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  • determine the archetecture of a mac from the command line or script?

    - by Brian Postow
    I'm writing a shell script, and I need to know the archetecture, ie PPC or Intel. Back in the day, there was a program /bin/arch that told you, but my mac doesn't seem to have it... Is there an easy way I can do this? Grep for something in a logfile? call some other program that spits that out as a side effect? It would be nice to know what OS Version I'm running too, but that may not be necessary. thanks

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  • Folder vs File Folder - Can I create a folder from the command line?

    - by Tim Gradwell
    If I create a shortcut to a folder and drag the shortcut onto the start menu, then the shortcut on the start menu behaves just like any other shortcut - click it to open the folder in explorer. However, if I drag the folder onto the start menu, then it expands in-situ. If I then copy this shortcut(?) into another location on my machine and compare it to other files/folders, its type appears as "Folder" as opposed to "File Folder" (which is what I get when I choose File-New-Folder. What's the difference between these two types of folder? Can I create one of these folders without dragging onto the start menu? Thanks

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  • Started an application through SSH, command line now gone, what happens next?

    - by Chris Dutrow
    Context: This is a very basic question Using Putty and SSH for the first time to do some serious server setup and run into the situation where I have started a process that I do not want to stop. The process is the gunicorn WSGI HTTP Server (running on Centos 6.3). The command I used to start the process is (as per their Quick Start): gunicorn -w 4 myapp:app At this point in the work session, I have lost the command prompt. This must be such a non-issue that it doesn't even enter into an experienced user's consciousness. But unfortunately at my level of experience, I am left with several fundamental questions: Does the fact that I have lost the command prompt mean that the process is still running? How do I get back to the command prompt without killing the process? How do I come back and monitor the process later? How do I eventually kill the process? Any help is appreciated, thanks so much!

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  • How to copy a file to a remote server using the command line?

    - by cool_cs
    I am trying to copy a file from my desktop to my remote server using the sudo command. I am doing this from the remote machine since I know the password for this machine and I do not have a password for my local machine. sudo scp donj@localhost:/Desktop/my.cnf user@remotemachine:/app/MySQL/my.cnf This does not work however. I want to overwrite the my.cnf file in the MySQL directory. I tried the su command but I do not have the password to become a super user.

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  • File filtering_Python 3.2 [closed]

    - by user71261
    I'm trying to write a short file filtering code in Python that will find my desired string. I've got it worked out logically, but my Command Feed is sending me an error message for the print statement. This is how it works as of now: filename = input('give file name: ') n = input('give desired string: ') f = open line = f.readline() while line: if n in line: print line line = f.readline() Error Statement: Traceback (most recent call last): File "<string>", line 7, in <fragment> Syntax Error: print line: <string>, line 718 I know this is a simple problem but the answer is not obvious to me. please help.

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  • DexFile.class error in eclipse

    - by ninjasense
    I get this weird error everytime I debug in eclipse. It just seemed to appear one day and I was wondering if anyone else was running int the same problem. It does not affect my app in anyway visibly and does not cause a crash but it is an annoyance while debugging. Here is the full error: // Compiled from DexFile.java (version 1.5 : 49.0, super bit) public final class dalvik.system.DexFile { // Method descriptor #8 (Ljava/io/File;)V // Stack: 3, Locals: 2 public DexFile(java.io.File file) throws java.io.IOException; 0 aload_0 [this] 1 invokespecial java.lang.Object() [1] 4 new java.lang.RuntimeException [2] 7 dup 8 ldc <String "Stub!"> [3] 10 invokespecial java.lang.RuntimeException(java.lang.String) [4] 13 athrow Line numbers: [pc: 0, line: 4] Local variable table: [pc: 0, pc: 14] local: this index: 0 type: dalvik.system.DexFile [pc: 0, pc: 14] local: file index: 1 type: java.io.File // Method descriptor #18 (Ljava/lang/String;)V // Stack: 3, Locals: 2 public DexFile(java.lang.String fileName) throws java.io.IOException; 0 aload_0 [this] 1 invokespecial java.lang.Object() [1] 4 new java.lang.RuntimeException [2] 7 dup 8 ldc <String "Stub!"> [3] 10 invokespecial java.lang.RuntimeException(java.lang.String) [4] 13 athrow Line numbers: [pc: 0, line: 5] Local variable table: [pc: 0, pc: 14] local: this index: 0 type: dalvik.system.DexFile [pc: 0, pc: 14] local: fileName index: 1 type: java.lang.String // Method descriptor #22 (Ljava/lang/String;Ljava/lang/String;I)Ldalvik/system/DexFile; // Stack: 3, Locals: 3 public static dalvik.system.DexFile loadDex(java.lang.String sourcePathName, java.lang.String outputPathName, int flags) throws java.io.IOException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 6] Local variable table: [pc: 0, pc: 10] local: sourcePathName index: 0 type: java.lang.String [pc: 0, pc: 10] local: outputPathName index: 1 type: java.lang.String [pc: 0, pc: 10] local: flags index: 2 type: int // Method descriptor #28 ()Ljava/lang/String; // Stack: 3, Locals: 1 public java.lang.String getName(); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 7] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: dalvik.system.DexFile // Method descriptor #30 ()V // Stack: 3, Locals: 1 public void close() throws java.io.IOException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 8] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: dalvik.system.DexFile // Method descriptor #32 (Ljava/lang/String;Ljava/lang/ClassLoader;)Ljava/lang/Class; // Stack: 3, Locals: 3 public java.lang.Class loadClass(java.lang.String name, java.lang.ClassLoader loader); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 9] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: dalvik.system.DexFile [pc: 0, pc: 10] local: name index: 1 type: java.lang.String [pc: 0, pc: 10] local: loader index: 2 type: java.lang.ClassLoader // Method descriptor #37 ()Ljava/util/Enumeration; // Signature: ()Ljava/util/Enumeration<Ljava/lang/String;>; // Stack: 3, Locals: 1 public java.util.Enumeration entries(); 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 10] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: dalvik.system.DexFile // Method descriptor #30 ()V // Stack: 3, Locals: 1 protected void finalize() throws java.io.IOException; 0 new java.lang.RuntimeException [2] 3 dup 4 ldc <String "Stub!"> [3] 6 invokespecial java.lang.RuntimeException(java.lang.String) [4] 9 athrow Line numbers: [pc: 0, line: 11] Local variable table: [pc: 0, pc: 10] local: this index: 0 type: dalvik.system.DexFile // Method descriptor #42 (Ljava/lang/String;)Z public static native boolean isDexOptNeeded(java.lang.String arg0) throws java.io.FileNotFoundException, java.io.IOException; } Thanks

