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  • How to set a global CURL rate(speed) limit?

    - by Mint
    I had a look around for the CURL settings file but didn't find it in /etc/ and didn't find much on the curl site ether... So basically what I want to do set a maximum speed limit that curl can upload at (no matter how many instances of it are running) so that my server has some upload capacity left for other tasks.

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  • How can I limit the number of registrants to an event?

    - by user356900
    I've set up a basic html/php submission form where people can register for our event, but need a way to replace the submission form webpage with one that reads something like "We have reached our registration limit" when we reach a certain number of submitted forms. Our database is MySQL (if that makes a difference) I've looked around on the web but people either say to count the entries by hand, or the ones that do have an automated system use CMS like drupal or joomla. Is it possible to setup an automated script that will do this?

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  • Sane(r) way to get character-encoding of CLI?

    - by danyowdee
    Hi all! I was writing a CLI-Tool for Mac OS X (10.5+) that has to deal with command-line arguments which are very likely to contain non-ASCII characters. For further processing, I convert these arguments using +[NSString stringWithCString:encoding:]. My problem is, that I couldn't find good information on how to determine the character-encoding used by the shell in which said cli-tool is running in. What I came up with as a solution is the following: NSDictionary *environment = [[NSProcessInfo processInfo] environment]; NSString *ianaName = [[environment objectForKey:@"LANG"] pathExtension]; NSStringEncoding encoding = CFStringConvertEncodingToNSStringEncoding( CFStringConvertIANACharSetNameToEncoding( (CFStringRef)ianaName ) ); NSString *someArgument = [NSString stringWithCString:argv[someIndex] encoding:encoding]; I find that a little crude, however -- which makes me think that I missed out something obvious...but what? Is there a saner/cleaner way of achieving essentially the same? Thanks in advance D

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  • How to set a character set per application in *nix?

    - by SimmaDoWN
    I am attempting to set a character set of IBM850 on slackware linux for a particular application (epic5). Im using rxvt-unicode and have setup LANG/LC_*=en_US. Now if I set the encoding to IBM850 in kde's konsole program im able to display certain characters correctly. I'd rather not use IBM850 for everything; is there a way to set/alias a command for a per application execution? Ive tried things like: LC_CTYPE=IBM850 epic5 LC_ALL=IBM850 epic5 No success. Any help would be appreciated

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  • rails db migration, undefined method `to_sym', cant figure out syntax

    - by oelbrenner
    the original migration looks like this: class CreateUsers true do |t| t.string :login, :limit = 40 t.string :name, :limit = 100, :default = '', :null = true t.string :email, :limit = 100 t.string :crypted_password, :limit = 40 t.string :salt, :limit = 40 t.string :remember_token, :limit = 40 t.datetime :remember_token_expires_at t.string :activation_code, :limit = 40 t.datetime :activated_at, :datetime t.string :state, :null = :no, :default = 'passive' t.datetime :deleted_at t.integer :occupation_id, :null = :yes t.datetime :paid_up_to_date, :date t.timestamps end and I am trying to change the default of "state" to be "active" instead of passive so my attempt at a migration looks like this: ( still learning.. be gentle ) class ChangeUserStateDefault < ActiveRecord::Migration def self.up change_column :users, :state, :null = :no, :default = 'active' end def self.down end end

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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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  • Mysql optimization question - How to apply AND logic in search and limit on results in one query?

