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  • Where to learn how to replicate an Excel template?

    - by Rosarch
    This Excel template is really cool. There are a lot of things in it I don't know how to do, such as: Having header rows that "stick" to the top even when you scroll down Slider on the first page changes where the chart pulls its data from Functions seem to be referring to named ranges in tables, like =SUM([nov]). Where do those names come from? Clicking "back to overview" on the "Budget" page returns you to the "Dashboard" page The number under "starting balance" of the top right corner of "Budget" changes when you change cell C5 On "Budget", each cell in the first column of each table has a drop-down menu for text, which seems to come from the "Setup" page The background isn't just plain white, but when I try to format paint it onto a new sheet, nothing happens If you know how any of these effects are achieved, I'm definitely curious. But I guess the main point of my question is where I can go to answer these questions for myself. Are templates explained anywhere?

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  • I go to www.facebook.com, but a completely different site appears.

    - by Rosarch
    I am going to www.facebook.com, but the site that appears is totally different. This occurs on Chrome 6+, IE9, and FF 3+. What could be happening? Is this a security risk? Facebook was working just fine, then all of a sudden this happened. Update: The same problem occurs on my netbook. Update 2: When I go to http://69.63.189.11/, it works fine. So... DNS problem? How do I fix? Update 3: Checked the hosts file: # Copyright (c) 1993-2009 Microsoft Corp. # # This is a sample HOSTS file used by Microsoft TCP/IP for Windows. # # This file contains the mappings of IP addresses to host names. Each # entry should be kept on an individual line. The IP address should # be placed in the first column followed by the corresponding host name. # The IP address and the host name should be separated by at least one # space. # # Additionally, comments (such as these) may be inserted on individual # lines or following the machine name denoted by a '#' symbol. # # For example: # # 102.54.94.97 rhino.acme.com # source server # 38.25.63.10 x.acme.com # x client host # localhost name resolution is handled within DNS itself. # 127.0.0.1 localhost # ::1 localhost Looks like it hasn't been altered.

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  • Monitor weirdness/flickering with new Viao PCG-3112L

    - by Rosarch
    I have a Sony VAIO PCG-3112L running Windows 7. It worked fine on one monitor, but now I'm using it with a 2 year old LG Flatron W2252TQ-TF. The colors are sorta off (although that might just be the monitor), but more annoyingly there are many horizontal flickering lines. It's more noticeable on non-white backgrounds. I tried rebooting the monitor, and reseting it to factory settings, but that didn't solve the issue. What could be the cause of this? The monitor works fine with an Asus netbook. I have checked that both ends of the VGA cable are plugged in between the Vaio and the monitor.

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  • Ubuntu on Oracle VirtualBox: Shared folders

    - by Rosarch
    I looked at this question, but it didn't help. I'm running Windows 7 as a host with Ubuntu 10.10 as a guest with VBox 4.0. I want to have a shared directory between the two. I have installed Guest Additions. I went to the VBox control panel in Windows, added a Shared Folder (sharename Shared_Folder), and chose "Auto Mount". A directory named "sf_Shared_Folder" appeared in /media on Ubuntu, but when I put files in that directory from an OS, I can't see them on the other one. I then tried to create a directory without automounting (sharename collectivefiles), and to run the following command: foo@foo-VirtualBox:~$ sudo mount -t vboxsf collectivefiles FileShare /sbin/mount.vboxsf: mounting failed with the error: No such device What is causing this error? I rebooted both the VM and VBox itself, but I'm still observing this.

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  • Trouble with Ubuntu on Oracle VM

    - by Rosarch
    I'm running Ubuntu on an Oracle VirtualBox virtual machine. I clicked the "install Ubuntu" button, and it took me through a wizard. I am currently on the following step: Unfortunately, the "forward" button is disabled. What's up with this? I tried entering different data for the form on this step, going back and redoing part of the wizard, and rebooting the machine. Nothing worked. My host OS is Windows 7.

