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  • Python breaks for a certain amount

    - by Brian Cox
    All, I am not very good at explaining so i will let my comments do it! #this script is to calculate some of the times table up to 24X24 and also miss some out #Range of numbers to be calculated numbers=range(1,25) for i in numbers: for w in numbers: print(str(i)+"X"+str(w)+"="+str(i*w)) #here i want to break randomly (skip some out) e.g. i could be doing the 12X1,12X2 and then 12X5 i have no limit of skips. Update Sorry if this is not clear i want it to break from the inner loop for a random amount of times

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  • How does Ruby's Enumerator object iterate externally over an internal iterator?

    - by Salman Paracha
    As per Ruby's documentation, the Enumerator object uses the each method (to enumerate) if no target method is provided to the to_enum or enum_for methods. Now, let's take the following monkey patch and its enumerator, as an example o = Object.new def o.each yield 1 yield 2 yield 3 end e = o.to_enum loop do puts e.next end Given that the Enumerator object uses the each method to answer when next is called, how do calls to the each method look like, every time next is called? Does the Enumeartor class pre-load all the contents of o.each and creates a local copy for enumeration? Or is there some sort of Ruby magic that hangs the operations at each yield statement until next is called on the enumeartor? If an internal copy is made, is it a deep copy? What about I/O objects that could be used for external enumeration? I'm using Ruby 1.9.2.

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  • Razor View Engine and jQuery

    - by rjovic
    Hi, does anybody know how to force Razor View engine to print exact line which is under foreach loop. Code follows : @section head{ <script type="text/javascript" src="@Url.Content("~/Content/Scripts/jquery-1.4.1.js")"></script> <script type="text/javascript" src="@Url.Content("~/Content/Scripts/jquery.progressbar.min.js")"></script> <script type="text/javascript"> $(document).ready(function() { @foreach(var player in Model) { jQuery("#pb@PlayerID").progressBar(); } }); </script> } I tried using $() and jQuery() but in both case razor don't know what to do. Is there any way to force him to print exact this : jQuery("#pb@PlayerID").progressBar(); . I want to have something like this : $(document).ready(function() { $("#pb1").progressBar(); $("#pb2").progressBar(); $("#pb3").progressBar(); }); Thank you in advance!

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  • AS3 for an animated button

    - by Jenya
    I need help with AS3 for an animated button. The button (movie clip) I've created starts playing on a mouse-over but stops immediately when a mouse-out event occurs. But I want the button to finish the loop cycle before stopping the animation and play the animation on the next mouse-over from frame 1. This is the code I have so far: stop(); bt.addEventListener(MouseEvent.MOUSE_OVER,onMouseOver); function onMouseOver(event:MouseEvent):void { gotoAndPlay(1); } Thanks in advance, Jenya

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  • How to know when the Client is disconnected from Server in C#?

    - by menacheb
    Hi, I have a Client-Server program in C#. Here is the Server's code: ... String dataFromClient = ""; NetworkStream networkStream; TcpClient clientSocket; bool transfer = true; ... while (transfer) { networkStream = clientSocket.GetStream(); networkStream.Read(bytesFrom, 0, (int)clientSocket.ReceiveBufferSize); dataFromClient = System.Text.Encoding.ASCII.GetString(bytesFrom); dataFromClient = dataFromClient.Substring(0, dataFromClient.IndexOf("$")); .... } I want to make a condition that stop the loop when the Client is disconnected. How can I do that? Many thanks,

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  • How can I programmically construct the object reference?

    - by Bryan
    Lets just say that I have three textboxes: TextBox1, TextBox2, TextBox3. Normally if I wanted to change the text for example I would put TextBox1.Text = "Whatever" and so on. For what I'm doing right now I would like to something like (TextBox & "i").Text. That obviously isn't the syntax I need to use I'm just using it as an example for what I need to do. So how can I do something like this? The main reason I'm doing this is to reduce code with a loop. Please keep in mind that I'm not actually changing the text of the textboxes I'm simply using that as an example to get the point across.

