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  • Python Multiprocessing Question

    - by Avan
    My program has 2 parts divided into the core and downloader. The core handles all the app logic while the downloader just downloads urls. Right now, I am trying to use the python multiprocessing module to accomplish the task of the core as a process and the downloader as a process. The first problem I noticed was that if I spawn the downloader process from the core process so that the downloader is the child process and the core is the parent, the core process(parent) is blocked until the child is finished. I do not want this behaivor though. I would like to have a core process and a downloader process that are both able to execute their code and communicate between each other. example ... def main(): jobQueue = Queue() jobQueue.put("http://google.com) d = Downloader(jobQueue) p = Process(target=d.start()) p.start() if __name__ == '__main__': freeze_support() main() where Downloader's start() just takes the url out of the queue and downloads it. In order to have the 2 processes unblocked, would I need to create 2 processes from the parent process and then share something between them?

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  • ControlCollection extension method optimization

    - by Johan Leino
    Hi, got question regarding an extension method that I have written that looks like this: public static IEnumerable<T> FindControlsOfType<T>(this ControlCollection instance) where T : class { T control; foreach (Control ctrl in instance) { if ((control = ctrl as T) != null) { yield return control; } foreach (T child in FindControlsOfType<T>(ctrl.Controls)) { yield return child; } } } public static IEnumerable<T> FindControlsOfType<T>(this ControlCollection instance, Func<T, bool> match) where T : class { return FindControlsOfType<T>(instance).Where(match); } The idea here is to find all controls that match a specifc criteria (hence the Func<..) in the controls collection. My question is: Does the second method (that has the Func) first call the first method to find all the controls of type T and then performs the where condition or does the "runtime" optimize the call to perform the where condition on the "whole" enumeration (if you get what I mean). secondly, are there any other optimizations that I can do to the code to perform better. An example can look like this: var checkbox = this.Controls.FindControlsOfType<MyCustomCheckBox>( ctrl => ctrl.CustomProperty == "Test" ) .FirstOrDefault();

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  • Still Confused About Identifying vs. Non-Identifying Relationships

    - by Jason
    So, I've been reading up on identifying vs. non-identifying relationships in my database design, and a number of the answers on SO seem contradicting to me. Here are the two questions I am looking at: What's the Difference Between Identifying and Non-Identifying Relationships Trouble Deciding on Identifying or Non-Identifying Relationship Looking at the top answers from each question, I appear to get two different ideas of what an identifying relationship is. The first question's response says that an identifying relationship "describes a situation in which the existence of a row in the child table depends on a row in the parent table." An example of this that is given is, "An author can write many books (1-to-n relationship), but a book cannot exist without an author." That makes sense to me. However, when I read the response to question two, I get confused as it says, "if a child identifies its parent, it is an identifying relationship." The answer then goes on to give examples such as SSN (is identifying of a Person), but an address is not (because many people can live at an address). To me, this sounds more like a case of the decision between primary key and non-primary key. My own gut feeling (and additional research on other sites) points to the first question and its response being correct. However, I wanted to verify before I continued forward as I don't want to learn something wrong as I am working to understand database design. Thanks in advance.

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  • jquery change function into code for plugin

    - by jaap Klevering
    Help would be greatly appreciated. What is the correct markup that would change this function into a plugin. I tried, but cant make it to work. $(document).ready(function(){ $('ul.tabNav a').click(function() { var curChildIndex = $(this).parent().prevAll().length + 1; $(this).parent().parent().children('.current').removeClass('current'); $(this).parent().addClass('current'); $(this).parent().parent().next('.tabContainer').children('.current').slideUp('fast',function() { $(this).removeClass('current'); $(this).parent().children('div:nth-child('+curChildIndex+')').slideDown('normal',function() { $(this).addClass('current'); }); }); return true; }); });

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  • How to reference other documents in a couchDB view (joining like functionality)