    - by sandeepan-nath
    This is a little long but I have provided all the database structures and queries so that you can run it immediately and help me. Run the following queries:- CREATE TABLE IF NOT EXISTS `Tutor_Details` ( `id_tutor` int(10) NOT NULL auto_increment, `firstname` varchar(100) NOT NULL default '', `surname` varchar(155) NOT NULL default '', PRIMARY KEY (`id_tutor`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=41 ; INSERT INTO `Tutor_Details` (`id_tutor`,`firstname`, `surname`) VALUES (1, 'Sandeepan', 'Nath'), (2, 'Bob', 'Cratchit'); CREATE TABLE IF NOT EXISTS `Classes` ( `id_class` int(10) unsigned NOT NULL auto_increment, `id_tutor` int(10) unsigned NOT NULL default '0', `class_name` varchar(255) default NULL, PRIMARY KEY (`id_class`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8 AUTO_INCREMENT=229 ; INSERT INTO `Classes` (`id_class`,`class_name`, `id_tutor`) VALUES (1, 'My Class', 1), (2, 'Sandeepan Class', 2); CREATE TABLE IF NOT EXISTS `Tags` ( `id_tag` int(10) unsigned NOT NULL auto_increment, `tag` varchar(255) default NULL, PRIMARY KEY (`id_tag`), UNIQUE KEY `tag` (`tag`), KEY `id_tag` (`id_tag`), KEY `tag_2` (`tag`), KEY `tag_3` (`tag`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=18 ; INSERT INTO `Tags` (`id_tag`, `tag`) VALUES (1, 'Bob'), (6, 'Class'), (2, 'Cratchit'), (4, 'Nath'), (3, 'Sandeepan'), (5, 'My'); CREATE TABLE IF NOT EXISTS `Tutors_Tag_Relations` ( `id_tag` int(10) unsigned NOT NULL default '0', `id_tutor` int(10) default NULL, KEY `Tutors_Tag_Relations` (`id_tag`), KEY `id_tutor` (`id_tutor`), KEY `id_tag` (`id_tag`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1; INSERT INTO `Tutors_Tag_Relations` (`id_tag`, `id_tutor`) VALUES (3, 1), (4, 1), (1, 2), (2, 2); CREATE TABLE IF NOT EXISTS `Class_Tag_Relations` ( `id_tag` int(10) unsigned NOT NULL default '0', `id_class` int(10) default NULL, `id_tutor` int(10) NOT NULL, KEY `Class_Tag_Relations` (`id_tag`), KEY `id_class` (`id_class`), KEY `id_tag` (`id_tag`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1; INSERT INTO `Class_Tag_Relations` (`id_tag`, `id_class`, `id_tutor`) VALUES (5, 1, 1), (6, 1, 1), (3, 2, 2), (6, 2, 2); Following is about the tables:- There are tutors who create classes. Tutor_Details - Stores tutors Classes - Stores classes created by tutors And for searching we are using a tags based approach. All the keywords are stored in tags table (while classes/tutors are created) and tag relations are entered in Tutor_Tag_Relations and Class_Tag_Relations tables (for tutors and classes respectively)like this:- Tags - id_tag tag (this is a a unique field) Tutors_Tag_Relations - Stores tag relations while the tutors are created. Class_Tag_Relations - Stores tag relations while any tutor creates a class In the present data in database, tutor "Sandeepan Nath" has has created class "My Class" and "Bob Cratchit" has created "Sandeepan Class". 3.Requirement The requirement is to return tutor records from Tutor_Details table such that all the search terms (AND logic) are present in the union of these two sets - 1. Tutor_Details table 2. classes created by a tutor in Classes table) Example search and expected results:- Search Term Result "Sandeepan Class" Tutor Sandeepan Nath's record from Tutor Details table "Class" Both the tutors from ... Most importantly, there should be only one mysql query and a LIMIT applicable on the number of results. Following is a working query which I have so far written (It just applies OR logic of search key words instead of the desired AND logic). SELECT td . * FROM Tutor_Details AS td LEFT JOIN Tutors_Tag_Relations AS ttagrels ON td.id_tutor = ttagrels.id_tutor LEFT JOIN Classes AS wc ON td.id_tutor = wc.id_tutor INNER JOIN Class_Tag_Relations AS wtagrels ON td.id_tutor = wtagrels.id_tutor LEFT JOIN Tags AS t ON t.id_tag = ttagrels.id_tag OR t.id_tag = wtagrels.id_tag WHERE t.tag LIKE '%Sandeepan%' OR t.tag LIKE '%Nath%' GROUP BY td.id_tutor LIMIT 20 Please help me with anything you can. Thanks

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  • New Regular Expression Features in Java 8

