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  • Stream (.NET) handling best-practices

    - by Jader Dias
    The question is entitled with the word "Stream" because the question below is a concrete example of a more generic doubt I have about Streams: I have a problem that accepts two solutions and I want to know the best one: I download a file, save it to disk (2 min), read it and write the contents to the DB (+ 2 min). I download a file and write the contents directly to the DB (3 min). If the write to DB fails I'll have to download again in the second case, but not in the first case. Which is best? Which would you use?

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  • How does the workflow between testers doing testing and coders doing the coding for pending testing

    - by dotnetdev
    In a large company that does software development, they often have dedicated teams for build management, testing, development, and so forth. Agile or not, how does this workflow amongst teams work? I mean would the test team write unit tests and then the dev team write code to adhere to these tests (basically TDD)? And then the test team may write tests for a completely different project or have a slight quiet period until the dev team have done their coding. What possible workflows are there? This is something that interests me greatly. I know that in my current company we are doing it incorrectly (we have 1 tester about 5 devs, which is small scale) but I am not sure how exactly to draw out the ideal workflow. Many (ok, an ex-Project Manager) have tried, but all failed.

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  • c# Generic List

    - by user177883
    I m populating data for different entities into set of lists using generic lists as follows : List<Foo> foos .. List<Bar> bars .. I need to write these lists to a file, i do have a util method to get the values of properties etc. using reflection. What i want to do is: using a single method to write these into files such as: void writeToFile(a generic list) { //Which i will write to file here. } How can i do this? I want to be able to call : writeToFile(bars); writeToFile(foos);

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  • PDF writeHTML for rendering tables

    - by sami
    I'm using TCPDF and following this example which uses writeHTML and heredoc syntax to write a table. http://www.tcpdf.org/examples/example_048.phps I'm trying to do though is switch the font using setFont before writing each column. This means I have to break the html and write it on different pieces (see pseudo code). But once I break the HTML like that, it doesn't work, I think because it becomes invalid. writeHTML <tr> writeHTML first column setFont() writeHTML second column writeHTML </tr> I want to use writeHTML because it helps me write the table without having to manually construct. But how can I make modifications before I output each cell?

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  • setting variable with function's result

    - by zurna
    I call the following function with Call GameTimer(FormatDate(objLiveCommentary("DateFirstStarted"), "WithTime"), FormatDate(objLiveCommentary("DateSecondStarted"), "WithTime"), "Soccer") And it prints results as 23, 35, 64, 90. I want to take this result and store it as CurrentGameTime = because I will save CurrentGameTime to my database. How can I do it? Function GameTimer (FirstStarted, SecondStarted, GameType) If GameType = "Soccer" Then DateFirstStarted = DateDiff("n", FirstStarted, FormatDate(NOW(), "WithTime")) DateSecondStarted = DateDiff("n", SecondStarted, FormatDate(NOW(), "WithTime")) If DateFirstStarted <= 45 Then Response.Write DateFirstStarted ElseIf DateFirstStarted <= 45 Then DateFirstStarted ElseIf DateSecondStarted <= 45 Then Response.Write DateSecondStarted + 45 ElseIf DateFirstStarted <= 45 Then DateFirstStarted Else Response.Write "90" End If End If End Function

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  • Python character count

    - by user74283
    I have been going over python tutorials in this resource. Everything is pretty clear in the below code which counts number of characters. Only section that i dont understand is the section where count assigned to a list and multiplied by 120. Can anyone explain what is the purpose of this in plain english please. def display(i): if i == 10: return 'LF' if i == 13: return 'CR' if i == 32: return 'SPACE' return chr(i) infile = open('alice_in_wonderland.txt', 'r') text = infile.read() infile.close() counts = 128 * [0] for letter in text: counts[ord(letter)] += 1 outfile = open('alice_counts.dat', 'w') outfile.write("%-12s%s\n" % ("Character", "Count")) outfile.write("=================\n") for i in range(len(counts)): if counts[i]: outfile.write("%-12s%d\n" % (display(i), counts[i])) outfile.close()

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  • Have you been in cases where TDD increased development time?

