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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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  • A question in java.lang.Integer internal code

    - by Daziplqa
    Hi folks, While looking in the code of the method: Integer.toHexString I found the following code : public static String toHexString(int i) { return toUnsignedString(i, 4); } private static String toUnsignedString(int i, int shift) { char[] buf = new char[32]; int charPos = 32; int radix = 1 << shift; int mask = radix - 1; do { buf[--charPos] = digits[i & mask]; i >>>= shift; } while (i != 0); return new String(buf, charPos, (32 - charPos)); } The question is, in toUnsignedString, why we create a char arr of 32 chars?

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  • Alternative to BitConverter.ToInt32

    - by MusiGenesis
    I'm using BitConverter.ToInt32 to pack 3 byte values into an int, like so: byte R = 0; byte G = 0; byte B = 0; int i = BitConverter.ToInt32(new byte[] { R, G, B, 0 }, 0); Is there a faster way to do this that doesn't involve the creation of a new int each time? Getting the bytes out of an int is easy: int i = 34234; byte B = (byte)(i >> 0); byte G = (byte)(i >> 8); byte R = (byte)(i >> 16); Is there a simple way to reverse this process and use bit-shifting to write the RGB bytes back over an existing int?

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  • Bidirectional FIFO

    - by nunos
    I would like to implement a bidirectional fifo. The code below is functioning but it is not using bidirectional fifo. I have searched all over the internet, but haven't found any good example... How can I do that? Thanks, WRITER.c: #include <stdio.h> #include <unistd.h> #include <string.h> #include <sys/types.h> #include <sys/wait.h> #include <fcntl.h> #define MAXLINE 4096 #define READ 0 #define WRITE 1 int main (int argc, char** argv) { int a, b, fd; do { fd=open("/tmp/myfifo",O_WRONLY); if (fd==-1) sleep(1); } while (fd==-1); while (1) { scanf("%d", &a); scanf("%d", &b); write(fd,&a,sizeof(int)); write(fd,&b,sizeof(int)); if (a == 0 && b == 0) { break; } } close(fd); return 0; } READER.c: #include <stdio.h> #include <unistd.h> #include <string.h> #include <sys/types.h> #include <sys/wait.h> #include <fcntl.h> #include <sys/stat.h> #define MAXLINE 4096 #define READ 0 #define WRITE 1 int main(void) { int n1, n2; int fd; mkfifo("/tmp/myfifo",0660); fd=open("/tmp/myfifo",O_RDONLY); while(read(fd, &n1, sizeof(int) )) { read(fd, &n2, sizeof(int)); if (n1 == 0 && n2 == 0) { break; } printf("soma: %d\n",n1+n2); printf("diferenca: %d\n", n1-n2); printf("divisao: %f\n", n1/(double)n2); printf("multiplicacao: %d\n", n1*n2); } close(fd); return 0; }

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  • Classes, constructor and pointer class members

    - by pocoa
    I'm a bit confused about the object references. Please check the examples below: class ListHandler { public: ListHandler(vector<int> &list); private: vector<int> list; } ListHandler::ListHandler(vector<int> &list) { this->list = list; } Here I would be wasting memory right? So the right one would be: class ListHandler { public: ListHandler(vector<int>* list); private: vector<int>* list; } ListHandler::ListHandler(vector<int>* list) { this->list = list; } ListHandler::~ListHandler() { delete list; }

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  • Stack and queue operations on the same array.

    - by Passonate Learner
    Hi. I've been thinking about a program logic, but I cannot draw a conclusion to my problem. Here, I've implemented stack and queue operations to a fixed array. int A[1000]; int size=1000; int top; int front; int rear; bool StackIsEmpty() { return (top==0); } bool StackPush( int x ) { if ( top >= size ) return false; A[top++] = x; return true; } int StackTop( ) { return A[top-1]; } bool StackPop() { if ( top <= 0 ) return false; A[--top] = 0; return true; } bool QueueIsEmpty() { return (front==rear); } bool QueuePush( int x ) { if ( rear >= size ) return false; A[rear++] = x; return true; } int QueueFront( ) { return A[front]; } bool QueuePop() { if ( front >= rear ) return false; A[front++] = 0; return true; } It is presumed(or obvious) that the bottom of the stack and the front of the queue is pointing at the same location, and vice versa(top of the stack points the same location as rear of the queue). For example, integer 1 and 2 is inside an array in order of writing. And if I call StackPop(), the integer 2 will be popped out, and if I call QueuePop(), the integer 1 will be popped out. My problem is that I don't know what happens if I do both stack and queue operations on the same array. The example above is easy to work out, because there are only two values involved. But what if there are more than 2 values involved? For example, if I call StackPush(1); QueuePush(2); QueuePush(4); StackPop(); StackPush(5); QueuePop(); what values will be returned in the order of bottom(front) from the final array? I know that if I code a program, I would receive a quick answer. But the reason I'm asking this is because I want to hear a logical explanations from a human being, not a computer.

