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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • How can I deal with No module named edit.editor ?

    - by Tomas Pajonk
    I am trying to follow the WingIDE tutorial on creating scripts in the IDE. This following example scripts always throws an error: import wingapi def test_script(test_str): app = wingapi.gApplication v = "Product info is: " + str(app.GetProductInfo()) v += "\nAnd you typed: %s" % test_str wingapi.gApplication.ShowMessageDialog("Test Message", v) Traceback (most recent call last): File "C:\Wing-pi\Scripts\test.py", line 1, in import wingapi File "C:\Program Files\Development\Wing IDE 3.1\bin\wingapi.py", line 18, in import edit.editor ImportError: No module named edit.editor Process terminated with an exit code of 1 I am launching the script in the Wing IDE as suggested by someone, but I keep getting the same result.

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  • If the UIApplicationMain() never returns then when does the autorelease pool gets released?

    - by sid
    For code: int main(int argc, char *argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; int retVal = UIApplicationMain(argc, argv, nil, nil); [pool release]; return retVal; } Apple's doc clearly specifies: Return Value: Even though an integer return type is specified, this function never returns. When users terminate an iPhone application by pressing the Home button, the application immediately exits by calling the exit system function with an argument of zero. Secondly, in int UIApplicationMain ( int argc, char *argv[], NSString *principalClassName, NSString *delegateClassName ); how can we access the argv from our UIApplication subclass?

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  • .NET and Closing SQL Server connections

    - by user307076
    I am having a hard time figuring out why the following constructor will not close connnections. When I view the active connections. Here is the code that I have. Public Sub New(ByVal UserID As Integer) Dim oConn As New SqlConnection(ConfigurationManager.ConnectionStrings("connStr").ToString()) Dim cmd As New SqlCommand("stored proc", oConn) Dim sdr As SqlDataReader cmd.CommandType = CommandType.StoredProcedure cmd.Parameters.AddWithValue("@userID", UserID) oConn.Open() sdr = cmd.ExecuteReader() Try If Not sdr.HasRows Then sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() Exit Sub End If 'User has account in WATS, proceed to load account information While sdr.Read _firstname = Convert.ToString(sdr("First Name")) _lastname = Convert.ToString(sdr("Last Name")) End While Catch ex As Exception 'Throw New Exception("User Error: " + ex.Message) Finally sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() End Try End Sub

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  • Trying to drop all tables from my schema with no rows?

    - by Vineet
    I am trying to drop all tables in schema with no rows,but when i am executing this code i am getting an error THis is the code: create or replace procedure tester IS v_count NUMBER; CURSOR emp_cur IS select table_name from user_tables; BEGIN FOR emp_rec_cur IN emp_cur LOOP EXECUTE IMMEDIATE 'select count(*) from '|| emp_rec_cur.table_name INTO v_count ; IF v_count =0 THEN EXECUTE IMMEDIATE 'DROP TABLE '|| emp_rec_cur.table_name; END IF; END LOOP; END tester; ERROR at line 1: ORA-29913: error in executing ODCIEXTTABLEOPEN callout ORA-29400: data cartridge error KUP-00554: error encountered while parsing access parameters KUP-01005: syntax error: found "identifier": expecting one of: "badfile, byteordermark, characterset, data, delimited, discardfile, exit, fields, fixed, load, logfile, nodiscardfile, nobadfile, nologfile, date_cache, processing, readsize, string, skip, variable" KUP-01008: the bad identifier was: DELIMETED KUP-01007: at line 1 column 9 ORA-06512: at "SYS.ORACLE_LOADER", line 14 ORA-06512: at line 1 ORA-06512: at "SCOTT.TESTER", line 9 ORA-06512: at line 1

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  • How can I pause a BackgroundWorker? Or something similar...

    - by juan
    I was using a BackgroundWorker to download some web sites by calling WebClient.DownloadString inside a loop. I wanted the option for the user to cancel in the middle of downloading stuff, so I called CancelAsync whenever I found that CancellationPending was on in the middle of the loop. But now I noticed that the function DownloadString kinda freezes sometimes, so I decided to use DownloadStringAsync instead (all this inside the other thread created with BackgroundWorker). An since and don't want to rewrite my whole code by having to exit the loop and the function after calling DownloadStringAsync, I made a while loop right after calling it that does nothing but checks for a variable bool Stop that I turn true either when the DownloadStringCompleted event handler is called or when the user request to cancel the operation. Now, the weird thing is that it works fine on the debug version, but on the release one, the program freezes in the while loop like if it were the main thread.