    - by Surfrdan
    We have a CouchDB representation of an XML database which we use to power a javascript based frontend for manipulating the XML documents. The basic structure is a simple 3 level hierachy. i.e. A - B - C A: Parent doucument (type A) B: any number of child documents of parent type A C: any number of child documents of parent type B We represent these 3 document types in CouchDB with a 'type' attribute: e.g. { "_id":"llgc-id:433", "_rev":"1-3760f3e01d7752a7508b047e0d094301", "type":"A", "label":"Top Level A document", "logicalMap":{ "issues":{ "1":{ "URL":"http://hdl.handle.net/10107/434-0", "FILE":"llgc-id:434" }, "2":{ "URL":"http://hdl.handle.net/10107/467-0", "FILE":"llgc-id:467" etc... } } } } { "_id":"llgc-id:433", "_rev":"1-3760f3e01d7752a7508b047e0d094301", "type":"B", "label":"a B document", } What I want to do is produce a view which returns documents just like the A type but includes the label attribute from the B document within the logicalMap list e.g. { "_id":"llgc-id:433", "_rev":"1-3760f3e01d7752a7508b047e0d094301", "type":"A", "label":"Top Level A document", "logicalMap":{ "issues":{ "1":{ "URL":"http://hdl.handle.net/10107/434-0", "FILE":"llgc-id:434", "LABEL":"a B document" }, "2":{ "URL":"http://hdl.handle.net/10107/467-0", "FILE":"llgc-id:467", "LABEL":"another B document" etc... } } } } I'm struggling to get my head around the best way to perform this. It looks like it should be fairly simple though!

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  • Android How to get position of selected item from gridview without using onclicklistner, using ontouchlistner instead

    - by zonemikel
    I have a gridview, I need to do stuff on motioneven.action_down and do something for motioneven.action_up ... using onclicklistener is great but does not give me this needed functionality. Is there anyway to easily call the gridview and get its selected item in a ontouchlistener ? I've been having limited success with making my own implementation. Its hard to get the right x,y because if i call the child it gives me the x and y relative to the child so a button would be 0,0 to 48,48 but it does not tell you the actual location on the screen relative to the gridview or the screen itself. this is what i've been doing, its partially working so far. Grid.setOnTouchListener(new OnTouchListener() { public boolean onTouch(View v, MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN) { int x = (int)event.getX(); int y = (int)event.getY(); int position = 0; int childCount = Grid.getChildCount(); Message msg = new Message(); Rect ButtonRect = new Rect(); Grid.getChildAt(0).getDrawingRect(ButtonRect); int InitialLeft = ButtonRect.left + 10; ButtonRect.offsetTo(InitialLeft, ButtonRect.top); // while(position < childCount){ if(ButtonRect.contains(x,y)){break;} if(ButtonRect.right + ButtonRect.width() > Grid.getWidth()) { ButtonRect.offsetTo(InitialLeft, ButtonRect.bottom);} position++; ButtonRect.offsetTo(ButtonRect.right, ButtonRect.top); } msg.what = position; msg.arg1 = ButtonRect.bottom; msg.arg2 = y; cHandler.sendMessage(msg); }// end if action up if (event.getAction() == MotionEvent.ACTION_UP) { } return false; } });

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  • Why is BorderLayout calling setSize() and setBounds()?

    - by ags
    I'm trying to get my head around proper use of the different LayoutManagers to make my GUI design skills more efficient and effective. For me, that usually requires a detailed understanding of what is going on under the hood. I've found some good discussion of the interaction and consequences of a Container using BorderLayout containing a Container using FlowLayout. I understand it for the most part, but wanted to confirm my mental model and to do so I am looking at the code for BorderLayout. In the code snippet below taken from BorderLayout.layoutContainer(), note the calls to the child Component's setSize() method followed by setBounds(). Looking at the source for these methods of Component, setSize() actually calls setBounds() with the current values for Component.x and Component.y. Why is this done (and not entirely redudant?) Doesn't the setBounds() call completely overwrite the results of the setSize() call? if ((c=getChild(NORTH,ltr)) != null) { c.setSize(right - left, c.height); Dimension d = c.getPreferredSize(); c.setBounds(left, top, right - left, d.height); top += d.height + vgap; } I'm also tring to understand where/when the child Component's size is initially set (before the LayoutManager.layoutContainer() method is called). Finally, this post itself raises a "meta-question": in a situation like this, where the source is available elsewhere, is the accepteed protocol to include the entire method? Or some other way to make it easier for folks to participate in the thread? Thanks.

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  • Where does "new" fit in the flex creation cycle?

    - by deux11
    In the following code, the call to myChild.bar() results in an exception because myChild is null. myParent is a valid object. What I don't understand is why myChild has not been created yet. I have read the following document related to object creation sequence, but I am unsure how "new" is related: http://livedocs.adobe.com/flex/3/html/help.html?content=layoutperformance_03.html Any help is appreciated! // Main.mxml <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" creationComplete="created()"> <mx:Script> <![CDATA[ public var myParent:Parent = new Parent(); public function created():void { myParent.foo(); } ]]> </mx:Script> </mx:Application> // Parent.mxml <mx:Canvas xmlns:mx="http://www.adobe.com/2006/mxml" xmlns="*"> <mx:Script> <![CDATA[ public function foo():void { myChild.bar(); } ]]> </mx:Script> <Child id="myChild"/> </mx:Canvas> // Child.mxml <mx:Canvas xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Script> <![CDATA[ public function bar():void { trace("Hello World"); } ]]> </mx:Script> </mx:Canvas>

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  • stop script debug error dialogs occur in ie8 ?