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  • Patterns for simulating optional "out" parameters in C#?

    - by Jesse McGrew
    I'm translating an API from C to C#, and one of the functions allocates a number of related objects, some of which are optional. The C version accepts several pointer parameters which are used to return integer handles to the objects, and the caller can pass NULL for some of the pointers to avoid allocating those objects: void initialize(int *mainObjPtr, int *subObjPtr, int *anotherSubObjPtr); initialize(&mainObj, &subObj, NULL); For the C# version, the obvious translation would use out parameters instead of pointers: public static void Initialize(out int mainObj, out int subObj, out int anotherSubObj); ... but this leaves no way to indicate which objects are unwanted. Are there any well-known examples of C# APIs doing something similar that I could imitate? If not, any suggestions?

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  • loops and array help

    - by dalton
    public void arrayCalculation(int[][]scores,float[]averages, int[]temp) { int total; for(int a=0; a<5; a++) { for (int b=0; b<5; b++) { scores[a][b] = temp[a+b*5]; } } for(int a = 0; a <5; a++) { total = total + scores[a]; } scores[5][0] = total; } i need to add up the values stored in the first row and store it in the 6th positon in the row

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  • static arrays defined with unspecified size, empty brackets?

    - by ahmadabdolkader
    For the C++ code fragment below: class Foo { int a[]; // no error }; int a[]; // error: storage size of 'a' isn't known void bar() { int a[]; // error: storage size of 'a' isn't known } why isn't the member variable causing an error too? and what is the meaning of this member variable? I'm using gcc version 3.4.5 (mingw-vista special) through CodeBlocks 8.02. On Visual Studio Express 2008 - Microsoft(R) C/C++ Optimizing Compiler 15.00.30729.01 for 80x86, I got the following messages: class Foo { int a[]; // warning C4200: nonstandard extension used : zero-sized array in struct/union - Cannot generate copy-ctor or copy-assignment operator when UDT contains a zero-sized array }; int a[]; void bar() { int a[]; // error C2133: 'a' : unknown size } Now, this needs some explaination too.

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  • Reducing Code Repetition: Calling functions with slightly different signatures

    - by Brian
    Suppose I have two functions which look like this: public static void myFunction1(int a, int b, int c, string d) { //dostuff someoneelsesfunction(c,d); //dostuff2 } public static void myFunction2(int a, int b, int c, Stream d) { //dostuff someoneelsesfunction(c,d); //dostuff2 } What would be a good way to avoid repeated dostuff? Ideas I've thought of, but don't like: I could make d an object and cast at runtype based on type, but this strikes me as not being ideal; it removes a type check which was previously happening at compile time. I could also write a private helper class that takes an object and write both signatures as public functions. I could replace dostuff and dostuff2 with delegates or function calls or something.

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  • average velocity, as3

    - by VideoDnd
    Hello, I need something accurate I can plug equations in to if you can help. How would you apply the equation bellow? Thanks guys. AVERAGE VELOCITY AND DISPLACEMENT average velocity V=X/T displacement x=v*T more info example I have 30 seconds and a field that is 170 yards. What average velocity would I need my horse to travel at to reach the end of the field in 30 seconds. I moved the decimal places around and got this. Here's what I tried 'the return value is close, but not close enough' FLA here var TIMER:int = 10; var T:int = 0; var V:int = 5.6; var X:int = 0; var Xf:int = 17000/10*2; var timer:Timer = new Timer(TIMER,Xf); timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); function formatCount(i:int):String { var fraction:int = Math.abs(i % 100); var whole:int = Math.abs(i / 100); return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } function incrementCounter(event:TimerEvent) { T++; X = Math.abs(V*T); text.text = formatCount(X); } tests TARGET 5.6yards * 30seconds = 168yards INTEGERS 135.00 in 30 seconds MATH.ROUND 135.00 in 30 seconds NUMBERS 140.00 in 30 seconds control timer 'I tested with this and the clock on my desk' var timetest:Timer = new Timer(1000,30); var Dplus:int = 17000; timetest.addEventListener(TimerEvent.TIMER, cow); timetest.start(); function cow(evt:TimerEvent):void { tx.text = String("30 SECONDS: " + timetest.currentCount); if(timetest.currentCount> Dplus){ timetest.stop(); } } //far as I got...couldn't get delta to work... T = (V*timer.currentCount); X += Math.round(T);

