Search Results

Search found 11972 results on 479 pages for 'writing'.

Page 65/479 | < Previous Page | 61 62 63 64 65 66 67 68 69 70 71 72  | Next Page >

  • How to specify character encoding for Ant Task parameters in Java

    - by räph
    I'm writing an ANT task in Java. In my build.xml I specify parameters, which should be read from my java class. Problems occur, when I use special characters, like german umlauts (Ö,Ä,Ü) in these parameters. In my java task they appear as ?-characters (using System.out.print). All my files are encoded as UTF-8. and my build.xml has the corresponding declaration: <?xml version="1.0" encoding="UTF-8" ?> For the details of writing the task: I do it according to http://ant.apache.org/manual/develop.html (especially Point 5 nested elements). I have nested elements in my task like: <parameter name="test" value="ÖÄÜtest"/> and a java method: public void addConfiguredParameter(Parameter prop) { System.out.println(prop.getValue()); //prints ???test } to read the parameter values.

    Read the article

  • Write to static field - is FindBugs wrong in this case?

    - by htorque
    I have a Java class like this: public class Foo { public static int counter = 0; public void bar(int counter) { Foo.counter = counter; } } FindBugs warns me about writing to the static field counter via the instance method bar. However, if I change the code to: public class Foo { public static int counter = 0; public static void setCounter(int counter) { Foo.counter = counter; } public void bar(int counter) { setCounter(counter); } } Then FindBugs won't complain. Isn't that wrong? I'm still writing to a static field from an instance method, just via a static method - no?

    Read the article

  • javascript robot

    - by sarah
    hey guys! I need help making this robot game in javascript (notepad++) please HELP! I'm really confused by the functions <html> <head><title>Robot Invasion 2199</title></head> <body style="text-align:center" onload="newGame();"> <h2>Robot Invasion 2199</h2> <div style="text-align:center; background:white; margin-right: auto; margin-left:auto;"> <div style=""> <div style="width: auto; border:solid thin red; text-align:center; margin:10px auto 10px auto; padding:1ex 0ex;font-family: monospace" id="scene"></pre> </div> <div><span id="status"></span></div> <form style="text-align:center"> PUT THE CONTROL PANEL HERE!!! </form> </div> <script type="text/javascript"> // GENERAL SUGGESTIONS ABOUT WRITING THIS PROGRAM: // You should test your program before you've finished writing all of the // functions. The newGame, startLevel, and update functions should be your // first priority since they're all involved in displaying the initial state // of the game board. // // Next, work on putting together the control panel for the game so that you // can begin to interact with it. Your next goal should be to get the move // function working so that everything else can be testable. Note that all nine // of the movement buttons (including the pass button) should call the move // function when they are clicked, just with different parameters. // // All the remaining functions can be completed in pretty much any order, and // you'll see the game gradually improve as you write the functions. // // Just remember to keep your cool when writing this program. There are a // bunch of functions to write, but as long as you stay focused on the function // you're writing, each individual part is not that hard. // These variables specify the number of rows and columns in the game board. // Use these variables instead of hard coding the number of rows and columns // in your loops, etc. // i.e. Write: // for(i = 0; i < NUM_ROWS; i++) ... // not: // for(i = 0; i < 15; i++) ... var NUM_ROWS = 15; var NUM_COLS = 25; // Scene is arguably the most important variable in this whole program. It // should be set up as a two-dimensional array (with NUM_ROWS rows and // NUM_COLS columns). This represents the game board, with the scene[i][j] // representing what's in row i, column j. In particular, the entries should // be: // // "." for empty space // "R" for a robot // "S" for a scrap pile // "H" for the hero var scene; // These variables represent the row and column of the hero's location, // respectively. These are more of a conveniece so you don't have to search // for the "H" in the scene array when you need to know where the hero is. var heroRow; var heroCol; // These variables keep track of various aspects of the gameplay. // score is just the number of robots destroyed. // screwdrivers is the number of sonic screwdriver charges left. // fastTeleports is the number of fast teleports remaining. // level is the current level number. // Be sure to reset all of these when a new game starts, and update them at the // appropriate times. var score; var screwdrivers; var fastTeleports; var level; // This function should use a sonic screwdriver if there are still charges // left. The sonic screwdriver turns any robot that is in one of the eight // squares immediately adjacent to the hero into scrap. If there are no charges // left, then this function should instead pop up a dialog box with the message // "Out of sonic screwdrivers!". As with any function that alters the game's // state, this function should call the update function when it has finished. // // Your "Sonic Screwdriver" button should call this function directly. function screwdriver() { // WRITE THIS FUNCTION } // This function should move the hero to a randomly selected location if there // are still fast teleports left. This function MUST NOT move the hero on to // a square that is already occupied by a robot or a scrap pile, although it // can move the hero next to a robot. The number of fast teleports should also // be decreased by one. If there are no fast teleports left, this function // should just pop up a message box saying so. As with any function that alters // the game's state, this function should call the update function when it has // finished. // // HINT: Have a loop that keeps trying random spots until a valid one is found. // HINT: Use the validPosition function to tell if a spot is valid // // Your "Fast Teleport" button s

