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  • Why can't decimal numbers be represented exactly in binary?

    - by Barry Brown
    There have been several questions posted to SO about floating-point representation. For example, the decimal number 0.1 doesn't have an exact binary representation, so it's dangerous to use the == operator to compare it to another floating-point number. I understand the principles behind floating-point representation. What I don't understand is why, from a mathematical perspective, are the numbers to the right of the decimal point any more "special" that the ones to the left? For example, the number 61.0 has an exact binary representation because the integral portion of any number is always exact. But the number 6.10 is not exact. All I did was move the decimal one place and suddenly I've gone from Exactopia to Inexactville. Mathematically, there should be no intrinsic difference between the two numbers -- they're just numbers. By contrast, if I move the decimal one place in the other direction to produce the number 610, I'm still in Exactopia. I can keep going in that direction (6100, 610000000, 610000000000000) and they're still exact, exact, exact. But as soon as the decimal crosses some threshold, the numbers are no longer exact. What's going on? Edit: to clarify, I want to stay away from discussion about industry-standard representations, such as IEEE, and stick with what I believe is the mathematically "pure" way. In base 10, the positional values are: ... 1000 100 10 1 1/10 1/100 ... In binary, they would be: ... 8 4 2 1 1/2 1/4 1/8 ... There are also no arbitrary limits placed on these numbers. The positions increase indefinitely to the left and to the right.

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  • Drupal's not reading correct values from DB

    - by John
    Hey Everyone, Here is my current problem. I am working with the chat module and I'm building a module that notifies users via AJAX that they have been invited to a chat. The current table structure for the invites table looks like this: |-------------------------------------------------------------------------| | CCID | NID | INVITER_UID | INVITEE_UID | NOTIFIED | ACCEPTED | |-------------------------------------------------------------------------| | int | int | int | int | (0 or 1) | (0 or 1) | |-------------------------------------------------------------------------| I'm using the periodical updater plug-in for JQuery to continually poll the server to check for invites. When an invite is found, I set the notified from 0 to 1. However, my problem is the periodical updater. When I first see that there is an invite, I notify the user, and set notified to 1. On the next select though, I get the same results before, as if the update didn't work. But, when I got check the database, I can see that it worked just fine. It's as if the query is querying a cache, but I can't figure it out. My code for the periodical updater is as follows: window.onload = function() { var uid = $('a#chat_uid').html(); $.PeriodicalUpdater( '/steelylib/sites/all/modules/_chat_whos_online/ajax/ajax.php', //url to service { method: 'get', //send data via... data: {uid: uid}, //data to send minTimeout: '1000', //min time before server is polled (milli-sec.) maxTimeout: '20000', //max time before server is polled (milli-sec.) multiplyer: '1.5', //multiply against curretn poll time every time constant data is returned type: 'text', //type of data recieved (response type) maxCalls: 0, //max calls to make (0=unlimited) autoStop: 0 //max calls with constant data (0=unlimited/disabled) }, function(data) //callback function { alert( data ); //for now, until i get it working } ); } And my code for the ajax call is as follows: <?php #bootstrap Drupal, and call function, passing current user's uid. function _create_chat_node_check_invites($uid) { cache_clear_all('chatroom_chat_list', 'cache'); $query = "SELECT * FROM {chatroom_chat_invite} WHERE notified=0 AND invitee_uid=%d and accepted=0"; $query_results = db_query( $query, $uid ); $json = '{"invites":['; while( $row = db_fetch_object($query_results) ) { var_dump($row); global $base_url; $url = $base_url . '/content/privatechat' . $uid .'-' . $row->inviter_uid; $inviter = db_fetch_object( db_query( "SELECT name FROM {users} WHERE uid = %d", $row->inviter_uid ) ); $invitee = db_fetch_object( db_query( "SELECT name FROM {users} WHERE uid = %d", $row->invitee_uid ) ); #reset table $query = "UPDATE {chatroom_chat_invite} " ."SET notified=1 " ."WHERE inviter_uid=%d AND invitee_uid=%d"; db_query( $query, $row->inviter_uid, $row->invitee_uid ); $json .= '['; $json .= '"' . $url . '",'; $json .= '"' . ($inviter->name) . '",'; $json .= '"' . ($invitee->name) . '"' ; $json .= '],'; } $json = substr($json, 0, -1); $json .= ']}'; return $json; } ?> I can't figure out what is going wrong, any help is greatly appreciated!

