Search Results

Search found 21980 results on 880 pages for 'input languages'.

Page 148/880 | < Previous Page | 144 145 146 147 148 149 150 151 152 153 154 155  | Next Page >

  • PHP & MySQL - Deleting table rows problem.

    - by oReiLLy
    Okay my script is supposed to delete a specific users case which is stored in 2 MySQL tables but for some reason when the user deletes the specific case it deletes all the users cases I only want it to delete the case the user selects. I was wondering how can I fix this problem? Thanks in advance for helping. Here is the PHP & MySQL code. if(isset($_POST['delete_case'])) { $cases_ids = array(); $mysqli = mysqli_connect("localhost", "root", "", "sitename"); $dbc = mysqli_query($mysqli,"SELECT cases.*, users_cases.* FROM cases INNER JOIN users_cases ON users_cases.cases_id = cases.id WHERE users_cases.user_id='$user_id'"); if (!$dbc) { print mysqli_error($mysqli); } else { while($row = mysqli_fetch_array($dbc)){ $cases_ids[] = $row["cases_id"]; } } foreach($_POST['delete_id'] as $di) { if(in_array($di, $cases_ids)) { $mysqli = mysqli_connect("localhost", "root", "", "sitename"); $dbc = mysqli_query($mysqli,"DELETE FROM users_cases WHERE cases_id = '$di'"); $dbc2 = mysqli_query($mysqli,"DELETE FROM cases WHERE id = '$di'"); } } } Here is the XHTML code. <li> <input type="text" name="file[]" size="25" /> <input type="text" name="case[]" size="25" /> <input type="text" name="name[]" size="25" /> <input type="submit" name="delete_case" id="delete_case" value="Delete Case" /> <input type="hidden" name="delete_id[]" value="' . $row['cases_id'] . '" /> </li> <li> <input type="text" name="file[]" size="25" /> <input type="text" name="case[]" size="25" /> <input type="text" name="name[]" size="25" /> <input type="submit" name="delete_case" id="delete_case" value="Delete Case" /> <input type="hidden" name="delete_id[]" value="' . $row['cases_id'] . '" /> </li> <li> <input type="text" name="file[]" size="25" /> <input type="text" name="case[]" size="25" /> <input type="text" name="name[]" size="25" /> <input type="submit" name="delete_case" id="delete_case" value="Delete Case" /> <input type="hidden" name="delete_id[]" value="' . $row['cases_id'] . '" /> </li> Here is the MySQL tables. CREATE TABLE cases ( id INT UNSIGNED NOT NULL AUTO_INCREMENT, file VARCHAR(255) NOT NULL, case VARCHAR(255) NOT NULL, name VARCHAR(255) NOT NULL, PRIMARY KEY (id) ); CREATE TABLE users_cases ( id INT UNSIGNED NOT NULL AUTO_INCREMENT, cases_id INT UNSIGNED NOT NULL, user_id INT UNSIGNED NOT NULL, PRIMARY KEY (id) );

    Read the article

  • Operating systems -- using minimum number of semaphores

    - by stackuser
    The three cooperating processes all read data from the same input device. Each process, when it gets the input device, must read two consecutive data. I want to use mutual exclusion to do this. The declaration and initialization that I think would work here are: semaphore s=1 sa1 = 0, sa2 = 0, sb1 = 0, sb2 = 0, sc1 = 0, sc2 = 0 I'd like to use semaphores to synchronize the following processes: P1: P2: P3: input(a1,a2) input (b1,b2) input(c1,c2) Y=a1+c1 W=b2+c2 Z=a2+b1 Print (X) X=Z-Y+W I'm wondering how to use the minimum number of semaphores to solve this. Diagram of cooperating Processes and one input device: It seems like P1 and P2 would start something like: wait(s) input (a1/b1, a2/b2) signal(s)

