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  • Parse error: syntax error, unexpected T_PUBLIC in ..... ?

    - by tonsils
    Hi, I am new to php and trying out this tutorial at : http://css-tricks.com/php-for-beginners-building-your-first-simple-cms/ Unfortunately I am getting the following error and can't seem to track down the reason: Parse error: syntax error, unexpected T_PUBLIC in ../simpleCMS.php on line 56 My code for simpleCMS.php is as is in the tutorial link above. FYI, my line 56 is the following line of code in simpleCMS.php public function display_admin() { Above this line is public function display_public() Can anyone possibly see what I could be doing wrong and again, my code is the same code from the tutorial website and have downloaded the files that came with it? Hoping someone can point me in the right direction. Furthermore, I am using Mac OS X MAMP to run my Apache/MySQL Server locally. My other question is, when I using the following command: mysql_connect($this->host,$this->username,$this->password) is my hostname 'localhost' alone or do I also have to include port alongside the localhost? Thanks again.

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  • What is the proper PHP syntax to post a file that exists in a directory that's on the server?

    - by ggg
    This is a basic post form in PHP that loads from the client PC. What is the proper syntax to load from a directory on the server? <form enctype="multipart/form-data" action="index.php?option=com_productionparse" method="POST"> <input type="hidden" name="MAX_FILE_SIZE" value="90000000000" /><br /> Choose a file to upload: <input name="file" size=120 type="file" /><br /> <input type="submit" value="Upload File" /> </form>

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  • Am I immoral for using a variable name that differs from its type only by case?

    - by Jason Baker
    For instance, take this piece of code: var person = new Person(); or for you Pythonistas: person = Person() I'm told constantly how bad this is, but have yet to see an example of the immorality of these two lines of code. To me, person is a Person and trying to give it another name is a waste of time. I suppose in the days before syntax highlighting, this would have been a big deal. But these days, it's pretty easy to tell a type name apart from a variable name. Heck, it's even easy to see the difference here on SO. Or is there something I'm missing? If so, it would be helpful if you could provide an example of code that causes problems.

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  • Which variables can be accessed with the ${...} syntax in a Struts tag in a JSP page?

    - by Bernhard V
    Hi, I'm getting a little bit frustrated since I can't find out which variables I can access with the ${...} syntax in a Struts tag, placed in a JSP page. As an example I've got the following code: Where does the object "status.menueStatus" have to be defined in order to can be accessed with a dollar sign and braces. Is it defined in another struts tile or in the form? Whether within our project code nor by Google I can get any help. Your support would be very appreciated. Thank you. Bernhard

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  • Problem with Python 3.1(syntax error). Im a beginner please help!

    - by Jonathan
    Hi there, im new to pragraming :) I got a problem with sytax error while making a guessing game. the problem is in (if Gender = boy or Boy), the equal(=) letter is a syntax error. Please help! Answer = 23 Guess = () Gender = input("Are you a boy, a girl or an alien? ") if Gender = boy or Boy: print("Nice!", Gender) if Gender = girl or Girl: print("Prepare do die!", Gender) if Gender = alien or Alien: print("AWESOME my", Gender, "Friend!") While Guess != Answer: if Guess < Answer: print("Too low! try again") else: print("too high!" print("Congratulations you guessed correct!", Gender, "Have fun!" Thank

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  • DirectX 9 HLSL vs. DirectX 10 HLSL: syntax the same?

    - by numerical25
    For the past month or so, I have been busting my behind trying to learn DirectX. So I've been mixing back back and forth between DirectX 9 and 10. One of the major changes I've seen in the two is how to process vectors in the graphics card. One of the drastic changes I notice is how you get the GPU to recognize your structs. In DirectX 9, you define the Flexible Vertex Formats. Your typical set up would be like this: #define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) In DirectX 10, I believe the equivalent is the input vertex description: D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; I notice in DirectX 10 that it is more descriptive. Besides this, what are some of the drastic changes made, and is the HLSL syntax the same for both?

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  • Syntax error converting the nvarchar value to a column of data type int.

    - by Phil
    I have 1,2,3,4,5,6,7,8,9 stored as nvarchar inside Level in my db. I then have a dropdownlist with values 1,2,3,4,5,6,7,8,9. When a user makes a selection (i.e 1) (Level.SelectedValue.ToString). This builds an sql query via a param like this: "Select things From MBA_EOI Where level = 1" When I run the select I get the following error: Syntax error converting the nvarchar value '1,2,3,4,5,6,7,8,9' to a column of data type int. I was under the impression that I was dealing with an Nvarchar field and the selected value as string, where does the int conversion come in? p.s I have also tried Level.SelectedItem.ToString

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  • Are Scala "continuations" just a funky syntax for defining and using Callback Functions?