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  • lmerTest package install failing on Ubuntu 12.04

    - by Alexandra Tyers
    I'm running Ubuntu 12.04.5 LTS precise 32-bit and trying to install the lmerTest package for R version 2.14.1... When I try to install from the CRAN repository or R-forge: install.packages("lmerTest") or install.packages("lmerTest", repos="http://R-Forge.R-project.org"), I get the error: Warning in install.packages : package ‘lmerTest’ is not available (for R version 2.14.1) So I downloaded the Package Archive File from CRAN and tried to install from this Package source: lmerTest_2.0-11.tar.gz ,but get the error: "installation of package /home/.../lmerTest_2.0-11.tar.gz’ had non-zero exit status" I had a similar problem when trying to install lme4, and using the advice from lme4 package install failing on Ubuntu 12.04 was able to download the package using "sudo apt-get install r-cran-lme4" after which it appeared in my R package list and installed fine from there. I tried a similar tactic with lmerTest "sudo apt-get install r-cran-lmerTest" but just get "Unable to locate package r-cran-lmerTest", so really don't know what to do now, bearing in mind that I'm a novice with both Ubuntu and R, any suggestions/help would be much appreciated

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  • .NET and Closing MSSQL connections

    - by user307076
    I am having a hard time figuring out why the following constructor will not close connnections. When I view the active connections. Here is the code that I have. Public Sub New(ByVal UserID As Integer) Dim oConn As New SqlConnection(ConfigurationManager.ConnectionStrings("connStr").ToString()) Dim cmd As New SqlCommand("stored proc", oConn) Dim sdr As SqlDataReader cmd.CommandType = CommandType.StoredProcedure cmd.Parameters.AddWithValue("@userID", UserID) oConn.Open() sdr = cmd.ExecuteReader() Try If Not sdr.HasRows Then sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() Exit Sub End If 'User has account in WATS, proceed to load account information While sdr.Read _firstname = Convert.ToString(sdr("First Name")) _lastname = Convert.ToString(sdr("Last Name")) End While Catch ex As Exception 'Throw New Exception("User Error: " + ex.Message) Finally sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() End Try End Sub

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  • Problem executing bash file

    - by sandelius
    HI there! I've run into some problem while learning to combine .sh files and PHP. I've create a file test.sh and in that file I call a PHP file called test.php. If I double click on the .sh file then it runs perfectly but when I try to run it from the terminal I get "command not found". I'm in the exact folder as my .sh file but it wont work. Here's my test.sh: #!/bin/bash LIB=${0/%cli/} exec php -q ${LIB}test.php one two three exit; When I doubleclick on the test.sh file then it returns the argv array like it suppost to. But why can't I run it from terminal?

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  • C builder RAD 2010 RTL/VCL Application->Terminate() Function NOT TERMINATING THE APPLICATION

    - by ergey
    Hello, I have problem descriebed also here: http://www.delphigroups.info/3/9/106748.html I have tryed almost all forms of placing Application-Terminate() func everywhere in the code, following and not 'return 0', 'ExitProcess(0)', 'ExitThread(0)', exit(0). None working variant closes the app. Instead the code after Application-Terminate() statement is running. I have two or more threads in the app. I tryed calling terminate func in created after execution threads and in main thread. Also this is not related (as i can imagine) with CodeGuard / madExcept (i have turned it off and on, no effect). CodeGuard turning also did not do success. What i should do to terminate all the threads in c builder 2010 application and then terminate the process? Thank you.

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  • Trying to compile MobileSubstrate addon - Undefined symbol

    - by eWolf
    Hi! I went through this tutorial to create a MobileSubstrate addon. I could compile the example hook without errors. But as soon as I add #import <SpringBoard/SBAwayController.h> in ExampleHookProtocol.h and SBAwayController *awayController = [SBAwayController sharedAwayController]; in ExampleHookLibrary.mm (as the first line of the __$ExampleHook_AppIcon_Launch function) I get the following error message when attempting to make (triggered by the latter change): Undefined symbols: "_OBJC_CLASS_$_SBAwayController", referenced from: __objc_classrefs__DATA@0 in ExampleHookLibrary.o ld: symbol(s) not found collect2: ld returned 1 exit status make: *** [ExampleHook.dylib] Error 1. The header file for SBAwayController is located in /var/toolchain/sys30/usr/include/SpringBoard, just like SBApplicationIcon.h, which is used by the ExampleHook. I'm compiling on my iPod touch 2G. Can anyone help me? Thanks in advance, Eric

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  • Problem with Zend_Date and ISO_8601 format

