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  • Powershell Select-Object from array not working

    - by Andrew
    I am trying to seperate values in an array so i can pass them to another function. Am using the select-Object function within a for loop to go through each line and separate the timestamp and value fields. However, it doesn't matter what i do the below code only displays the first select-object variable for each line. The second select-object command doesn't seem to work as my output is a blank line for each of the 6 rows. Any ideas on how to get both values $ReportData = $SystemStats.get_performance_graph_csv_statistics( (,$Query) ) ### Allocate a new encoder and turn the byte array into a string $ASCII = New-Object -TypeName System.Text.ASCIIEncoding $csvdata = $ASCII.GetString($ReportData[0].statistic_data) $csv2 = convertFrom-CSV $csvdata $newarray = $csv2 | Where-Object {$_.utilization -ne "0.0000000000e+00" -and $_.utilization -ne "nan" } for ( $n = 0; $n -lt $newarray.Length; $n++) { $nTime = $newarray[$n] $nUtil = $newarray[$n] $util = $nUtil | select-object Utilization $util $tstamp = $nTime | select-object timestamp $tstamp }

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  • Passing an object as a parameter to a windows service

    - by user220723
    Is there some way to pass an object to a windows service? I know the method myServiceController.Star(string[] arg) but i need to pass a more complex object than a string array. Actually, i don't need the object to be passed as a parameter, what i really needs is that the service can use an object created in a windows forms application. I've tried using System.Web.Script.Serialization.JavaScriptSerializer.Serialize method to convert the object into a Json but i couldn't because the object contains a circular reference. I also tried using pointers, but i couldn't becouse it is a managed type object. Any idea what can i do?

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  • How to map a search object to a class with more fields with JPA annotations

    - by Moli
    Hi all, I'm a newbie with JPA. I need to map a search object to a table. The search object has only and id, name. The big object has more fileds id, name, adress and more. I use this as big object view plaincopy to clipboardprint? I use this as big object @Entity @Table(name="users") public class User { @Id @GeneratedValue(strategy = GenerationType.AUTO) private long id; private String name; private String adress; private String keywords; } //this is my search object @XXX public class UserSearch { @Id @GeneratedValue(strategy = GenerationType.AUTO) private long id; private String name; } What annotations I need to use to map the search object to the table users? I'm using spring+struts2+hibernate+JPA. Help is appreciated! Thanks!

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  • jquery integrate form parameter in one object

    - by jesse
    There are many forms in my page. I want to merge them in one object and submit them in one object. But I find serializeArray() or serialize() do not match my request, the serializeArray function will generate a array object and serialize is used by get model, it is not an object. is there a jquery or local function can merge them in one object. I have one solution but it is not perfect, loop the array object generated by serializeArray, use $.extend to merge them in one object. is there a better method? kindly help, thanks.

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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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  • Throwing exception from a property when my object state is invalid

    - by Rumi P.
    Microsoft guidelines say: "Avoid throwing exceptions from property getters", and I normally follow that. But my application uses Linq2SQL, and there is the case where my object can be in invalid state because somebody or something wrote nonsense into the database. Consider this toy example: [Table(Name="Rectangle")] public class Rectangle { [Column(Name="ID", IsPrimaryKey = true, IsDbGenerated = true)] public int ID {get; set;} [Column(Name="firstSide")] public double firstSide {get; set;} [Column(Name="secondSide")] public double secondSide {get; set;} public double sideRatio { get { return firstSide/secondSide; } } } Here, I could write code which ensures that my application never writes a Rectangle with a zero-length side into the database. But no matter how bulletproof I make my own code, somebody could open the database with a different application and create an invalid Rectangle, especially one with a 0 for secondSide. (For this example, please forget that it is possible to design the database in a way such that writing a side length of zero into the rectangle table is impossible; my domain model is very complex and there are constraints on model state which cannot be expressed in a relational database). So, the solution I am gravitating to is to change the getter to: get { if(firstSide > 0 && secondSide > 0) return firstSide/secondSide; else throw new System.InvalidOperationException("All rectangle sides should have a positive length"); } The reasoning behind not throwing exceptions from properties is that programmers should be able to use them without having to make precautions about catching and handling them them. But in this case, I think that it is OK to continue to use this property without such precautions: if the exception is thrown because my application wrote a non-zero rectangle side into the database, then this is a serious bug. It cannot and shouldn't be handled in the application, but there should be code which prevents it. It is good that the exception is visibly thrown, because that way the bug is caught. if the exception is thrown because a different application changed the data in the database, then handling it is outside of the scope of my application. So I can't do anything about it if I catch it. Is this a good enough reasoning to get over the "avoid" part of the guideline and throw the exception? Or should I turn it into a method after all? Note that in the real code, the properties which can have an invalid state feel less like the result of a calculation, so they are "natural" properties, not methods.

