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  • from loop to Nested loops ?

    - by WM
    I have this program that returns a factorial of N. For example, when entering 4,,, it will give 1! , 2! , 3! How could I convert this to use nested loops? public class OneForLoop { public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.print("Enter a number : "); int N = input.nextInt(); int factorial = 1; for(int i = 1; i < N; i++) { factorial *= i; System.out.println(i + "! = " + factorial); } } }

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  • I have to make a simple app that connects devices in a network, but I have no idea of how to this

    - by Gabriel Casado
    I want to write an App for android that has only one ListView. The App will constantly search for anything (mobile devices, desktops, etc.) that is connected in the wifi network. The problem is, I have no idea how to do this. What do I need to study? I comprehend I'd need to use a Thread or a Runnable to constantly search for those devices. Also I know very little about TCP, UDP or any internet protocols. So, can someone give me a basis of what I need to learn to develop this App?

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  • JSF, writeAttribute("value", str, null) fails with strings obtained through ValueExpression.getValue

    - by Roma
    Hello, I'm having a somewhat weird problem with custom JSF component. Here's my renderer code: public class Test extends Renderer { public void encodeBegin(final FacesContext context, final UIComponent component) throws IOException { ResponseWriter writer = context.getResponseWriter(); writer.startElement("textarea", component); String clientId = component.getClientId(context); if (clientId != null) writer.writeAttribute("name", clientId, null); ValueExpression exp = component.getValueExpression("value"); if (exp != null && exp.getValue(context.getELContext()) != null) { String val = (String) exp.getValue(context.getELContext()); System.out.println("Value: " + val); writer.writeAttribute("value", val, null); } writer.endElement("textarea"); writer.flush(); } } The code generates: <textarea name="j_id2:j_id12:j_id19" value=""></textarea> Property binding contains "test" and as it should be, "Value: test" is successfully printed to console. Now, if I change the code to: public void encodeBegin(final FacesContext context, final UIComponent component) throws IOException { ResponseWriter writer = context.getResponseWriter(); writer.startElement("textarea", component); String clientId = component.getClientId(context); if (clientId != null) writer.writeAttribute("name", clientId, null); ValueExpression exp = component.getValueExpression("value"); if (exp != null && exp.getValue(context.getELContext()) != null) { String val = (String) exp.getValue(context.getELContext()); String str = "new string"; System.out.println("Value1: " + val + ", Value2: " + str); writer.writeAttribute("value", str, null); } writer.endElement("textarea"); writer.flush(); } generated html is: <textarea name="j_id2:j_id12:j_id19" value="new string"></textarea> and console output is "Value1: test, Value2: new string" What's going on here? This doesn't make sense. Why would writeAttribute differentiate between the two strings? Additional info: The component extends UIComponentBase I am using it with facelets

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  • Simple question about the lunarlander example.

    - by Smills
    I am basing my game off the lunarlander example. This is the run loop I am using (very similar to what is used in lunarlander). I am getting considerable performance issues associated with my drawing, even if I draw almost nothing. I noticed the below method. Why is the canvas being created and set to null each cycle? @Override public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas();//null synchronized (mSurfaceHolder) { updatePhysics(); doDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } Most of the times I have read anything about canvases it is more along the lines of: mField = new Bitmap(...dimensions...); Canvas c = new Canvas(mField); My question is: why is Google's example done that way (null canvas), what are the benefits of this, and is there a faster way to do it?

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  • Find top N elements in a Multiset from Google Collections?

    - by dfrankow
    A Google Collections Multiset is a set of elements each of which has a count (i.e. may be present multiple times). I can't tell you how many times I want to do the following Make a histogram (exactly Multiset) Get the top N values from the histogram Examples: top 10 URLs, top 10 tags, ... What is the canonical way to do #2 given a Multiset? Here is a blog post about it, but that code is not quite what I want. First, it returns everything, not just top N. Second, it copies (is it possible to avoid a copy?). Third, I usually want a deterministic sort, i.e. tiebreak if counts are equal.

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  • How to display a confirmation message in Tapestry5?

    - by shane87
    I am developing a website as part of my final year project and I want to display a message which confirms that an email has been sent. I know how to display custom error messages on a form i.e. You cannot go any further until the following errors are fixed : login name not known! I want to display a message which will say: your email has been sent! after I send an email. I have been told that I should display this message through the flash. I am unsure on how to do this, any help would be greatly appreciated.

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  • JMS - How do message selectors work with multiple queue and topic consumers?

    - by Stephen Harmon
    Say you have a JMS queue, and multiple consumers are watching the queue for messages. You want one of the consumers to get all of a particular type of message, so you decide to employ message selectors. For example, you define a property to go in your JMS message header named, "targetConsumer." Your message selector, which you apply to the consumer known as, "A," is something like "WHERE targetConsumer = "CONSUMER_A." It's clear that consumer A will now just grab messages with the property set like it is in in the example. Will the other consumers have awareness of that, though? IOW, will another consumer, unconstrained by a message selector, grab the "CONSUMER_A" messages, if it looks at the queue before Consumer A? Do I need to apply message selectors like, "WHERE targetConsumer < "CONSUMER_A" to the others? I am RTFMing and gathering empirical data now, but was hoping someone might know off the top of their head.

