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  • IWebBrowser: How to specify the encoding when loading html from a stream?

    - by Ian Boyd
    Using the concepts from the sample code provided by Microsoft for loading HTML content into an IWebBrowser from an IStream using the web browser's IPersistStreamInit interface: HRESULT LoadWebBrowserFromStream(IWebBrowser* pWebBrowser, IStream* pStream) { [snip] } How can one specify the encoding of the html inside the IStream? The IStream will contain a series of bytes, but the problem is what do those bytes represent? They could, for example, contain bytes where: each byte represents a character from the current Windows code-page (e.g. 1252) each byte could represent a character from the ISO-8859-1 character set the bytes could represent UTF-8 encoded characters every 2 bytes could represent a character, using UTF-16 encoding In my particular case, i am providing the IWebBrowser an IStream that contains a series of double-bytes characters (UTF-16), but the browser (incorrectly) believes that UTF-8 encoding is in effect. This results in garbled characters.

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  • How to occupy all the space in a div when working with min-height header / footer

    - by javacoder
    I believe this is a beginner's CSS question. I am utilizing the method described in http://www.xs4all.nl/~peterned/examples/csslayout1.html to fix a header to the top and a footer to the bottom. What I'd like to achieve now is two columns inside the content div. A left one of 200px and a right one that takes up the rest of the width. Unfortunately, I can't get the left and right divs to display correctly: they just don't grow vertically, and if I make the right div "width: 100%" it positions itself underneath the left one. What is the trick to make the left and right div take up all the space within the content div? The layout1.css is the original one. I just added two entries: #left and #right layout1.css: /** * 100% height layout with header and footer * ---------------------------------------------- * Feel free to copy/use/change/improve */ html,body { margin: 0; padding: 0; height: 100%; /* needed for container min-height */ background: gray; font-family: arial, sans-serif; font-size: small; color: #666; } h1 { font: 1.5em georgia, serif; margin: 0.5em 0; } h2 { font: 1.25em georgia, serif; margin: 0 0 0.5em; } h1,h2,a { color: orange; } p { line-height: 1.5; margin: 0 0 1em; } div#container { position: relative; /* needed for footer positioning*/ margin: 0 auto; /* center, not in IE5 */ width: 750px; background: #f0f0f0; height: auto !important; /* real browsers */ height: 100%; /* IE6: treaded as min-height*/ min-height: 100%; /* real browsers */ } div#header { padding: 1em; background: #ddd url("../csslayout.gif") 98% 10px no-repeat; border-bottom: 6px double gray; } div#header p { font-style: italic; font-size: 1.1em; margin: 0; } div#content { padding: 1em 1em 5em; /* bottom padding for footer */ } div#content p { text-align: justify; padding: 0 1em; } div#footer { position: absolute; width: 100%; bottom: 0; /* stick to bottom */ background: #ddd; border-top: 6px double gray; } div#footer p { padding: 1em; margin: 0; } // added the following: div#left { border: 1px solid red; width: 200px; float: left; min-height: 100%; height: 100%; padding-left: 10px; margin-right: 10px; } div#right { border: 1px solid blue; float: left; min-height: 100%; height: 100%; padding-left: 10px; margin-right: 10px; } layout.html: <!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" xml:lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>CSS Layout - 100% height</title> <link rel="stylesheet" type="text/css" href="layout1.css" /> </head> <body> <div id="container"> <div id="header"> <h1>header</h1> </div> <div id="content"> <div id="left"> left column </div> <div id="right"> right column </div> </div> <div id="footer"> <p> footer </p> </div> </div> </body>

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  • div center does not work for IE

    - by Jean
    Hello, I have this css position:relative; margin: 0 auto; top:50%; width:15px; height:15px; background-color:#fff; -moz-border-radius: 15px; -webkit-border-radius: 15px; cursor:pointer; Its centering fine on chrome and stays on top for IE and ff. removed and changed position: whats wrong here? Thanks Jean

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  • PyGTK: Doubleclick on CellRenderer

