointments] ([AppointmentId]) GO ALTER TABLE [dbo].[Appointments] CHECK CONSTRAINT [FK_Appointments_ParentAppointments] GO

    Read the article

  • Reverse engineering windows mobile live search CellID location awareness protocol (yikes)...

    - by Jean-Charles
    I wasn't sure of how to form the question so I apologize if the title is misleading. Additionally, you may want to get some coffee and take a seat for this one ... It's long. Basically, I'm trying to reverse engineer the protocol used by the Windows Mobile Live Search application to get location based on cellID. Before I go on, I am aware of other open source services (such as OpenCellID) but this is more for the sake of education and a bit for redundancy. According to the packets I captured, a POST request is made to ... mobile.search.live.com/positionlookupservice_1/service.aspx ... with a few specific headers (agent, content-length, etc) and no body. Once this goes through, the server sends back a 100-Continue response. At this point, the application submits this data (I chopped off the packet header): 00 00 00 01 00 00 00 05 55 54 ........UT 46 2d 38 05 65 6e 2d 55 53 05 65 6e 2d 55 53 01 F-8.en-US.en-US. 06 44 65 76 69 63 65 05 64 75 6d 6d 79 01 06 02 .Device.dummy... 50 4c 08 0e 52 65 76 65 72 73 65 47 65 6f 63 6f PL..ReverseGeoco 64 65 01 07 0b 47 50 53 43 68 69 70 49 6e 66 6f de...GPSChipInfo 01 20 06 09 43 65 6c 6c 54 6f 77 65 72 06 03 43 . ..CellTower..C 47 49 08 03 4d 43 43 b6 02 07 03 4d 4e 43 03 34 GI..MCC....MNC.4 31 30 08 03 4c 41 43 cf 36 08 02 43 49 fd 01 00 10..LAC.6..CI... 00 00 00 ... And receives this in response (packet and HTTP response headers chopped): 00 00 00 01 00 00 00 00 01 06 02 50 4c ...........PL 06 08 4c 6f 63 61 6c 69 74 79 06 08 4c 6f 63 61 ..Locality..Loca 74 69 6f 6e 07 03 4c 61 74 09 34 32 2e 33 37 35 tion..Lat.42.375 36 32 31 07 04 4c 6f 6e 67 0a 2d 37 31 2e 31 35 621..Long.-71.15 38 39 33 38 00 07 06 52 61 64 69 75 73 09 32 30 8938...Radius.20 30 30 2e 30 30 30 30 00 42 07 0c 4c 6f 63 61 6c 00.0000.B..Local 69 74 79 4e 61 6d 65 09 57 61 74 65 72 74 6f 77 ityName.Watertow 6e 07 16 41 64 6d 69 6e 69 73 74 72 61 74 69 76 n..Administrativ 65 41 72 65 61 4e 61 6d 65 0d 4d 61 73 73 61 63 eAreaName.Massac 68 75 73 65 74 74 73 07 10 50 6f 73 74 61 6c 43 husetts..PostalC 6f 64 65 4e 75 6d 62 65 72 05 30 32 34 37 32 07 odeNumber.02472. 0b 43 6f 75 6e 74 72 79 4e 61 6d 65 0d 55 6e 69 .CountryName.Uni 74 65 64 20 53 74 61 74 65 73 00 00 00 ted States... Now, here is what I've determined so far: All strings are prepended with one byte that is the decimal equivalent of their length. There seem to be three different casts that are used throughout the request and response. They show up as one byte before the length byte. I've concluded that the three types map out as follows: 0x06 - parent element (subsequent values are children, closed with 0x00) 0x07 - string 0x08 - int? Based on these determinations, here is what the request and response look like in a more readable manner (values surrounded by brackets denote length and values surrounded by parenthesis denote a cast): \0x00\0x00\0x00\0x01\0x00\0x00\0x00 [5]UTF-8 [5]en-US [5]en-US \0x01 [6]Device [5]dummy \0x01 (6)[2]PL (8)[14]ReverseGeocode\0x01 (7)[11]GPSChipInfo[1]\0x20 (6)[9]CellTower (6)[3]CGI (8)[3]MCC\0xB6\0x02 //310 (7)[3]MNC[3]410 //410 (8)[3]LAC\0xCF\0x36 //6991 (8)[2]CI\0xFD\0x01 //259 \0x00 \0x00 \0x00 \0x00 and.. \0x00\0x00\0x00\0x01\0x00\0x00\0x00 \0x00\0x01 (6)[2]PL (6)[8]Locality (6)[8]Location (7)[3]Lat[9]42.375621 (7)[4]Long[10]-71.158938 \0x00 (7)[6]Radius[9]2000.0000 \0x00 \0x42 //"B" ... Has to do with GSM (7)[12]LocalityName[9]Watertown (7)[22]AdministrativeAreaName[13]Massachusetts (7)[16]PostalCodeNumber[5]02472 (7)[11]CountryName[13]United States \0x00 \0x00\0x00 My analysis seems to work out pretty well except for a few things: The 0x01s throughout confuse me ... At first I thought they were some sort of base level element terminators but I'm not certain. I'm not sure the 7-byte header is, in fact, a seven byte header. I wonder if it's maybe 4 bytes and that the three remaining 0x00s are of some other significance. The trailing 0x00s. Why is it that there is only one on the request but two on the response? The type 8 cast mentioned above ... I can't seem to figure out how those values are being encoded. I added comments to those lines with what the values should correspond to. Any advice on these four points will be greatly appreciated. And yes, these packets were captured in Watertown, MA. :)