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  • Loading a PyML multiclass classifier... why isn't this working?

    - by Michael Aaron Safyan
    This is a followup from "Save PyML.classifiers.multi.OneAgainstRest(SVM()) object?". I am using PyML for a computer vision project (pyimgattr), and have been having trouble storing/loading a multiclass classifier. When attempting to load one of the SVMs in a composite classifier, with loadSVM, I am getting: ValueError: invalid literal for float(): rest Note that this does not happen with the first classifier that I load, only with the second. What is causing this error, and what can I do to get around this so that I can properly load the classifier? Details To better understand the trouble I'm running into, you may want to look at pyimgattr.py (currently revision 11). I am invoking the program with "./pyimgattr.py train" which trains the classifier (invokes train on line 571, which trains the classifier with trainmulticlassclassifier on line 490 and saves it with storemulticlassclassifier on line 529), and then invoking the program with "./pyimgattr.py test" which loads the classifier in order to test it with the testing dataset (invokes test on line 628, which invokes loadmulticlassclassifier on line 549). The multiclass classifier consists of several one-against-rest SVMs which are saved individually. The loadmulticlassclassifier function loads these individually by calling loadSVM() on several different files. It is in this call to loadSVM (done indirectly in loadclassifier on line 517) that I get an error. The first of the one-against-rest classifiers loads successfully, but the second one does not. A transcript is as follows: $ ./pyimgattr.py test [INFO] pyimgattr -- Loading attributes from "classifiers/attributes.lst"... [INFO] pyimgattr -- Loading classnames from "classifiers/classnames.lst"... [INFO] pyimgattr -- Loading dataset "attribute_data/apascal_test.txt"... [INFO] pyimgattr -- Loaded dataset "attribute_data/apascal_test.txt". [INFO] pyimgattr -- Loading multiclass classifier from "classifiers/classnames_from_attributes"... [INFO] pyimgattr -- Constructing object into which to store loaded data... [INFO] pyimgattr -- Loading manifest data... [INFO] pyimgattr -- Loading classifier from "classifiers/classnames_from_attributes/aeroplane.svm".... scanned 100 patterns scanned 200 patterns read 100 patterns read 200 patterns {'50': 38, '60': 45, '61': 46, '62': 47, '49': 37, '52': 39, '53': 40, '24': 16, '25': 17, '26': 18, '27': 19, '20': 12, '21': 13, '22': 14, '23': 15, '46': 34, '47': 35, '28': 20, '29': 21, '40': 32, '41': 33, '1': 1, '0': 0, '3': 3, '2': 2, '5': 5, '4': 4, '7': 7, '6': 6, '8': 8, '58': 44, '39': 31, '38': 30, '15': 9, '48': 36, '16': 10, '19': 11, '32': 24, '31': 23, '30': 22, '37': 29, '36': 28, '35': 27, '34': 26, '33': 25, '55': 42, '54': 41, '57': 43} read 250 patterns in LinearSparseSVModel done LinearSparseSVModel constructed model [INFO] pyimgattr -- Loaded classifier from "classifiers/classnames_from_attributes/aeroplane.svm". [INFO] pyimgattr -- Loading classifier from "classifiers/classnames_from_attributes/bicycle.svm".... label at None delimiter , Traceback (most recent call last): File "./pyimgattr.py", line 797, in sys.exit(main(sys.argv)); File "./pyimgattr.py", line 782, in main return test(attributes_file,classnames_file,testing_annotations_file,testing_dataset_path,classifiers_path,logger); File "./pyimgattr.py", line 635, in test multiclass_classnames_from_attributes_classifier = loadmulticlassclassifier(classnames_from_attributes_folder,logger); File "./pyimgattr.py", line 529, in loadmulticlassclassifier classifiers.append(loadclassifier(os.path.join(filename,label+".svm"),logger)); File "./pyimgattr.py", line 502, in loadclassifier result=loadSVM(filename,datasetClass = SparseDataSet); File "/Library/Python/2.6/site-packages/PyML/classifiers/svm.py", line 328, in loadSVM data = datasetClass(fileName, **args) File "/Library/Python/2.6/site-packages/PyML/containers/vectorDatasets.py", line 224, in __init__ BaseVectorDataSet.__init__(self, arg, **args) File "/Library/Python/2.6/site-packages/PyML/containers/baseDatasets.py", line 214, in __init__ self.constructFromFile(arg, **args) File "/Library/Python/2.6/site-packages/PyML/containers/baseDatasets.py", line 243, in constructFromFile for x in parser : File "/Library/Python/2.6/site-packages/PyML/containers/parsers.py", line 426, in next x = [float(token) for token in tokens[self._first:self._last]] ValueError: invalid literal for float(): rest