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  • Naive Bayesian classification (spam filtering) - Doubt in one calculation? Which one is right? Plz c

    - by Microkernel
    Hi guys, I am implementing Naive Bayesian classifier for spam filtering. I have doubt on some calculation. Please clarify me what to do. Here is my question. In this method, you have to calculate P(S|W) - Probability that Message is spam given word W occurs in it. P(W|S) - Probability that word W occurs in a spam message. P(W|H) - Probability that word W occurs in a Ham message. So to calculate P(W|S), should I do (1) (Number of times W occuring in spam)/(total number of times W occurs in all the messages) OR (2) (Number of times word W occurs in Spam)/(Total number of words in the spam message) So, to calculate P(W|S), should I do (1) or (2)? (I thought it to be (2), but I am not sure, so plz clarify me) I am refering http://en.wikipedia.org/wiki/Bayesian_spam_filtering for the info by the way. I got to complete the implementation by this weekend :( Thanks and regards, MicroKernel :) @sth: Hmm... Shouldn't repeated occurrence of word 'W' increase a message's spam score? In the your approach it wouldn't, right?. Lets take a scenario and discuss... Lets say, we have 100 training messages, out of which 50 are spam and 50 are Ham. and say word_count of each message = 100. And lets say, in spam messages word W occurs 5 times in each message and word W occurs 1 time in Ham message. So total number of times W occuring in all the spam message = 5*50 = 250 times. And total number of times W occuring in all Ham messages = 1*50 = 50 times. Total occurance of W in all of the training messages = (250+50) = 300 times. So, in this scenario, how do u calculate P(W|S) and P(W|H) ? Naturally we should expect, P(W|S) P(W|H)??? right. Please share your thought...

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  • table problem in loop

    - by air
    i have one table in loop which come under li <?php for($i=1;$i<=$tc;$i++) { $row=mysql_fetch_array($result); ?> <li style="list-style:none; margin-left:-20px"> <table width="600" border="0" cellspacing="0" cellpadding="0"> <tr> <td class="hline" style="width:267px"><?php echo $row['tit'] .",". $row['name'] ?></td> <td class="vline" style="width:1px">&nbsp;</td> <td class="hline" style="width:100px"><?php echo $row['city']; ?></td> </tr> </table> </li> <?php } ?> the out put comes like this i can't put table outside the loop, due to li sorting thanks

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  • how can i access a value on a cell in tableview from different class?

    - by ahmet732
    I can hold the value of touched cell but I cannot pass that value to another class or call from that class. SearchTableViewController.m **deneme= [[NSMutableArray alloc]init]; deneme=[tableData objectAtIndex:indexPath.row]; NSLog(@"my row = %@", deneme); //I can hold one of the selected or touched rows in table HistoryTableViewController.m **SearchTableViewController *obj = (SearchTableViewController *)[self.tabBarController.viewControllers objectAtIndex:11]; NSLog(@"my 2nd row= %@", [obj deneme]); //It doesn't retrieve here

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  • Insert and delete SIM contacs working but it needs to be phone restart to update the changes

    - by girishgm08
    Hi All, I am able to insert the contacts into SIM card and delete from it. But it needs to be phone restart to update the changes. The below is the code woks for delete the conatcs, Uri simUri = Uri.parse("content://icc/adn"); Cursor cur = context.getContentResolver().query(simUri, null, null, null, null); prn("Number of SIM Contacts are.."+cur.getCount()); int row =0; while(cur.moveToNext()){ String name = cur.getString(cur.getColumnIndex("name")); prn("Name..."+name); String data = cur.getString(cur.getColumnIndex("number")); if(!data.equals("")) prn("Number.."+data); String where = null; if(!name.equals("") && !data.equals("")){ where = "tag =" + name + "AND" + "number =" +data; } else if(name.equals("") && !data.equals("")){ where = "number ="+data; } else { where = "tag ="+name+ "AND" +"number="+null; } context.getContentResolver().delete(simUri, where, null); row++; } prn(row+" are deleted"); cur.close(); cur = null; Please look into this issue and give suggestions on this. Thanks, Girish G M

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  • SQL Server Merge statement issue

    - by George2
    Hello everyone, I am learning and using SQL Server 2008 new Merge statement, merge statement will compare/operate source table and destination table row by row ("operate" I mean operations performed for when matched or not-matched conditions). My question is whether the whole merge process will be one transaction or each row comparison/operation will be one transaction? Appreciate if any document to prove it. thanks in advance, George

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  • incremental way of counting quantiles for large set of data