    - by rami
    Hello! In my PyGTK application I currently use 'editable' to make cells editable. But since my cell contents sometimes are really really large I want to ask the user for changes in a new window when he doubleclicks on a cell. But I could not find out how to hook on double-clicks on specific cellrenderers - I don't want to edit the whole row and I also don't want to set this callback for the whole row, only for columns where too long content can occur. How can I do this with CellRendererText() or something similar. My currently cell-generating code is: cols[i] = gtk.TreeViewColumn(coltitle) cells[i] = gtk.CellRendererText() cols[i].pack_start(cells[i]) cols[i].add_attribute(cells[i], 'text', i) cols[i].set_sizing(gtk.TREE_VIEW_COLUMN_FIXED) cols[i].set_fixed_width(100) cells[i].set_property('editable', True) cells[i].connect('edited', self.edited, (i, ls)) cols[i].set_resizable(True) mytreeview.append_column(cols[i]) Thanks!

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  • jQuery UI sortable issue with helper Y offset value being same as scroll offset on FireFox only

    - by James
    I have a problem with a jQuery UI 1.7.2 sortable list in Firefox, IE7-8 work fine. When I'm scrolled down a bit, the helper element seems to have an offset of the same height that I'm scrolled down from the mouse pointer which makes it impossible to see which item you originally started dragging. How do I fix this or work around the issue? If there is no fix what is a really good alternative drag-able plugin? Here are my initialization parameters for the sortable. $("#sortable").sortable( {placeholder: 'ui-state-highlight' } ); $("#sortable").disableSelection();

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  • Allocated memory address clash

    - by Louis
    Hi, i don't understand how this happen. This is portion of my code.. int isGoal(Node *node, int startNode){ int i; . . } When i debug this using gdb i found out that 'i' was allocated at the memory address that have been previously allocated. (gdb)print &node->path->next $26 = (struct intNode **) 0xffbff2f0 (gdb) print &i $22 = (int *) 0xffbff2f0 node-path-next has been already defined outside this function. But as u can see they share the same address which at some point make the pointer point to another place when the i counter is changed. I compiled it using gcc on solaris platform Any helps would be really appreciated..

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  • How to write Composition and Aggregation in java

    - by Mifas
    I want to know how to identify composition and aggregation code in java. I have C++ Code, But I don't understand how to write in java. Composition class A {}; class B { A composited_A; }; Aggregation via Pointer class A {}; class B { A* pointer_to_A; B(A anA){ pointer_to_A = &anA; } Can anyone please tell me how both are working in JAVA. (I know what is meant by Composition and aggregation ) };

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  • PInvoke or using /clr:pure to compile

    - by Yin Zhu
    I have a set of numerical libraries in C++ and I want to call them interactively in a interpretive language like F# or IronPython. So I have two choices now: Compile the library in native DLL and use PInvoke to call functions in it. Compile the C++ library to .Net dll using visual c++ (/clr:pure compile option). The advantage of 1 is that it is very fast, however there are more work in it, e.g. I cannot PInvoke double pointer (e.g. float **), I must write another wrapper in the C++ library to make the interface friendly to .Net. The advantage of 2 is that I don't need to do know Mashaling strings, arrays, etc. However, the .net dll is slower compared to the native one. What others factors should be considered when choosing between the two?

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  • PLS-00103: Encountered the symbol "end-of-file" in simple update block

    - by rageingnonsense
    Hello, The following Oracle statement: DECLARE ID NUMBER; BEGIN UPDATE myusername.terrainMap SET playerID = :playerID,tileLayout = :tileLayout WHERE ID = :ID END; Gives me the following error: ORA-06550: line 6, column 15: PL/SQL: ORA-00933: SQL command not properly ended ORA-06550: line 3, column 19: PL/SQL: SQL Statement ignored ORA-06550: line 6, column 18: PLS-00103: Encountered the symbol "end-of-file" when expecting one of the following: ( begin case declare end exception exit for goto if loop mod null pragma raise return select update while with <an identifier> <a double-quoted> I am pretty much at a loss. This appears to be a rather simple statement. If it helps any, I had a similar statement that performed an INSERT which used to work, but today has been giving me the same message.