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  • How to select elements from a set that are children of another element

    - by Tatu Ulmanen
    Hi, The title is a bit confusing but here's what I'm after: I have a set of elements containing all the h3 elements in a page. In jQuery terms: var mySet = $('h3'). I also have an div element var myContainer = $('div#foo') I need to find all items in the set mySet that are children of myContainer. Any ideas? I bet there's some magical one liner for this but I cannot think of any. I'd rather not loop through every element in the set manually and use .closest(myContainer) or something like that to determine the relationship. Note that in my scenario, I cannot use a new selector like $('div#foo h3') (that would be too easy) as I don't have access to the actual selector values. So it has to be dynamic.

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  • How to receive packets on the MCU's serial port?

    - by itisravi
    Hello, Consider this code running on my microcontroller unit(MCU): while(1){ do_stuff; if(packet_from_PC) send_data_via_gpio(new_packet); //send via general purpose i/o pins else send_data_via_gpio(default_packet); do_other_stuff; } The MCU is also interfaced to a PC via a UART.Whenever the PC sends data to the MCU, the *new_packet* is sent, otherwise the *default_packet* is sent.Each packet can be 5 or more bytes with a pre defined packet structure. My question is: 1.Should i receive the entire packet from PC using inside the UART interrut service routine (ISR)? In this case, i have to implement a state machine inside the ISR to assemble the packet (which can be lengthy with if-else or switch-case blocks). 2.Detect a REQUEST command (one byte)from the PC in my ISR set a flag, diable UART interrupt alone and form the packet in my while(1) loop by polling the UART?

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  • Powershell Select-Object from array not working

    - by Andrew
    I am trying to seperate values in an array so i can pass them to another function. Am using the select-Object function within a for loop to go through each line and separate the timestamp and value fields. However, it doesn't matter what i do the below code only displays the first select-object variable for each line. The second select-object command doesn't seem to work as my output is a blank line for each of the 6 rows. Any ideas on how to get both values $ReportData = $SystemStats.get_performance_graph_csv_statistics( (,$Query) ) ### Allocate a new encoder and turn the byte array into a string $ASCII = New-Object -TypeName System.Text.ASCIIEncoding $csvdata = $ASCII.GetString($ReportData[0].statistic_data) $csv2 = convertFrom-CSV $csvdata $newarray = $csv2 | Where-Object {$_.utilization -ne "0.0000000000e+00" -and $_.utilization -ne "nan" } for ( $n = 0; $n -lt $newarray.Length; $n++) { $nTime = $newarray[$n] $nUtil = $newarray[$n] $util = $nUtil | select-object Utilization $util $tstamp = $nTime | select-object timestamp $tstamp }

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  • how to get files as they are added to a remote server

    - by Jordan
    I am using a bash script (below) on a remote server (so far using ssh to connect) to execute a python script that downloads a lot of pdf files one at a time (getting the download locations from a text file with the URL's) in a loop. I would like to move the files from the remote server to my local computer as they are downloaded, and then delete the file from the remote server. Is there a way that I can expand my bash script to do this? Or are there alternatives for completing this task? while read line; do python python_script.py -l $line; done < pdfURLs.txt

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  • why this assembly program is loaded from the address 0B3D:0000?

    - by viperchaos
    I have seen a assembly program written from a book about assemble: assume cs:code code segment dw 0123h,0456h,0789h,0abch,0defh,0fedh,0cbah,0987h mov bx,0 mov ax,0 mov cx,8 s: add ax,cs:[bx] add bx,2 loop s mov ax,4c00h int 21h code ends end This program's function is to add eight numbers. The author compiled this program in the DOS and use the DEBUG to see how this program be loaded. The author use the R command and got that DS = 0B2DH ES = 0B2D SS = 0B3D CS = 0B3D IP = 0000 And then the author said that this program is loaded from the address 0B3D:0000. I'm a confused that why this program is loaded from the address 0B3D:0000? Is this because the existence of the Program Segment Prefix(PSP)? If the answer is the existence of the PSP, what is in the PSP?

