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  • At what visitor share do you stop supporting a given browser?

    - by adam
    I'm lead dev for a large website which has a higher than average percentage of IE6 users - about 4.4% of our audience. Our new version is going to make use of progressive enhancement - including transitions and effects as well as rounded corners, gradients, web fonts and other CSS techniques. Obviously there are cross-browser ways to achieve most of these things which require various amounts of work to implement. What I'm currently looking into - and what I'd like your experiences of - is how to decide at what point we draw the line between providing an enhanced experience vs just supporting the functionality. FYI, I believe that this question meets the six guidelines for great subjective questions as defined in the FAQ. I'm after answers detailing why and how, not too short, with constructive comments, experiences, facts and references. Thanks! Adam

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  • regenerate the ID row in a MySQL Table with a Mysql's Script or PHP

    - by DomingoSL
    Hello, i have a database fill with information of the users who use my webpage. The table as many MySql tables have the ID parameters who is autoincrement. The issue is that when somebody eliminate his account from the site, in the database remain a jump in the sequence that i dont want cuz i have a script who fail if find some jump in the ID. Ex. ID Name PASS 1 Jhon 1234 2 Max 2233 3 Jorge 2232 If Max get out and a new user go in, this is what will happend. ID Name PASS 1 Jhon 1234 4 NewU 1133 3 Jorge 2232 So what is the best way to erase some body from the data base in order to avoid this isuue, or if is not a way, its posible to do a PHP or MySql script who eliminate all the contents in the ID row and regenerate it in order? Thanks A lot! sorry for my english

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  • SQL Server: collect values in an aggregation temporarily and reuse in the same query

    - by Erwin Brandstetter
    How do I accumulate values in t-SQL? AFAIK there is no ARRAY type. I want to reuse the values like demonstrated in this PostgreSQL example using array_agg(). SELECT a[1] || a[i] AS foo ,a[2] || a[5] AS bar -- assuming we have >= 5 rows for simplicity FROM ( SELECT array_agg(text_col ORDER BY text_col) AS a ,count(*)::int4 AS i FROM tbl WHERE id between 10 AND 100 ) x How would I best solve this with t-SQL? Best I could come up with are two CTE and subselects: ;WITH x AS ( SELECT row_number() OVER (ORDER BY name) AS rn ,name AS a FROM #t WHERE id between 10 AND 100 ), i AS ( SELECT count(*) AS i FROM x ) SELECT (SELECT a FROM x WHERE rn = 1) + (SELECT a FROM x WHERE rn = i) AS foo ,(SELECT a FROM x WHERE rn = 2) + (SELECT a FROM x WHERE rn = 5) AS bar FROM i Test setup: CREATE TABLE #t( id INT PRIMARY KEY ,name NVARCHAR(100)) INSERT INTO #t VALUES (3 , 'John') ,(5 , 'Mary') ,(8 , 'Michael') ,(13, 'Steve') ,(21, 'Jack') ,(34, 'Pete') ,(57, 'Ami') ,(88, 'Bob') Is there a simpler way?

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  • How to make players be creative in a game, if the game cannot evaluate it?

    - by Mensonge
    I am working on a prototype game with several funny/visual effects that the player can trigger. The player can be quite creative in the way to use or combine these effects but it seems impossible to make detect/evaluate this creativity by the computer. So, from a game design perspective, I wonder what could be the features to drive the players to be creative (experiment various combinations). For the moment i think about "Draw something" where the result is evaluated by other players. I think about levels designed by "Little Big Planet" players but this aspect is out of the core game. I think also about "Minecraft" but I do not understand really how this game encourages the people to be creative (except of the open world). Please tell me if you have any ideas, articles or references that could help me coping with this problem.

