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  • How is this relation in 4th normal form? Is the dependency trivial?

    - by squ
    I have a question that concerns multi value dependency. The relation looks like this: R(A,B) with A -->> B (A multi value determines B) I've been told that this relation is in 4th normal form, but I don't really se how. I know that if the multi value dependency is trivial, then it doesn't violate the 4th normal form. But is this trivial? It would be trivial if it, for example, looked like this: {A,B} -->> B But the first dependency example shouldn't be trivial. The other rule for 4th NF says that A in this case needs to be a super key of the relation, but it isn't. As far as I can tell, A isn't a super key, since {A,B} is needed to identify a tuple. So the question is, why is this in 4th normal form? It seems to be violating both of the rules.

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  • How do stop form posting to mysql if database contains a specific ID?

    - by user342391
    I have a form that I am using to post data to mysql. Before submitting the form I want to check the database and see if there are any fields in the column 'customerid' that equal 'userid' and if so not to post the form. Basically, I am trying to limit my users from posting more than once. Users will be able to login to my system and make ONE post. They will be able to delete and modify their post but are only limited to one post. How would I do this??? Code so far: <?php include '../login/dbc.php'; page_protect(); $userid = $_SESSION['user_id']; $sql="INSERT INTO content (customerid, weburl, title, description) VALUES ('$_POST[userid]','$_POST[webaddress]','$_POST[pagetitle]','$_POST[pagedescription]')"; if (!mysql_query($sql)) { die('Error: ' . mysql_error()); } echo "1 record added"; ?>

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  • Drupal: $form['#redirect'] = FALSE; doesn't work.

    - by Patrick
    hi, I've tried to change the redirection when I submit my edit-node form, by addming the following line to my template.php file, in my theme $form['#redirect'] = FALSE; I'm sure the template.php file works well because I have other lines in which I change, for example, the weights of some elements. But the redirection doesn't work. I've also tried $form['#redirect'] = 'anotherPage'; without success. What am I doing wrong ? I'm following the Drupal APIs, about forms: http://api.drupal.org/api/drupal/developer--topics--forms_api_reference.html/6#redirect thanks

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  • A Form(?) appears briefly outside of Form1 when adding a control to it

    - by ispiro
    I have a program which creates new Controls (actually - Form's with TopLevel = false) and puts them on a Panel which is on Form1. For some reason, this is usually followed by what seems like a Form appearing very briefly outside of Form1. It's hard to tell exactly what's happening because it's so brief. Perhaps it's Form1 moving there (and changing its size) and then returning. Or perhaps it's the Form that's being put on Form1 that appears there (though how could that happen at all? It's out of Form1!). I couldn't find anything in the code that might cause it, and the whole code is way too long to post here. (The relevant code is simply: MyPanel.Controls.Add(newForm);.) Is there any known bug that might cause this?

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  • Is it possible to put a form control on its own thread?

    - by BVernon
    I'm using a DataGridView and some operations that I do cause it to become unresponsive for periods of time. Normally I would put data processing in its own thread to make the form more responsive, but in this case it's the DataGridView itself that's taking so long. This leads me to wonder whether it's possible to have the main form on one thread and the DataGridView on another thread so it doesn't prevent the main form from responding. I completely understand that doing so is probably not 'safe' and likely opens up a can of worms that makes it hardly worth trying and I fully expect this post will be getting down votes for merely suggesting such a ridiculous idea. Is this possible? And if so how would you go about it?

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  • Partial Submit vs. Auto Submit