    - by Haroldo
    I get this, clicking 'no' means the page displays flawlessly. it's refering to this part of jquery1.4.2.js: // Get the Nth element in the matched element set OR // Get the whole matched element set as a clean array get: function( num ) { return num == null ? // Return a 'clean' array this.toArray() : // Return just the object ( num < 0 ? this.slice(num)[ 0 ] : this[ num ] ); }, I assume i'm calling something in the wrong context somewhere in one of my js files (which would be a real mission to find). Will standard IE8 users get this error? (i imagine ms make it pretty difficult to reinstall ie!)

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  • Multiple usage of MenuItems declared once (WPF)

    - by Alex Kofman
    Is it possible in WPF to define some menu structure and than use it in multiple contexts? For example I'd like to use a set of menu items from resources in ContextMenu, Window's menu and ToolBar (ToolBar with icons only, without headers). So items order, commands, icons, separators must be defined just once. I look for something like this: Declaration in resources: <MenuItem Command="MyCommands.CloneObject" CommandParameter="{Binding SelectedObject}" Header="Clone"> <MenuItem.Icon> <Image Source="Images\Clone.png" Height="16" Width="16"></Image> </MenuItem.Icon> </MenuItem> <MenuItem Command="MyCommands.RemoveCommand" CommandParameter="{Binding SelectedObject}" Header="Remove"> <MenuItem.Icon> <Image Source="Images\Remove.png" Height="16" Width="16"></Image> </MenuItem.Icon> </MenuItem> <Separator/> <MenuItem Command="MCommands.CreateChild" CommandParameter="{Binding SelectedObject}" Header="Create child"> <MenuItem.Icon> <Image Source="Images\Child.png" Height="16" Width="16"></Image> </MenuItem.Icon> </MenuItem> Usage: <ToolBar MenuItems(?)="{Reference to set of items}" ShowText(?)="false" /> and <ContextMenu MenuItems(?)="{Reference to set of items}" />

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  • Dynamcally resising an open Accordion

    - by alavers
    I have an Accordion and the height of its content can be dynamically resized. I would like to see the Accordion dynamically respond to the child item's height, but I'm having trouble doing this. <lt:Accordion Name="MyAccordion" SelectionMode="ZeroOrOne" HorizontalAlignment="Stretch"> <lt:AccordionItem Name="MyAccordionItem" Header="MyAccordion" IsSelected="True" HorizontalContentAlignment="Stretch" VerticalAlignment="Stretch"> <StackPanel> <Button Content="Grow" Click="Grow"/> <Button Content="Shrink" Click="Shrink"/> <TextBox Name="GrowTextBox" Text="GrowTextBox" Height="400" Background="Green" SizeChanged="GrowTextBox_SizeChanged"/> </StackPanel> </lt:AccordionItem> </lt:Accordion> private void Grow(object sender, System.Windows.RoutedEventArgs e) { GrowTextBox.Height += 100; } private void Shrink(object sender, System.Windows.RoutedEventArgs e) { GrowTextBox.Height -= 100; } private void GrowTextBox_SizeChanged(object sender, System.Windows.SizeChangedEventArgs e) { MyAccordion.UpdateLayout(); MyAccordionItem.UpdateLayout(); } Mind you, if I collapse and then re-open the accordion, it takes shape just the way I want, but I'd like this resizing to occur immediately when the child resizes. I feebly attempted to fix this by adding a SizeChanged event handler that calls UpdateLayout() on the Accordion and AccordionItem, but this doesn't have any visual effect. I can't figure out where proper resizing takes place inside the Accordion control. Does anyone have an idea?

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  • Quickest way to compare a bunch of array or list of values.

    - by zapping
    Can you please let me know on the quickest and efficient way to compare a large set of values. Its like there are a list of parent codes(string) and each code has a series of child values(string). The child lists have to be compared with each other and find out duplicates and count how many times they repeat. code1(code1_value1, code1_value2, code3_value3, ..., code1_valueN); code2(code2_value1, code1_value2, code2_value3, ..., code2_valueN); code3(code2_value1, code3_value2, code3_value3, ..., code3_valueN); . . . codeN(codeN_value1, codeN_value2, codeN_value3, ..., codeN_valueN); The lists are huge say like there are 100 parent codes and each has about 250 values in them. There will not be duplicates within a code list. Doing it in java and the solution i could figure out is. Store the values of first set of code in as codeMap.put(codeValue, duplicateCount). The count initialized to 0. Then compare the rest of the values with this. If its in the map then increment the count otherwise append it to the map. The downfall of this is to get the duplicates. Another iteration needs to be performed on a very large list. An alternative is to maintain another hashmap for duplicates like duplicateCodeMap.put(codeValue, duplicateCount) and change the initial hashmap to codeMap.put(codeValue, codeValue). Speed is what is requirement. Hope one of you can help me with it.

