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  • Studentworker - being a superhero?

    - by Niklas H
    A couple of weeks ago I got a new job as a studentworker for a webagency. The job is 15-20 hours of week. Even though I am new in the company, I feel right at home and I enjoy working with my co-workers. To start of with, I was assigned to work on an internal tool in the company, in order to learn their systems and their development platform. The deadline for this project is this week, and I am right on time. But today (wednesday at noon) I received an email from my boss, asking me to do a new project that has a deadline at friday morning. The new assignment alone will be hard to finish on time, and on top of that I need to finish the other assignment on time. My question is: How do I handle my boss expecting me to be a superhero? EDIT: I will talk to my boss about delaying one of the projects. But another problem is that the new assignment will be hard to do on time (friday morning). I didn't have a say on the deadline - I just got a mail telling me the deadline. I am new in the company and want to stay, but I don't want to start off on the wrong foot with the boss.

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  • Need some help on how to replay the last game of a java maze game

    - by Marty
    Hello, I am working on creating a Java maze game for a project. The maze is displayed on the console as standard output not in an applet. I have created most of hte code I need, however I am stuck at one problem and that is I need a user to be able to replay the last game i.e redraw the maze with the users moves but without any input from the user. I am not sure on what course of action to take, i was thinking about copying each users move or the position of each move into another array, as you can see i have 2 variables which hold the position of the player, plyrX and plyrY do you think copying these values into a new array after each move would solve my problem and how would i go about this? I have updated my code, apologies about the textIO.java class not being present, not sure how to resolve that exept post a link to TextIO.java [TextIO.java][1] My code below is updated with a new array of type char to hold values from the original maze (read in from text file and displayed using unicode characters) and also to new variables c_plyrX and c_plyrY which I am thinking should hold the values of plyrX and plyrY and copy them into the new array. When I try to call the replayGame(); method from the menu the maze loads for a second then the console exits so im not sure what I am doing wrong Thanks public class MazeGame { //unicode characters that will define the maze walls, //pathways, and in game characters. final static char WALL = '\u2588'; //wall final static char PATH = '\u2591'; //pathway final static char PLAYER = '\u25EF'; //player final static char ENTRANCE = 'E'; //entrance final static char EXIT = '\u2716'; //exit //declaring member variables which will hold the maze co-ordinates //X = rows, Y = columns static int entX = 0; //entrance X co-ordinate static int entY = 1; //entrance y co-ordinate static int plyrX = 0; static int plyrY = 1; static int exitX = 24; //exit X co-ordinate static int exitY = 37; //exit Y co-ordinate //static member variables which hold maze values //used so values can be accessed from different methods static int rows; //rows variable static int cols; //columns variable static char[][] maze; //defines 2 dimensional array to hold the maze //variables that hold player movement values static char dir; //direction static int spaces; //amount of spaces user can travel //variable to hold amount of moves the user has taken; static int movesTaken = 0; //new array to hold player moves for replaying game static char[][] mazeCopy; static int c_plyrX; static int c_plyrY; /** userMenu method for displaying the user menu which will provide various options for * the user to choose such as play a maze game, get instructions, etc. */ public static void userMenu(){ TextIO.putln("Maze Game"); TextIO.putln("*********"); TextIO.putln("Choose an option."); TextIO.putln(""); TextIO.putln("1. Play the Maze Game."); TextIO.putln("2. View Instructions."); TextIO.putln("3. Replay the last game."); TextIO.putln("4. Exit the Maze Game."); TextIO.putln(""); int option; //variable for holding users option TextIO.put("Type your choice: "); option = TextIO.getlnInt(); //gets users option //switch statement for processing menu options switch(option){ case 1: playMazeGame(); case 2: instructions(); case 3: if (c_plyrX == plyrX && c_plyrY == plyrY)replayGame(); else { TextIO.putln("Option not available yet, you need to play a game first."); TextIO.putln(); userMenu(); } case 4: System.exit(0); //exits the user out of the console default: TextIO.put("Option must be 1, 2, 3 or 4"); } } //end of userMenu /**main method, will call the userMenu and get the users choice and call * the relevant method to execute the users choice. */ public static void main(String[]args){ userMenu(); //calls the userMenu method } //end of main method /**instructions method, displays instructions on how to play * the game to the user/ */ public static void instructions(){ TextIO.putln("To beat the Maze Game you have to move your character"); TextIO.putln("through the maze and reach the exit in as few moves as possible."); TextIO.putln(""); TextIO.putln("Your characer is displayed as a " + PLAYER); TextIO.putln("The maze exit is displayed as a " + EXIT); TextIO.putln("Reach the exit and you have won escaped the maze."); TextIO.putln("To control your character type the direction you want to go"); TextIO.putln("and how many spaces you want to move"); TextIO.putln("for example 'D3' will move your character"); TextIO.putln("down 3 spaces."); TextIO.putln("Remember you can't walk through walls!"); boolean insOption; //boolean variable TextIO.putln(""); TextIO.put("Do you want to play the Maze Game now? (Y or N) "); insOption = TextIO.getlnBoolean(); if (insOption == true)playMazeGame(); else userMenu(); } //end of instructions method /**playMazeGame method, calls the loadMaze method and the charMove method * to start playing the Maze Game. */ public static void playMazeGame(){ loadMaze(); plyrMoves(); } //end of playMazeGame method /**loadMaze method, loads the 39x25 maze from the MazeGame.txt text file * and inserts values from the text file into the maze array and * displays the maze on screen using the unicode block characters. * plyrX and plyrY variables are set at their staring co ordinates so that when * a game is completed and the user selects to play a new game * the player character will always be at position 01. */ public static void loadMaze(){ plyrX = 0; plyrY = 1; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end of loadMaze method /**redrawMaze method, method for redrawing the maze after each move. * */ public static void redrawMaze(){ TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end redrawMaze method /**replay game method * */ public static void replayGame(){ c_plyrX = plyrX; c_plyrY = plyrY; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions mazeCopy = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ mazeCopy[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == c_plyrX && j == c_plyrY){ c_plyrX = i; c_plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (mazeCopy[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (mazeCopy[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (mazeCopy[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (mazeCopy[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end replayGame method /**plyrMoves method, method for moving the players character * around the maze. */ public static void plyrMoves(){ int nplyrX = plyrX; int nplyrY = plyrY; int pMoves; direction(); //UP if (dir == 'U' || dir == 'u'){ nplyrX = plyrX; nplyrY = plyrY; for(pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrX =plyrX + 1; } else { plyrX = plyrX-spaces; c_plyrX = plyrX; movesTaken++; } } }//end UP if //DOWN if (dir == 'D' || dir == 'd'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves ++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrX = plyrX+1; } else{ plyrX = plyrX+spaces; c_plyrX = plyrX; movesTaken++; } } } //end DOWN if //LEFT if (dir == 'L' || dir =='l'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrY = plyrY + 1; } else{ plyrY = plyrY-spaces; c_plyrY = plyrY; movesTaken++; } } } //end LEFT if //RIGHT if (dir == 'R' || dir == 'r'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrY += 1; } else{ plyrY = plyrY+spaces; c_plyrY = plyrY; movesTaken++; } } } //end RIGHT if //prints message if player escapes from the maze. if (maze[plyrX][plyrY] == '3'){ TextIO.putln("****Congratulations****"); TextIO.putln(); TextIO.putln("You have escaped from the maze."); TextIO.putln(); userMenu(); } else{ movesTaken++; redrawMaze(); plyrMoves(); } } //end of plyrMoves method /**direction, method * */ public static char direction(){ TextIO.putln("Enter the direction you wish to move in and the distance"); TextIO.putln("i.e D3 = move down 3 spaces"); TextIO.putln("U - Up, D - Down, L - Left, R - Right: "); dir = TextIO.getChar(); if (dir =='U' || dir == 'D' || dir == 'L' || dir == 'R' || dir == 'u' || dir == 'd' || dir == 'l' || dir == 'r'){ spacesMoved(); } else{ loadMaze(); TextIO.putln("Invalid direction!"); TextIO.put("Direction must be one of U, D, L or R"); direction(); } return dir; //returns the value of dir (direction) } //end direction method /**spaces method, gets the amount of spaces the user wants to move * */ public static int spacesMoved(){ TextIO.putln(" "); spaces = TextIO.getlnInt(); if (spaces <= 0){ loadMaze(); TextIO.put("Invalid amount of spaces, try again"); spacesMoved(); } return spaces; } //end spacesMoved method } //end of MazeGame class