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  • iOS: Interpreted code - where do they draw the line?

    - by d7samurai
    Apple's iOS developer guidelines state: 3.3.2 — An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple’s Documented APIs and built-in interpreter(s). Assuming that downloading data - like XML and images (or a game level description), for example - at run-time is allowed (as is my impression), I am wondering where they draw the line between "data" and "code". Picture the scenario of an app that delivers interactive "presentations" to users (like a survey, for instance). Presentations are added continuously to the server and different presentations are made available to different users, so they cannot be part of the initial app download (this is the whole point). They are described in XML format, but being interactive, they might contain conditional branching of this sort (shown in pseudo form to exemplify): <options id="Gender"> <option value="1">Male</option> <option value="2">Female</option> </options> <branches id="Gender"> <branch value="1"> <image src="Man" /> </branch> <branch value="2"> <image src="Woman" /> </branch> </branches> When the presentation is "played" within the app, the above would be presented in two steps. First a selection screen where the user can click on either of the two choices presented ("Male" or "Female"). Next, an image will be [downloaded dynamically] and displayed based on the choice made in the previous step. Now, it's easy to imagine additional tags describing further logic still. For example, a containing tag could be added: <loop count="3"> <options... /> <branches... /> </loop> The result here being that the selection screen / image screen pair would be sequentially presented three times over, of course. Or imagine some description of a level in a game. It's easy to view that as passive "data", but if it includes, say, several doorways that the user can go through and with various triggers, traps and points attached to them etc - isn't that the same as using a script - or, indeed, interpreted code - to describe options and their conditional responses? Assuming that the interpretation engine for this XML data is already present in the app and that such presentations can only be consumed (not created or edited) in the app, how would this fare against Apple's iOS guidelines? Doesn't XML basically constitute a scripting language (couldn't any interpreted programming language simply be described by XML) in this sense? Would it be OK if the proprietary scripting language (ref the XML used above) was strictly sandboxed (how can they tell?) and not given access to the operating system in any way (but able to download content dynamically - and upload results to the authoring server)? Where does the line go?

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  • Upgraded Linux, now CMS Made Simple is spewing errors

    - by Paul Tomblin
    I upgraded my host from Debian Lenny to Debian Squeeze, and now my CMS Made Simple site is spewing PHP errors all over the screen. I thought I'd upgrade the CMS because I haven't done so in a while, but Google Chrome tells me that the CMS Made Simple site is infested with malware. What are my options now? Example errors: Deprecated: Assigning the return value of new by reference is deprecated in /www/danmurn/cms/include.php on line 73 Deprecated: Assigning the return value of new by reference is deprecated in /www/danmurn/cms/include.php on line 162 Deprecated: Assigning the return value of new by reference is deprecated in /www/danmurn/cms/include.php on line 240 Warning: session_start() [function.session-start]: Cannot send session cookie - headers already sent by (output started at /www/danmurn/cms/include.php:73) in /www/danmurn/cms/include.php on line 34 Warning: session_start() [function.session-start]: Cannot send session cache limiter - headers already sent (output started at /www/danmurn/cms/include.php:73) in /www/danmurn/cms/include.php on line 34 Deprecated: Function set_magic_quotes_runtime() is deprecated in /www/danmurn/cms/include.php on line 62 Deprecated: Assigning the return value of new by reference is deprecated in /www/danmurn/cms/lib/classes/class.global.inc.php on line 184 Deprecated: Assigning the return value of new by reference is deprecated in /www/danmurn/cms/lib/classes/class.global.inc.php on line 196