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  • regex partial match for several different groups

    - by koral
    I need regexp to match string build from several groups (A is any letter, 9 is any digit): group 1 regex [A-Z]{1,2}[0-9]? A A9 AA9 group 2 regex [A-Z]{1,3}[0-9]? A AA AAA AAA9 group 3 regex [A-Z]{2,3}[0-9]?[A-Z]? AAA AA9 AA9A group 4 regex [0-9]{1,2}[A-Z]{1,2}[0-9]? 9A 9AA 9A9 99A9 Not each group must be present but there must be all in correct order - I mean (digit is group number): 1 12 123 1234 So if there is present group 3 there must me all preceding groups present also. As there are four groups (can be more), so alternative like ^[A-Z]{1,2}[0-9]{1}|[A-Z]{1,2}[0-9]{1}\s{1}[A-Z]{1}[0-9]?$ is not the best option as it would be complicated and difficult to maintain. Is there any solution with groups or something? The order of groups is important.

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  • AS2 acts randomly when changing scenes on the first frame

    - by fabieno
    I have a flash movie containing to scenes: scene1, scene2. I have chosen the order so that scene1 starts first, I was requested to add a functionality to allow flashvars to be passed, if fv_change equals one then scene2 should be the first to appear when the movie is loaded. I have included the following code in scene1 first frame of some layer: this.onEnterFrame = function() { delete this.onEnterFrame; if (isset==undefined && _root.fv_change && _root.fv_change==1) { isset = true; gotoAndStop("scene2",1); } } when testing in my flash environment everything worked fine, when I exported it to an HTML & SWF combo I got random results, I refreshed the page several times and some of the times scene2 appeared and some of the times it stayed with scene1. Am I doing something wrong? what is the correct way to change scene order using AS2 and external data(flashvars for that matter).

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  • Binomial test in Python

    - by Morlock
    I need to do a binomial test in Python that allows calculation for 'n' numbers of the order of 10000. I have implemented a quick binomial_test function using scipy.misc.comb, however, it is pretty much limited around n = 1000, I guess because it reaches the biggest representable number while computing factorials or the combinatorial itself. Here is my function: from scipy.misc import comb def binomial_test(n, k): """Calculate binomial probability """ p = comb(n, k) * 0.5**k * 0.5**(n-k) return p How could I use a native python (or numpy, scipy...) function in order to calculate that binomial probability? If possible, I need scipy 0.7.2 compatible code. Many thanks!

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  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

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  • C++ Game engine time scale

    - by I Phantasm I
    i have begun creating a very simple game engine and i am trying to work out how to create a time scale for the game.by time scale i mean some way of increasing and decreasing the speed of the game(not the fps) like creating a slow motion effect ... i have no idea how this could be accomplished so any help would be appreciated. if this help im using windows, Opengl and C++ in the game engine... How my engine is setup i have an update and draw function...update is called 25 times per second while display is called as much as possible.

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  • How attach a model with another model on a specific bone?

    - by Mehdi Bugnard
    I meet a difficulty attached to a model to another model on a "bone" accurate. I searched several forums but no result. I saw that many people have asked the same question but no real result see no response. Thread found : How to attach two XNA models together? How can I attach a model to the bone of another model? http://stackoverflow.com/questions/11391852/attach-model-xna But I think it is possible. Here is my code example attached a "cube" of the hand of my player private void draw_itemActionAttached(Model modelInUse) { Matrix[] Model1TransfoMatrix = new Matrix[this.player.Model.Bones.Count]; this.player.Model.CopyAbsoluteBoneTransformsTo(Model1TransfoMatrix); foreach (ModelMesh mesh in modelInUse.Meshes) { foreach (BasicEffect effect in mesh.Effects) { Matrix model2Transform = Matrix.CreateScale(1f) * Matrix.CreateFromYawPitchRoll(0, 0, 0); effect.World = model2Transform * Model1TransfoMatrix[0]; //root bone index effect.View = arcadia.camera.View; effect.Projection = arcadia.camera.Projection; } mesh.Draw(); } }

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  • Sort by an object's type

    - by Richard Levasseur
    Hi all, I have code that statically registers (type, handler_function) pairs at module load time, resulting in a dict like this: HANDLERS = { str: HandleStr, int: HandleInt, ParentClass: HandleCustomParent, ChildClass: HandleCustomChild } def HandleObject(obj): for data_type in sorted(HANDLERS.keys(), ???): if isinstance(obj, data_type): HANDLERS[data_type](obj) Where ChildClass inherits from ParentClass. The problem is that, since its a dict, the order isn't defined - but how do I introspect type objects to figure out a sort key? The resulting order should be child classes follow by super classes (most specific types first). E.g. str comes before basestring, and ChildClass comes before ParentClass. If types are unrelated, it doesn't matter where they go relative to each other.

