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  • How to pass int values to asp.net page methods from jquery?

    - by Pandiya Chendur
    I am using asp.net page methods with jquery..... Here is my code, $.ajax({ type: "POST", url: "Default.aspx/GetRecords", data: "{}", contentType: "application/json; charset=utf-8", dataType: "json", and asp.net page method is, [WebMethod] public static string GetRecords(int currentPage,int pagesize) { // my logic here } How to pass values for currentPage and pagesize from jquery....

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  • Intercepting mouse events using a global hook. Stop an action from happening.

    - by fMinkel
    I'm attempting to intercept and interrupt mouse events. Lets say I wanted to disable the right mouse button down event, or even the mouse move event. I haven't been able to figure out the interrupting part. I am using the (I assume pretty widely used) following code for Global Hooking of the mouse. Private Structure MSLLHOOKSTRUCT Public pt As Point Public mouseData As Int32 Public flags As Int32 Public time As Int32 Public extra As IntPtr End Structure Private _mouseHook As IntPtr Private Const WH_MOUSE_LL As Int32 = 14 Private Delegate Function MouseHookDelegate(ByVal nCode As Int32, ByVal wParam As IntPtr, ByRef lParam As MSLLHOOKSTRUCT) As Int32 <MarshalAs(UnmanagedType.FunctionPtr)> Private _mouseProc As MouseHookDelegate Private Declare Function SetWindowsHookExW Lib "user32.dll" (ByVal idHook As Int32, ByVal HookProc As MouseHookDelegate, ByVal hInstance As IntPtr, ByVal wParam As Int32) As IntPtr Private Declare Function UnhookWindowsHookEx Lib "user32.dll" (ByVal hook As IntPtr) As Boolean Private Declare Function CallNextHookEx Lib "user32.dll" (ByVal idHook As Int32, ByVal nCode As Int32, ByVal wParam As IntPtr, ByRef lParam As MSLLHOOKSTRUCT) As Int32 Private Declare Function GetCurrentThreadId Lib "kernel32.dll" () As Integer Private Declare Function GetModuleHandleW Lib "kernel32.dll" (ByVal fakezero As IntPtr) As IntPtr Public Function HookMouse() As Boolean Debug.Print("Mouse Hooked") If _mouseHook = IntPtr.Zero Then _mouseProc = New MouseHookDelegate(AddressOf MouseHookProc) _mouseHook = SetWindowsHookExW(WH_MOUSE_LL, _mouseProc, GetModuleHandleW(IntPtr.Zero), 0) End If Return _mouseHook <> IntPtr.Zero End Function Public Sub UnHookMouse() Debug.Print("Mouse UnHooked") If _mouseHook = IntPtr.Zero Then Return UnhookWindowsHookEx(_mouseHook) _mouseHook = IntPtr.Zero End Sub Private Function MouseHookProc(ByVal nCode As Int32, ByVal wParam As IntPtr, ByRef lParam As MSLLHOOKSTRUCT) As Int32 'Debug.Print("Message = {0}, x={1}, y={2}", wParam.ToInt32, lParam.pt.X, lParam.pt.Y) If wParam.ToInt32 = 513 Then '''interrupt the left mouse button event here, but don't know what to return to do so. End If Return CallNextHookEx(WH_MOUSE_LL, nCode, wParam, lParam) End Function

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  • Erlang: What are the pros and cons of different methods for avoiding intermediate variables?

    - by erlacher
    At one point while traveling the web, I came across a great page which contrasted the clarity and terseness of different methods of doing a sequence of operations without having to make a bunch of throwaway variables, e.g., Var1, Var2, Var3. It tried list comprehensions, folds, maps, etc. For some reason, now matter what I google, I can't find it again. Anyone have any idea what I'm talking about? Or want to explore the topic anyway?

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  • JPA 2.0 How to persist in order

    - by parhs
    hello i am having two entities... Exam and Exam_Normal EXAM @Id @GeneratedValue(strategy=GenerationType.IDENTITY) private Long id; private String name; private String codeName; @Enumerated(EnumType.STRING) private ExamType examType; @ManyToOne private Category category; @OneToMany(mappedBy="id",cascade=CascadeType.PERSIST) @OrderBy("id") private List<Exam_Normal> exam_Normal; EXAM_NORMAL @Id private Long item; @Id @ManyToOne private Exam id; @Enumerated(EnumType.STRING) private Gender gender; private Integer age_month_from; private Integer age_month_to; The problem is that if i put a list of EXAM_NORMAL at an EXAM class if i try to persist(EXAM) i get an error because it tries to persist EXAM_NORMAL first but it cant because the primary keyof EXAM is missing because it isnt persisted... Is there any way to define the order?Or i should set null the list ,persist and then set the list again ? thanks:)

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  • When mocking a class with Moq, how can I CallBase for just specific methods?