    - by BillyONeal
    Hello everyone :) I was reading http://stackoverflow.com/questions/2512504/tdd-how-to-start-really-thinking-tdd and I noticed many of the answers indicate that tests + application should take less time than just writing the application. In my experience, this is not true. My problem though is that some 90% of the code I write has a TON of operating system calls. The time spent to actually mock these up takes much longer than just writing the code in the first place. Sometimes 4 or 5 times as long to write the test as to write the actual code. I'm curious if there are other developers in this kind of a scenario.

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Sql Server SMO connection timeout not working

    - by Uros Calakovic
    I have the following PowerShell code: function Get-SmoConnection { param ([string] $serverName = "", [int] $connectionTimeout = 0) if($serverName.Length -eq 0) { $serverConnection = New-Object ` Microsoft.SqlServer.Management.Common.ServerConnection } else { $serverConnection = New-Object ` Microsoft.SqlServer.Management.Common.ServerConnection($serverName) } if($connectionTimeout -ne 0) { $serverConnection.ConnectTimeout = $connectionTimeout } try { $serverConnection.Connect() $serverConnection } catch [system.Management.Automation.MethodInvocationException] { $null } } $connection = get-smoconnection "ServerName" 2 if($connection -ne $null) { Write-Host $connection.ServerInstance Write-Host $connection.ConnectTimeout } else { Write-Host "Connection could not be established" } It seems to work, except for the part that attempts to set the SMO connection timeout. If the connection is successful, I can verify that ServerConnection.ConnectTimeout is set to 2 (seconds), but when I supply a bogus name for the SQL Server instance, it still attempts to connect to it for ~ 15 seconds (which is I believe the default timeout value). Does anyone have experience with setting SMO connection timeout? Thank you in advance.

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  • What $_POST[] do i need to post to a forum?

    - by ikky
    Hi! I am admin on a forum. Earlier we had phpbb 2.0 and i made a bot that could write to the forum. Now, we have upgraded the forum to phpbb 3.0, but i can't get my bot to write to the forum anymore. I have looked for a solution, but now i am out of ideas. So it would have been great if anyone have a suggestion. i have btw used CURL and php to make this bot. Usage of bot: Users log in on an external website to report results of footballmatches they have played online. The bot will then automatically write a post to the forum. So basically i need to know what $_POST[] i need to send.

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  • Loop through hex variable in C

    - by Jud Stephenson
    I have the following code in a project that write's the ascii representation of packet to a unix tty: int written = 0; int start_of_data = 3; //write data to fifo while (length) { if ((written = write(fifo_fd, &packet[start_of_data], length)) == -1) { printf("Error writing to FIFO\n"); } else { length -= written; } } I just want to take the data that would have been written to the socket and put it in a variable. to debug, I have just been trying to printf the first letter/digit. I have tried numerous ways to get it to print out, but I keep getting hex forms (I think). The expected output is: 13176 and the hex value is: 31 33 31 37 36 0D 0A (if that is even hex) Obviously my C skills are not the sharpest tools in the shed. Any help would be appreciated.

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  • Muliple Foreground Colors in Powershell in One Command.

    - by Mark Tomlin
    I want to output many different foreground colors with one statement. PS C:\> Write-Host "Red" -ForegroundColor Red Red This output is red. PS C:\> Write-Host "Blue" -ForegroundColor Blue Blue This output is blue. PS C:\> Write-Host "Red", "Blue" -ForegroundColor Red, Blue Red Blue This output is magenta, but I want the color to be Red for the word red, and blue for the word blue via the one command. How can I do that?

