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  • Python unicode Decode Error SUDs

    - by PylonsN00b
    OK so I have # -*- coding: utf-8 -*- at the top of my script and it worked for being able to pull data from the database that had funny chars(Ñ ,Õ,é,—,–,’,…) in it and store that data into variables...but I have run into other problems, see I pull my data, organize it, and then dump it into a variables like so: title = product[1] Where product[1] is from my database result set Then I load it up for Suds like so: array_of_inventory_item_submit = ca_client_inventory.factory.create('ArrayOfInventoryItemSubmit') for product in products: inventory_item_submit = ca_client_inventory.factory.create('InventoryItemSubmit') inventory_item_list = get_item_list(product) inventory_item_submit = [inventory_item_list] array_of_inventory_item_submit.InventoryItemSubmit.append(inventory_item_submit) #Call that service baby! ca_client_inventory.service.SynchInventoryItemList(accountID, array_of_inventory_item_submit) Where get_item_list sets product[1] to title and (including a whole bunch of other nodes): inventory_item_submit.Title = title So everything runs fine until I call ca_client_inventory.service.SynchInventoryItemList that contains array_of_inventory_item_submit which contains the title w/ the funky char...here is the error: Traceback (most recent call last): File "upload_all_inventory_ebay.py", line 421, in <module> ca_client_inventory.service.SynchInventoryItemList(accountID, array_of_inventory_item_submit) File "build/bdist.macosx-10.6-i386/egg/suds/client.py", line 539, in __call__ File "build/bdist.macosx-10.6-i386/egg/suds/client.py", line 592, in invoke File "build/bdist.macosx-10.6-i386/egg/suds/bindings/binding.py", line 118, in get_message File "build/bdist.macosx-10.6-i386/egg/suds/bindings/document.py", line 63, in bodycontent File "build/bdist.macosx-10.6-i386/egg/suds/bindings/document.py", line 105, in mkparam File "build/bdist.macosx-10.6-i386/egg/suds/bindings/binding.py", line 260, in mkparam File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 62, in process File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 243, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 182, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 298, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 182, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 298, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 182, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 243, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 182, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 198, in append File "build/bdist.macosx-10.6-i386/egg/suds/sax/element.py", line 251, in setText File "build/bdist.macosx-10.6-i386/egg/suds/sax/text.py", line 43, in __new__ UnicodeDecodeError: 'ascii' codec can't decode byte 0xc3 in position 116: ordinal not in range(128) Now what? My guess is my script can take in these funky chars because I have # -*- coding: utf-8 -*- at the top but Suds does NOT have that at the top of its files. Do I really want to go and change the Suds files...we all know this is the least desired last possible solution...what can I do?

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  • Build 32-bit with 64-bit llvm-gcc

    - by Jay Conrod
    I have a 64-bit version of llvm-gcc, but I want to be able to build both 32-bit and 64-bit binaries. Is there a flag for this? I tried passing -m32 (which works on the regular gcc), but I get an error message like this: [jay@andesite]$ llvm-gcc -m32 test.c -o test Warning: Generation of 64-bit code for a 32-bit processor requested. Warning: 64-bit processors all have at least SSE2. /tmp/cchzYo9t.s: Assembler messages: /tmp/cchzYo9t.s:8: Error: bad register name `%rbp' /tmp/cchzYo9t.s:9: Error: bad register name `%rsp' ... This is backwards; I want to generate 32-bit code for a 64-bit processor! I'm running llvm-gcc 4.2, the one that comes with Ubuntu 9.04 x86-64. EDIT: Here is the relevant part of the output when I run llvm-gcc with the -v flag: [jay@andesite]$ llvm-gcc -v -m32 test.c -o test.bc Using built-in specs. Target: x86_64-linux-gnu Configured with: ../llvm-gcc4.2-2.2.source/configure --host=x86_64-linux-gnu --build=x86_64-linux-gnu --prefix=/usr/lib/llvm/gcc-4.2 --enable-languages=c,c++ --program-prefix=llvm- --enable-llvm=/usr/lib/llvm --enable-threads --disable-nls --disable-shared --disable-multilib --disable-bootstrap Thread model: posix gcc version 4.2.1 (Based on Apple Inc. build 5546) (LLVM build) /usr/lib/llvm/gcc-4.2/libexec/gcc/x86_64-linux-gnu/4.2.1/cc1 -quiet -v -imultilib . test.c -quiet -dumpbase test.c -m32 -mtune=generic -auxbase test -version -o /tmp/ccw6TZY6.s I looked in /usr/lib/llvm/gcc-4.2/libexec/gcc hoping to find another binary, but the only directory there is x86_64-linux-gnu. I will probably look at compiling llvm-gcc from source with appropriate options next.