    - by Daryn
    I really appreciate Moq's Loose mocking behaviour that returns default values when no expectations are set. It's convenient and saves me code, and it also acts as a safety measure: dependencies won't get unintentionally called during the unit test (as long as they are virtual). However, I'm confused about how to keep these benefits when the method under test happens to be virtual. In this case I do want to call the real code for that one method, while still having the rest of the class loosely mocked. All I have found in my searching is that I could set mock.CallBase = true to ensure that the method gets called. However, that affects the whole class. I don't want to do that because it puts me in a dilemma about all the other properties and methods in the class that hide call dependencies: if CallBase is true then I have to either Setup stubs for all of the properties and methods that hide dependencies -- Even though my test doesn't think it needs to care about those dependencies, or Hope that I don't forget to Setup any stubs (and that no new dependencies get added to the code in the future) -- Risk unit tests hitting a real dependency. Q: With Moq, is there any way to test a virtual method, when I mocked the class to stub just a few dependencies? I.e. Without resorting to CallBase=true and having to stub all of the dependencies? Example code to illustrate (uses MSTest, InternalsVisibleTo DynamicProxyGenAssembly2) In the following example, TestNonVirtualMethod passes, but TestVirtualMethod fails - returns null. public class Foo { public string NonVirtualMethod() { return GetDependencyA(); } public virtual string VirtualMethod() { return GetDependencyA();} internal virtual string GetDependencyA() { return "! Hit REAL Dependency A !"; } // [... Possibly many other dependencies ...] internal virtual string GetDependencyN() { return "! Hit REAL Dependency N !"; } } [TestClass] public class UnitTest1 { [TestMethod] public void TestNonVirtualMethod() { var mockFoo = new Mock<Foo>(); mockFoo.Setup(m => m.GetDependencyA()).Returns(expectedResultString); string result = mockFoo.Object.NonVirtualMethod(); Assert.AreEqual(expectedResultString, result); } [TestMethod] public void TestVirtualMethod() // Fails { var mockFoo = new Mock<Foo>(); mockFoo.Setup(m => m.GetDependencyA()).Returns(expectedResultString); // (I don't want to setup GetDependencyB ... GetDependencyN here) string result = mockFoo.Object.VirtualMethod(); Assert.AreEqual(expectedResultString, result); } string expectedResultString = "Hit mock dependency A - OK"; }

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  • Is it ok to throw NotImplemented exception in virtual methods?

    - by Axarydax
    I have a base class for some plugin-style stuff, and there are some methods that are absolutely required to be implemented. I currently declare those in the base class as virtual, for example public virtual void Save { throw new NotImplementedException(); } and in the descendand I have a public override void Save() { //do stuff } Is it a good practice to throw a NotImplementedException there? The descendand classes could for example be the modules for handling different file formats. Thanks

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  • Would the instance reference parameters passed into the static methods get garbage collected?

    - by 123Developer
    I know that the static objects in .Net managed world are loaded in Loader Heap which is never going to be garbage collected. What happens to the instance reference parameters passed to a static methods. Are they get garbage collected once the static function executed completely Or they are going to live forever as those instance reference variables are once passed to static method? I am really confused this evening; Please guide me. Thanks and regards 123Developer.

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  • Is there a C# equivalent of typeof for properties/methods/members?

    - by David
    A classes Type metadata can be obtained in several ways. Two of them are: var typeInfo = Type.GetType("MyClass") and var typeInfo = typeof(MyClass) The advantage of the second way is that typos will be caught by the compiler, and the IDE can understand what I'm talking about (allowing features like refactoring to work without silently breaking the code) Does there exist an equivalent way of strongly referencing members/properties/methods for metadata and reflection? Can I replace: var propertyInfo = typeof(MyClass).GetProperty("MyProperty") with something like: var propertyInfo = property(MyClass.MyProperty)

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  • Are methods also serialized along with the data members in .NET?

    - by Shaza
    The title is obvious, I need to know if methods are serialized along with object instances in C#, I know that they don't in Java but I'm a little new to C#. If they don't, do I have to put the original class with the byte stream(serialized object) in one package when sending it to another PC? Can the original class be like a DLL file?