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  • draw an arc given 3 points in SWT

    - by Ahmed Kotb
    iam using the swt java library and iam having a problem. the gc draw arc method takes the following arguments GC.drawArc(int x, int y, int width, int height, int startAngle, int endAngle); but i want to be able to draw the arc using 3 arguments : the source ,destination and control points. is there any formula to convert between those parameters ? QuadCurve2D class do exactly what i want but it is not AWT not swt ...and i tried to use java2d under swt but it was very slow .... any solutions ?

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  • GCC ICE -- alternative function syntax, variadic templates and tuples

    - by Marc H.
    (Related to C++0x, How do I expand a tuple into variadic template function arguments?.) The following code (see below) is taken from this discussion. The objective is to apply a function to a tuple. I simplified the template parameters and modified the code to allow for a return value of generic type. While the original code compiles fine, when I try to compile the modified code with GCC 4.4.3, g++ -std=c++0x main.cc -o main GCC reports an internal compiler error (ICE) with the following message: main.cc: In function ‘int main()’: main.cc:53: internal compiler error: in tsubst_copy, at cp/pt.c:10077 Please submit a full bug report, with preprocessed source if appropriate. See <file:///usr/share/doc/gcc-4.4/README.Bugs> for instructions. Question: Is the code correct? or is the ICE triggered by illegal code? // file: main.cc #include <tuple> // Recursive case template<unsigned int N> struct Apply_aux { template<typename F, typename T, typename... X> static auto apply(F f, const T& t, X... x) -> decltype(Apply_aux<N-1>::apply(f, t, std::get<N-1>(t), x...)) { return Apply_aux<N-1>::apply(f, t, std::get<N-1>(t), x...); } }; // Terminal case template<> struct Apply_aux<0> { template<typename F, typename T, typename... X> static auto apply(F f, const T&, X... x) -> decltype(f(x...)) { return f(x...); } }; // Actual apply function template<typename F, typename T> auto apply(F f, const T& t) -> decltype(Apply_aux<std::tuple_size<T>::value>::apply(f, t)) { return Apply_aux<std::tuple_size<T>::value>::apply(f, t); } // Testing #include <string> #include <iostream> int f(int p1, double p2, std::string p3) { std::cout << "int=" << p1 << ", double=" << p2 << ", string=" << p3 << std::endl; return 1; } int g(int p1, std::string p2) { std::cout << "int=" << p1 << ", string=" << p2 << std::endl; return 2; } int main() { std::tuple<int, double, char const*> tup(1, 2.0, "xxx"); std::cout << apply(f, tup) << std::endl; std::cout << apply(g, std::make_tuple(4, "yyy")) << std::endl; } Remark: If I hardcode the return type in the recursive case (see code), then everything is fine. That is, substituting this snippet for the recursive case does not trigger the ICE: // Recursive case (hardcoded return type) template<unsigned int N> struct Apply_aux { template<typename F, typename T, typename... X> static int apply(F f, const T& t, X... x) { return Apply_aux<N-1>::apply(f, t, std::get<N-1>(t), x...); } }; Alas, this is an incomplete solution to the original problem.

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  • Component must be a valid peer (when i remove frame.add(Component);)

