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  • Jquery each loop with json array

    - by Ben
    I'm trying to use Jquery's each loop to go through this Json and add it to a div named #contentHere. The Json is as follows: { "justIn": [ { "textId": "123", "text": "Hello", "textType": "Greeting" }, { "textId": "514", "text":"What's up?", "textType": "Question" }, { "textId": "122", "text":"Come over here", "textType": "Order" } ], "recent": [ { "textId": "1255", "text": "Hello", "textType": "Greeting" }, { "textId": "6564", "text":"What's up?", "textType": "Question" }, { "textId": "0192", "text":"Come over here", "textType": "Order" } ], "old": [ { "textId": "5213", "text": "Hello", "textType": "Greeting" }, { "textId": "9758", "text":"What's up?", "textType": "Question" }, { "textId": "7655", "text":"Come over here", "textType": "Order" } ] } I'm getting this Json through use of this code: $.get("data.php", function(data){ }) Any solutions?

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  • .NET Single Line Logging (ala Trace.Write/WriteLine) using Instrumentation.Logging

    - by KnownColor
    Hello Everyone, My question is whether it is possible to get line/multiline (very unsure of correct term for this) behaviour of the Trace.Write and Trace.WriteLine methods but using the Microsoft Instrumentation Logging framework in .NET 2.0. Desired Output Hello World! Oh Hai. What I Currently Have Trace.Write("Hello "); Trace.WriteLine("World!"); Trace.Write("Oh Hai."); I would prefer to use instrumentation to log rather than writing to a log file using Debug.Trace. EDIT: By Instrumentation Logging I mean using a 'loggingConfiguration' block in my App.config and writing Log Entries using using Microsoft.Practices.EnterpriseLibrary.Logging.Logger.Write(LogEntry logEntry); Microsoft.Practices.EnterpriseLibrary.Logging.Configuration.FlatFileTraceListenerData, Microsoft.Practices.EnterpriseLibrary.Logging, Version=2.0.0.0 for example. Ta, KnownColor

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  • Sending elements of an array as arguments to a method call

    - by Bryce
    I have a method that accepts the splat operator: def hello(foo, *bar) #... do some stuff end I have an array with a variable length that I'd like to send into this hello method: arr1 = ['baz', 'stuff'] arr2 = ['ding', 'dong', 'dang'] I'd like to call the method with arr1 and arr2 as arguments to that method but I keep getting hung up in that *bar is being interpreted as an array instead of individual arguments. To make things more fun, I can't change the hello method at all. I'm looking for something similar to this SO question but in ruby.

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  • get height on a block of latex output

    - by georg raba
    Hello, I am trying to determine how to get the height on a block of latex output (not the whole document, and not the code..but rather a block of output). As an example of what I am trying to accomplish: i were to have the latex code $\sum_{i=0}^\infty \frac{1}{n}\infty$ \newline hello world \newline hello universe its output would be something like 2 inches high. Of course, the height of the above block of text is dependent on a number of things-font, margin size, etc, as changing any of these parameters changes how many inches that output would be. Is there a command/package that does this? Thanks in advance! Georg Raba

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  • 500 error on function call in Codeigniter

    - by Ilia Lev
    I am using just installed CI 2.1.3 Following phpacademy tutorial I wrote in the routes.php: $route['default_controller'] = "site"; (instead of: $route['default_controller'] = "welcome";) and in controllers/site.php: <?php if ( ! defined('BASEPATH')) exit('No direct script access allowed'); class Site extends CI_Controller { public function index() { echo "default function started.<br/>"; } public function hello(){ echo "hello function started.<br/>"; } } After uploading it to the server and going to the [www.mydomain.ext] it works ok (writes: "default function started.") BUT if I add 'this-hello();' to the index() function it throws a 500 error. Why does it happen and how can I resolve this? Thank you in advance.

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  • Java: conditional initialization?

    - by HH
    Ruby has conditional initialization. Apparently, Java does not or does it? I try to write more succintly, to limit the range as small as possible. import java.io.*; import java.util.*; public class InitFor{ public static void main(String[] args){ for(int i=7,k=999;i+((String h="hello").size())<10;i++){} System.out.println("It should be: hello = "+h); } } Errors Press ENTER or type command to continue InitFor.java:8: ')' expected for(int i=7,k=999;i+((String h="hello").size())<10;i++){} ^

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  • Javascript calls to an Ajax WebMethod. How to get multiple output params returned?