    - by Frank Nimphius
    Partial Submit ADF Faces adds the concept of partial form submit to JavaServer Faces 1.2 and beyond. A partial submit actually is a form submit that does not require a page refresh and only updates components in the view that are referenced from the command component PartialTriggers property. Another option for refreshing a component in response to a partial submit is call AdfContext.getCurrentInstance.addPartialTarget(component_instance_handle_goes_here)in a managed bean. If a form contains required fields that the user left empty invoking the partial submit, then errors are shown for each of the field as the full form gets submitted. Autosubmit An input component that has its autosubmit property set to true also performs a partial submit of the form. However, this time it doesn't submit the entire form but only the component that triggers the submit plus components referenced it in their PartialTriggers property. For example, consider a form that has three input fields inpA, inpB and inpC with autosubmit=true set on inpA and required=true set on inpB and inpC. use case 1: Running the view, entering data into inpA and then tabbing out of the field will submit the content for inpA but not for inpB and inpC. Further more, none of the required field settings on inpB and inpC causes an error. use case 2: You change the configuration of inpC and set its PartialTriggers property to point to the ID of component inpA. When rerunning the sample, entering a value into inpA and tabbing out of the field will now submit the inpA and inpC fields and thus show an error for the missing required value on inpC. Internally, using autosubmit=true on an input component sets the event root to just this field, which good to have in case of dependent field validation or behavior. The event root can extended to include other components by using the Partial Triggers property on these components to point to the input field that has autosubmit=true defined. PartialSubmit vs. AutoSubmit Partial submit set on a command component submits the whole form and leaves it to the developer to decide which UI component is refreshed in response. Client side required field validation (as well as the server side equivalent) is not disabled by executed in this scenario. Setting immediate=true on the command item to skip validation doesn't help as it would also skip the model update. Auto submit is a functionality on the input components and also performs a partial form submit. However, in addition an event root is defined that narrows the scope for the submitted data and thus the components that are validated on the request. To read more about this topic, see: http://docs.oracle.com/cd/E23943_01/web.1111/b31973/af_lifecycle.htm#CIAHCFJF

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  • MySQL: Pacemaker cannot start the failed master as a new slave?

    - by quanta
    I'm going to setup failover for MySQL replication (1 master and 1 slave) follow this guide: https://github.com/jayjanssen/Percona-Pacemaker-Resource-Agents/blob/master/doc/PRM-setup-guide.rst Here're the output of crm configure show: node serving-6192 \ attributes p_mysql_mysql_master_IP="192.168.6.192" node svr184R-638.localdomain \ attributes p_mysql_mysql_master_IP="192.168.6.38" primitive p_mysql ocf:percona:mysql \ params config="/etc/my.cnf" pid="/var/run/mysqld/mysqld.pid" socket="/var/lib/mysql/mysql.sock" replication_user="repl" replication_passwd="x" test_user="test_user" test_passwd="x" \ op monitor interval="5s" role="Master" OCF_CHECK_LEVEL="1" \ op monitor interval="2s" role="Slave" timeout="30s" OCF_CHECK_LEVEL="1" \ op start interval="0" timeout="120s" \ op stop interval="0" timeout="120s" primitive writer_vip ocf:heartbeat:IPaddr2 \ params ip="192.168.6.8" cidr_netmask="32" \ op monitor interval="10s" \ meta is-managed="true" ms ms_MySQL p_mysql \ meta master-max="1" master-node-max="1" clone-max="2" clone-node-max="1" notify="true" globally-unique="false" target-role="Master" is-managed="true" colocation writer_vip_on_master inf: writer_vip ms_MySQL:Master order ms_MySQL_promote_before_vip inf: ms_MySQL:promote writer_vip:start property $id="cib-bootstrap-options" \ dc-version="1.0.12-unknown" \ cluster-infrastructure="openais" \ expected-quorum-votes="2" \ no-quorum-policy="ignore" \ stonith-enabled="false" \ last-lrm-refresh="1341801689" property $id="mysql_replication" \ p_mysql_REPL_INFO="192.168.6.192|mysql-bin.000006|338" crm_mon: Last updated: Mon Jul 9 10:30:01 2012 Stack: openais Current DC: serving-6192 - partition with quorum Version: 1.0.12-unknown 2 Nodes configured, 2 expected votes 2 Resources configured. ============ Online: [ serving-6192 svr184R-638.localdomain ] Master/Slave Set: ms_MySQL Masters: [ serving-6192 ] Slaves: [ svr184R-638.localdomain ] writer_vip (ocf::heartbeat:IPaddr2): Started serving-6192 Editing /etc/my.cnf on the serving-6192 of wrong syntax to test failover and it's working fine: svr184R-638.localdomain being promoted to become the master writer_vip switch to svr184R-638.localdomain Current state: Last updated: Mon Jul 9 10:35:57 2012 Stack: openais Current DC: serving-6192 - partition with quorum Version: 1.0.12-unknown 2 Nodes configured, 2 expected votes 2 Resources configured. ============ Online: [ serving-6192 svr184R-638.localdomain ] Master/Slave Set: ms_MySQL Masters: [ svr184R-638.localdomain ] Stopped: [ p_mysql:0 ] writer_vip (ocf::heartbeat:IPaddr2): Started svr184R-638.localdomain Failed actions: p_mysql:0_monitor_5000 (node=serving-6192, call=15, rc=7, status=complete): not running p_mysql:0_demote_0 (node=serving-6192, call=22, rc=7, status=complete): not running p_mysql:0_start_0 (node=serving-6192, call=26, rc=-2, status=Timed Out): unknown exec error Remove the wrong syntax from /etc/my.cnf on serving-6192, and restart corosync, what I would like to see is serving-6192 was started as a new slave but it doesn't: Failed actions: p_mysql:0_start_0 (node=serving-6192, call=4, rc=1, status=complete): unknown error Here're snippet of the logs which I'm suspecting: Jul 09 10:46:32 serving-6192 lrmd: [7321]: info: rsc:p_mysql:0:4: start Jul 09 10:46:32 serving-6192 lrmd: [7321]: info: RA output: (p_mysql:0:start:stderr) Error performing operation: The object/attribute does not exist Jul 09 10:46:32 serving-6192 crm_attribute: [7420]: info: Invoked: /usr/sbin/crm_attribute -N serving-6192 -l reboot --name readable -v 0 The full logs: http://fpaste.org/AyOZ/ The strange thing is I can starting it manually: export OCF_ROOT=/usr/lib/ocf export OCF_RESKEY_config="/etc/my.cnf" export OCF_RESKEY_pid="/var/run/mysqld/mysqld.pid" export OCF_RESKEY_socket="/var/lib/mysql/mysql.sock" export OCF_RESKEY_replication_user="repl" export OCF_RESKEY_replication_passwd="x" export OCF_RESKEY_test_user="test_user" export OCF_RESKEY_test_passwd="x" sh -x /usr/lib/ocf/resource.d/percona/mysql start: http://fpaste.org/RVGh/ Did I make something wrong?