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  • How To Test if Type is Primitive

    - by DaveDev
    Hi Guys I have a block of code that serializes a type into a Html tag. Type t = typeof(T); // I pass <T> in as a paramter, where myObj is of type T tagBuilder.Attributes.Add("class", t.Name); foreach (PropertyInfo prop in t.GetProperties()) { object propValue = prop.GetValue(myObj, null); string stringValue = propValue != null ? propValue.ToString() : String.Empty; tagBuilder.Attributes.Add(prop.Name, stringValue); } This works great, except I want it to only do this for primitive types, like string, int, double, bool etc. I want it to ignore everything else. Can anyone suggest how I do this? Or do I need to specify the types I want to allow somewhere and switch on the property's type to see if it's allowed? That's a little messy, so it'd be nice if I there was a tidier way.

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  • how to configure Postfix to send more emails per hour than the default.

    - by dina-ak
    Hello; My postfix only let me send only 3600 email in an hour ( from which i conclude that there is 1s delay between each email ) while I want to send double that number .. I looked in the postfix configuration .Is there any parameters that i can change to send more than 3600 email in an hour ? this is the output of postconf -n alias_database = hash:/etc/aliases alias_maps = hash:/etc/aliases bounce_queue_lifetime = 1d command_directory = /usr/sbin config_directory = /etc/postfix daemon_directory = /usr/libexec/postfix data_directory = /var/lib/postfix debug_peer_level = 2 default_destination_concurrency_limit = 5 default_destination_rate_delay = 0s html_directory = no inet_interfaces = all inet_protocols = ipv4 initial_destination_concurrency = 2 lmtp_destination_rate_delay = 0s local_destination_rate_delay = 0s mail_owner = postfix mailq_path = /usr/bin/mailq.postfix manpage_directory = /usr/share/man maximal_queue_lifetime = 1d mydestination = $myhostname, localhost.$mydomain, localhost, $mydomain mydomain = example.com myhostname = server01.example.com myorigin = $mydomain newaliases_path = /usr/bin/newaliases.postfix qmgr_message_recipient_limit = 10000 queue_directory = /var/spool/postfix readme_directory = /usr/share/doc/postfix-2.5.6/README_FILES relay_destination_rate_delay = 0s sample_directory = /usr/share/doc/postfix-2.5.6/samples sendmail_path = /usr/sbin/sendmail.postfix setgid_group = postdrop smtp_bind_address = xxx.xxx.xxx.xxx smtp_destination_rate_delay = 0s smtp_generic_maps = hash:/etc/postfix/generic smtpd_banner = $myhostname ESMTP $mail_name smtpd_client_restrictions = check_client_access hash:/etc/postfix/access unknown_local_recipient_reject_code = 550 virtual_alias_maps = hash:/etc/postfix/virtual virtual_destination_rate_delay = 0s

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  • Android Release Version and "Waiting for Debugger"

    - by Tom Richards
    I know this has been asked before but I still don't have a solution. My first app: developed and debugged on my moto droid and then followed all the release steps, (exported from Eclipse, using my key to sign) including removing the debug in the manifest xml. I copied the resulting apk to the droid, disconnected the usb and installed it by double clicking on the file using Astro. I get the "Waiting for Debugger" message like when I am debugging but it never goes away. Doing something real stupid I know but I can't figure it out. Any help would be appreciated. Thanks, Tom

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  • Problem executing bash file

    - by sandelius
    HI there! I've run into some problem while learning to combine .sh files and PHP. I've create a file test.sh and in that file I call a PHP file called test.php. If I double click on the .sh file then it runs perfectly but when I try to run it from the terminal I get "command not found". I'm in the exact folder as my .sh file but it wont work. Here's my test.sh: #!/bin/bash LIB=${0/%cli/} exec php -q ${LIB}test.php one two three exit; When I doubleclick on the test.sh file then it returns the argv array like it suppost to. But why can't I run it from terminal?

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  • C#/MonoDevelop: GTK MessageDialogs require a doubleclick to close - why?