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  • Are methods also serialized along with the data members in C#?

    - by Shaza
    Hey all, The title is obvious, I need to know if methods are serialized along with object instances in C#, I know that they don't in Java but I'm a little new to C#. If they don't, do I have to put the original class with the byte stream(serialized object) in one package when sending it to another PC? Can the original class be like a DLL file?

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  • Is it better to create methods with a long list of parameters or wrap the parameters into an object?

    - by GigaPr
    Hi, Is it better(what is the best practice) to create methods with a long list of parameters or wrap the parameters into an object? I mean lets say i have a Client data type with a long list of properties and i want to update all the properties at once. is it better to do something like public int Update(int id, string name, string surname, string streetAddress, string streetAddress2, string postcode, string town, string city, string nationality, string age, string gender,string job){ } or wrap all the properties in a object and do something like public int Update(Client client){} thanks

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  • How to persist in order

    - by parhs
    I have two entities: EXAM and EXAM_NORMAL. EXAM @Id @GeneratedValue(strategy=GenerationType.IDENTITY) private Long id; private String name; private String codeName; @Enumerated(EnumType.STRING) private ExamType examType; @ManyToOne private Category category; @OneToMany(mappedBy="id",cascade=CascadeType.PERSIST) @OrderBy("id") private List<Exam_Normal> exam_Normal; EXAM_NORMAL @Id private Long item; @Id @ManyToOne private Exam id; @Enumerated(EnumType.STRING) private Gender gender; private Integer age_month_from; private Integer age_month_to; The problem is that if I put a list of EXAM_NORMAL at an EXAM class if I try to persist(EXAM) I get an error because it tries to persist EXAM_NORMAL first but it cant because the primary key of EXAM is missing because it isn't persisted... Is there any way to define the order? Or should I set null the list, persist and then set the list again? thanks:)

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  • Using Oracle Proxy Authentication with JPA (eclipselink-Style)