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  • OpenGL basics: calling glDrawElements once per object

    - by Bethor
    Hi all, continuing on from my explorations of the basics of OpenGL (see this question), I'm trying to figure out the basic principles of drawing a scene with OpenGL. I am trying to render a simple cube repeated n times in every direction. My method appears to yield terrible performance : 1000 cubes brings performance below 50fps (on a QuadroFX 1800, roughly a GeForce 9600GT). My method for drawing these cubes is as follows: done once: set up a vertex buffer and array buffer containing my cube vertices in model space set up an array buffer indexing the cube for drawing as 12 triangles done for each frame: update uniform values used by the vertex shader to move all cubes at once done for each cube, for each frame: update uniform values used by the vertex shader to move each cube to its position call glDrawElements to draw the positioned cube Is this a sane method ? If not, how does one go about something like this ? I'm guessing I need to minimize calls to glUniform, glDrawElements, or both, but I'm not sure how to do that. Full code for my little test : (depends on gletools and pyglet) I'm aware that my init code (at least) is really ugly; I'm concerned with the rendering code for each frame right now, I'll move to something a little less insane for the creation of the vertex buffers and such later on. import pyglet from pyglet.gl import * from pyglet.window import key from numpy import deg2rad, tan from gletools import ShaderProgram, FragmentShader, VertexShader, GeometryShader vertexData = [-0.5, -0.5, -0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.5, -0.5, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, -0.5, -0.5, 0.5, 1.0, -0.5, 0.5, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0] elementArray = [2, 1, 0, 1, 2, 3,## back face 4, 7, 6, 4, 5, 7,## front face 1, 3, 5, 3, 7, 5,## top face 2, 0, 4, 2, 4, 6,## bottom face 1, 5, 4, 0, 1, 4,## left face 6, 7, 3, 6, 3, 2]## right face def toGLArray(input): return (GLfloat*len(input))(*input) def toGLushortArray(input): return (GLushort*len(input))(*input) def initPerspectiveMatrix(aspectRatio = 1.0, fov = 45): frustumScale = 1.0 / tan(deg2rad(fov) / 2.0) fzNear = 0.5 fzFar = 300.0 perspectiveMatrix = [frustumScale*aspectRatio, 0.0 , 0.0 , 0.0 , 0.0 , frustumScale, 0.0 , 0.0 , 0.0 , 0.0 , (fzFar+fzNear)/(fzNear-fzFar) , -1.0, 0.0 , 0.0 , (2*fzFar*fzNear)/(fzNear-fzFar), 0.0 ] return perspectiveMatrix class ModelObject(object): vbo = GLuint() vao = GLuint() eao = GLuint() initDone = False verticesPool = [] indexPool = [] def __init__(self, vertices, indexing): super(ModelObject, self).__init__() if not ModelObject.initDone: glGenVertexArrays(1, ModelObject.vao) glGenBuffers(1, ModelObject.vbo) glGenBuffers(1, ModelObject.eao) glBindVertexArray(ModelObject.vao) initDone = True self.numIndices = len(indexing) self.offsetIntoVerticesPool = len(ModelObject.verticesPool) ModelObject.verticesPool.extend(vertices) self.offsetIntoElementArray = len(ModelObject.indexPool) ModelObject.indexPool.extend(indexing) glBindBuffer(GL_ARRAY_BUFFER, ModelObject.vbo) glEnableVertexAttribArray(0) #position glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ModelObject.eao) glBufferData(GL_ARRAY_BUFFER, len(ModelObject.verticesPool)*4, toGLArray(ModelObject.verticesPool), GL_STREAM_DRAW) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(ModelObject.indexPool)*2, toGLushortArray(ModelObject.indexPool), GL_STREAM_DRAW) def draw(self): glDrawElements(GL_TRIANGLES, self.numIndices, GL_UNSIGNED_SHORT, self.offsetIntoElementArray) class PositionedObject(object): def __init__(self, mesh, pos, objOffsetUf): super(PositionedObject, self).__init__() self.mesh = mesh self.pos = pos self.objOffsetUf = objOffsetUf def draw(self): glUniform3f(self.objOffsetUf, self.pos[0], self.pos[1], self.pos[2]) self.mesh.draw() w = 800 h = 600 AR = float(h)/float(w) window = pyglet.window.Window(width=w, height=h, vsync=False) window.set_exclusive_mouse(True) pyglet.clock.set_fps_limit(None) ## input forward = [False] left = [False] back = [False] right = [False] up = [False] down = [False] inputs = {key.Z: forward, key.Q: left, key.S: back, key.D: right, key.UP: forward, key.LEFT: left, key.DOWN: back, key.RIGHT: right, key.PAGEUP: up, key.PAGEDOWN: down} ## camera camX = 0.0 camY = 0.0 camZ = -1.0 def simulate(delta): global camZ, camX, camY scale = 10.0 move = scale*delta if forward[0]: camZ += move if back[0]: camZ += -move if left[0]: camX += move if right[0]: camX += -move if up[0]: camY += move if down[0]: camY += -move pyglet.clock.schedule(simulate) @window.event def on_key_press(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = True @window.event def on_key_release(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = False ## uniforms for shaders camOffsetUf = GLuint() objOffsetUf = GLuint() perspectiveMatrixUf = GLuint() camRotationUf = GLuint() program = ShaderProgram( VertexShader(''' #version 330 layout(location = 0) in vec4 objCoord; uniform vec3 objOffset; uniform vec3 cameraOffset; uniform mat4 perspMx; void main() { mat4 translateCamera = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, cameraOffset.x, cameraOffset.y, cameraOffset.z, 1.0f); mat4 translateObject = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, objOffset.x, objOffset.y, objOffset.z, 1.0f); vec4 modelCoord = objCoord; vec4 positionedModel = translateObject*modelCoord; vec4 cameraPos = translateCamera*positionedModel; gl_Position = perspMx * cameraPos; }'''), FragmentShader(''' #version 330 out vec4 outputColor; const vec4 fillColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); void main() { outputColor = fillColor; }''') ) shapes = [] def init(): global camOffsetUf, objOffsetUf with program: camOffsetUf = glGetUniformLocation(program.id, "cameraOffset") objOffsetUf = glGetUniformLocation(program.id, "objOffset") perspectiveMatrixUf = glGetUniformLocation(program.id, "perspMx") glUniformMatrix4fv(perspectiveMatrixUf, 1, GL_FALSE, toGLArray(initPerspectiveMatrix(AR))) obj = ModelObject(vertexData, elementArray) nb = 20 for i in range(nb): for j in range(nb): for k in range(nb): shapes.append(PositionedObject(obj, (float(i*2), float(j*2), float(k*2)), objOffsetUf)) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glClearDepth(1.0) def update(dt): print pyglet.clock.get_fps() pyglet.clock.schedule_interval(update, 1.0) @window.event def on_draw(): with program: pyglet.clock.tick() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glUniform3f(camOffsetUf, camX, camY, camZ) for shape in shapes: shape.draw() init() pyglet.app.run()