    - by Gacek
    I need to count the quantiles for a large set of data. Let's assume we can get the data only through some portions (i.e. one row of a large matrix). To count the Q3 quantile one need to get all the portions of the data and store it somewhere, then sort it and count the quantile: List<double> allData = new List<double>(); foreach(var row in matrix) // this is only example. In fact the portions of data are not rows of some matrix { allData.AddRange(row); } allData.Sort(); double p = 0.75*allData.Count; int idQ3 = (int)Math.Ceiling(p) - 1; double Q3 = allData[idQ3]; Now, I would like to find a way of counting this without storing the data in some separate variable. The best solution would be to count some parameters od mid-results for first row and then adjust it step by step for next rows. Note: These datasets are really big (ca 5000 elements in each row) The Q3 can be estimated, it doesn't have to be an exact value. I call the portions of data "rows", but they can have different leghts! Usually it varies not so much (+/- few hundred samples) but it varies! This question is similar to this one: http://stackoverflow.com/questions/1058813/on-line-iterator-algorithms-for-estimating-statistical-median-mode-skewness But I need to count quantiles. ALso there are few articles in this topic, i.e.: http://web.cs.wpi.edu/~hofri/medsel.pdf http://portal.acm.org/citation.cfm?id=347195&dl But before I would try to implement these, I wanted to ask you if there are maybe any other, qucker ways of counting the 0.25/0.75 quantiles?

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  • how to submit a from with validation in PHP?

    - by jitendra
    I want to submit this form through PHP. with validation for required field and validation for phone number and email field also <form action="" method="" id="get-protected"> <div class="row requiredRow"> <label for="txt_FirstName"> First Name</label> <input id="txt_FirstName" type="text" class="required" title="First Name. This is a required field" /> </div> <div class="row"> <label for="txt_LastName"> Last Name</label> <input id="txt_LastName" type="text" title="First Name. This is a required field" /> </div> <div class="row"> <label for="txt_Phone"> Phone</label> <input id="txt_Phone" type="text" title="First Name. This is a required field" /> </div> <div class="row requiredRow"> <label for="txt_Email"> Email</label> <input id="txt_Email" type="text" class="required" title="Email. This is a required field" /> </div> <div class="row"> <input type="submit" value="" class="button" /> </div> </form>

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  • How to get datarow array refering to datatable 's field value with linq

    - by Michael
    I want to use linq to get datarow array from a datatable which its string type ColumnA is not null or depending on its length 0 , so I can get the row index with Indexof() method to deal with something else. ColumnA ColumnB ColumnC A0 B0 C0 Null B1 C1 A2 B2 C2 Null B3 C3 My Linq Statment: DataRow[] rows = myDataTable.Select("ColumnA is not null").Where(row=>row.Field<string>("ColumnA").Length>0); somebody who can help?

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  • Evenly distribute items on the screen

    - by abolotnov
    I am trying to solve this little puzzle (the algorithm): I have N image icons and I want to distribute them evenly on users screen. Say, I put them in a table. If there is one image, there will be one cell in a table. If two - one row with two columns, if three - one row and three columns, if four - two rows, two columns... and so on until row space is gone and since then the table should only grow in columns without adding extra rows. I'm trying to figure an algorithm for this and perhaps this is something that has a solution already somewhere? My attempt is so far something like this: obtain_max_rows() obtain_visible_columns() if (number_of_pictures > max_rows*max_columns) { columns = roundup(number_of_pictures/max_rows) for(max_rows){generate row;for columns{generate column}} } else { **here comes to trouble...** } This logic is bit silly though - it somehow needs to think cases where there are 12 pictures on first screen and 2 on the other trying to balance it say 8/6 or somehow like that.

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

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

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  • How to hide cell details box when user scrolls the table in SlickGrid ?

    - by Misha Moroshko
    I have added the following code to my SlickGrid table: grid.onClick = function(e, row, cell) { $("#cellDetails").html("Row = " + row + "\nColumn = " + cell); $("#cellDetails").css("top", e.pageY - $("#cellDetails").outerHeight()) .css("left", e.pageX) .show(); $("body").one("click", function() { $("#cellDetails").html("").hide(); }); return true; } If user clicks a cell, and then scrolls the table down, the cell details box still appears. How can I hide it in this case ?