    - by Connel
    I'm a newbie programmer writting a program in MonoDevelop in C# and have a porblem with my gtk MessageDialogs. The close button on the window boarders of my GTK Message dialogues require a double click to actually close them. The close button on the dialogue its self works fine. Could someone please tell me how I can fix this below is the code: if (fchDestination.CurrentFolder == fchTarget.CurrentFolder) { MessageDialog msdSame = new MessageDialog(this, DialogFlags.Modal, MessageType.Error, ButtonsType.Close, "Destination directory cannot be the same as the target directory"); msdSame.Title="Error"; if ((ResponseType) msdSame.Run() == ResponseType.Close) { msdSame.Destroy(); } return; } if (fchTarget.CurrentFolder.StartsWith(fchDestination.CurrentFolder)) { MessageDialog msdContains = new MessageDialog(this, DialogFlags.Modal, MessageType.Error, ButtonsType.Close, "error"); msdContains.Title="Error"; if ((ResponseType) msdContains.Run() == ResponseType.Close) { msdContains.Destroy(); } return; }

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  • Converting "is null" into a linq to sql statement

    - by Darryl Braaten
    I am having trouble replicating the following sql as a LINQ statement select TableA.* from TableA left outer join TableAinTableB on TableA.Id = TableAId where TableBId is null The following returns no lines from TableA in db.TableA join AinB in db.TableAinTableB on TableA.Id equals TableAId where AinB.TableBId == null select TableA Also tried and a few other things that didn't work. from TableA in db.TableA join AinB in db.TableAinTableB on TableA.Id equals TableAId where AinB == null select TableA TableAinTableB is a many to many table. The query I want will pull all the records from TableA that have no records in the middle table. My sql does what I want but I have no idea how to convert it to LINQ to SQL. I ended up working around it by just doing a db.ExecuteQuery("working sql"); But I would like to know if the query is possible in LINQ and how to write it, or a pointer to a document that covers this scenario. My searching did not uncover anything I found useful.

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  • Boost graph libraries: setting edge weight values

    - by AndyUK
    I am investigating the use of the boost graph libraries in order to apply them to various network problems I have in mind. In the examples I have been looking at the graph edge values ("weights") are always initialized as integers, such as in these Bellman-Ford and Kruskal algorithms eg: int weights[] = { 1, 1, 2, 7, 3, 1, 1, 1 }; My problem is if I try and change the weights to double, I get a heap of warning messages about conversions etc, which so far I have not been able to figure out how to overcome. Does anyone see a way around this?

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  • Why 2 GB memory limit when running in 64 bit Windows ?

    - by Roland Bengtsson
    I'm a member in a team that develop a Delphi application. The memory requirements are huge. 500 MB is normal but in some cases it got out of memory exception. The memory allocated in that cases is typically between 1000 - 1700 MB. We of course want 64-bits compiler but that won't happen now (and if it happens we also must convert to unicode, but that is another story...). My question is why is there a 2 GB memory limit per process when running in a 64 bit environment. The pointer is 32 bit so I think 4 GB would be the right limit. I use Delphi 2007.

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  • How to free member (i.e BSTR, SAFEARRAY, VARIANT) of an IDL User Defined Structure which is encapsul

    - by Picaro De Vosio
    Hi, I have a structure defined in IDL. This structure has following members: { BSTR m_sFirst; BSTR m_sSecond; VARIANT m_vChildStruct; //This member encapsulate a sub structure SAFEARRAY __RPC_FAR * m_saArray; }CustomINFO; I am allocating the memory for the structs using CoTaskMemAlloc and encapsulating it in Variant as follows: vV-vt = VT_RECORD; vV-pvRecord = pStruct; //Pointer of sturct vV-pRecInfo = pRI; //RecordInfo Interface Is it enough to call VariantClear to deallocate the memory of struct and its members? Will it also release the IRecordInfo interface? Or i have to manually get the encapsulated struct and deallocate each member myself and then use CoTaskMemFree to deallocate sturct. Thanks Picaro De Vosio

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  • Recovering 'old commits' from multiple git rebases

    - by Benjol
    I am aware of this question, but not to sure how to map it to my current situation. (Rebase is scary, undoing rebase is double scary!) I started out with several different feature branches of my master: master x-x-x-x-x-x-x-x-x-x \ \ \ FeatureA 1-2-3 \ \ FeatureB A-B \ FeatureC X-Y-Z I wanted to merge them all together and check they worked before merging back onto the top of master, so I did a: git checkout FeatureB git rebase FeatureA git mergetool //etc git rebase --continue Then git checkout FeatureC git rebase FeatureB git mergetool //hack hack git rebase --continue Which leaves me with master x-x-x-x-x-x-x-x-x-x \ FeatureA 1-2-3 \ FeatureB A'-B' \ FeatureC X'-Y'-Z' Then I corrected some bits that didn't compile properly, and got the whole feature set to an acceptable state: master x-x-x-x-x-x-x-x-x-x \ FeatureA 1-2-3 \ FeatureB A'-B' \ FeatureC X'-Y'-Z'-W My problem is that my colleagues tell me that we're not ready for FeatureA. Is there any way for me to keep all my work, but also revert to a situation where I can just rebase FeatureC on to Feature B?