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  • Box2d: Set active and inactive

    - by Rosarch
    I'm writing an XNA game in C# using the XNA port of Box2d - Box2dx. Entities like trees or zombies are represented as GameObjects. GameObjectManager adds and removes them from the game world: /// <summary> /// Does the work of removing the GameObject. /// </summary> /// <param name="controller">The GameObject to be removed.</param> private void removeGameObjectFromWorld(GameObjectController controller) { controllers.Remove(controller); worldState.Models.Remove(controller.Model); controller.Model.Body.SetActive(false); } public void addGameObjectToWorld(GameObjectController controller) { controllers.Add(controller); worldState.Models.Add(controller.Model); controller.Model.Body.SetActive(true); } controllers is a collection of GameObjectController instances. worldState.Models is a collection of GameObjectModel instances. When I remove GameObjects from Box2d this way, this method gets called: void IContactListener.EndContact(Contact contact) { GameObjectController collider1 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureA().GetBody()); GameObjectController collider2 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureB().GetBody()); collisionRecorder.removeCollision(collider1, collider2); } worldQueryUtils: // this could be cached if we know bodies never change public GameObjectController gameObjectOfBody(Body body) { return worldQueryEngine.GameObjectsForPredicate(x => x.Model.Body == body).Single(); } This method throws an error: System.InvalidOperationException was unhandled Message="Sequence contains no elements" Source="System.Core" StackTrace: at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source) at etc Why is this happening? What can I do to avoid it? This method has been called many times before the body.SetActive() was called. I feel that this may be messing it up.

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  • C#: Delegate syntax?

    - by Rosarch
    I'm developing a game. I want to have game entities each have their own Damage() function. When called, they will calculate how much damage they want to do: public class CombatantGameModel : GameObjectModel { public int Health { get; set; } /// <summary> /// If the attack hits, how much damage does it do? /// </summary> /// <param name="randomSample">A random value from [0 .. 1]. Use to introduce randomness in the attack's damage.</param> /// <returns>The amount of damage the attack does</returns> public delegate int Damage(float randomSample); public CombatantGameModel(GameObjectController controller) : base(controller) {} } public class CombatantGameObject : GameObjectController { private new readonly CombatantGameModel model; public new virtual CombatantGameModel Model { get { return model; } } public CombatantGameObject() { model = new CombatantGameModel(this); } } However, when I try to call that method, I get a compiler error: /// <summary> /// Calculates the results of an attack, and directly updates the GameObjects involved. /// </summary> /// <param name="attacker">The aggressor GameObject</param> /// <param name="victim">The GameObject under assault</param> public void ComputeAttackUpdate(CombatantGameObject attacker, CombatantGameObject victim) { if (worldQuery.IsColliding(attacker, victim, false)) { victim.Model.Health -= attacker.Model.Damage((float) rand.NextDouble()); // error here Debug.WriteLine(String.Format("{0} hits {1} for {2} damage", attacker, victim, attackTraits.Damage)); } } The error is: 'Damage': cannot reference a type through an expression; try 'HWAlphaRelease.GameObject.CombatantGameModel.Damage' instead What am I doing wrong?

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  • C#: Struct Constructor: "fields must be fully assigned before control is returned to the caller."

    - by Rosarch
    Here is a struct I am trying to write: public struct AttackTraits { public AttackTraits(double probability, int damage, float distance) { Probability = probability; Distance = distance; Damage = damage; } private double probability; public double Probability { get { return probability; } set { if (value > 1 || value < 0) { throw new ArgumentOutOfRangeException("Probability values must be in the range [0, 1]"); } probability = value; } } public int Damage { get; set; } public float Distance { get; set; } } This results in the following compilation errors: The 'this' object cannot be used before all of its fields are assigned to Field 'AttackTraits.probability' must be fully assigned before control is returned to the caller Backing field for automatically implemented property 'AttackTraits.Damage' must be fully assigned before control is returned to the caller. Consider calling the default constructor from a constructor initializer. Backing field for automatically implemented property 'AttackTraits.Distance' must be fully assigned before control is returned to the caller. Consider calling the default constructor from a constructor initializer. What am I doing wrong?

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  • C# XNA: AI Engine?

    - by Rosarch
    I'm developing a game with zombie running around in a swamp. I want AIs to have functionality like "chase this target" or "run away". A major stumbling block is pathfinding. Is there a good pathfinding/AI engine in XNA, or should I roll my own? Does anyone have any experience with this: http://www.codeplex.com/simpleAI?

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  • C#: How to resolve this circular dependency?