    - by George
    OK, I know how to call a simple old fashion asmx webservice webthod that returns a single value as a function return result. But what if I want to return multiple output params? My current approach is to separate the params by a dividing character and parse them on teh client. Is there a better way. Here's how I return a single function result. How do I return multiple output values? <asp:ScriptManager ID="ScriptManager1" runat="server"> <Services> <asp:ServiceReference Path="WebService.asmx" /> </Services> function CallHelloWebMethod() { WebService.Hello(OnComplete1, OnTimeOut, OnError); } function OnComplete1(arg) { alert(arg); } function OnTimeOut(arg) { } <WebMethod()> Public Function Hello(ByVal x As String) As String Return "Hello " & x End Function

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  • Error with default argument in Source.getLines (Scala 2.8.0 RC1)

    - by Derek
    assuming I running Scala 2.8.0 RC1, the following scala code should print out the content of the file "c:/hello.txt" for ( line<-Source.fromPath( "c:/hello.txt" ).getLines ) println( line ) However, when I run it, I get the following error <console>:10: error: missing arguments for method getLines in class Source; follow this method with `_' if you want to treat it as a partially applied function Error occured in an application involving default arguments. val it = Source.fromPath("c:/hello.scala").getLines From what I understand, Scala should use the default argument "compat.Platform.EOL" for "getLines". I am wondering if I did wrong or is it a bug in scala 2.8 Thanks

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  • Python sys.argv lists and indexes

    - by Fred Gerbig
    In the below code I understand that sys.argv uses lists, however I am not clear on how the index's are used here. def main(): if len(sys.argv) >= 2: name = sys.argv[1] else: name = 'World' print 'Hello', name if __name__ == '__main__': main() If I change name = sys.argv[1] to name = sys.argv[0] and type something for an argument it returns: Hello C:\Documents and Settings\fred\My Documents\Downloads\google-python-exercises \google-python-exercises\hello.py Which kind of make sense. Can someone explain how the 2 is used here: if len(sys.argv) >= 2: And how the 1 is used here: name = sys.argv[1]

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  • Executing a dynamically bound function in Clojure

    - by Carl Smotricz
    I'd like to pre-store a bunch of function calls in a data structure and later evaluate/execute them from within another function. This works as planned for functions defined at namespace level with defn (even though the function definition comes after my creation of the data structure) but will not work with functions defined by let [name (fn or letfn inside the function. Here's my small self-contained example: (def todoA '(funcA)) (def todoB '(funcB)) (def todoC '(funcC)) (def todoD '(funcD)) ; unused (defn funcA [] (println "hello funcA!")) (declare funcB funcC) (defn runit [] (let [funcB (fn [] (println "hello funcB"))] (letfn [(funcC [] (println "hello funcC!"))] (funcA) (eval todoA) ; OK (funcB) ; OK (eval todoB) ; "Unable to resolve symbol: funcB in this context" at line 2 (funcC) ; OK (eval todoC) ; "Unable to resolve symbol: funcC in this context" at line 3 ))) Is there a simple fix I could undertake to get eval'd quoted calls to functions to work for functions defined inside another function?

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  • Socket.recv works but not gets or read?

    - by Earlz
    Hello I've been messing around with Sockets in Ruby some and came across some example code that I tried modifying and broke. I want to know why it's broken. Server: require "socket" dts = TCPServer.new('127.0.0.1', 20000) loop do Thread.start(dts.accept) do |s| print(s, " is accepted\n") s.write(Time.now) print(s, " is gone\n") s.close end end Client that works: require 'socket' streamSock = TCPSocket.new( "127.0.0.1", 20000 ) streamSock.print( "Hello\n" ) str = streamSock.recv( 100 ) print str streamSock.close Client that is broken require 'socket' streamSock = TCPSocket.new( "127.0.0.1", 20000 ) streamSock.print( "Hello\n" ) str=streamSock.read #this line modified print str streamSock.close I know that the streamSock.print is unnecessary (as well as the naming scheme being non-ruby) but I don't understand why read doesn't work while recv does, Why is this?