    - by Jan Goyvaerts
    Java 8 brings a few changes to Java’s regular expression syntax to make it more consistent with Perl 5.14 and later in matching horizontal and vertical whitespace. \h is a new feature. It is a shorthand character class that matches any horizontal whitespace character as defined in the Unicode standard. In Java 4 to 7 \v is a character escape that matches only the vertical tab character. In Java 8 \v is a shorthand character class that matches any vertical whitespace, including the vertical tab. When upgrading to Java 8, make sure that any regexes that use \v still do what you want. Use \x0B or \cK to match just the vertical tab in any version of Java. \R is also a new feature. It matches any line break as defined by the Unicode standard. Windows-style CRLF pairs are always matched as a whole. So \R matches \r\n while \R\R fails to match \r\n. \R is equivalent to (?\r\n|[\n\cK\f\r\u0085\u2028\u2029]) with an atomic group that prevents it from matching only the CR in a CRLF pair. Oracle’s documentation for the Pattern class omits the atomic group when explaining \R, which is incorrect. You cannot use \R inside a character class. RegexBuddy and RegexMagic have been updated to support Java 8. Java 4, 5, 6, and 7 are still supported. When you upgrade to Java 8 you can compare or convert your regular expressions between Java 8 and the Java version you were using previously.

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  • Euler Problem 1 : Code Optimization / Alternatives [on hold]

    - by Sudhakar
    I am new bee into the world of Datastructures and algorithms from ground up. This is my attempt to learn. If the question is very plain/simple . Please bear with me. Problem: Find the sum of all the multiples of 3 or 5 below 1000. Code i worte: package problem1; public class Problem1 { public static void main(String[] args) { //******************Approach 1**************** long start = System.currentTimeMillis(); int total = 0; int toSubtract = 0; //Complexity N/3 int limit = 10000; for(int i=3 ; i<limit ;i=i+3){ total = total +i; } //Complexity N/5 for(int i=5 ; i<limit ;i=i+5){ total = total +i; } //Complexity N/15 for(int i=15 ; i<limit ;i=i+15){ toSubtract = toSubtract +i; } //9N/15 = 0.6 N System.out.println(total-toSubtract); System.out.println("Completed in "+(System.currentTimeMillis() - start)); //******************Approach 2**************** for(int i=3 ; i<limit ;i=i+3){ total = total +i; } for(int i=5 ; i<limit ;i=i+5){ if ( 0 != (i%3)) total = total +i; } } } Question 1 - Which best approach from the above code and why ? 2 - Are there any better alternatives ?

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  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • Calc direction vector based on destination vector and distance from enemy in AS3

    - by Phil
    I'm working on a zombie game in AS3 where I want a character to be able to move away from a zombie depending upon how close the zombie is. The character also has a destination that it's trying to get too on the screen. Ok so I have 2 vectors, one pointing to my destination, and one pointing to the zombie which I then invert to get my "away" vector. I then turn the distance between my character and the zombie into a value between 0 and 1. And then I'm stuck on how to get a resultant vector for my character. How would I use my 0-1 value to calculate how much of the away vector is used and how much of the original destination vector is still left if that makes sense? to end up with 1 direction vector to move my character? So if the zombie is right where my character is, then my direction vector = away vector, and if I'm far away from the zombie than my direction vector = destination vector, but how do I calculate the in-between? Ideally need the answer in AS3.

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  • Preventing item duplication?

    - by PuppyKevin
    For my game, there's two types of items - stackable, and nonstackable. Nonstackable items get assigned a unique ID that stays with it forever. A character ID is assosicated with the item, as is a state (CHANGED, UNCHANGED, NEW, REMOVED). The character ID and state is used for item saving purposes. Stackable items have one unique ID, as in the entire stack has one unique ID. For example: 5 Potions (stacked ontop of each other) has one unique ID. When dropping a nonstackable item, the state gets set to REMOVED, and the unique ID and state don't change. If picked up by another player, the state gets set to NEW, and the character ID gets changed to the new character's ID. When dropping all items in a stack of stackable items (for example, 5 potions out of 5) - it behaves just like a nonstackable item. When dropping some of a stack of stackable items (for example, 3 potions out of 5)... I really have no clue what to do. The 3 dropped potions have the state of REMOVED, but the same unique ID and character ID. If another player picks it up, it has no choice but to obtain a new unique ID, and its state gets changed to NEW and its character ID to the new one. If the dropping player picks it back up, they'd just be readded to the stack. There's two issues with that though. 1. If the player who dropped the 3 potions picks it back up, there's no way to tell if they legitimately dropped the items, or if they're duped items. 2. If another player picks up the 3 potions (assuming they're duped), there's no way to know if they're duped or not. My question is: How can I create a system that detects duplicated items for both nonstackable and stackable items?