    - by Alex R
    And I mean that in the same sense that a C/Java for is just a funky syntax for a while loop. I still remember when first learning about the for loop in C, the mental effort that had to go into understanding the execution sequence of the three control expressions relative to the loop statement. Seems to me the same sort of effort has to be applied to understand Continuations (in Scala and I guess probably other languages). And then there's the obvious follow-up question... if so, then what's the point? It seems like a lot of pain (language complexity, programmer errors, unreadable programs, etc) for no gain.

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  • Why does concatenating strings in the argument of EXEC sometimes cause a syntax error in T-SQL?

    - by Tim Goodman
    In MS SQL Server Management Studio 2005, running this code EXEC('SELECT * FROM employees WHERE employeeID = ' + CAST(3 AS VARCHAR)) gives this error: Incorrect syntax near 'CAST' However, if I do this, it works: DECLARE @temp VARCHAR(4000) SET @temp = 'SELECT * FROM employees WHERE employeeID = ' + CAST(3 AS VARCHAR) EXEC(@temp) I found an explanation here: http://stackoverflow.com/questions/1044831/t-sql-cannot-pass-concatenated-string-as-argument-to-stored-procedure According to the accepted answer, EXEC can take a local variable or a value as its argument, but not an expression. However, if that's the case, why does this work: DECLARE @temp VARCHAR(4000) SET @temp = CAST(3 AS VARCHAR) EXEC('SELECT * FROM employees WHERE employeeID = ' + @temp) 'SELECT * FROM employees WHERE employeeID = ' + @temp sure looks like an expression to me, but the code executes with no errors.

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  • Syntax error in INSERT INTO statement in c# oledb?

    - by sameer
    I am having a table called SubMaster_Accounts, which contains 9 fields. In which I want to insert data to some fields and i want to store some other fields as NULL. I tried to write the query using query string, The sql query works perfectly when i insert the data for all the fields, but when i insert data as NULL to some of the fields it shows syntax error in Insert command. The fields which i want to insert as NULL are not constraints. How can i do it? This is my query string. insert into SubMaster_Account ([SMcode], [MSname], [Sname], [Openbalrs], [Openbalrs1], [Openbalmet], [Openbalmet1], [Creditdays], [Sdesc]) values ('" + SMcode + "','" + MSname + "','" + Sname + "'," + Openbalrs + ",'" + Openbalrs1 + "'," + Openbalmet + ",'" + Openbalmet1 + "'," + Creditdays + ",'" + Sdesc + "')

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  • Doesn’t <asp:A runat=”server” B=”someValue” … /> syntax violate one of the basic rules in C# languag

    - by AspOnMyNet
    Assuming server control of type A has a protected member M, then we are also able to access A.M via declaring control tag A on some aspx page: <asp:A runat=”server” M=”someValue” … /> But isn’t one of the rules in C# that protected members of class A can only be accessed from A and from classes derived from A? So doesn’t the ability to access member A.M via <asp:A M=”someValue” … /> syntax violate this rule, since we are basically accessing A.M from a class ( which is automatically generated aspx class ) not derived from A?!

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  • How to learn programming language (syntax rules, etc.) and remember easily? [closed]

    - by user239522
    I'm new to programming, and I always have a so call difficulty, that is, I always tend to forget the thing (syntax, rules, name, definition or anyting) of a programming language I've learnt. And I personally do feel that the way I learn it is wrong. Here is my method. Everyday I will spend approximately 1 or 2 hours on a programming e-book. I just follow the syllabus and teaching inside the books, of course I have try to code myself, alter the code inside the book, and did the exercises available. But everytime right after I finish a chapter and advanced myself to third or fourth chapter, I will forgot something I learnt in the first chapter. Is it the method I use wrong? Does learning through reading and coding not enough? Do I need to everytime make a small note (mind map for example) of things I've learnt by hand writing? Or do I sometime need to try coding using a pencil and a book, but not a computer?

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • Enum types, FlagsAttribute & Zero value – Part 2