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  • A good Sorted List for Java

    - by Phuong Nguyen de ManCity fan
    I'm looking for a good sorted list for java. Googling around give me some hints about using TreeSet/TreeMap. But these components is lack of one thing: random access to an element in the set. For example, I want to access nth element in the sorted set, but with TreeSet, I must iterate over other n-1 elements before I can get there. It would be a waste since I would have upto several thousands elements in my Set. Basically, I'm looking for some thing similar to a sorted list in .NET, with ability to add element fast, remove element fast, and have random access to any element in the list. Has this kind of sorted list implemented somewhere? Thanks.

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  • Is there a module that implements an efficient array type in Erlang?

    - by dsmith
    I have been looking for an array type with the following characteristics in Erlang. append(vector(), term()) O(1) nth(Idx, vector()) O(1) set(Idx, vector(), term()) O(1) insert(Idx, vector(), term()) O(N) remove(Idx, vector()) O(N) I normally use a tuple for this purpose, but the performance characteristics are not what I would want for large N. My testing shows the following performance characteristics... erlang:append_element/2 O(N). erlang:setelement/3 O(N). I have started on a module based on the clojure.lang.PersistentVector implementation, but if it's already been done I won't reinvent the wheel.

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  • Titanium TableViewRow classname with custom rows

    - by pancake
    I would like to know in what way the 'className' property of a Ti.UI.TableViewRow helps when creating custom rows. For example, I populate a tableview with custom rows in the following way: function populateTableView(tableView, data) { var rows = []; var row; var title, image; var i; for (i = 0; i < data.length; i++) { title = Ti.UI.createLabel({ text : data[i].title, width : 100, height: 30, top: 5, left: 25 }); image = Ti.UI.createImage({ image : 'some_image.png', width: 30, height: 30, top: 5, left: 5 }); /* and, like, 5+ more views or whatever */ row = Ti.UI.createTableViewRow(); row.add(titleLabel); row.add(image); rows.push(row); } tableView.setData(rows); } Of course, this example of a "custom" row is easily created using the standard title and image properties of the TableViewRow, but that isn't the point. How is the allocation of new labels, image views and other child views of a table view prevented in favour of their reuse? I know in iOS this is achieved by using the method -[UITableView dequeueReusableCellWithIdentifier:] to fetch a row object from a 'reservoir' (so 'className' is 'identifier' here) that isn't currently being used for displaying data, but already has the needed child views laid out correctly in it, thus only requiring to update the data contained within (text, image data, etc). As this system is so unbelievably simple, I have a lot of trouble believing the method employed by the Titanium API does not support this. After reading through the API and searching the web, I do however suspect this is the case. The 'className' property is recommended as an easy way to make table views more efficient in Titanium, but its relation to custom table view rows is not explained in any way. If anyone could clarify this matter for me, I would be very grateful.

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  • [PHP] - Lowering script memory usage in a "big" file creation

    - by Riccardo
    Hi there people, it looks like I'm facing a typical memory outage problem when using a PHP script. The script, originally developed by another person, serves as an XML sitemap creator, and on large websites uses quite a lot of memory. I thought that the problem was related due to an algorithm holding data in memory until the job was done, but digging into the code I have discovered that the script works in this way: open file in output (will contain XML sitemap entries) in the loop: ---- for each entry to be added in sitemap, do fwrite close file end Although there are no huge arrays or variables being kept in memory, this technique uses a lot of memory. I thought that maybe PHP was buffering under the hood the fwrites and "flushing" data at the end of the script, so I have modified the code to close and open the file every Nth record, but the memory usage is still the same.... I'm debugging the script on my computer and watching memory usage: while script execution runs, memory allocation grows. Is there a particular technique to instruct PHP to free unsed memory, to force flushing buffers if any? Thanks

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  • Sharing same vector control between different places

