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  • iPhone game reading plist file and looping through multi dimensional array.

    - by Fulvio
    I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1). Ideally, I'd like to read from a .plist file within my project and loop through the values in that instead. Please take into account that I'd like to have more than one level within my game (possibly 20) so my .plist file would have to have some sort of separator line item to determine what level I want to render. I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering. e.g. Method? +(void)renderLevel:(NSString levelNumber); e.g. .plist file? #LEVEL_ONE# 0,0,0,0,0,0,0,0,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,0,0,0,0,0,0,0,0 #LEVEL_TWO# 1,0,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,0,1 Code that I'm currently using: int gameLevel[17][9] = { { 0,0,0,0,0,0,0,0,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,0,0,0,0,0,0,0,0 } }; for (int row=0; row < 17; row++) { for (int col=0; col < 9; col++) { thisBrickValue = gameLevel[row][col]; xOffset = 35 * floor(col); yOffset = 22 * floor(row); switch (thisBrickValue) { case 0: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break; case 1: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break; } brick.position = ccp(xOffset, yOffset); [self addChild:brick]; } }

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  • iPhone game and reading plist file and looping through multidimensional array.

    - by Fulvio
    I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1). Ideally, I'd like to read from a .plist file within my project and loop through the values in that instead. Please take into account that I'd like to have more than one level within my game (possibly 20) so my .plist file would have to have some sort of separator line item to determine what level I want to render. I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering. e.g. Method? +(void)renderLevel:(NSString levelNumber); e.g. .plist file? #LEVEL_ONE# 0,0,0,0,0,0,0,0,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,0,0,0,0,0,0,0,0 #LEVEL_TWO# 1,0,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,0,1 Code that I'm currently using: int gameLevel[17][9] = { { 0,0,0,0,0,0,0,0,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,0,0,0,0,0,0,0,0 } }; for (int row=0; row < 17; row++) { for (int col=0; col < 17; col++) { thisBrickValue = gameLevel[row][col]; xOffset = 35 * floor(col); yOffset = 22 * floor(row); switch (thisBrickValue) { case 0: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break; case 1: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break; } brick.position = ccp(xOffset, yOffset); [self addChild:brick]; } }

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • MIPS: removing non alpha-numeric characters from a string

    - by Kron
    I'm in the process of writing a program in MIPS that will determine whether or not a user entered string is a palindrome. It has three subroutines which are under construction. Here is the main block of code, subroutines to follow with relevant info: .data Buffer: .asciiz " " # 80 bytes in Buffer intro: .asciiz "Hello, please enter a string of up to 80 characters. I will then tell you if that string was a palindrome!" .text main: li $v0, 4 # print_string call number la $a0, intro # pointer to string in memory syscall li $v0, 8 #syscall code for reading string la $a0, Buffer #save read string into buffer li $a1, 80 #string is 80 bytes long syscall li $s0, 0 #i = 0 li $t0, 80 #max for i to reach la $a0, Buffer jal stripNonAlpha li $v0, 4 # print_string call number la $a0, Buffer # pointer to string in memory syscall li $s0, 0 jal findEnd jal toUpperCase li $v0, 4 # print_string call number la $a0, Buffer # pointer to string in memory syscall Firstly, it's supposed to remove all non alpha-numeric characters from the string before hand, but when it encounters a character designated for removal, all characters after that are removed. stripNonAlpha: beq $s0, $t0, stripEnd #if i = 80 end add $t4, $s0, $a0 #address of Buffer[i] in $t4 lb $s1, 0($t4) #load value of Buffer[i] addi $s0, $s0, 1 #i = i + 1 slti $t1, $s1, 48 #if ascii code is less than 48 bne $t1, $zero, strip #remove ascii character slti $t1, $s1, 58 #if ascii code is greater than 57 #and slti $t2, $s1, 65 #if ascii code is less than 65 slt $t3, $t1, $t2 bne $t3, $zero, strip #remove ascii character slti $t1, $s1, 91 #if ascii code is greater than 90 #and slti $t2, $s1, 97 #if ascii code is less than 97 slt $t3, $t1, $t2 bne $t3, $zero, strip #remove ascii character slti $t1, $s1, 123 #if ascii character is greater than 122 beq $t1, $zero, strip #remove ascii character j stripNonAlpha #go to stripNonAlpha strip: #add $t5, $s0, $a0 #address of Buffer[i] in $t5 sb $0, 0($t4) #Buffer[i] = 0 #addi $s0, $s0, 1 #i = i + 1 j stripNonAlpha #go to stripNonAlpha stripEnd: la $a0, Buffer #save modified string into buffer jr $ra #return Secondly, it is supposed to convert all lowercase characters to uppercase. toUpperCase: beq $s0, $s2, upperEnd add $t4, $s0, $a0 lb $s1, 0($t4) addi $s1, $s1, 1 slti $t1, $s1, 97 #beq $t1, $zero, upper slti $t2, $s1, 123 slt $t3, $t1, $t2 bne $t1, $zero, upper j toUpperCase upper: add $t5, $s0, $a0 addi $t6, $t6, -32 sb $t6, 0($t5) j toUpperCase upperEnd: la $a0, Buffer jr $ra The final subroutine, which checks if the string is a palindrome isn't anywhere near complete at the moment. I'm having trouble finding the end of the string because I'm not sure what PC-SPIM uses as the carriage return character. Any help is appreciated, I have the feeling most of my problems result from something silly and stupid so feel free to point out anything, no matter how small.