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  • FreeBSD jail with IPFW with loopback - unable to connect loopback interface

    - by khinester
    I am trying to configure a one IP jail with loopback interface, but I am unsure how to configure the IPFW rules to allow traffic to pass between the jail and the network card on the server. I have followed http://blog.burghardt.pl/2009/01/multiple-freebsd-jails-sharing-one-ip-address/ and https://forums.freebsd.org/viewtopic.php?&t=30063 but without success, here is what i have in my ipfw.rules # vim /usr/local/etc/ipfw.rules ext_if="igb0" jail_if="lo666" IP_PUB="192.168.0.2" IP_JAIL_WWW="10.6.6.6" NET_JAIL="10.6.6.0/24" IPF="ipfw -q add" ipfw -q -f flush #loopback $IPF 10 allow all from any to any via lo0 $IPF 20 deny all from any to 127.0.0.0/8 $IPF 30 deny all from 127.0.0.0/8 to any $IPF 40 deny tcp from any to any frag # statefull $IPF 50 check-state $IPF 60 allow tcp from any to any established $IPF 70 allow all from any to any out keep-state $IPF 80 allow icmp from any to any # open port ftp (20,21), ssh (22), mail (25) # ssh (22), , dns (53) etc $IPF 120 allow tcp from any to any 21 out $IPF 130 allow tcp from any to any 22 in $IPF 140 allow tcp from any to any 22 out $IPF 150 allow tcp from any to any 25 in $IPF 160 allow tcp from any to any 25 out $IPF 170 allow udp from any to any 53 in $IPF 175 allow tcp from any to any 53 in $IPF 180 allow udp from any to any 53 out $IPF 185 allow tcp from any to any 53 out # HTTP $IPF 300 skipto 63000 tcp from any to me http,https setup keep-state $IPF 300 skipto 63000 tcp from any to me http,https setup keep-state # deny and log everything $IPF 500 deny log all from any to any # NAT $IPF 63000 divert natd ip from any to any via $jail_if out $IPF 63000 divert natd ip from any to any via $jail_if in but when i create a jail as: # ezjail-admin create -f continental -c zfs node 10.6.6.7 /usr/jails/node/. /usr/jails/node/./etc /usr/jails/node/./etc/resolv.conf /usr/jails/node/./etc/ezjail.flavour.continental /usr/jails/node/./etc/rc.d /usr/jails/node/./etc/rc.conf 4 blocks find: /usr/jails/node/pkg/: No such file or directory Warning: IP 10.6.6.7 not configured on a local interface. Warning: Some services already seem to be listening on all IP, (including 10.6.6.7) This may cause some confusion, here they are: root syslogd 1203 6 udp6 *:514 *:* root syslogd 1203 7 udp4 *:514 *:* i get these warning and then when i go into the jail environment, i am unable to install any ports. any advice much appreciated.