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  • Xcode 3.2: Build & Analyze never finds any issues

    - by GamingHorror
    I've used the Clang Static Analyzer from the command line before. I wanted to try Xcode's built-in version via Build & Analyze. I never get any negative results even though i specially prepared my code with very obvious issues Clang was always able to point out: // over-releasing an object: [label release]; [label release]; // uninitialized vars, allocating but not freeing an object NSString* str; int number; CCLabel* newLabel = [[CCLabel alloc] initWithString:str fontName:str fontSize:number]; [newLabel setPosition:CGPointZero]; The result is always the same: a green checkbox, no issues. I read that C++ code can cause issues. I'm running this with cocos2d that includes box2d. Could this be a cause? Did anyone get results from Build & Analyze with the cocos2d engine? What else could it be? I also tried enabling the Static Analyzer Build Settings and then Build but the result was the same. I have restarted Xcode, cleaned all targets and emptied Xcode caches to no avail.

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  • Launchpad autobuild fails when trying to access Maven component

    - by Jauder Ho
    I'm trying to build thrift as a package for the first time on Launchpad and it is failing. It appears that it is failing access repo2.maven.org for some reason. It may be that there is some access restriction but I'm not sure. I will note that the package successfully built locally. Link to build log. Search for the string "repo2.maven.org" and you will see that there is a java.net.UnknownHostException. The repo packages are here. PS. These packages are an update to the thrift package as packaged by the txAMQP team using v0.2.0 of thrift.

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  • Android OpenGL ES 2 framebuffer not working properly

    - by user16547
    I'm trying to understand how framebuffers work. In order to achieve that, I want to draw a very basic triangle to a framebuffer texture and then draw the resulting texture to a quad on the default framebuffer. However, I only get a fraction of the triangle like below. LE: The triangle's coordinates should be (1) -0.5f, -0.5f, 0 (2) 0.5f, -0.5f, 0 (3) 0, 0.5f, 0 Here's the code to render: @Override public void onDrawFrame(GL10 gl) { renderNormalStuff(); renderFramebufferTexture(); } protected void renderNormalStuff() { GLES20.glViewport(0, 0, texWidth, texHeight); GLUtils.updateProjectionMatrix(mProjectionMatrix, texWidth, texHeight); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0]); GLES20.glUseProgram(mProgram); GLES20.glClearColor(.5f, .5f, .5f, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_Color, 4, GLES20.GL_FLOAT, false, 16, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLES, indexBuffer.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); GLES20.glUseProgram(0); } private void renderFramebufferTexture() { GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); GLES20.glUseProgram(fboProgram); GLES20.glClearColor(.0f, .5f, .25f, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); GLES20.glViewport(0, 0, width, height); GLUtils.updateProjectionMatrix(mProjectionMatrix, width, height); Matrix.setIdentityM(mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(fbo_u_MVPMatrix, 1, false, mMVPMatrix, 0); //draw the texture GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glUniform1i(fbo_u_Texture, 0); GLUtils.sendBufferData(fbo_a_Position, 3, quadPositionBuffer); GLUtils.sendBufferData(fbo_a_TexCoordinate, 2, quadTexCoordinate); GLES20.glDrawElements(GLES20.GL_TRIANGLES, quadIndexBuffer.capacity(), GLES20.GL_UNSIGNED_BYTE, quadIndexBuffer); GLES20.glUseProgram(0); }

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  • Ant trouble with environment variables on Ubuntu

    - by Inaimathi
    Having some trouble with with ant reading environment variables in Ubuntu 9.10. Specifically, the build tasks my company uses has a token like ${env.CATALINA_HOME] in the main build.xml. I set CATALINA_HOME to the correct value in /etc/environment, ~/.pam_environment and (just to be safe) my .bashrc. I can see the correct value when I run printenv from bash, or when I eval (getenv "CATALINA_HOME") in emacs. Ant refuses to build to the correct directory though; instead I get a folder named ${env.CATALINA_HOME} in the same directory as my build.xml. Any idea what's happening there, and/or how to fix it?