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  • Element was not expected While Deserializing an Array with XML Serialization

    - by Anthony Shaw
    OK. I'm trying to work on communicating with the Pivotal Tracker API, which only returns data in an XML format. I have the following XML that I'm trying to deserialize into my domain model. <?xml version="1.0" encoding="UTF-8"? <stories type="array" count="2" total="2" <story <id type="integer"2909137</id <project_id type="integer"68153</project_id <story_typebug</story_type <urlhttp://www.pivotaltracker.com/story/show/2909137</url <current_stateunscheduled</current_state <description</description <nameTest #2</name <requested_byAnthony Shaw</requested_by <created_at type="datetime"2010/03/23 20:05:58 EDT</created_at <updated_at type="datetime"2010/03/23 20:05:58 EDT</updated_at </story <story <id type="integer"2909135</id <project_id type="integer"68153</project_id <story_typefeature</story_type <urlhttp://www.pivotaltracker.com/story/show/2909135</url <estimate type="integer"-1</estimate <current_stateunscheduled</current_state <description</description <nameTest #1</name <requested_byAnthony Shaw</requested_by <created_at type="datetime"2010/03/23 20:05:53 EDT</created_at <updated_at type="datetime"2010/03/23 20:05:53 EDT</updated_at </story </stories My 'story' object is created as follows: public class story { public int id { get; set; } public int estimate { get; set; } public int project_id { get; set; } public string story_type { get; set; } public string url { get; set; } public string current_state { get; set; } public string description { get; set; } public string name { get; set; } public string requested_by { get; set; } public string labels { get; set; } public string lighthouse_id { get; set; } public string lighthouse_url { get; set; } public string owned_by { get; set; } public string accepted_at { get; set; } public string created_at { get; set; } public attachment[] attachments { get; set; } public note[] notes { get; set; } } When I execute my deserialization code, I receive the following exception: Exception: There is an error in XML document (2, 2). Inner Exception: <stories xmlns='' was not expected. I can deserialize the individual stories just fine, I just cannot deserialize this xml into an array of 'story' objects And my deserialization code (value is a string of the xml) var byteArray = Encoding.ASCII.GetBytes(value); var stream = new MemoryStream(byteArray); var deserializedObject = new XmlSerializer(typeof (story[])).Deserialize(stream) Does anybody have any ideas?

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  • Is there a standard format string in ASP.NET to convert 1/2/3/... to 1st/2nd/3rd...?