    Read the article

  • Inflector::humanize($key) converts Date of joining TO Date Of Joining

    - by Aruna
    Hi, I have a Form and i am submitting them like using function submit($formid = null,$fillerid=null) { $this->data['Result']['form_id']=$formid; $this->data['Result']['submitter_id']=$fillerid; $this->data['Result']['submitter']=$this->Session->read('filler'); echo "submitter: ".$this->Session->read('filler'); $results=$this->Form->hasResults($this->data); //echo http_build_query($_POST); if(empty($results)){ foreach ($_POST as $key => $value): if(is_array($value)){ $value = implode('', $_POST[$key]); $this->data['Result']['value']=$value; } else{ $this->data['Result']['value']=$value; } $this->data['Result']['form_id']=$formid; $this->data['Result']['submitter_id']=$fillerid; $this->data['Result']['label']=Inflector::humanize($key); $this->data['Result']['submitter']=$this->Session->read('filler'); $this->Form->submitForm($this->data); endforeach; $this->Session->setFlash('Your entry has been submitted.'); } I am having A fORM LIKE <form method="post" action="/FormBuilder/index.php/forms/submit/1/4" id="ResultSubmit"> <div class="input text"><label for="1">Firstname</label><input type="text" value="" style="width: 300px;" id="1" name="Firstname"/></div> <br/> <div class="input text"><label for="2">Last Name</label><input type="text" value="" style="width: 300px;" id="2" name="Last Name"/></div> <br/> <div class="input text"><label for="3">Age</label><input type="text" value="" style="width: 200px;" id="3" name="Age"/></div> <br/> <center> <span id="errmsg3"/> </center> <div class="input textarea"><label for="4">Address</label><textarea style="height: 300px;" id="4" rows="6" cols="30" name="Address"/></div> <br/> <div class="input text"><label for="5">Date Of Joining</label><input type="text" value="" style="width: 300px;" id="5" name="Date of joining"/></div><br/> <div class="input text"><label for="6">Email - Id</label><input type="text" value="" style="width: 300px;" id="6" name="Email - id"/></div> <br/> <div class="input text"> <label for="7">Personal Number</label><input type="text" value="" maxlength="3" style="width: 30px;" id="7" name="Personal Number[]"/><input type="text" value="" style="width: 30px;" maxlength="3" id="7-1" name="Personal Number[]"/><input type="text" value="" style="width: 70px;" maxlength="4" id="7-2" name="Personal Number[]"/></div> <span id="errmsg7"/> <br/> <div class="input select"><label for="8">Gender</label><select id="8" name="Gender"> MaleFemale <div class="input text"><label for="9">Official Number</label><input type="text" value="" style="width: 200px;" id="9" name="Official Number"/></div><br/> <div class="input select"><label for="10">Experience</label><select id="10" name="Experience"> <option value="Fresher">Fresher</option><option yrs="" 5="" value="Below">Below 5 Yrs</option><option yrs="" 10="" value="Above">Above 10 yrs</option></select></div><br/> actually My input has the names as Firstname Last Name Age Address Date of joining Email - id Personal Number Gender Official Number But when i use Inflector::humanize($key) for saving the names which has white space characters they have converted into like Date Of Joining i.e.., O and J becomes Capital letters... But i need to save them as such as Date of joining.. How to do so???

    Read the article

  • Drawing Flowchart for function calculate a number in the Fibonacci Series

    - by truongvan
    I'm trying make Flowchart for function calculate a number in the Fibonacci Series. But It looks like not right. I don't how draw the recursive function. Please help me how to fix it. My flowchart: DIA This is my code: #include <iostream> using namespace std; long long Fibonacci(int input); int main() { cout << "Input Fibonacci Index number: "; int Index = 0; cin >> Index; cout << Fibonacci(i) << endl; return 0; } long long Fibonacci(int input) { if (input < 2) return input; else { return Fibonacci(input - 1) + Fibonacci(input - 2); } }