    - by boyd
    i have this code here for creating and drawing array of pixels into an image import javax.swing.JFrame; import java.awt.Canvas; import java.awt.Graphics; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.awt.image.DataBufferInt; public class test extends Canvas implements Runnable{ private static final long serialVersionUID = 1L; public static int WIDTH = 800; public static int HEIGHT = 600; public boolean running=true; public int[] pixels; public BufferedImage img; public static JFrame frame; private Thread thread; public static void main(String[] arg) { test wind = new test(); frame = new JFrame("WINDOW"); frame.add(wind); frame.setVisible(true); frame.setSize(WIDTH, HEIGHT); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); wind.init(); } public void init(){ thread=new Thread(this); thread.start(); img=new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_INT_RGB); pixels=((DataBufferInt)img.getRaster().getDataBuffer()).getData(); } public void run(){ while(running){ render(); try { thread.sleep(55); } catch (InterruptedException e) { e.printStackTrace(); } } } public void render(){ BufferStrategy bs=this.getBufferStrategy(); if(bs==null){ createBufferStrategy(4); return; } drawRect(0,0,150,150); Graphics g= bs.getDrawGraphics(); g.drawImage(img, 0, 0, WIDTH, HEIGHT, null); g.dispose(); bs.show(); } private void drawRect(int x, int y, int w, int h) { for(int i=x;i<w;i++) for(int j=x;j<h;j++) pixels[i+j*WIDTH]=346346; } } Why i get "Component must be a valid peer" error when i remove the line: frame.add(wind); Why I want to remove it? Because I want to create a frame using a class object(from another file) and use the code Window myWindow= new Window() to do exactly the same thing BTW: who knows Java and understands what i wrote please send me a message with your skype or yahoo messenger id.I want to cooperate with you for a project (graphics engine for games)

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  • Compiling SWIG library for Ruby on Mac OS X fails

    - by Stefan Schmidt
    I tried to compile the following SWIG library for Ruby and everything went smooth until the last step. /* File : computation.c */ int add(int x, int y) { return x + y; } /* File: computation.i */ %module computation extern int add(int x, int y); $ swig -ruby computation.i $ gcc -c computation.c $ gcc -c computation_wrap.c -I/opt/local/lib/ruby/1.8/i686-darwin10 $ gcc -shared computation.o computation_wrap.o -o computation.so Undefined symbols: "_rb_str_cat", referenced from: _Ruby_Format_TypeError in computation_wrap.o "_rb_exc_new3", referenced from: _SWIG_Ruby_ExceptionType in computation_wrap.o "_rb_define_class_under", referenced from: _SWIG_Ruby_define_class in computation_wrap.o _SWIG_Ruby_define_class in computation_wrap.o [...] ld: symbol(s) not found collect2: ld returned 1 exit status My configuration: $ sw_vers ProductName: Mac OS X ProductVersion: 10.6.3 BuildVersion: 10D575 $ ruby -v ruby 1.8.7 (2010-01-10 patchlevel 249) [i686-darwin10] $ swig -version SWIG Version 1.3.40 Compiled with /usr/bin/g++-4.2 [i386-apple-darwin10.3.0] $ gcc --version i686-apple-darwin10-gcc-4.2.1 (GCC) 4.2.1 (Apple Inc. build 5646)

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  • mappedBy reference an unknown target entity property - hibernate error

