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  • get current selected button cell placed inside tableview using cocoa

    - by Swati
    hi i have a NSTableView i have two columns A and B B contains some data A contains custom button the button is added to column A using this: Below code is placed inside awakeFromNib method NSButtonCell *buttonCell = [[[NSButtonCell alloc] init] autorelease]; [buttonCell setBordered:NO]; [buttonCell setImagePosition:NSImageOnly]; [buttonCell setButtonType:NSMomentaryChangeButton]; [buttonCell setImage:[NSImage imageNamed:@"uncheck.png"]]; [buttonCell setSelectable:TRUE]; [buttonCell setTag:100]; [buttonCell setTarget:self]; [buttonCell setAction:@selector(selectButtonsForDeletion:)]; [[myTable tableColumnWithIdentifier:@"EditIdentifier"] setDataCell:buttonCell]; Some code in display cell of nstableview: -(void)tableView:(NSTableView *)tableView willDisplayCell:(id)cell forTableColumn:(NSTableColumn *)tableColumn row:(NSInteger)rowIndex { if(tableView == myTable) { if([[tableColumn identifier] isEqualToString:@"DataIdentifier"]) { } else if([[tableColumn identifier] isEqualToString:@"EditIdentifier"]) { NSButtonCell *zCell = (NSButtonCell *)cell; [zCell setTag:rowIndex]; [zCell setTitle:@"abc"]; [zCell setTarget:self]; [zCell setAction:@selector(selectButtonsForDeletion:)]; } } } now i want that when i click on the button the image of button cell gets changed as well as i want to do some coding. When button gets clicked then by default the tableView's reference gets passed. How can i get the button cell reference i looked here for similar problem: Cocoa: how to nest a button inside a Table View cell? but i am unable to add button inside column of NSTableView. How i change the image: - (void)tableView:(NSTableView *)tableView setObjectValue:(id)object forTableColumn:(NSTableColumn *)tableColumn row:(NSInteger)row; { if(tableView == myTable) { if([[tableColumn identifier] isEqualToString:@"EditIdentifier"]) { NSButtonCell *aCell = (NSButtonCell *)[[tableView tableColumnWithIdentifier:@"EditIdentifier"] dataCellForRow:row]; NSInteger index = [[aCell title]intValue]; if([self.selectedIndexesArray count]>0) { if(![self.selectedIndexesArray containsObject:[NSNumber numberWithInt:index]]) { [aCell setImage:[NSImage imageNamed:@"check.png"]]; [self.selectedIndexesArray addObject:[NSNumber numberWithInt:index]]; } else { [aCell setImage:[NSImage imageNamed:@"uncheck.png"]]; [self.selectedIndexesArray removeObjectAtIndex:[selectedIndexesArray indexOfObject:[NSNumber numberWithInt:index]]]; } } else { [aCell setImage:[NSImage imageNamed:@"check.png"]]; [self.selectedIndexesArray addObject:[NSNumber numberWithInt:index]]; } } } } I have debugged the code and found that proper tag and titles are passed but image applies on more than one button cell, this is too very irregular. cant understand how its working!!! Any suggestions what am i doing wrong??

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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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  • How do I look at checked out files from another view in my Clearcase config spec

    - by ki_
    I wonder how I look at a checked out file from another view. We are using dynamic views and I can see other views checked out files using clearcase version tree so I think it should be possible to specify in a config spec. When I check out a file I can see the following information. cleartool lshistory "20100312.133301" "userid" "/vobs/.../.../File.cpp" "/main///CHECKEDOUT" "checkout version" "checkout".

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  • How can I parse raw email source and extract the HTML part?

    - by Matthew Brindley
    In my iPhone app, I'm handed the raw source of an email, in RFC822 (or "eml") format. I'd like the HTML part of this message (if one exists). Rather than attempting to parse it out myself and converting escape chars and so on, I thought I'd check to see if anyone knows of an objective-c library to do this for me. In .NET, I've always used the Mailbee classes for anything email related, but I can't seem to find anything similar for cocoa.

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  • selected checkbox in WPF

    - by deep
    Hai am having a lot of check box in my wpf form, i want to get the selected checkbox value alone. in winforms we can use foreach(checkbox ck in controls) like that, but i cannot use like that in WPF Forms, how can i get the selected checkbox in WPF FORMS ??

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  • Can I use an NSDecimalNumber anywhere that an NSNumber is expected?