    Read the article

  • Problem with type coercion and string concatenation in JavaScript in Greasemonkey script on Firefox

    - by Yi Jiang
    I'm creating a GreaseMonkey script to improve the user interface of the 10k tools Stack Overflow uses. I have encountered an unreproducible and frankly bizarre problem that has confounded me and the others in the JavaScript room on SO Chat. We have yet to find the cause after several lengthy debugging sessions. The problematic script can be found here. Source - Install The problem occurs at line 85, the line after the 'vodoo' comment: return (t + ' (' + +(+f.offensive + +f.spam) + ')'); It might look a little weird, but the + in front of the two variables and the inner bracket is for type coercion, the inner middle + is for addition, and the other ones are for concatenation. Nothing special, but observant reader might note that type coercion on the inner bracket is unnecessary, since both are already type coerced to numbers, and type coercing result is useless when they get concatenated into a string anyway. Not so! Removing the + breaks the script, causing f.offensive and f.spam to be concatenated instead of added together. Adding further console.log only makes things more confusing: console.log(f.offensive + f.spam); // 50 console.log('' + (+f.offensive + +f.spam)); // 5, but returning this yields 50 somehow console.log('' + (+f.offensive + +f.spam) + ''); // 50 Source: http://chat.stackoverflow.com/transcript/message/203261#203261 The problem is that this is unreproducible - running scripts like console.log('a' + (+'3' + +'1') + 'b'); in the Firebug console yields the correct result, as does (function(){ return 'a' + (+'3' + +'1') + 'b'; })(); Even pulling out large chunks of the code and running them in the console does not reproduce this bug: $('.post-menu a[id^=flag-post-]').each(function(){ var f = {offensive: '4', spam: '1'}; if(f){ $(this).text(function(i, t){ // Vodoo - please do not remove the '+' in front of the inner bracket return (t + ' (' + +(+f.offensive + +f.spam) + ')'); }); } }); Tim Stone in the chatroom has reproduction instruction for those who are below 10k. This bug only appears in Firefox - Chrome does not appear to exhibit this problem, leading me to believe that this may be a problem with either Firefox's JavaScript engine, or the Greasemonkey add-on. Am I right? I can be found in the JavaScript room if you want more detail and/or want to discuss this.

    Read the article

  • Finding coordinates of a point between two points?

    - by Nicros
    Doing some 3D stuff in wpf- want to use a simpler test to see if everything is working (before moving to curves). The basic question is given two points x1,y1,z1 and x2,y2,z2 I have calculated the distance between the points. But how to find the coordinates of another point (x3,y3,z3) that lies on that line at some distance? I.e. if my line is 100 long between -50,0,0 and 50,0,0 what are the coordinates of the point at 100 * 0.1 along the line? I think this is a simple formula but I haven't found it yet....