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  • What have my fellow Delphi programmers done to make Eclipse/Java more like Delphi?

    - by Robert Oschler
    I am a veteran Delphi programmer working on my first real Android app. I am using Eclipse and Java as my development environment. The thing I miss the most of course is Delphi's VCL components and the associated IDE tools for design-time editing and code creation. Fortunately I am finding Eclipse to be one hell of an IDE with it's lush context sensitive help, deep auto-complete and code wizard facilities, and other niceties. This is a huge double treat since it is free. However, here is an example of something in the Eclipse/Java environment that will give a Delphi programmer pause. I will use the simple case of adding an "on-click" code stub for an OK button. DELPHI Drop button on a form Double-click button on form and fill in the code that will fire when the button is clicked ECLIPSE Drop button on layout in the graphical XML file editor Add the View.OnClickListener interface to the containing class's "implements" list if not there already. (Command+1 on Macs, Ctrl + 1 on PCs I believe). Use Eclipse to automatically add the code stub for unimplemented methods needed to support the View.OnClickListener interface, thus creating the event handler function stub. Find the stub and fill it in. However, if you have more than one possible click event source then you will need to inspect the View parameter to see which View element triggered the OnClick() event, thus requiring a case statement to handle multiple click event sources. NOTE: I am relatively new to Eclipse/Java so if there is a much easier way of doing this please let me know. Now that work flow isn't all that terrible, but again, that's just the simplest of use cases. Ratchet up the amount of extra work and thinking for a more complex component (aka widget) and the large number of properties/events it might have. It won't be long before you miss dearly the Delphi intelligent property editor and other designers. Eclipse tries to cover this ground by having an extensive list of properties in the menu that pops up when you right-click over a component/widget in the XML graphical layout editor. That's a huge and welcome assist but it's just not even close to the convenience of the Delphi IDE. Let me be very clear. I absolutely am not ranting nor do I want to start a Delphi vs. Java ideology discussion. Android/Eclipse/Java is what it is and there is a lot that impresses me. What I want to know is what other Delphi programmers that made the switch to the Eclipse/Java IDE have done to make things more Delphi like, and not just to make component/widget event code creation easier but any programming task. For example: Clever tips/tricks Eclipse plugins you found other ideas? Any great blog posts or web resources on the topic are appreciated too. -- roschler

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  • How to compile a gvim from source using the latest version

    - by Kit Ho
    I'm using Ubuntu. I performed the following commands in the vim source folder: sudo apt-get build-dep vim ./configure --with-features=huge --enable-gui=gtk2 --enable-rubyinterp=yes --enable-pythoninterp=yes make sudo make install I have found that related posts but fail in Ubuntu 13.04 Update: sorry for not providing enough error msg here is the error after do the .configure checking --enable-gui argument... no GUI support How can i let the system to find the GUI library? I have try to do apt-get build-dep vim the gui lib should be included, but no luck what else can i do? i have also tried --enable-gui=<auto, gtk, gtk2, gnome2> all of them show the same error no GUI support...

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  • Android vs. iPhone: Google Hires Tim Bray

    <b>Linux Planet:</b> ""The iPhone vision of the mobile Internet&#8217;s future omits controversy, sex, and freedom, but includes strict limits on who can know what and who can say what," he wrote. "It's a sterile, Disney-fied walled garden surrounded by sharp-toothed lawyers.""

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  • What's the strategy to implement a "knowledge base" in my company.

    - by Oscar Reyes
    In my current work we think we can get benefit from having a knowledge base, so the next time someone has a question/problem etc, that base can be consulted and an answer will show up. Also, it will reduce the risk from having people leaving the company with the knowledge and we would have to start all over again. My question is, what strategy can we follow to implement/buy/get/build/etc this knowledge base? Are there software ready for this? Would it be better to have something build by ourselves ( we have some programmers ) This is an small company ( < 30 ) and the base should be accessible from outside the office ( when the employees are with the customer etc.) so I guess a webapp is in order.