    - by Dr. Monkey
    I have an integer in an Access database, which is being displayed in ASP.NET. The integer represents the position achieved by a competitor in a sporting event (1st, 2nd, 3rd, etc.), and I'd like to display it with a standard suffix like 'st', 'nd', 'rd' as appropriate, rather than just a naked number. An important limitation is that this is for an assignment which specifies that no VB or C# code be written (in fact it instructs code behind files to be deleted entirely). Ideally I'd like to use a standard format string if available, otherwise perhaps a custom string (I haven't worked with format strings much, and this isn't high enough priority to dedicate significant time to*, but I am very curious about whether there's a standard string for this). (* The assignment is due tonight, and I've learned the hard way that I can't afford to spend time on things that don't get the marks, even if they irk me significantly.)

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  • Java Grade Calculator program for class kepp geting the error "Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException." [migrated]

    - by user2880621
    this is my first question I've posted. I've used this site to look at other questions to help with similar problems I've had. After some cursory looking I couldn't find quite the answer I was looking for so I decided to finally succumb and create an account. I am fairly new to java, only a few weeks into my first class. Anyway, my project is to create a program which takes any amount of students and their grades, and then assign them a letter grade. The catch is, however, that it is on a sort of curve and the other grades' letter are dependent on the the highest. Anything equal to or 10 points below the best grade is an a, anything 11-20 points below is a b, and so on. I am to use an array, but I get this error when ran "Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException." I will go ahead and post my code down below. Thanks for any advice you may be able to give. package grade.calculator; import java.util.Scanner; /** * * @author nichol57 */ public class GradeCalculator { /** * @param args the command line arguments */ public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.println("Enter the number of students"); int number = input.nextInt(); double[]grades = new double [number]; for (int J = number; J >=0; J--) { System.out.println("Enter the students' grades"); grades[J] = input.nextDouble(); } double best = grades[0]; for (int J = 1; J < number; J++) { if (grades[J] >= best){ best = grades[J]; } } for (int J = 0;J < number; J++){ if (grades[J] >= best - 10){ System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "A"); } else if (grades[J] >= best - 20){ System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "B"); } else if (grades[J] >= best - 30) { System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "C"); } else if (grades[J] >= best - 40) { System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "D"); } else { System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "F"); } } // end for loop for output }// end main method }

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  • SQL SERVER – Concat Function in SQL Server – SQL Concatenation

    - by pinaldave
    Earlier this week, I was delivering Advanced BI training on the subject of “SQL Server 2008 R2″. I had great time delivering the session. During the session, we talked about SQL Server 2010 Denali. Suddenly one of the attendees suggested his displeasure for the product. He said, even though, SQL Server is now in moving very fast and have proved many times a good enterprise solution, it does not have some basic functions. I naturally asked him for example and he suggested CONCAT() which exists in MySQL and Oracle. The answer is very simple – the equalent function in SQL Server to CONCAT() is ‘+’ (plus operator without quotes). Method 1: Concatenating two strings SELECT 'FirstName' + ' ' + 'LastName' AS FullName Method 2: Concatenating two Numbers SELECT CAST(1 AS VARCHAR(10)) + 'R' + CAST(2 AS VARCHAR(10)) Method 3: Concatenating values from table columns SELECT FirstName + ' ' + LastName FROM AdventureWorks.Person.Contact Well, this may look very simple but sometime it is very difficult to find the information for simple things only. Do you have any such example which you would like to share with community? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL String, SQL Tips and Tricks, T SQL, Technology

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  • javascript arrays: adding entries

    - by Lyon
    Hi, I'm not sure how I would do this in Javascript. I want to create an array that would contain any number of error messages from my form. I read on websites that you define the key for that array when adding new entries. // Javascript var messages = new Array(); messages[0] = 'Message 1'; How can I add entries into my array using a similar method I normally do in PHP // PHP $messages = array(); $messages[] = 'Message 1'; // automatically assigned key 0 $messages[] = 'Message 2'; // automatically assigned key 1 Is it possible to emulate that in Javascript? I don't want to have to define the number of entries in my array as it can vary. Thanks for helping me out on this very basic js question. -Lyon

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  • How do i merge the arrays in a particular format?