    - by Rosarch
    I have a circular dependency in my code, and I'm not sure how to resolve it. I am developing a game. A NPC has three components, responsible for thinking, sensing, and acting. These components need access to the NPC controller to get access to its model, but the controller needs these components to do anything. Thus, both take each other as arguments in their constructors. ISenseNPC sense = new DefaultSenseNPC(controller, worldQueryEngine); IThinkNPC think = new DefaultThinkNPC(sense); IActNPC act = new DefaultActNPC(combatEngine, sense, controller); controller = new ControllerNPC(act, think); (The above example has the parameter simplified a bit.) Without act and think, controller can't do anything, so I don't want to allow it to be initialized without them. The reverse is basically true as well. What should I do? ControllerNPC using think and act to update its state in the world: public class ControllerNPC { // ... public override void Update(long tick) { // ... act.UpdateFromBehavior(CurrentBehavior, tick); CurrentBehavior = think.TransitionState(CurrentBehavior, tick); } // ... } DefaultSenseNPC using controller to determine if it's colliding with anything: public class DefaultSenseNPC { // ... public bool IsCollidingWithTarget() { return worldQuery.IsColliding(controller, model.Target); } // ... }

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  • Box2d: Maximum possible linear velocity?

    - by Rosarch
    I think I've configured Box2d to have some sort of maximum velocity for any body, but I'm not sure. I apply an impulse like (100000000, 100000000), and the body moves just as fast as (100, 100) - which is not that fast at all. My game is a top-down 2d. Here is some code that may be relevant: private readonly Vector2 GRAVITY = new Vector2(0, 0); public void initializePhysics(ContactReporter contactReporter) { world = new World(GRAVITY, true); IContactListener contactListener = contactReporter; world.ContactListener = contactListener; } public void Update(GameTime gameTime) { // ... worldState.PhysicsWorld.Step((float)gameTime.ElapsedGameTime.TotalSeconds, 10, 10); //... }

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  • PyDev and Django: PyDev breaking Django shell?

    - by Rosarch
    I've set up a new project, and populated it with simple models. (Essentially I'm following the tut.) When I run python manage.py shell on the command line, it works fine: >python manage.py shell Python 2.6.4 (r264:75708, Oct 26 2009, 08:23:19) [MSC v.1500 32 bit (Intel)] on win32 Type "help", "copyright", "credits" or "license" for more information. (InteractiveConsole) >>> from mysite.myapp.models import School >>> School.objects.all() [] Works great. Then, I try to do the same thing in Eclipse (using a Django project that is composed of the same files.) Right click on mysite project Django Shell with Django environment This is the output from the PyDev Console: >>> import sys; print('%s %s' % (sys.executable or sys.platform, sys.version)) C:\Python26\python.exe 2.6.4 (r264:75708, Oct 26 2009, 08:23:19) [MSC v.1500 32 bit (Intel)] >>> >>> from django.core import management;import mysite.settings as settings;management.setup_environ(settings) 'path\\to\\mysite' >>> from mysite.myapp.models import School >>> School.objects.all() Traceback (most recent call last): File "<console>", line 1, in <module> File "C:\Python26\lib\site-packages\django\db\models\query.py", line 68, in __repr__ data = list(self[:REPR_OUTPUT_SIZE + 1]) File "C:\Python26\lib\site-packages\django\db\models\query.py", line 83, in __len__ self._result_cache.extend(list(self._iter)) File "C:\Python26\lib\site-packages\django\db\models\query.py", line 238, in iterator for row in self.query.results_iter(): File "C:\Python26\lib\site-packages\django\db\models\sql\query.py", line 287, in results_iter for rows in self.execute_sql(MULTI): File "C:\Python26\lib\site-packages\django\db\models\sql\query.py", line 2368, in execute_sql cursor = self.connection.cursor() File "C:\Python26\lib\site-packages\django\db\backends\__init__.py", line 81, in cursor cursor = self._cursor() File "C:\Python26\lib\site-packages\django\db\backends\sqlite3\base.py", line 170, in _cursor self.connection = Database.connect(**kwargs) OperationalError: unable to open database file What am I doing wrong here?

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  • How to use Ninject with XNA?