    Read the article

  • Android - Nesting ViewFlippers

    - by user286285
    Hi, I want to nest several viewflippers. is this possible? I have not been successful thus far. My first tier flips as required but when I flip to the first nested viewflipper its contents appear blank and I can't "flip" it my views are V1 V2 V3 - H1 , H2, H3 One I flip to V3 vertically ... H1 does not appear. where as H is my Horizontal flipper group. Neil

    Read the article

  • Algorithm to determine coin combinations

    - by A.J.
    I was recently faced with a prompt for a programming algorithm that I had no idea what to do for. I've never really written an algorithm before, so I'm kind of a newb at this. The problem said to write a program to determine all of the possible coin combinations for a cashier to give back as change based on coin values and number of coins. For example, there could be a currency with 4 coins: a 2 cent, 6 cent, 10 cent and 15 cent coins. How many combinations of this that equal 50 cents are there? The language I'm using is C++, although that doesn't really matter too much. edit: This is a more specific programming question, but how would I analyze a string in C++ to get the coin values? They were given in a text document like 4 2 6 10 15 50 (where the numbers in this case correspond to the example I gave)

    Read the article

  • Last Grid Column Not Auto Resizing With Grid

    - by photo_tom
    I'm having a problem with my TextBoxs not "Auto" resizing. I'm trying to create a form that behaves and looks like the Properties Editor in Visual Studio. What appears to be happening is that the third column is not expanding to fill all of the available remaining space in the grid. Image below is how my form looks on startup. The width of the textboxs is determined by the MinWidth setting on the third ColumnDefinition statement. Also, the Width is set to "*". With any other setting, the resizing done with the GridSplitter doesn't work correctly. <StackPanel Orientation="Vertical" VerticalAlignment="Top" x:Name="Stacker" Grid.IsSharedSizeScope="True"> <Expander x:Name="Expand" IsExpanded="True" Header="This is a test of a Second Panel" Width="{Binding Width, ElementName=Stacker}"> <Grid x:Name="EditGrid1" Margin="3" > <Grid.RowDefinitions> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" MinWidth="50" SharedSizeGroup="SharedSize1" /> <ColumnDefinition Width="Auto" SharedSizeGroup="SharedSize2" /> <ColumnDefinition Width="*" MinWidth="50" x:Name="ValueCol" /> </Grid.ColumnDefinitions> <GridSplitter Grid.Column="1" x:Name="ToolBoxSplitter1" Grid.Row="1" Grid.RowSpan="6" Panel.ZIndex="1" HorizontalAlignment="Stretch" ResizeBehavior="PreviousAndNext" Width="3"/> <TextBlock MaxHeight="40" Grid.Column="0" Grid.Row="1" Text="{x:Static lex:DoSomeThingView.Name}" /> <TextBlock MaxHeight="40" Grid.Column="0" Grid.Row="2" Text="{x:Static lex:DoSomeThingView.Address}" /> <TextBlock MaxHeight="40" Grid.Column="0" Grid.Row="3" Text="{x:Static lex:DoSomeThingView.Zip}" /> <TextBlock MaxHeight="40" Grid.Column="0" Grid.Row="4" Text="{x:Static lex:DoSomeThingView.NumberOfDoors}" TextTrimming="CharacterEllipsis" Grid.IsSharedSizeScope="True" /> <TextBlock MaxHeight="40" Grid.Column="0" Grid.Row="5" Text="{x:Static lex:DoSomeThingView.DoubleNumber}" /> <TextBox Grid.Column="2" Grid.Row="1" x:Name="UserName1" MaxHeight="50" TextWrapping="Wrap" VerticalScrollBarVisibility="Auto" SpellCheck.IsEnabled="True" /> <TextBox Grid.Column="2" Grid.Row="2" x:Name="Address1" /> <TextBox Grid.Column="2" Grid.Row="3" x:Name="Zip1" /> <TextBox Grid.Column="2" Grid.Row="4" x:Name="NumberOfDoors1" /> <TextBox Grid.Column="2" Grid.Row="5" x:Name="DoubleNumber1" /> </Grid> </Expander> </StackPanel> Any suggestions on how to correct this?