    Read the article

  • [C#] Async threaded tcp server

    - by mark_dj
    I want to create a high performance server in C# which could take about ~10k clients. Now i started writing a TcpServer with C# and for each client-connection i open a new thread. I also use one thread to accept the connections. So far so good, works fine. The server has to deserialize AMF incoming objects do some logic ( like saving the position of a player ) and send some object back ( serializing objects ). I am not worried about the serializing/deserializing part atm. My main concern is that I will have a lot of threads with 10k clients and i've read somewhere that an OS can only hold like a few hunderd threads. Are there any sources/articles available on writing a decent async threaded server ? Are there other possibilties or will 10k threads work fine ? I've looked on google, but i couldn't find much info about design patterns or ways which explain it clearly

    Read the article

  • Simple ADO.NET C# Stored Procedure Generator

    - by Ron
    I am using Visual Studio 2005, Sql Server 2005, C#, ADO.NET. We have a very large database and routinely adding new stored procedures. I am tired of writing the C# wrapper code for these stored procedures, seems like there should be some simple utility or Add In that would allow me to simply point to a stored procedure and generate some generic C# code. I am not looking for some big ORM or data access layer framework. The company I am doing this for is not interested in moving to something like that right now. Just wanting something to take the grunt work out of writing the C# wrappers around stored procedures. Again, prefer that we do not have to include in other 3rd party libraries, etc. Any ideas?

    Read the article

  • scheduled task or windows service

    - by czuroski
    Hello, I have to create an app that will read in some info from a db, process the data, write changes back to the db, and then send an email with these changes to some users or groups. I will be writing this in c#, and this process must be run once a week at a particular time. This will be running on a Windows 2008 Server. In the past, I would always go the route of creating a windows service with a timer and setting the time/day for it to be run in the app.config file so that it can be changed and only have to be restarted to catch the update. Recently, though, I have seen blog posts and such that recommend writing a console application and then using a scheduled task to execute it. I have read many posts talking to this very issue, but have not seen a definitive answer about which process is better. What do any of you think? Thanks for any thoughts.

    Read the article

  • Working Solo On Small Projects: Cowboy Coding The Way To Go?

    - by snicker
    I am a big advocate of agile methods when working on teams and/or large projects. However, I find that for smaller projects, when working solo, I usually start the project writing unit tests, documenting extensively, refactoring. As time wears on, I stop because I feel like I'm wasting time. I find that cowboy coding with an agile spin (testing often, writing human readable code) often works extremely well for me on small, solo projects that I don't expect others to have to work with. Do other people share my sentiment? Or do you think that one should never stick to their guns (get it? cowboys)? So the real question: Are there any agile methodologies that are particularly tailored to a solo project? (other than my "agile cowboy" method above)

    Read the article

  • Why must "stride" in the System.Drawing.Bitmap constructor be a multiple of 4?