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  • Can SpriteBatch be used to fill a polygon with a texture?

    - by can poyrazoglu
    I basically need to fill a texture into a polygon using the SpriteBatch. I've done some research but couldn't find anything useful except polygon triangulation method, which works well only with convex polygons (without diving into super math which is definitely not something I'm pretty good at). Are there any solutions for filling in a polygon in a basic way? I of course need something dynamic (I'll have a map editor that you can define polygons, and the game will render them (and collision detection will also use them but that's off topic), basically I can't accept solutions like "pre-calculated" bitmaps or anything like that. I need to draw a polygon with the segments provided, to the screen, using the SpriteBatch.

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  • Pixel alignment algorithm

    - by user42325
    I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember the problem is caused by accuracy of pixels. I remember there's a specific topic related to this kind of problem in 2D image rendering. But I don't remember what exactly it is, and how to solve it. Look at this screenshot. Each block should have a fixed width margin. But in the image, the vertical white line have different width.Though, the horizontal lines looks fine.

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  • Have You Heard About the Microsoft TechNet Wiki?

    - by KKline
    Here's another one to add to your list of browser bookmarks! The TechNet Wiki covers Microsoft technologies from writers throughout the community for use by the community. As with all wikis, this grassroots effort needs your help. Microsoft is encouraging everyone to contribute the effort - all you have to do is join. So start a whole new article, add your knowledge or draw from your experience to improve an existing article. You can start small or large... Join in at http://social.technet.microsoft.com/wiki/...(read more)

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • The practical cost of swapping effects

    - by sebf
    I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • IntPtr in 32 Bit OS, UInt64 in 64 bit OS

    - by Ngu Soon Hui
    I'm trying to do an interop to a C++ structure from C#. The structure ( in C# wrapper) is something like this [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)] public struct SENSE4_CONTEXT { public System.IntPtr dwIndex; //or UInt64, depending on platform. } The underlying C++ structure is a bit abnormal. In 32 bit OS, dwIndex must be IntPtr in order for the interop to work, but in 64 bit OS, it must be UInt64 in order for the interop to work. Any idea how to modify the above structure to make it work on both 32 and 64 bit OS?

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  • Get #part in URL with PHP/Symfony

    - by fesja
    Hi, I'm working with Symfony 1.2. I've a view with a list of objects. I can order them, filter them by category, or moving to the next page (there is pagination). Everything is done with AJAX, so I don't have to load all the page again. What I want to achieve is to have http://urltopage#page=1&order=title&cats=1,2 for example; so the new page is saved in the browser history, and he can paste it to another web. I haven't found a way to get the #part. I know that's only for the browser but I can't believe I can't get through PHP. I'm sure there is a simple solution I'm missing... thanks a lot!

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  • apache front end using mod_proxy_ajp to tomcat on different servers

    - by user302307
    Anyone knows the steps to run Apache on server A as front end and run mod_proxy_ajp to connect to tomcat instances on server B? I want to run apache on sever A to do name based vhost that connects to many tomcat servers. I can run mod_proxy_ajp, only if apache and tomcat are on the same server. What I've tried so far: In server A, running Apache 2.2: NameVirtualHost *:80 ServerName tc0.domo.lan ErrorLog "C:\Apache\Apache2.2\logs\tc0.ajp.error.log" CustomLog "C:\Apache\Apache2.2\logs\tc0.ajp.access.log" combined DocumentRoot C:/htdocs0 AddDefaultCharset Off Order deny,allow Allow from all ProxyPass / ajp://192.168.77.233:8009/ ProxyPassReverse / ajp://192.168.77.233:8009/ Options FollowSymLinks AllowOverride None Order deny,allow Allow from all Server B: 192.168.77.233, tomcat 6 connector: I can confirm if going to http://192.168.77.233:8080/manager/html, tomcat works. When I use packet sniffer on server A, I found that server A is trying to connect to server B at port 80 when I'm connecting http://tc0.domo.lan/manager/html on server A

