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  • Is preg_match safe enaught in input satinization?

    - by DaNieL
    Im building a new web-app, LAMP environment... im wondering if preg_match can be trusted for user's input validation (+ prepared stmt, of course) for all the text-based fields (aka not html fields; phone, name, surname, etc..). For example, for a classic 'email field', if i check the input like: $email_pattern = "/^([a-zA-Z0-9_\-\.]+)@((\[[0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3}\.)" . "|(([a-zA-Z0-9\-]+\.)+))([a-zA-Z]{2,4}" . "|[0-9]{1,3})(\]?)$/"; $email = $_POST['email']; if(preg_match($email_pattern, $email)){ //go on, prepare stmt, execute, etc... }else{ //email not valid! do nothing except warn the user } can i sleep easy against the sql/xxs injection? I write the regexp to be the more restrictive as they can.

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  • Handling keyboard and mouse input (Win API)

    - by Deluxe
    There is a number of ways to catch mouse or keyboard under Windows. So I tried some of them, but every of them has some advantages and drawbacks. I want to ask you: Which method do use? I've tried these: WM_KEYDOWN/WM_KEYUP - Main disadvantage is that, I can't distinguish between left and right-handed keys like ALT, CONTROL or SHIFT. GetKeyboardState - This solves problem of first method, but there is new one. When I get that the Right-ALT key is pressed, I also get that the Left-Control key is down. This behaviour happens only when using localized keyboard layout (Czech - CS). WM_INPUT (Raw Input) - This method also doesn't distinguish left and right-handed keys (if I can remember) and for mouse movement sometimes generates message with zero delta values of mouse position.

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  • Efficiently checking input and firing events

    - by Jim
    I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events: internal event InputEvent XYZPressed; internal event InputEvent XYZHeld; internal event InputEvent XYZReleased; where XYZ is the name of the Keys object representing that key. To fire these events, I have the following for each key: if (Keyboard.GetState().IsKeyDown(XYZ)) { if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZHeld != null) XYZHeld(); } else { if (XYZPressed != null) XYZPressed(); } } else if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZReleased != null) XYZReleased(); } However, this is a lot of repeated code (the above needs to be repeated for each input key). Aside from being a hassle to write, if any keys are added to/removed from the keys (if functionality is added/removed), a new section needs to be added (or an existing one removed). Is there a cleaner way to do this? Perhaps something along the lines of foreach key check which state it's in fire this key's event for that state where the code does the foreach (automatically checking exactly those keys that "exist") rather than the coder?

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  • XNA Guide text input - maximum length

    - by simonalexander2005
    so I am using Guide.BeginShowKeyboardInput to get the user to enter their username. I would like this to be limited to 20 characters, and it seems to break expected behaviour to let them input whatever they like and trim it later - so how would I go about limiting what they can input in the text box itself? I have the following code: public string GetKeyboardInput(string title, string description, string defaultText, int maxLength) { if (input.CheckCancel()) { useKeyboardResult = false; KeyboardResult = null; } if (KeyboardResult == null && !Guide.IsVisible) { KeyboardResult = Guide.BeginShowKeyboardInput(PlayerIndex.One, title, description, defaultText, null, null); useKeyboardResult = true; } else if (KeyboardResult != null && KeyboardResult.IsCompleted) { string result = Guide.EndShowKeyboardInput(KeyboardResult); KeyboardResult = null; if (result == null) { useKeyboardResult = false; return null; } if (useKeyboardResult) { KeyboardResult = null; return result; } } else //the user is still entering inputs { } return null; } I assume the code I need would go in that final, empty else{} block, but I can't see any way to do this. Does anyone know how?

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  • Making an interface for input in C - How?

    - by tloszk
    I have a big question. I started to develop a simple 3D engine (or should I call it framework?). I use OpenGL for rendering and it is developed for Windows. It is all written in C. But I don't know, how to write an "interface" for the keyboard/mouse input. I would like to keep it as simple as possible and nice - what the Win32 "native" input system is not. If anyone has suggestions about the topic, please, tell me. Thanks for everyone, who answers to my question!

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  • Fighting Game and input buffering

    - by Pilispring
    In fighting game, there is an important thing called input buffering. When your character is doing an action, you can input the next action that will activate as soon as possible (the buffer is 5-10 frames). Is anyone had already done it or knows the most efficient way to do this? I thought of things like that: Enum list moves (a list of all my moves) if (moves = fireball) { if (Mycharacterisidle) { Do the fireball } else if (MycharacterisMoving) { if (lastspriteisnotfinished) { InputBuffer++; } else if(spriteisfinished && InputBuffer < 5) { Do the fireball } } } Any better ideas? Thx.

