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  • I'm making a resume...what would you consider as intermediate python programming skills?

    - by user285884
    I've made a couple of scripts. One is a stock screener that can search through every stock. Another creates a heatmap that tells you what's performed well and badly over the past day. They aren't really that useful, just did them to work on my programming skills. I was able to throw some SQL in my scripts too. Would you call that intermediate? Thanks? How do you guys list your programming skills on your resume? Maybe there's a better way of putting it on my resume than "intermediate" or "beginner."

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  • How much Java should I have learnt before trying Android programming?

    - by Sidney Yin
    Hi - I have been seeking beginner learning books in Android, and of course found out that I should learn Java first. So I began studying Java and now I am quite comfortable with objects, classes, inheritance, interfaces, and just moved onto Layouts in Swing as well as Swing Features. But I am starting to wonder.... do I know enough about Java now? Can I start programming Android yet? Of course I can keep going in Java, but have been itching to begin programming Android apps. Any definitive answer here about how much Java I need to know before Android? Thanks so much!

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  • The Evolution Of C#

    - by Paulo Morgado
    The first release of C# (C# 1.0) was all about building a new language for managed code that appealed, mostly, to C++ and Java programmers. The second release (C# 2.0) was mostly about adding what wasn’t time to built into the 1.0 release. The main feature for this release was Generics. The third release (C# 3.0) was all about reducing the impedance mismatch between general purpose programming languages and databases. To achieve this goal, several functional programming features were added to the language and LINQ was born. Going forward, new trends are showing up in the industry and modern programming languages need to be more: Declarative With imperative languages, although having the eye on the what, programs need to focus on the how. This leads to over specification of the solution to the problem in hand, making next to impossible to the execution engine to be smart about the execution of the program and optimize it to run it more efficiently (given the hardware available, for example). Declarative languages, on the other hand, focus only on the what and leave the how to the execution engine. LINQ made C# more declarative by using higher level constructs like orderby and group by that give the execution engine a much better chance of optimizing the execution (by parallelizing it, for example). Concurrent Concurrency is hard and needs to be thought about and it’s very hard to shoehorn it into a programming language. Parallel.For (from the parallel extensions) looks like a parallel for because enough expressiveness has been built into C# 3.0 to allow this without having to commit to specific language syntax. Dynamic There was been lots of debate on which ones are the better programming languages: static or dynamic. The fact is that both have good qualities and users of both types of languages want to have it all. All these trends require a paradigm switch. C# is, in many ways, already a multi-paradigm language. It’s still very object oriented (class oriented as some might say) but it can be argued that C# 3.0 has become a functional programming language because it has all the cornerstones of what a functional programming language needs. Moving forward, will have even more. Besides the influence of these trends, there was a decision of co-evolution of the C# and Visual Basic programming languages. Since its inception, there was been some effort to position C# and Visual Basic against each other and to try to explain what should be done with each language or what kind of programmers use one or the other. Each language should be chosen based on the past experience and familiarity of the developer/team/project/company and not by particular features. In the past, every time a feature was added to one language, the users of the other wanted that feature too. Going forward, when a feature is added to one language, the other will work hard to add the same feature. This doesn’t mean that XML literals will be added to C# (because almost the same can be achieved with LINQ To XML), but Visual Basic will have auto-implemented properties. Most of these features require or are built on top of features of the .NET Framework and, the focus for C# 4.0 was on dynamic programming. Not just dynamic types but being able to talk with anything that isn’t a .NET class. Also introduced in C# 4.0 is co-variance and contra-variance for generic interfaces and delegates. Stay tuned for more on the new C# 4.0 features.