    - by Pankaj Khurana
    Hi, I have following arrays: 1) for total placed Array ( [0] => Array ( [centers] => Array ( [name] => delhi [id] => 1 ) [0] => Array ( [totalplaced] => 8 ) ) [1] => Array ( [centers] => Array ( [name] => mumbai [id] => 2 ) [0] => Array ( [totalplaced] => 1 ) ) ) 2) for total working Array ( [0] => Array ( [centers] => Array ( [name] => delhi [id] => 1 ) [0] => Array ( [totalworking] => 4 ) ) [1] => Array ( [centers] => Array ( [name] => mumbai [id] => 2 ) [0] => Array ( [totalworking] => 1 ) ) ) 3) for total trained Array ( [0] => Array ( [centers] => Array ( [name] => delhi [id] => 1 ) [0] => Array ( [totaltrained] => 8 ) ) [1] => Array ( [centers] => Array ( [name] => mumbai [id] => 2 ) [0] => Array ( [totaltrained] => 1 ) ) ) I wanted to merge these arrays so that the resultant array should look like this [newarray] => Array( [0] => Array ( [centers] => Array ( [name] => delhi [id] => 1 [totalplaced] => 8 [totalworking] => 4 [totaltrained] => 8 ) ) [1]=> Array( [centers] => Array ( [name] => mumbai [id] => 2 [totalplaced] => 1 [totalworking] => 1 [totaltrained] => 1 ) ) ) This is the tabular representation of the above data which i want to display centername totalplaced totalworking totaltrained delhi 8 4 8 mumbai 1 1 1 Please help me on this. Thanks Pankaj Khurana

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  • Android SQLiteConstraintException: error code 19: constraint failed