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  • Cant add network printer with system-config-printer package

    - by Erick David Ruiz Coronel
    Hello im new here and I dont know if im doing it right but I hope yes. I have a printer conected to a windows 8 machine, also I had ubuntu 13.04 and it worked fine when I printed from linux to windows but when I upgraded to 13.10 my printer didnt worked, I removed it thinking that would fix it but when I tryed to add the printer again I couldnt, I reinstalled cups and the system-config-printer-gnome package but didnt worked. Here is the terminal log : erick@Tauro:~$ system-config-printer Caught non-fatal exception. Traceback: File "/usr/share/system-config-printer/probe_printer.py", line 255, in _do_find fn () File "/usr/share/system-config-printer/probe_printer.py", line 367, in _probe_hplip stderr=null) File "/usr/lib/python2.7/subprocess.py", line 709, in init errread, errwrite) File "/usr/lib/python2.7/subprocess.py", line 1326, in _execute_child raise child_exception OSError: [Errno 2] No existe el archivo o el directorio Continuing anyway.. Traceback (most recent call last): File "/usr/share/system-config-printer/newprinter.py", line 912, in on_btnNPForward_clicked self.nextNPTab() File "/usr/share/system-config-printer/newprinter.py", line 1064, in nextNPTab stderr=file("/dev/null")) File "/usr/lib/python2.7/subprocess.py", line 709, in init errread, errwrite) File "/usr/lib/python2.7/subprocess.py", line 1326, in _execute_child raise child_exception OSError: [Errno 2] No existe el archivo o el directorio Any suggestion please? C:

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  • Visual Studio 2010 Productivity Tips and Tricks-Part 2: Key Shortcuts