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  • Using jQuery to echo text

    - by susmits
    Is it possible to use jQuery to echo text in place of a script tag? More precisely, is there a way to accomplish <script type="text/javascript"> document.write("foo"); </script> ... without the use of document.write? I am not happy about using document.write after reading this. I am aware that I could alternatively do this: <span id="container"></span> <script type="text/javascript"> $("#container").text("foo"); </script> However, I'm interested to see if there's a way to do it without using a container element, preferably using jQuery. Thanks in advance!

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • Django + WebKit = Broken pipe

    - by Saosin
    I'm running the Django 1.2 development server and I get these Broken Pipe error messages whenever I load a page from it with Chrome or Safari. My co-worker is getting the error as well when he loads a page from his dev server. We don't have these errors when using Opera or Firefox. Traceback (most recent call last): File "/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/django/core/servers/basehttp.py", line 281, in run self.finish_response() File "/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/django/core/servers/basehttp.py", line 321, in finish_response self.write(data) File "/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/django/core/servers/basehttp.py", line 417, in write self._write(data) File "/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/socket.py", line 300, in write self.flush() File "/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/socket.py", line 286, in flush self._sock.sendall(buffer) error: [Errno 32] Broken pipe Can anyone help me out? I'm going crazy over this!

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  • Best toolkit for new Web application (odd requirements)

    - by ireadit
    I need to write a new application, and have no experience with any new technology, framework, or language. Here are the requirements: HTML front end (best if it's cross-browser friendly) Web deployable, but also ideally want to be able to install as standalone on a desktop SQL Server database Ideally, would like to use a good (and easy) AJAX toolkit with widgets Ideally, would like to be able to write in ASP.Net but later (or concurrently) also write in Java. This is a big concern, as I would like to not have to rewrite the whole thing. Is there a toolkit I can use that makes this cross-platform requirement easier? All suggestions and comments are much appreciated. Thank you.

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  • PowerShell 2.0 and how to handle exceptions ?

    - by Primoz
    Why I get error message printed on the console when running these two simple samples ? I want that I get "Error testing :)" printed on the console insted of: Get-WmiObject : The RPC server is unavailable. (Exception from HRESULT: 0x800706BA) At line:3 char:15 + Get-WmiObject <<<< -ComputerName possibly.nonexisting.domain.com -Credential (Get-Credential) -Class Win32_logicaldisk + CategoryInfo : InvalidOperation: (:) [Get-WmiObject], COMException + FullyQualifiedErrorId : GetWMICOMException,Microsoft.PowerShell.Commands.GetWmiObjectCommand or Attempted to divide by zero. At line:3 char:13 + $i = 1/ <<<< 0 + CategoryInfo : NotSpecified: (:) [], ParentContainsErrorRecordException + FullyQualifiedErrorId : RuntimeException First example: try { $i = 1/0 Write-Host $i } catch [Exception] { Write-Host "Error testing :)" } Second example: try { Get-WmiObject -ComputerName possibly.nonexisting.domain.com -Credential (Get-Credential) -Class Win32_logicaldisk } catch [Exception] { Write-Host "Error testing :)" } Thank you very much!

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  • Tornado Web & Persistent Connections

    - by Engrost
    How can I write Http server in TornadoWeb that will support persistent Connections. I mean will be able to receive many requests and answer to them without closing connection. How does it actually work in async? I just want to know how to write handler to handle persistent connection. How actually would it work? I have handler like that: class MainHandler(RequestHandler): count = 0 @asynchronous def post(self): #get header content type content_type = self.request.headers.get('Content-Type') if not content_type in ACCEPTED_CONTENT: raise HTTPError(403, 'Incorrect content type') text = self.request.body self.count += 1 command = CommandObject(text, self.count, callback = self.async_callback(self.on_response)) command.execute() def on_response(self, response): if response.error: raise HTTPError(500) body = response.body self.write(body) self.flush() execute calls callback when finishes. is my asumption right that with things that way post will be called many times and for one connection count will increase with each httprequest from client? but for each connection I will have separate count value?