    - by Tom D
    I've seen other questions about this exception, but all of them seem to be resolved with the solution that a row with the primary key specified already exists. This doesn't seem to be the case for me. I have tried replacing all single quotes in my strings with double quotes, but the same problem occurs. I'm trying to insert a row into the Settings table of the SQLite database I've created by doing the following: db.execSQL("DROP TABLE IF EXISTS "+Settings.SETTINGS_TABLE_NAME + ";"); db.execSQL(CREATE_MEDIA_TABLE); db.execSQL(CREATE_SETTINGS_TABLE); Cursor c = getAllSettings(); //If there isn't already a settings row, create a row full of defaults if(c.getCount()==0){ ContentValues cv = new ContentValues(); cv.put(Settings.SETTING_UNIQUE_ID, "'"+Settings.uniqueID+"'"); cv.put(Settings.SETTING_DEVICE_ID, Settings.SETTING_DEVICE_ID_DEFAULT); cv.put(Settings.SETTING_CONNECTION_PREFERENCE, Settings.SETTING_CONNECTION_PREFERENCE_DEFAULT); cv.put(Settings.SETTING_AD_HOC_ENABLED, Settings.SETTING_AD_HOC_ENABLED_DEFAULT); cv.put(Settings.SETTING_SERVER_ADDRESS, Settings.SETTING_SERVER_ADDRESS_DEFAULT); cv.put(Settings.SETTING_RECORDING_MODE, Settings.SETTING_RECORDING_MODE_DEFAULT); cv.put(Settings.SETTING_PREVIEW_ENABLED, Settings.SETTING_PREVIEW_ENABLED_DEFAULT); cv.put(Settings.SETTING_PICTURE_RESOLUTION_X, Settings.SETTING_PICTURE_RESOLUTION_X_DEFAULT); cv.put(Settings.SETTING_PICTURE_RESOLUTION_Y, Settings.SETTING_PICTURE_RESOLUTION_Y_DEFAULT); cv.put(Settings.SETTING_VIDEO_RESOLUTION_X, Settings.SETTING_VIDEO_RESOLUTION_X_DEFAULT); cv.put(Settings.SETTING_VIDEO_RESOLUTION_Y, Settings.SETTING_VIDEO_RESOLUTION_Y_DEFAULT); cv.put(Settings.SETTING_VIDEO_FPS, Settings.SETTING_VIDEO_FPS_DEFAULT); cv.put(Settings.SETTING_AUDIO_BITRATE_KBPS, Settings.SETTING_AUDIO_BITRATE_KBPS_DEFAULT); cv.put(Settings.SETTING_STORE_TO_SD, Settings.SETTING_STORE_TO_SD_DEFAULT); cv.put(Settings.SETTING_STORAGE_LIMIT_MB, Settings.SETTING_STORAGE_LIMIT_MB_DEFAULT); this.db.insert(Settings.SETTINGS_TABLE_NAME, null, cv); } The CREATE_SETTINGS_TABLE string is defined as the following: private static String CREATE_SETTINGS_TABLE = "CREATE TABLE IF NOT EXISTS " + Settings.SETTINGS_TABLE_NAME + "(" + Settings.SETTING_UNIQUE_ID + " TEXT NOT NULL PRIMARY KEY, " + Settings.SETTING_DEVICE_ID + " TEXT NOT NULL , " + Settings.SETTING_CONNECTION_PREFERENCE + " TEXT NOT NULL CHECK("+Settings.SETTING_CONNECTION_PREFERENCE+" IN("+Settings.SETTING_CONNECTION_PREFERENCE_ALLOWED+")), " + Settings.SETTING_AD_HOC_ENABLED + " TEXT NOT NULL CHECK("+Settings.SETTING_AD_HOC_ENABLED+" IN("+Settings.SETTING_AD_HOC_ENABLED_ALLOWED+")), " + Settings.SETTING_SERVER_ADDRESS + " TEXT NOT NULL, " + Settings.SETTING_RECORDING_MODE + " TEXT NOT NULL CHECK("+Settings.SETTING_RECORDING_MODE+" IN("+Settings.SETTING_RECORDING_MODE_ALLOWED+")), " + Settings.SETTING_PREVIEW_ENABLED + " TEXT NOT NULL CHECK("+Settings.SETTING_PREVIEW_ENABLED+" IN("+Settings.SETTING_PREVIEW_ENABLED_ALLOWED+")), " + Settings.SETTING_PICTURE_RESOLUTION_X + " TEXT NOT NULL, " + Settings.SETTING_PICTURE_RESOLUTION_Y + " TEXT NOT NULL, " + Settings.SETTING_VIDEO_RESOLUTION_X + " TEXT NOT NULL, " + Settings.SETTING_VIDEO_RESOLUTION_Y + " TEXT NOT NULL, " + Settings.SETTING_VIDEO_FPS + " TEXT NOT NULL, " + Settings.SETTING_AUDIO_BITRATE_KBPS + " TEXT NOT NULL, " + Settings.SETTING_STORE_TO_SD + " TEXT NOT NULL CHECK("+Settings.SETTING_STORE_TO_SD+" IN("+Settings.SETTING_STORE_TO_SD_ALLOWED+")), " + Settings.SETTING_STORAGE_LIMIT_MB + " TEXT NOT NULL )"; However, when I execute my insert, I always get: 03-19 19:37:36.974: ERROR/Database(386): Error inserting server_address='0.0.0.0' storage_limit='-1' connection='none' preview_enabled='0' sd_enabled='1' video_fps='15' audio_bitrate='96' device_id='-1' recording_mode='none' picture_resolution_x='-1' picture_resolution_y='-1' unique_id='000000000000000' adhoc_enable='0' video_resolution_x='320' video_resolution_y='240' 