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • AccelerometerInput XNA GameComponent

    - by Michael B. McLaughlin
    Bad accelerometer controls kill otherwise good games. I decided to try to do something about it. So I create an XNA GameComponent called AccelerometerInput. It’s still a beta project but you are welcome to try it, use it, modify it, etc. I’m releasing under the terms of the Microsoft Public License. Important info: First, it only supports tilt-style controls currently. I have not implemented motion-style controls yet (and make no promises as to when I might find time to do so). Second, I commented it heavily so that you can (hopefully) understand what it is doing. Please read the comments and examine the sample game for a usage overview. There are configurable parameters which I encourage you to make use of (both by modifying the default values where your testing shows it to be appropriate and also by implementing a calibration mechanism in your game that lets the user adjust those configurable values based on his or her own circumstances). Third, even with this code, accelerometer controls are still a fairly advanced topic area; you will likely find nothing but disappointment if you simply plunk this into some project without testing it on a device (or preferably on several devices). Fourth, if you do try this code and find that something doesn’t work as expected on your phone, please let me know as I want to improve it and can only do so with your help. Let me know what phone model it is, what you tried doing, what you expected, and what result you had instead. I may or may not be able to incorporate it into the code, but I can let others know at the very least so that they can make appropriate modifications to their games (I’m hopeful that all phones are reasonably similar in their workings and require, at most, a slight calibration change, but I simply don’t know). Fifth, although I’ll do my best to answer any questions you may have about it, I’m very busy with a number of things currently so it might take a little while. Please look through the code and examine the comments and sample game first before asking any questions. It’s likely that the answer is in there. If not, or if you just aren’t really sure, ask away. Sixth, there are differences between a portrait-mode game and a landscape mode game (specifically in the appropriate default tilt adjustment for toward the user/away from the user calculations). This is documented and the default is set for landscape. If you use this for a portrait game, make the appropriate change (look for the TODO: comment in AccelerometerInput.cs). Seventh, no provision whatsoever is made for disabling screen locking. It is up to you to implement that and to take appropriate measures to detect when the user has been idle for too long and timeout the game. That code is very game-specific. If you have questions about such matters, consult the relevant MSDN documentation and, if you still have questions, visit the App Hub forums and ask there. I answer questions there a lot and so I may even stumble across your question and answer it. But that’s a much better forum than the comments section here for questions of that sort so I would appreciate it if you asked idle detection-related questions there (or on some other suitable site that you may be more familiar and comfortable with). Eighth, this is an XNA GameComponent intended for XNA-based games on WP7. A sufficiently knowledgeable Silverlight developer should have no problem adapting it for use in a Silverlight game or app. I may create a Silverlight version at some point myself. Right now I do not have the time, unfortunately. Ok. Without further ado: http://www.bobtacoindustries.com/developers/utils/AccelerometerInput.zip Have a great St. Patrick’s Day!

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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  • To program in free time as a programmer, is to show that programming is passion. If not, is the programmer good? [closed]

    - by SonofWatson
    Possible Duplicate: I don't program in my spare time. Does that make me a bad developer? A lot of blogs and advice on the web seem to suggest that in order to become a great developer, doing just your day job is not enough. For example, you should contribute to open source projects in your spare time, write smartphone apps, etc. In fact a lot of this advice seems to suggest that if you don't love programming enough to do it all day long then you're probably in the wrong career. That doesn't ring true with me. I enjoy my work, but when I come home from the office I'm not in the mood to jump straight back onto the computer and start coding away until bedtime. I only have a certain number of hours free time each day, and I'd rather spend them on other hobbies, seeing friends or going outside than in front of the computer. I do get a kick out of programming, and do hack around outside of work occasionally. I'm committed to my personal development and spend time reading tech blogs and books as a way to keep learning and becoming better. But that doesn't extend so far as to my wanting to use all my spare time for coding. Does this mean I'm not a 'true' software developer at heart? Is it possible to become a good software developer without doing extra outside your job? I'd be very interested to hear what you think.

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  • Do I need more RAM for programming if I switch to a 64 Bit OS?

    - by Buttercup
    Hi, Given that today (for performance reasons?) variables are usually aligned to the "bit-width" (I wanted to use "word-width" here, but on x86 a "word" is still 16 bits right?) of the processor, would switching from a 32 bit OS to its 64 bit version double the RAM usage? Would this then in turn mean that to do the same work a 32 bit OS can do with 4 GB RAM (well, the 3.x GB actually...) with a 64 bit OS I would need 8 GB of RAM for programming? Please note that I'm only talking about everyday x86 computers here.