    - by Gorchestopher H
    I am writing an application that requires me to take a proprietary bitmap format (an MVTec Halcon HImage) and convert it into a System.Drawing.Bitmap in C#. The only proprietary functions given to me to help me do this involve me writing to file, except for the use of a "get pointer" function. This function is great, it gives me a pointer to the pixel data, the width, the height, and the type of the image. My issue is that when I create my System.Drawing.Bitmap using the constructor: new System.Drawing.Bitmap(width, height, stride, format, scan) I need to specify a "stride" that is a multiple of 4. This may be a problem as I am unsure what size bitmap my function will be hit with. Supposing I end up with a bitmap that is 111x111 pixels, I have no way to run this function other than adding a bogus column to my image or subtracting 3 columns. Is there a way I can sneak around this limitation?

    Read the article

  • File sizing issue in DOS/FAT

    - by Heather
    I've been tasked with writing a data collection program for a Unitech HT630, which runs a proprietary DOS operating system that can run executables compiled for 16-bit MS DOS with some restrictions. I'm using the Digital Mars C/C++ compiler, which is working well thus far. One of the application requirements is that the data file must be human-readable plain text, meaning the file can be imported into Excel or opened by Notepad. I'm using a variable length record format much like CSV that I've successfully implemented using the C standard library file I/O functions. When saving a record, I have to calculate whether the updated record is larger or smaller than the version of the record currently in the data file. If larger, I first shift all records immediately after the current record forward by the size difference calculated before saving the updated record. EOF is extended automatically by the OS to accommodate the extra data. If smaller, I shift all records backwards by my calculated offset. This is working well, however I have found no way to modify the EOF marker or file size to ignore the data after the end of the last record. Most of the time records will grow in size because the data collection program will be filling some of the empty fields with data when saving a record. Records will only shrink in size when a correction is made on an existing entry, or on a normal record save if the descriptive data in the record is longer than what the program reads in memory. In the situation of a shrinking record, after the last record in the file I'm left with whatever data was sitting there before the shift. I have been writing an EOF delimiter into the file after a "shrinking record save" to signal where the end of my records are and space-filling the remaining data, but then I no longer have a clean file until a "growing record save" extends the size of the file over the space-filled area. The truncate() function in unistd.h does not work (I'm now thinking this is for *nix flavors only?). One proposed solution I've seen involves creating a second file and writing all the data you wish to save into that file, and then deleting the original. Since I only have 4MB worth of disk space to use, this works if the file size is less than 2MB minus the size of my program executable and configuration files, but would fail otherwise. It is very likely that when this goes into production, users would end up with a file exceeding 2MB in size. I've looked at Ralph Brown's Interrupt List and the interrupt reference in IBM PC Assembly Language and Programming and I can't seem to find anything to update the file size or similar. Is reducing a file's size without creating a second file even possible in DOS?

    Read the article

  • What is a good platform for building a game framework targetting both web and native languages?

    - by fuzzyTew
    I would like to develop (or find, if one is already in development) a framework with support for accelerated graphics and sound built on a system flexible enough to compile to the following: native ppc/x86/x86_64/arm binaries or a language which compiles to them javascript actionscript bytecode or a language which compiles to it (actionscript 3, haxe) optionally java I imagine, for example, creating an API where I can open windows and make OpenGL-like calls and the framework maps this in a relatively efficient manner to either WebGL with a canvas object, 3d graphics in Flash, OpenGL ES 2 with EGL, or desktop OpenGL in an X11, Windows, or Cocoa window. I have so far looked into these avenues: Building the game library in haXe Pros: Targets exist for php, javascript, actionscript bytecode, c++ High level, object oriented language Cons: No support for finally{} blocks or destructors, making resource cleanup difficult C++ target does not allow room for producing highly optimized libraries -- the foreign function interface requires all primitive types be boxed in a wrapper object, as if writing bindings for a scripting language; these feel unideal for real-time graphics and audio, especially exporting low-level functions. Doesn't seem quite yet mature Using the C preprocessor to create a translator, writing programs entirely with macros Pros: CPP is widespread and simple to use Cons: This is an arduous task and probably the wrong tool for the job CPP implementations differ widely in support for features (e.g. xcode cpp has no variadic macros despite claiming C99 compliance) There is little-to-no room for optimization in this route Using llvm's support for multiple backends to target c/c++ to web languages Pros: Can code in c/c++ LLVM is a very mature highly optimizing compiler performing e.g. global inlining Targets exist for actionscript (alchemy) and javascript (emscripten) Cons: Actionscript target is closed source, unmaintained, and buggy. Javascript targets do not use features of HTML5 for appropriate optimization (e.g. linear memory with typed arrays) and are immature An LLVM target must convert from low-level bytecode, so high-level constructs are lost and bloated unreadable code is created from translating individual instructions, which may be more difficult for an unprepared JIT to optimize. "jump" instructions cause problems for languages with no "goto" statements. Using libclang to write a translator from C/C++ to web languages Pros: A beautiful parsing library providing easy access to the code structure Can code in C/C++ Has sponsored developer effort from Apple Cons: Incomplete; current feature set targets IDEs. Basic operators are unexposed and must be manually parsed from the returned AST element to be identified. Translating code prior to compilation may forgo optimizations assumed in c/c++ such as inlining. Creating new code generators for clang to translate into web languages Pros: Can code in C/C++ as libclang Cons: There is no API; code structure is unstable A much larger job than using libclang; the innards of clang are complex Building the game library in Common Lisp Pros: Flexible, ancient, well-developed language Extensive introspection should ease writing translators Translators exist for at least javascript Cons: Unfamiliar language No standardized library functions, widely varying implementations Which of these avenues should I pursue? Do you know of any others, or any systems that might be useful? Does a general project like this exist somewhere already? Thank you for any input.