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  • How does dereferencing of a function pointer happen?

    - by eSKay
    Why and how does dereferencing a function pointer just "do nothing"? This is what I am talking about: #include<stdio.h> void hello() { printf("hello"); } int main(void) { (*****hello)(); } From a comment over here: function pointers dereference just fine, but the resulting function designator will be immediately converted back to a function pointer And from an answer here: Dereferencing (in way you think) a function's pointer means: accessing a CODE memory as it would be a DATA memory. Function pointer isn't suppose to be dereferenced in that way. Instead, it is called. I would use a name "dereference" side by side with "call". It's OK. Anyway: C is designed in such a way that both function name identifier as well as variable holding function's pointer mean the same: address to CODE memory. And it allows to jump to that memory by using call () syntax either on an identifier or variable. How exactly does dereferencing of a function pointer work?

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  • How to handle right to left languages in Flash (pre version 10)?

    - by Maan Ashgar
    Hello, We are currently working with Flex creating a web application. We are having trouble taking Arabic text from the user and displaying correctly (like in a chat feature). While presumably Flash 10 will solve this problem, we don't want to force our users to upgrade. Flash flips the order of the sentence's words. so if I wrote something like "Hello World" in the text field, it will appear as "World Hello" in the chat area. Is there a standard way to work with Right to Left languages in Flash? *We currently flip the order of the words with a function, but it things get messed up when using English or special characters in the chat like :) or :D *

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  • Raw SQL sent to SQL Server from .NET on stored procedure call

    - by Jeff Meatball Yang
    Is there a way to get the raw text that is sent to SQL Server, as seen in SQL Profiler, from the ADO.NET call? using(SqlConnection conn = new SqlConnection(connString)) { SqlCommand cmd = conn.CreateCommand(); cmd.CommandType = CommandType.StoredProcedure; cmd.CommandText = "GetSomeData"; cmd.Parameters.Add("@id").Value = someId; cmd.Parameters.Add("@someOtherParam").Value = "hello"; conn.Open(); SqlDataReader dr = cmd.ExecuteReader(); // this sends up the call: exec GetSomeData @id=24, @someOtherParam='hello' // how can I capture that and write it to debug? Debug.Write("exec GetSomeData @id=24, @someOtherParam='hello'"); }

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  • C++ String manipulation isn't making sense to me...

    - by Andrew Bolster
    I am trying some of the Stanford SEE courses online to learn some new languages; this particular assignment has to do with removing substrings from strings. What I've got so far is below, but if text = "hello hello" and remove ="el", it gets stuck in a loop, but if i change text to text = "hello hllo", it works, making me think I'm doing something obviously stupid. There is a stipulation in the assignment not to modify the incoming strings, and instead to return a new string. string CensorString1(string text, string remove){ string returned; size_t found=0, lastfound=0; found = (text.substr(lastfound,text.size())).find(remove); while (string::npos != found ){ returned += text.substr(lastfound,found); lastfound = found + remove.size(); found = (text.substr(lastfound,text.size())).find(remove); } returned += text.substr(lastfound,found); return returned; } Guidance would be appreciated :-) Thanks

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  • Updating label using jquery and code behind

    - by Zaps
    Hi, I have a label on a page and I'm updating the text property of the label when text is changed in a textbox. I'm updating the label like so: $myLabel.text("hello"); The text is being displayed correctly on the screen butwhen I try to save the text value to an object in the code behind (When I press a button) the text property of the label is "" and not "hello". var myLabel = myLabel.Text; //the var myLabel is "" when it should be "hello" Any ideas as to why this would be? Thanks in advance, Zaps

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  • HLSL/XNA Ambient light texture mixed up with multi pass lighting