    - by olaf.heimburger
    Security is a very intriguing topic. You will find it everywhere and you need to implement it everywhere. Yes, you need. Unfortunately, one can easily forget it while implementing the last mile. The Last Mile In a multi-tier application it is a common practice to use connection pools between the business layer and the database layer. Connection pools are quite useful to speed database connection creation and to split the load. Another very common practice is to use a specific, often called technical, user to connect to the database. This user has authentication and authorization rules that apply to all application users. Imagine you've put every effort to define roles for different types of users that use your application. These roles are necessary to differentiate between normal users, premium users, and administrators (I bet you will find or already have more roles in your application). While these user roles are pretty well used within your application, once the flow of execution enters the database everything is gone. Each and every user just has one role and is the same database user. Issues? What Issues? As long as things go well, this is not a real issue. However, things do not go well all the time. Once your application becomes famous performance decreases in certain situations or, more importantly, current and upcoming regulations and laws require that your application must be able to apply different security measures on a per user role basis at every stage of your application. If you only have a bunch of users with the same name and role you are not able to find the application usage profile that causes the performance issue, or which user has accessed data that he/she is not allowed to. Another thread to your role concept is that databases tend to be used by different applications and tools. These tools can be developer tools like SQL*Plus, SQL Developer, etc. or end user applications like BI Publisher, Oracle Forms and so on. These tools have no idea of your applications role concept and access the database the way they think is appropriate. A big oversight for your perfect role model and a big nightmare for your Chief Security Officer. Speaking of the CSO, brings up another issue: Password management. Once your technical user account is compromised, every user is able to do things that he/she is not expected to do from the design of your application. Counter Measures In the Oracle world a common counter measure is to use Virtual Private Database (VPD). This restricts the values a database user can see to the allowed minimum. However, it doesn't help in regard of a connection pool user, because this one is still not the real user. Oracle Proxy Authentication Another feature of the Oracle database is Proxy Authentication. First introduced with version 9i it is a quite useful feature for nearly every situation. The main idea behind Proxy Authentication is, to create a crippled database user who has only connect rights. Even if this user is compromised the risks are well understood and fairly limited. This user can be used in every situation in which you need to connect to the database, no matter which tool or application (see above) you use.The proxy user is perfect for multi-tier connection pools. CREATE USER app_user IDENTIFIED BY abcd1234; GRANT CREATE SESSION TO app_user; But what if you need to access real data? Well, this is the primary use case, isn't it? Now is the time to bring the application's role concept into play. You define database roles that define the grants for your identified user groups. Once you have these groups you grant access through the proxy user with the application role to the specific user. CREATE ROLE app_role_a; GRANT app_role_a TO scott; ALTER USER scott GRANT CONNECT THROUGH app_user WITH ROLE app_role_a; Now, hr has permission to connect to the database through the proxy user. Through the role you can restrict the hr's rights the are needed for the application only. If hr connects to the database directly all assigned role and permissions apply. Testing the Setup To test the setup you can use SQL*Plus and connect to your database: $ sqlplus app_user[hr]/abcd1234 Java Persistence API The Java Persistence API (JPA) is a fairly easy means to build applications that retrieve data from the database and put it into Java objects. You use plain old Java objects (POJOs) and mixin some Java annotations that define how the attributes of the object are used for storing data from the database into the Java object. Here is a sample for objects from the HR sample schema EMPLOYEES table. When using Java annotations you only specify what can not be deduced from the code. If your Java class name is Employee but the table name is EMPLOYEES, you need to specify the table name, otherwise it will fail. package demo.proxy.ejb; import java.io.Serializable; import java.sql.Timestamp; import java.util.List; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.Id; import javax.persistence.JoinColumn; import javax.persistence.ManyToOne; import javax.persistence.NamedQueries; import javax.persistence.NamedQuery; import javax.persistence.OneToMany; import javax.persistence.Table; @Entity @NamedQueries({ @NamedQuery(name = "Employee.findAll", query = "select o from Employee o") }) @Table(name = "EMPLOYEES") public class Employee implements Serializable { @Column(name="COMMISSION_PCT") private Double commissionPct; @Column(name="DEPARTMENT_ID") private Long departmentId; @Column(nullable = false, unique = true, length = 25) private String email; @Id @Column(name="EMPLOYEE_ID", nullable = false) private Long employeeId; @Column(name="FIRST_NAME", length = 20) private String firstName; @Column(name="HIRE_DATE", nullable = false) private Timestamp hireDate; @Column(name="JOB_ID", nullable = false, length = 10) private String jobId; @Column(name="LAST_NAME", nullable = false, length = 25) private String lastName; @Column(name="PHONE_NUMBER", length = 20) private String phoneNumber; private Double salary; @ManyToOne @JoinColumn(name = "MANAGER_ID") private Employee employee; @OneToMany(mappedBy = "employee") private List employeeList; public Employee() { } public Employee(Double commissionPct, Long departmentId, String email, Long employeeId, String firstName, Timestamp hireDate, String jobId, String lastName, Employee employee, String phoneNumber, Double salary) { this.commissionPct = commissionPct; this.departmentId = departmentId; this.email = email; this.employeeId = employeeId; this.firstName = firstName; this.hireDate = hireDate; this.jobId = jobId; this.lastName = lastName; this.employee = employee; this.phoneNumber = phoneNumber; this.salary = salary; } public Double getCommissionPct() { return commissionPct; } public void setCommissionPct(Double commissionPct) { this.commissionPct = commissionPct; } public