    - by nmgomes
    In my previous post I wrote about why you should pay attention when using enum value Zero. After reading that post you are probably thinking like Benjamin Roux: Why don’t you start the enum values at 0x1? Well I could, but doing that I lose the ability to have Sync and Async mutually exclusive by design. Take a look at the following enum types: [Flags] public enum OperationMode1 { Async = 0x1, Sync = 0x2, Parent = 0x4 } [Flags] public enum OperationMode2 { Async = 0x0, Sync = 0x1, Parent = 0x2 } To achieve mutually exclusion between Sync and Async values using OperationMode1 you would have to operate both values: protected void CheckMainOperarionMode(OperationMode1 mode) { switch (mode) { case (OperationMode1.Async | OperationMode1.Sync | OperationMode1.Parent): case (OperationMode1.Async | OperationMode1.Sync): throw new InvalidOperationException("Cannot be Sync and Async simultaneous"); break; case (OperationMode1.Async | OperationMode1.Parent): case (OperationMode1.Async): break; case (OperationMode1.Sync | OperationMode1.Parent): case (OperationMode1.Sync): break; default: throw new InvalidOperationException("No default mode specified"); } } but this is a by design constraint in OperationMode2. Why? Simply because 0x0 is the neutral element for the bitwise OR operation. Knowing this singularity, replacing and simplifying the previous method, you get: protected void CheckMainOperarionMode(OperationMode2 mode) { switch (mode) { case (OperationMode2.Sync | OperationMode2.Parent): case (OperationMode2.Sync): break; case (OperationMode2.Parent): default: break; } This means that: if both Sync and Async values are specified Sync value always win (Zero is the neutral element for bitwise OR operation) if no Sync value specified, the Async method is used. Here is the final method implementation: protected void CheckMainOperarionMode(OperationMode2 mode) { if (mode & OperationMode2.Sync == OperationMode2.Sync) { } else { } } All content above prove that Async value (0x0) is useless from the arithmetic perspective, but, without it we lose readability. The following IF statements are logically equals but the first is definitely more readable: if (OperationMode2.Async | OperationMode2.Parent) { } if (OperationMode2.Parent) { } Here’s another example where you can see the benefits of 0x0 value, the default value can be used explicitly. <my:Control runat="server" Mode="Async,Parent"> <my:Control runat="server" Mode="Parent">

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  • Changing the background color of a view in real-time.

    - by Tarmon
    Hey Everyone, I am trying to implement a ListView that is composed of rows that contain a View on the left followed by a TextView to the right of that. I want to be able to change the background color of the first View based on it's position in the ListView. Below is what I have at this point but it doesn't seem to due anything. public class Routes extends ListActivity { String[] ROUTES; TextView selection; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); ROUTES = getResources().getStringArray(R.array.routes); setContentView(R.layout.routes); setListAdapter(new IconicAdapter()); selection=(TextView)findViewById(R.id.selection); } public void onListItemClick(ListView parent, View v, int position, long id) { selection.setText(ROUTES[position]); } class IconicAdapter extends ArrayAdapter<String> { IconicAdapter() { super(Routes.this, R.layout.row, R.id.label, ROUTES); } } public View getView(int position, View convertView, ViewGroup parent) { LayoutInflater inflater = getLayoutInflater(); View row = inflater.inflate(R.layout.row, parent, false); TextView label = (TextView) row.findViewById(R.id.label); label.setText(ROUTES[position]); View icon = (View) row.findViewById(R.id.icon); switch(position){ case 0: icon.setBackgroundColor(R.color.Red); break; case 1: icon.setBackgroundColor(R.color.Red); break; case 2: icon.setBackgroundColor(R.color.Green); break; case 3: icon.setBackgroundColor(R.color.Green); break; case 4: icon.setBackgroundColor(R.color.Blue); break; case 5: icon.setBackgroundColor(R.color.Blue); break; case 6: icon.setBackgroundColor(R.color.Gray); break; case 7: icon.setBackgroundColor(R.color.Yellow); break; case 8: icon.setBackgroundColor(R.color.Brown); break; case 9: icon.setBackgroundColor(R.color.Brown); break; case 10: icon.setBackgroundColor(R.color.Brown); break; case 11: icon.setBackgroundColor(R.color.Purple); break; case 12: icon.setBackgroundColor(R.color.Red); break; case 13: icon.setBackgroundColor(R.color.Gold); break; case 14: icon.setBackgroundColor(R.color.Orange); break; } return(row); } } Any input is appreciated and if you have any questions don't hesitate to ask! Thanks, Rob

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  • How can I modify my Shunting-Yard Algorithm so it accepts unary operators?