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  • How to traverse the item in the collection in a List or Observable collection?

    - by Ashish Ashu
    I have a collection that is binded to my Listview. I have provided options to user to "move up" "move down" the selected item in the list view. I have binded the selected item of the listview to my viewmodel, hence I get the item in the collection on which user want to do the operation. I have attached "move up" "move down" commands in my viewmodel. I want what is the best way to move up and down in the collection in the collection which is reflected in the list view. Please suggest.

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  • Are there any kata for practice VIM?

    - by Grzegorz Gierlik
    I've used VIM for many years as my primary text editor. And I am still learning how to use VIM for various editing tasks. The problem is that even if I learn something and use it once a week I forgot soon how I did it -- classic case is search and replace in many buffers using bufdo :(. I was wondering if there is any kata to daily VIM practice including many VIM commands: open existing files, create new files, edit files and move around: move cursor (beginning & end of line/function/block/screen, top & bottom of screen, move screen line up/down, etc.), mark, copy & paste, insert & remove characters/words/lines, move between buffers, move between windows, arrange windows, search & replace, repeat last command, formatting (=), probably some more (bookmarks, macros). save files, create/update/save an open projects (mksession and source). Do you know any kata for VIM of tutorial which could help to practice all above (and more) VIM commands?

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  • Can't Reorder a UITableViewCell into _some_ empty sections of a UITableView

    - by Jeremy Lightsmith
    If I have a UITableView in edit mode, w/ reordering turned on, it seems I can't move some (but not all) cells into some (but not all) empty sections. For example, if I have this layout : Section 1 apple banana Section 2 doberman Section 3 Section 4 Then I can move 'doberman' into any slot in section 1 (except after 'banana'), but I can't move it into section 3 or 4 at all. On the other hand, I can move 'apple' & 'banana' into section section 2 (except after 'doberman'), and I CAN move it into section 3, but NOT into section 4. What gives? this seems like buggy behavior. How do people work around it? Is apple aware of this bug?

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  • regex to break a string into "key" / "value" pairs when # of pairs is variable?

    - by user141146
    Hi, I'm using Ruby 1.9 and I'm wondering if there's a simple regex way to do this. I have many strings that look like some variation of this: str = "Allocation: Random, Control: Active Control, Endpoint Classification: Safety Study, Intervention Model: Parallel Assignment, Masking: Double Blind (Subject, Caregiver, Investigator, Outcomes Assessor), Primary Purpose: Treatment" The idea is that I'd like to break this string into its functional components Allocation: Random Control: Active Control Endpoint Classification: Safety Study Intervention Model: Parallel Assignment Masking: Double Blind (Subject, Caregiver, Investigator, Outcomes, Assessor) Primary Purpose: Treatment The "syntax" of the string is that there is a "key" which consists of one or more "words or other characters" (e.g. Intervention Model) followed by a colon (:). Each key has a corresponding "value" (e.g., Parallel Assignment) that immediately follows the colon (:)…The "value" consists of words, commas (whatever), but the end of the "value" is signaled by a comma. The # of key/value pairs is variable. I'm also assuming that colons (:) aren't allowed to be part of the "value" and that commas (,) aren't allowed to be part of the "key". One would think that there is a "regexy" way to break this into its component pieces, but my attempt at making an appropriate matching regex only picks up the first key/value pair and I'm not sure how to capture the others. Any thoughts on how to capture the other matches? regex = /(([^,]+?): ([^:]+?,))+?/ => /(([^,]+?): ([^:]+?,))+?/ irb(main):139:0> str = "Allocation: Random, Control: Active Control, Endpoint Classification: Safety Study, Intervention Model: Parallel Assignment, Masking: Double Blind (Subject, Caregiver, Investigator, Outcomes Assessor), Primary Purpose: Treatment" => "Allocation: Random, Control: Active Control, Endpoint Classification: Safety Study, Intervention Model: Parallel Assignment, Masking: Double Blind (Subject, Caregiver, Investigator, Outcomes Assessor), Primary Purpose: Treatment" irb(main):140:0> str.match regex => #<MatchData "Allocation: Random," 1:"Allocation: Random," 2:"Allocation" 3:" Random,"> irb(main):141:0> $1 => "Allocation: Random," irb(main):142:0> $2 => "Allocation" irb(main):143:0> $3 => " Random," irb(main):144:0> $4 => nil