Long getDepartmentId() { return departmentId; } public void setDepartmentId(Long departmentId) { this.departmentId = departmentId; } public String getEmail() { return email; } public void setEmail(String email) { this.email = email; } public Long getEmployeeId() { return employeeId; } public void setEmployeeId(Long employeeId) { this.employeeId = employeeId; } public String getFirstName() { return firstName; } public void setFirstName(String firstName) { this.firstName = firstName; } public Timestamp getHireDate() { return hireDate; } public void setHireDate(Timestamp hireDate) { this.hireDate = hireDate; } public String getJobId() { return jobId; } public void setJobId(String jobId) { this.jobId = jobId; } public String getLastName() { return lastName; } public void setLastName(String lastName) { this.lastName = lastName; } public String getPhoneNumber() { return phoneNumber; } public void setPhoneNumber(String phoneNumber) { this.phoneNumber = phoneNumber; } public Double getSalary() { return salary; } public void setSalary(Double salary) { this.salary = salary; } public Employee getEmployee() { return employee; } public void setEmployee(Employee employee) { this.employee = employee; } public List getEmployeeList() { return employeeList; } public void setEmployeeList(List employeeList) { this.employeeList = employeeList; } public Employee addEmployee(Employee employee) { getEmployeeList().add(employee); employee.setEmployee(this); return employee; } public Employee removeEmployee(Employee employee) { getEmployeeList().remove(employee); employee.setEmployee(null); return employee; } } JPA could be used in standalone applications and Java EE containers. In both worlds you normally create a Facade to retrieve or store the values of the Entities to or from the database. The Facade does this via an EntityManager which will be injected by the Java EE container. Here is sample Facade Session Bean for a Java EE container. package demo.proxy.ejb; import java.util.HashMap; import java.util.List; import javax.ejb.Local; import javax.ejb.Remote; import javax.ejb.Stateless; import javax.persistence.EntityManager; import javax.persistence.PersistenceContext; import javax.persistence.Query; import javax.interceptor.AroundInvoke; import javax.interceptor.InvocationContext; import oracle.jdbc.driver.OracleConnection; import org.eclipse.persistence.config.EntityManagerProperties; import org.eclipse.persistence.internal.jpa.EntityManagerImpl; @Stateless(name = "DataFacade", mappedName = "ProxyUser-TestEJB-DataFacade") @Remote @Local public class DataFacadeBean implements DataFacade, DataFacadeLocal { @PersistenceContext(unitName = "TestEJB") private EntityManager em; private String username; public Object queryByRange(String jpqlStmt, int firstResult, int maxResults) { // setSessionUser(); Query query = em.createQuery(jpqlStmt); if (firstResult 0) { query = query.setFirstResult(firstResult); } if (maxResults 0) { query = query.setMaxResults(maxResults); } return query.getResultList(); } public Employee persistEmployee(Employee employee) { // setSessionUser(); em.persist(employee); return employee; } public Employee mergeEmployee(Employee employee) { // setSessionUser(); return em.merge(employee); } public void removeEmployee(Employee employee) { // setSessionUser(); employee = em.find(Employee.class, employee.getEmployeeId()); em.remove(employee); } /** select o from Employee o */ public List getEmployeeFindAll() { Query q = em.createNamedQuery("Employee.findAll"); return q.getResultList(); } Putting Both Together To use Proxy Authentication with JPA and within a Java EE container you have to take care of the additional requirements: Use an OCI JDBC driver Provide the user name that connects through the proxy user Use an OCI JDBC driver To use the OCI JDBC driver you need to set up your JDBC data source file to use the correct JDBC URL. hr jdbc:oracle:oci8:@(DESCRIPTION=(ADDRESS=(PROTOCOL=TCP)(HOST=localhost)(PORT=1521))(CONNECT_DATA=(SID=XE))) oracle.jdbc.OracleDriver user app_user 62C32F70E98297522AD97E15439FAC0E SQL SELECT 1 FROM DUAL jdbc/hrDS Application Additionally you need to make sure that the version of the shared libraries of the OCI driver match the version of the JDBC driver in your Java EE container or Java application and are within your PATH (on Windows) or LD_LIBRARY_PATH (on most Unix-based systems). Installing the Oracle Database Instance Client software works perfectly. Provide the user name that connects through the proxy user This part needs some modification of your application software and session facade. Session Facade Changes In the Session Facade we must ensure that every call that goes through the EntityManager must be prepared correctly and uniquely assigned to this session. The second is really important, as the EntityManager works with a connection pool and can not guarantee that we set the proxy user on the connection that will be used for the database activities. To avoid changing every method call of the Session Facade we provide a method to set the username of the user that connects through the proxy user. This method needs to be called by the Facade client bfore doing anything else. public void setUsername(String name) { username = name; } Next we provide a means to instruct the TopLink EntityManager Delegate to use Oracle Proxy Authentication. (I love small helper methods to hide the nitty-gritty details and avoid repeating myself.) private void setSessionUser() { setSessionUser(username); } private void setSessionUser(String user) { if (user != null && !user.isEmpty()) { EntityManagerImpl emDelegate = ((EntityManagerImpl)em.getDelegate()); emDelegate.setProperty(EntityManagerProperties.ORACLE_PROXY_TYPE, OracleConnection.PROXYTYPE_USER_NAME); emDelegate.setProperty(OracleConnection.PROXY_USER_NAME, user); emDelegate.setProperty(EntityManagerProperties.EXCLUSIVE_CONNECTION_MODE, "Always"); } } The final step is use the EJB 3.0 AroundInvoke interceptor. This interceptor will be called around every method invocation. We therefore check whether the Facade methods will be called or not. If so, we set the user for proxy authentication and the normal method flow continues. @AroundInvoke public Object proxyInterceptor(InvocationContext invocationCtx) throws Exception { if (invocationCtx.getTarget() instanceof DataFacadeBean) { setSessionUser(); } return invocationCtx.proceed(); } Benefits Using Oracle Proxy Authentification has a number of additional benefits appart from implementing the role model of your application: Fine grained access control for temporary users of the account, without compromising the original password. Enabling database auditing and logging. Better identification of performance bottlenecks. References Effective Oracle Database 10g Security by Design, David Knox TopLink Developer's Guide, Chapter 98