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  • How to display Bitmap Image in image control on WPF using C#

    - by Sam
    I want that when I double click on a row in Listview, it should display the image corresponding to that row. This row also contains the path of the image. I tried the following but it displays the same image for all rows because I have given the path for a specific image: private void ListViewEmployeeDetails_MouseDoubleClick(object sender, MouseButtonEventArgs e) { ImageSource imageSource = new BitmapImage(new Uri(@"C:\northwindimages\king.bmp")); image1.Source = imageSource; } Please suggest

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  • reRendering is not happening in jsf using data table

    - by palakolanusrinu
    HI, Rerendering is not working in my code please help in this <rich:dataTable id="bookIncome" value="#{myBean.ftBoookIncomelst}" var="item" rowKeyVar="row" first="0" width="100%"> <rich:subTable id="subBookIncome"value="#{item.txIncome}" var="income" rowKeyVar="row"> <rich:column id="descrtiptionColumn" width="30%"> <h:outputText value="#{income.descriptionCell.value}" rendered="#{!item.editableRow}" style="#{income.descriptionCell.boldClass}"> </h:outputText> <rich:inplaceInput layout="block" value="#{income.descriptionCell.value}" required="true" rendered="#{item.editableRow}" requiredMessage="Description at row #{row+1} wasn't filled." changedHoverClass="hover" viewHoverClass="hover" viewClass="inplace" changedClass="inplace" selectOnEdit="true" editEvent="onclick"> </rich:inplaceInput> In the above code i have proper id for datatable and i'm calling my ajax call using But its not showing any response but its hitting the server and its calling proper method and updating the required list also..Please help in this why its not rendering its not showing any exception on console also...

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  • Change array that might contain None to an array that contains "" in python

    - by vy32
    I have a python function that gets an array called row. Typically row contains things like: ["Hello","goodbye","green"] And I print it with: print "\t".join(row) Unfortunately, sometimes it contains: ["Hello",None,"green"] Which generates this error: TypeError: sequence item 2: expected string or Unicode, NoneType found Is there an easy way to replace any None elements with ""?

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  • Java ternary operator and boxing Integer/int?

    - by Markus
    I tripped across a really strange NullPointerException the other day caused by an unexpected type-cast in the ternary operator. Given this (useless exemplary) function: Integer getNumber() { return null; } I was expecting the following two code segments to be exactly identical after compilation: Integer number; if (condition) { number = getNumber(); } else { number = 0; } vs. Integer number = (condition) ? getNumber() : 0; . Turns out, if condition is true, the if-statement works fine, while the ternary opration in the second code segment throws a NullPointerException. It seems as though the ternary operation has decided to type-cast both choices to int before auto-boxing the result back into an Integer!?! In fact, if I explicitly cast the 0 to Integer, the exception goes away. In other words: Integer number = (condition) ? getNumber() : 0; is not the same as: Integer number = (condition) ? getNumber() : (Integer) 0; . So, it seems that there is a byte-code difference between the ternary operator and an equivalent if-else-statement (something I didn't expect). Which raises three questions: Why is there a difference? Is this a bug in the ternary implementation or is there a reason for the type cast? Given there is a difference, is the ternary operation more or less performant than an equivalent if-statement (I know, the difference can't be huge, but still)?

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  • Still failing a function, not sure why...ideas on test cases to run?

    - by igor
    I've been trying to get this Sudoku game working, and I am still failing some of the individual functions. All together the game works, but when I run it through an "autograder", some test cases fail.. Currently I am stuck on the following function, placeValue, failing. I do have the output that I get vs. what the correct one should be, but am confused..what is something going on? EDIT: I do not know what input/calls they make to the function. What happens is that "invalid row" is outputted after every placeValue call, and I can't trace why.. Here is the output (mine + correct one) if it's at all helpful: http://pastebin.com/Wd3P3nDA Here is placeValue, and following is getCoords that placeValue calls.. void placeValue(Square board[BOARD_SIZE][BOARD_SIZE]) { int x,y,value; if(getCoords(x,y)) { cin>>value; if(board[x][y].permanent) { cout<< endl << "That location cannot be changed"; } else if(!(value>=1 && value<=9)) { cout << "Invalid number"<< endl; clearInput(); } else if(validMove(board, x, y, value)) { board[x][y].number=value; } } } bool getCoords(int & x, int & y) { char row; y=0; cin>>row>>y; x = static_cast<int>(toupper(row)); if (isalpha(row) && (x >= 'A' && x <= 'I') && y >= 1 && y <= 9) { x = x - 'A'; // converts x from a letter to corresponding index in matrix y = y - 1; // converts y to corresponding index in matrix return (true); } else if (!(x >= 'A' && x <= 'I')) { cout<<"Invalid row"<<endl; clearInput(); return false; } else { cout<<"Invalid column"<<endl; clearInput(); return false; } }

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  • Need help simplifying my php table