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  • SPNavigationNode.IsVisible property not working as expected.

    - by Manish
    My code is as under: using (SPSite spSiteTest = new SPSite(serverUrl)) { using (SPWeb mySite = spSiteTest.OpenWeb()) { SPNavigationNodeCollection quickLaunchNodes = mySite.Navigation.QuickLaunch; SPNavigationNode navQuickNode = new SPNavigationNode("Title", "www.stackoverflow.com", true); foreach (SPNavigationNode node in quickLaunchNodes) { if (node.Title == navQuickNode.Title) { node.Url = navQuickNode.Url; node.IsVisible = isVisible; node.Update(); //mySite.Update(); return; } } quickLaunchNodes.AddAsFirst(navQuickNode); } } I want to hide a quick launch node but using the above code, it's not working. :( Am I missing something?

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  • Elasticsearch Shard stuck in INITIALIZING state

    - by Peeyush
    I stopped one of my elastic search node & as a normal behavior elastic search started relocating my shard on that node to another node. But even after 15 hours it is still stuck in INITIALIZING state. Also that shard is fluctuating between two nodes,for some time it stays on one node then automatically shift to another node & keep on doing that after every few hours. Main issue is it is still in INITIALIZING state after so many hours. I am using version 1.2.1. This shard which is stuck, it is a replica. I am getting this error in logs: [ERROR][index.engine.internal ] [mynode] [myindex][3] failed to acquire searcher, source delete_by_query java.lang.NullPointerException [WARN ][index.engine.internal ] [mynode] [myindex][3] failed engine [deleteByQuery/shard failed on replica] [WARN ][cluster.action.shard ] [mynode] [myindex][3] sending failed shard for [myindex][3], node[Sp3URfNVQlq2i4i3EjCakw], [R], s[INITIALIZING], indexUUID [kTikCHshQMKEQ_jAuWWWnw], reason [engine failure, message [deleteByQuery/shard failed on replica][EngineException[[myindex][3] failed to acquire searcher, source delete_by_query]; nested: NullPointerException; ]]

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  • Using jQuery to Dynamically Insert Into List Alphabetically

    - by Dex
    I have two ordered lists next to each other. When I take a node out of one list I want to insert it alphabetically into the other list. The catch is that I want to take just the one element out and place it back in the other list without refreshing the entire list. The strange thing is that when I insert into the list on the right, it works fine, but when I insert back into the list on the left, the order never comes out right. I have also tried reading everything into an array and sorting it there just in case the children() method isn't returning things in the order they are displayed, but I still get the same results. Here is my jQuery: function moveNode(node, to_list, order_by){ rightful_index = 1; $(to_list) .children() .each(function(){ var ordering_field = (order_by == "A") ? "ingredient_display" : "local_counter"; var compA = $(node).attr(ordering_field).toUpperCase(); var compB = $(this).attr(ordering_field).toUpperCase(); var C = ((compA > compB) ? 1 : 0); if( C == 1 ){ rightful_index++; } }); if(rightful_index > $(to_list).children().length){ $(node).fadeOut("fast", function(){ $(to_list).append($(node)); $(node).fadeIn("fast"); }); }else{ $(node).fadeOut("fast", function(){ $(to_list + " li:nth-child(" + rightful_index + ")").before($(node)); $(node).fadeIn("fast"); }); } } Here is what my html looks like: <ol> <li ingredient_display="Enriched Pasta" ingredient_id="101635" local_counter="1"> <span class="rank">1</span> <span class="rounded-corners"> <span class="plus_sign">&nbsp;&nbsp;+&nbsp;&nbsp;</span> <div class="ingredient">Enriched Pasta</div> <span class="minus_sign">&nbsp;&nbsp;-&nbsp;&nbsp;</span> </span> </li> </ol>