    - by Noah Goodrich
    Frankly, I'm flummoxed. Can anyone tell me why I would get a failure message with this code? $date = Zend_Date::now(); $date = $date->getIso(); if(Zend_Date::isDate($date, Zend_Date::ISO_8601)) { print('success'); } else { print('failure'); } exit; It also fails if I just pass in a Zend_Date object. UPDATE: a var_dump of the initial $date object looks like this: object(Zend_Date)#107 (8) { ["_locale:private"]= string(5) "en_US" ["_fractional:private"]= int(0) ["_precision:private"]= int(3) ["_unixTimestamp:private"]= int(1257508100) ["_timezone:private"]= string(14) "America/Denver" ["_offset:private"]= int(25200) ["_syncronised:private"]= int(0) ["_dst:protected"]= bool(true) } And a var_dump of the $date string after calling $date-getIso() looks like this: string(25) "2009-11-06T04:48:20-07:00" I am using ZF 1.9.5 on PHP 5.2.8. I am using XAMPP for Windows too if that makes a difference.

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  • PHP is unable to open a file for writing - but it does exist

    - by asdasdas
    I am trying to write to a file. I do a file_exists check on it before i do fopen and it comes up true: the file does exist. However, the file fails this code and gives me the error every time: $handle = fopen($filename, 'w'); if($handle) { flock($handle, LOCK_EX); fwrite($handle, $contents); } else { echo 'ERROR: Unable to open the file for writing.',PHP_EOL; exit(); } flock($handle, LOCK_UN); fclose($handle); Is there a way I can get more specific error details as to why this file does not let me open it for writing? I know that the filename is legit, but for some reason it just wont let me write to it. I do have write permissions, I was able to write and write over another file.

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  • Occasional InterruptedException when quitting a Swing application

    - by Joonas Pulakka
    I recently updated my computer to a more powerful one, with a quad-core hyperthreading processor (i7), thus plenty of real concurrency available. Now I'm occasionally getting the following error when quitting (System.exit(0)) an application (with a Swing GUI) that I'm developing: Exception while removing reference: java.lang.InterruptedException java.lang.InterruptedException at java.lang.Object.wait(Native Method) at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:118) at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:134) at sun.java2d.Disposer.run(Disposer.java:125) at java.lang.Thread.run(Thread.java:619) Well, given that it started to happen with a more concurrency-capable hardware, and it has to do with threads, and it happens occasionally, it's obviously some kind of timing thing. But the problem is that the stack trace is so short. All I have is the listing above. It doesn't include my own code at all, so it's somewhat hard to guess where the bug is. Has anyone experienced something like this before? Any ideas how to start solving it?

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  • How do I handle a missing mandatory argument in Ruby OptionParser?

    - by Rob Jones
    In OptionParser I can make an option mandatory, but if I leave out that value it will take the name of any following option as the value, screwing up the rest of the command line parsing. Here is a test case that echoes the values of the options: $ ./test_case.rb --input foo --output bar output bar input foo Now leave out the value for the first option: $ ./test_case.rb --input --output bar input --output Is there some way to prevent it taking another option name as a value? Thanks! Here is the test case code: #!/usr/bin/env ruby require 'optparse' files = Hash.new option_parser = OptionParser.new do |opts| opts.on('-i', '--input FILENAME', 'Input filename - required') do |filename| files[:input] = filename end opts.on('-o', '--output FILENAME', 'Output filename - required') do |filename| files[:output] = filename end end begin option_parser.parse!(ARGV) rescue OptionParser::ParseError $stderr.print "Error: " + $! + "\n" exit end files.keys.each do |key| print "#{key} #{files[key]}\n" end

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  • getline won't let me type, c++