03-19 19:45:34.284: ERROR/Database(446): android.database.sqlite.SQLiteConstraintException: error code 19: constraint failed It seems as if all the columns in my insert are not null. The row's primary key HAS to be unique, because it's the only row in the table. Therefore, the only thing I can think of is my CHECK conditions aren't true. Here are the predefined strings I'm using: public static final String SETTING_UNIQUE_ID = "unique_id"; public static final String SETTING_DEVICE_ID = "device_id"; public static final String SETTING_DEVICE_ID_DEFAULT = "'-1'"; public static final String SETTING_CONNECTION_PREFERENCE = "connection"; public static final String SETTING_CONNECTION_PREFERENCE_3G = "'3g'"; public static final String SETTING_CONNECTION_PREFERENCE_WIFI = "'wifi'"; public static final String SETTING_CONNECTION_PREFERENCE_NONE = "'none'"; public static final String SETTING_CONNECTION_PREFERENCE_ALLOWED = SETTING_CONNECTION_PREFERENCE_3G+","+SETTING_CONNECTION_PREFERENCE_WIFI+","+SETTING_CONNECTION_PREFERENCE_NONE; public static final String SETTING_CONNECTION_PREFERENCE_DEFAULT = SETTING_CONNECTION_PREFERENCE_NONE; public static final String SETTING_AD_HOC_ENABLED = "adhoc_enable"; public static final String SETTING_AD_HOC_ENABLED_ALLOWED = TRUE+","+FALSE; public static final String SETTING_AD_HOC_ENABLED_DEFAULT = FALSE; public static final String SETTING_SERVER_ADDRESS = "server_address"; public static final String SETTING_SERVER_ADDRESS_DEFAULT = "'0.0.0.0'"; public static final String SETTING_RECORDING_MODE = "recording_mode"; public static final String SETTING_RECORDING_MODE_VIDEO = "'video'"; public static final String SETTING_RECORDING_MODE_AUDIO = "'audio'"; public static final String SETTING_RECORDING_MODE_PICTURE = "'picture'"; public static final String SETTING_RECORDING_MODE_NONE = "'none'"; public static final String SETTING_RECORDING_MODE_ALLOWED = SETTING_RECORDING_MODE_VIDEO+","+SETTING_RECORDING_MODE_AUDIO+","+SETTING_RECORDING_MODE_PICTURE+","+SETTING_RECORDING_MODE_NONE; public static final String SETTING_RECORDING_MODE_DEFAULT = SETTING_RECORDING_MODE_NONE; public static final String SETTING_PREVIEW_ENABLED = "preview_enabled"; public static final String SETTING_PREVIEW_ENABLED_ALLOWED = TRUE+","+FALSE; public static final String SETTING_PREVIEW_ENABLED_DEFAULT = FALSE; public static final String SETTING_PICTURE_RESOLUTION_X = "picture_resolution_x"; public static final String SETTING_PICTURE_RESOLUTION_X_DEFAULT = "'-1'"; public static final String SETTING_PICTURE_RESOLUTION_Y = "picture_resolution_y"; public static final String SETTING_PICTURE_RESOLUTION_Y_DEFAULT = "'-1'"; public static final String SETTING_VIDEO_RESOLUTION_X = "video_resolution_x"; public static final String SETTING_VIDEO_RESOLUTION_X_DEFAULT = "'320'"; public static final String SETTING_VIDEO_RESOLUTION_Y = "video_resolution_y"; public static final String SETTING_VIDEO_RESOLUTION_Y_DEFAULT = "'240'"; public static final String SETTING_VIDEO_FPS = "video_fps"; public static final String SETTING_VIDEO_FPS_DEFAULT = "'15'"; public static final String SETTING_AUDIO_BITRATE_KBPS = "audio_bitrate"; public static final String SETTING_AUDIO_BITRATE_KBPS_DEFAULT = "'96'"; public static final String SETTING_STORE_TO_SD = "sd_enabled"; public static final String SETTING_STORE_TO_SD_ALLOWED = TRUE+","+FALSE; public static final String SETTING_STORE_TO_SD_DEFAULT = TRUE; public static final String SETTING_STORAGE_LIMIT_MB = "storage_limit"; public static final String SETTING_STORAGE_LIMIT_MB_DEFAULT = "'-1'"; public static final String SETTING_CLIP_LENGTH_SECONDS = "clip_length"; public static final String SETTING_CLIP_LENGTH_SECONDS_DEFAULT = "'300'"; Does anyone see what could be going on? I'm stumped. Thanks in advance.