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  • Storing game objects with generic object information

    - by Mick
    In a simple game object class, you might have something like this: public abstract class GameObject { protected String name; // other properties protected double x, y; public GameObject(String name, double x, double y) { // etc } // setters, getters } I was thinking, since a lot of game objects (ex. generic monsters) will share the same name, movement speed, attack power, etc, it would be better to have all that information shared between all monsters of the same type. So I decided to have an abstract class "ObjectData" to hold all this shared information. So whenever I create a generic monster, I would use the same pre-created "ObjectData" for it. Now the above class becomes more like this: public abstract class GameObject { protected ObjectData data; protected double x, y; public GameObject(ObjectData data, double x, double y) { // etc } // setters, getters public String getName() { return data.getName(); } } So to tailor this specifically for a Monster (could be done in a very similar way for Npcs, etc), I would add 2 classes. Monster which extends GameObject, and MonsterData which extends ObjectData. Now I'll have something like this: public class Monster extends GameObject { public Monster(MonsterData data, double x, double y) { super(data, x, y); } } This is where my design question comes in. Since MonsterData would hold data specific to a generic monster (and would vary with what say NpcData holds), what would be the best way to access this extra information in a system like this? At the moment, since the data variable is of type ObjectData, I'll have to cast data to MonsterData whenever I use it inside the Monster class. One solution I thought of is this, but this might be bad practice: public class Monster extends GameObject { private MonsterData data; // <- this part here public Monster(MonsterData data, double x, double y) { super(data, x, y); this.data = data; // <- this part here } } I've read that for one I should generically avoid overwriting the underlying classes variables. What do you guys think of this solution? Is it bad practice? Do you have any better solutions? Is the design in general bad? How should I redesign this if it is? Thanks in advanced for any replies, and sorry about the long question. Hopefully it all makes sense!

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  • Binary data instead of actual image in C#

    - by acadia
    Hello, I am using the below mentioned library to create a barcode which is storing in a specified location as shown below: My question is, is there a way instead of saving it to a png file I get byte data? thanks Code39 code = new Code39("10090"); code.Paint().Save("c:/NewBARCODE.png", ImageFormat.Png); using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using System.Diagnostics; namespace BarCode39 { public class Code39Settings { private int height = 60; public int BarCodeHeight { get { return height; } set { height = value; } } private bool drawText = true; public bool DrawText { get { return drawText; } set { drawText = value; } } private int leftMargin = 10; public int LeftMargin { get { return leftMargin; } set { leftMargin = value; } } private int rightMargin = 10; public int RightMargin { get { return rightMargin; } set { rightMargin = value; } } private int topMargin = 10; public int TopMargin { get { return topMargin; } set { topMargin = value; } } private int bottomMargin = 10; public int BottomMargin { get { return bottomMargin; } set { bottomMargin = value; } } private int interCharacterGap = 2; public int InterCharacterGap { get { return interCharacterGap; } set { interCharacterGap = value; } } private int wideWidth = 2; public int WideWidth { get { return wideWidth; } set { wideWidth = value; } } private int narrowWidth = 1; public int NarrowWidth { get { return narrowWidth; } set { narrowWidth = value; } } private Font font = new Font(FontFamily.GenericSansSerif, 12); public Font Font { get { return font; } set { font = value; } } private int codeToTextGapHeight = 10; public int BarCodeToTextGapHeight { get { return codeToTextGapHeight; } set { codeToTextGapHeight = value; } } } public class Code39 { #region Static initialization static Dictionary<char, Pattern> codes; static Code39() { object[][] chars = new object[][] { new object[] {'0', "n n n w w n w n n"}, new object[] {'1', "w n n w n n n n w"}, new object[] {'2', "n n w w n n n n w"}, new object[] {'3', "w n w w n n n n n"}, new object[] {'4', "n n n w w n n n w"}, new object[] {'5', "w n n w w n n n n"}, new object[] {'6', "n n w w w n n n n"}, new object[] {'7', "n n n w n n w n w"}, new object[] {'8', "w n n w n n w n n"}, new object[] {'9', "n n w w n n w n n"}, new object[] {'A', "w n n n n w n n w"}, new object[] {'B', "n n w n n w n n w"}, new object[] {'C', "w n w n n w n n n"}, new object[] {'D', "n n n n w w n n w"}, new object[] {'E', "w n n n w w n n n"}, new object[] {'F', "n n w n w w n n n"}, new object[] {'G', "n n n n n w w n w"}, new object[] {'H', "w n n n n w w n n"}, new object[] {'I', "n n w n n w w n n"}, new object[] {'J', "n n n n w w w n n"}, new object[] {'K', "w n n n n n n w w"}, new object[] {'L', "n n w n n n n w w"}, new object[] {'M', "w n w n n n n w n"}, new object[] {'N', "n n n n w n n w w"}, new object[] {'O', "w n n n w n n w n"}, new object[] {'P', "n n w n w n n w n"}, new object[] {'Q', "n n n n n n w w w"}, new object[] {'R', "w n n n n n w w n"}, new object[] {'S', "n n w n n n w w n"}, new object[] {'T', "n n n n w n w w n"}, new object[] {'U', "w w n n n n n n w"}, new object[] {'V', "n w w n n n n n w"}, new object[] {'W', "w w w n n n n n n"}, new object[] {'X', "n w n n w n n n w"}, new object[] {'Y', "w w n n w n n n n"}, new object[] {'Z', "n w w n w n n n n"}, new object[] {'-', "n w n n n n w n w"}, new object[] {'.', "w w n n n n w n n"}, new object[] {' ', "n w w n n n w n n"}, new object[] {'*', "n w n n w n w n n"}, new object[] {'$', "n w n w n w n n n"}, new object[] {'/', "n w n w n n n w n"}, new object[] {'+', "n w n n n w n w n"}, new object[] {'%', "n n n w n w n w n"} }; codes = new Dictionary<char, Pattern>(); foreach (object[] c in chars) codes.Add((char)c[0], Pattern.Parse((string)c[1])); } #endregion private static Pen pen = new Pen(Color.Black); private static Brush brush = Brushes.Black; private string code; private Code39Settings settings; public Code39(string code) : this(code, new Code39Settings()) { } public Code39(string code, Code39Settings settings) { foreach (char c in code) if (!codes.ContainsKey(c)) throw new ArgumentException("Invalid character encountered in specified code."); if (!code.StartsWith("*")) code = "*" + code; if (!code.EndsWith("*")) code = code + "*"; this.code = code; this.settings = settings; } public Bitmap Paint() { string code = this.code.Trim('*'); SizeF sizeCodeText = Graphics.FromImage(new Bitmap(1, 1)).MeasureString(code, settings.Font); int w = settings.LeftMargin + settings.RightMargin; foreach (char c in this.code) w += codes[c].GetWidth(settings) + settings.InterCharacterGap; w -= settings.InterCharacterGap; int h = settings.TopMargin + settings.BottomMargin + settings.BarCodeHeight; if (settings.DrawText) h += settings.BarCodeToTextGapHeight + (int)sizeCodeText.Height; Bitmap bmp = new Bitmap(w, h, PixelFormat.Format32bppArgb); Graphics g = Graphics.FromImage(bmp); int left = settings.LeftMargin; foreach (char c in this.code) left += codes[c].Paint(settings, g, left) + settings.InterCharacterGap; if (settings.DrawText) { int tX = settings.LeftMargin + (w - settings.LeftMargin - settings.RightMargin - (int)sizeCodeText.Width) / 2; if (tX < 0) tX = 0; int tY = settings.TopMargin + settings.BarCodeHeight + settings.BarCodeToTextGapHeight; g.DrawString(code, settings.Font, brush, tX, tY); } return bmp; } private class Pattern { private bool[] nw = new bool[9]; public static Pattern Parse(string s) { Debug.Assert(s != null); s = s.Replace(" ", "").ToLower(); Debug.Assert(s.Length == 9); Debug.Assert(s.Replace("n", "").Replace("w", "").Length == 0); Pattern p = new Pattern(); int i = 0; foreach (char c in s) p.nw[i++] = c == 'w'; return p; } public int GetWidth(Code39Settings settings) { int width = 0; for (int i = 0; i < 9; i++) width += (nw[i] ? settings.WideWidth : settings.NarrowWidth); return width; } public int Paint(Code39Settings settings, Graphics g, int left) { #if DEBUG Rectangle gray = new Rectangle(left, 0, GetWidth(settings), settings.BarCodeHeight + settings.TopMargin + settings.BottomMargin); g.FillRectangle(Brushes.Gray, gray); #endif int x = left; int w = 0; for (int i = 0; i < 9; i++) { int width = (nw[i] ? settings.WideWidth : settings.NarrowWidth); if (i % 2 == 0) { Rectangle r = new Rectangle(x, settings.TopMargin, width, settings.BarCodeHeight); g.FillRectangle(brush, r); } x += width; w += width; } return w; } } } }