    Read the article

  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

    Read the article

  • How to break out of if statement

    - by TheBroodian
    I'm not sure if the title is exactly an accurate representation of what I'm actually trying to ask, but that was the best I could think of. I am experiencing an issue with my character class. I have developed a system so that he can perform chain attacks, and something that was important to me was that 1)button presses during the process of an attack wouldn't interrupt the character, and 2) at the same time, button presses should be stored so that the player can smoothly queue up chain attacks in the middle of one so that gameplay doesn't feel rigid or unresponsive. This all begins when the player presses the punch button. Upon pressing the punch button, the game checks the state of the dpad at the moment of the button press, and then translates the resulting combined buttons into an int which I use as an enumerator relating to a punch method for the character. The enumerator is placed into a List so that the next time the character's Update() method is called, it will execute the next punch in the list. It only executes the next punch if my character is flagged with acceptInput as true. All attacks flag acceptInput as false, to prevent the interruption of attacks, and then at the end of an attack, acceptInput is set back to true. While accepting input, all other actions are polled for, i.e. jumping, running, etc. In runtime, if I attack, and then queue up another attack behind it (by pressing forward+punch) I can see the second attack visibly execute, which should flag acceptInput as false, yet it gets interrupted and my character will stop punching and start running if I am still holding down the dpad. Included is some code for context. This is the input region for my character. //Placed this outside the if (acceptInput) tree because I want it //to be taken into account whether we are accepting input or not. //This will queue up attacks, which will only be executed if we are accepting input. //This creates a desired effect that helps control the character in a // smoother fashion for the player. if (Input.justPressed(buttonManager.Punch)) { int dpadPressed = Input.DpadState(0); if (attackBuffer.Count() < 1) { attackBuffer.Add(CheckPunch(dpadPressed)); } else { attackBuffer.Clear(); attackBuffer.Add(CheckPunch(dpadPressed)); } } if (acceptInput) { if (attackBuffer.Count() > 0) { ExecutePunch(attackBuffer[0]); attackBuffer.RemoveAt(0); } //If D-Pad left is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Left)) { flipped = false; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X - acceleration, velocity.Y); if (walking == true && velocity.X <= -walkSpeed) { velocity.X = -walkSpeed; } else if (walking == false && velocity.X <= -maxSpeed) { velocity.X = -maxSpeed; } } //If D-Pad right is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Right)) { flipped = true; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X + acceleration, velocity.Y); if (walking == true && velocity.X >= walkSpeed) { velocity.X = walkSpeed; } else if (walking == false && velocity.X >= maxSpeed) { velocity.X = maxSpeed; } } //If jump/accept button is pressed. if (Input.justPressed(buttonManager.JumpAccept)) { if (onGround) { Jump(); } } //If toggle element next button is pressed. if (Input.justPressed(buttonManager.ToggleElementNext)) { if (elements.Count != 0) { elementInUse++; if (elementInUse >= elements.Count) { elementInUse = 0; } } } //If toggle element last button is pressed. if (Input.justPressed(buttonManager.ToggleElementLast)) { if (elements.Count != 0) { elementInUse--; if (elementInUse < 0) { elementInUse = Convert.ToSByte(elements.Count() - 1); } } } //If character is in the process of jumping. if (jumping == true) { if (Input.heldDown(buttonManager.JumpAccept)) { velocity.Y -= fallSpeed.Y; maxJumpTime -= elapsed; } if (Input.justReleased(buttonManager.JumpAccept) || maxJumpTime <= 0) { jumping = false; maxJumpTime = 0; } } //Won't execute abilities if input isn't being accepted. foreach (PlayerAbility ability in playerAbilities) { if (buffer.Matches(ability)) { if (onGround) { ability.Activate(); } if (!onGround && ability.UsableInAir) { ability.Activate(); } else if (!onGround && !ability.UsableInAir) { buffer.Clear(); } } } } When the attackBuffer calls ExecutePunch(int) method, ExecutePunch() will call one of the following methods: private void NeutralPunch1() //0 { acceptInput = false; busy = true; newAnimation = "punch1"; numberOfAttacks++; timeSinceLastAttack = 0; } private void ForwardPunch2(bool toLeft) //true == 7, false == 4 { forwardPunch2Timer = 0f; acceptInput = false; busy = true; newAnimation = "punch2begin"; numberOfAttacks++; timeSinceLastAttack = 0; if (toLeft) { velocity.X -= 800; } if (!toLeft) { velocity.X += 800; } } I assume the attack is being interrupted due to the fact that ExecutePunch() is in the same if statement as running, but I haven't been able to find a suitable way to stop this happening. Thank you ahead of time for reading this, I apologize for it having become so long winded.

    Read the article

  • replacing text within quotes until next quote

    - by Jordan Trainor
    String input = "helloj\"iojgeio\r\ngsk\\"jopri\"gj\r\negjoijisgoe\"joijsofeij\"\"\"ojgsoij\""; This is my current code that works but iv added some code that has to run before this which makes some '"' split onto another line thus making the code below obsolute unless under certain cirumstances the '"' is not put onto the next line. firstQuote = input.IndexOf("\""); lastQuote = input.LastIndexOf("\""); input = input.Substring(0, firstQuote) + "<span>quote" + input.Substring(firstQuote + 1, lastQuote - (firstQuote + 1) + "quote</span>" + input.Substring(lastQuote + 1, lines.Length - (lastQuote + 1); How could I change the input string from input = "helloj\"iojgeio\r\ngsk\\"jopri\"gj\r\negjoijisgoe\"joijsofeij\"\"\"ojgsoij\""; to input = "helloj(<span>quoteiojgeio\r\ngsk\\"jopriquote</span>gj\r\negjoijisgoe<span>quotejoijsofeijquote</span>quote<span>quote</span>ojgsoij<span>quote</span>";