    Read the article

  • Need help with Java Producer Consumer Problem, NullPointerException

    - by absk
    This is my code: package test; import java.util.logging.Level; import java.util.logging.Logger; class Data{ int ar[]=new int[50]; int ptr; Data() { for(int i=0;i<50;i++) ar[i]=0; ptr=0; } public int produce() { if(this.ptr<50) { this.ar[this.ptr]=1; this.ptr++; return this.ptr; } else return -1; } public int consume() { if(this.ptr>0) { this.ar[this.ptr]=0; this.ptr--; return this.ptr; } else return -1; } } class Prod implements Runnable{ private Main m; Prod(Main mm) { m=mm; } public void run() { int r = m.d.produce(); if (r != -1) { System.out.println("Produced, total elements: " + r); } else { try { wait(); } catch (InterruptedException ex) { Logger.getLogger(Prod.class.getName()).log(Level.SEVERE, null, ex); } } } } class Cons implements Runnable{ private Main m; Cons(Main mm) { m=mm; } public void run() { int r=m.d.consume(); if(r!=-1) System.out.println("Consumed, total elements: " + r); else { try { wait(); } catch (InterruptedException ex) { Logger.getLogger(Prod.class.getName()).log(Level.SEVERE, null, ex); } } notify(); } } public class Main{ Data d; public static void main(String s[]) throws InterruptedException{ Main m = new Main(); Prod p = new Prod(m); Cons c = new Cons(m); new Thread(p).start(); new Thread(c).start(); } } It is giving following errors: Exception in thread "Thread-0" Exception in thread "Thread-1" java.lang.NullPointerException at test.Cons.run(Main.java:84) at java.lang.Thread.run(Thread.java:619) java.lang.NullPointerException at test.Prod.run(Main.java:58) at java.lang.Thread.run(Thread.java:619) I am new to Java. Any help will be appreciated.

    Read the article

  • The question about the basics of LINQ to SQL

    - by Alex
    I just started learning LINQ to SQL, and so far I'm impressed with the easy of use and good performance. I used to think that when doing LINQ queries like from Customer in DB.Customers where Customer.Age > 30 select Customer LINQ gets all customers from the database ("SELECT * FROM Customers"), moves them to the Customers array and then makes a search in that Array using .NET methods. This is very inefficient, what if there are hundreds of thousands of customers in the database? Making such big SELECT queries would kill the web application. Now after experiencing how actually fast LINQ to SQL is, I start to suspect that when doing that query I just wrote, LINQ somehow converts it to a SQL Query string SELECT * FROM Customers WHERE Age > 30 And only when necessary it will run the query. So my question is: am I right? And when is the query actually run? The reason why I'm asking is not only because I want to understand how it works in order to build good optimized applications, but because I came across the following problem. I have 2 tables, one of them is Books, the other has information on how many books were sold on certain days. My goal is to select books that had at least 50 sales/day in past 10 days. It's done with this simple query: from Book in DB.Books where (from Sale in DB.Sales where Sale.SalesAmount >= 50 && Sale.DateOfSale >= DateTime.Now.AddDays(-10) select Sale.BookID).Contains(Book.ID) select Book The point is, I have to use the checking part in several queries and I decided to create an array with IDs of all popular books: var popularBooksIDs = from Sale in DB.Sales where Sale.SalesAmount >= 50 && Sale.DateOfSale >= DateTime.Now.AddDays(-10) select Sale.BookID; BUT when I try to do the query now: from Book in DB.Books where popularBooksIDs.Contains(Book.ID) select Book It doesn't work! That's why I think that we can't use thins kinds of shortcuts in LINQ to SQL queries, like we can't use them in real SQL. We have to create straightforward queries, am I right?

    Read the article

< Previous Page | 55 56 57 58 59 60 61 62 63 64 65 66  | Next Page >