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  • CakePHP: How can I change this find call to include all records that do not exist in the associated

    - by Stephen
    I have a few tables with the following relationships: Company hasMany Jobs, Employees, and Trucks, Users I've got all my foreign keys set up properly, along with the tables' Models, Controllers, and Views. Originally, the Jobs table had a boolean field called "assigned". The following find operation (from the JobsController) successfully returns all employees, all trucks, and any jobs that are not assigned and fall on a certain day for a single company (without returning users by utilizing the containable behavior): $this->set('resources', $this->Job->Company->find('first', array( 'conditions' => array( 'Company.id' => $company_id ), 'contain' => array( 'Employee', 'Truck', 'Job' => array( 'conditions' => array( 'Job.assigned' => false, 'Job.pickup_date' => date('Y-m-d', strtotime('Today')); ) ) ) ))); Now, since writing this code, I decided to do a lot more with the job assignments. So I've created a new model "Assignment" that belongsTo Truck and belongsTo Job. I've added the hasMany Assignments to both the Truck model and the Jobs Model. I have both foreign keys in the assignments table, along with some other assignment fields. Now, I'm trying to get the same information above, only instead of checking the assigned field from the job table, I want to check the assignments table to ensure that the job does not exist there. I can no longer use the containable behavior if I'm going to use the "joins" feature of the find method due to mysql errors (according to the cookbook). But, the following query returns all jobs, even if they fall on different days. $this->set('resources', $this->Job->Company->find('first', array( 'joins' => array( array( 'table' => 'employees', 'alias' => 'Employee', 'type' => 'LEFT', 'conditions' => array( 'Company.id = Employee.company_id' ) ), array( 'table' => 'trucks', 'alias' => 'Truck', 'type' => 'LEFT', 'conditions' => array( 'Company.id = Truck.company_id' ) ), array( 'table' => 'jobs', 'alias' => 'Job', 'type' => 'LEFT', 'conditions' => array( 'Company.id = Job.company_id' ) ), array( 'table' => 'assignments', 'alias' => 'Assignment', 'type' => 'LEFT', 'conditions' => array( 'Job.id = Assignment.job_id' ) ) ), 'conditions' => array( 'Job.pickup_date' => $day, 'Company.id' => $company_id, 'Assignment.job_id IS NULL' ) )));

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  • Assign multiple Emacs keybindings to a single command?

    - by Dan
    I'm giving ErgoEmacs mode a try to see if I can use Emacs more comfortably. Some of its keybindings are fairly intuitive, but in many cases I don't want to outright replace the defaults. For example, in the context of ErgoEmacs' navigation shortcut structure, M-h makes sense as a replacement for C-a--but I want to be able to use both, not just M-h. I tried simply duplicating the commands: ;; Move to beginning/ending of line (defconst ergoemacs-move-beginning-of-line-key (kbd "C-a")) ; original (defconst ergoemacs-move-end-of-line-key (kbd "C-e")) ; original (defconst ergoemacs-move-beginning-of-line-key (kbd "M-h")) ; ergoemacs (defconst ergoemacs-move-end-of-line-key (kbd "M-H")) ; ergoemacs But Emacs simply overwrites the first keybinding with the second. What's the best way to address this?

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  • What are the differences between these three patterns of "class" definitions in JavaScript?

    - by user1889765
    Are there any important/subtle/significant differences under the hood when choosing to use one of these three patterns over the others? And, are there any differences between the three when "instantiated" via Object.create() vs the new operator? The pattern that CoffeeScript uses when translating "class" definitions: Animal = (function() { function Animal(name) { this.name = name; } Animal.prototype.move = function(meters) { return alert(this.name + (" moved " + meters + "m.")); }; return Animal; })(); and The pattern that Knockout seems to promote: var DifferentAnimal = function(name){ var self = this; self.name = name; self.move = function(meters){ return alert(this.name + (" moved " + meters + "m.")); }; return {name:self.name, move:self.move}; } and The pattern that Backbone promotes: var OneMoreAnimal= ClassThatAlreadyExists.extend({ name:'', move:function(){} });

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  • How to do something after effect animation ends in Flex?

    - by Chobicus
    I'm a beginner in Flex so there must be more elegant way of doing this. //move effect private var m:Move = new Move(); //this function creates labels with some text and starts move effect on them public function moveText(i:int):void { var myLabel:Label = new Label(); myLabel.text = "some text"; m.target = myLabel; ... m.play(); } Method moveText is called in a loop so I guess that labels don't get "garbage collected". What I want to do is to remove Labels created in moveText method after play animation ends. Another way of doing this is maybe creating some kind of "pool" of labels which I would use to move arround text. I don't know how would I return labels in to "pool". The question is how to do something after effect animation ends?