    Read the article

  • Problem with adjacent function in prototype

    - by xain
    Hi, I have this code: <input name="rz" class="required validate-string" style="margin-left:17px" id="rz" title="Input rz value" size="23" /> <p class="msg" style="display:none;">Input rz value</p> In the head I have: Event.observe(window, 'load', function() { $$("input").each(function(field){ Event.observe(field, "focus", function(input) { input.adjacent('p.msg').show(); }); Event.observe(field, "blur", function(input) { input.adjacent('p.msg').hide(); }); }); }); The idea is that when the input get the focus, the p element appears and on blur it goes away. The problem is that neither is working, and the error console shows "input.adjacent is not a function" I'm using prototype 1.6.1 and scriptaculous 1.8.3

    Read the article

  • Jquery Serialize data

    - by Richard
    So I have several text boxes, drop down menus, and radio options on this form. When the user clicks submit i want to save ALL that information so I can put it into a database. So this is all the form's inputs <div id="reg2a"> First Name: <br/><input type="text" name="fname" /> <br/> Last Name: <br/><input type="text" name="lname" /> <br/> Address: <br/><input type="text" name="address" /> <br/> City: <br/><input type="text" name="city" /> <br/> State: <br/><input type="text" name="state" /> <br/> Zip Code: <br/><input type="text" name="zip" /> <br/> Phone Number: <br/><input type="text" name="phone" /> <br/> Fax: <br/><input type="text" name="fax" /> <br/> Email: <br/><input type="text" name="email" /> <br/> Ethnicity: <i>Used only for grant reporting purposes</i> <br/><input type="text" name="ethnicity" /> <br/><br/> Instutional Information Type (select the best option) <br/> <select name="iitype"> <option value="none">None</option> <option value="uni">University</option> <option value="commorg">Community Organization</option> </select> <br/><br/> Number of sessions willing to present: <select id="vennum_select" name="vnum"> <?php for($i=0;$i<=3;$i++) { ?> <option value="<?php echo $i ?>"><?php echo $i ?></option> <?php } ?><br/> </select><br/> Number of tables requested: <select id="tabnum_select" name="tnum"> <?php for($i=1;$i<=3;$i++) { ?> <option value="<?php echo $i ?>"><?php echo $i ?></option> <?php } ?> </select><br/><br/> Awarding of a door prize during the conference will result in a reduction in the cost of your first table. <br/><br/> I am providing a door prize for delivery during the conference of $75 or more <select id="prize_select" name="pnum"> <option value="0">No</option> <option value="1">Yes</option> </select><br/> Prize name: <input type="text" name="prize_name" /><br/> Description: <input type="text" name="descr" /><br/> Value: <input type="text" name="retail" /><br/><br/> Name of Institution: <br/><input type="text" name="institution" /> <br/><br/> Type (select the best option) <br/> <select name="type"> <option value="none">None</option> <option value="k5">K-5</option> <option value="k8">K-8</option> <option value="68">6-8</option> <option value="912">9-12</option> </select> <br/><br/> Address: <br/><input type="text" name="address_sch" /> <br/> City: <br/><input type="text" name="city_sch" /> <br/> State: <br/><input type="text" name="state_sch" /> <br/> Zip Code: <br/><input type="text" name="zip_sch" /> <br/> <form name="frm2sub" id="frm2sub" action="page3.php" method="post"> <input type="submit" name="submit" value="Submit" id="submit" /> </form> </div> This is my jquery function: $("#frm2sub").submit( function() { var values = {}; values["fname"] = $("#fname").val(); }); I can do this for each one of the input boxes but I want to give all this data to the next page. So how do I put this array into $_POST? Btw, I've tried doing var data = $("#reg2a").serialize(); and var data = $(document).serialize(); Data ended up being empty. Any ideas? Thanks

    Read the article

  • C++ Regarding cin.ignore()