    - by Manu-EPITA
    I've been having some troubles lately with lighting. I have found a source on google which is working pretty good on the example. However, when I try to implement it to my current project, I am getting some very weird bugs. The main one is that my textures are "mixed up" when I only activate the ambient light, which means that a model gets the texture of another one . I am using the same effect for every meshes of my models. I guess this could be the problem, but I don't really know how to "reset" an effect for a new model. Is it possible? Here is my shader: float4x4 WVP; float4x4 WVP; float3x3 World; float3 Ke; float3 Ka; float3 Kd; float3 Ks; float specularPower; float3 globalAmbient; float3 lightColor; float3 eyePosition; float3 lightDirection; float3 lightPosition; float spotPower; texture2D Texture; sampler2D texSampler = sampler_state { Texture = <Texture>; MinFilter = anisotropic; MagFilter = anisotropic; MipFilter = linear; MaxAnisotropy = 16; }; struct VertexShaderInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 PositionO: TEXCOORD1; float3 Normal : NORMAL0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WVP); output.Normal = input.Normal; output.PositionO = input.Position.xyz; output.Texture = input.Texture; return output; } float4 PSAmbient(VertexShaderOutput input) : COLOR0 { return float4(Ka*globalAmbient + Ke,1) * tex2D(texSampler,input.Texture); } float4 PSDirectionalLight(VertexShaderOutput input) : COLOR0 { //Difuze float3 L = normalize(-lightDirection); float diffuseLight = max(dot(input.Normal,L), 0); float3 diffuse = Kd*lightColor*diffuseLight; //Specular float3 V = normalize(eyePosition - input.PositionO); float3 H = normalize(L + V); float specularLight = pow(max(dot(input.Normal,H),0),specularPower); if(diffuseLight<=0) specularLight=0; float3 specular = Ks * lightColor * specularLight; //sum all light components float3 light = diffuse + specular; return float4(light,1) * tex2D(texSampler,input.Texture); } technique MultiPassLight { pass Ambient { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PSAmbient(); } pass Directional { PixelShader = compile ps_3_0 PSDirectionalLight(); } } And here is how I actually apply my effects: public void ApplyLights(ModelMesh mesh, Matrix world, Texture2D modelTexture, Camera camera, Effect effect, GraphicsDevice graphicsDevice) { graphicsDevice.BlendState = BlendState.Opaque; effect.CurrentTechnique.Passes["Ambient"].Apply(); foreach (ModelMeshPart part in mesh.MeshParts) { graphicsDevice.SetVertexBuffer(part.VertexBuffer); graphicsDevice.Indices = part.IndexBuffer; // Texturing graphicsDevice.BlendState = BlendState.AlphaBlend; if (modelTexture != null) { effect.Parameters["Texture"].SetValue( modelTexture ); } graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); // Applying our shader to all the mesh parts effect.Parameters["WVP"].SetValue( world * camera.View * camera.Projection ); effect.Parameters["World"].SetValue(world); effect.Parameters["eyePosition"].SetValue( camera.Position ); graphicsDevice.BlendState = BlendState.Additive; // Drawing lights foreach (DirectionalLight light in DirectionalLights) { effect.Parameters["lightColor"].SetValue(light.Color.ToVector3()); effect.Parameters["lightDirection"].SetValue(light.Direction); // Applying changes and drawing them effect.CurrentTechnique.Passes["Directional"].Apply(); graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); } } I am also applying this when loading the effect: effect.Parameters["lightColor"].SetValue(Color.White.ToVector3()); effect.Parameters["globalAmbient"].SetValue(Color.White.ToVector3()); effect.Parameters["Ke"].SetValue(0.0f); effect.Parameters["Ka"].SetValue(0.01f); effect.Parameters["Kd"].SetValue(1.0f); effect.Parameters["Ks"].SetValue(0.3f); effect.Parameters["specularPower"].SetValue(100); Thank you very much UPDATE: I tried to load an effect for each model when drawing, but it doesn't seem to have changed anything. I suppose it is because XNA detects that the effect has already been loaded before and doesn't want to load a new one. Any idea why?

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  • Wrap words in tags, keep markup

    - by spacevillain
    For example I have a string with markup (from html node): hello, this is dog "h<em>e<strong>llo, thi</strong>s i</em><strong>s d</strong>og" What is the most correct way to find some words in it (let's say "hello" and "dog"), wrap them in a span (make a highlight) and save all the markup? Desired output is something like this (notice properly closed tags) <span class="highlight">h<em>e<strong>llo</strong></em></span><strong>,</strong> <em><strong>thi</strong>s<em> i</em><strong>s <span class="highlight"><strong>d</strong>og</span> Looks the same as it should: hello, this is dog

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  • Can you use zero-width matching regex in String split?