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  • Calling/selecting variables (float valued) with user input in Python

    - by Jonathan Straus
    I've been working on a computational physics project (plotting related rates of chemical reactants with respect to eachother to show oscillatory behavior) with a fair amount of success. However, one of my simulations involves more than two active oscillating agents (five, in fact) which would obviously be unsuitable for any single visual plot... My scheme was hence to have the user select which two reactants they wanted plotted on the x-axis and y-axis respectively. I tried (foolishly) to convert string input values into the respective variable names, but I guess I need a radically different approach if any exist? If it helps clarify any, here is part of my code: def coupledBrusselator(A, B, t_trial,display_x,display_y): t = 0 t_step = .01 X = 0 Y = 0 E = 0 U = 0 V = 0 dX = (A) - (B+1)*(X) + (X**2)*(Y) dY = (B)*(X) - (X**2)*(Y) dE = -(E)*(U) - (X) dU = (U**2)*(V) -(E+1)*(U) - (B)*(X) dV = (E)*(U) - (U**2)*(V) array_t = [0] array_X = [0] array_Y = [0] array_U = [0] array_V = [0] while t <= t_trial: X_1 = X + (dX)*(t_step/2) Y_1 = Y + (dY)*(t_step/2) E_1 = E + (dE)*(t_step/2) U_1 = U + (dU)*(t_step/2) V_1 = V + (dV)*(t_step/2) dX_1 = (A) - (B+1)*(X_1) + (X_1**2)*(Y_1) dY_1 = (B)*(X_1) - (X_1**2)*(Y_1) dE_1 = -(E_1)*(U_1) - (X_1) dU_1 = (U_1**2)*(V_1) -(E_1+1)*(U_1) - (B)*(X_1) dV_1 = (E_1)*(U_1) - (U_1**2)*(V_1) X_2 = X + (dX_1)*(t_step/2) Y_2 = Y + (dY_1)*(t_step/2) E_2 = E + (dE_1)*(t_step/2) U_2 = U + (dU_1)*(t_step/2) V_2 = V + (dV_1)*(t_step/2) dX_2 = (A) - (B+1)*(X_2) + (X_2**2)*(Y_2) dY_2 = (B)*(X_2) - (X_2**2)*(Y_2) dE_2 = -(E_2)*(U_2) - (X_2) dU_2 = (U_2**2)*(V_2) -(E_2+1)*(U_2) - (B)*(X_2) dV_2 = (E_2)*(U_2) - (U_2**2)*(V_2) X_3 = X + (dX_2)*(t_step) Y_3 = Y + (dY_2)*(t_step) E_3 = E + (dE_2)*(t_step) U_3 = U + (dU_2)*(t_step) V_3 = V + (dV_2)*(t_step) dX_3 = (A) - (B+1)*(X_3) + (X_3**2)*(Y_3) dY_3 = (B)*(X_3) - (X_3**2)*(Y_3) dE_3 = -(E_3)*(U_3) - (X_3) dU_3 = (U_3**2)*(V_3) -(E_3+1)*(U_3) - (B)*(X_3) dV_3 = (E_3)*(U_3) - (U_3**2)*(V_3) X = X + ((dX + 2*dX_1 + 2*dX_2 + dX_3)/6) * t_step Y = Y + ((dX + 2*dY_1 + 2*dY_2 + dY_3)/6) * t_step E = E + ((dE + 2*dE_1 + 2*dE_2 + dE_3)/6) * t_step U = U + ((dU + 2*dU_1 + 2*dY_2 + dE_3)/6) * t_step V = V + ((dV + 2*dV_1 + 2*dV_2 + dE_3)/6) * t_step dX = (A) - (B+1)*(X) + (X**2)*(Y) dY = (B)*(X) - (X**2)*(Y) t_step = .01 / (1 + dX**2 + dY**2) ** .5 t = t + t_step array_X.append(X) array_Y.append(Y) array_E.append(E) array_U.append(U) array_V.append(V) array_t.append(t) where previously display_x = raw_input("Choose catalyst you wish to analyze in the phase/field diagrams (X, Y, E, U, or V) ") display_y = raw_input("Choose one other catalyst from list you wish to include in phase/field diagrams ") coupledBrusselator(A, B, t_trial, display_x, display_y) Thanks!