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  • Why AdMob&#8217;s reported iPhone and Android market shares are inflated

    AdMob, the mobile advertiser that was bought by Google some months ago, has released its latest market share figures for the mobile browsers.Their main findings have already been discussed extensively: Smartphones are on the rise; 48% versus 35% last month. Feature phones are falling quickly; 58% to 35%. Still, the absolute number of feature phones rose by 31%, which means that the market as a whole is growing rapidly.The AdMob report, however, is not about browser market share but about ad impressions....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Android Cocos2DX using C++ in Eclipse Helios Windows XP

    - by 25061987
    I have used Eclipse Helios 3.6.1 for Java development. I wanted to start C++ development in the same IDE so I installed Autotools Support For CDT, C/C++ Development Tools, C/C++ Library API Documentation Hover Help plugins.I have included #include "cocos2d.h" in my HelloWorldScene.h file now when writing the below statement cocos2d::CCSprite * ccSprite; I am not getting auto completion bar(template proposals) on writing like coco and pressing Ctrl + Space from my keyboard. What can be the problem?This might help you solve my problem. Please check here. This is what I got after clicking Right Click Project - Index - Search for Unresolved Index. But I have added all includes check here. I think this is causing problem in Content Assist. What should I do in this case? Inclusion seems proper.

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  • Trying to include a library, but keep getting 'undefined reference to' messages

    - by KU1
    I am attempting to use the libtommath library. I'm using the NetBeans IDE for my project on Ubuntu linux. I have downloaded and built the library, I have done a 'make install' to put the resulting .a file into /usr/lib/ and the .h files into /usr/include It appears to be finding the files appropriately (since I no longer get those errors, which I did before installing into the /usr directories). However, when I create a simple main making a call to mp_init (which is in the library), I get the following error when I attempt to make my project: mkdir -p build/Debug/GNU-Linux-x86 rm -f build/Debug/GNU-Linux-x86/main.o.d gcc -c -g -MMD -MP -MF build/Debug/GNU-Linux-x86/main.o.d -o build/Debug/GNU-Linux-x86/main.o main.c mkdir -p dist/Debug/GNU-Linux-x86 gcc -o dist/Debug/GNU-Linux-x86/cproj1 build/Debug/GNU-Linux-x86/main.o build/Debug/GNU-Linux-x86/main.o: In function 'main': /home/[[myusername]]/NetBeansProjects/CProj1/main.c:18: undefined reference to `mp_init' collect2: ld returned 1 exit status make[2]: *** [dist/Debug/GNU-Linux-x86/cproj1] Error 1 So, it looks like the linker can't find the function within the library, however it IS there, so I just don't know what could be causing this. Any help would be appreciated. I get the same error if I type the gcc command directly and skip the makefile, I also made sure the static library got compiled with gcc as well. Edited to Add: I get these same errors if I do the compile directly and add the library with -l or -L: $ gcc -l /usr/lib/libtommath.a main.c /usr/bin/ld: cannot find -l/usr/lib/libtommath.a collect2: ld returned 1 exit status $ gcc -llibtommath.a main.c /usr/bin/ld: cannot find -llibtommath.a collect2: ld returned 1 exit status $ gcc -Llibtommath.a main.c /tmp/ccOxzclw.o: In function `main': main.c:(.text+0x18): undefined reference to `mp_init' collect2: ld returned 1 exit status $ gcc -Llibtommath.a main.c /tmp/ccOxzclw.o: In function `main': main.c:(.text+0x18): undefined reference to `mp_init' collect2: ld returned 1 exit status I am very rusty on this stuff, so I'm not sure I'm using the right command here, in the -L examples are the libraries being found? If the library isn't being found how on earth do I get it to find the library? It's in /usr/lib, I've tried it with the .a file in the current directory, etc. Is there an environment variable I need to set? If so, how, etc. Thanks so much for the help. I've tried a completely different library (GMP) and had the EXACT same problem. This has got to be some kind of Ubuntu environment issue? Anyone have any idea how to fix this?