    Read the article

  • Decent JavaScript IDE

    - by thatismatt
    What is a decent IDE for developing JavaScript, I'll be writing both client side stuff and writing for Rhino. Ideally It needs to run on Mac OSX, although something that runs on Windows too would be nice. ADDITIONAL: Having had a play with both js2 and Aptana, I think I'll be continuing to use Aptana. Mainly because I find emacs a bit hard to get my head round, although I did think that the error hi-lighting in js2 was better than that in Aptana. I'm still looking for a way to visually debug my js code that is running atop Rhino...

    Read the article

  • How to convert a DOM node list to an array in Javascript?

    - by Guss
    I have a Javascript function that accepts a list of HTML nodes, but it expects a Javascript array (it runs some Array methods on that) and I want to feed it the output of Document.getElementsByTagName that returns a DOM node list. Initially I thought of using something simple like: Array.prototype.slice.call(list,0) And that works fine in all browsers, except of course Internet Explorer which returns the error "JScript object expected", as apparently the DOM node list returned by Document.getElement* methods is not a JScript object enough to be the target of a function call. Caveats: I don't mind writing Internet Explorer specific code, but I'm not allowed to use any Javascript libraries such as JQuery because I'm writing a widget to be embedded into 3rd party web site, and I cannot load external libraries that will create conflict for the clients. My last ditch effort is to iterate over the DOM node list and create an array myself, but is there a nicer way to do that?

    Read the article

  • JSON or YAML encoding in GWT/Java on both client and server

    - by KennethJ
    I'm looking for a super simple JSON or YAML library (not particularly bothered which one) written in Java, and can be used in both GWT on the client, and in its original Java form on the server. What I'm trying to do is this: I have my models, which are shared between the client and the server, and these are the primary source of data interchange. I want to design the web service in between to be as simple as possible, and decided to take the RESTful approach. My problem is that I know our application will grow substantially in the future, and writing all the getters, setters, serialization, factories, etc. by hand fills me with absolute dread. So in order to avoid it, I decided to implement annotations to keep track of attributes on the models. The reason I can't just serialize everything directly, using GWT's own one, or one which works through reflection, is because we need a certain amount of logic going on in the serialization process. I.e. whether references to other models get serialized during the serialization of the original model, or whether an ID is just passed, and general simple things like that. I've then written an annotation processor to preprocess my shared models and generate an implementing class with all the getters, setters, serialization, lazy-loading, etc. To make a long story short, I need some type of simple YAML or JSON library, which allows me to encode and decode manually, so I can generate this code through my annotation processor. I have had a look around the interwebs, but every single one I ran into supported some reflection which, while all fine and dandy, make it pretty much useless for GWT. And in the case of GWT's own JSON library, it uses JSNI for speed purposes, making it useless server side. One solution I did think about involved writing writing two sets of serialization methods on the models, one for the client and one for the server, but I'd rather not do that. Also, I'm pretty new to GWT, and even though I have done a lot of Java, it was back in the 1.2 days, so it's a bit rusty. So if you think I'm going about this problem completely the wrong way, I'm open to suggestions.