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  • C++ CIN cin skips randomly

    - by user69514
    I have this program, but cin in randomly skips.. I mean sometimes it does, and sometimes it doesn't. Any ideas how to fix this? int main(){ /** get course name, number of students, and assignment name **/ string course_name; int numb_students; string assignment_name; Assignment* assignment; cout << "Enter the name of the course" << endl; cin >> course_name; cout << "Enter the number of students" << endl; cin >> numb_students; cout << "Enter the name of the assignment" << endl; cin >> assignment_name; assignment = new Assignment(assignment_name); /** iterate asking for student name and score **/ int i = 0; string student_name; double student_score = 0.0; while( i < numb_students ){ cout << "Enter the name for student #" << i << endl; cin >> student_name; cout << "Enter the score for student #" << i << endl; cin >> student_score; assignment->addScore( Student( student_name, student_score )); i++; } }

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  • Getting Started with Employee Info Starter Kit (v4.0.0)

    - by Mohammad Ashraful Alam
    The new release of Employee Info Starter Kit contains lots of exciting features available in Visual Studio 2010 and .NET 4.0. To get started with the new version, you will need less than 5 minutes. Minimum System Requirements Before getting started, please make sure you have installed Visual Studio 2010 RC (or higher) and Sql Server 2005 Express edition (or higher installed on your machine. Running the Starter Kit for First Time 1. Download the starter kit 4.0.0 version form here and extract it. 2. Go to <extraction folder>\Source\Eisk.Solution and click the solution file 3. From the solution explorer, right click the “Eisk.Web” web site project node and select “Set as Startup Project” and hit Ctrl + F5   4. You will be prompted to install database, just follow the instruction. That’s it! You are ready to use this starter kit. Running the Tests Employee Info Starter Kit contains a infrastructure for Integration and Unit Testing, by utilizing cool test tools in Visual Studio 2010. Once you complete the steps, mentioned above, take a minute to run the test cases on the fly. 1. From the solution explorer, to go “Solution Items\e-i-s-k-2010.vsmdi” and click it. You will see the available Tests in the Visual Studio Test Lists. Select all, except the “Load Tests” node (since Load Tests takes a bit time) 2. Click “Run Checked Tests” control from the upper left corner. You will see the tests running and finally the status of the tests, which indicates the current health of you application from different scenarios. Technorati Tags: asp.net,architecture,starter kit,employee info starter kit,visual studio 2010,.net 4.0,entity framework

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  • Input validation in WPF

    - by irfanali-wpfexpert
    i am developing an application in wpf using MVVM design pattern. i have a listbox when an item is slected then a dialog is open having the same record in editable mode. this dialog is binded with the selected item of the list. i have apply the validation rule for textbox using IDataErrorInfo. when the user update a record on dialogbox then at every key press, the selected record in listbox is also changed. if the user press save button then i submit changes to database. but if user click cancel button then i do not submit changes to database but the list box is updated with the current updation in GUI. when i refresh the list then old value appears again. My requirement is to update the listbox only when the user hit the save button but not on every key press on dialog box. I first fill the generic list with the linq to sql classes then bind the listbox with it. Please let me know what i have to do. Thanks in advance

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  • Jquery append input for 2 different input-sections