    - by tommy
    first, my classes: User package com.patpuc.model; import java.util.List; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.Id; import javax.persistence.OneToMany; import javax.persistence.Table; import com.patpuc.model.RolesMap; @Entity @Table(name = "users") public class User { @Id @Column(name = "USER_ID", unique = true, nullable = false) private int user_id; @Column(name = "NAME", nullable = false) private String name; @Column(name = "SURNAME", unique = true, nullable = false) private String surname; @Column(name = "USERNAME_U", unique = true, nullable = false) private String username_u; // zamiast username @Column(name = "PASSWORD", unique = true, nullable = false) private String password; @Column(name = "USER_DESCRIPTION", nullable = false) private String userDescription; @Column(name = "AUTHORITY", nullable = false) private String authority = "ROLE_USER"; @Column(name = "ENABLED", nullable = false) private int enabled; @OneToMany(mappedBy = "rUser") private List<RolesMap> rolesMap; public List<RolesMap> getRolesMap() { return rolesMap; } public void setRolesMap(List<RolesMap> rolesMap) { this.rolesMap = rolesMap; } /** * @return the user_id */ public int getUser_id() { return user_id; } /** * @param user_id * the user_id to set */ public void setUser_id(int user_id) { this.user_id = user_id; } /** * @return the name */ public String getName() { return name; } /** * @param name * the name to set */ public void setName(String name) { this.name = name; } /** * @return the surname */ public String getSurname() { return surname; } /** * @param surname * the surname to set */ public void setSurname(String surname) { this.surname = surname; } /** * @return the username_u */ public String getUsername_u() { return username_u; } /** * @param username_u * the username_u to set */ public void setUsername_u(String username_u) { this.username_u = username_u; } /** * @return the password */ public String getPassword() { return password; } /** * @param password * the password to set */ public void setPassword(String password) { this.password = password; } /** * @return the userDescription */ public String getUserDescription() { return userDescription; } /** * @param userDescription * the userDescription to set */ public void setUserDescription(String userDescription) { this.userDescription = userDescription; } /** * @return the authority */ public String getAuthority() { return authority; } /** * @param authority * the authority to set */ public void setAuthority(String authority) { this.authority = authority; } /** * @return the enabled */ public int getEnabled() { return enabled; } /** * @param enabled * the enabled to set */ public void setEnabled(int enabled) { this.enabled = enabled; } @Override public String toString() { StringBuffer strBuff = new StringBuffer(); strBuff.append("id : ").append(getUser_id()); strBuff.append(", name : ").append(getName()); strBuff.append(", surname : ").append(getSurname()); return strBuff.toString(); } } RolesMap.java package com.patpuc.model; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.Id; import javax.persistence.JoinColumn; import javax.persistence.ManyToOne; import javax.persistence.Table; import com.patpuc.model.User; @Entity @Table(name = "roles_map") public class RolesMap { private int rm_id; private String username_a; private String username_l; //private String username_u; private String password; private int role_id; @ManyToOne @JoinColumn(name="username_u", nullable=false) private User rUser; public RolesMap(){ } /** * @return the user */ public User getUser() { return rUser; } /** * @param user the user to set */ public void setUser(User rUser) { this.rUser = rUser; } @Id @Column(name = "RM_ID", unique = true, nullable = false) public int getRmId() { return rm_id; } public void setRmId(int rm_id) { this.rm_id = rm_id; } @Column(name = "USERNAME_A", unique = true) public String getUsernameA() { return username_a; } public void setUsernameA(String username_a) { this.username_a = username_a; } @Column(name = "USERNAME_L", unique = true) public String getUsernameL() { return username_l; } public void setUsernameL(String username_l) { this.username_l = username_l; } @Column(name = "PASSWORD", unique = true, nullable = false) public String getPassword() { return password; } public void setPassword(String password) { this.password = password; } @Column(name = "ROLE_ID", unique = true, nullable = false) public int getRoleId() { return role_id; } public void setRoleId(int role_id) { this.role_id = role_id; } } when i try run this on server i have exception like this: Error creating bean with name 'SessionFactory' defined in ServletContext resource [/WEB-INF/classes/baseBeans.xml]: Invocation of init method failed; nested exception is org.hibernate.AnnotationException: mappedBy reference an unknown target entity property: com.patpuc.model.RolesMap.users in com.patpuc.model.User.rolesMap But i don't exaclu know what i'm doing wrong. Can somebody help me fix this problem?

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  • Django Encoding Issues with MySQL

    - by Jordan Reiter
    Okay, so I have a MySQL database set up. Most of the tables are latin1 and Django handles them fine. But, some of them are UTF-8 and Django does not handle them. Here's a sample table (these tables are all from django-geonames): DROP TABLE IF EXISTS `geoname`; SET @saved_cs_client = @@character_set_client; SET character_set_client = utf8; CREATE TABLE `geoname` ( `id` int(11) NOT NULL, `name` varchar(200) NOT NULL, `ascii_name` varchar(200) NOT NULL, `latitude` decimal(20,17) NOT NULL, `longitude` decimal(20,17) NOT NULL, `point` point default NULL, `fclass` varchar(1) NOT NULL, `fcode` varchar(7) NOT NULL, `country_id` varchar(2) NOT NULL, `cc2` varchar(60) NOT NULL, `admin1_id` int(11) default NULL, `admin2_id` int(11) default NULL, `admin3_id` int(11) default NULL, `admin4_id` int(11) default NULL, `population` int(11) NOT NULL, `elevation` int(11) NOT NULL, `gtopo30` int(11) NOT NULL, `timezone_id` int(11) default NULL, `moddate` date NOT NULL, PRIMARY KEY (`id`), KEY `country_id_refs_iso_alpha2_e2614807` (`country_id`), KEY `admin1_id_refs_id_a28cd057` (`admin1_id`), KEY `admin2_id_refs_id_4f9a0f7e` (`admin2_id`), KEY `admin3_id_refs_id_f8a5e181` (`admin3_id`), KEY `admin4_id_refs_id_9cc00ec8` (`admin4_id`), KEY `fcode_refs_code_977fe2ec` (`fcode`), KEY `timezone_id_refs_id_5b46c585` (`timezone_id`), KEY `geoname_52094d6e` (`name`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8; SET character_set_client = @saved_cs_client; Now, if I try to get data from the table directly using MySQLdb and a cursor, I get the text with the proper encoding: >>> import MySQLdb >>> from django.conf import settings >>> >>> conn = MySQLdb.connect (host = "localhost", ... user = settings.DATABASES['default']['USER'], ... passwd = settings.DATABASES['default']['PASSWORD'], ... db = settings.DATABASES['default']['NAME']) >>> cursor = conn.cursor () >>> cursor.execute("select name from geoname where name like 'Uni%Hidalgo'"); 1L >>> g = cursor.fetchone() >>> g[0] 'Uni\xc3\xb3n Hidalgo' >>> print g[0] Unión Hidalgo However, if I try to use the Geoname model (which is actually a django.contrib.gis.db.models.Model), it fails: >>> from geonames.models import Geoname >>> g = Geoname.objects.get(name__istartswith='Uni',name__icontains='Hidalgo') >>> g.name u'Uni\xc3\xb3n Hidalgo' >>> print g.name Unión Hidalgo There's pretty clearly an encoding error here. In both cases the database is returning 'Uni\xc3\xb3n Hidalgo' but Django is (incorrectly?) translating the '\xc3\xb3n' to ó. What can I do to fix this?