    - by ToStringTheory
    Ask anyone that knows me, and they will confirm that I hate the mouse.  This isn’t because I deny affection to objects that don’t look like their mammalian-named self, but rather for a much more simple and not-insane reason: I have terrible eyesight.  Introduction Thanks to a degenerative eye disease known as Choroideremia, I have learned to rely more on the keyboard which I can feel digital/static positions of keys relative to my fingers, than the much more analog/random position of the mouse.  Now, I would like to share some of the keyboard shortcuts with you now, as I believe that they not only increase my productivity, but yours as well once you know them (if you don’t already of course)...  I share one of my biggest tips for productivity in the conclusion at the end. Visual Studio Key Shortcuts Global Editor Shortcuts These are shortcuts that are available from almost any application running in Windows, however are many times forgotten. Shortcut Action Visual Studio 2010 Functionality Ctrl + X Cut This shortcut works without a selection. If nothing is selected, the entire line that the caret is on is cut from the editor. Ctrl + C Copy This shortcut works without a selection. If nothing is selected, the entire line that the caret is on is copied from the editor. Ctrl + V Paste If you copied an entire line by the method above, the data is pasted in the line above the current caret line. Ctrl + Shift + V Next Clipboard Element Cut/Copy multiple things, and then hit this combo repeatedly to switch to the next clipboard item when pasting. Ctrl + Backspace Delete Previous Will delete the previous word from the editor directly before the caret. If anything is selected, will just delete that. Ctrl + Del Delete Next Word Will delete the next word/space from the editor directly after the caret. If anything is selected, will just delete that. Shift + Del Delete Focused Line Will delete the line from the editor that the caret is on. If something is selected, will just delete that. Ctrl + ? or Ctrl + ? Left/Right by Word This will move the caret left or right by word or special character boundary. Holding Shift will also select the word. Ctrl + F Quick Find Either the Quick Find panel, or the search bar if you have the Productivity Power Tools installed. Ctrl + Shift + F Find in Solution Opens up the 'Find in Files' window, allowing you to search your solution, as well as using regex for pattern matching. F2 Rename File... While not debugging, selecting a file in the solution explorer\navigator and pressing F2 allows you to rename the selected file. Global Application Shortcuts These are shortcuts that are available from almost any application running in Windows, however are many times forgotten... Again... Shortcut Action Visual Studio 2010 Functionality Ctrl + N New File dialog Opens up the 'New File' dialog to add a new file to the current directory in the Solution\Project. Ctrl + O Open File dialog Opens up the 'Open File' dialog to open a file in the editor, not necessarily in the solution. Ctrl + S Save File dialog Saves the currently focused editor tab back to your HDD/SSD. Ctrl + Shift + S Save All... Quickly save all open/edited documents back to your disk. Ctrl + Tab Switch Panel\Tab Tapping this combo switches between tabs quickly. Holding down Ctrl when hitting tab will bring up a chooser window. Building Shortcuts These are shortcuts that are focused on building and running a solution. These are not usable when the IDE is in Debug mode, as the shortcut changes by context. Shortcut Action Visual Studio 2010 Functionality Ctrl + Shift + B Build Solution Starts a build process on the solution according to the current build configuration manager settings. Ctrl + Break Cancel a Building Solution Will cancel a build operation currently in progress. Good for long running builds when you think of one last change. F5 Start Debugging Will build the solution if needed and launch debugging according to the current configuration manager settings. Ctrl + F5 Start Without Debugger Will build the solution if needed and launch the startup project without attaching a debugger. Debugging Shortcuts These are shortcuts that are used when debugging a solution. Shortcut Action Visual Studio 2010 Functionality F5 Continue Execution Continues execution of code until the next breakpoint. Ctrl + Alt + Break Pause Execution Pauses the program execution. Shift + F5 Stop Debugging Stops the current debugging session. NOTE: Web apps will still continue processing after stopping the debugger. Keep this in mind if working on code such as credit card processing. Ctrl + Shift + F5 Restart Debugging Stops the current debugging session and restarts the debugging session from the beginning. F9 Place Breakpoint Toggles/Places a breakpoint in the editor on the current line. Set a breakpoint in condensed code by highlighting the statement first. F10 Step Over Statement When debugging, executes all code in methods/properties on the current line until the next line. F11 Step Into Statement When debugging, steps into a method call so you can walk through the code executed there (if available). Ctrl + Alt + I Immediate Window Open the Immediate Window to execute commands when execution is paused. Navigation Shortcuts These are shortcuts that are used for navigating in the IDE or editor panel. Shortcut Action Visual Studio 2010 Functionality F4 Properties Panel Opens the properties panel for the selected item in the editor/designer/solution navigator (context driven). F12 Go to Definition Press F12 with the caret on a member to navigate to its declaration. With the Productivity tools, Ctrl + Click works too. Ctrl + K Ctrl + T View Call Hierarchy View the call hierarchy of the member the caret is on. Great for going through n-tier solutions and interface implementations! Ctrl + Alt + B Breakpoint Window View the breakpoint window to manage breakpoints and their advanced options. Allows easy toggling of breakpoints. Ctrl + Alt + L Solution Navigator Open the solution explorer panel. Ctrl + Alt + O Output Window View the output window to see build\general output from Visual Studio. Ctrl + Alt + Enter Live Web Preview Only available with the Web Essential plugin. Launches the auto-updating Preview panel. Testing Shortcuts These are shortcuts that are used for running tests in the IDE. Please note, Visual Studio 2010 is all about context. If your caret is within a test method when you use one of these combinations, the combination will apply to that test. If your caret is within a test class, it will apply to that class. If the caret is outside of a test class, it will apply to all tests. Shortcut Action Visual Studio 2010 Functionality Ctrl + R T Run Test(s) Run all tests in the current context without a debugger attached. Breakpoints will not be stopped on. Ctrl + R Ctrl + T Run Test(s) (Debug) Run all tests in the current context with a debugger attached. This allows you to use breakpoints. Substitute A for T from the preceding combos to run/debug ALL tests in the current context. Substitute Y for T from the preceding combos to run/debug ALL impacted/covering tests for a method in the current context. Advanced Editor Shortcuts These are shortcuts that are used for more advanced editing in the editor window. Shortcut Action Visual Studio 2010 Functionality Shift + Alt + ? Shift + Alt + ? Multiline caret up/down Use this combo to edit multiple lines at once. Not too many uses for it, but once in a blue moon one comes along. Ctrl + Alt + Enter Insert Line Above Inserts a blank line above the line the caret is currently on. No need to be at end or start of line, so no cutting off words/code. Ctrl + K Ctrl + C Comment Selection Comments the current selection out of compilation. Ctrl + K Ctrl + U Uncomment Selection Uncomments the current selection into compilation. Ctrl + K Ctrl + D Format Document Automatically formats the document into a structured layout. Lines up nodes or code into columns intelligently. Alt + ? Alt + ? Code line up/down *Use this combo to move a line of code up or down quickly. Great for small rearrangements of code. *Requires the Productivity Power pack from Microsoft. Conclusion This list is by no means meant to be exhaustive, but these are the shortcuts I use regularly every hour/minute of the day. There are still 100s more in Visual Studio that you can discover through the configuration window, or by tooltips. Something that I started doing months ago seems to have interest in my office.. In my last post, I talked about how I hated a cluttered UI. One of the ways that I aimed to resolve that was by systematically cleaning up the toolbars week by week. First day, I removed ALL icons that I already knew shortcuts to, or would never use them (Undo in a toolbar?!). Then, every week from that point on, I make it a point to remove an icon/two from the toolbar and make an effort to remember its key combination. I gain extra space in the toolbar area, AND become more productive at the same time! I hope that you found this article interesting or at least somewhat informative.. Maybe a shortcut or two you didn't know. I know some of them seem trivial, but I often see people going to the edit menu for Copy/Paste... Thought a refresher might be helpful!

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  • Can Ubuntu-One be installed on Ubuntu 10.04?