    - by Email
    Hi i use the following simple jquery script to append input. Source http://muiomuio.com/web-design/add-remove-items-with-jquery <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>Add and Remove - jQuery tutorial</title> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js" type="text/javascript"></script> <script type="text/javascript"> $(function() { var i = $('input').size() + 1; $('a.add').click(function() { $('<p><input type="text" value="input ' + i + '" name="input_field'+ i +'" /></p>').animate({ opacity: "show" }, "slow").appendTo('#inputs'); i++; }); $('a.remove').click(function() { if(i > 2) { $('input:last').animate({opacity:"hide"}, "slow").remove(); i--; } }); $('a.reset').click(function() { while(i > 2) { $('input:last').remove(); i--; } }); }); </script> </head> <body> <h1>Add / remove text fields from webform</h1> <a href="#" class="add"><img src="add.png" width="24" height="24" alt="add" title="add input" /></a> <a href="#" class="remove"><img src="remove.png" width="24" height="24" alt="remove input" /></a> <a href="#" class="reset"><img src="reset.png" width="24" height="24" alt="reset" /></a> <div id="inputs"> <p> <input type="text" value="input 1" name="input_field1"> </p> </div> </div> </body> </html> I know want to add more input fields so i add this html <div id="outputs"> <p> <input type="text" value="output 1" name="output_field1"> </p> how can i achieve that the var i = $('input').size() + 1; will be individually for every input section? EDITED: the full script is the following. copy and paste will get you a full clone of mine. Problem still exists <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>Add and Remove - jQuery tutorial</title> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js" type="text/javascript"></script> <script type="text/javascript"> $(function() { var i = $('input').size() + 1; $('a.add').click(function() { $('<p><input type="text" value="input ' + i + '" name="input_field'+ i +'" /></p>').animate({ opacity: "show" }, "slow").appendTo('#inputs'); i++; }); $('a.remove').click(function() { if(i > 2) { $('input:last').animate({opacity:"hide"}, "slow").remove(); i--; } }); $('a.reset').click(function() { while(i > 2) { $('input:last').remove(); i--; } }); $('a.add_o').click(function() { $('<p><input type="text" value="output ' + i + '" name="input_field'+ i +'" /></p>').animate({ opacity: "show" }, "slow").appendTo('#outputs'); i++; }); $('a.remove_o').click(function() { if(i > 2) { $('input:last').animate({opacity:"hide"}, "slow").remove(); i--; } }); $('a.reset_o').click(function() { while(i > 2) { $('input:last').remove(); i--; } }); }); </script> <style rel="stylesheet" type="text/css"> h1 { font-family:"Trebuchet MS", Arial, Helvetica, sans-serif;} .hide {visibility:hidden;} img {border:none;} input { width:500px; height:20px; padding:10px; background:#f7f7f7; border:1px solid #f0f0f0; color:#333; font-size:20px; text-align:center; line-height:120px; margin:0; -moz-border-radius:5px; -webkit-border-radius:5px; } #inputs { width:520px; padding:0px 20px; border:1px solid #f0f0f0; -moz-border-radius:20px; -webkit-border-radius:20px; } </style> </head> <body> <h1>Add / remove text fields from webform</h1> <a href="#" class="add"><img src="http://muiomuio.com/tutorials/jquery/add-remove/add.png" width="24" height="24" alt="add" title="add input" /></a> <a href="#" class="remove"><img src="http://muiomuio.com/tutorials/jquery/add-remove/remove.png" width="24" height="24" alt="remove input" /></a> <a href="#" class="reset"><img src="http://muiomuio.com/tutorials/jquery/add-remove/reset.png" width="24" height="24" alt="reset" /></a> <div id="inputs"> <p> <input type="text" value="input 1" name="input_field1"> </p> </div> <a href="#" class="add_o"><img src="http://muiomuio.com/tutorials/jquery/add-remove/add.png" width="24" height="24" alt="add" title="add input" /></a> <a href="#" class="remove_o"><img src="http://muiomuio.com/tutorials/jquery/add-remove/remove.png" width="24" height="24" alt="remove input" /></a> <a href="#" class="reset_o"><img src="http://muiomuio.com/tutorials/jquery/add-remove/reset.png" width="24" height="24" alt="reset" /></a> <div id="outputs"> <p> <input type="text" value="output 1" name="output_field1"> </p> </div> </body> </html>

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  • Windows Azure Training Kit October 2012 Release

    - by Clint Edmonson
    The Windows Azure Technical Evangelism team have been busy bees lately and we want to share with you what they’ve been working on. As you know we release the Windows Azure Training Kit on a regular cadence, so I’m pleased to announce the Windows Azure Training Kit October 2012 Release. This update of the training kit includes 47 hands-on labs, 24 demos and 38 presentations designed to help you learn how to build applications that use Windows Azure services, including updated hands-on labs to use the latest version of Visual Studio 2012 and Windows 8, new demos and presentations. Essential Links: Windows Azure Training Kit Download Windows Azure Training Kit Github [Issues] Updated Presentations With Speaker Notes Your voices were heard loud and clear! I am excited to announce Speaker Notes have been added to a the majority of the content we have available. Find the new updated decks which contain speaker notes below: Foundation SQL Federation Virtual Machine Overview Virtual Networks Windows 8 and Windows Azure Web Sites Windows Azure Cloud Services Windows Azure Overview Windows Azure Service Bus Deploying Active Directory Building Apps With IaaS and PaaS Identity and Access Control Linux Virtual Machines Managing Virtual Machines PowerShell Migrating Apps and Workloads Scalable Global and Highly Available Apps Security and Identity SQL Database SQL Database Migration Cloud Service Life Cycle DevCamps Cloud Services iOS, Android and Windows Azure Windows 8 and Windows Azure Web Sites Windows 8 and Windows Azure Mobile Services Added Localized Content Due to the excitement in the community surrounding the mobile services launch, it was apparent that we needed to make localized content available to continue to deliver the exciting message around Windows Azure Mobile Services. Localized content is available in the following languages: French Japanese German Chinese (Taiwan) Spanish Italian Korean Portuguese (Brazilian) Russian Updated Hands-On Labs To support those who have upgraded to Visual Studio 2012 or those trying out the Visual Studio 2012 Express Editions, we have made sure that the content is available and supported (selected labs only) in Visual Studio 2012 Express and up. Visual Studio 2012 Windows Azure Traffic Manager Introduction to Cloud Services Service Bus Messaging Introduction to Access Control Service This adds a significant amount of additional content, so we have revamped the Hands-On Lab Navigation page to include subsections for Visual Studio 2012 Labs, Visual Studio 2010 Labs, Open Source Labs, Scenario Labs, All Labs. Added Demos Demos are available for a number of presentations which are available in Foundation, DevCamp, ITPro Event & Device + Service DevCamps. You can browse through the demos on the respective Demo Navigation page or on Github (links provided in Demo listing below). HelloASP Connecting Cloud Services Service Bus Relay Windows 8 and Mobile Services URL Shortener iOS Client Migrating a Web Farm Deploying Active Directory URL Shortener Service  (PHP) Geo-Location Service (PHP) Geo-Location Android Client Getting Started with VMs Load Balancing Availability Deploying Hybrid Apps Migrate VM AppController Geo-Location iOS Client Scale Up/Down Using CSUpload URL Shortener Android Client Imaging Virtual Machines The Windows Azure Training Kit is open source and available on GitHub, enabling you in the community to Report Issues or Fork and either extend the solution or commit bug fixes back to the Training Kit. You can find out more details about  the training kit from our GitHub Page including guidelines on how to commit back to the project. Stay tuned to my twitter feed for Windows Azure and other Microsoft announcements, updates, and links: @clinted