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  • Foreign Key Relationships and "belongs to many"

    - by jan
    I have the following model: S belongs to T T has many S A,B,C,D,E (etc) have 1 T each, so the T should belong to each of A,B,C,D,E (etc) At first I set up my foreign keys so that in A, fk_a_t would be the foreign key on A.t to T(id), in B it'd be fk_b_t, etc. Everything looks fine in my UML (using MySQLWorkBench), but generating the yii models results in it thinking that T has many A,B,C,D (etc) which to me is the reverse. It sounds to me like either I need to have A_T, B_T, C_T (etc) tables, but this would be a pain as there are a lot of tables that have this relationship. I've also googled that the better way to do this would be some sort of behavior, such that A,B,C,D (etc) can behave as a T, but I'm not clear on exactly how to do this (I will continue to google more on this) What do you think is the better solution? UML: Here's the DDL (auto generated). Just pretend that there is more than 3 tables referencing T. -- ----------------------------------------------------- -- Table `mydb`.`T` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`T` ( `id` INT NOT NULL AUTO_INCREMENT , PRIMARY KEY (`id`) ) ENGINE = InnoDB; -- ----------------------------------------------------- -- Table `mydb`.`S` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`S` ( `id` INT NOT NULL AUTO_INCREMENT , `thing` VARCHAR(45) NULL , `t` INT NOT NULL , PRIMARY KEY (`id`) , INDEX `fk_S_T` (`id` ASC) , CONSTRAINT `fk_S_T` FOREIGN KEY (`id` ) REFERENCES `mydb`.`T` (`id` ) ON DELETE NO ACTION ON UPDATE NO ACTION) ENGINE = InnoDB; -- ----------------------------------------------------- -- Table `mydb`.`A` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`A` ( `id` INT NOT NULL AUTO_INCREMENT , `T` INT NOT NULL , `stuff` VARCHAR(45) NULL , `bar` VARCHAR(45) NULL , `foo` VARCHAR(45) NULL , PRIMARY KEY (`id`) , INDEX `fk_A_T` (`T` ASC) , CONSTRAINT `fk_A_T` FOREIGN KEY (`T` ) REFERENCES `mydb`.`T` (`id` ) ON DELETE NO ACTION ON UPDATE NO ACTION) ENGINE = InnoDB; -- ----------------------------------------------------- -- Table `mydb`.`B` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`B` ( `id` INT NOT NULL AUTO_INCREMENT , `T` INT NOT NULL , `stuff2` VARCHAR(45) NULL , `foobar` VARCHAR(45) NULL , `other` VARCHAR(45) NULL , PRIMARY KEY (`id`) , INDEX `fk_A_T` (`T` ASC) , CONSTRAINT `fk_A_T` FOREIGN KEY (`T` ) REFERENCES `mydb`.`T` (`id` ) ON DELETE NO ACTION ON UPDATE NO ACTION) ENGINE = InnoDB; -- ----------------------------------------------------- -- Table `mydb`.`C` -- ----------------------------------------------------- CREATE TABLE IF NOT EXISTS `mydb`.`C` ( `id` INT NOT NULL AUTO_INCREMENT , `T` INT NOT NULL , `stuff3` VARCHAR(45) NULL , `foobar2` VARCHAR(45) NULL , `other4` VARCHAR(45) NULL , PRIMARY KEY (`id`) , INDEX `fk_A_T` (`T` ASC) , CONSTRAINT `fk_A_T` FOREIGN KEY (`T` ) REFERENCES `mydb`.`T` (`id` ) ON DELETE NO ACTION ON UPDATE NO ACTION) ENGINE = InnoDB;

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  • How can you write a function that accepts multiple types?