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  • TeamCity and pending Git merge branch commit keeps build with failed tests

    - by Vladimir
    We use TeamCity for continuous integration and Git for source control. Generally it works pretty well - convenient, modern and good us quick feedback when tests fails. There is a strange behavior related to Git merge specifics. Here are steps of the case: First developer pulls from master repo. Second developer pulls from master repo. First developer makes commit A locally. Second developer makes commit B locally; Second developer pushes commit B. First developer want to push commit A but unable because he have to pull commit B first. First developer pull's from remote reposity. First developer pushes commit A and generated merge branch commit. The history of commits in master repo is following: B second developer A first developer merge branch first developer. Now let's assume that Second Developer fixed some failing tests in his commit B. What TeamCity will do is following: Commit B arrives - TeamCity makes build #1 with all tests passed Commit A arrives - TeamCity makes build #2 (without commit B) test bar becomes Red! TeamCity thought that Pending "Merge Branch" commit doesn't contain any changes (any new files) - but it actually does contain the merge of commit B, so the TeamCity don't want to make new build here and make tests green. Here are two problems: 1. In our case we have failed tests returning back in second commit (commit A) 2. TeamCity don't want to make a new build and make tests back green. Does anybody know how to fix both of this problems. I consider some reasonable general approach.

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  • Does learning to develop for iOS create a lock-in?

    - by Jungle Hunter
    If I begin my career (first job) with developing on the iOS platform, does that lock me in into iOS and Mac OS X development only? By locking me in I mean will that create barriers for me to switch technologies as I would be mainly working with Objective-C. If yes, does that make my career choices limited? I'm interested in comparing this with Android development, which if pursued will leave me with Java skills (correct me if I'm wrong) which I can use elsewhere.

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  • Error doing an MSBuild on a CLR Storedprocedure project on Build Server

    - by CraftyFella
    Hi, When building a CLR Storedprocedure Project using MSBuild on our build server (Team City) we're getting the following error: error MSB4019: The imported project "C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\SqlServer.targets" was not found. Confirm that the path in the declaration is correct, and that the file exists on disk I've checked to see if the file exists on disk and sure enough it doesn't. I've checked on my own machine and it does exist. I don't really want to start copying over files manually to the build server. Here's the line from the csproj file which is being imported to the proj file: <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\SqlServer.targets" /> Here's the line from the proj file which is begin run by our Team City Server: <Import Project="..\$(ProjectName).csproj"/> My question is really: Where does this file comes from? Is it part of the Visual Studio install for example.. Or is there some re-distribution package somewhere to allow me to compile this project on our build server? Thanks BTW.. if i just copy the file onto the Build server it does actually work. Dave

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  • Android - How to scan Access Points and select strongest signal?

    - by Donal Rafferty
    I am currently trying to write a class in Android that will Scan for access points, calculate which access point has the best signal and then connect to that access point. So the application will be able to scan on the move and attach to new access points on the go. I have the scanning and calculation of the best signal working. But when it comes to attaching to the best access point I am having trouble. It appears that enableNetwork(netid, othersTrueFalse) is the only method for attaching to an Access point but this causes problems as from my Scan Results I am not able to get the id of the access point with the strongest signal. This is my code: public void doWifiScan(){ scanTask = new TimerTask() { public void run() { handler.post(new Runnable() { public void run() { sResults = wifiManager.scan(getBaseContext()); if(sResults!=null) Log.d("TIMER", "sResults count" + sResults.size()); ScanResult scan = wifiManager.calculateBestAP(sResults); wifiManager.addNewAccessPoint(scan); } }); }}; t.schedule(scanTask, 3000, 30000); } public ScanResult calculateBestAP(List<ScanResult> sResults){ ScanResult bestSignal = null; for (ScanResult result : sResults) { if (bestSignal == null || WifiManager.compareSignalLevel(bestSignal.level, result.level) < 0) bestSignal = result; } String message = String.format("%s networks found. %s is the strongest. %s is the bsid", sResults.size(), bestSignal.SSID, bestSignal.BSSID); Log.d("sResult", message); return bestSignal; } public void addNewAccessPoint(ScanResult scanResult){ WifiConfiguration wc = new WifiConfiguration(); wc.SSID = '\"' + scanResult.SSID + '\"'; //wc.preSharedKey = "\"password\""; wc.hiddenSSID = true; wc.status = WifiConfiguration.Status.ENABLED; wc.allowedGroupCiphers.set(WifiConfiguration.GroupCipher.TKIP); wc.allowedGroupCiphers.set(WifiConfiguration.GroupCipher.CCMP); wc.allowedKeyManagement.set(WifiConfiguration.KeyMgmt.WPA_PSK); wc.allowedPairwiseCiphers.set(WifiConfiguration.PairwiseCipher.TKIP); wc.allowedPairwiseCiphers.set(WifiConfiguration.PairwiseCipher.CCMP); wc.allowedProtocols.set(WifiConfiguration.Protocol.RSN); int res = mainWifi.addNetwork(wc); Log.d("WifiPreference", "add Network returned " + res ); boolean b = mainWifi.enableNetwork(res, false); Log.d("WifiPreference", "enableNetwork returned " + b ); } When I try to use addNewAccessPoint(ScanResult scanResult) it just adds another AP to the list in the settings application with the same name as the one with the best signal, so I end up with loads of duplicates and not actually attaching to them. Can anyone point me in the direction of a better solution?