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  • A quiz with results

    - by Keon Davies
    I'm currently working on programming a quiz withe results. I've tried this: <html> <body> <h1></h1> <form> <ol> <li> How much are you willing to spend on a phone per month?</li> <ul> <li><input type = "radio" name = "q1" id="q1_1"> £5-£10.</input></li> <li><input type = "radio" name = "q1" id="q1_2"> £10-£15.</input></li> <li><input type = "radio" name = "q1" id="q1_3"> £15-£20.</input></li> <li><input type = "radio" name = "q1" id="q1_4"> £20-£25.</input></li> <li><input type = "radio" name = "q1" id="q1_5"> £25-£30.</input></li> <li><input type = "radio" name = "q1" id="q1_6"> £30-£35.</input></li> <li><input type = "radio" name = "q1" id="q1_7"> £35-£40.</input></li> </ul> <li> Are you good with technology</li> <ul> <li><input type = "radio" name = "q2" id="q2_1"> Yes.</input></li> <li><input type = "radio" name = "q2" id="q2_2"> No.</input></li> </ul> <li> Are you looking for an easy to use phone</li> <ul> <li><input type = "radio" name = "q3" id="q3_1"> Yes.</input></li> <li><input type = "radio" name = "q3" id="q3_2"> No.</input></li> </ul> <li> Are you looking for a modern type of phone?</li> <ul> <li><input type = "radio" name = "q4" id="q4_1"> Yes.</input></li> <li><input type = "radio" name = "q4" id="q4_2"> No.</input></li> </ul> <li> How big do you want the phone to be?</li> <ul> <li><input type = "radio" name = "q5" id="q5_1"> Big.</input></li> <li><input type = "radio" name = "q5" id="q5_2"> Medium.</input></li> <li><input type = "radio" name = "q5" id="q5_3"> Small.</input></li> <li><input type = "radio" name = "q5" id="q5_4"> I don't really mind.</input></li> </ul> <li> Do you care about the colour of the phone?</li> <ul> <li><input type = "radio" name = "q6" id="q6_1"> Yes.</input></li> <li><input type = "radio" name = "q6" id="q6_2"> No.</input></li> </ul> <li> Have you ever owned a phone before?</li> <ul> <li><input type = "radio" name = "q7" id="q7_1"> Yes.</input></li> <li><input type = "radio" name = "q7" id="q7_2"> No.</input></li> </ul> <li> Do you want to be able to use the phone to get out of awkward social situations?</li> <ul> <li><input type = "radio" name = "q8" id="q8_1"> Yes.</input></li> <li><input type = "radio" name = "q8" id="q8_2"> No.</input></li> </ul> <li> Do you want to be able to access the app store and download apps using your phone?</li> <ul> <li><input type = "radio" name = "q9" id="q9_1"> Yes.</input></li> <li><input type = "radio" name = "q9" id="q9_2"> No.</input></li> </ul> <li> What happened to the last phone you owned?</li> <ul> <li><input type = "radio" name = "q10" id="q10_1"> I got bored of it.</input></li> <li><input type = "radio" name = "q10" id="q10_2"> It broke.</input></li> <li><input type = "radio" name = "q10" id="q10_3"> The contract ran out.</input></li> <li><input type = "radio" name = "q10" id="q10_4"> Other.</input></li> </ul> </ol> <input type = "button" value = "Submit" onclick="getResults()"> <input type = "reset" value = "Clear"></input> <textarea id="result">The right phone for you will be displayed here.</textarea> </html> <script> function getResults() { if (document.getElementById('q1_1').checked && document.getElementById('q2_1').checked && document.getElementById('q3_1').checked && document.getElementById('q4_1').checked && document.getElementById('q5_1').checked && document.getElementById('q6_1').checked && document.getElementById('q7_1').checked && document.getElementById('q8_1').checked && document.getElementById('q9_1').checked && document.getElementById('q10_1').checked ) { document.getElementById('result').innerHTML = 'Unfortunately, the iPhone is the right phone for you.'; } } </script> </body> But it's just too long winded. Is there any other ways I can design a quiz like this but without having to write a block of code for each radio button?