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  • Flickering when repainting a JPanel inside a JScrollPAne

    - by pR0Ps
    I'm having a problem with repainting a JPanel inside a JScrollPane. Basically, I'm just trying to 'wrap' my existing EditPanel (it originally extended JPanel) into a JScrollPane. It seems that the JPanel updates too often (mass flickering). How would I stop this from happening? I tried using the setIgnoreRepaint() but it didn't seem to do anything. Will this current implementation work or would I need to create another inner class to fine-tune the JPanel I'm using to display graphics? Skeleton code: public class MyProgram extends JFrame{ public MyProgram(){ super(); add(new EditPanel()); pack(); } private class EditPanel extends JScrollPane{ private JPanel graphicsPanel; public EditPanel(){ graphicsPanel = new JPanel(); } public void paintComponent(Graphics g){ graphicsPanel.revalidate(); //update the scrollpane to current panel size repaint(); Graphics g2 = graphicsPanel.getGraphics(); g2.drawImage(imageToDraw, 0, 0, null); } } }

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  • Is my Joda Time format pattern incorrect to produce a `T` and `Z` inside the parsed DateTime output?

    - by Tree
    Using Joda Time's pattern syntax below, this input string: Sunday, January 09, 2011 6:15:00 PM becomes this datetime: 2011-01-09T06:15:00.000Z Code: String start = "Sunday, January 09, 2011 6:15:00 PM"; DateTimeFormatter parser1 = DateTimeFormat.forPattern("EEEE, MMMM dd, yyyy H:mm:ss aa"); DateTime startTime = parser1.parseDateTime(start); Is this format pattern incorrect? If not, what are the T and Z doing inside the DateTime output? 2011-01-09T06:15:00.000Z

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  • Is this a correct way to stop Execution Task

    - by Yan Cheng CHEOK
    I came across code to stop execution's task. private final ExecutorService executor = Executors.newSingleThreadExecutor(); public void stop() { executor.shutdownNow(); try { executor.awaitTermination(100, TimeUnit.DAYS); } catch (InterruptedException ex) { log.error(null, ex); } } public Runnable getRunnable() { return new Runnable() { public void run() { while (!Thread.currentThread().isInterrupted()) { // What if inside fun(), someone try to clear the interrupt flag? // Say, through Thread.interrupted(). We will stuck in this loop // forever. fun(); } } }; } I realize that, it is possible for Runnable to be in forever loop, as Unknown fun may Thread.sleep, clear the interrupt flag and ignore the InterruptedException Unknown fun may Thread.interrupted, clear the interrupt flag. I was wondering, is the following way correct way to fix the code? private final ExecutorService executor = Executors.newSingleThreadExecutor(); private volatile boolean flag = true; public void stop() { flag = false; executor.shutdownNow(); try { executor.awaitTermination(100, TimeUnit.DAYS); } catch (InterruptedException ex) { log.error(null, ex); } } public Runnable getRunnable() { return new Runnable() { public void run() { while (flag && !Thread.currentThread().isInterrupted()) { // What if inside fun(), someone try to clear the interrupt flag? // Say, through Thread.interrupted(). We will stuck in this loop // forever. fun(); } } }; }

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  • no more hitcollision at 1 life