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  • Followup: Python 2.6, 3 abstract base class misunderstanding

    - by Aaron
    I asked a question at Python 2.6, 3 abstract base class misunderstanding. My problem was that python abstract base classes didn't work quite the way I expected them to. There was some discussion in the comments about why I would want to use ABCs at all, and Alex Martelli provided an excellent answer on why my use didn't work and how to accomplish what I wanted. Here I'd like to address why one might want to use ABCs, and show my test code implementation based on Alex's answer. tl;dr: Code after the 16th paragraph. In the discussion on the original post, statements were made along the lines that you don't need ABCs in Python, and that ABCs don't do anything and are therefore not real classes; they're merely interface definitions. An abstract base class is just a tool in your tool box. It's a design tool that's been around for many years, and a programming tool that is explicitly available in many programming languages. It can be implemented manually in languages that don't provide it. An ABC is always a real class, even when it doesn't do anything but define an interface, because specifying the interface is what an ABC does. If that was all an ABC could do, that would be enough reason to have it in your toolbox, but in Python and some other languages they can do more. The basic reason to use an ABC is when you have a number of classes that all do the same thing (have the same interface) but do it differently, and you want to guarantee that that complete interface is implemented in all objects. A user of your classes can rely on the interface being completely implemented in all classes. You can maintain this guarantee manually. Over time you may succeed. Or you might forget something. Before Python had ABCs you could guarantee it semi-manually, by throwing NotImplementedError in all the base class's interface methods; you must implement these methods in derived classes. This is only a partial solution, because you can still instantiate such a base class. A more complete solution is to use ABCs as provided in Python 2.6 and above. Template methods and other wrinkles and patterns are ideas whose implementation can be made easier with full-citizen ABCs. Another idea in the comments was that Python doesn't need ABCs (understood as a class that only defines an interface) because it has multiple inheritance. The implied reference there seems to be Java and its single inheritance. In Java you "get around" single inheritance by inheriting from one or more interfaces. Java uses the word "interface" in two ways. A "Java interface" is a class with method signatures but no implementations. The methods are the interface's "interface" in the more general, non-Java sense of the word. Yes, Python has multiple inheritance, so you don't need Java-like "interfaces" (ABCs) merely to provide sets of interface methods to a class. But that's not the only reason in software development to use ABCs. Most generally, you use an ABC to specify an interface (set of methods) that will likely be implemented differently in different derived classes, yet that all derived classes must have. Additionally, there may be no sensible default implementation for the base class to provide. Finally, even an ABC with almost no interface is still useful. We use something like it when we have multiple except clauses for a try. Many exceptions have exactly the same interface, with only two differences: the exception's string value, and the actual class of the exception. In many exception clauses we use nothing about the exception except its class to decide what to do; catching one type of exception we do one thing, and another except clause catching a different exception does another thing. According to the exception module's doc page, BaseException is not intended to be derived by any user defined exceptions. If ABCs had been a first class Python concept from the beginning, it's easy to imagine BaseException being specified as an ABC. But enough of that. Here's some 2.6 code that demonstrates how to use ABCs, and how to specify a list-like ABC. Examples are run in ipython, which I like much better than the python shell for day to day work; I only wish it was available for python3. Your basic 2.6 ABC: from abc import ABCMeta, abstractmethod class Super(): __metaclass__ = ABCMeta @abstractmethod def method1(self): pass Test it (in ipython, python shell would be similar): In [2]: a = Super() --------------------------------------------------------------------------- TypeError Traceback (most recent call last) /home/aaron/projects/test/<ipython console> in <module>() TypeError: Can't instantiate abstract class Super with abstract methods method1 Notice the end of the last line, where the TypeError exception tells us that method1 has not been implemented ("abstract methods method1"). That was the method designated as @abstractmethod in the preceding code. Create a subclass that inherits Super, implement method1 in the subclass and you're done. My problem, which caused me to ask the original question, was how to specify an ABC that itself defines a list interface. My naive solution was to make an ABC as above, and in the inheritance parentheses say (list). My assumption was that the class would still be abstract (can't instantiate it), and would be a list. That was wrong; inheriting from list made the class concrete, despite the abstract bits in the class definition. Alex suggested inheriting from collections.MutableSequence, which is abstract (and so doesn't make the class concrete) and list-like. I used collections.Sequence, which is also abstract but has a shorter interface and so was quicker to implement. First, Super derived from Sequence, with nothing extra: from abc import abstractmethod from collections import Sequence class Super(Sequence): pass Test it: In [6]: a = Super() --------------------------------------------------------------------------- TypeError Traceback (most recent call last) /home/aaron/projects/test/<ipython console> in <module>() TypeError: Can't instantiate abstract class Super with abstract methods __getitem__, __len__ We can't instantiate it. A list-like full-citizen ABC; yea! Again, notice in the last line that TypeError tells us why we can't instantiate it: __getitem__ and __len__ are abstract methods. They come from collections.Sequence. But, I want a bunch of subclasses that all act like immutable lists (which collections.Sequence essentially is), and that have their own implementations of my added interface methods. In particular, I don't want to implement my own list code, Python already did that for me. So first, let's implement the missing Sequence methods, in terms of Python's list type, so that all subclasses act as lists (Sequences). First let's see the signatures of the missing abstract methods: In [12]: help(Sequence.