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  • Getting input from keyboard

    - by SAMIR BHOGAYTA
    When you type on the keyboard the keystrokes go to a particular application, the active application. The active application receives the input from the keyboard. This means the application has input focus. There are two events for a key on a keyboard, when the key is pressed and when it is released. No it's not a single event as you might expect if you have no prior programming experience, in shooter games for example when you keep the forward key pressed (KeyDown) the player goes forward, and when it isn't pressed (KeyUp) the player stays put. The event that occurs when the key is pressed is called KeyPress. It occurs between KeyDown and KeyUp, and therefore acts similar to KeyDown. Similar to the way we handle OnPaint and other events we also handle the OnKeyDown event (because we want the event to occur when the key is pressed and not when it is released) by overriding it. Try the code below and test it. You will understand the role of each property. protected override void OnKeyDown(KeyEventArgs keyEvent) { // Gets the key code lblKeyCode.Text = "KeyCode: " + keyEvent.KeyCode.ToString(); // Gets the key data; recognizes combination of keys lblKeyData.Text = "KeyData: " + keyEvent.KeyData.ToString(); // Integer representation of KeyData lblKeyValue.Text = "KeyValue: " + keyEvent.KeyValue.ToString(); // Returns true if Alt is pressed lblAlt.Text = "Alt: " + keyEvent.Alt.ToString(); // Returns true if Ctrl is pressed lblCtrl.Text = "Ctrl: " + keyEvent.Control.ToString(); // Returns true if Shift is pressed lblShift.Text = "Shift: " + keyEvent.Shift.ToString(); } How do I find out when the user presses a specific key? As you probably imagine, this will be easily accomplished using 'if'. if (keyEvent.KeyCode == Keys.A) { MessageBox.Show("'A' was pressed."); } Probably most beginners would be tempted to do this: if (keyEvent.KeyCode == "A") .... which is definitely incorrect because we can't compare System.Windows.Forms.Keys to a string. Also note that in the example we are using 'keyEvent.KeyCode', that means that even if we have other shift keys pressed (Alt, Ctrl, Shift, Windows...) simultaneous with A, the if condition returns true because it doesn't recognize key combinations. If we want to ignore key combinations (Alt+A, Ctrl+Shift+A), etc. we need to use 'keyEvent.KeyData' of course: if (keyEvent.KeyData == Keys.A) { MessageBox.Show("'A', and only A, was pressed."); } When you right click on a file in Windows Explorer and you have the Shift key pressed you get the additional 'Open with...' item in the menu. This and many others are cases when you need to use the mouse button together with the keyboard. The following code will change the background color of the form only if the form is clicked while the Ctrl key on the keyboard is pressed. If the Ctrl key is unpressed and the form is clicked nothing happens. private void Form1_Click(object sender, System.EventArgs e) { Keys modKey = Control.ModifierKeys; if(modKey == Keys.Control) { this.BackColor = Color.Yellow; } } If you have further questions feel free to ask them and also check the following pages at MSDN: KeyUp Event KeyPress Event KeyDown Event

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  • Input Signal Out of Range 1920x1080

    - by Zach
    I've recently installed Ubuntu 12.04 on my computer. Now, every time I boot and when I shut down, my monitor goes blank and says "Input Signal Out of Range - Change Setting to 1920x1080 60Hz." Once the computer gets to the login screen, it's okay again. This problem also happens when I try to open any 3d app. My graphics card is NVIDIA GEforce 6150 SE. I tried updating the drivers, but it broke everything and I had to reinstall Ubuntu. Any help?

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  • Inputting cheat codes - hidden keyboard input

    - by Fibericon
    Okay, here's what I want to do - when the player is at the main menu, I want them to be able to type in cheat codes. That's the only place I want it to work. I don't want to give them a text box to type into. Rather, I want them to simply type in a word (let's say "cheat", just for simplicity sake) that activates the cheat code. I only need to capture keyboard input when the window is in focus. What can I do to accomplish this?