    - by KingNestor
    I've been working on implementing the Shunting-Yard Algorithm in JavaScript for class. Here is my work so far: var userInput = prompt("Enter in a mathematical expression:"); var postFix = InfixToPostfix(userInput); var result = EvaluateExpression(postFix); document.write("Infix: " + userInput + "<br/>"); document.write("Postfix (RPN): " + postFix + "<br/>"); document.write("Result: " + result + "<br/>"); function EvaluateExpression(expression) { var tokens = expression.split(/([0-9]+|[*+-\/()])/); var evalStack = []; while (tokens.length != 0) { var currentToken = tokens.shift(); if (isNumber(currentToken)) { evalStack.push(currentToken); } else if (isOperator(currentToken)) { var operand1 = evalStack.pop(); var operand2 = evalStack.pop(); var result = PerformOperation(parseInt(operand1), parseInt(operand2), currentToken); evalStack.push(result); } } return evalStack.pop(); } function PerformOperation(operand1, operand2, operator) { switch(operator) { case '+': return operand1 + operand2; case '-': return operand1 - operand2; case '*': return operand1 * operand2; case '/': return operand1 / operand2; default: return; } } function InfixToPostfix(expression) { var tokens = expression.split(/([0-9]+|[*+-\/()])/); var outputQueue = []; var operatorStack = []; while (tokens.length != 0) { var currentToken = tokens.shift(); if (isNumber(currentToken)) { outputQueue.push(currentToken); } else if (isOperator(currentToken)) { while ((getAssociativity(currentToken) == 'left' && getPrecedence(currentToken) <= getPrecedence(operatorStack[operatorStack.length-1])) || (getAssociativity(currentToken) == 'right' && getPrecedence(currentToken) < getPrecedence(operatorStack[operatorStack.length-1]))) { outputQueue.push(operatorStack.pop()) } operatorStack.push(currentToken); } else if (currentToken == '(') { operatorStack.push(currentToken); } else if (currentToken == ')') { while (operatorStack[operatorStack.length-1] != '(') { if (operatorStack.length == 0) throw("Parenthesis balancing error! Shame on you!"); outputQueue.push(operatorStack.pop()); } operatorStack.pop(); } } while (operatorStack.length != 0) { if (!operatorStack[operatorStack.length-1].match(/([()])/)) outputQueue.push(operatorStack.pop()); else throw("Parenthesis balancing error! Shame on you!"); } return outputQueue.join(" "); } function isOperator(token) { if (!token.match(/([*+-\/])/)) return false; else return true; } function isNumber(token) { if (!token.match(/([0-9]+)/)) return false; else return true; } function getPrecedence(token) { switch (token) { case '^': return 9; case '*': case '/': case '%': return 8; case '+': case '-': return 6; default: return -1; } } function getAssociativity(token) { switch(token) { case '+': case '-': case '*': case '/': return 'left'; case '^': return 'right'; } } It works fine so far. If I give it: ((5+3) * 8) It will output: Infix: ((5+3) * 8) Postfix (RPN): 5 3 + 8 * Result: 64 However, I'm struggling with implementing the unary operators so I could do something like: ((-5+3) * 8) What would be the best way to implement unary operators (negation, etc)? Also, does anyone have any suggestions for handling floating point numbers as well? One last thing, if anyone sees me doing anything weird in JavaScript let me know. This is my first JavaScript program and I'm not used to it yet.

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  • How do I mock an object in this case? no obvious way to replace object with mock

    - by Tristan
    Hi there, Suppose I have this very simple method in Store's model: def geocode_address loc = Store.geocode(address) self.lat = loc.lat self.lng = loc.lng end If I want to write some test scripts that aren't affected by the geocoding service, which may be down, have limitations or depend on my internet connection, how do I mock out the geocoding service? If I could pass a geocoding object into the method, it would be easy, but I don't see how I could do it in this case. Thanks! Tristan

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  • Is it possible for BeautifulSoup to work in a case-insensitive manner?

    - by Nitin
    I am trying to extract Meta Description for fetched webpages. But here I am facing the problem of case sensitivity of BeautifulSoup. As some of the pages have <meta name="Description and some have <meta name="description. My problem is very much similar to that of Question on Stackoverflow The only difference is that I can't use lxml .. I have to stick with Beautifulsoup.

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  • Scala: is it possible to override default case class constructor?

    - by adam77
    Just wondering if this is possible. What I would actually like to do is check and possibly modify one of the arguments before it is stored as a val. Alternatively, I could use an overload and make the default constructor private. In which case I would also like to make private the default factory constructor in the companion object, how would I do that? Many thanks. Adam

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  • How do you search between two columns using a parameter and a case when statement? SQL Server

    - by Kip Birgen
    I would like to search between to columns in a s query or a table depending on the variable on a paramenter e.g Declare @SelectAll as interger Set @SelectAll = 1 Declare @Column as interger Select mt.Column1, mtColumn2 From MyTable as mt Where Case When @SelectAll = 1 Then mt.Column1 IN(@Column) and mt.Column2 (' Selecting all") When @SelectAll = 1 Then mt.Column2 IN(@Column) and mt.Column1 (' Selecting all") End The purpose of this query is to allow the user to search between the column they choose. Further more the use of parameter is for the purposes of writing reporting services reports.

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  • How to give sentence case to sentences through CSS or javascript?

    - by jitendra
    How to give sentence case to sentences through CSS or javascript? I've tried these CSS properties but these are different capitalize Transforms the first character of each word to uppercase uppercase Transforms all characters to uppercase lowercase Transforms all characters to lowercase Edit: 19 FEB 2010 is there any option in jquery to achieve this?

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