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  • How Lenovo x200(x61) tablet is so great for programming? whats up with so low GHz processors for deb

    - by Piddubetskyy
    for best laptop for programming after reading here looks like its Mac vs Lenovo (tablet, because tablet is only why I would choose it over Mac). I do crave that tablet but low speed processor scares me. Intel Core i5 or i7 in Sony Vaio sounds more attractive (2,26 - 3GHz for lower price). Yes, Lenovo can be fast, like x201, but with good specifications its over $2,000 its a little too much. For a lot of development I just don't want to wait every time while program compiles and builds during debugging. I want it fairly fast and smooth. Can anyone advice their experience with Lenovo's tablets?

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  • Can anyone suggest me game recorder software for Youtube Video? [closed]

    - by Sukhdev Taneja
    I am looking for game recorder software to capture movies of PC games (with sound) so that I can upload to YouTube Videos. I have recorded some games on my computer. But they run so quickly and fast. Can anybody suggest me any computer screen recorder (with sound) so that I can make my own computer gameplay trailer for Youtube. Is it possible to record PS2 games too without using any TV Tuner Card on computer. Please suggest any freeware software if possible for my purpose. Thanks.

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  • model not showing up in django admin.

    - by Zayatzz
    Hi. I have ceated several django apps and stuffs for my own fund and so far everything has been working fine. Now i just created new project (django 1.2.1) and have run into trouble from 1st moments. I created new app - game and new model Game. i created admin.py and put related stuff into it. Ran syncdb and went to check into admin. Model did not show up there. I proceeded to check and doublecheck and read through previous similar threads: http://stackoverflow.com/questions/1839927/registered-models-do-not-show-up-in-admin http://stackoverflow.com/questions/1694259/django-app-not-showing-up-in-admin-interface But as far as i can tell, they dont help me either. Perhaps someone else can point this out for me. models.py in game app: # -*- coding: utf-8 -*- from django.db import models class Game(models.Model): type = models.IntegerField(blank=False, null=False, default=1) teamone = models.CharField(max_length=100, blank=False, null=False) teamtwo = models.CharField(max_length=100, blank=False, null=False) gametime = models.DateTimeField(blank=False, null=False) admin.py in game app: # -*- coding: utf-8 -*- from jalka.game.models import Game from django.contrib import admin class GameAdmin(admin.ModelAdmin): list_display = ['type', 'teamone', 'teamtwo', 'gametime'] admin.site.register(Game, GameAdmin) project settings.py: MIDDLEWARE_CLASSES = ( 'django.middleware.common.CommonMiddleware', 'django.contrib.sessions.middleware.SessionMiddleware', 'django.middleware.csrf.CsrfViewMiddleware', 'django.contrib.auth.middleware.AuthenticationMiddleware', 'django.contrib.messages.middleware.MessageMiddleware', ) ROOT_URLCONF = 'jalka.urls' TEMPLATE_DIRS = ( "/home/projects/jalka/templates/" ) INSTALLED_APPS = ( 'django.contrib.auth', 'django.contrib.contenttypes', 'django.contrib.sessions', 'django.contrib.sites', 'django.contrib.messages', 'django.contrib.admin', 'game', ) urls.py: from django.conf.urls.defaults import * # Uncomment the next two lines to enable the admin: from django.contrib import admin admin.autodiscover() urlpatterns = patterns('', # Example: # (r'^jalka/', include('jalka.foo.urls')), (r'^admin/', include(admin.site.urls)), ) Alan.