    - by Alexander K
    Hi everyone, I'm trying to implement the following: I have an Items Manager, that has an Item class inside. Item class can store two possible visual representations of it - BitmapImage(bitmap) and UserControl(vector). Then later, in the game, I need to share the same image or vector control between all possible places it takes place. For example, consider 10 trees on the map, and all point to the same vector control. Or in some cases this can be bitmap image source. So, the problem is that BitmapImage source can be easily shared in the application by multiple UIElements. However, when I try to share vector control, it fails, and says Child Element is already a Child element of another control. I want to know how to organize this in the best way. For example replace UserControl with other type of control, or storage, however I need to be sure it supports Storyboard animations inside. The code looks like this: if (bi.item.BitmapSource != null) { Image previewImage = new Image(); previewImage.Source = bi.item.BitmapSource; itemPane.ItemPreviewCanvas.Children.Add(previewImage); } else if (bi.item.VectorSource != null) { UserControl previewControl = bi.item.VectorSource; itemPane.ItemPreviewCanvas.Children.Add(previewControl); } Thanks in advance

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  • C++ polymorphism, function calls

    - by moai
    Okay, I'm pretty inexperienced as a programmer, let alone in C++, so bear with me here. What I wanted to do was to have a container class hold a parent class pointer and then use polymorphism to store a child class object. The thing is that I want to call one of the child class's functions through the parent class pointer. Here's a sort of example of what I mean in code: class SuperClass { public: int x; } class SubClass : public SuperClass { public: void function1() { x += 1; } } class Container { public: SuperClass * alpha; Container(SuperClass& beta) { alpha = beta; } } int main() { Container cont = new Container(new SubClass); } (I'm not sure that's right, I'm still really shaky on pointers. I hope it gets the point across, at least.) So, I'm not entirely sure whether I can do this or not. I have a sneaking suspicion the answer is no, but I want to be sure. If someone has another way to accomplish this sort of thing, I'd be glad to hear it.

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  • Black Corners On Grouped UITableViewCells Only After Navigation Pops

    - by coneybeare
    I am not graphics expert but I somehow managed to make some good looking custom grouped UITableViewCells by setting the background view to a backgroundView with some CG code. In all SDK's up to 3.1.3 (maybe 3.2... I haven't tested on the iPad) this was working great, but I think a more recent SDK has introduced a change in the way graphics are cached offscreen. Upon first render, everything is great: The drawing is fine and the corners are transparent. If I push a couple of view controllers on the navigation stack and come back, there are now black corners that appear in the views: BEFORE && AFTER I have tons of code, most of which is written up here. I have tried tweaking to the best of my ability, looking at the docs for applicable changes, but after at least 8 hours in I still cannot find what might cause this. I have tried setting every view I can think of to be backgroundColor=clearColor and opaque=NO What else am I missing? Any debugging tips? UPDATE: I have some debug code in viewDidAppear that prints the backgroundColor and class description of all the subviews. - (void)debugView:(UIView *)view { DebugLog(@"%@ - %@", view.backgroundColor, [[view class] description]); for (UIView* child in view.subviews) { [self debugView:child]; } } - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; [DownloadController.networkQueue setSuspended:NO]; for (TTTableViewCell *cell in [self.tableView visibleCells]) { [cell debugView:cell]; } } With this code, I inspect the backgroundColor settings of the cell views on first load, when it is fine, and then again after coming back. There are some differences, but all the colors are still set to be clear. This leads me to believe the issue is underneath the UITableViewCell. UPDATE 2: I have created a simple sample application to highlight the problem here

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  • KnockoutJS - creating object doesn't work

    - by Kiwanax
    I'm doing a navigation list with menus and submenus. I have the following structure: function Menu(navigation) { this.NavigationUrl = ko.observable(navigation.NavigationUrl); this.NavigationTitle = ko.observable(navigation.NavigationTitle); this.NavigationDescription = ko.observable(navigation.NavigationDescription); var mappedChildren = ko.utils.arrayMap(navigation.Children, function (child) { return new Menu(child); }); this.Children = ko.observableArray(mappedChildren); } function DashboardViewModel() { var self = this; self.LoggedUser = ko.observable(""); self.Navigations = ko.observableArray([]); $.get('/Home/DashboardDependencies', {}, function (result) { self.LoggedUser(result.LoggedUser); var mappedNavigations = ko.utils.arrayMap(result.Navigations, function (item) { var menu = new Menu(item); // When I alert item, the result appears properly: // { "NavigationTitle": "blah", "NavigationDescription": "bleh" [...] } alert(JSON.stringify(item)); // But when I alert the new menu object, the result doesn't appear: // Just: "{}" alert(JSON.stringify(menu)); return menu; }); self.Navigations = mappedNavigations; }); } ko.applyBindings(new DashboardViewModel()); So, check it out. When I try to alert the item variable, the result appears properly. When I try to alert the new Menu object, the result just show {}. Why this' happening? Thank you all for the help!