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  • I am looking for an graduation project idea for bacelor of computer engineering [closed]

    - by project idea
    I am interested in computer graphics and I have developed many hobby projects, mostly 2D and 3D games/scenes in directX and openGL, But for a grad project, proffesors wont allow games. I browsed many similar questions here and I am convinced project should be something I am really interested in as I will give considerable time to it. But apart from games I am not able to decide on the topic. I am also open to ideas on social apps and android.

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  • problems with build params for accepts_nested_attributes_for

    - by holden
    I'm trying to add the user_id to a nested attribute that gets built by a parent controller but it doesn't seem to have the desired effect? Ie. I have a model called Place.rb which accepts_nested_attributes_for :reviews The nested attribute works fine and I build it inside the Places controller like so... @review = @place.reviews.build(:user_id => current_user.id) I was previously adding the user thru the form, but would like to do it thru the controller so that it only adds the user_id on creation, as it might get updated by someone else and i don't want the update changing the user_id... old way which works: <%= e.label :content, "Review" %><br /> <%= e.text_area :content, :rows => 20, :class => 'jquery_ckeditor' %><br /> <%= e.hidden_field :user_id, :value => current_user.id %> but thru the controller the build method with options has no effect? Any ideas? Can I not do this thru the build?

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  • Can one draw a cube using different method/drawing mode?

    - by den-javamaniac
    Hi. I've just started learning gamedev (in particular android EGL based) and have ran over a code from Pro Android Games 2 that looks as follows: /* * Copyright (C) 2007 Google Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package opengl.scenes.cubes; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import javax.microedition.khronos.opengles.GL10; public class Cube { public Cube(){ int one = 0x10000; int vertices[] = { -one, -one, -one, one, -one, -one, one, one, -one, -one, one, -one, -one, -one, one, one, -one, one, one, one, one, -one, one, one, }; int colors[] = { 0, 0, 0, one, one, 0, 0, one, one, one, 0, one, 0, one, 0, one, 0, 0, one, one, one, 0, one, one, one, one, one, one, 0, one, one, one, }; byte indices[] = { 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; // Buffers to be passed to gl*Pointer() functions // must be direct, i.e., they must be placed on the // native heap where the garbage collector cannot vbb.asIntBuffer() // move them. // // Buffers with multi-byte datatypes (e.g., short, int, float) // must have their byte order set to native order ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asIntBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4); cbb.order(ByteOrder.nativeOrder()); mColorBuffer = cbb.asIntBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); } private IntBuffer mVertexBuffer; private IntBuffer mColorBuffer; private ByteBuffer mIndexBuffer;} So it suggests to draw a cube using triangles. My question is: can I draw the same cube using GL_TPOLYGON? If so, isn't that an easier/more understandable way to do things?

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  • Why signed android apk is not running on emulator

    - by Maxood
    I have made a signed apk of an android project. Whenever my client try to run it on the emulator, he faces the following error message: D:\Android\android-sdk- windows\tools>adb install -r abc.apk 500 KB/s (6940708 bytes in 13.534s) pkg: /data/local/tmp/abc.apk Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES] What is the resolution?

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