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  • TreeView nodes always have .Checked=true on postback even when not checked in UI

    - by GISmatters
    I have a treeview in my .aspx: <asp:TreeView ID="tvDocCatAndType" runat="server" /> Not much else going on in the page -- two <asp:LinkButtons> and one <asp:Label>; the page is a child of a master page, so these controls are within a <asp:Content> control. I populate the treeview in code -- just 3 node levels, including the root node. All nodes have checkboxes, and I initialize all node.Checked to true. I have some Javascript to do the usual check/uncheck up and down the tree as parent and child node checkboxes are toggled. No matter how many checkboxes I clear in the UI, on postback every single node has node.Checked = true regardless of the state of the checkbox in the UI. This is not the first time I've used a treeview, but I've never had this problem before. I created this page by light adaptation of an earlier project that works fine. Thanks in advance for any helpful comments or questions, Chris

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  • Deletion procedure for a Binary Search Tree

    - by Metz
    Consider the deletion procedure on a BST, when the node to delete has two children. Let's say i always replace it with the node holding the minimum key in its right subtree. The question is: is this procedure commutative? That is, deleting x and then y has the same result than deleting first y and then x? I think the answer is no, but i can't find a counterexample, nor figure out any valid reasoning. EDIT: Maybe i've got to be clearer. Consider the transplant(node x, node y) procedure: it replace x with y (and its subtree). So, if i want to delete a node (say x) which has two children i replace it with the node holding the minimum key in its right subtree: y = minimum(x.right) transplant(y, y.right) // extracts the minimum (it doesn't have left child) y.right = x.right y.left = x.left transplant(x,y) The question was how to prove the procedure above is not commutative.

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  • Using property file in hibernate mapping

    - by Zoltan Hamori
    Hi, I have a two nodes environment using the same database. In the database there is a resource table like RESOURCE_ID, CODE, NODE The content of the NODE column can be 1 or 2 depending on which node can use it. As I need to deploy the same ear to the two nodes, I would like to map this table like this: <hibernate-mapping> <class name="ResourceVO" table="RESOURCE" dynamic-update="true" optimistic-lock="dirty" where="NODE=${node.value}" > I would like to store the node.value property on the file system, so the instances could identify which resource to use. Is it possible in hibernate?

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  • How to make Nokogiri transparently return un/encoded Html entities untouched?

    - by svenfuchs
    How can I use Nokogiri with having html entities (like German umlauts) untouched? I.e.: # this is fine node = Nokogiri::HTML.fragment('<p>&ouml;</p>') node.to_s # => '<p>&ouml;</p>' # this is not node = Nokogiri::HTML.fragment('<p>ö</p>') node.to_s # => '<p>&ouml;</p>' # this is what I need node = Nokogiri::HTML.fragment('<p>ö</p>') node.to_s # => '<p>ö</p>' I've tried to mess with both PARSE_OPTIONS and :save_with options but could not come up with a way to have Nokogiri just transparently behave like above. Any pointers?

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  • Copy all childNodes to an other element. In javascript native way.

    - by kroko
    Hello I have to change "unknown" contents of XML. The structure and content itself is valid. Original <blabla foo="bar"> <aa>asas</aa> <ff> <cc> <dd /> </cc> </ff> <gg attr2="2"> </gg> ... ... </blabla> becomes <blabla foo="bar"> <magic> <aa>asas</aa> <ff> <cc> <dd /> </cc> </ff> <gg attr2="2"> </gg> ... ... </magic> </blabla> thus, adding a child straight under document root node (document.documentElement) and "pushing" the "original" children under that. Here it has to be done in plain javascript (ecmascript). The idea now is to // Get the root node RootNode = mymagicdoc.documentElement; // Create new magic element (that will contain contents of original root node) var magicContainer = mymagicdoc.createElement("magic"); // Copy all root node children (and their sub tree - deep copy) to magic node /* ????? here RootNodeClone = RootNode.cloneNode(true); RootNodeClone.childNodes...... */ // Remove all children from root node while(RootNode.hasChildNodes()) RootNode.removeChild(RootNode.firstChild); // Now when root node is empty add the magicContainer // node in it that contains all the children of original root node RootNode.appendChild(magicContainer); How to do that /* */ step? Or maybe someone has a much better solution in general for achieving the desirable result? Thank you in advance!