    Read the article

  • Redirecting user from an old web to another in Sharepoint

    - by BeraCim
    Hi all: I want to add the ability to redirect users when they visit certain old sites. The URL of the old sites are unknown, but the server name is the same, e.g. Old site url: http://sharepoint/mySite/default.aspx New site url: http://sharepoint/myNewSite/... There are a lot of other pages within mySite, most of which must be redirected to the new site, but there are exceptions (e.g. user can still view the documents within the site). I thought I have to do this programmatically by somehow capturing the http request and read the url myself. Being no sharepoint guru, I had a quick google, and found that writing a web part is prehaps the best alternative for my situation. But I'm just wondering, given my situation and needs, is writing a web part, or something programmatically, really the ideal solution? Or is there a faster and quicker way to achieve what I want using Sharepoint? Thanks.

    Read the article

  • Replace a word in an XML file through StreamReader in XNA?

    - by kcoppock
    Okay, so this is sort of a hack...but it may have to be. I'm writing an app in XNA, which from my research into this problem apparently doesn't support XML version 1.1. I'm reading in the contents of an ePub document, and one of the newer books contains its content directory as a version 1.1 XML document. This causes my program to crash. However, the structure is the same as the rest, the only thing that should be keeping it from working is the hard-coded "1.0" in the XmlDocument class. Is it possible that I could read in the file from the stream, see if it contains: <?xml version="1.1" encoding="UTF-8" standalone="no"?> and simply replace it with "1.0"? Then I could pull it in as an XmlDocument. I'm not doing any writing to the file, or any complex structural reading, just looking for a few specific nodes, and pulling in the values, so I don't know what the ramifications of this would be.

    Read the article

  • asp.net mvc How to test controllers correctly

    - by Simon G
    Hi, I'm having difficulty testing controllers. Original my controller for testing looked something like this: SomethingController CreateSomethingController() { var somethingData = FakeSomethingData.CreateFakeData(); var fakeRepository = FakeRepository.Create(); var controller = new SomethingController(fakeRepository); return controller; } This works fine for the majority of testing until I got the Request.IsAjaxRequest() part of code. So then I had to mock up the HttpContext and HttpRequestBase. So my code then changed to look like: public class FakeHttpContext : HttpContextBase { bool _isAjaxRequest; public FakeHttpContext( bool isAjaxRequest = false ) { _isAjaxRequest = isAjaxRequest; } public override HttpRequestBase Request { get { string ajaxRequestHeader = ""; if ( _isAjaxRequest ) ajaxRequestHeader = "XMLHttpRequest"; var request = new Mock<HttpRequestBase>(); request.SetupGet( x => x.Headers ).Returns( new WebHeaderCollection { {"X-Requested-With", ajaxRequestHeader} } ); request.SetupGet( x => x["X-Requested-With"] ).Returns( ajaxRequestHeader ); return request.Object; } } private IPrincipal _user; public override IPrincipal User { get { if ( _user == null ) { _user = new FakePrincipal(); } return _user; } set { _user = value; } } } SomethingController CreateSomethingController() { var somethingData = FakeSomethingData.CreateFakeData(); var fakeRepository = FakeRepository.Create(); var controller = new SomethingController(fakeRepository); ControllerContext controllerContext = new ControllerContext( new FakeHttpContext( isAjaxRequest ), new RouteData(), controller ); controller.ControllerContext = controllerContext; return controller; } Now its got to that stage in my controller where I call Url.Route and Url is null. So it looks like I need to start mocking up routes for my controller. I seem to be spending more time googling on how to fake/mock objects and then debugging to make sure my fakes are correct than actual writing the test code. Is there an easier way in to test a controller? I've looked at the TestControllerBuilder from MvcContrib which helps with some of the issues but doesn't seem to do everything. Is there anything else available that will do the job and will let me concentrate on writing the tests rather than writing mocks? Thanks