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  • Magento install errors

    - by nXqd
    I try to install new magento version 1.4.xx . But after the config menu I meet after I copy and change local.example.xml to local.xml . Error in file: "E:\Soft\Programming\xampp\htdocs\magento\app\code\core\Mage\Catalog\sql\catalog_setup\mysql4-install-1.4.0.0.0.php" - SQLSTATE[23000]: Integrity constraint violation: 1062 Duplicate entry '4-page_layout' for key 'entity_type_id' Trace: #0 E:\Soft\Programming\xampp\htdocs\magento\app\code\core\Mage\Core\Model\Resource\Setup.php(374): Mage::exception('Mage_Core', 'Error in file: ...') #1 E:\Soft\Programming\xampp\htdocs\magento\app\code\core\Mage\Core\Model\Resource\Setup.php(260): Mage_Core_Model_Resource_Setup->_modifyResourceDb('install', '', '1.4.0.0.21') #2 E:\Soft\Programming\xampp\htdocs\magento\app\code\core\Mage\Core\Model\Resource\Setup.php(224): Mage_Core_Model_Resource_Setup->_installResourceDb('1.4.0.0.21') #3 E:\Soft\Programming\xampp\htdocs\magento\app\code\core\Mage\Core\Model\Resource\Setup.php(153): Mage_Core_Model_Resource_Setup->applyUpdates() #4 E:\Soft\Programming\xampp\htdocs\magento\app\code\core\Mage\Core\Model\App.php(363): Mage_Core_Model_Resource_Setup::applyAllUpdates() #5 E:\Soft\Programming\xampp\htdocs\magento\app\code\core\Mage\Core\Model\App.php(295): Mage_Core_Model_App->_initModules() #6 E:\Soft\Programming\xampp\htdocs\magento\app\Mage.php(596): Mage_Core_Model_App->run(Array) #7 E:\Soft\Programming\xampp\htdocs\magento\index.php(78): Mage::run('', 'store') #8 {main} I really need your help , thanks so much :)