    - by user342391
    I am relatively new to php and have a feeling that I am going the long way round when displaying data from mysql. I have a table a I want to show a few fields from my database. How would I achieve this without having to echo every bit of the table??? Here is the code: <?php $query1 = mysql_send("SELECT firstname, lastname, email, user, country FROM customers WHERE id='".$_COOKIE['custid']."'"); while ($row = mysql_fetch_array($query1)) { echo ' <table id="account_table" style="width:550px; border:none; "> <tr> <td width="155">Contact Name</td>'; echo '<td width="335">'; echo $row['firstname'] ; echo '&nbsp;'; echo $row['lastname']; echo '</td> </tr> <tr> <td>Email Address</td> <td>'; echo $row['email']; echo ' </td> </tr> <tr> <td>Username</td> <td>' ; echo $row['user']; echo '</td> </tr> <tr> <td>Country</td> <td>'; echo $row['country']; echo '</td> </tr> <tr> <td>Time Zone</td> <td>GMT+1</td> </tr> <tr> <td>Activated</td> <td>16 Dec 2009</td> </tr> </table>'; } ?>

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  • tablednd post issue help please

    - by netrise
    Hi plz i got a terrible headache my script is very simple Why i can’t get $_POST['table-2'] after submiting update button, i want to get ID numbers sorted # index.php <head> <script src="jquery.js" type="text/javascript"></script><br /> <script src="jquery.tablednd.js" type="text/javascript"></script><br /> <script src="jqueryTableDnDArticle.js" type="text/javascript"></script><br /> </head> <body> <form method='POST' action=index.php> <table id="table-2" cellspacing="0" cellpadding="2"> <tr id="a"><td>1</td><td>One</td><td><input type="text" name="one" value="one"/></td></tr> <tr id="b"><td>2</td><td>Two</td><td><input type="text" name="two" value="two"/></td></tr> <tr id="c"><td>3</td><td>Three</td><td><input type="text" name="three" value="three"/></td></tr> <tr id="d"><td>4</td><td>Four</td><td><input type="text" name="four" value="four"/></td></tr> <tr id="e"><td>5</td><td>Five</td><td><input type="text" name="five" value="five"/></td></tr> </table> <input type="submit" name="update" value="Update"> </form> <?php $result[] = $_POST['table-2']; foreach($result as $value) { echo "$value<br/>"; } ?> </body> # jqueryTableDnDArticle.js …………. $(“#table-2?).tableDnD({ onDragClass: “myDragClass”, onDrop: function(table, row) { var rows = table.tBodies[0].rows; var debugStr = “Row dropped was “+row.id+”. New order: “; for (var i=0; i<rows.length; i++) { debugStr += rows[i].id+" "; } //$("#debugArea").html(debugStr); $.ajax({ type: "POST", url: "index.php", data: $.tableDnD.serialize(), success: function(html){ alert("Success"); } }); }, onDragStart: function(table, row) { $("#debugArea").html("Started dragging row "+row.id); } });

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  • how to return the current object?

    - by ajsie
    in code igniter you can type: $query = $this->db->query("YOUR QUERY"); foreach ($query->result() as $row) { echo $row->title; echo $row->name; echo $row->body; } i guess that the query method returns the object it's part of. am i correct? if i am, how do you type the line where it returns the object? so what i wonder is how it looks like inside the query method for the above code to be functional. public function query($sql) { // some db logic here with the $sql and saves the values to the properties (title, name and body) return X } with other words, what should X be?

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  • MySQL Paritioning performance

    - by Imran Pathan
    Measured performance on key partitioned tables and normal tables separately. But we couldn't find any performance improvement with partitioning. Queries are pruned. Using MySQL 5.1.47 on RHEL 4. Table details: UserUsage - Will have entries for user mobile number and data usage for each date. Mobile number and Date as PRI KEY. UserProfile - Queries prev table and stores summary for each mobile number. Mobile number PRI KEY. CREATE TABLE `UserUsage` ( `Msisdn` decimal(20,0) NOT NULL, `Date` date NOT NULL, . . PRIMARY KEY USING BTREE (`Msisdn`,`Date`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 PARTITION BY KEY(Msisdn) PARTITIONS 50; CREATE TABLE `UserProfile` ( `Msisdn` decimal(20,0) NOT NULL, . . PRIMARY KEY (`Msisdn`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 PARTITION BY KEY(Msisdn) PARTITIONS 50; Second table is updated by query select and order by date in first table in a perl program, query is select * from UserUsage where Msisdn=number order by Date desc limit 7 [Process data in perl] update UserProfile values(....) where Msisdn=number explain partition for select, shows row being scanned in a particular partition only. Is something wrong with partition design or queries as partitioning is taking almost same or more time compared to normal tables?

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