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  • Generic linked list in c++

    - by itsaboy
    I have been struggling for too long a time now with a rather simple question about how to create a generic linked list in c++. The list should be able contain several types of structs, but each list will only contain one type of struct. The problem arises when I want to implement the getNode() function [see below], because then I have to specify which of the structs it should return. I have tried to substitute the structs with classes, where the getNode function returns a base class that is inherited by all the other classes, but it still does not do the trick, since the compiler does not allow the getNode function to return anything but the base class then. So here is some code snippet: typedef struct struct1 { int param1; (...) } struct1; typedef struct struct2 { double param1; (...) } struct2; typedef struct node { struct1 data; node* link; } node; class LinkedList { public: node *first; int nbrOfNodes; LinkedList(); void addNode(struct1); struct1 getNode(); bool isEmpty(); }; LinkedList::LinkedList() { first = NULL; nbrOfNodes = 0; } void LinkedList::addNode(struct1 newData) { if (nbrOfNodes == 0) { first = new node; first->data = newData; } else { node *it = first; for (int i = 0; i < nbrOfNodes; i++) { it = it->link; } node *newNode = new node; newNode->data = newData; it->link = newNode; } nbrOfNodes++; } bool LinkedList::isEmpty() { return !nbrOfNodes; } struct1 LinkedList::getNode() { param1 returnData = first->data; node* deleteNode = first; nbrOfNodes--; if (nbrOfNodes) first = deleteNode->link; delete deleteNode; return returnData; } So the question, put in one sentence, is as follows: How do I adjust the above linked list class so that it can also be used for struct2, without having to create a new almost identical list class for struct2 objects? As I said above, each instance of LinkedList will only deal with either struct1 or struct2. Grateful for hints or help

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  • can QuickGraph support these requirements? (includes database persistence support)

    - by Greg
    Hi, Would QuickGraph be able to help me out with my requirements below? (a) want to model a graph of nodes and directional relationships between nodes - for example to model web pages/files linked under a URL, or modeling IT infrastructure and dependencies between hardware/software. The library would include methods such as * Node.GetDirectParents() //i.e. there could be more than one direct parent for a node * Node.GetRootParents() //i.e. traverse the tree to the top root parent(s) for the given node * Node.GetDirectChildren() * Node.GetAllChildren() (b) have to persist the data to a database - so it should support SQL Server and ideally SQLite as well. If it does support these requirement then I'd love to hear: any pointers to any parts of QuickGraph to dig into? what is the best concept re it's usage in terms of how to use database persistence - is it a simpler design to assume every search/method works directly on the database, or does QuickGraph support smarts to be able to work in memory and the "save" to database all changes at an appropriate point in time (e.g. like ADO.net does with DataTable etc) Thanks in advance

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  • Is there any Prototype Javascript function similar to Jquery Live to trace dynamic dom elements?

    - by Wbdvlpr
    Hi Event.observe(window,"load",function() { $$(".elem_classs").findAll(function(node){ return node.getAttribute('title'); }).each(function(node){ new Tooltip(node,node.title); node.removeAttribute("title"); }); }); Using above method, I can retrieve all elements having ".elem_class" and apply some javascript functions on them. But I have a modal/popup box which has some elements also having ".elem_class" and these dont get in the scope of findAll/each as they are loaded into the dom thru ajax. How do I apply the same to dynamically loaded elements as well? I am using Prototype Library. (I have used JQuery's Live function which keeps track of all future elements, but need to achieve something similar using Prototype) Thanks.

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  • SPNavigationNode.IsVisible property not working in sharepoint as expected.