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  • crash log in device

    - by seenu
    I need help to understand the crash log. The app works fine on my simulator but it crashes in device. my simulator is run with:-iPhone Simulator 225, iPhone OS 4.1 (iPhone 4/8B5091b) this is my device crash log:- Incident Identifier: CD0E8B93-5CF9-402C-9787-4B175C51A690 CrashReporter Key: 1961913be3204fe8cb5a39c1e00ac0f03a452876 Hardware Model: iPhone1,2 Process: My Game[1115] Path: /var/mobile/Applications/2968E5FB-96DD-443D-B386-D68F08E9345E/My Game.app/My Game Identifier: My Game Version: ??? (???) Code Type: ARM (Native) Parent Process: launchd [1] Date/Time: 2010-12-29 23:39:15.753 -0500 OS Version: **iPhone OS 4.2.1 (8C148)** Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Thread 0 Crashed: 0 libSystem.B.dylib 0x35de3ad0 0x35d5a000 + 563920 1 libSystem.B.dylib 0x35de3abe 0x35d5a000 + 563902 2 libSystem.B.dylib 0x35de3ab2 0x35d5a000 + 563890 3 libSystem.B.dylib 0x35dfad5e 0x35d5a000 + 658782 4 libstdc++.6.dylib 0x374f2a00 0x3748d000 + 416256 5 libobjc.A.dylib 0x32d9d8d8 0x32d95000 + 35032 6 libstdc++.6.dylib 0x374f0100 0x3748d000 + 405760 7 libstdc++.6.dylib 0x374f0178 0x3748d000 + 405880 8 libstdc++.6.dylib 0x374f02a0 0x3748d000 + 406176 9 libobjc.A.dylib 0x32d9bf28 0x32d95000 + 28456 10 CoreFoundation 0x3759dabc 0x374f9000 + 674492 11 Foundation 0x351a3e6c 0x35151000 + 339564 12 My Game 0x0006325c 0x1000 + 402012 13 My Game 0x00003c98 0x1000 + 11416 14 My Game 0x00062108 0x1000 + 397576 15 My Game 0x00003b08 0x1000 + 11016 16 My Game 0x000074d8 0x1000 + 25816 17 CoreFoundation 0x375466fc 0x374f9000 + 317180 18 CoreFoundation 0x375465d6 0x374f9000 + 316886 19 My Game 0x0005c818 0x1000 + 374808 20 My Game 0x000596a4 0x1000 + 362148 21 CoreFoundation 0x37542a3c 0x374f9000 + 301628 22 My Game 0x000b692c 0x1000 + 743724 23 My Game 0x000b7550 0x1000 + 746832 24 My Game 0x000c2a7c 0x1000 + 793212 25 UIKit 0x358f4ea8 0x358d3000 + 138920 26 UIKit 0x358f44dc 0x358d3000 + 136412 27 UIKit 0x358d7c94 0x358d3000 + 19604 28 UIKit 0x358d73ac 0x358d3000 + 17324 29 GraphicsServices 0x33e77c80 0x33e72000 + 23680 30 CoreFoundation 0x3752f5c4 0x374f9000 + 222660 31 CoreFoundation 0x3752f582 0x374f9000 + 222594 32 CoreFoundation 0x3752182e 0x374f9000 + 165934 33 CoreFoundation 0x37521504 0x374f9000 + 165124 34 CoreFoundation 0x37521412 0x374f9000 + 164882 35 GraphicsServices 0x33e76d1c 0x33e72000 + 19740 36 UIKit 0x3591d574 0x358d3000 + 304500 37 UIKit 0x3591a550 0x358d3000 + 292176 38 My Game 0x000030a4 0x1000 + 8356 39 My Game 0x00003010 0x1000 + 8208 Thread 1: 0 libSystem.B.dylib 0x35d8f974 0x35d5a000 + 219508 1 libSystem.B.dylib 0x35e5e2fc 0x35d5a000 + 1065724 2 libSystem.B.dylib 0x35e5dd68 0x35d5a000 + 1064296 3 libSystem.B.dylib 0x35e5d788 0x35d5a000 + 1062792 4 libSystem.B.dylib 0x35de6970 0x35d5a000 + 575856 5 libSystem.B.dylib 0x35ddd2fc 0x35d5a000 + 537340 Thread 2: 0 libSystem.B.dylib 0x35d5b3b0 0x35d5a000 + 5040 1 libSystem.B.dylib 0x35d5d894 0x35d5a000 + 14484 2 CoreFoundation 0x37521f7c 0x374f9000 + 167804 3 CoreFoundation 0x37521780 0x374f9000 + 165760 4 CoreFoundation 0x37521504 0x374f9000 + 165124 5 CoreFoundation 0x37521412 0x374f9000 + 164882 6 WebCore 0x3318bd14 0x33070000 + 1162516 7 libSystem.B.dylib 0x35de5b44 0x35d5a000 + 572228 8 libSystem.B.dylib 0x35dd77a4 0x35d5a000 + 513956 Thread 0 crashed with ARM Thread State: r0: 0x00000000 r1: 0x00000000 r2: 0x00000001 r3: 0x3e74f308 r4: 0x00000006 r5: 0x00238cfc r6: 0x00238ff0 r7: 0x2fdfdd2c r8: 0x3eba21b8 r9: 0x0000000a r10: 0x3eba21bc r11: 0x0022fb00 ip: 0x00000025 sp: 0x2fdfdd2c