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  • Flash Actionscript 3.0 Game Projectile Creation

    - by Christian Basar
    I have been creating a side-scrolling Actionscript 3.0 game. In this game I want the Player to be able to shoot blow darts as weapons. I had some trouble getting the darts to be created in the right place (in front of the player), but eventually got it working with some help from this page (please look at it for background information on this problem): http://stackoverflow.com/questions/8031553/flash-actionscript-3-0-game-projectile-creation I got the darts to be created in the right place (near the player) and a 'movePlayerDarts()' function moves them. But I actually have a new problem. When the player moves after firing a dart, the dart tries to follow him! If the player jumps, the dart rises up. If the player moves to the left, the dart moves slightly to the left. Obviously, there is some code somewhere which is telling the darts to follow the player. I do not see how, unless the 'playerDartContainer' has something to do with that. But the container is always at position (0,0) and it does not move. Also, as a test I traced a dart's 'y' coordinate within the constantly-running 'movePlayerDarts()' function. As you can see, that function constantly moves the dart down the y axis by increasing its y-coordinate value. But when I jump, the 'y' coordinate being traced is never reduced, even though the dart clearly looks like it's rising! If anybody has any suggestions, I'd appreciate them! Here is the code I use to create the darts: // This function creates a dart public function createDart():void { if (playerDartContainer.numChildren <= 4) { // Play dart shooting sound sndDartShootIns.play(); // Create a new 'PlayerDart' object playerDart = new PlayerDart(); // Set the new dart's initial position and direction depending on the player's direction // Player's facing right if (player.scaleX == 1) { // Create dart in front of player's dart gun playerDart.x = player.x + 12; playerDart.y = player.y - 85; // Dart faces right, too playerDart.scaleX = 1; } // Player's facing left else if (player.scaleX == -1) { // Create dart in front of player's dart gun playerDart.x = player.x - 12; playerDart.y = player.y - 85; // Dart faces left, too playerDart.scaleX = -1; } playerDartContainer.addChild(playerDart); } } // End of 'createDart()' function This code is the EnterFrameHandler for the player darts: // In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer' public function playerDartEnterFrameHandler(event:Event):void { // Only move the Player's darts if their container has at least one dart within if (playerDartContainer.numChildren > 0) { movePlayerDarts(); } } And finally, this is the code that actually moves all of the player's darts: // Move all of the Player's darts public function movePlayerDarts():void { for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) { // Set the Player Dart 'instance' variable to equal the current PlayerDart playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns)); // Move the current dart in the direction it was shot. The dart's 'x-scale' // factor is multiplied by its speed (5) to move the dart in its correct // direction. If the 'x-scale' factor is -1, the dart is pointing left (as // seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go // to left at a rate of 5. The opposite is true for the right-ward facing // darts playerDartIns.x += playerDartIns.scaleX * 1; // Make gravity work on the dart playerDartIns.y += 0.7; //playerDartIns.y += 1; // What if the dart hits the ground? if (HitTest.intersects(playerDartIns, floor, this)) { playerDartContainer.removeChild(playerDartIns); } //trace("Dart x: " + playerDartIns.x); trace("Dart y: " + playerDartIns.y); } }

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  • Bounding Box Collision Glitching Problem (Pygame)

    - by Ericson Willians
    So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, I've made a simplified example of the problem. (It's worth noticing that I don't have rotating sprites on my game or anything like that. After showing the code, I'll explain better). Here's the whole code: from pygame import * DONE = False screen = display.set_mode((1024,768)) class Thing(): def __init__(self,x,y,w,h,s,c): self.x = x self.y = y self.w = w self.h = h self.s = s self.sur = Surface((64,48)) draw.rect(self.sur,c,(self.x,self.y,w,h),1) self.sur.fill(c) def draw(self): screen.blit(self.sur,(self.x,self.y)) def move(self,x): if key.get_pressed()[K_w] or key.get_pressed()[K_UP]: if x == 1: self.y -= self.s else: self.y += self.s if key.get_pressed()[K_s] or key.get_pressed()[K_DOWN]: if x == 1: self.y += self.s else: self.y -= self.s if key.get_pressed()[K_a] or key.get_pressed()[K_LEFT]: if x == 1: self.x -= self.s else: self.x += self.s if key.get_pressed()[K_d] or key.get_pressed()[K_RIGHT]: if x == 1: self.x += self.s else: self.x -= self.s def warp(self): if self.y < -48: self.y = 768 if self.y > 768 + 48: self.y = 0 if self.x < -64: self.x = 1024 + 64 if self.x > 1024 + 64: self.x = -64 r1 = Thing(0,0,64,48,1,(0,255,0)) r2 = Thing(6*64,6*48,64,48,1,(255,0,0)) while not DONE: screen.fill((0,0,0)) r2.draw() r1.draw() # If not intersecting, then moves, else, it moves in the opposite direction. if not ((((r1.x + r1.w) > (r2.x - r1.s)) and (r1.x < ((r2.x + r2.w) + r1.s))) and (((r1.y + r1.h) > (r2.y - r1.s)) and (r1.y < ((r2.y + r2.h) + r1.s)))): r1.move(1) else: r1.move(0) r1.warp() if key.get_pressed()[K_ESCAPE]: DONE = True for ev in event.get(): if ev.type == QUIT: DONE = True display.update() quit() The problem: In my actual game, the grid is fixed and each tile has 64 by 48 pixels. I know how to deal with collision perfectly if I moved by that size. Nevertheless, obviously, the player moves really fast. In the example, the collision is detected pretty well (Just as I see in many examples throughout the internet). The problem is that if I put the player to move WHEN IS NOT intersecting, then, when it touches the obstacle, it does not move anymore. Giving that problem, I began switching the directions, but then, when it touches and I press the opposite key, it "glitches through". My actual game has many walls, and the player will touch them many times, and I can't afford letting the player go through them. The code-problem illustrated: When the player goes towards the wall (Fine). When the player goes towards the wall and press the opposite direction. (It glitches through). Here is the logic I've designed before implementing it: I don't know any other method, and I really just want to have walls fixed in a grid, but move by 1 or 2 or 3 pixels (Slowly) and have perfect collision without glitching-possibilities. What do you suggest?

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  • Why is x=x++ undefined?