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  • Converting "A* Search" code from C++ to Java [on hold]

    - by mr5
    Updated! I get this code from this site It's A* Search Algorithm(finding shortest path with heuristics) I modify most of variable names and some if conditions from the original version to satisfy my syntactic taste. It works in C++ (as I can't see any trouble with it) but fails in Java version. Java Code: String findPath(int startX, int startY, int finishX, int finishY) { @SuppressWarnings("unchecked") LinkedList<Node>[] nodeList = (LinkedList<Node>[]) new LinkedList<?>[2]; nodeList[0] = new LinkedList<Node>(); nodeList[1] = new LinkedList<Node>(); Node n0; Node m0; int nlIndex = 0; // queueList index // reset the node maps for(int y = 0;y < ROW_COUNT; ++y) { for(int x = 0;x < COL_COUNT; ++x) { close_nodes_map[y][x] = 0; open_nodes_map[y][x] = 0; } } // create the start node and push into list of open nodes n0 = new Node( startX, startY, 0, 0 ); n0.updatePriority( finishX, finishY ); nodeList[nlIndex].push( n0 ); open_nodes_map[startY][startX] = n0.getPriority(); // mark it on the open nodes map // A* search while( !nodeList[nlIndex].isEmpty() ) { LinkedList<Node> pq = nodeList[nlIndex]; // get the current node w/ the highest priority // from the list of open nodes n0 = new Node( pq.peek().getX(), pq.peek().getY(), pq.peek().getIterCount(), pq.peek().getPriority()); int x = n0.getX(); int y = n0.getY(); nodeList[nlIndex].pop(); // remove the node from the open list open_nodes_map[y][x] = 0; // mark it on the closed nodes map close_nodes_map[y][x] = 1; // quit searching when the goal state is reached //if((*n0).estimate(finishX, finishY) == 0) if( x == finishX && y == finishY ) { // generate the path from finish to start // by following the directions String path = ""; while( !( x == startX && y == startY) ) { int j = dir_map[y][x]; int c = '0' + ( j + Node.DIRECTION_COUNT / 2 ) % Node.DIRECTION_COUNT; path = (char)c + path; x += DIR_X[j]; y += DIR_Y[j]; } return path; } // generate moves (child nodes) in all possible directions for(int i = 0; i < Node.DIRECTION_COUNT; ++i) { int xdx = x + DIR_X[i]; int ydy = y + DIR_Y[i]; // boundary check if (!(xdx >= 0 && xdx < COL_COUNT && ydy >= 0 && ydy < ROW_COUNT)) continue; if ( ( gridMap.getData( ydy, xdx ) == GridMap.WALKABLE || gridMap.getData( ydy, xdx ) == GridMap.FINISH) && close_nodes_map[ydy][xdx] != 1 ) { // generate a child node m0 = new Node( xdx, ydy, n0.getIterCount(), n0.getPriority() ); m0.nextLevel( i ); m0.updatePriority( finishX, finishY ); // if it is not in the open list then add into that if( open_nodes_map[ydy][xdx] == 0 ) { open_nodes_map[ydy][xdx] = m0.getPriority(); nodeList[nlIndex].push( m0 ); // mark its parent node direction dir_map[ydy][xdx] = ( i + Node.DIRECTION_COUNT / 2 ) % Node.DIRECTION_COUNT; } else if( open_nodes_map[ydy][xdx] > m0.getPriority() ) { // update the priority info open_nodes_map[ydy][xdx] = m0.getPriority(); // update the parent direction info dir_map[ydy][xdx] = ( i + Node.DIRECTION_COUNT / 2 ) % Node.DIRECTION_COUNT; // replace the node // by emptying one queueList to the other one // except the node to be replaced will be ignored // and the new node will be pushed in instead while( !(nodeList[nlIndex].peek().getX() == xdx && nodeList[nlIndex].peek().getY() == ydy ) ) { nodeList[1 - nlIndex].push( nodeList[nlIndex].pop() ); } nodeList[nlIndex].pop(); // remove the wanted node // empty the larger size queueList to the smaller one if( nodeList[nlIndex].size() > nodeList[ 1 - nlIndex ].size() ) nlIndex = 1 - nlIndex; while( !nodeList[nlIndex].isEmpty() ) { nodeList[1 - nlIndex].push( nodeList[nlIndex].pop() ); } nlIndex = 1 - nlIndex; nodeList[nlIndex].push( m0 ); // add the better node instead } } } } return ""; // no route found } Output1: Legends . = PATH ? = START X = FINISH 3,2,1 = OBSTACLES (Misleading