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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  • Moving characters on a grid [on hold]

    - by madmax1
    i am developing my first game with C++. My game uses a grid of rectangles. I have a class Board which manages the grid as a whole, initializes the terrain, places/removes characters, etc. It has a 2D vector of a class Field, which handles the Structure of the field, contained Objects, Characters, etc. Field again contains a vector of class Character, which are positioned on the field. Now i want to implement the functionality to move a character on the board, however dont know which is best practice to do so. Should i implement a moveCharacter(character, offset) function in Board, make it search for the character and move it? Or should i implement a function move(offset) in Character? This sure would be nicest, however makes characters necessary to know the board they are on, or the field which in turn knows the board. On the one hand i feel like i should avoid inclusion between classes as much as possible e.g. to increase portability of classes for different projects, on the other hand i think the character.move() functionality is most comfortable for further development. Im pretty new to "bigger" C++ projects and these kind of design questions pop up more and more often lately and i have troubles deciding. Thanks a lot for any advice!

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  • How do you handle animations that are for transitioning between states?

    - by yaj786
    How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this: class Animation{ int numFrames; int curFrame; Bitmap spriteSheet; //... various functions for pausing, returning frame, etc. } and an example Character class class Character{ int state; Animation standAni; Animation crouchAni; //... etc, etc. } Thus, I use the state of the character to draw the necessary animation. if(state == STATE_STAND) draw(standAni.updateFrame()); else if(state == STATE_CROUCH) draw(crouchAni.updateFrame()); Now I've come to the point where I want to draw "in-between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE_STANDING_TO_CROUCHING but I feel like that may get messy fast.

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • F5 Networks iRule/Tcl - Escaping UNICODE 6-character escape sequences so they are processed as and r

    - by openid.malcolmgin.com
    We are trying to get an F5 BIG-IP LTM iRule working properly with SharePoint 2007 in an SSL termination role. This architecture offloads all of the SSL processing to the F5 and the F5 forwards interactive requests/responses to the SharePoint front end servers via HTTP only (over a secure network). For the purposes of this discussion, iRules are parsed by a Tcl interpretation engine on the F5 Networks BIG-IP device. As such, the F5 does two things to traffic passing through it: Redirects any request to port 80 (HTTP) to port 443 (HTTPS) through HTTP 302 redirects and URL rewriting. Rewrites any response to the browser to selectively rewrite URLs embedded within the HTML so that they go to port 443 (HTTPS). This prevents the 302 redirects from breaking DHTML generated by SharePoint. We've got part 1 working fine. The main problem with part 2 is that in the response rewrite because of XML namespaces and other similar issues, not ALL matches for "http:" can be changed to "https:". Some have to remain "http:". Additionally, some of the "http:" URLs are difficult in that they live in SharePoint-generated JavaScript and their slashes (i.e. "/") are actually represented in the HTML by the UNICODE 6-character string, "\u002f". For example, in the case of these tricky ones, the literal string in the outgoing HTML is: http:\u002f\u002fservername.company.com\u002f And should be changed to: https:\u002f\u002fservername.company.com\u002f Currently we can't even figure out how to get a match in a search/replace expression on these UNICODE sequence string literals. It seems that no matter how we slice it, the Tcl interpreter is interpreting the "\u002f" string into the "/" translation before it does anything else. We've tried various combinations of Tcl escaping methods we know about (mainly double-quotes and using an extra "\" to escape the "\" in the UNICODE string) but are looking for more methods, preferably ones that work. Does anyone have any ideas or any pointers to where we can effectively self-educate about this? Thanks very much in advance.

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  • How to limit NSTextField text length and keep it always upper case?

    - by carlosb
    Need to have an NSTextField with a text limit of 4 characters maximum and show always in upper case but can't figure out a good way of achieving that. I've tried to do it through a binding with a validation method but the validation only gets called when the control loses first responder and that's no good. Temporarly I made it work by observing the notification NSControlTextDidChangeNotification on the text field and having it call the method: - (void)textDidChange:(NSNotification*)notification { NSTextField* textField = [notification object]; NSString* value = [textField stringValue]; if ([value length] > 4) { [textField setStringValue:[[value uppercaseString] substringWithRange:NSMakeRange(0, 4)]]; } else { [textField setStringValue:[value uppercaseString]]; } } But this surely isn't the best way of doing it. Any better suggestion?

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  • How to limit a google calendar xml / rss feed by date range (not working!!)