    - by matthy
    I have a function that should work on int[] and on String[] now i have made the same function with a int parameter and an String parameter however if it has to go this way its a bit copy paste work and doesn't look very organized is there a way to solve this and put these 4 functions in 2? static public void print(String s) { System.out.println(s); } static public void print(int s) { System.out.println(s); } static public void printArray(String[] s) { for (int i=0; i<s.length; i++) print(s[i]); } static public void printArray(int[] s) { for (int i=0; i<s.length; i++) print(s[i]); } Thanks Matthy

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  • SWIG & Java Use of carrays.i and array_functions for C Array of Strings

    - by c12
    I have the below configuration where I'm trying to create a test C function that returns a pointer to an Array of Strings and then wrap that using SWIG's carrays.i and array_functions so that I can access the Array elements in Java. Uncertainties: %array_functions(char, SWIGArrayUtility); - not sure if char is correct inline char *getCharArray() - not sure if C function signature is correct String result = getCharArray(); - String return seems odd, but that's what is generated by SWIG SWIG.i: %module Test %{ #include "test.h" %} %include <carrays.i> %array_functions(char, SWIGArrayUtility); %include "test.h" %pragma(java) modulecode=%{ public static char[] getCharArrayImpl() { final int num = numFoo(); char ret[] = new char[num]; String result = getCharArray(); for (int i = 0; i < num; ++i) { ret[i] = SWIGArrayUtility_getitem(result, i); } return ret; } %} Inline Header C Function: #ifndef TEST_H #define TEST_H inline static unsigned short numFoo() { return 3; } inline char *getCharArray(){ static char* foo[3]; foo[0]="ABC"; foo[1]="5CDE"; foo[2]="EEE6"; return foo; } #endif Java Main Tester: public class TestMain { public static void main(String[] args) { System.loadLibrary("TestJni"); char[] test = Test.getCharArrayImpl(); System.out.println("length=" + test.length); for(int i=0; i < test.length; i++){ System.out.println(test[i]); } } } Java Main Tester Output: length=3 ? ? , SWIG Generated Java APIs: public class Test { public static String new_SWIGArrayUtility(int nelements) { return TestJNI.new_SWIGArrayUtility(nelements); } public static void delete_SWIGArrayUtility(String ary) { TestJNI.delete_SWIGArrayUtility(ary); } public static char SWIGArrayUtility_getitem(String ary, int index) { return TestJNI.SWIGArrayUtility_getitem(ary, index); } public static void SWIGArrayUtility_setitem(String ary, int index, char value) { TestJNI.SWIGArrayUtility_setitem(ary, index, value); } public static int numFoo() { return TestJNI.numFoo(); } public static String getCharArray() { return TestJNI.getCharArray(); } public static char[] getCharArrayImpl() { final int num = numFoo(); char ret[] = new char[num]; String result = getCharArray(); System.out.println("result=" + result); for (int i = 0; i < num; ++i) { ret[i] = SWIGArrayUtility_getitem(result, i); System.out.println("ret[" + i + "]=" + ret[i]); } return ret; } }

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  • How do I use timezones with a datetime object in python?