__getitem__) Help on method __getitem__ in module _abcoll: __getitem__(self, index) unbound _abcoll.Sequence method (END) In [14]: help(Sequence.__len__) Help on method __len__ in module _abcoll: __len__(self) unbound _abcoll.Sequence method (END) __getitem__ takes an index, and __len__ takes nothing. And the implementation (so far) is: from abc import abstractmethod from collections import Sequence class Super(Sequence): # Gives us a list member for ABC methods to use. def __init__(self): self._list = [] # Abstract method in Sequence, implemented in terms of list. def __getitem__(self, index): return self._list.__getitem__(index) # Abstract method in Sequence, implemented in terms of list. def __len__(self): return self._list.__len__() # Not required. Makes printing behave like a list. def __repr__(self): return self._list.__repr__() Test it: In [34]: a = Super() In [35]: a Out[35]: [] In [36]: print a [] In [37]: len(a) Out[37]: 0 In [38]: a[0] --------------------------------------------------------------------------- IndexError Traceback (most recent call last) /home/aaron/projects/test/<ipython console> in <module>() /home/aaron/projects/test/test.py in __getitem__(self, index) 10 # Abstract method in Sequence, implemented in terms of list. 11 def __getitem__(self, index): ---> 12 return self._list.__getitem__(index) 13 14 # Abstract method in Sequence, implemented in terms of list. IndexError: list index out of range Just like a list. It's not abstract (for the moment) because we implemented both of Sequence's abstract methods. Now I want to add my bit of interface, which will be abstract in Super and therefore required to implement in any subclasses. And we'll cut to the chase and add subclasses that inherit from our ABC Super. from abc import abstractmethod from collections import Sequence class Super(Sequence): # Gives us a list member for ABC methods to use. def __init__(self): self._list = [] # Abstract method in Sequence, implemented in terms of list. def __getitem__(self, index): return self._list.__getitem__(index) # Abstract method in Sequence, implemented in terms of list. def __len__(self): return self._list.__len__() # Not required. Makes printing behave like a list. def __repr__(self): return self._list.__repr__() @abstractmethod def method1(): pass class Sub0(Super): pass class Sub1(Super): def __init__(self): self._list = [1, 2, 3] def method1(self): return [x**2 for x in self._list] def method2(self): return [x/2.0 for x in self._list] class Sub2(Super): def __init__(self): self._list = [10, 20, 30, 40] def method1(self): return [x+2 for x in self._list] We've added a new abstract method to Super, method1. This makes Super abstract again. A new class Sub0 which inherits from Super but does not implement method1, so it's also an ABC. Two new classes Sub1 and Sub2, which both inherit from Super. They both implement method1 from Super, so they're not abstract. Both implementations of method1 are different. Sub1 and Sub2 also both initialize themselves differently; in real life they might initialize themselves wildly differently. So you have two subclasses which both "is a" Super (they both implement Super's required interface) although their implementations are different. Also remember that Super, although an ABC, provides four non-abstract methods. So Super provides two things to subclasses: an implementation of collections.Sequence, and an additional abstract interface (the one abstract method) that subclasses must implement. Also, class Sub1 implements an additional method, method2, which is not part of Super's interface. Sub1 "is a" Super, but it also has additional capabilities. Test it: In [52]: a = Super() --------------------------------------------------------------------------- TypeError Traceback (most recent call last) /home/aaron/projects/test/<ipython console> in <module>() TypeError: Can't instantiate abstract class Super with abstract methods method1 In [53]: a = Sub0() --------------------------------------------------------------------------- TypeError Traceback (most recent call last) /home/aaron/projects/test/<ipython console> in <module>() TypeError: Can't instantiate abstract class Sub0 with abstract methods method1 In [54]: a = Sub1() In [55]: a Out[55]: [1, 2, 3] In [56]: b = Sub2() In [57]: b Out[57]: [10, 20, 30, 40] In [58]: print a, b [1, 2, 3] [10, 20, 30, 40] In [59]: a, b Out[59]: ([1, 2, 3], [10, 20, 30, 40]) In [60]: a.method1() Out[60]: [1, 4, 9] In [61]: b.method1() Out[61]: [12, 22, 32, 42] In [62]: a.method2() Out[62]: [0.5, 1.0, 1.5] [63]: a[:2] Out[63]: [1, 2] In [64]: a[0] = 5 --------------------------------------------------------------------------- TypeError Traceback (most recent call last) /home/aaron/projects/test/<ipython console> in <module>() TypeError: 'Sub1' object does not support item assignment Super and Sub0 are abstract and can't be instantiated (lines 52 and 53). Sub1 and Sub2 are concrete and have an immutable Sequence interface (54 through 59). Sub1 and Sub2 are instantiated differently, and their method1 implementations are different (60, 61). Sub1 includes an additional method2, beyond what's required by Super (62). Any concrete Super acts like a list/Sequence (63). A collections.Sequence is immutable (64). Finally, a wart: In [65]: a._list Out[65]: [1, 2, 3] In [66]: a._list = [] In [67]: a Out[67]: [] Super._list is spelled with a single underscore. Double underscore would have protected it from this last bit, but would have broken the implementation of methods in subclasses. Not sure why; I think because double underscore is private, and private means private. So ultimately this whole scheme relies on a gentleman's agreement not to reach in and muck with Super._list directly, as in line 65 above. Would love to know if there's a safer way to do that.