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  • Cocos2d Box2d how to shoot an object inside the screen

    - by Ahoura Ghotbi
    I have the code below : - (id) initWithGame:(mainGame*)game { if ((self = [super init])) { isTouchEnabled_ = YES; self.game = game; CGSize size = [[CCDirector sharedDirector] winSize]; screenH = size.height; screenW = size.width; character = [CCSprite spriteWithFile:@"o.png"]; character.position = ccp( size.width /2 , size.height/2 ); character.contentSize = CGSizeMake(72, 79); [self addChild:character z:10 tag:1]; _body = NULL; _radius = 14.0f; // Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = character; _body = _game.world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(gameChecker:)]; [self schedule:@selector(tick:)]; } return self; } - (void)gameChecker:(ccTime) dt{ if(character.position.y > 200){ [self unschedule:@selector(tick:)]; [self schedule:@selector(dropObject:)]; } } - (void)tick:(ccTime) dt { b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y+1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } -(void)dropObject:(ccTime) dt{ b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y-1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } I have been trying to get the effect that fruit ninja has when shooting the fruits. but it seems like its hard to get such animation so I was wondering if anyone can point me to the right direction and/or give me a sample code for a single object that gets thrown into the screen with a direction.

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  • Where to store front-end data for "object calculator"

    - by Justin Grahn
    I recently have completed a language library that acts as a giant filter for food items, and flows a bit like this :Products -> Recipes -> MenuItems -> Meals and finally, upon submission, creates an Order. I have also completed a database structure that stores all the pertinent information to each class, and seems to fit my needs. The issue I'm having is linking the two. I imagined all of the information being local to each instance of the product, where there exists one backend user who edits and manipulates data, and multiple front end users who select their Meal(s) to create an Order. Ideally, all of the front end users would have all of this information stored locally within the library, and would update the library on startup from a database. How should I go about storing the data so that I can load it into the library every time the user opens the application? Do I package a database onboard and just load and populate every time? The only method I can currently conceive of doing this, even if I only have 500 possible Product objects, would require me to foreach the list for every Product that I need to match to a Recipe and so on and so forth every time I relaunch the program, which seems like a lot of wasteful loading. Here is a general flow of my architecture: Products: public class Product : IPortionable { public Product(string n, uint pNumber = 0) { name = n; productNumber = pNumber; } public string name { get; set; } public uint productNumber { get; set; } } Recipes: public Recipe(string n, decimal yieldAmt, Volume.Unit unit) { name = n; yield = new Volume(yieldAmt, unit); yield.ConvertUnit(); } /// <summary> /// Creates a new ingredient object /// </summary> /// <param name="n">Name</param> /// <param name="yieldAmt">Recipe Yield</param> /// <param name="unit">Unit of Yield</param> public Recipe(string n, decimal yieldAmt, Weight.Unit unit) { name = n; yield = new Weight(yieldAmt, unit); } public Recipe(Recipe r) { name = r.name; yield = r.yield; ingredients = r.ingredients; } public string name { get; set; } public IMeasure yield; public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable,IMeasure>(); MenuItems: public abstract class MenuItem : IScalable { public static string title = null; public string name { get; set; } public decimal maxPortionSize { get; set; } public decimal minPortionSize { get; set; } public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable, IMeasure>(); and Meal: public class Meal { public Meal(int guests) { guestCount = guests; } public int guestCount { get; private set; } //TODO: Make a new MainCourse class that holds pasta and Entree public Dictionary<string, int> counts = new Dictionary<string, int>(){ {MainCourse.title, 0}, {Side.title , 0}, {Appetizer.title, 0} }; public List<MenuItem> items = new List<MenuItem>(); The Database just stores and links each of these basic names and amounts together usings ID's (RecipeID, ProductID and MenuItemID)