    - by Rosarch
    I'm having difficulty integrating Ninject with XNA. static class Program { /** * The main entry point for the application. */ static void Main(string[] args) { IKernel kernel = new StandardKernel(NinjectModuleManager.GetModules()); CachedContentLoader content = kernel.Get<CachedContentLoader>(); // stack overflow here MasterEngine game = kernel.Get<MasterEngine>(); game.Run(); } } // constructor for the game public MasterEngine(IKernel kernel) : base(kernel) { this.inputReader = kernel.Get<IInputReader>(); graphicsDeviceManager = kernel.Get<GraphicsDeviceManager>(); Components.Add(kernel.Get<GamerServicesComponent>()); // Tell the loader to look for all files relative to the "Content" directory. Assets = kernel.Get<CachedContentLoader>(); //Sets dimensions of the game window graphicsDeviceManager.PreferredBackBufferWidth = 800; graphicsDeviceManager.PreferredBackBufferHeight = 600; graphicsDeviceManager.ApplyChanges(); IsMouseVisible = false; } Ninject.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Ninject.Modules; using HWAlphaRelease.Controller; using Microsoft.Xna.Framework; using Nuclex.DependencyInjection.Demo.Scaffolding; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace HWAlphaRelease { public static class NinjectModuleManager { public static NinjectModule[] GetModules() { return new NinjectModule[1] { new GameModule() }; } /// <summary>Dependency injection rules for the main game instance</summary> public class GameModule : NinjectModule { #region class ServiceProviderAdapter /// <summary>Delegates to the game's built-in service provider</summary> /// <remarks> /// <para> /// When a class' constructor requires an IServiceProvider, the dependency /// injector cannot just construct a new one and wouldn't know that it has /// to create an instance of the Game class (or take it from the existing /// Game instance). /// </para> /// <para> /// The solution, then, is this small adapter that takes a Game instance /// and acts as if it was a freely constructable IServiceProvider implementation /// while in reality, it delegates all lookups to the Game's service container. /// </para> /// </remarks> private class ServiceProviderAdapter : IServiceProvider { /// <summary>Initializes a new service provider adapter for the game</summary> /// <param name="game">Game the service provider will be taken from</param> public ServiceProviderAdapter(Game game) { this.gameServices = game.Services; } /// <summary>Retrieves a service from the game service container</summary> /// <param name="serviceType">Type of the service that will be retrieved</param> /// <returns>The service that has been requested</returns> public object GetService(Type serviceType) { return this.gameServices; } /// <summary>Game services container of the Game instance</summary> private GameServiceContainer gameServices; } #endregion // class ServiceProviderAdapter #region class ContentManagerAdapter /// <summary>Delegates to the game's built-in ContentManager</summary> /// <remarks> /// This provides shared access to the game's ContentManager. A dependency /// injected class only needs to require the ISharedContentService in its /// constructor and the dependency injector will automatically resolve it /// to this adapter, which delegates to the Game's built-in content manager. /// </remarks> private class ContentManagerAdapter : ISharedContentService { /// <summary>Initializes a new shared content manager adapter</summary> /// <param name="game">Game the content manager will be taken from</param> public ContentManagerAdapter(Game game) { this.contentManager = game.Content; } /// <summary>Loads or accesses shared game content</summary> /// <typeparam name="AssetType">Type of the asset to be loaded or accessed</typeparam> /// <param name="assetName">Path and name of the requested asset</param> /// <returns>The requested asset from the the shared game content store</returns> public AssetType Load<AssetType>(string assetName) { return this.contentManager.Load<AssetType>(assetName); } /// <summary>The content manager this instance delegates to</summary> private ContentManager contentManager; } #endregion // class ContentManagerAdapter /// <summary>Initializes the dependency configuration</summary> public override void Load() { // Allows access to the game class for any components with a dependency // on the 'Game' or 'DependencyInjectionGame' classes. Bind<MasterEngine>().ToSelf().InSingletonScope(); Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); Bind<Game>().To<MasterEngine>().InSingletonScope(); // Let the dependency injector construct a graphics device manager for // all components depending on the IGraphicsDeviceService and // IGraphicsDeviceManager interfaces Bind<GraphicsDeviceManager>().ToSelf().InSingletonScope(); Bind<IGraphicsDeviceService>().To<GraphicsDeviceManager>().InSingletonScope(); Bind<IGraphicsDeviceManager>().To<GraphicsDeviceManager>().InSingletonScope(); // Some clever adapters that hand out the Game's IServiceProvider and allow // access to its built-in ContentManager Bind<IServiceProvider>().To<ServiceProviderAdapter>().InSingletonScope(); Bind<ISharedContentService>().To<ContentManagerAdapter>().InSingletonScope(); Bind<IInputReader>().To<UserInputReader>().InSingletonScope().WithConstructorArgument("keyMapping", Constants.DEFAULT_KEY_MAPPING); Bind<CachedContentLoader>().ToSelf().InSingletonScope().WithConstructorArgument("rootDir", "Content"); } } } } NinjectGame.cs /// <summary>Base class for Games making use of Ninject</summary> public class NinjectGame : Game { /// <summary>Initializes a new Ninject game instance</summary> /// <param name="kernel">Kernel the game has been created by</param> public NinjectGame(IKernel kernel) { Type ownType = this.GetType(); if(ownType != typeof(Game)) { kernel.Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); } kernel.Bind<Game>().To<NinjectGame>().InSingletonScope(); } } } // namespace Nuclex.DependencyInjection.Demo.Scaffolding When I try to get the CachedContentLoader, I get a stack overflow exception. I'm basing this off of this tutorial, but I really have no idea what I'm doing. Help?