    - by Manish
    I want to hide a quick launch node in a sharepoint site, but it's not working as expected. :( My code is as under: using (SPSite spSiteTest = new SPSite(serverUrl)) { using (SPWeb mySite = spSiteTest.OpenWeb()) { SPNavigationNodeCollection quickLaunchNodes = mySite.Navigation.QuickLaunch; SPNavigationNode navQuickNode = new SPNavigationNode("Title", "www.stackoverflow.com", true); foreach (SPNavigationNode node in quickLaunchNodes) { if (node.Title == navQuickNode.Title) { node.Url = navQuickNode.Url; node.IsVisible = isVisible; node.Update(); //mySite.Update(); return; } } quickLaunchNodes.AddAsFirst(navQuickNode); } } Am I missing something or is it a bug?

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  • How do i modify the text content within a specified set of nodes using XSL?

    - by user323719
    I have a list of node ids. I want to append "-Selected" to all the text nodes within the given set of node ids. Please let me know how we can achieve the same using XSL? Input: <node1 id="a"> <node2 id="b"> <node3 id="c" /> <node4 id="d"> <node5 id="e">Text node1</node5> <node6 id="f">Text node2</node6> </node4> </node2> <node7 id="g">Text node3 <node8 id="h" align="center">Text node4</node8> <node9 id="i">Text node5</node9> </node7> <node10 id="j">Text node6 </node10> <node11 id="h">Text node7 </node11> Input Param: List of node ids <xsl:param name="pNodes"> <nodes> <node>4</node> <node>7</node> <node>11</node> </nodes> Expected output: <node1 id="a"> <node2 id="b"> <node3 id="c" /> <node4 id="d"> <node5 id="e">Text node1 - Selected</node5> <node6 id="f">Text node2 - Selected</node6> </node4> </node2> <node7 id="g">Text node3 <node8 id="h" align="center">Text node4 - Selected</node8> <node9 id="i">Text node5 - Selected</node9> </node7> <node10 id="j">Text node6 </node10> <node11 id="h">Text node7 - Selected </node11>

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • [BST] Deletion procedure

    - by Metz
    Hi all. Consider the deletion procedure on a BST, when the node to delete has two children. Let's say i always replace it with the node holding the minimum key in its right subtree. The question is: is this procedure commutative? That is, deleting x and then y has the same result than deleting first y and then x? I think the answer is no, but i can't find a counterexample, nor figure out any valid reasoning. Thank you. EDIT: Maybe i've got to be clearer. Consider the transplant(node x, node y) procedure: it replace x with y (and its subtree). So, if i want to delete a node (say x) which has two children i replace it with the node holding the minimum key in its right subtree: y = minimum(x.right) transplant(y, y.right) // extracts the minimum (it doesn't have left child) y.right = x.right y.left = x.left transplant(x,y) The question was how to prove the procedure above is not commutative.

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  • reverse a linked list?

    - by sil3nt
    Hi there, Im trying to reverse the order of the following linked list, I've done so, But the reversed list does not seem to print out. Where have I gone wrong? //reverse the linked list #include <iostream> using namespace std; struct node{ int number; node *next; }; node *A; void addNode(node *&listpointer, int num){ node *temp; temp = new node; temp->number = num; temp->next = listpointer; listpointer = temp; } void reverseNode(node *&listpointer){ node *temp,*current; current = listpointer; temp = new node; while (true){ if (current == NULL){ temp = NULL; break; } temp->number = current->number; current = current->next; temp = temp->next; } listpointer = temp; } int main(){ A = NULL; addNode(A,1); addNode(A,2); addNode(A,3); while (true){ if (A == NULL){break;} cout<< A->number << endl; A = A->next; } cout<< "****" << endl; reverseNode(A); while (true){ if (A == NULL){break;} cout<< A->number << endl; A = A->next; } cout<< "****"<< endl; return 0; }

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  • Delete an object from a tree

    - by mqpasta
    I have a Find function in order to find an element from a BST private Node Find(ref Node n, int e) { if (n == null) return null; if (n.Element == e) return n; if (e > n.Element) return Find(ref n.Right, e); else return Find(ref n.Left, e); } and I use following code in order to get a node and then set this node to null. Node x = bsTree.Find(1); x = null; bsTree.Print(); supposedly, this node should be deleted from Tree as it is set to null but it still exists in tree. I had done this before but this time missing something and no idea what.

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