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  • Rotating 2D Object

    - by Vico Pelaez
    Well I am trying to learn openGL and want to make a triangle move one unit (0.1) everytime I press one of the keyboard arrows. However i want the triangle to turn first pointing the direction where i will move one unit. So if my triangle is pointing up and I press right the it should point right first and then move one unit in the x axis. I have implemented the code to move the object one unit in any direction, however I can not get it to turn pointing to the direction it is going. The initial position of the Triangle is pointing up. #define LENGTH 0.05 float posX = -0.5, posY = -0.5, posZ = 0; float inX = 0.0 ,inY = 0.0 ,inZ = 0.0; // what values???? void rect(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(posX,posY,posZ); glRotatef(rotate, inX, inY, inZ); glBegin(GL_TRIANGLES); glColor3f(0.0, 0.0, 1.0); glVertex2f(-LENGTH,-LENGTH); glVertex2f(LENGTH-LENGTH, LENGTH); glVertex2f(LENGTH, -LENGTH); glEnd(); glPopMatrix(); } void display(){ //Clear Window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rect(); glFlush(); } void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } float move_unit = 0.01; bool change = false; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: if(rotate = 0) posY += move_unit; else{ inX = 1.0; rotate = 0; } break; case GLUT_KEY_RIGHT: if(rotate = -90) posX += move_unit; else{ inX = 1.0; // is this value ok?? rotate -= 90; } break; case GLUT_KEY_LEFT: if(rotate = 90) posX -= move_unit; else{ inX = 1.0; // is this value ok??? rotate += 90; } break; case GLUT_KEY_DOWN: if(rotate = 180) posY -= move_unit; else{ inX = 1.0; rotate += 180; } break; case 27: // Escape button exit(0); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Triangle turn"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop()

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  • Trying to implement fling events on an object

    - by Adam Short
    I have a game object, well a bitmap, which I'd like to "fling". I'm struggling to get it to fling ontouchlistener due to it being a bitmap and not sure how to proceed and I'm struggling to find the resources to help. Here's my code so far: https://github.com/addrum/Shapes GameActivity class: package com.main.shapes; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.os.Bundle; import android.view.GestureDetector; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View.OnTouchListener; import android.view.Window; public class GameActivity extends Activity { private GestureDetector gestureDetector; View view; Bitmap ball; float x, y; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Remove title bar this.requestWindowFeature(Window.FEATURE_NO_TITLE); view = new View(this); ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball); gestureDetector = new GestureDetector(this, new GestureListener()); x = 0; y = 0; setContentView(view); ball.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(android.view.View v, MotionEvent event) { // TODO Auto-generated method stub return false; } }); } @Override protected void onPause() { super.onPause(); view.pause(); } @Override protected void onResume() { super.onResume(); view.resume(); } public class View extends SurfaceView implements Runnable { Thread thread = null; SurfaceHolder holder; boolean canRun = false; public View(Context context) { super(context); holder = getHolder(); } public void run() { while (canRun) { if (!holder.getSurface().isValid()) { continue; } Canvas c = holder.lockCanvas(); c.drawARGB(255, 255, 255, 255); c.drawBitmap(ball, x - (ball.getWidth() / 2), y - (ball.getHeight() / 2), null); holder.unlockCanvasAndPost(c); } } public void pause() { canRun = false; while (true) { try { thread.join(); } catch (InterruptedException e) { e.printStackTrace(); } break; } thread = null; } public void resume() { canRun = true; thread = new Thread(this); thread.start(); } } } GestureListener class: package com.main.shapes; import android.view.GestureDetector.SimpleOnGestureListener; import android.view.MotionEvent; public class GestureListener extends SimpleOnGestureListener { private static final int SWIPE_MIN_DISTANCE = 120; private static final int SWIPE_THRESHOLD_VELOCITY = 200; @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { if (e1.getX() - e2.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Right to Left return true; } else if (e2.getX() - e1.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Left to Right return true; } if (e1.getY() - e2.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Bottom to Top return true; } else if (e2.getY() - e1.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Top to Bottom return true; } return false; } @Override public boolean onDown(MotionEvent e) { //always return true since all gestures always begin with onDown and<br> //if this returns false, the framework won't try to pick up onFling for example. return true; } }

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • SQL Server script commands to check if object exists and drop it