    - by user1578897
    i would hope someone can modify my code as its so buggy. sometime its work, sometime it dont.. so let me explain more.. Text file data is as below Line3D, [70, -120, -3], [-29, 1, 268] Line3D, [25, -69, -33], [-2, -41, 58] To read the above line.. i use the following char buffer[30]; cout << "Please enter filename: "; cin.ignore(); getline(cin,filename); readFile.open(filename.c_str()); //if successfully open if(readFile.is_open()) { //record counter set to 0 numberOfRecords = 0; while(readFile.good()) { //input stream get line by line readFile.getline(buffer,20,','); if(strstr(buffer,"Point3D")) { Point3D point3d_tmp; readFile>>point3d_tmp; // and so on... Then i did a overload on the ifstream for Line3d ifstream& operator>>(ifstream &input,Line3D &line3d) { int x1,y1,z1,x2,y2,z2; //get x1 input.ignore(2); input>>x1; //get y1 input.ignore(); input>>y1; //get z1 input.ignore(); input>>z1; //get x2 input.ignore(4); input>>x2; //get y2 input.ignore(); input>>y2; //get z2 input.ignore(); input>>z2; input.ignore(2); Point3D pt1(x1,y1,z1); Point3D pt2(x2,y2,z2); line3d.setPt1(pt1); line3d.setPt2(pt2); line3d.setLength(); } But the issue is the record work sometime and sometime it dont.. what i mean is if at this point //i add a cout cout << x1 << y1 << z1; cout << x2 << y2 << z2; //its works! Point3D pt1(x1,y1,z1); Point3D pt2(x2,y2,z2); line3d.setPt1(pt1); line3d.setPt2(pt2); line3d.setLength(); but if i take away the cout it dont work. how do i change my cin.ignore() so the data can be handle properly , consider number range is -999 to 999

    Read the article

  • Iptables config breaks Java + Elastic Search communication

    - by Agustin Lopez
    I am trying to set up a firewall for a server hosting a java app and ES. Both are on the same server and communicate to each other. The problem I am having is that my firewall configuration prevents java from connecting to ES. Not sure why really.... I have tried lot of stuff like opening the port range 9200:9400 to the server ip without any luck but from what I know all communication inside the server should be allowed with this configuration. The idea is that ES should not be accessible from outside but it should be accessible from this java app and ES uses the port range 9200:9400. This is my iptables script: echo -e Deleting rules for INPUT chain iptables -F INPUT echo -e Deleting rules for OUTPUT chain iptables -F OUTPUT echo -e Deleting rules for FORWARD chain iptables -F FORWARD echo -e Setting by default the drop policy on each chain iptables -P INPUT DROP iptables -P OUTPUT ACCEPT iptables -P FORWARD DROP echo -e Open all ports from/to localhost iptables -A INPUT -i lo -j ACCEPT echo -e Open SSH port 22 with brute force security iptables -A INPUT -p tcp -m tcp --dport 22 -m state --state NEW -m recent --set --name SSH --rsource iptables -A INPUT -p tcp -m tcp --dport 22 -m recent --rcheck --seconds 30 --hitcount 4 --rttl --name SSH --rsource -j REJECT --reject-with tcp-reset iptables -A INPUT -p tcp -m tcp --dport 22 -m recent --rcheck --seconds 30 --hitcount 3 --rttl --name SSH --rsource -j LOG --log-prefix "SSH brute force " iptables -A INPUT -p tcp -m tcp --dport 22 -m recent --update --seconds 30 --hitcount 3 --rttl --name SSH --rsource -j REJECT --reject-with tcp-reset iptables -A INPUT -p tcp -m tcp --dport 22 -j ACCEPT echo -e Open NGINX port 80 iptables -A INPUT -p tcp --dport 80 -j ACCEPT echo -e Open NGINX SSL port 443 iptables -A INPUT -p tcp --dport 443 -j ACCEPT echo -e Enable DNS iptables -A INPUT -p tcp -m tcp --sport 53 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT iptables -A INPUT -p udp -m udp --sport 53 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT And I get this in the java app when this config is in place: org.elasticsearch.cluster.block.ClusterBlockException: blocked by: [SERVICE_UNAVAILABLE/1/state not recovered / initialized];[SERVICE_UNAVAILABLE/2/no master]; at org.springframework.beans.factory.annotation.AutowiredAnnotationBeanPostProcessor.postProcessPropertyValues(AutowiredAnnotationBeanPostProcessor.java:292) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.populateBean(AbstractAutowireCapableBeanFactory.java:1185) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:537) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:475) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:304) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:228) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:300) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:195) at org.springframework.beans.factory.support.DefaultListableBeanFactory.preInstantiateSingletons(DefaultListableBeanFactory.java:700) at org.springframework.context.support.AbstractApplicationContext.finishBeanFactoryInitialization(AbstractApplicationContext.java:760) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:482) at org.springframework.web.context.ContextLoader.configureAndRefreshWebApplicationContext(ContextLoader.java:403) Do any of you see any problem with this configuration and ES? Thanks in advance