    - by crivello
    I have installed ubuntu-one by the several ways on a 10.04-TLS, it appears on my System Preference Ubuntu One. however, Clicking one it , nothing happens. On a terminal, the command : ~$ ubuntuone-launch doe not working too, and the following command ~$ ubuntuone-preferences leads to an error message, given below, that made me crazy. Does somebody has an idea one a solution to solve that ? Many thanks. \jcc Traceback (most recent call last): File "/usr/bin/ubuntuone-preferences", line 63, in <module> from desktopcouch.replication_services import ubuntuone as dcouch File "/usr/lib/python2.6/dist-packages/desktopcouch/__init__.py", line 20, in <module> from desktopcouch.start_local_couchdb import process_is_couchdb, read_pidfile File "/usr/lib/python2.6/dist-packages/desktopcouch/start_local_couchdb.py", line 38, in <module> from desktopcouch import local_files File "/usr/lib/python2.6/dist-packages/desktopcouch/local_files.py", line 300, in <module> xdg_base_dirs.save_config_path("desktop-couch")) File "/usr/lib/python2.6/dist-packages/desktopcouch/local_files.py", line 235, in __init__ self.couch_exec_command = [COUCH_EXE, self.couch_chain_ini_files(), File "/usr/lib/python2.6/dist-packages/desktopcouch/local_files.py", line 274, in couch_chain_ini_files stdout=subprocess.PIPE) File "/usr/lib/python2.6/subprocess.py", line 633, in __init__errread, errwrite) File "/usr/lib/python2.6/subprocess.py", line 1139, in _execute_child raise child_exception OSError: [Errno 13] Permission denied

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  • E-Seminars para Parceiros - Mar-Abr/10

    - by Claudia Costa
    Para se inscrever nas formações que se encontram abaixo por favor utilize os links de registo indicados. NOME                     DATA                  DURAÇÃO LOCAL   Oracle Real-Time Decisions - Implementation Best Practices 21.04.2010        1 hora/dia            Início: 15:00h on-line Oracle WebLogic Suite 11g Overview & Proficiency Series   15,26,29,30.03.2010 1 hora/dia Início: 09:00h on-line Upgrade to Oracle WebLogic Suite 11g   19.03.2010 1 hora Início: 09:00h on-line Oracle Real-Time Decisions: Introduction to Real-Time Decisions   9.04.2010 1 hora Início: 15:00h on-line Best Strategies for Migrating from Teradata to Oracle Exadata   18.03.2010 1 hora/ Início: 15:00h on-line Oracle Database Awareness - 11gR2 Features for Data Warehouse and OLAP   19.03.2010 1 hora Início: 15:00h on-line Oracle Universal Content Management (UCM) eSeminar Series   2,25.03.2010 1 hora/dia Início: 09:00h on-line Oracle Information Rights Management Overview   17.03.2010 1 hora Início: 15:00h on-line   Para mais informações contacte Melissa Lopes - Tel: 214235194  

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  • Why do I have a gnomekeyring.IOError when doing "quickly share"?

    - by Agmenor
    When I want to push my app to Launchpad by doing quickly share --verbose, I get the following Gnome Keyring error: Get Launchpad Settings Traceback (most recent call last): File "/usr/share/quickly/templates/ubuntu-application/share.py", line 101, in <module> launchpad = launchpadaccess.initialize_lpi() File "/usr/lib/python2.7/dist-packages/quickly/launchpadaccess.py", line 91, in initialize_lpi allow_access_levels=["WRITE_PRIVATE"]) File "/usr/lib/python2.7/dist-packages/launchpadlib/launchpad.py", line 539, in login_with credential_save_failed, version) File "/usr/lib/python2.7/dist-packages/launchpadlib/launchpad.py", line 342, in _authorize_token_and_login authorization_engine.unique_consumer_id) File "/usr/lib/python2.7/dist-packages/launchpadlib/credentials.py", line 282, in load return self.do_load(unique_key) File "/usr/lib/python2.7/dist-packages/launchpadlib/credentials.py", line 336, in do_load 'launchpadlib', unique_key) File "/usr/lib/python2.7/dist-packages/keyring/core.py", line 34, in get_password return _keyring_backend.get_password(service_name, username) File "/usr/lib/python2.7/dist-packages/keyring/backend.py", line 154, in get_password items = gnomekeyring.find_network_password_sync(username, service) gnomekeyring.IOError ERROR: share command failed Aborting This used to work, so this means that I already have SSH and GPG configured. This is probably part of the explanation: I have this error when I am connected to this machine through a ssh tunnel with X forwarding. But I don't have it when I have physical access to the computer. Could you please give me some indications on what to do?

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  • juju bootstrap key error?