    - by ugoren
    It's undefined because the it modifies x twice between sequence points. The standard says it's undefined, therefore it's undefined. That much I know. But why? My understanding is that forbidding this allows compilers to optimize better. This could have made sense when C was invented, but now seems like a weak argument. If we were to reinvent C today, would we do it this way, or can it be done better? Or maybe there's a deeper problem, that makes it hard to define consistent rules for such expressions, so it's best to forbid them? So suppose we were to reinvent C today. I'd like to suggest simple rules for expressions such as x=x++, which seem to me to work better than the existing rules. I'd like to get your opinion on the suggested rules compared to the existing ones, or other suggestions. Suggested Rules: Between sequence points, order of evaluation is unspecified. Side effects take place immediately. There's no undefined behavior involved. Expressions evaluate to this value or that, but surely won't format your hard disk (strangely, I've never seen an implementation where x=x++ formats the hard disk). Example Expressions x=x++ - Well defined, doesn't change x. First, x is incremented (immediately when x++ is evaluated), then it's old value is stored in x. x++ + ++x - Increments x twice, evaluates to 2*x+2. Though either side may be evaluated first, the result is either x + (x+2) (left side first) or (x+1) + (x+1) (right side first). x = x + (x=3) - Unspecified, x set to either x+3 or 6. If the right side is evaluated first, it's x+3. It's also possible that x=3 is evaluated first, so it's 3+3. In either case, the x=3 assignment happens immediately when x=3 is evaluated, so the value stored is overwritten by the other assignment. x+=(x=3) - Well defined, sets x to 6. You could argue that this is just shorthand for the expression above. But I'd say that += must be executed after x=3, and not in two parts (read x, evaluate x=3, add and store new value). What's the Advantage? Some comments raised this good point. It's not that I'm after the pleasure of using x=x++ in my code. It's a strange and misleading expression. What I want is to be able to understand complicated expressions. Normally, a complicated expression is no more than the sum of its parts. If you understand the parts and the operators combining them, you can understand the whole. C's current behavior seems to deviate from this principle. One assignment plus another assignment suddenly doesn't make two assignments. Today, when I look at x=x++, I can't say what it does. With my suggested rules, I can, by simply examining its components and their relations.

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  • find substring and indices in mips

    - by ccc
    im trying find out substring and first occurrence indices. but something wrong. im comparing each element of pattern array and each element of string array until pointer reach to '\0'. and if any characater found it keep in temp array. and increasing pointers +1. whats the problem. algorithm is totaly wrong ? #Note: $v0 is a symbolic name used by the assember for $2. # $a0 is a symbolic name used by the assember for $4. .data prompt_str: .asciiz "Please type a text string: " prompt_ptr: .asciiz "Please type a pattern string: " print_yes: .asciiz "Yes, there is a match." print_no: .asciiz "No, there is no match." text_str: .asciiz "Text string : " pattern_str: .asciiz "Pattern string : " print_out: .asciiz "Output to be produced :" print_dash: .asciiz "----------------------" print_index: .asciiz "Starting index :" print_msg : .asciiz "Length of longest partial match = " nl: .asciiz "\n" str : .space 81 ptr : .space 81 tmp : .space 81 .text main: la $a0, prompt_str li $v0, 4 #print_string command. syscall la $a0,str #read string li $a1,81 li $v0,8 syscall la $t0,str #move string to $t0 la $a0,prompt_ptr li $v0,4 #print pattern command syscall la $a0,ptr #read pattern li $a1,81 li $v0,8 syscall la $t1,ptr #move pattern to $t1 la $t5,tmp #move temp to $t5 lb $t2,0($t0) #pointer first element array of string lb $t3,0($t1) #pointer first element array of pattern lb $t6,0($t5) #pointer first element array of temp loop : beq $t3,$0,end_loop beq $t2,$t3,match addiu $t0,$t0,1 j loop match : move $t6,$t2 addiu $t5,$t5,1 addiu $t0,$t0,1 addiu $t1,$t1,1 j print_match print_match : la $a0,text_str #print string li $v0,4 syscall move $a0,$t0 li $v0,4 syscall la $a0,nl #print newline character li $v0,4 syscall la $a0,pattern_str #print pattern string li $v0,4 syscall move $a0,$t1 li $v0,4 syscall la $a0,nl #print newline character li $v0,4 syscall la $a0,print_out #print output line and newline character li $v0,4 syscall la $a0,nl li $v0,4 syscall la $a0,print_dash li $v0,4 syscall la $a0,print_yes li $v0,4 syscall la $a0,print_index #print starting index li $v0,4 syscall li $v0,10 syscall end_loop : li $v0,10 syscall

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  • Why am I getting a " instance has no attribute '__getitem__' " error?

    - by Kevin Yusko
    Here's the code: class BinaryTree: def __init__(self,rootObj): self.key = rootObj self.left = None self.right = None root = [self.key, self.left, self.right] def getRootVal(root): return root[0] def setRootVal(newVal): root[0] = newVal def getLeftChild(root): return root[1] def getRightChild(root): return root[2] def insertLeft(self,newNode): if self.left == None: self.left = BinaryTree(newNode) else: t = BinaryTree(newNode) t.left = self.left self.left = t def insertRight(self,newNode): if self.right == None: self.right = BinaryTree(newNode) else: t = BinaryTree(newNode) t.right = self.right self.right = t def buildParseTree(fpexp): fplist = fpexp.split() pStack = Stack() eTree = BinaryTree('') pStack.push(eTree) currentTree = eTree for i in fplist: if i == '(': currentTree.insertLeft('') pStack.push(currentTree) currentTree = currentTree.getLeftChild() elif i not in '+-*/)': currentTree.setRootVal(eval(i)) parent = pStack.pop() currentTree = parent elif i in '+-*/': currentTree.setRootVal(i) currentTree.insertRight('') pStack.push(currentTree) currentTree = currentTree.getRightChild() elif i == ')': currentTree = pStack.pop() else: print "error: I don't recognize " + i return eTree def postorder(tree): if tree != None: postorder(tree.getLeftChild()) postorder(tree.getRightChild()) print tree.getRootVal() def preorder(self): print self.key if self.left: self.left.preorder() if self.right: self.right.preorder() def inorder(tree): if tree != None: inorder(tree.getLeftChild()) print tree.getRootVal() inorder(tree.getRightChild()) class Stack: def __init__(self): self.items = [] def isEmpty(self): return self.items == [] def push(self, item): self.items.append(item) def pop(self): return self.items.pop() def peek(self): return self.items[len(self.items)-1] def size(self): return len(self.items) def main(): parseData = raw_input( "Please enter the problem you wished parsed.(NOTE: problem must have parenthesis to seperate each binary grouping and must be spaced out.) " ) tree = buildParseTree(parseData) print( "The post order is: ", + postorder(tree)) print( "The post order is: ", + postorder(tree)) print( "The post order is: ", + preorder(tree)) print( "The post order is: ", + inorder(tree)) main() And here is the error: Please enter the problem you wished parsed.(NOTE: problem must have parenthesis to seperate each binary grouping and must be spaced out.) ( 1 + 2 ) Traceback (most recent call last): File "C:\Users\Kevin\Desktop\Python Stuff\Assignment 11\parseTree.py", line 108, in main() File "C:\Users\Kevin\Desktop\Python Stuff\Assignment 11\parseTree.py", line 102, in main tree = buildParseTree(parseData) File "C:\Users\Kevin\Desktop\Python Stuff\Assignment 11\parseTree.py", line 46, in buildParseTree currentTree = currentTree.getLeftChild() File "C:\Users\Kevin\Desktop\Python Stuff\Assignment 11\parseTree.py", line 15, in getLeftChild return root[1] AttributeError: BinaryTree instance has no attribute '__getitem__'