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  • VIM comma is missing in insert mode

    - by Tamás Szelei
    Hi folks, I'm a VIM beginner, and I have a weird problem. I started using vim in a terminal emulator, but today I moved to gVim. Then I realized that I cannot write a comma in Insert mode! I tried :map ,, :imap , both said no mapping found. THen I tried :nomap , and :inomap , both without any luck. As writing the commands, I am able to write the comma, but not in insert mode. What can be the problem? Some details: I'm running a freshly installed ubuntu 9.04 system, with an english keyboard, but using a hungarian layout. I am able to write a comma in vim when writing into the "command line" of vim, after pressing : in command mode.

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  • On ocamlyacc, function application grammar and precedence

    - by Amadan
    I'm OCaml newbie and I'm trying to write a simple OCaml-like grammar, and I can't figure this out. My grammar allows something like this: let sub = fun x -> fun y -> x - y;; However, if I want to use the function so defined, I can write: (sub 7) 3 but I can't write sub 7 3, which really bugs me. For some reason, it gets interpreted as if I wrote sub (7 3) (which would treat 7 as a function with argument 3). The relevant sections are: /* other operators, then at the very end: */ %left APPLY /* ... */ expr: /* ... */ | expr expr %prec APPLY { Apply($1, $2) } Thanks!

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  • How do I truncate a .NET string?

    - by Steve Guidi
    I apologize for such a question that likely has a trivial solution, but I strangely could not find a concise API for this problem. Essentially, I would like to truncate a string such that it its length is not longer than a given value. I am writing to a database table and want to ensure that the values I write meet the constraint of the column's datatype. For instance, it would be nice if I could write the following: string NormalizeLength(string value, int maxLength) { return value.Substring(0, maxLength); } Unfortunately, this raises an exception because maxLength exceeds the string boundaries. Of course, I could write a function like the following, but I was hoping that something like this already exists. string NormalizeLength(string value, int maxLength) { return value.Length <= maxLength ? value : value.Substring(0, maxLength); } Where is the elusive API that performs this task? Is there one?

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  • IronPython For Unit Testing over C#

    - by Krish
    We know that Python provides a lot of productivity over any compiled languages. We have programming in C# & need to write the unit test cases in C# itself. If we see the amount of code we write for unit test is approximately ten times more than the original code. Is it ideal choice to write unit test cases in IronPython instead of C#? Any body has done like that? I wrote few test cases, they seems to be good. But hairy pointy managers won't accept.

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  • http_post() variables to php script from SMS message but only append data to text file if certain variable (telephone number) equals a known

    - by user1592162
    All, I have an SMS gateway application running on my server that passes incoming SMS messages to a php script. That script writes the data to a text file. Certain aspects of the message can be extracted as variables - for example: Message content: $msgdata Sender: $originator Time: $receivedtime etc... Using the script below I can easily write the message to a text file but it will write the data of every SMS that comes in. I only want to write to a text file if the $originator variable is a certain telephone number (e.g 07123456321) $date = date("d.m.Y H:i:s"); $msgdata = $_REQUEST["msgdata"]; $myFile3 = "test.txt"; $fh = fopen($myFile3, 'a') or die("can't open file"); $stringData3 = "$date - $msgdata\n"; fwrite($fh, $stringData3); fclose($fh); Your assistance is bery much appreciated. Many thanks in advance.

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  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

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  • Does a C++ destructor always or only sometimes call data member destructors?

    - by Magnus
    I'm trying to validate my understanding of C++ destructors. I've read many times that C++ supplies a default destructor if I don't write one myself. But does this mean that if I DO write a destructor that the compiler WON'T still provide the default cleanup of stack-allocated class fields? My hunch is that the only sane behavior would be that all class fields are destroyed no matter what, whether I provide my own destructor or not. In which case the statement I've read so many times is actually a little misleading and could be better stated as: "Whether or not you write your own destructor, the C++ compiler always writes a default destructor-like sequence to deallocate the member variables of your class. You may then specify additional deallocations or other tasks as needed by defining your own destructor" Is this correct?

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