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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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  • Flip clock showing time issue (animations invovled)

    - by Hwang
    I'm creating a flip clock (clock where you always see in airport), but I can't seems to get the time to show at the correct timing. After the flip, then will see the number changing. But I want it to change before it flips. Currently I'm not sure whether is the animation problem, or isit I have to do something else on the script. I've uploaded the FLA so that you could have a look on how I set up the flipping animation. http://www.mediafire.com/?nzmymjgtntz Below is the AS3 code: package { import flash.display.MovieClip; import flash.events.TimerEvent; import flash.utils.Timer; public class flipClock extends MovieClip { private var clock:clockMC=new clockMC(); //seconds private var secTop1=clock.second.top1.digit; private var secTop2=clock.second.top2.digit; private var secBot1=clock.second.bot1.digit; private var secBot2=clock.second.bot2.digit; private var seconds:Number; private var minutes:Number; private var hours:Number; private var days:Number; public function flipClock():void { decrease(); addChild(clock); } private function decrease():void { var countdownTimer:Timer=new Timer(1000); //Adding an event listener to the timer object countdownTimer.addEventListener(TimerEvent.TIMER,updateTime); //Initializing timer object countdownTimer.start(); } private function updateTime(event:TimerEvent):void { decreasTimerFunction(); updateSecond(); //updateMinute(); } private function updateSecond():void { clock.second.play(); secTop1.text=num2; secTop2.text=num1; if (num1<10) { num1="0"+num1; } if (num2<10) { num2="0"+num2; } if (num1==60) { num1=0; } if (num2==60) { num2=0; } secTop1.text=num1; secTop2.text=num2; //secBot1.text=num1; //secBot2.text=num2; } private function decreasTimerFunction():void { //Create a date object for Christmas Morning var endTime:Date=new Date(2010,4,26,0,0,0,0); //Current date object var now:Date=new Date(); // Set the difference between the two date and times in milliseconds var timeDiff:Number=endTime.getTime()-now.getTime(); seconds=Math.floor(timeDiff/1000); minutes=Math.floor(seconds/60); hours=Math.floor(minutes/60); days=Math.floor(hours/24); // Set the remainder of the division vars above hours%=24; minutes%=60; seconds%=60; } } }

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