    - by deadlydog
    Over the past couple years I’ve been keeping track of common SQL Server script commands that I use so I don’t have to constantly Google them.  Most of them are how to check if a SQL object exists before dropping it.  I thought others might find these useful to have them all in one place, so here you go: 1: --=============================== 2: -- Create a new table and add keys and constraints 3: --=============================== 4: IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') 5: BEGIN 6: CREATE TABLE [dbo].[TableName] 7: ( 8: [ColumnName1] INT NOT NULL, -- To have a field auto-increment add IDENTITY(1,1) 9: [ColumnName2] INT NULL, 10: [ColumnName3] VARCHAR(30) NOT NULL DEFAULT('') 11: ) 12: 13: -- Add the table's primary key 14: ALTER TABLE [dbo].[TableName] ADD CONSTRAINT [PK_TableName] PRIMARY KEY NONCLUSTERED 15: ( 16: [ColumnName1], 17: [ColumnName2] 18: ) 19: 20: -- Add a foreign key constraint 21: ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [FK_Name] FOREIGN KEY 22: ( 23: [ColumnName1], 24: [ColumnName2] 25: ) 26: REFERENCES [dbo].[Table2Name] 27: ( 28: [OtherColumnName1], 29: [OtherColumnName2] 30: ) 31: 32: -- Add indexes on columns that are often used for retrieval 33: CREATE INDEX IN_ColumnNames ON [dbo].[TableName] 34: ( 35: [ColumnName2], 36: [ColumnName3] 37: ) 38: 39: -- Add a check constraint 40: ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [CH_Name] CHECK (([ColumnName] >= 0.0000)) 41: END 42: 43: --=============================== 44: -- Add a new column to an existing table 45: --=============================== 46: IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' 47: AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') 48: BEGIN 49: ALTER TABLE [dbo].[TableName] ADD [ColumnName] INT NOT NULL DEFAULT(0) 50: 51: -- Add a description extended property to the column to specify what its purpose is. 52: EXEC sys.sp_addextendedproperty @name=N'MS_Description', 53: @value = N'Add column comments here, describing what this column is for.' , 54: @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', 55: @level1name = N'TableName', @level2type=N'COLUMN', 56: @level2name = N'ColumnName' 57: END 58: 59: --=============================== 60: -- Drop a table 61: --=============================== 62: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') 63: BEGIN 64: DROP TABLE [dbo].[TableName] 65: END 66: 67: --=============================== 68: -- Drop a view 69: --=============================== 70: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.VIEWS WHERE TABLE_NAME = 'ViewName' AND TABLE_SCHEMA='dbo') 71: BEGIN 72: DROP VIEW [dbo].[ViewName] 73: END 74: 75: --=============================== 76: -- Drop a column 77: --=============================== 78: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' 79: AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') 80: BEGIN 81: 82: -- If the column has an extended property, drop it first. 83: IF EXISTS (SELECT * FROM sys.fn_listExtendedProperty(N'MS_Description', N'SCHEMA', N'dbo', N'Table', 84: N'TableName', N'COLUMN', N'ColumnName') 85: BEGIN 86: EXEC sys.sp_dropextendedproperty @name=N'MS_Description', 87: @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', 88: @level1name = N'TableName', @level2type=N'COLUMN', 89: @level2name = N'ColumnName' 90: END 91: 92: ALTER TABLE [dbo].[TableName] DROP COLUMN [ColumnName] 93: END 94: 95: --=============================== 96: -- Drop Primary key constraint 97: --=============================== 98: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='PRIMARY KEY' AND TABLE_SCHEMA='dbo' 99: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'PK_Name') 100: BEGIN 101: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [PK_Name] 102: END 103: 104: --=============================== 105: -- Drop Foreign key constraint 106: --=============================== 107: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='FOREIGN KEY' AND TABLE_SCHEMA='dbo' 108: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'FK_Name') 109: BEGIN 110: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [FK_Name] 111: END 112: 113: --=============================== 114: -- Drop Unique key constraint 115: --=============================== 116: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 117: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'UNI_Name') 118: BEGIN 119: ALTER TABLE [dbo].[TableNames] DROP CONSTRAINT [UNI_Name] 120: END 121: 122: --=============================== 123: -- Drop Check constraint 124: --=============================== 125: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='CHECK' AND TABLE_SCHEMA='dbo' 126: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'CH_Name') 127: BEGIN 128: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [CH_Name] 129: END 130: 131: --=============================== 132: -- Drop a column's Default value constraint 133: --=============================== 134: DECLARE @ConstraintName VARCHAR(100) 135: SET @ConstraintName = (SELECT TOP 1 s.name FROM sys.sysobjects s JOIN sys.syscolumns c ON s.parent_obj=c.id 136: WHERE s.xtype='d' AND c.cdefault=s.id 137: AND parent_obj = OBJECT_ID('TableName') AND c.name ='ColumnName') 138: 139: IF @ConstraintName IS NOT NULL 140: BEGIN 141: EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) 142: END 143: 144: --=============================== 145: -- Example of how to drop dynamically named Unique constraint 146: --=============================== 147: DECLARE @ConstraintName VARCHAR(100) 148: SET @ConstraintName = (SELECT TOP 1 CONSTRAINT_NAME FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS 149: WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 150: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME LIKE 'FirstPartOfConstraintName%') 151: 152: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 153: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = @ConstraintName) 154: BEGIN 155: EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) 156: END 157: 158: --=============================== 159: -- Check for and drop a temp table 160: --=============================== 161: IF OBJECT_ID('tempdb..#TableName') IS NOT NULL DROP TABLE #TableName 162: 163: --=============================== 164: -- Drop a stored procedure 165: --=============================== 166: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='PROCEDURE' AND ROUTINE_SCHEMA='dbo' AND 167: ROUTINE_NAME = 'StoredProcedureName') 168: BEGIN 169: DROP PROCEDURE [dbo].