    - by user1449547
    So I finally got my implementation of lives fixed, and it works. Now however when I collide with a ghost when I am at 1 life, nothing happens. I can fall to my death enough times for a game over. from what i can tell the problem is that hit collision is not longer working, because it does not detect a hit, I do not fall. the question is why? update if i kill myself fast enough it works, but if i play for like 30 seconds, it stops the hit collision detection on my ghosts. platforms and springs still work. public class World { public interface WorldListener { public void jump(); public void highJump(); public void hit(); public void coin(); public void dying(); } public static final float WORLD_WIDTH = 10; public static final float WORLD_HEIGHT = 15 * 20; public static final int WORLD_STATE_RUNNING = 0; public static final int WORLD_STATE_NEXT_LEVEL = 1; public static final int WORLD_STATE_GAME_OVER = 2; public static final Vector2 gravity = new Vector2(0, -12); public Hero hero; public final List<Platform> platforms; public final List<Spring> springs; public final List<Ghost> ghosts; public final List<Coin> coins; public Castle castle; public final WorldListener listener; public final Random rand; public float heightSoFar; public int score; public int state; public int lives=3; public World(WorldListener listener) { this.hero = new Hero(5, 1); this.platforms = new ArrayList<Platform>(); this.springs = new ArrayList<Spring>(); this.ghosts = new ArrayList<Ghost>(); this.coins = new ArrayList<Coin>(); this.listener = listener; rand = new Random(); generateLevel(); this.heightSoFar = 0; this.score = 0; this.state = WORLD_STATE_RUNNING; } private void generateLevel() { float y = Platform.PLATFORM_HEIGHT / 2; float maxJumpHeight = Hero.hero_JUMP_VELOCITY * Hero.hero_JUMP_VELOCITY / (2 * -gravity.y); while (y < WORLD_HEIGHT - WORLD_WIDTH / 2) { int type = rand.nextFloat() > 0.8f ? Platform.PLATFORM_TYPE_MOVING : Platform.PLATFORM_TYPE_STATIC; float x = rand.nextFloat() * (WORLD_WIDTH - Platform.PLATFORM_WIDTH) + Platform.PLATFORM_WIDTH / 2; Platform platform = new Platform(type, x, y); platforms.add(platform); if (rand.nextFloat() > 0.9f && type != Platform.PLATFORM_TYPE_MOVING) { Spring spring = new Spring(platform.position.x, platform.position.y + Platform.PLATFORM_HEIGHT / 2 + Spring.SPRING_HEIGHT / 2); springs.add(spring); } if (rand.nextFloat() > 0.7f) { Ghost ghost = new Ghost(platform.position.x + rand.nextFloat(), platform.position.y + Ghost.GHOST_HEIGHT + rand.nextFloat() * 3); ghosts.add(ghost); } if (rand.nextFloat() > 0.6f) { Coin coin = new Coin(platform.position.x + rand.nextFloat(), platform.position.y + Coin.COIN_HEIGHT + rand.nextFloat() * 3); coins.add(coin); } y += (maxJumpHeight - 0.5f); y -= rand.nextFloat() * (maxJumpHeight / 3); } castle = new Castle(WORLD_WIDTH / 2, y); } public void update(float deltaTime, float accelX) { updatehero(deltaTime, accelX); updatePlatforms(deltaTime); updateGhosts(deltaTime); updateCoins(deltaTime); if (hero.state != Hero.hero_STATE_HIT) checkCollisions(); checkGameOver(); checkFall(); } private void updatehero(float deltaTime, float accelX) { if (hero.state != Hero.hero_STATE_HIT && hero.position.y <= 0.5f) hero.hitPlatform(); if (hero.state != Hero.hero_STATE_HIT) hero.velocity.x = -accelX / 10 * Hero.hero_MOVE_VELOCITY; hero.update(deltaTime); heightSoFar = Math.max(hero.position.y, heightSoFar); } private void updatePlatforms(float deltaTime) { int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); platform.update(deltaTime); if (platform.state == Platform.PLATFORM_STATE_PULVERIZING && platform.stateTime > Platform.PLATFORM_PULVERIZE_TIME) { platforms.remove(platform); len = platforms.size(); } } } private void updateGhosts(float deltaTime) { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); ghost.update(deltaTime); if (ghost.state == Ghost.GHOST_STATE_DYING && ghost.stateTime > Ghost.GHOST_DYING_TIME) { ghosts.remove(ghost); len = ghosts.size(); } } } private void updateCoins(float deltaTime) { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); coin.update(deltaTime); } } private void checkCollisions() { checkPlatformCollisions(); checkGhostCollisions(); checkItemCollisions(); checkCastleCollisions(); } private void checkPlatformCollisions() { if (hero.velocity.y > 0) return; int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); if (hero.position.y > platform.position.y) { if (OverlapTester .overlapRectangles(hero.bounds, platform.bounds)) { hero.hitPlatform(); listener.jump(); if (rand.nextFloat() > 0.5f) { platform.pulverize(); } break; } } } } private void checkGhostCollisions() { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); if (hero.position.y < ghost.position.y) { if (OverlapTester.overlapRectangles(ghost.bounds, hero.bounds)){ hero.hitGhost(); listener.hit(); } break; } else { if(hero.position.y > ghost.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, ghost.bounds)){ hero.hitGhostJump(); listener.jump(); ghost.dying(); score += Ghost.GHOST_SCORE; } break; } } } } private void checkItemCollisions() { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); if (OverlapTester.overlapRectangles(hero.bounds, coin.bounds)) { coins.remove(coin); len = coins.size(); listener.coin(); score += Coin.COIN_SCORE; } } if (hero.velocity.y > 0) return; len = springs.size(); for (int i = 0; i < len; i++) { Spring spring = springs.get(i); if (hero.position.y > spring.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, spring.bounds)) { hero.hitSpring(); listener.highJump(); } } } } private void checkCastleCollisions() { if (OverlapTester.overlapRectangles(castle.bounds, hero.bounds)) { state = WORLD_STATE_NEXT_LEVEL; } } private void checkFall() { if (heightSoFar - 7.5f > hero.position.y) { --lives; hero.hitSpring(); listener.highJump(); } } private void checkGameOver() { if (lives<=0) { state = WORLD_STATE_GAME_OVER; } } }

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  • Setting up new project in Eclipse

    - by kbrin80
    So I set up a new project into Eclipse and created a build.xml that creates a war file. The problem that I am having is that the only files that are included in the war are what's in the WEB-INF. How do you include my web folder into the war? Project src web WEB-INF

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