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  • Improving the running time of Breadth First Search and Adjacency List creation

    - by user45957
    We are given an array of integers where all elements are between 0-9. have to start from the 1st position and reach end in minimum no of moves such that we can from an index i move 1 position back and forward i.e i-1 and i+1 and jump to any index having the same value as index i. Time Limit : 1 second Max input size : 100000 I have tried to solve this problem use a single source shortest path approach using Breadth First Search and though BFS itself is O(V+E) and runs in time the adjacency list creation takes O(n2) time and therefore overall complexity becomes O(n2). is there any way i can decrease the time complexity of adjacency list creation? or is there a better and more efficient way of solving the problem? int main(){ vector<int> v; string str; vector<int> sets[10]; cin>>str; int in; for(int i=0;i<str.length();i++){ in=str[i]-'0'; v.push_back(in); sets[in].push_back(i); } int n=v.size(); if(n==1){ cout<<"0\n"; return 0; } if(v[0]==v[n-1]){ cout<<"1\n"; return 0; } vector<int> adj[100001]; for(int i=0;i<10;i++){ for(int j=0;j<sets[i].size();j++){ if(sets[i][j]>0) adj[sets[i][j]].push_back(sets[i][j]-1); if(sets[i][j]<n-1) adj[sets[i][j]].push_back(sets[i][j]+1); for(int k=j+1;k<sets[i].size();k++){ if(abs(sets[i][j]-sets[i][k])!=1){ adj[sets[i][j]].push_back(sets[i][k]); adj[sets[i][k]].push_back(sets[i][j]); } } } } queue<int> q; q.push(0); int dist[100001]; bool visited[100001]={false}; dist[0]=0; visited[0]=true; int c=0; while(!q.empty()){ int dq=q.front(); q.pop(); c++; for(int i=0;i<adj[dq].size();i++){ if(visited[adj[dq][i]]==false){ dist[adj[dq][i]]=dist[dq]+1; visited[adj[dq][i]]=true; q.push(adj[dq][i]); } } } cout<<dist[n-1]<<"\n"; return 0; }

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  • Java - Tile engine changing number in array not changing texture

    - by Corey
    I draw my map from a txt file. Would I have to write to the text file to notice the changes I made? Right now it changes the number in the array but the tile texture doesn't change. Do I have to do more than just change the number in the array? public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; private Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; Player player = new Player(); public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int x = 0; x < map.length; x++) { for(int y = 0; y < map.length; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } Mouse picking public void checkDistance(GameContainer gc) { Input input = gc.getInput(); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } System.out.println(tiles.map[(int)mousetileX][(int)mousetileY]); }

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  • 2D Array of 2D Arrays (C# / XNA) [on hold]

    - by Lemoncreme
    I want to create a 2D array that contains many other 2D arrays. The problem is I'm not quite sure what I'm doing but this is the initialization code I have: int[,][,] chunk = new int[64, 64][32, 32]; For some reason Visual Studio doesn't like this and says that it's and 'invalid rank specifier'. Also, I'm not sure how to use the nested arrays once I've declared them... Some help and some insight, please?

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  • New DMF for SQL Server 2008 sys.dm_fts_parser to parse a string

    Many times we want to split a string into an array and get a list of each word separately. The sys.dm_fts_parser function will help us in these cases. More over, this function will also differentiate the noise words and exact match words. The sys.dm_fts_parser can be also very powerful for debugging purposes. It can help you check how the word breaker and stemmer works for a given input for Full Text Search.

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  • Tab completion COMP_WORDS bad array subscript

    - by Senthil Kumaran
    I have upgraded my Ubuntu to 10.04 and I am facing this problem of COMP_WORDS bad array subscript when I press TAB for certain completion. I thought, it is a bug with bash-completion package and I purged it. But even after that, I still face this. If it is a bug with bash package, how I can resolve it? https://bugs.launchpad.net/ubuntu/+source/bash-completion/+bug/366446 It is difficult for a developer to live with this bug in the system.

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  • Android Array Lag?