    Read the article

  • Showing IPhone keyboard in different languages based on user input.

    - by itsaboutcode
    Hi, My question is related to the following question, and can be said almost same. http://stackoverflow.com/questions/330542/setting-the-iphone-keyboard-language But here are my requirement. I am writing dictionary app for IPhone, which support multiple languages. So my requirement is to display the English keyboard when user has selected English language and show Dutch keyboard when user has selected Dutch and so on. So i was wondering if this is possible? Thanks.

    Read the article

  • What web frameworks and languages have the lowest development time?

    - by waitinforatrain
    Hi guys, I'm trying to get a few web development ideas off the ground. Unfortunately I will be the only developer, so I'm focusing on getting a good debuggable, testable setup going that I can develop applications rapidly with. Which languages, development styles and frameworks would you recommend for rapid development? Last time I checked RoR was the next big thing but that was a while back.

    Read the article

  • Why is free() not allowed in garbage-collected languages?

    - by sundar
    I was reading the C# entry on Wikipedia, and came across: Managed memory cannot be explicitly freed; instead, it is automatically garbage collected. Why is it that in languages with automatic memory management, manual management isn't even allowed? I can see that in most cases it wouldn't be necessary, but wouldn't it come in handy where you are tight on memory and don't want to rely on the GC being smart?

    Read the article

  • What are the differences and similarities between the .NET languages?

    - by froadie
    I'm trying to figure out how much overlap there is between the different languages of the .NET framework, and what the real differences are. Is there an overlap of libraries/methods/functions...? If I'm googling a question for, say, VB .NET, and C# answers come up, what can I take from the C#-relevant info and what differences/incompatibilities should I look out for?

    Read the article

  • Are there any simple languages implemented using ANTLR or similar?

    - by etheros
    I'm trying to build a simple interpreted language for learning purposes. I've read countless theory and tutorials on ANTLR and JavaCC, but I can't figure out how to actually make it do something useful. I learn best by "taking something apart and putting it back together again", so, are there any working examples of simple languages implemented with the help of tools such as ANTLR, or similar? Something like the following might be nice: x = 1 if x == 1 print "true"

    Read the article

  • For what reasons do some programmers vehemently hate languages where whitespace matters (e.g. Python

    - by Maulrus
    C++ is my first language, and as such I'm used to whitespace being ignored. However, I've been toying around with Python, and I don't find it too hard to get used to the whitespace rules. It seems, however, that a lot of programmers on the Internet can't get past the whitespace rules. From what I've seen, peoples' C++ programs tend to be formatted very consistently with respect to whitespace (or else it's pretty hard to read), so why do some people have such a problem with whitespace-based languages like Python?

    Read the article

  • What's the best way to mix Ruby and other languages? (Especially C++)

    - by Andy
    Hi, I'm learning Ruby, and I'm starting to play with building extensions in C. I have Programming Ruby The Pragmatic Programmers' Guide and so I can follow that for the basic nuts and bolts. What I was wondering is if there already existed some nifty frameworks/whatever to help interoperability between Ruby and other languages, with C++ being the most important for me. I've tried googling, but the results focus on language comparisons, rather than language interoperability. TIA, Andy

    Read the article

  • How much languages is "recommended" for a dynamic website?

    - by user345690
    When constructing a website, say a Q&A site or a just a forum site for a community, is just knowing HTML,CSS,PHP, MySQL, and javascript enough to make the site dynamic? I am saying this because when I talked with my teacher, he said that major sites use many languages combined. And he said that a site shouldn't be designed only in PHP. So is it possible to create a good website, not e-commerce, with only html,css, and php?

    Read the article

< Previous Page | 144 145 146 147 148 149 150 151 152 153 154 155  | Next Page >