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  • Employee Info Starter Kit: Project Mission

    - by Mohammad Ashraful Alam
    Employee Info Starter Kit is an open source ASP.NET project template that is intended to address different types of real world challenges faced by web application developers when performing common CRUD operations. Using a single database table ‘Employee’, it illustrates how to utilize Microsoft ASP.NET 4.0, Entity Framework 4.0 and Visual Studio 2010 effectively in that context. Employee Info Starter Kit is highly influenced by the concept ‘Pareto Principle’ or 80-20 rule. where it is targeted to enable a web developer to gain 80% productivity with 20% of effort with respect to learning curve and production. User Stories The user end functionalities of this starter kit are pretty simple and straight forward that are focused in to perform CRUD operation on employee records as described below. Creating a new employee record Read existing employee record Update an existing employee record Delete existing employee records Key Technology Areas ASP.NET 4.0 Entity Framework 4.0 T-4 Template Visual Studio 2010 Architectural Objective There is no universal architecture which can be considered as the best for all sorts of applications around the world. Based on requirements, constraints, environment, application architecture can differ from one to another. Trade-off factors are one of the important considerations while deciding a particular architectural solution. Employee Info Starter Kit is highly influenced by the concept ‘Pareto Principle’ or 80-20 rule, where it is targeted to enable a web developer to gain 80% productivity with 20% of effort with respect to learning curve and production. “Productivity” as the architectural objective typically also includes other trade-off factors as well as, such as testability, flexibility, performance etc. Fortunately Microsoft .NET Framework 4.0 and Visual Studio 2010 includes lots of great features that have been implemented cleverly in this project to reduce these trade-off factors in the minimum level. Why Employee Info Starter Kit is Not a Framework? Application frameworks are really great for productivity, some of which are really unavoidable in this modern age. However relying too many frameworks may overkill a project, as frameworks are typically designed to serve wide range of different usage and are less customizable or editable. On the other hand having implementation patterns can be useful for developers, as it enables them to adjust application on demand. Employee Info Starter Kit provides hundreds of “connected” snippets and implementation patterns to demonstrate problem solutions in actual production environment. It also includes Visual Studio T-4 templates that generate thousands lines of data access and business logic layer repetitive codes in literally few seconds on the fly, which are fully mock testable due to language support for partial methods and latest support for mock testing in Entity Framework. Why Employee Info Starter Kit is Different than Other Open-source Web Applications? Software development is one of the rapid growing industries around the globe, where the technology is being updated very frequently to adapt greater challenges over time. There are literally thousands of community web sites, blogs and forums that are dedicated to provide support to adapt new technologies. While some are really great to enable learning new technologies quickly, in most cases they are either too “simple and brief” to be used in real world scenarios or too “complex and detailed” which are typically focused to achieve a product goal (such as CMS, e-Commerce etc) from "end user" perspective and have a long duration learning curve with respect to the corresponding technology. Employee Info Starter Kit, as a web project, is basically "developer" oriented which actually considers a hybrid approach as “simple and detailed”, where a simple domain has been considered to intentionally illustrate most of the architectural and implementation challenges faced by web application developers so that anyone can dive into deep into the corresponding new technology or concept quickly. Roadmap Since its first release by 2008 in MSDN Code Gallery, Employee Info Starter Kit gained a huge popularity in ASP.NET community and had 1, 50,000+ downloads afterwards. Being encouraged with this great response, we have a strong commitment for the community to provide support for it with respect to latest technologies continuously. Currently hosted in Codeplex, this community driven project is planned to have a wide range of individual editions, each of which will be focused on a selected application architecture, framework or platform, such as ASP.NET Webform, ASP.NET Dynamic Data, ASP.NET MVC, jQuery Ajax (RIA), Silverlight (RIA), Azure Service Platform (Cloud), Visual Studio Automated Test etc. See here for full list of current and future editions.

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  • Input Handling and Game loop

    - by Bob Coder
    So, I intercept the WM_KEYDOWN and other messages. Thing is, my game can't/shouldn't react to these messages just yet, since my game might be currently drawing to the screen or in the middle of updating my game entities. So the idea is to keep a keyboardstate and mousestate, which is updated by the part of my code that intercepts the windows messages. These states just keep track of which keys/buttons are currently pressed. Then, at the start of my game's update function, I access these keyboard and mouse states and my game reacts to the user input. Now, which is the best way to access these states? I assume that windows messages can be sent whenever, so the keyboard/mouse states are constantly being edited. Accessing say a list of currently pressed keys in the keyboard state the same time another part of the code is editing the list would cause problems. Should I make a deep copy of a state and act on that? How would I deal with the garbage generated though, this would take place every frame.

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  • Java keyboard input [on hold]

    - by dØd
    I'm trying to implement a input system that can detect whether a certain key was held or was only pressed briefly. So far I have this: KEY_INTERACTION_TRESHOLD = 400ms //inside a constructor shouldMeasure = true; @Override public void keyPressed(KeyEvent e) { if (shouldMeasure) { startTime = System.currentTimeMillis(); shouldMeasure = false; return; } System.out.println("Button is held down"); e.consume(); } @Override public void keyReleased(KeyEvent e) { if (System.currentTimeMillis() - startTime < KEY_INTERACTION_TRESHOLD) { System.out.println("Button was only pressed briefly"); } startTime = 0; shouldMeasure = true; e.consume(); } Now this works, but the problem is that there is this delay between when I press a key to hold and when the message 'Button is held down' gets displayed. I understand why this delay occurs (for example when you press and hold a letter there will be a similar delay between the first and the second letter printed out), but I would like to somehow avoid it. I'm using only the Java API.