path) Output2: Changing these lines: n0 = new Node( a, b, c, d ); m0 = new Node( e, f, g, h ); to n0.set( a, b, c, d ); m0.set( e, f, g, h ); I get (I'm really confused) C++ Code: std::string A_Star::findPath(int startX, int startY, int finishX, int finishY) { typedef std::queue<Node> List_Container; List_Container nodeList[2]; // list of open (not-yet-tried) nodes Node n0; Node m0; int pqIndex = 0; // nodeList index // reset the node maps for(int y = 0;y < ROW_COUNT; ++y) { for(int x = 0;x < COL_COUNT; ++x) { close_nodes_map[y][x] = 0; open_nodes_map[y][x] = 0; } } // create the start node and push into list of open nodes n0 = Node( startX, startY, 0, 0 ); n0.updatePriority( finishX, finishY ); nodeList[pqIndex].push( n0 ); open_nodes_map[startY][startX] = n0.getPriority(); // mark it on the open nodes map // A* search while( !nodeList[pqIndex].empty() ) { List_Container &pq = nodeList[pqIndex]; // get the current node w/ the highest priority // from the list of open nodes n0 = Node( pq.front().getX(), pq.front().getY(), pq.front().getIterCount(), pq.front().getPriority()); int x = n0.getX(); int y = n0.getY(); nodeList[pqIndex].pop(); // remove the node from the open list open_nodes_map[y][x] = 0; // mark it on the closed nodes map close_nodes_map[y][x] = 1; // quit searching when the goal state is reached //if((*n0).estimate(finishX, finishY) == 0) if( x == finishX && y == finishY ) { // generate the path from finish to start // by following the directions std::string path = ""; while( !( x == startX && y == startY) ) { int j = dir_map[y][x]; char c = '0' + ( j + DIRECTION_COUNT / 2 ) % DIRECTION_COUNT; path = c + path; x += DIR_X[j]; y += DIR_Y[j]; } return path; } // generate moves (child nodes) in all possible directions for(int i = 0; i < DIRECTION_COUNT; ++i) { int xdx = x + DIR_X[i]; int ydy = y + DIR_Y[i]; // boundary check if (!( xdx >= 0 && xdx < COL_COUNT && ydy >= 0 && ydy < ROW_COUNT)) continue; if ( ( pGrid->getData(ydy,xdx) == WALKABLE || pGrid->getData(ydy, xdx) == FINISH) && close_nodes_map[ydy][xdx] != 1 ) { // generate a child node m0 = Node( xdx, ydy, n0.getIterCount(), n0.getPriority() ); m0.nextLevel( i ); m0.updatePriority( finishX, finishY ); // if it is not in the open list then add into that if( open_nodes_map[ydy][xdx] == 0 ) { open_nodes_map[ydy][xdx] = m0.getPriority(); nodeList[pqIndex].push( m0 ); // mark its parent node direction dir_map[ydy][xdx] = ( i + DIRECTION_COUNT / 2 ) % DIRECTION_COUNT; } else if( open_nodes_map[ydy][xdx] > m0.getPriority() ) { // update the priority info open_nodes_map[ydy][xdx] = m0.getPriority(); // update the parent direction info dir_map[ydy][xdx] = ( i + DIRECTION_COUNT / 2 ) % DIRECTION_COUNT; // replace the node // by emptying one nodeList to the other one // except the node to be replaced will be ignored // and the new node will be pushed in instead while ( !( nodeList[pqIndex].front().getX() == xdx && nodeList[pqIndex].front().getY() == ydy ) ) { nodeList[1 - pqIndex].push( nodeList[pqIndex].front() ); nodeList[pqIndex].pop(); } nodeList[pqIndex].pop(); // remove the wanted node // empty the larger size nodeList to the smaller one if( nodeList[pqIndex].size() > nodeList[ 1 - pqIndex ].size() ) pqIndex = 1 - pqIndex; while( !nodeList[pqIndex].empty() ) { nodeList[1-pqIndex].push(nodeList[pqIndex].front()); nodeList[pqIndex].pop(); } pqIndex = 1 - pqIndex; nodeList[pqIndex].push( m0 ); // add the better node instead } } } } return ""; // no route found } Output: Legends . = PATH ? = START X = FINISH 3,2,1 = OBSTACLES (Just right) From what I read about Java's documentation, I came up with the conclusion: C++'s std::queue<T>::front() == Java's LinkedList<T>.peek() Java's LinkedList<T>.pop() == C++'s std::queue<T>::front() + std::queue<T>::pop() What might I be missing in my Java version? In what way does it became different algorithmically from the C++ version?