    - by Phil
    For the life of me I cannot get my google calendar xml feed to only display events within a certain date range. I know that start-min and start-max are supposed to limit the output (according to these posts: (links to posts deleted because I am a newbie and can only post one hyperlink argh) BUT I CAN'T GET IT TO WORK. It keeps showing lot of things outside the range. I created a sample calendar and made it public. It is some events the first week of april. Can anyone show me how to construct a request that only returns those three events from the first week in april? I'll GLADLY and GRATEFULLY paypal $10 to anyone who helps me break through on this. Here is the calendar's public feed: http://www.google.com/calendar/feeds/66m31c36sj9u5k8kekrvt2lpr8%40group.calendar.google.com/public/basic

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  • How do I limit the permissions of a C# program to read only on an SQLServer Database?

    - by gav
    Hi Guys, I have written some C# which connects to a live production database. I want to give my application read only access to the DB but am unsure how to achieve this. Is there any trivial way to get this done by amending the connection string? My understanding is that the application will logon with the credentials of the person running the application and hence may or may not have write access to the db based on that fact. Can I statically limit the permissions of the application so that if someone changes the program to do something devastating at a later date any manipulation will fail? Apologies for how trivial the question may be but it's my first venture into the world of MS programming. Thanks, Gav

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  • How do you limit a page with multiple flash mp3 players to play one at a time?

    - by Andrew.S
    I am working with the open source flash player at http://flash-mp3-player.net/ and I am trying to figure out how to limit one sound file at a time. I know this has been done on a number of sites but I am unsure how to approach it. Scenario: A page has five different instances of the flash player. The user is litening to one song but clicks on another to listen to it. Goal: The first audio file automatically stops while the second starts playing instead of both playing at the same time. Do I need to have some sort of javascript handler than interacts with the swf or something?

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  • Why is my program printing out the null termination character?

    - by Tyler Pfaff
    When I run this, it will SOMETIMES print out a null termination character. Most of the time it will, and probably 1/5 times it will print just the characters. void cryptogram::Encrypt(){ cout<<"encrypt"<tempS){ len=tempS.length(); int a=0; for(int j=0;j if(j!=len){ //if the word still has more characters j++; a=0; }else{ //if the word is done being scanned cout<<" "; } } } } } } } So that's it and this is the corresponding EXPECTED output that is printed SOMETIMES xvk bkikhxlr wggbtfkj wiylekgbdhx wjjm hko wigbtubxt xvk iwhj uedjkm glctb gvrmdiwhj iebbdielmeggtbx ctb xvtmk gbtubxvk wjjdxdthgbtubodll khvxvk imkbfdik xt xvk bkudth whj gbtfdjk hko tgxdthm whj tggtbxehdxdkm ctb mxejkhxmibdzdhtltur whj pemxdik mxejdkm mxdh cok wbk wlmt gbkgctb cteb hko zdh cgvrmdikjeiwhj qdhkmdtlturzzkjdydtivkzdmxbrw zdh zdjjlkkjeiwhj w jtixtbdh kjeiwjzdhdmxbittgkbodxv mjme whj eimj This is what normally prints though xvkÈ bkikhxlrÈ wggbtfkjÈ wiylekgbdhxÈ wjjmÈ hkoÈ wigbtubxtÈ xvkÈ iwhjÈ uedjkmÈ glctbÈ gvrmdiwhjÈ iebbdielmeggtbxÈ ctbÈ xvtmkÈ gbtubxvkÈ wjjdxdthgbtubodllÈ khvxvkÈ imkbfdikÈ xtÈ xvkÈ bkudthÈ whjÈ gbtfdjkÈ hkoÈ tgxdthmÈ whjÈ tggtbxehdxdkmÈ ctbÈ mxejkhxmibdzdhtlturÈ whjÈ pemxdikÈ mxejdkmÈ mxdhÈ cokÈ wbkÈ wlmtÈ gbkgctbÈ ctebÈ hkoÈ zdhÈ cgvrmdikjeiwhjÈ qdhkmdtlturzzkjdydtivkzdmxbrwÈ zdhÈ zdjjlkkjeiwhjÈ wÈ jtixtbdhÈ kjeiwjzdhdmxbittgkbodxvÈ mjmeÈ whjÈ eimj or some variation of an odd character at the end of each word This is what the cryptogram array is filled with by the way wyijkcuvdpqlzhtgabmxefonrs

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