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  • Input/Output console window in XNA

    - by Will Bagley
    I am currently making a simple game in XNA but am at a point where testing various aspect gets a bit tricky, especially when you have to wait till you have 1000 score to see if your animation is playing correctly etc. Of course i could just edit the starting variable in the code before I launched but I have recently been interested in trying to implement a console style window which can print out values and take input to alter public variables during run-time. I am aware that VS has the immediate window which achieves a similar thing but i would prefer mine is an actual part of the game with the intention that the user may have limited access to it in the future. Some of the key things i have yet to find an answer to after looking around for a while are: how i would support free text entry how i would access variables during runtime how i would edit these variable I have also read about using a property grid from windows form aps (and partially reflection) which looked like it could simplify a lot of things but i am not sure how I would get that running inside my XNA game window or how i would get it to not look out of place (as the visual aspect of is seems to be aimed just for development time viewing). All in all I'm quite open to any suggestions on how to approach this task as currently I'm not sure where to start. Thanks in advance.

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  • constructor function's object literal returns toString() method but no other method

    - by JohnMerlino
    I'm very confused with javascript methods defined in objects and the "this" keyword. In the below example, the toString() method is invoked when Mammal object instantiated: function Mammal(name){ this.name=name; this.toString = function(){ return '[Mammal "'+this.name+'"]'; } } var someAnimal = new Mammal('Mr. Biggles'); alert('someAnimal is '+someAnimal); Despite the fact that the toString() method is not invoked on the object someAnimal like this: alert('someAnimal is '+someAnimal.toString()); It still returns 'someAnimal is [Mammal "Mr. Biggles"]' . That doesn't make sense to me because the toString() function is not being called anywhere. Then to add even more confusion, if I change the toString() method to a method I make up such as random(): function Mammal(name){ this.name=name; this.random = function(){ return Math.floor(Math.random() * 15); } } var someAnimal = new Mammal('Mr. Biggles'); alert(someAnimal); It completely ignores the random method (despite the fact that it is defined the same way was the toString() method was) and returns: [object object] Another issue I'm having trouble understanding with inheritance is the value of "this". For example, in the below example function person(w,h){ width.width = w; width.height = h; } function man(w,h,s) { person.call(this, w, h); this.sex = s; } "this" keyword is being send to the person object clearly. However, does "this" refer to the subclass (man) or the super class (person) when the person object receives it? Thanks for clearing up any of the confusion I have with inheritance and object literals in javascript.

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  • Game Input mouse filtering

    - by aaron
    I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. Does anyone know how to implement this with delta mouse movement. Here is the relevant code. void update() { static float oldX = 0; static float oldY = 0; static float walkSpeed = .05f; static float sensitivity = 0.002f;//mouse sensitivity static float smooth = 0.7f;//mouse smoothing (0.0 - 0.99) float w = ScreenResolution.x/2.0f; float h = ScreenResolution.y/2.0f; Vec2f scrc(w,h); Vec2f mpos(getMouseX(),getMouseY()); float x = scrc.x-mpos.x; float y = scrc.y-mpos.y; oldX = (oldX*smooth + x*(1.0-smooth)); oldY = (oldY*smooth + y*(1.0-smooth)); x = oldX * sensitivity; y = oldY * sensitivity; camera->rotate(Vec3f(y,0,0)); transform->setRotation(transform->getRotation()*Quaternionf::fromAxisAngle(0.0f,1.0f,0.0f,-x)); setMousePosition((int)scrc.x,(int)scrc.y);//THIS IS THE PROBLEM LINE HOW CAN I AVOID THIS .... }

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  • Method chaining and exceptions in C#

    - by devoured elysium
    If I have a method chain like the following: var abc = new ABC(); abc.method1() .method2() .methodThrowsException() .method3() ; assuming I've defined method1(), method2() and method3() as public ABC method1() { return this; } and methodThrowsException() as public ABC method3() { throw new ArgumentException(); } When running the code, is it possible to know which specific line of code has thrown the Exception, or will it just consider all the method chaining as just one line? I've done a simple test and it seems it considers them all as just one line but Method Chaining says Putting methods on separate lines also makes debugging easier as error messages and debugger control is usually on a line by line basis. Am I missing something, or does that just not apply to C#? Thanks

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