    - by mxdog
    I followed the guides the best as i could. there is some information missing like do as root or as regular user ..formatting, quotes no quotes..what the password or paraphrase for ssh should be ..couple other trivial things. that im sure add up to where im at (stuck!) so i have a working mass server on mx-nas-01 and 3 nodes and have been trying to get juju to start. I have tried this as both root and my regular account, sudo no-sudo and here is the output i get from juju bootstrap (however i try it) I don't know if this could be a host,domain,account issue or what i will mention i did have to shut off my dhcp server and install masq (all defaults) to get the maas pxe to work for the nodes mxdog@mx-nas-01:/$ juju bootstrap Traceback (most recent call last): File "/usr/bin/juju", line 8, in main(sys.argv[1:]) File "/usr/lib/python2.7/dist-packages/juju/control/init.py", line 183, in main env_config.load_or_write_sample() File "/usr/lib/python2.7/dist-packages/juju/environment/config.py", line 229, in load_or_write_sample self.load() File "/usr/lib/python2.7/dist-packages/juju/environment/config.py", line 115, in load self.parse(file.read(), path) File "/usr/lib/python2.7/dist-packages/juju/environment/config.py", line 138, in parse config = SCHEMA.coerce(config, []) File "/usr/lib/python2.7/dist-packages/juju/lib/schema.py", line 266, in coerce new_dict[k] = self.schema[k].coerce(v, path) File "/usr/lib/python2.7/dist-packages/juju/lib/schema.py", line 233, in coerce new_subvalue = self.value_schema.coerce(subvalue, value_path) File "/usr/lib/python2.7/dist-packages/juju/lib/schema.py", line 301, in coerce return self.schemas[selected].coerce(value, path) KeyError: 'mass' environments: maas: type: mass mass-server: http://192.168.0.30:80/MAAS mass-oauth: tDRdtJeEKVARBh93eT:N5dK5HSZBsA45cBdx9:S8wMNrfkT9PeYvQN9YrnbHGxmKARv8vb admin-secret: ########## default-series: precise

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  • Using local repository with vmbuilder and https

    - by Onitlikesonic
    I seem to be having problems using vmbuilder with a local https mirror "--mirror=https:///archive.ubuntu.com/ubuntu/" as shown below: Process (['/usr/sbin/debootstrap', '--arch=amd64', 'precise', '/tmp/tmpYc0cOktmpfs', '<my_internal_server>/ubuntu/']) returned 1. stdout: I: Retrieving Release E: Failed getting release file <my_internal_server>/ubuntu/dists/precise/Release , stderr: 2012-10-18 10:36:36,429 INFO : Unmounting tmpfs from /tmp/tmpYc0cOktmpfs Traceback (most recent call last): File "/usr/bin/vmbuilder", line 24, in <module> cli.main() File "/usr/lib/python2.7/dist-packages/VMBuilder/contrib/cli.py", line 216, in main distro.build_chroot() File "/usr/lib/python2.7/dist-packages/VMBuilder/distro.py", line 83, in build_chroot self.call_hooks('bootstrap') File "/usr/lib/python2.7/dist-packages/VMBuilder/distro.py", line 67, in call_hooks call_hooks(self, *args, **kwargs) File "/usr/lib/python2.7/dist-packages/VMBuilder/util.py", line 165, in call_hooks getattr(context, func, log_no_such_method)(*args, **kwargs) File "/usr/lib/python2.7/dist-packages/VMBuilder/plugins/ubuntu/distro.py", line 136, in bootstrap self.suite.debootstrap() File "/usr/lib/python2.7/dist-packages/VMBuilder/plugins/ubuntu/dapper.py", line 269, in debootstrap run_cmd(*cmd, **kwargs) File "/usr/lib/python2.7/dist-packages/VMBuilder/util.py", line 120, in run_cmd raise VMBuilderException, "Process (%s) returned %d. stdout: %s, stderr: %s" % (args.__repr__(), status, mystdout.buf, mystderr.buf) VMBuilder.exception.VMBuilderException: Process (['/usr/sbin/debootstrap', '--arch=amd64', 'precise', '/tmp/tmpYc0cOktmpfs', '<my_internal_server>/ubuntu/']) returned 1. stdout: I: Retrieving Release E: Failed getting release file <my_internal_server>/ubuntu/dists/precise/Release , stderr: I've checked that the files are in the correct place and i'm able to setup this using http instead of https. However this server will be providing https access only to the repos, the http is only temporarily open. This might be due to the certificate not being valid on the https (since it's self signed) or due to the fact that vmbuilder doesn't support https? In either case how can i get this to work? (If it's the case of the invalid certificate I don't mind ignoring any checks)

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  • C++: Calling class functions within a switch