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  • If you are forced to use an Anemic domain model, where do you put your business logic and calculated

    - by Jess
    Our current O/RM tool does not really allow for rich domain models, so we are forced to utilize anemic (DTO) entities everywhere. This has worked fine, but I continue to struggle with where to put basic object-based business logic and calculated fields. Current layers: Presentation Service Repository Data/Entity Our repository layer has most of the basic fetch/validate/save logic, although the service layer does a lot of the more complex validation & saving (since save operations also do logging, checking of permissions, etc). The problem is where to put code like this: Decimal CalculateTotal(LineItemEntity li) { return li.Quantity * li.Price; } or Decimal CalculateOrderTotal(OrderEntity order) { Decimal orderTotal = 0; foreach (LineItemEntity li in order.LineItems) { orderTotal += CalculateTotal(li); } return orderTotal; } Any thoughts?

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  • What tools are available to generate end user documentation?

    - by Rowland Shaw
    End user documentation on how to use applications is an important part of the user experience of applications, irrespective of whether they are winforms, wpf or even asp applications. In a startup or internal development team situation, where there isn't a dedicated documentation department, it can take a lot of resources to maintain screen shots and associated user documentation, such as on-line help or even printable manuals. What tools are available to assist in creating screenshots of all the "screens" within an application (be they winforms, wpf or aspx) to help automate the capture of screen shots, and associating with the relevant documentation? In addiiton, are there any that allow automation of annotations of a particular control (so use cases like: Draw a red box around the Username control with a callout to say "This is where you'd enter your user name, in the form '[email protected]'")?

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  • SQL syntax error

    - by Robert
    Im using Microsoft SQL Server which I think is T-SQL or ANSI SQL. I want to search a database with a string. The matches that fit the begging of the string should come first then sort alphabetically. I.e. If the table contains FOO, BAR and RAP a search for the string 'R' should yield: RAP BAR In that order. Here is my attempt: SELECT Name FROM MyTable WHERE (Name LIKE '%' + @name + '%') ORDER BY (IF(Name LIKE @name + '%',1,0)) The error message is: "must declare scalar variable @name"

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  • Multiple many-to-many JOINs in a single mysql query without Cartesian Product

    - by VWD
    At the moment I can get the results I need with two seperate SELECT statements SELECT COUNT(rl.refBiblioID) FROM biblioList bl LEFT JOIN refList rl ON bl.biblioID = rl.biblioID GROUP BY bl.biblioID SELECT GROUP_CONCAT( CONCAT_WS( ':', al.lastName, al.firstName ) ORDER BY al.authorID ) FROM biblioList bl LEFT JOIN biblio_author ba ON ba.biblioID = bl.biblioID JOIN authorList al ON al.authorID = ba.authorID GROUP BY bl.biblioID Combining them like this however SELECT GROUP_CONCAT( CONCAT_WS( ':', al.lastName, al.firstName ) ORDER BY al.authorID ), COUNT(rl.refBiblioID) FROM biblioList bl LEFT JOIN biblio_author ba ON ba.biblioID = bl.biblioID JOIN authorList al ON al.authorID = ba.authorID LEFT JOIN refList rl ON bl.biblioID = rl.biblioID GROUP BY bl.biblioID causes the author result column to have duplicate names. How can I get the desired results from one SELECT statement without using DISTINCT? With subqueries?

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  • Resources on concepts/theory behind GUI development?

    - by ShrimpCrackers
    I was wondering if there were any resources that explain concepts/theory behind GUI development. I don't mean a resource that explains how to use a GUI library, but rather how to create your own widgets. For example a resource that explains different methods on how to implement scrollable listboxes. I ask because I have an idea for a game tool where I would like to create my own widgets and let users drag and drop them onto some kind of form. How do GUI libraries usually draw widgets? I'm not sure if reskinning widgets from a GUI library fits my needs, since widget behavior needs to be dynamic based on user interaction.

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