[StoredProcedureName] 170: END 171: 172: --=============================== 173: -- Drop a UDF 174: --=============================== 175: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='FUNCTION' AND ROUTINE_SCHEMA='dbo' AND 176: ROUTINE_NAME = 'UDFName') 177: BEGIN 178: DROP FUNCTION [dbo].[UDFName] 179: END 180: 181: --=============================== 182: -- Drop an Index 183: --=============================== 184: IF EXISTS (SELECT * FROM SYS.INDEXES WHERE name = 'IndexName') 185: BEGIN 186: DROP INDEX TableName.IndexName 187: END 188: 189: --=============================== 190: -- Drop a Schema 191: --=============================== 192: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.SCHEMATA WHERE SCHEMA_NAME = 'SchemaName') 193: BEGIN 194: EXEC('DROP SCHEMA SchemaName') 195: END And here’s the same code, just not in the little code view window so that you don’t have to scroll it.--=============================== -- Create a new table and add keys and constraints --=============================== IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') BEGIN CREATE TABLE [dbo].[TableName]  ( [ColumnName1] INT NOT NULL, -- To have a field auto-increment add IDENTITY(1,1) [ColumnName2] INT NULL, [ColumnName3] VARCHAR(30) NOT NULL DEFAULT('') ) -- Add the table's primary key ALTER TABLE [dbo].[TableName] ADD CONSTRAINT [PK_TableName] PRIMARY KEY NONCLUSTERED ( [ColumnName1],  [ColumnName2] ) -- Add a foreign key constraint ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [FK_Name] FOREIGN KEY ( [ColumnName1],  [ColumnName2] ) REFERENCES [dbo].[Table2Name]  ( [OtherColumnName1],  [OtherColumnName2] ) -- Add indexes on columns that are often used for retrieval CREATE INDEX IN_ColumnNames ON [dbo].[TableName] ( [ColumnName2], [ColumnName3] ) -- Add a check constraint ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [CH_Name] CHECK (([ColumnName] >= 0.0000)) END --=============================== -- Add a new column to an existing table --=============================== IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') BEGIN ALTER TABLE [dbo].[TableName] ADD [ColumnName] INT NOT NULL DEFAULT(0) -- Add a description extended property to the column to specify what its purpose is. EXEC sys.sp_addextendedproperty @name=N'MS_Description',  @value = N'Add column comments here, describing what this column is for.' ,  @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', @level1name = N'TableName', @level2type=N'COLUMN', @level2name = N'ColumnName' END --=============================== -- Drop a table --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') BEGIN DROP TABLE [dbo].[TableName] END --=============================== -- Drop a view --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.VIEWS WHERE TABLE_NAME = 'ViewName' AND TABLE_SCHEMA='dbo') BEGIN DROP VIEW [dbo].[ViewName] END --=============================== -- Drop a column --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') BEGIN -- If the column has an extended property, drop it first. IF EXISTS (SELECT * FROM sys.fn_listExtendedProperty(N'MS_Description', N'SCHEMA', N'dbo', N'Table', N'TableName', N'COLUMN', N'ColumnName') BEGIN EXEC sys.sp_dropextendedproperty @name=N'MS_Description',  @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', @level1name = N'TableName', @level2type=N'COLUMN', @level2name = N'ColumnName' END ALTER TABLE [dbo].[TableName] DROP COLUMN [ColumnName] END --=============================== -- Drop Primary key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='PRIMARY KEY' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'PK_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [PK_Name] END --=============================== -- Drop Foreign key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='FOREIGN KEY' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'FK_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [FK_Name] END --=============================== -- Drop Unique key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'UNI_Name') BEGIN ALTER TABLE [dbo].[TableNames] DROP CONSTRAINT [UNI_Name] END --=============================== -- Drop Check constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='CHECK' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'CH_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [CH_Name] END --=============================== -- Drop a column's Default value constraint --=============================== DECLARE @ConstraintName VARCHAR(100) SET @ConstraintName = (SELECT TOP 1 s.name FROM sys.sysobjects s JOIN sys.syscolumns c ON s.parent_obj=c.id WHERE s.xtype='d' AND c.cdefault=s.id  AND parent_obj = OBJECT_ID('TableName') AND c.name ='ColumnName') IF @ConstraintName IS NOT NULL BEGIN EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) END --=============================== -- Example of how to drop dynamically named Unique constraint --=============================== DECLARE @ConstraintName VARCHAR(100) SET @ConstraintName = (SELECT TOP 1 CONSTRAINT_NAME FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS  WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME LIKE 'FirstPartOfConstraintName%') IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = @ConstraintName) BEGIN EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) END --=============================== -- Check for and drop a temp table --=============================== IF OBJECT_ID('tempdb..#TableName') IS NOT NULL DROP TABLE #TableName --=============================== -- Drop a stored procedure --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='PROCEDURE' AND ROUTINE_SCHEMA='dbo' AND ROUTINE_NAME = 'StoredProcedureName') BEGIN DROP PROCEDURE [dbo].[StoredProcedureName] END --=============================== -- Drop a UDF --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='FUNCTION' AND ROUTINE_SCHEMA='dbo' AND  ROUTINE_NAME = 'UDFName') BEGIN DROP FUNCTION [dbo].[UDFName] END --=============================== -- Drop an Index --=============================== IF EXISTS (SELECT * FROM SYS.INDEXES WHERE name = 'IndexName') BEGIN DROP INDEX TableName.IndexName END --=============================== -- Drop a Schema --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.SCHEMATA WHERE SCHEMA_NAME = 'SchemaName') BEGIN EXEC('DROP SCHEMA SchemaName') END