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  • foreach with an array of stdclass objects

    - by Jared Steffen
    So, what I want to do is quite simple in my mind. I have an array that consists solely of four objects. I want to create a loop that will echo an attribute of each object in the array. The only success I've had, however, is echoing every object and every property of the objects. I've never dealt with objects so this is probably the TRUE root of the problem. There's been a few revisions but the only thing I've really excelled at is creating error codes. Here is what I have: $categories = get_categories(array('child_of' => '8')); foreach ($categories as $cat) { echo $cat->name; };

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  • Python 3.0 - Dynamic Class Instance Naming

    - by Jon
    I want to use a while loop to initialize class objects with a simple incremented naming convention. The goal is to be able to scale the number of class objects at will and have the program generate the names automatically. (ex. h1...h100...h1000...) Each h1,h2,h3... being its own instance. Here is my first attempt... have been unable to find a good example. class Korker(object): def __init__(self,ident,roo): self.ident = ident self.roo = roo b = 1 hwinit = 'h' hwstart = 0 while b <= 10: showit = 'h' + str(b) print(showit) #showit seems to generate just fine as demonstrated by print str(showit) == Korker("test",2) #this is the line that fails b += 1 The errors I get range from a string error to a cannot use function type error.... Any help would be greatly appreciated.

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  • Reversing the effects of mkimage to get an original gzipped file back

    - by Alex Marshall
    Hello, We develop for a specific embedded device at our company, and part of that is making initial root disks that get loaded onto the devices over ethernet via netboot. We've experienced some problems, and as a result, the original folder with the contents of the initial root disks was lost along with its backups, but we do still have the initrd images, that have been created by gzipping the contents of a ramdisk that's been mounted as a local loop device, and then running mkimage on the gzipped file. Is there any way to undo the effects of mkimage and obtain the original gzipped content so that we can recover the original images ?

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  • From my code, I can't trace the out of bounds exception.

    - by Matt
    public override Models.CalculationNode Parse(string expression) { var calNode = new Models.CalculationNode(); int i = expression.Length; char[] x = expression.ToCharArray(); string temp = ""; //Backwards assembly of the tree //Right Node while (!IsOperator(x[i]) && i > 0) { if (!x[i].Equals(' ')) temp = x[i] + temp; i--; } } It has been a while since I've used trees and I'm getting an out of bounds exception in the while loop.

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  • Is there an easy way to concatenate several lines of text into a string without constantly appending

    - by Marshmellow1328
    So I essentially need to do this: String text = "line1\n"; text += "line2\n"; text += "line3\n"; useString( text ); There is more involved, but that's the basic idea. Is there anything out there that might let me do something more along the lines of this though? DesiredStringThinger text = new DesiredStringThinger(); text.append( "line1" ); text.append( "line2" ); text.append( "line3" ); useString( text.toString() ); Obviously, it does not need to work exactly like that, but I think I get the basic point across. There is always the option of writing a loop which processes the text myself, but it would be nice if there is a standard Java class out there that already does something like this rather than me needing to carry a class around between applications just so I can do something so trivial. Thanks!

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  • Calling functions outside paths

    - by user1775718
    In mongojs, when you do: var birds = db.birds.find(searchTerm, callback); ...how do you pass arguments to the callback? I've tried bind, as in: birds = db.birds.find(searchTerm, app.get('getBirds').bind(res)); ...but to no avail. Just fyi I'm trying to pass the response object of the GET route so that the callback can render using res.send(results). The other option is to set app.set('res': res); and call app.get('res') from the callback - I'm not sure this is a good idea. It works, but it doesn't obey the events loop model too well - I think the request back to the app may be costly? Any help would be gratefully accepted. :)

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  • How do I get all data from a mysql table via php, and print out the contents of every cell ?

    - by roberto
    Hi. I've got a database table with at least three rows in it. From php, I have successfully connected to my db and extracted all table information with 'SELECT * from mytable' . Now I want to loop through first each row, and then each cell, printing out the contents of each cell. I know this might be a simple task for a more experienced programmer, but I can't figure it out, and I can't find any examples online and it's driving me stark raving bonkers. How can I do this ?