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  • how do i add two delegates to a ui element at run time?

    - by Michael Xu
    Hi everyone, im trying to implement some behaviors when a mapview element scrolls... by coding a delegate for the scrollview inside of a mapview. so, right now, i got a pointer to the scroll view used by the map view in my code. however, i wish to set the delegate of this scroll view inside the map view, but the issue is that the mapview already sets up a default delegate for this scroll view inside the map view. can i make my delegate implement all of the messages of the protocol, explicitly sending them to the mapview's default delegate while also implementing my own behaviors? how else can i go about adding my own delegate behavior, to an already existing default delegate....? thanks everyone, michael

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  • How to access pixels of an NSBitmapImageRep?

    - by Paperflyer
    I have an NSBitmapImageRep that is created like this: NSBitmapImageRep *imageRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes:NULL pixelsWide:waveformSize.width pixelsHigh:waveformSize.height bitsPerSample:8 samplesPerPixel:4 hasAlpha:YES isPlanar:YES colorSpaceName:NSCalibratedRGBColorSpace bytesPerRow:0 bitsPerPixel:0]; Now I want to access the pixel data so I get a pointer to the pixel planes using unsigned char *bitmapData; [imageRep getBitmapDataPlanes:&bitmapData]; According to the Documentation this returns a C array of five character pointers. But how can it do that? since the type of the argument is unsigned char **, it can only return an array of chars, but not an array of char pointers. So, this leaves me wondering how to access the individual pixels. Do you have an idea how to do that? (I know there is the method – setColor:atX:y:, but it seems to be pretty slow if invoked for every single pixel of a big bitmap.)

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  • does XMLDOMNodePtr::get_text() needs to be deallocated explicitly?

    - by Sammy
    Greetings, Would like to know if we need to explicitly free the string allocated by a xmldomnodeptr using it's get_text() i.e. IXMLDOMNodePtr pNode; /*some code*/ BSTR sValue; pNode->get_text(&sValue); /*Should I do this?*/ SysFreeString(sValue); I cannot see any documentation stating the same, so I'm assuming we need to do explicit deallocation sysfreestring. But, Just need to be double sure :) Thanks in advance. Samrat Patil.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • unable to start .bat file from JSP

    - by Stardust
    I have a batch file runthis.bat If I double click on this a text file is being created with name dir.txt Now I have to run this batch file using JSP. <% Runtime run =Runtime.getRuntime(); run.exec("C:/Program Files/Apache Software Foundation/Tomcat 5.5/webapps/try/runthis.bat"); out.println("SUCCESS"); %> I'm getting the output SUCCESS on a webpage but this batch file is not running. Whats might be the problem?

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  • Source code of books made with TeX/LaTeX to learn

    - by Diego Sevilla
    Some time ago, reading this entry I found a nice image and a pointer to a better book entitled "Thinking Forth". To my surprise, the LaTeX sources of the book were ready to download, with pearls like: %% There's no bold typewriter in Computer Modern. %% Emulate with printing several times, slightly moving \newdimen\poormove \poormove0.0666pt \newcommand{\poorbf}[1]{% \llap{\hbox to \poormove{#1\hss}}% \raise\poormove\rlap{#1\hss}% \lower\poormove\rlap{#1\hss}% \rlap{\hbox to \poormove{\hss}\hbox{#1}}% #1} %\let\poorbf=\textbf \renewcommand{\poorbf}[1]{{\fontencoding{OT1}\fontfamily{cmtt}\fontseries{b}\selectfont#1}} in which it can simulate the bold stroking of a font that doesn't have it. Since reading that, I was unaware of \llap and such, but now I can use them to define boxes, etc. So, my question is twofold: Do you know of sites that show that relatively advanced use of TeX/LaTeX in terms of useful recipes, and Do you know any books that offer their TeX/LaTeX source to inspect and learn (and that are worth doing so.)?

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