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  • MVC Multiple submit buttons on a array of objects

    - by Kieron
    Hi, I've got a list of objects in an MVC view, each with a set of submit buttons - Move up, Move down and Remove. Using the answer from this question, I can get the button clicked - but I need to know which item it would be operating on. The problem comes from the fact the input's value attribute is passed back, I need more information than that - i.e. an id. Below is a snippet of the contents of a for loop, rendering each item. <ul> <li><input type="submit" name="SubmitButton" value="Move-Up" class="linked-content-position-modifier" /></li> <li><input type="submit" name="SubmitButton" value="Move-Down" class="linked-content-position-modifier" /></li> <li><input type="submit" name="SubmitButton" value="Remove" class="linked-content-modifier" /></li> <li><%= Model.Contents[i] %></li> </ul> When the form is posted back, I can see that the SubmitButton has a value of either Move-Up, Move-Down or Remove - but no idea which item in the array it's referring too. Without changing the value to something really ugly, how would I tell which item it's referring to?

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  • SWI-Prolog as an embedded application in VS2008 C++

    - by H.J. Miri
    I have a C++ application (prog.sln) which is my main program and I want to use Prolog as an embedded logic server (hanoi.pl) int main(int argc, char** argv) { putenv( "SWI_HOME_DIR=C:\\Program Files\\pl" ); argv[0] = "libpl.dll"; argv[1] = "-x"; argv[2] = "hanoi.pl"; argv[3] = NULL; PL_initialise(argc, argv); { fid_t fid = PL_open_foreign_frame(); predicate_t pred = PL_predicate( "hanoi", 1, "user" ); int rval = PL_call_predicate( NULL, PL_Q_NORMAL, pred, 3 ); qid_t qid = PL_open_query( NULL, PL_Q_NORMAL, pred, 3 ); while ( PL_next_solution(qid) ) return qid; PL_close_query(qid); PL_close_foreign_frame(fid); system("PAUSE"); } return 1; system("PAUSE"); } Here is my Prolog source code: :- use_module( library(shlib) ). hanoi( N ):- move( N, left, center, right ). move( 0, _, _, _ ):- !. move( N, A, B, C ):- M is N-1, move( M, A, C, B ), inform( A, B ), move( M, C, B, A ). inform( X, Y ):- write( 'move a disk from ' ), write( X ), write( ' to ' ), write( Y ), nl. I type at the command: plld -o hanoi prog.sln hanoi.pl But it doesn't compile. When I run my C++ app, it says: Undefined procedure: hanoi/1 What is missing/wrong in my code or at the prompt that prevents my C++ app from consulting Prolog? Appreciate any help/pointer.

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  • Validating User Input? C#

    - by Alex
    Hi, in an assignment, I have designed a input validation loop in C#, and I would like it to be able to check for the correct input format. I'm not for sure, but I think my designed loop is not checking the type of input, just what char is entered. I know I could use a try-catch block, but shouldn't you only use exceptions for exceptional situations? This is not an exceptional situation, because I expect that the user would enter an incorrect value. Input validation is not part of my assignment, so the loop is in a homework assignment, but is not part of the homework assignment. Question: Is there a way I could redesign this loop so that it checks for valid input type as well? Code: do { Console.Write("Do you wish to enter another complex number?: (Y or N)"); response = char.Parse(Console.ReadLine()); response = char.ToUpper(response); if (response != 'Y' && response != 'N') Console.WriteLine("You must respond Y or N!"); } while (response != 'Y' && response != 'N'); Thanks!!

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  • Updates to fullcalendar events (through updateEvent) not maintaining across ajax month changes

    - by user549615
    Hey there. I have the calendar configured to allow me to edit and add (drag/drop) calendar events. I use .fullCalendar('updateEvent', theEvent) to edit an event, and it immediately updates on the page. Excellent. If I move to another month and then move back (get via ajax), that change is undone. By contrast, if I add a new event by drag/drop using: .fullCalendar('renderEvent', newEventObject, true); it appears on the calendar, and if I move to another month, and move back, it maintains. If I edit this newly added event object, and move to another month and back, the updates are retained! So the "stickiness" of edits seem to work on newly added events, but not events that were pulled via ajax (since it just pulls a fresh version via ajax when the month changes). My calendar config is: $('#calendar').fullCalendar({ theme: true, header: { left: "prev,next today", center: 'title', right: "today prev,next" }, selectable: true, selectHelper: true, select: calendarSelect, droppable: true, drop: calendarDrop, events:getCalendarData, eventClick:calendarEventClicked }); I tried setting editable: true, as well, but no dice. I noticed that if I view "event.source" on one of the ajax pulled events, it shows me a function, and if i read the source attribute on one of the "added" events, it reads [object]. So I tried setting the event.source of the event being added, to that same event object: curCalendarEvent.source = curCalendarEvent But no dice. It sets, but when I move back month forward again, it returns to the function as a source. I tried adding lazyFetching: false to my calendar config, but that didn't help. I even tried a .fullCalendar('renderEvent', curCalendarEvent, true); on the existing "edited" event to see if I could get "stick" to work, and it didn't help. The only thing I can think of doing is deleting the event flat out and recreating it. Any help would be appreciated. -Brian

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  • How to use void*

    - by Rondogiannis Aristophanes
    I am imlementing a simple merge function and I have got stuck, as the compiler gives me errors that I cannot explain. Here is my merge function: void merge(void *a, int beg, int middle, int end, int (*cmp)(const void*, const void* { std::stack<void*> first; std::stack<void*> second; for(int i = beg; i < middle; i++) { first.push(a+i); } for(int i = middle; i < end; i++) { second.push(a+i); } for(int i = beg; i < end; i++) { if(first.empty()) { void *tmp = second.top(); second.pop(); a+i = tmp; } else if(second.empty()) { void *tmp = first.top(); first.pop(); a+i = tmp; } else if(cmp(first.top(), second.top())) { void *tmp = first.top(); first.pop(); a+i = tmp; } else { void *tmp = second.top(); second.pop(); a+i = tmp; } } } And here is the error: sort.h: In function `void merge(void*, int, int, int, int (*)(const void*, const void*))': sort.h:9: error: pointer of type `void *' used in arithmetic sort.h:12: error: pointer of type `void *' used in arithmetic sort.h:19: error: pointer of type `void *' used in arithmetic sort.h:19: error: non-lvalue in assignment sort.h:23: error: pointer of type `void *' used in arithmetic sort.h:23: error: non-lvalue in assignment sort.h:27: error: pointer of type `void *' used in arithmetic sort.h:27: error: non-lvalue in assignment sort.h:31: error: pointer of type `void *' used in arithmetic sort.h:31: error: non-lvalue in assignment Can anyone help me? TIA.