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  • C# .NET: Ascending comparison of a SortedDictionary?

    - by Rosarch
    I'm want a IDictionary<float, foo> that returns the larges values of the key first. private IDictionary<float, foo> layers = new SortedDictionary<float, foo>(new AscendingComparer<float>()); class AscendingComparer<T> : IComparer<T> where T : IComparable<T> { public int Compare(T x, T y) { return -y.CompareTo(x); } } However, this returns values in order of the smallest first. I feel like I'm making a stupid mistake here. Just to see what would happen, I removed the - sign from the comparator: public int Compare(T x, T y) { return y.CompareTo(x); } But I got the same result. This reinforces my intuition that I'm making a stupid error.

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  • C#: Semantics for generics?

    - by Rosarch
    I have a list: private readonly IList<IList<GameObjectController>> removeTargets; PickUp inherits from GameObjectController. But when I try this: public IList<PickUp> Inventory // ... gameObjectManager.MoveFromListToWorld(this, user.Model.Inventory); I get a compiler error: cannot convert from 'System.Collections.Generic.IList' to 'System.Collections.Generic.IList' Why does this occur? Shouldn't this be fine, since PickUp is a subclass of GameObjectController? Do I need something like Java's Map<E extends GameObjectController>? Earlier, I was having a similar problem, where I was trying to implicitly cast inventory from an IList to an ICollection. Is this the same problem?

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  • Asking Box2d if a collision happened

    - by Rosarch
    I'm using Box2dx (ported to C#; optimized for XNA). It handles collision resolution, but how can I tell if two objects are currently colliding? This is the function I'm trying to write: public bool IsColliding(GameObjectController collider1, GameObjectController collider2) Where collider1.Model.Body is the Box2d Body, and collider1.Model.BodyDef is the Box2d BodyDef. (The same goes for collider2, of course.) UPDATE: Looks like contact listeners or this could be useful: AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); Why does GetFixtureList() return one fixture?

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  • Logic / Probability Question: Picking from a bag

    - by Rosarch
    I'm coding a board game where there is a bag of possible pieces. Each turn, players remove randomly selected pieces from the bag according to certain rules. For my implementation, it may be easier to divide up the bag initially into pools for one or more players. These pools would be randomly selected, but now different players would be picking from different bags. Is this any different? If one player's bag ran out, more would be randomly shuffled into it from the general stockpile.

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  • JQuery/JS Markdown plugin?

    - by Rosarch
    I'm writing a chat app, and I'd like to add some simple functionality where users use markup to affect text formatting, like bold or italics. I'm envisioning this would be like how it is done on Google Talk or StackOverflow. Does JQuery have any plugins to do this?

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  • Box2dx: Usage of World.QueryAABB?

    - by Rosarch
    I'm using Box2dx with C#/XNA. I'm trying to write a function that determines if a body could exist in a given point without colliding with anything: /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); // how is this supposed to work? physicsWorld.QueryAABB(x => true, ref collisionBox); model.Body.Position = originalPosition; return true; } Is there a better way to go about doing this? How is World.QueryAABB supposed to work? Here is an earlier attempt. It is broken; it always returns false. /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); ICollection<GameObjectController> gameObjects = worldQueryEngine.GameObjectsForPredicate(x => ! x.Model.Passable); foreach (GameObjectController controller in gameObjects) { AABB potentialCollidingBox; controller.Model.Body.GetFixtureList().GetAABB(out potentialCollidingBox); if (AABB.TestOverlap(ref collisionBox, ref potentialCollidingBox)) { model.Body.Position = originalPosition; return false; // there is something that will collide at this point } } model.Body.Position = originalPosition; return true; }

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  • Using HTML/CSS for UI in XNA?