    - by Stijn
    I try to get the name of a game the users chooses and store it in a vector. I use getline so the user can use a space. When I try to type a new game to add it won't let me. It automaticly displays me games library. Please tell me what I do wrong. Problem is at if(action == "add") Here's my code: #include <iostream> #include <string> #include <vector> #include <algorithm> #include <ctime> #include <cstdlib> using namespace std; int main() { vector<string>::const_iterator myIterator; vector<string>::const_iterator iter; vector<string> games; games.push_back("Crysis 2"); games.push_back("GodOfWar 3"); games.push_back("FIFA 12"); cout <<"Welcome to your Games Library.\n"; cout <<"\nThese are your games:\n"; for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } //the loop! string action; string newGame; cout <<"\n-Type 'exit' if you want to quit.\n-Type 'add' if you want to add a game.\n-Type 'delete' if you want to delete a game.\n-Type 'find' if you want to search a game.\n-Type 'game' if you don't know what game to play.\n-Type 'show' if you want to view your library."; while (action != "exit") { cout <<"\n\nWhat do you want to do: "; cin >> action; //problem is here if (action == "add") { cout <<"\nType the name of the game you want to add: "; getline (cin, newGame); games.push_back(newGame); for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } continue; } else if (action == "show") { cout <<"\nThese are your games:\n"; for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } } else if (action == "delete") { cout <<"Type the name of the game you want to delete: "; cin >> newGame; getline (cin, newGame); iter = find(games.begin(), games.end(), newGame); if(iter != games.end()) { games.erase(iter); cout <<"\nGame deleted!"; } else { cout<<"\nGame not found."; } continue; } else if (action == "find") { cout <<"Which game you want to look for in your library: "; cin >> newGame; getline (cin, newGame); iter = find(games.begin(), games.end(), newGame); if (iter != games.end()) { cout << "Game found.\n"; } else { cout << "Game not found.\n"; } continue; } else if (action == "game") { srand(static_cast<unsigned int>(time(0))); random_shuffle(games.begin(), games.end()); cout << "\nWhy don't you play " << games[0]; continue; } else if (action == "quit") { cout <<"\nRemember to have fun while gaming!!\n"; break; } else { cout <<"\nCommand not found"; } } return 0; }

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  • How can I use GLUT with CUDA on MACOSX?

    - by omegatai
    Hi, I'm having problems compiling a CUDA program that uses GLUT on MacOsX. Here is the command line I use to compile the source: nvcc main.c -o main -Xlinker "-L/System/Library/Frameworks/OpenGL.framework/Libraries -lGL -lGLU" "-L/System/Library/Frameworks/GLUT.framework" And here is the errors I get: Undefined symbols: "_glutInitWindowSize", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutInitWindowPosition", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutDisplayFunc", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutInitDisplayMode", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutCreateWindow", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutMainLoop", referenced from: _main in tmpxft_00001612_00000000-1_main.o "_glutInit", referenced from: _main in tmpxft_00001612_00000000-1_main.o ld: symbol(s) not found collect2: ld returned 1 exit status I am aware that I haven't specified any lib for GLUT but I just can't find it! Does anybody know where it is? By the way, there doesn't seem to be a way to use the GLUT.framework when compiling with nvcc. Thanks a lot, omegatai

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  • REDUX: How to overcome an incompatibility between the ksh on Linux vs. that installed on AIX/Solaris

    - by Andrew Stein
    I have uncovered another problem in the effort that we are making to port several hundreds of ksh scripts from AIX, Solaris and HPUX to Linux. See here for the previous problem. This code: #!/bin/ksh if [ -a k* ]; then echo "Oh yeah!" else echo "No way!" fi exit 0 (when run in a directory with several files whose name starts with k) produces "Oh yeah!" when called with the AT&T ksh variants (ksh88 and ksh93). On the other hand it produces and error message followed by "No way!" on the other ksh variants (pdksh, MKS ksh and bash). Again, my question are: Is there an environment variable that will cause pdksh to behave like ksh93? Failing that: Is there an option on pdksh to get the required behavior?

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  • something wrong in my program by using GData xmlsupport

    - by ben
    Ld build/Debug-iphonesimulator/newParser.app/newParser normal i386 cd /Users/apple/Desktop/newParser setenv MACOSX_DEPLOYMENT_TARGET 10.5 setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -arch i386 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk -L/Users/apple/Desktop/newParser/build/Debug-iphonesimulator -F/Users/apple/Desktop/newParser/build/Debug-iphonesimulator -filelist /Users/apple/Desktop/newParser/build/newParser.build/Debug-iphonesimulator/newParser.build/Objects-normal/i386/newParser.LinkFileList -mmacosx-version-min=10.5 -lxml2 -framework Foundation -framework UIKit -framework CoreGraphics -o /Users/apple/Desktop/newParser/build/Debug-iphonesimulator/newParser.app/newParser Undefined symbols: "_kGDataXMLXPathDefaultNamespacePrefix", referenced from: _kGDataXMLXPathDefaultNamespacePrefix$non_lazy_ptr in GDataXMLNode.o (maybe you meant: _kGDataXMLXPathDefaultNamespacePrefix$non_lazy_ptr) ld: symbol(s) not found collect2: ld returned 1 exit status

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  • Installing bitarray in Python 2.6 on Windows