    - by Nick Forge
    NSDecimalNumber is a subclass of NSNumber, and from what I can tell, it implements all of the NSNumber methods as expected for an NSNumber instance. Given that, is it ok to give NSDecimalNumbers to any code that is expecting an NSNumber? The only possible issue might be code that checks that an argument is an instance of NSNumber, but since NSNumber is a class-cluster, code like this would have to check that the instance is a subclass of NSNumber, and NSDecimalNumber instances should pass the same tests.

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  • What is the best practices for checking if the user of a Python script has root-like privileges?

    - by Paul Hoffman
    I have a Python script that will be doing a lot of things that would require root-level privileges, such as moving files in /etc, installing with apt-get, and so on. I currently have: if os.geteuid() != 0: exit("You need to have root privileges to run this script.\nPlease try again, this time using 'sudo'. Exiting.") Is this the best way to do the check? Are there other best practices?

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  • Visual Source Safe on Mac OS X

    - by Jonathan Badeen
    Is there an application or API for using/accessing Visual SourceSafe (6.0) under Mac OS X? I'm currently using VSS Connect under Parallels for working with our company's ASP.NET site/s. I currently have my Windows drive shared and try to use TextMate on the Mac side to actually edit files. It would be nice to have the ability to check files in/out outside of my virtual machine though.

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  • What is a simple way to get ACID transactions with persistence on the local file system (in Java)?

    - by T.R.
    I'm working on a small (java) project where a website needs to maintain a (preferably comma-separated) list of registered e-mail addresses, nothing else, and be able to check if an address is in the list. I have no control over the hosting or the server's lack of database support. Prevayler seemed a good solution, but the website is a ghost town, with example code missing from just about everywhere it's supposed to be, so I'm a little wary. What other options are recommended for such a task?

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  • How to properly deal with KVO notifications when an managed object turns into a fault?

    - by dontWatchMyProfile
    From the docs: When Core Data turns an object into a fault, key-value observing (KVO) change notifications (see Key-Value Observing Programming Guide) are sent for the object’s properties. If you are observing properties of an object that is turned into a fault and the fault is subsequently realized, you receive change notifications for properties whose values have not in fact changed. So if an object turns into a fault, Core Data does send KVO notifications for changed properties? So I must always check for isFault == NO before beeing happy about the notification?

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  • one page over 9 different urls

    - by Ali Demirtas
    Hi I am using prestashop as the cart for my website. I have a problem; the website used to be in dynamic urls. I enabled friendly url writing. The problem is that one page has more than one url. You can access a same page from the dynamic url and static url. In fact a single page has 9 different urls. This obviously creates problems for seo as search engines penalize my website for this. Here are examples of a page with more than 2 urls (http://www.turkishfootballstore.com/lang-nl/product.php?id_product=515) (http://www.turkishfootballstore.com/fenerbahce/515-fenerbahce-thuisshirt-20092010.html) (http://www.turkishfootballstore.com/lang-nl/fenerbahce/515-fenerbahce-thuisshirt-20092010.html) you can see even the static url's have 2 one with language defined and the other without. out fo the three urls above the correct one is the one at the bottom. What can I do to solve this problem? I have no knowledge of programming. Here is the htaccess for the website. Any sample code or help is really appreciated. There is 550 pages and every page is published in 17 different languages I want to use a 301 auto redirect. What is the simplest way to do it? I have no idea of coding. # URL rewriting module activation RewriteEngine on # URL rewriting rules RewriteRule ^([a-z0-9]+)\-([a-z0-9]+)(\-[_a-zA-Z0-9-]*)/([_a-zA-Z0-9-]*)\.jpg$ /img/p/$1-$2$3.jpg [L,E] RewriteRule ^([0-9]+)\-([0-9]+)/([_a-zA-Z0-9-]*)\.jpg$ /img/p/$1-$2.jpg [L,E] RewriteRule ^([0-9]+)(\-[_a-zA-Z0-9-]*)/([_a-zA-Z0-9-]*)\.jpg$ /img/c/$1$2.jpg [L,E] RewriteRule ^lang-([a-z]{2})/([a-zA-Z0-9-]*)/([0-9]+)\-([a-zA-Z0-9-]*)\.html(.*)$ /product.php?id_product=$3&isolang=$1$5 [L,E] RewriteRule ^lang-([a-z]{2})/([0-9]+)\-([a-zA-Z0-9-]*)\.html(.*)$ /product.php?id_product=$2&isolang=$1$4 [L,E] RewriteRule ^lang-([a-z]{2})/([0-9]+)\-([a-zA-Z0-9-]*)(.*)$ /category.php?id_category=$2&isolang=$1 [QSA,L,E] RewriteRule ^([a-zA-Z0-9-]*)/([0-9]+)\-([a-zA-Z0-9-]*)\.html(.*)$ /product.php?id_product=$2$4 [L,E] RewriteRule ^([0-9]+)\-([a-zA-Z0-9-]*)\.html(.*)$ /product.php?id_product=$1$3 [L,E] RewriteRule ^([0-9]+)\-([a-zA-Z0-9-]*)(.*)$ /category.php?id_category=$1 [QSA,L,E] RewriteRule ^content/([0-9]+)\-([a-zA-Z0-9-]*)(.*)$ /cms.php?id_cms=$1 [QSA,L,E] RewriteRule ^([0-9]+)__([a-zA-Z0-9-]*)(.*)$ /supplier.php?id_supplier=$1$3 [QSA,L,E] RewriteRule ^([0-9]+)_([a-zA-Z0-9-]*)(.*)$ /manufacturer.php?id_manufacturer=$1$3 [QSA,L,E] RewriteRule ^lang-([a-z]{2})/(.*)$ /$2?isolang=$1 [QSA,L,E] # Catch 404 errors ErrorDocument 404 /404.php Options +FollowSymLinks RewriteEngine on RewriteCond %{HTTP_HOST} ^***.com [NC] RewriteRule ^(.*)$ http://www.***.com/$1 [L,R=301] Options +FollowSymLinks RewriteEngine on # index.php to / RewriteCond %{THE_REQUEST} ^[A-Z]{3,9}\ /.*index\.php\ HTTP/ RewriteRule ^(.*)index\.php$ /$1 [R=301,L] Header set Cache-Control: "no-store, no-cache, must-revalidate, pre-check=0, post-check=0, max-age=0"