    - by Rosarch
    Is there any way to use HTML/CSS to do the user interface for a XNA game? I would need to programmatically be able to update the HTML, as well as handle events. Or is there another framework I should be using? This thread looks promising: http://stackoverflow.com/questions/909671/ui-library-for-xna Also, whatever I use has to work on the Xbox 360.

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  • JQuery UI: Disable accordion tab?

    - by Rosarch
    I have a JQuery UI accordion that contains different parts of the user workflow. I would like to disable accordion "tabs" that the user hasn't reached yet. (So if the user hasn't signed in yet, he can't yet publish content, etc.) Then, as the user completes the necessary steps, more tabs will become enabled. Is there a way to do this? This doesn't work, even as a way to prevent any tabs from changing: $("#accordion").accordion({ changestart: function(event, ui) { return false; } });

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  • Difficulty getting Saxon into XQuery mode instead of XSLT

    - by Rosarch
    I'm having difficulty getting XQuery to work. I downloaded Saxon-HE 9.2. It seems to only want to work with XSLT. When I type: java -jar saxon9he.jar I get back usage information for XSLT. When I use the command syntax for XQuery, it doesn't recognize the parameters (like -q), and gives XSLT usage information. Here are some command line interactions: >java -jar saxon9he.jar No source file name Saxon-HE 9.2.0.6J from Saxonica Usage: see http://www.saxonica.com/documentation/using-xsl/commandline.html Options: -a Use xml-stylesheet PI, not -xsl argument -c:filename Use compiled stylesheet from file -config:filename Use configuration file -cr:classname Use collection URI resolver class -dtd:on|off Validate using DTD -expand:on|off Expand defaults defined in schema/DTD -explain[:filename] Display compiled expression tree -ext:on|off Allow|Disallow external Java functions -im:modename Initial mode -ief:class;class;... List of integrated extension functions -it:template Initial template -l:on|off Line numbering for source document -m:classname Use message receiver class -now:dateTime Set currentDateTime -o:filename Output file or directory -opt:0..10 Set optimization level (0=none, 10=max) -or:classname Use OutputURIResolver class -outval:recover|fatal Handling of validation errors on result document -p:on|off Recognize URI query parameters -r:classname Use URIResolver class -repeat:N Repeat N times for performance measurement -s:filename Initial source document -sa Use schema-aware processing -strip:all|none|ignorable Strip whitespace text nodes -t Display version and timing information -T[:classname] Use TraceListener class -TJ Trace calls to external Java functions -tree:tiny|linked Select tree model -traceout:file|#null Destination for fn:trace() output -u Names are URLs not filenames -val:strict|lax Validate using schema -versionmsg:on|off Warn when using XSLT 1.0 stylesheet -warnings:silent|recover|fatal Handling of recoverable errors -x:classname Use specified SAX parser for source file -xi:on|off Expand XInclude on all documents -xmlversion:1.0|1.1 Version of XML to be handled -xsd:file;file.. Additional schema documents to be loaded -xsdversion:1.0|1.1 Version of XML Schema to be used -xsiloc:on|off Take note of xsi:schemaLocation -xsl:filename Stylesheet file -y:classname Use specified SAX parser for stylesheet --feature:value Set configuration feature (see FeatureKeys) -? Display this message param=value Set stylesheet string parameter +param=filename Set stylesheet document parameter ?param=expression Set stylesheet parameter using XPath !option=value Set serialization option >java -jar saxon9he.jar -q:"..\w3xQueryTut.xq" Unknown option -q:..\w3xQueryTut.xq Saxon-HE 9.2.0.6J from Saxonica Usage: see http://www.saxonica.com/documentation/using-xsl/commandline.html Options: -a Use xml-stylesheet PI, not -xsl argument // etc... >java net.sf.saxon.Query -q:"..\w3xQueryTut.xq" Exception in thread "main" java.lang.NoClassDefFoundError: net/sf/saxon/Query Caused by: java.lang.ClassNotFoundException: net.sf.saxon.Query // etc... Could not find the main class: net.sf.saxon.Query. Program will exit. I'm probably making some stupid mistake. Do you know what it could be?

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