lr: 0x35de3ac5 pc: 0x35de3ad0 cpsr: 0x000a0010 Binary Images: 0x1000 - 0xebfff +My Gamearmv6 <15bbbead83159dac341a987c660d2b28> /var/mobile/Applications/2968E5FB-96DD-443D-B386-D68F08E9345E/My Game.app/My Game 0x1f8000 - 0x1f9fff dns.so armv6 <88b569311cca4a9593b2d670051860d1> /usr/lib/info/dns.so 0x2fe00000 - 0x2fe29fff dyld armv6 <617f6daf4103547c47a8407a2e0b90de> /usr/lib/dyld 0x30229000 - 0x30268fff MBXGLEngine armv6 <9d60c44b1ddc55387a0cb77f90660b37> /System/Library/Frameworks/OpenGLES.framework/MBXGLEngine.bundle/MBXGLEngine 0x3027c000 - 0x3027efff IOMobileFramebuffer armv6 <f42bbbf67195a7b98d67ad021bba4784> /System/Library/PrivateFrameworks/IOMobileFramebuffer.framework/IOMobileFramebuffer 0x3027f000 - 0x3038dfff CFNetwork armv6 <d6eeee83216ee9c553134f069f37cbc2> /System/Library/Frameworks/CFNetwork.framework/CFNetwork 0x303ef000 - 0x303f4fff CaptiveNetwork armv6 <f41df4b358b77b29ff85e0eaea88ee1d> /System/Library/PrivateFrameworks/CaptiveNetwork.framework/CaptiveNetwork 0x303f5000 - 0x30444fff Security armv6 <cf625b4dc7ea928891313444ef64a7cb> /System/Library/Frameworks/Security.framework/Security 0x30445000 - 0x3055cfff libicucore.A.dylib armv6 <8968ff3f62d7780bb1bd75026a7628d0> /usr/lib/libicucore.A.dylib 0x3055d000 - 0x30561fff ApplePushService armv6 <0560b630d26e261e205fc58942e1885c> /System/Library/PrivateFrameworks/ApplePushService.framework/ApplePushService 0x3059d000 - 0x305a8fff MobileWiFi armv6 <c7532e63e083a1dd2a0ef7352b85749d> /System/Library/PrivateFrameworks/MobileWiFi.framework/MobileWiFi 0x305aa000 - 0x30612fff libvDSP.dylib armv6 <9d264733fc675943c082bd3b9b567b59> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/libvDSP.dylib 0x30613000 - 0x3064dfff MobileCoreServices armv6 <beb473ce80390554bb4af21554522286> /System/Library/Frameworks/MobileCoreServices.framework/MobileCoreServices 0x3065c000 - 0x3066efff libbsm.0.dylib armv6 <51e7bb18da9afa44a33e54e42fbd0707> /usr/lib/libbsm.0.dylib 0x3066f000 - 0x306c6fff CoreMedia armv6 <cd5e9398c161f129146931e888e1c92e> /System/Library/Frameworks/CoreMedia.framework/CoreMedia 0x306f0000 - 0x306fefff libz.1.dylib armv6 <84592e96bae1a661374b0f9a5d03a3a0> /usr/lib/libz.1.dylib 0x306ff000 - 0x30729fff PrintKit armv6 <74f9710fa01a33b5bb04c4aeabd6be7d> /System/Library/PrivateFrameworks/PrintKit.framework/PrintKit 0x3072e000 - 0x307d0fff AVFoundation armv6 <da9d96f32791f51ecb439c5eaeeff59a> /System/Library/Frameworks/AVFoundation.framework/AVFoundation 0x307d7000 - 0x3082afff IOKit armv6 <20da5e822f21a8d0a7c5b3e149330efd> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit 0x30831000 - 0x3083bfff AccountSettings armv6 <eca67ab04f724e1fa7c6406c88e75433> /System/Library/PrivateFrameworks/AccountSettings.framework/AccountSettings 0x30a04000 - 0x30aa3fff ProofReader armv6 <2734920b62f174c17aeeb15f371615ef> /System/Library/PrivateFrameworks/ProofReader.framework/ProofReader 0x30ad6000 - 0x30b1afff AddressBook armv6 <1f30c3370dad27331a491ba4b190813c> /System/Library/Frameworks/AddressBook.framework/AddressBook 0x30b3d000 - 0x30b9cfff CoreAudio armv6 <ccc4bace0d6eca79a32ed84d566f72e9> /System/Library/Frameworks/CoreAudio.framework/CoreAudio 0x32d7d000 - 0x32d89fff libkxld.dylib armv6 <f74f359de7bbe3ccdc37fa6f332aebf4> /usr/lib/system/libkxld.dylib 0x32d95000 - 0x32e5cfff libobjc.A.dylib armv6 <429841269f8bcecd4ba3264a8725dad6> /usr/lib/libobjc.A.dylib 0x32e5d000 - 0x32ecdfff libsqlite3.dylib armv6 <87b9bb47687902d9120d03d1da9eb9fc> /usr/lib/libsqlite3.dylib 0x32f0c000 - 0x32f1ffff libmis.dylib armv6 <dba9c086b49bd9540930ff27211570d6> /usr/lib/libmis.dylib 0x33055000 - 