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  • How does the setup bootstrapper detect if prerequisites are installed?

    - by Marek
    Trying to solve this problem. I would like to learn how the bootstrapper detects if prerequisites (specifically .NET 3.5) are installed. According to this reference, a way to detect if .NET is installed is to check the following registry key: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\NET Framework Setup\NDP\v3.5 Using process monitor, I have inspected registry queries done by the bootstrapper (setup.exe) and it did not show any access to this registry key. Does anybody know how the bootstrapper determines whether the prerequisites are installed on the target system?

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  • Why do i need PUT or DELETE Http Verbs ?

    - by Barbaros Alp
    After the release of MVC 2, i have started to check and play with the new features. But i couldnt understand that why do i need to use PUT or DELETE verbs ? I have searched about it and read some articles but i couldnt get it. What is the main purpose of DELETE and PUT (and do they have any advantages rather than using a GET or POST method) even though i can handle all of the requests with GET and POST...

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  • Finding duplicate files by content across multiple directories

    - by gagneet
    I have downloaded some files from the internet related to a particular topic. Now I wish to check if the files have any duplicates. The issue is that the names of the files would be different, but the content may match. Is there any way to implement some code, which will iterate through the multiple folders and inform which of the files are duplicates?

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  • How do I determine the .NET framwork version in a partial/medium trust environment?

    - by Ezombort
    I need to determine the clients .NET framework version in my web application. I'm running in partial trust so I can not read the filesystem or registry (Is there an easy way to check .net framework verison using C#?). System.Environment.Version returns the runtime version, so I can not use that. I cannot use javascript The only way I can think of at the moment is to try to load a .NET 3.5 dll and catch an exception, but this does not sound very nice. Any suggestions?

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  • mysql real escape string error

    - by user547995
    Code mysql_query("INSERT INTO Account(User, Pw, email) VALUES('mysql_real_escape_string($_POST[user])', '$pw','mysql_real_escape_string($_POST[email]) ) ") or die(mysql_error()); Error: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ''mysql_real_escape_string(123) )' at line 1 Please help

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  • Doctrine DQL execute passing params

    - by Karim web Developer
    I used this DQL in Doctrine $q->update('product') ->set('quantity','?') ->where('id=?'); $q->execute(array(20,5)); I check the server for the query and this the generated sql UPDATE product SET quantity = '20', updated_at = '5' WHERE (id = '2010-04-26 14:34); So I need to know why the arguments aren't in the correct places?

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  • asp.net mvc mixed validation

    - by maxxxee
    Can I use IDataError and service layer validation together? I am using IDataError for my my model. However, I need to check for a condition in my service layer. If the condition is not true I need to give the user a validation message so that user can input new values. Is this possible? Anything I need to take care of when attempting this?

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