    Read the article

  • VIM comma is missing in insert mode

    - by Tamás Szelei
    Hi folks, I'm a VIM beginner, and I have a weird problem. I started using vim in a terminal emulator, but today I moved to gVim. Then I realized that I cannot write a comma in Insert mode! I tried :map ,, :imap , both said no mapping found. THen I tried :nomap , and :inomap , both without any luck. As writing the commands, I am able to write the comma, but not in insert mode. What can be the problem? Some details: I'm running a freshly installed ubuntu 9.04 system, with an english keyboard, but using a hungarian layout. I am able to write a comma in vim when writing into the "command line" of vim, after pressing : in command mode.

    Read the article

  • File IO, Handling CRLF

    - by aCuria
    Hi, i am writing a program that takes a file and splits it up into multiple small files of a user specified size, then join the multiple small files back again. 1) the code must work for c, c++ 2) i am compiling with multiple compilers. I am reading and writing to the files by using the stl functions fread() and fwrite() The problem I am having pertains to CRLF. If the file I am reading from contains CRLF, then I want to retain it when i split and join the files back together. If the file contains LF, then i want to retain LF. Unfortunately, fread() seems to store CRLF as \n (I think), and whatever is written by fwrite() is compiler-dependent. How do i approach this problem? Thanks.

    Read the article

  • Accessing database problem

    - by anarche
    Ok, so I've got an SQLiteOpenHelper that prepares and returns a SQLiteDatabase object; this is written singleton-pattern, so the database is opened once and only closed when the Activity closes. From there I have three database wrappers encapsulating the queries (some returning cursors to datasets, some inserting data) used by the Activity. I want to insert data from one View, then have that automatically update in another View on the same Dialogue. I'm writing this on a notepad and testing on the phone (since the emulator crashes the notepad...), so I can't pull up stacktraces atm. So questions: 1) are there limitations to writing to a database, when there are cursors open on the database? 2) Does a Cursor.requery()? call update the ListView with the cursor as a data connector?

    Read the article

  • Same Title Bar but different View below it in Android?

    - by sunil
    Hi, In one of my Android Application I need to keep the title bar same but the view that is shown in the rest of the screen changes. So, I have taken different Activity for all the views that I need to show and set the title bar in every Activities onCreate method. Now, the problem is that I have a button in the title bar and need to perform certain action on its click event. Writing the same event handling code in every Activity class is very cumbersome. Is there any other way out that whenever there is a click event on that button of the title bar then we can have the same functionality without writing the same code in all the Activity classes. Can we use ViewGroup for that? I don't have much idea about ViewGroup. Is that possible with ViewGroup? If anyone knows the solution then please let me know. Thanks & Regards Sunil

    Read the article

  • How has test first development changed the way you write software?

    - by Toran Billups
    I've started to find that I can't write software without writing a test first. I ask this subjective question because I want to hear what others in the community think about the reasons I can't go back to writing production code without a test first. If you can't write a test for something you don't understand it Without a regression test you can't clean the code You are going to test it anyway, spend the time to do it right Evolutionary design is possible without fear You actually write less code yourself Fast feedback cycles save time and money Job security (less bugs makes your boss happy) It actually makes my work more enjoyable

    Read the article

  • Add C pointer to NSMutableArray

    - by Georges Oates Larsen
    I am writing an Objective-C program that deals with low level image memory. I am using ANSI-C structs for my data storage -- Full blown objects seem overkill seeing as the data I am storing is 100% data, with no methods to operate on that data. Specifically, I am writing a customizable posterization algorithm which relies on an array of colors -- This is where things get tricky. I am storing my colors as structs of three floats, and an integer flag (related to the posterization algorithm specifically). Everyhting is going well, except for one thing... [actual question] I can't figure out how to add pointers to an NSMutableArray! I know how to add an object, but adding a pointer to a struct seems to be more difficult -- I do not want NSMutableArray dereferencing my pointer and treating the struct as some sort of strange object. I want NSMutableArray to add the pointer its self to its collection. How do I go about doing this? Thanks in advance, G

    Read the article

< Previous Page | 61 62 63 64 65 66 67 68 69 70 71 72  | Next Page >