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  • Consulting a Prolog Source Code from within a VS2008 Solution File

    - by Joshua Green
    I have a Prolog file (Hanoi.pl) containing the code for solving the Hanoi Towers puzzle: hanoi( N ):- move( N, left, middle, right ). move( 0, _, _, _ ):- !. move( N, A, B, C ):- M is N-1, move( M, A, C, B ), inform( A, B ), move( M, C, B, A ). inform( X, Y ):- write( 'move a disk from ' ), write( X ), write( ' to ' ), writeln( Y ). I also have a C++ file written in VS2008 IDE: #include <iostream> #include <string> #include <stdio.h> #include <stdlib.h> using namespace std; #include "SWI-cpp.h" #include "SWI-Prolog.h" predicate_t phanoi; term_t t0; int main(int argc, char** argv) { long n = 5; int rval; if ( !PL_initialise(1, argv) ) PL_halt(1); PL_put_integer( t0, n ); phanoi = PL_predicate( "hanoi", 1, NULL ); rval = PL_call_predicate( NULL, PL_Q_NORMAL, phanoi, t0 ); system( "PAUSE" ); } How can I consult my Prolog source code (Hanoi.pl) from within my C++ code? Not from the Command Prompt - from the code, something like include or consult or compile? It is located in the same folder as my cpp file. Thanks,

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  • Haskell: "how much" of a type should functions receive? and avoiding complete "reconstruction"

    - by L01man
    I've got these data types: data PointPlus = PointPlus { coords :: Point , velocity :: Vector } deriving (Eq) data BodyGeo = BodyGeo { pointPlus :: PointPlus , size :: Point } deriving (Eq) data Body = Body { geo :: BodyGeo , pict :: Color } deriving (Eq) It's the base datatype for characters, enemies, objects, etc. in my game (well, I just have two rectangles as the player and the ground right now :p). When a key, the characters moves right, left or jumps by changing its velocity. Moving is done by adding the velocity to the coords. Currently, it's written as follows: move (PointPlus (x, y) (xi, yi)) = PointPlus (x + xi, y + yi) (xi, yi) I'm just taking the PointPlus part of my Body and not the entire Body, otherwise it would be: move (Body (BodyGeo (PointPlus (x, y) (xi, yi)) wh) col) = (Body (BodyGeo (PointPlus (x + xi, y + yi) (xi, yi)) wh) col) Is the first version of move better? Anyway, if move only changes PointPlus, there must be another function that calls it inside a new Body. I explain: there's a function update which is called to update the game state; it is passed the current game state, a single Body for now, and returns the updated Body. update (Body (BodyGeo (PointPlus xy (xi, yi)) wh) pict) = (Body (BodyGeo (move (PointPlus xy (xi, yi))) wh) pict) That tickles me. Everything is kept the same within Body except the PointPlus. Is there a way to avoid this complete "reconstruction" by hand? Like in: update body = backInBody $ move $ pointPlus body Without having to define backInBody, of course.

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  • TicTacToe strategic reduction

    - by NickLarsen
    I decided to write a small program that solves TicTacToe in order to try out the effect of some pruning techniques on a trivial game. The full game tree using minimax to solve it only ends up with 549,946 possible games. With alpha-beta pruning, the number of states required to evaluate was reduced to 18,297. Then I applied a transposition table that brings the number down to 2,592. Now I want to see how low that number can go. The next enhancement I want to apply is a strategic reduction. The basic idea is to combine states that have equivalent strategic value. For instance, on the first move, if X plays first, there is nothing strategically different (assuming your opponent plays optimally) about choosing one corner instead of another. In the same situation, the same is true of the center of the walls of the board, and the center is also significant. By reducing to significant states only, you end up with only 3 states for evaluation on the first move instead of 9. This technique should be very useful since it prunes states near the top of the game tree. This idea came from the GameShrink method created by a group at CMU, only I am trying to avoid writing the general form, and just doing what is needed to apply the technique to TicTacToe. In order to achieve this, I modified my hash function (for the transposition table) to enumerate all strategically equivalent positions (using rotation and flipping functions), and to only return the lowest of the values for each board. Unfortunately now my program thinks X can force a win in 5 moves from an empty board when going first. After a long debugging session, it became apparent to me the program was always returning the move for the lowest strategically significant move (I store the last move in the transposition table as part of my state). Is there a better way I can go about adding this feature, or a simple method for determining the correct move applicable to the current situation with what I have already done?

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  • Move to php in windows? Concern, hints, "please don't do!"?

    - by Daniel
    I am considering to move frome Microsoft languages to PHP (just for web dev) which has quite an interesting syntax, a perlish look (but a wider programmer base) and it allows me to reuse the web without reinventing it. I have some concerns too. I would be more than happy to gather some wisdom from stackoverflow community, (challenge to my opinions warmly welcome). Here are my doubts. Efficiency. Cgi are slow, what I am supposed to use? Fastcgi? Or what else? Efficiency + stability. Is PHP on windows really stable and a good choice in terms of performances? Database. I use very often MSSQL (I regret, i like it). Could I widely and efficiently interface PHP with MSSQL (using smartly stored pro, for example). XSLT + XML performance. I work quite a lot with XML and XSLT and I really find the MS xml parser a great software component. Are parser used in PHP fast, reliable and efficient (I am interested mainly in DOM, not SAX)? Objects. Is the PHP object programming model valid end efficient? 6 Regex. How efficient is PHP processing regexp? Many thanks for your advices.

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