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  • Adding Dropdownlist Dynamically to the row cell using jquery

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    hello, I am doing soemthign like this to add dropdownlist for each row dynamically.. var Click = function() { $("#Grid").click( $("#showgrid").load('/Products/List/Item/')); $.each($('#Grid td:nth-child(4n)'), function() { var forthColumn = $(this); forthColumn.append("<select><option value='1'>Division 1</option><option value='2'>Division 2</option><option value='3'>Division 3</option></select>"); }); }; is this rigth what i am doign here? bec I am not getting the dropdown list on the result grid? can anybody help me out.. thanks

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    I want to embed a collection of precharged non-entity forms, here is the code, first is the parent form buildForm method. public function buildForm(FormBuilderInterface $builder, array $options) { $builder->add("example1")->add("example2"); $builder->addEventListener(FormEvents::PRE_SET_DATA, function (FormEvent $event) { /*some logic to do before adding the collection of forms*/ $form->add('aclAccess', 'collection', array( 'type' => new ChildFormType(), 'allow_add' => true, 'mapped' => false, 'data' => /* I dont know how to precharge a collection of non-entity forms*/ )); }); } now the child form public function buildForm (FormBuilderInterface $builder, array $options) { $builder->add("test1", "text", array("read_only" => true, "data" => "test")); $builder->->add("test2", "choice", array( 'choices' => array('opt1' => 'Opt1', 'opt2' => 'Opt2'), 'multiple' => true, 'expanded' => true )); } so basicly i want to manage those child options in the test2 field as separated forms, each option group will depend on the value of the test1 field, i know this can be done by coding everythin in twig without form classes but i think having form classes its the best practice to run phpunit test, for maintainability, etc ...

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  • CreateProcess() fails with an access violation

    - by John Doe
    My aim is to execute an external executable in my program. First, I used system() function, but I don't want the console to be seen to the user. So, I searched a bit, and found CreateProcess() function. However, when I try to pass a parameter to it, I don't know why, it fails. I took this code from MSDN, and changed a bit: #include <windows.h> #include <stdio.h> #include <tchar.h> void _tmain( int argc, TCHAR *argv[] ) { STARTUPINFO si; PROCESS_INFORMATION pi; ZeroMemory( &si, sizeof(si) ); si.cb = sizeof(si); ZeroMemory( &pi, sizeof(pi) ); /* if( argc != 2 ) { printf("Usage: %s [cmdline]\n", argv[0]); return; } */ // Start the child process. if( !CreateProcess( NULL, // No module name (use command line) L"c:\\users\\e\\desktop\\mspaint.exe", // Command line NULL, // Process handle not inheritable NULL, // Thread handle not inheritable FALSE, // Set handle inheritance to FALSE 0, // No creation flags NULL, // Use parent's environment block NULL, // Use parent's starting directory &si, // Pointer to STARTUPINFO structure &pi ) // Pointer to PROCESS_INFORMATION structure ) { printf( "CreateProcess failed (%d).\n", GetLastError() ); return; } // Wait until child process exits. WaitForSingleObject( pi.hProcess, INFINITE ); // Close process and thread handles. CloseHandle( pi.hProcess ); CloseHandle( pi.hThread ); } However, this code crated access violation somehow. Can I execute mspaint without showing user the console? Thank you very much.

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    My original understanding was that the asp.net page lifecycle is run once for all pages and controls under normal circumstances. When I attached a control during a container's OnPreRender, I encountered a situation where the control's OnInit was not called. OK, I considered that a bug in my code and fixed as such, by attaching the control earlier. But just today, I encountered a situation where OnInit for a control seems to be called after the normal OnInit has been done for everyone else. See stack below. It seems that during the page's PreRender, the control's OnInit is called as it is being dynamically added. So I just want to confirm exactly what ASP.NET's behavior is? Does it actually keep track of the stage of each control's lifecycle, and upon adding a new control, it will run from the very beginning? [HttpException (0x80004005): The control collection cannot be modified during DataBind, Init, Load, PreRender or Unload phases.] System.Web.UI.ControlCollection.Add(Control child) +8678663 MyCompany.Web.Controls.SetStartPageWrapper.Initialize() MyCompany.Web.Controls.SetStartPageWrapper.OnInit(EventArgs e) System.Web.UI.Control.InitRecursive(Control namingContainer) +333 System.Web.UI.Control.InitRecursive(Control namingContainer) +210 System.Web.UI.Control.AddedControl(Control control, Int32 index) +198 System.Web.UI.ControlCollection.Add(Control child) +80 MyCompany.Web.Controls.PageHeader.OnPreRender(EventArgs e) in System.Web.UI.Control.PreRenderRecursiveInternal() +80 System.Web.UI.Control.PreRenderRecursiveInternal() +171 System.Web.UI.Control.PreRenderRecursiveInternal() +171 System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +842

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