    - by user1446002
    i've been trying to study for my finals by practicing classes and inheritance, this is what I've come up with so far for inheritance and such however I'm unsure how to fix the error occuring below. #include<iostream> #include<iomanip> #include<cmath> #include<string.h> using namespace std; //BASE CLASS DEFINITION class hero { protected: string name; string mainAttr; int xp; double hp; double mana; double armour; int range; double attkDmg; bool attkType; public: void dumpData(); void getName(); void getMainAttr(); void getAttkData(); void setAttkData(string); void setBasics(string, string, double, double, double); void levelUp(); }; //CLASS FUNCTIONS void hero::dumpData() { cout << "Name: " << name << endl; cout << "Main Attribute: " << mainAttr << endl; cout << "XP: " << xp << endl; cout << "HP: " << hp << endl; cout << "Mana: " << mana << endl; cout << "Armour: " << armour << endl; cout << "Attack Range: " << range << endl; cout << "Attack Damage: " << attkDmg << endl; cout << "Attack Type: " << attkType << endl << endl; } void hero::getName() { cout << "Name: " << name << endl; } void hero::getMainAttr() { cout << "Main Attribute: " << mainAttr << endl; } void hero::getAttkData() { cout << "Attack Range: " << range << endl; cout << "Attack Damage: " << attkDmg << endl; cout << "Attack Type: " << attkType << endl; } void hero::setAttkData(string attr) { int choice = 0; if (attr == "Strength") { choice = 1; } if (attr == "Agility") { choice = 2; } if (attr == "Intelligence") { choice = 3; } switch (choice) { case 1: range = 128; attkDmg = 80.0; attkType = 0; break; case 2: range = 350; attkDmg = 60.0; attkType = 0; break; case 3: range = 600; attkDmg = 35.0; attkType = 1; break; default: break; } } void hero::setBasics(string heroName, string attribute, double health, double mp, double armourVal) { name = heroName; mainAttr = attribute; hp = health; mana = mp; armour = armourVal; } void hero::levelUp() { xp = 0; hp = hp + (hp * 0.1); mana = mana + (mana * 0.1); armour = armour + ((armour*0.1) + 1); attkDmg = attkDmg + (attkDmg * 0.05); } //INHERITED CLASS DEFINITION class neutHero : protected hero { protected: string drops; int xpGain; public: int giveXP(int); void dropItems(); }; //INHERITED CLASS FUNCTIONS int neutHero::giveXP(int exp) { xp += exp; } void neutHero::dropItems() { cout << name << " has dropped the following items: " << endl; cout << drops << endl; } /* END OF OO! */ //FUNCTION PROTOTYPES void dispMenu(); int main() { int exit=0, choice=0, mainAttrChoice=0, heroCreated=0; double health, mp, armourVal; string heroName, attribute; do { dispMenu(); cin >> choice; switch (choice) { case 1: system("cls"); cout << "Please enter your hero name: "; cin >> heroName; cout << "\nPlease enter your primary attribute\n"; cout << "1. Strength\n" << "2. Agility\n" << "3. Intelligence\n"; cin >> mainAttrChoice; switch (mainAttrChoice) { case 1: attribute = "Strength"; health = 750; mp = 150; armourVal = 2; break; case 2: attribute = "Agility"; health = 550; mp = 200; armourVal = 6; break; case 3: attribute = "Intelligence"; health = 450; mp = 450; armourVal = 1; break; default: cout << "Choice invalid, please try again."; exit = 1; break; hero player; player.setBasics(heroName, attribute, health, mp, armourVal); player.setAttkData(attribute); heroCreated=1; system("cls"); cout << "Your hero has been created!\n\n"; player.dumpData(); system("pause"); break; } case 2: system("cls"); if (heroCreated == 1) { cout << "Your hero has been detailed below.\n\n"; **player.dumpData(); //ERROR OCCURS HERE !** system("pause"); } else { cout << "You have not created a hero please exit this prompt " "and press 1 on the menu to create a hero."; } break; case 3: system("cls"); cout << "Still Under Development"; system("pause"); break; case 4: system("cls"); exit = 1; break; default: cout << "Your command has not been recognised, please try again.\n"; system("pause"); break; } } while (exit != 1); system("pause"); return 0; } void dispMenu() { system("cls"); cout << "1. Create New Hero\n" "2. View Current Hero\n" "3. Fight Stuff\n" "4. Exit\n\n" "Enter your choice: "; } However upon compilation I get the following errors: 220 `player' undeclared (first use this function) Unsure exactly how to fix it as I've only recently started using OO approach. The error has a comment next to it above and is in case 2 in the main. Cheers guys.

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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

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  • I need to take an array of three lines in a text file and sort them base on the first line in Java.

    - by Cory
    I need to take an array of three lines in a text file and sort them base on the first line in Java. I also need to manipulate this as well and then print to screen. I have a test file that is formatted like this: 10 Michael Jackson 12 Richard Woolsey I need to input this from a text file and then rearrange it based on the number associated with the name. At that point, I need to use a random number generator and assign a variable based on the random number to each name. Then I need to print to screen the variable I added and the name in a different format. Here is an example of the output: 12: Woolsey, Richard Variable assigned 10: Jackson, Michael Other variable assigned I highly appreciate any help. I ask because I do not really know how to input the three lines as one variable and then manipulate later on in the program. Thanks, Cory

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