    - by polygenelubricants
    System.out.println( Arrays.deepToString( "abc<def>ghi".split("(?:<)|(?:>)") ) ); This prints [abc, def, ghi], as if I had split on "<|>". I want it to print [abc, <def>, ghi]. Is there a way to work some regex magic to accomplish what I want here? Perhaps a simpler example: System.out.println( Arrays.deepToString( "Hello! Oh my!! Good bye!!".split("(?:!+)") ) ); This prints [Hello, Oh my, Good bye]. I want it to print [Hello!, Oh my!!, Good bye!!]. `.

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; 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 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); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <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> 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 Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); 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(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • what's wrong with concatenation in blackberry application?

    - by sexitrainer
    For the life of me, I can't understand why adding a concatenated string to the MainScreen is causing the BB simulator to throw an exception. If I run a VERY simple hello program with the following control, all is well: RichTextField rtfHello = new RichTextField("Hello There !!!"); add(rtfItemDescription); But if I add a concatenated string, the entire app breaks: String MyName = "John Doe"; RichTextField rtfHello = new RichTextField("Hello There !!!" + MyName); add(rtfItemDescription); So what am I doing wrong? Why would the simulator throw an exception for the second example?

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  • Ruby on Rails: how to render a string as HTML?

    - by Tim
    I have @str = "<b>Hi</b>" and in my erb view: <%= @str > What will display on the page is: <b>Hi</b> when what I really want is Hi. What's the ruby way to "interpret" a string as HTML markup? Edit: the case where @str = "<span class=\"classname\">hello</span>" If in my view I do <%raw @str %> The HTML source code is <span class=\"classname\">hello</span where what I really want is <span class="classname">hello</span> (without the backslashes that were escaping the double quotes). What's the best way to "unescape" those double quotes?

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  • python: multiline regular expression

    - by facha
    Hi, everyone I have a piece of text and I've got to parse usernames and hashes out of it. Right now I'm doing it with two regular expressions. Could I do it with just one multiline regular expression? #!/usr/bin/env python import re test_str = """ Hello, UserName. Please read this looooooooooooooooong text. hash Now, write down this hash: fdaf9399jef9qw0j. Then keep reading this loooooooooong text. Hello, UserName2. Please read this looooooooooooooooong text. hash Now, write down this hash: gtwnhton340gjr2g. Then keep reading this loooooooooong text. """ logins = re.findall('Hello, (?P<login>.+).',test_str) hashes = re.findall('hash: (?P<hash>.+).',test_str)

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  • debugfs_create_file doesn't create file

    - by bala1486
    Hello, I am trying to create a debugfs file using the debugfs_create_file(...). I have written a sample code for this. static int __init mmapexample_module_init(void) { file1 = debugfs_create_file("mmap_example", 0644, NULL, NULL, &my_fops)\ ; printk(KERN_ALERT "Hello, World\n"); if(file1==NULL) { printk(KERN_ALERT "Error occured\n"); } if(file1==-ENODEV) { printk(KERN_ALERT "ENODEV occured\n"); } return 0; } When i ran insmod i could get the Hello, World message but no the error message. So i think the debugfs_create_file worked fine. However i couldn't find any file in /sys/kernel/debug. The folder is there but it is empty. Can anyone help me with this? Thank you... Thanks, Bala

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  • printing menu in terminal and choosing an option, how to?

    - by carlos
    I'm a haskell beginner. I'm trying to make a program that shows a menu through terminal and ask user to introduce an option. Here is the code: main :: IO () main = do putStrLn "0 <- quit" putStrLn "1 <- Hello" putStr "Choose an option: " c <- getChar case c of '0' -> return () '1' -> putChar '\n' >> putStrLn "Hello World" >> main When I use this module in the ghci interpreter everything works like it's suposed to do. But if i compile this with: ghc hello.hs and run it in the terminal, it doesn't display the line "Choose an option:" before ask for a char to be introduced. I think this may be caused because of haskell lazy nature and I don't know how to fix it. Any ideas?

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