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  • Why ruby object has two to_s and inspect methods that do the same thing? Or, so it seems.

    - by prosseek
    The p calls inspect, and puts/print calls to_s for representing its object. If I run class Graph def initialize @nodeArray = Array.new @wireArray = Array.new end def to_s # called with print / puts "Graph : #{@nodeArray.size}" end def inspect # called with p "G" end end if __FILE__ == $0 gr = Graph.new p gr print gr puts gr end I get G Graph : 0Graph : 0 Then, why does ruby has two functions do the same thing? What makes the difference between to_s and inspect? And what's the difference between puts/print/p? If I comment out the to_s or inspect function, I get as follows. #<Graph:0x100124b88>#<Graph:0x100124b88>

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  • Does Javascript have classes?

    - by Glycerine
    A friend and I had an argument last week. He stated there were no such things as classes in Javascript. I said there was as you can say var object = new Object() he says "as there is no word class used. Its not a class. -- Whats your take on it guys? thanks.

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  • how to load c# object side by side

    - by mamu
    We have serialized value of some objects persisted. Now we want to make substantial changes to some objects. So what i want to do is load older version of object using old assembly then deserialize and serialize again with newer version of the object. I can have convert method which can transform old object to new one. i have been converting object on fly on deserializer but in this case it's almost new object with same name.

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  • How do I define my own operators in the Io programming language?

    - by klep
    I'm trying to define my own operator in Io, and I'm having a hard time. I have an object: MyObject := Object clone do( lst := list() !! := method(n, lst at(n)) ) But when I call it, like this: x := MyObject clone do(lst appendSeq(list(1, 2, 3))) x !! 2 But I get an exception that argument 0 to at must not be nil. How can I fix?

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  • Adding multiple gradients to object in Adobe Illustrator

    - by Vass
    Hi, I have an object which is a path (a nose to be specific). Now I want both a linear gradient and a radial gradient to be added to the object. So these must be separate gradient objects I guess, and I can't find a way to add multiple separate gradients to a complete path so do I duplicate the object and then apply a new gradient to each object? And what would the layer transparency features look like? Would the 'normal' overlay of the layers work? I am afraid of multiple shadows creating double dark regions, but maybe that is as its supposed to be if you think in terms of classical art and draw shadows in terms of each light obstruction.

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  • Cisco ASA - Unable to create "range" type of network object on 8.2

    - by j2k4j
    I'm wanting to block a range of ip addresses on my Cisco ASA 5520 (8.2) using ASDM 6.4. In the help files/cisco documentation, it says, just create a network object with a "range" type, and use that in a blocking access rule... When I'm accessing the ASA (8.2) with ASDM 6.4, I go to configfirewallobjectnetwork objects & groups, then click "add" to add the IP range as a "network object", I get the following 4 fields to fill out: Name: IP address: Netmask: Description: That's all... In the context-sensitive help files, it says that there should be a Type drop-down to select, with "range" being one of the options, but there is no "Type" drop-down list... If I try to create a "network object group" instead of just "network object", then I get a "Type" drop down list, but it only contains two options: network & host (No "Range" option here either) Can someone help me figure out how to block a range of IP's, using the current 8.2 version on the ASA? Thanks for any pointers or tips!

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  • Windows 7: "Replace All Child Object Permissions" Doesn't Stay Checked

    - by raywood
    I right-click on a top-level folder in Windows Explorer. I choose Properties Security tab Advanced Change Permissions. I check "Replace all child object permissions with inheritable permissions from this object" Apply. I get a Windows Security dialog that says, "Setting security information on" the list of objects that flashes by. But now the "Replace all child object permissions" box is unchecked. What is happening here?

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  • Comparing two specific properties of a CSV using Compare-Object isn't giving the expected results

    - by MDMarra
    I have a list of users from two separate domains. These lists are in CSV format and I only care about the SAMAccountName, which is a field in these CSVs. The code that I'm working with is currently: $domain1 = Import-CSV C:\Scripts\Temp\domain1.xxx.org.csv | Select-Object SAMAccountName $domain2 = Import-CSV C:\Scripts\Temp\domain2.xxx.org.csv | Select-Object SAMAccountName Compare-Object ($domain1) ($domain2) This is returning only a handful of results (which aren't accurate) in this format: @{samaccountname=SomeUser} => Obviously, Compare-Object isn't evaluating the objects as strings. How do I make this work?

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  • Python - Converting CSV to Objects - Code Design