    - by John Fouhy
    I would like to install bitarray in Windows running python 2.6. I have mingw32 installed, and I have C:\Python26\Lib\distutils\distutils.cfg set to: [build] compiler = mingw32 If I type, in a cmd.exe window: C:\Documents and Settings\john\My Documents\bitarray-0.3.5>python setup.py install I get: [normal python messages skipped] C:\MinGW\bin\gcc.exe -mno-cygwin -mdll -O -Wall -IC:\Python26\include -IC:\Python26\PC -c bitarray/_bitarray.c -o build\temp.win32-2.6\Release\bitarray\_bitarray.o bitarray/_bitarray.c:2197: error: initializer element is not constant bitarray/_bitarray.c:2197: error: (near initialization for `BitarrayIter_Type.tp_getattro') bitarray/_bitarray.c:2206: error: initializer element is not constant bitarray/_bitarray.c:2206: error: (near initialization for `BitarrayIter_Type.tp_iter') bitarray/_bitarray.c:2232: error: initializer element is not constant bitarray/_bitarray.c:2232: error: (near initialization for `Bitarraytype.tp_getattro') bitarray/_bitarray.c:2253: error: initializer element is not constant bitarray/_bitarray.c:2253: error: (near initialization for `Bitarraytype.tp_alloc') bitarray/_bitarray.c:2255: error: initializer element is not constant bitarray/_bitarray.c:2255: error: (near initialization for `Bitarraytype.tp_free') error: command 'gcc' failed with exit status 1 Can anyone help?

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  • Loops in ada and the implementation

    - by maddy
    HI all, Below is a piece of code shown and doubts are regarding the implementation of loops C := character'last; I := 1; K : loop Done := C = character'first; Count2 := I; Exit K when Done; C := character'pred(c); I := I + 1; end loop K; Can anyone please tell me what does 'K' stands for.I guess its not a variable.How does 'K' control the execution of the loop? Thanks Maddy

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  • Google Toolbox For Mac with Core Data on iPhone results in error

    - by JaanusSiim
    I have set up my project for using Google Toolbox for Mac as described on official wiki. And everything is working as expected. For core data usage I have created a 'database' class that uses for final application SQLite storage (this is done based on Xcode template code). For unit tests I have created separate init method for 'database' to use in memory storage (storage url is [NSURL URLWithString:@"memory://store"] and type NSInMemoryStoreType). Without adding my model file (*.xcdatamodel) to unit tests target, test fail in expected place with message: executeFetchRequest:error: A fetch request must have an entity. If I add model file to the test target, then test is executed as expected (core data part looks OK), but after tests execution I get: RunIPhoneUnitTest.sh: line 123: 9487 Segmentation fault "$TARGET_BUILD_DIR/$EXECUTABLE_PATH" -RegisterForSystemEvents Command /bin/sh failed with exit code 139 This problem does not looks directly related to core data, but only happens if model file is added to target. Any pointers on resolving this issue would be appreciated!

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  • Cannot easy_install readline for Python 2.7.3 on Mac Os Lion

    - by user11170
    I am trying to install readline for python 2.7.3 installed via homebrew. If I type easy_install readline I get Downloading http://pypi.python.org/packages/source/r/readline/readline-6.2.2.tar.gz#md5=ad9d4a5a3af37d31daf36ea917b08c77 Processing readline-6.2.2.tar.gz Writing /var/folders/44/dhrdb5sx53s243j4w03063vh0000gn/T/easy_install-64FbG8/readline-6.2.2/setup.cfg Running readline-6.2.2/setup.py -q bdist_egg --dist-dir /var/folders/44/dhrdb5sx53s243j4w03063vh0000gn/T/easy_install-64FbG8/readline-6.2.2/egg-dist-tmp-NOmStB clang: error: no such file or directory: 'readline/libreadline.a' clang: error: no such file or directory: 'readline/libhistory.a' error: Setup script exited with error: command '/usr/bin/clang' failed with exit status 1 Any ideas about how I could fix this ? Thanks

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  • Batch file to wait for other program to load/initialize, then execute command?

    - by Jason N
    I need some assistance writing what should be a fairly basic .BAT file. I load my main program, but that program takes ~20secs to load and be initialized. I have another command-line API I can execute to interact with this above program, but obviously until the above program is loaded and initialized there's no point in trying. If the program isn't running the command-line API returns a string stating exactly this - otherwise it just works and exits. Easy. So I want to wait until the above is loaded/initialized before firing my API command(s) at it. I could place a sleep/wait in there, but I want something more solid. The ~20sec wait is not necessarily consistent. Any way to execute the command-line API over and over until the response is satisfactory, then exit? J

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