    - by Mike
    I am making a platform game for Android. It is sort of a tile based game. I added bullets and enemies with AI and a bunch of tile types. I created a simple map with no Enemies. Everything was running well and smooth until I shot a bunch of bullets randomly everywhere. A couple of hundreds of bullets later, the FPS lowered. I made a test to find out if the bullets were the problem so I made another simple map with just a tile to stand on and left it for a while. Minutes later, I played around with it a bit to check if the FPS changed and it didnt. I reloaded the same map and shot a lot of bullets. Minutes later, the FPS was visibly lower even after the number of bullets were zero. Points to note: Programmed FPS is 30 Tested on a Samsung Galaxy Y and Samsung Galaxy W Any tile, enemy, bullet that is off screen is not drawn to prevent lag Bullets collide with Tiles (if they dont collide with in 450 frames, they are removed from the array) I used List bullets = new ListArray(); I used bullets.add(new Bullet(x, y, params...)); I used for(...){ if(...){ bullets.remove(i); } } Code for bullet: private void drawBullets(Canvas canvas) { for (int i = 0; i < bullets.size(); i++) { Bullet b = bullets.get(i); b.update(canvas); //updates physics if (b.t > blm) { //if the bullet is past its expiry bullets.remove(i); i--; } else { if (svx((b.x)) > 0 && svx(b.x) < width && svy((b.y)) > 0 && svy(b.y) < height) { // if bullet is not off screen b.draw(canvas); // draw the bullet } } } } I tried searching for solutions and references but I have no luck. I'm guessing that the lag has something to do with the Array and the Bullets or Classes that I've loaded? I'm not sure! Someone please help! Thanks in advance! :)

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  • Java - Finding distance between player and tile in array

    - by Corey
    What is the best way performance wise to do this? When I click a tile I want it to get the distance and if I am close enough I can interact with the tile. One way would be to find the tile by doing mouse / tile width when I click correct? But then how would I get that tiles position? I know how to find the distance I just don't know how to get a certain tiles position from the array when I click it

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  • unset the array

    - by zahir hussain
    just i intersect the two array... $c=array_intersect($a,$b); ? then i would like to unset the array elements which are same element in two array.... or i would like to unset the array element which are same element in array... thanks advance

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  • Value isnt being saved in the strings

    - by Raptrex
    I'm trying to make a class where I put a key and value into the put method which puts the key in the k string array and value into the v string array, however it is not being saved in the array when I do get or display. For example: put(dan,30) get(dan) returns null display returns null null 10 times. Anyone know whats wrong? public class Memory { final int INITIAL_CAPACITY = 10; String[] k = new String[INITIAL_CAPACITY]; String[] v = new String[INITIAL_CAPACITY]; int count = 0; public Memory() { count = 0; } public int size() { return count; } public void put(String key, String value) { int a = 0; boolean found = false; for (int i = 0; i < k.length; i++) { //System.out.println("key is " + key.equals(k[i])); if (key.equalsIgnoreCase(k[i])) { v[i] = value; found = true; } if (found) break; a++; } //System.out.println(a == k.length); if (a == k.length); { k[count] = key; v[count] = value; //System.out.println(k[count] + " " + v[count]); count++; //System.out.println(count); } } public String get(String key) { String output = "a"; for(int i = 0; i < k.length; i++) { if(!key.equalsIgnoreCase(k[i])) { output = null; } else { output = v[i]; return output; } } return output; } public void clear() { for (int i = 0; i < k.length; i++) { k[i] = null; v[i] = null; } count = 0; } public void display() { for (int i = 0; i < k.length; i++) { System.out.println(k[i] + " " + v[i]); } } }

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  • Sorting an array of objects in ActionScript 3

    - by vitto
    Hi, I'm trying to sort an array of objects with ActionScript 3. The array is like this: var arr:Array = new Array (); arr.push ({name:"John", date:"20080324", message:"Hi"}); arr.push ({name:"Susan", date:"20090528", message:"hello"}); can I do something with Array.sort(...) method?

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