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  • How to change FPU context in signal handler (C++/Linux)

    - by Henry Fané
    I wrote a signal handler to catch FPE errors. I need to continue execution even if this happens. I receive a ucontext_t as parameter, I can change the bad operand from 0 to another value but the FPU context is still bad and I run into an infinite loop ? Does someone already manupulate the ucontext_t structure on Linux ? I finally found a way to handle these situations by clearing the status flag of ucontext_t like this: ... const long int cFPUStatusFlag = 0x3F; aContext->uc_mcontext.fpregs->sw &= ~cFPUStatusFlag; ... 0x3F is negated to put 0 in the 6 bits of the status register of the FPU (x87). Doing this implies to check for FPE exceptions after calculation.

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • How to create a language these days?

    - by Mike
    I need to get around to writing that programming language I've been meaning to write. How do you kids do it these days? I've been out of the loop for over a decade; are you doing it any differently now than we did back in the pre-internet, pre-windows days? You know, back when "real" coders coded in C, used the command line, and quibbled over which shell was superior? Just to clarify, I mean, not how do you DESIGN a language (that I can figure out fairly easily) but how do you build the compiler and standard libraries and so forth? What tools do you kids use these days?

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  • Error(2,7): PLS-00428: an INTO clause is expected in this SELECT statement

    - by omgzor
    I'm trying to create this trigger and getting the following compiler errors: create or replace TRIGGER RESTAR_PLAZAS AFTER INSERT ON PLAN_VUELO BEGIN SELECT F.NRO_VUELO, M.CAPACIDAD, M.CAPACIDAD - COALESCE(( SELECT count(*) FROM PLAN_VUELO P WHERE P.NRO_VUELO = F.NRO_VUELO ), 0) as PLAZAS_DISPONIBLES FROM VUELO F INNER JOIN MODELO M ON M.ID = F.CODIGO_AVION; END RESTAR_PLAZAS; Error(2,7): PL/SQL: SQL Statement ignored Error(8,5): PL/SQL: ORA-00933: SQL command not properly ended Error(8,27): 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 delimited-identifier> <a bind variable> << close current delete fetch lock insert open rollback savepoint set sql execute commit forall merge pipe Error(2,1): PLS-00428: an INTO clause is expected in this SELECT statement What's wrong with this trigger?

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  • HttpHandler with Flash file upload question

    - by Projapati
    I have a flash file uploader that allows uploading multiple files in one shot. Now on one click how many times will the hanlder is supposed to be called? I am seeing that the ProcessRequest() of the HttpHandler is getting called for each of the files I upload. If I upload 5 files, then the Process request gets called 5 times. This seems odd. I would expect the handler to be called just once where I will loop the Can anyone confirm this behavior or I am missing something?

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  • How to quickly save more than a thousand entries in the database in NHibernate?

    - by Anry
    I create and retain objects of business class in the loop for (int i = num.StartNumber; i <= num.EndNumber; i++) { var voucher = new Domain.GiftVouchers { UniqueNumber = i.ToString(), Denomination = num.Denomination, ExpiryDateTime = DateTime.Now }; voucher.Save(); } The method of preservation NHibernate using (ISession session = NHibernateHelper.OpenSession()) using (ITransaction transaction = session.BeginTransaction()) { session.SaveOrUpdate(giftVouchers); transaction.Commit(); } If you generate 1000 + entries, we have to wait long. How can I increase the speed of this operation?

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  • Ubuntu quickly (python/gtk) - how to monitor stdin?

    - by neil
    I'm starting to work with Ubuntu's "quickly" framework, which is python/gtk based. I want to write a gui wrapper for a textmode C state-machine that uses stdin/stdout. I'm new to gtk. I can see that the python print command will write to the terminal window, so I assume I could redirect that to my C program's stdin. But how can I get my quickly program to monitor stdin (i.e. watch for the C program's stdout responses)? I suppose I need some sort of polling loop, but I don't know if/where that is supported within the "quickly" framework. Or is redirection not the way to go - should I be looking at something like gobject.spawn_async?

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