    - by jidar
    How do I properly represent a different timezone in my timezone? The below example only works because I know that EDT is one hour ahead of me, so I can uncomment the subtraction of myTimeZone() import datetime, re from datetime import tzinfo class myTimeZone(tzinfo): """docstring for myTimeZone""" def utfoffset(self, dt): return timedelta(hours=1) def myDateHandler(aDateString): """u'Sat, 6 Sep 2008 21:16:33 EDT'""" _my_date_pattern = re.compile(r'\w+\,\s+(\d+)\s+(\w+)\s+(\d+)\s+(\d+)\:(\d+)\:(\d+)') day, month, year, hour, minute, second = _my_date_pattern.search(aDateString).groups() month = [ 'JAN', 'FEB', 'MAR', 'APR', 'MAY', 'JUN', 'JUL', 'AUG', 'SEP', 'OCT', 'NOV', 'DEC' ].index(month.upper()) + 1 dt = datetime.datetime( int(year), int(month), int(day), int(hour), int(minute), int(second) ) # dt = dt - datetime.timedelta(hours=1) # dt = dt - dt.tzinfo.utfoffset(myTimeZone()) return (dt.year, dt.month, dt.day, dt.hour, dt.minute, dt.second, 0, 0, 0) def main(): print myDateHandler("Sat, 6 Sep 2008 21:16:33 EDT") if __name__ == '__main__': main()

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  • Android EditText and addTextChangedListener

    - by Alex
    im currently porting a database manager to android and due to performance reasons i like to update only propertys that have been modified. Im trying to do this with the addTextChangedListener in order to add modified entrys to a List, but my Program never enters any of its methods. EditText Et = (EditText) Editors.get(Prop.Name); Et.addTextChangedListener(new TextWatcher() { @Override public void afterTextChanged(Editable s) { // TODO Auto-generated method stub } @Override public void beforeTextChanged(CharSequence s, int start, int count, int after) { // TODO Auto-generated method stub } @Override public void onTextChanged(CharSequence s, int start, int before, int count) { // TODO Auto-generated method stub if(Prop.GetType() == Property.PROPTYPE.num) { float f = Float.parseFloat(s.toString()); Prop.FromString(f); } else { Prop.FromString(s.toString()); } propertiesToUpdate.add(Prop); }); Et.setText(Prop.ToString());

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  • Help me understand this "Programming pearls" bitsort program

    - by ardsrk
    Jon Bentley in Column 1 of his book programming pearls introduces a technique for sorting a sequence of non-zero positive integers using bit vectors. I have taken the program bitsort.c from here and pasted it below: /* Copyright (C) 1999 Lucent Technologies */ /* From 'Programming Pearls' by Jon Bentley */ /* bitsort.c -- bitmap sort from Column 1 * Sort distinct integers in the range [0..N-1] */ #include <stdio.h> #define BITSPERWORD 32 #define SHIFT 5 #define MASK 0x1F #define N 10000000 int a[1 + N/BITSPERWORD]; void set(int i) { int sh = i>>SHIFT; a[i>>SHIFT] |= (1<<(i & MASK)); } void clr(int i) { a[i>>SHIFT] &= ~(1<<(i & MASK)); } int test(int i){ return a[i>>SHIFT] & (1<<(i & MASK)); } int main() { int i; for (i = 0; i < N; i++) clr(i); /*Replace above 2 lines with below 3 for word-parallel init int top = 1 + N/BITSPERWORD; for (i = 0; i < top; i++) a[i] = 0; */ while (scanf("%d", &i) != EOF) set(i); for (i = 0; i < N; i++) if (test(i)) printf("%d\n", i); return 0; } I understand what the functions clr, set and test are doing and explain them below: ( please correct me if I am wrong here ). clr clears the ith bit set sets the ith bit test returns the value at the ith bit Now, I don't understand how the functions do what they do. I am unable to figure out all the bit manipulation happening in those three functions. Please help.

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  • Is this call to a function object inlined?

    - by dehmann
    In the following code, Foo::add calls a function via a function object: struct Plus { inline int operator()(int x, int y) const { return x + y; } }; template<class Fct> struct Foo { Fct fct; Foo(Fct f) : fct(f) {} inline int add(int x, int y) { return fct(x,y); // same efficiency adding directly? } }; Is this the same efficiency as calling x+y directly in Foo::add? In other words, does the compiler typically directly replace fct(x,y) with the actual call, inlining the code, when compiling with optimizations enabled?

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  • MySQL : how to add foreign key

    - by garcon1986
    Hello, I have the following code in mysql. create table employee( e_id int(10) not null auto_increment, user_id int(10), usertype_id default 1, name varchar(50), primary key (e_id) ); create table relation( r_id int(10) not null auto_increment, user_id int(10) not null, usertype_id int(10) not null, interest_id int(10) not null, primary key (id) ); Firstly, i want user_id will have the same value as column e_id; And then, i want to add user_id and usertype_id as an unity in table relation as a foreign key for user_id and usertype_id in table employee. Do you know how to do that? Thanks a lot.

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