    - by victorhooi
    Hi, I have a small script we're using to read in a CSV file containing employees, and perform some basic manipulations on that data. We read in the data (import_gd_dump), and create an Employees object, containing a list of Employee objects (maybe I should think of a better naming convention...lol). We then call clean_all_phone_numbers() on Employees, which calls clean_phone_number() on each Employee, as well as lookup_all_supervisors(), on Employees. import csv import re import sys #class CSVLoader: # """Virtual class to assist with loading in CSV files.""" # def import_gd_dump(self, input_file='Gp Directory 20100331 original.csv'): # gd_extract = csv.DictReader(open(input_file), dialect='excel') # employees = [] # for row in gd_extract: # curr_employee = Employee(row) # employees.append(curr_employee) # return employees # #self.employees = {row['dbdirid']:row for row in gd_extract} # Previously, this was inside a (virtual) class called "CSVLoader". # However, according to here (http://tomayko.com/writings/the-static-method-thing) - the idiomatic way of doing this in Python is not with a class-fucntion but with a module-level function def import_gd_dump(input_file='Gp Directory 20100331 original.csv'): """Return a list ('employee') of dict objects, taken from a Group Directory CSV file.""" gd_extract = csv.DictReader(open(input_file), dialect='excel') employees = [] for row in gd_extract: employees.append(row) return employees def write_gd_formatted(employees_dict, output_file="gd_formatted.csv"): """Read in an Employees() object, and write out each Employee() inside this to a CSV file""" gd_output_fieldnames = ('hrid', 'mail', 'givenName', 'sn', 'dbcostcenter', 'dbdirid', 'hrreportsto', 'PHFull', 'PHFull_message', 'SupervisorEmail', 'SupervisorFirstName', 'SupervisorSurname') try: gd_formatted = csv.DictWriter(open(output_file, 'w', newline=''), fieldnames=gd_output_fieldnames, extrasaction='ignore', dialect='excel') except IOError: print('Unable to open file, IO error (Is it locked?)') sys.exit(1) headers = {n:n for n in gd_output_fieldnames} gd_formatted.writerow(headers) for employee in employees_dict.employee_list: # We're using the employee object's inbuilt __dict__ attribute - hmm, is this good practice? gd_formatted.writerow(employee.__dict__) class Employee: """An Employee in the system, with employee attributes (name, email, cost-centre etc.)""" def __init__(self, employee_attributes): """We use the Employee constructor to convert a dictionary into instance attributes.""" for k, v in employee_attributes.items(): setattr(self, k, v) def clean_phone_number(self): """Perform some rudimentary checks and corrections, to make sure numbers are in the right format. Numbers should be in the form 0XYYYYYYYY, where X is the area code, and Y is the local number.""" if self.telephoneNumber is None or self.telephoneNumber == '': return '', 'Missing phone number.' else: standard_format = re.compile(r'^\+(?P<intl_prefix>\d{2})\((?P<area_code>\d)\)(?P<local_first_half>\d{4})-(?P<local_second_half>\d{4})') extra_zero = re.compile(r'^\+(?P<intl_prefix>\d{2})\(0(?P<area_code>\d)\)(?P<local_first_half>\d{4})-(?P<local_second_half>\d{4})') missing_hyphen = re.compile(r'^\+(?P<intl_prefix>\d{2})\(0(?P<area_code>\d)\)(?P<local_first_half>\d{4})(?P<local_second_half>\d{4})') if standard_format.search(self.telephoneNumber): result = standard_format.search(self.telephoneNumber) return '0' + result.group('area_code') + result.group('local_first_half') + result.group('local_second_half'), '' elif extra_zero.search(self.telephoneNumber): result = extra_zero.search(self.telephoneNumber) return '0' + result.group('area_code') + result.group('local_first_half') + result.group('local_second_half'), 'Extra zero in area code - ask user to remediate. ' elif missing_hyphen.search(self.telephoneNumber): result = missing_hyphen.search(self.telephoneNumber) return '0' + result.group('area_code') + result.group('local_first_half') + result.group('local_second_half'), 'Missing hyphen in local component - ask user to remediate. ' else: return '', "Number didn't match recognised format. Original text is: " + self.telephoneNumber class Employees: def __init__(self, import_list): self.employee_list = [] for employee in import_list: self.employee_list.append(Employee(employee)) def clean_all_phone_numbers(self): for employee in self.employee_list: #Should we just set this directly in Employee.clean_phone_number() instead? employee.PHFull, employee.PHFull_message = employee.clean_phone_number() # Hmm, the search is O(n^2) - there's probably a better way of doing this search? def lookup_all_supervisors(self): for employee in self.employee_list: if employee.hrreportsto is not None and employee.hrreportsto != '': for supervisor in self.employee_list: if supervisor.hrid == employee.hrreportsto: (employee.SupervisorEmail, employee.SupervisorFirstName, employee.SupervisorSurname) = supervisor.mail, supervisor.givenName, supervisor.sn break else: (employee.SupervisorEmail, employee.SupervisorFirstName, employee.SupervisorSurname) = ('Supervisor not found.', 'Supervisor not found.', 'Supervisor not found.') else: (employee.SupervisorEmail, employee.SupervisorFirstName, employee.SupervisorSurname) = ('Supervisor not set.', 'Supervisor not set.', 'Supervisor not set.') #Is thre a more pythonic way of doing this? def print_employees(self): for employee in self.employee_list: print(employee.__dict__) if __name__ == '__main__': db_employees = Employees(import_gd_dump()) db_employees.clean_all_phone_numbers() db_employees.lookup_all_supervisors() #db_employees.print_employees() write_gd_formatted(db_employees) Firstly, my preamble question is, can you see anything inherently wrong with the above, from either a class design or Python point-of-view? Is the logic/design sound? Anyhow, to the specifics: The Employees object has a method, clean_all_phone_numbers(), which calls clean_phone_number() on each Employee object inside it. Is this bad design? If so, why? Also, is the way I'm calling lookup_all_supervisors() bad? Originally, I wrapped the clean_phone_number() and lookup_supervisor() method in a single function, with a single for-loop inside it. clean_phone_number is O(n), I believe, lookup_supervisor is O(n^2) - is it ok splitting it into two loops like this? In clean_all_phone_numbers(), I'm looping on the Employee objects, and settings their values using return/assignment - should I be setting this inside clean_phone_number() itself? There's also a few things that I'm sorted of hacked out, not sure if they're bad practice - e.g. print_employee() and gd_formatted() both use __dict__, and the constructor for Employee uses setattr() to convert a dictionary into instance attributes. I'd value any thoughts at all. If you think the questions are too broad, let me know and I can repost as several split up (I just didn't want to pollute the boards with multiple similar questions, and the three questions are more or less fairly tightly related). Cheers, Victor

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