0x33061fff SpringBoardServices armv6 <fd0c472436b3306f5b56118c93c8a423> /System/Library/PrivateFrameworks/SpringBoardServices.framework/SpringBoardServices 0x33062000 - 0x3306ffff MobileBluetooth armv6 <2b68516e1321011a4efbee2947d463c6> /System/Library/PrivateFrameworks/MobileBluetooth.framework/MobileBluetooth 0x33070000 - 0x338bffff WebCore armv6 <aa3b6827f051da7a3494c9bee4ebe290> /System/Library/PrivateFrameworks/WebCore.framework/WebCore 0x33ab4000 - 0x33ab4fff Accelerate armv6 <cdde24a7ad004b2b2e600cd4f3ac5eb7> /System/Library/Frameworks/Accelerate.framework/Accelerate 0x33bbc000 - 0x33c0afff CoreText armv6 <16c9582fdffb598178287c6ce9fd6897> /System/Library/Frameworks/CoreText.framework/CoreText 0x33c16000 - 0x33d73fff libGLProgrammability.dylib armv6 <aec6b54ffd532bb607aab4acbab679b6> /System/Library/Frameworks/OpenGLES.framework/libGLProgrammability.dylib 0x33d85000 - 0x33e71fff QuartzCore armv6 <77cd91ff21fe6c58c309f2c82eb95ca5> /System/Library/Frameworks/QuartzCore.framework/QuartzCore 0x33e72000 - 0x33e81fff GraphicsServices armv6 <af20aba0ec96e7b7c42bb55ac763c784> /System/Library/PrivateFrameworks/GraphicsServices.framework/GraphicsServices 0x33ead000 - 0x33f6efff ImageIO armv6 <0c1b6f466667ff345f2399d8142a9d10> /System/Library/Frameworks/ImageIO.framework/ImageIO 0x33f78000 - 0x33f79fff CoreSurface armv6 <5e290514380c626e9b0f9f9985b9dc7a> /System/Library/PrivateFrameworks/CoreSurface.framework/CoreSurface 0x34137000 - 0x34156fff EAP8021X armv6 <fa56845b5396c3ebb368c2368331643c> /System/Library/PrivateFrameworks/EAP8021X.framework/EAP8021X 0x343a0000 - 0x343bffff Bom armv6 <f41bef81e23e2bff59155e5ce46762d3> /System/Library/PrivateFrameworks/Bom.framework/Bom 0x343c0000 - 0x344bdfff JavaScriptCore armv6 <3547c92c1efc0522b087e7f10eba7728> /System/Library/PrivateFrameworks/JavaScriptCore.framework/JavaScriptCore 0x344be000 - 0x34500fff ManagedConfiguration armv6 <397723a33c19c3487d304d69580acbfc> /System/Library/PrivateFrameworks/ManagedConfiguration.framework/ManagedConfiguration 0x34b52000 - 0x34f1ffff libLAPACK.dylib armv6 <0eb734c91165416224b98c943ff6476b> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/libLAPACK.dylib 0x34f20000 - 0x35014fff libiconv.2.dylib armv6 <01916d6784f4de8f3746978faae9c5fa> /usr/lib/libiconv.2.dylib 0x35015000 - 0x35022fff CoreVideo armv6 <7b100fd5fdf98db1cd0f0649e7f6f316> /System/Library/Frameworks/CoreVideo.framework/CoreVideo 0x35151000 - 0x35272fff Foundation armv6 <6bdeb19a1fcb93e2930dadb50416f881> /System/Library/Frameworks/Foundation.framework/Foundation 0x3529b000 - 0x352a6fff libbz2.1.0.dylib armv6 <6aa8a4ed0906a495d059ace9125f525d> /usr/lib/libbz2.1.0.dylib 0x352dc000 - 0x35342fff libBLAS.dylib armv6 <11a3677a08175a30df1b3d66d7e0951a> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/libBLAS.dylib 0x35406000 - 0x35406fff vecLib armv6 <8f914b3e8a581d49fb21d2c0ff75be03> /System/Library/Frameworks/Accelerate.framework/Frameworks/vecLib.framework/vecLib 0x35407000 - 0x3540afff MobileInstallation armv6 <456ed7fe6dd9fcd8e78df425085b1452> /System/Library/PrivateFrameworks/MobileInstallation.framework/MobileInstallation 0x354be000 - 0x354dcfff OpenAL armv6 <e86dc71ad650db8a13e4785e9c35a4b9> /System/Library/Frameworks/OpenAL.framework/OpenAL 0x35541000 - 0x35547fff MBX2D armv6 <fad4955cab36e0179df6f8f27d365b8f> /System/Library/PrivateFrameworks/MBX2D.framework/MBX2D 0x35815000 - 0x3581afff AssetsLibraryServices armv6 <224b3cf992a01814f91481244e3213eb> /System/Library/PrivateFrameworks/AssetsLibraryServices.framework/AssetsLibraryServices 0x3581b000 - 0x35877fff libGLImage.dylib armv6 <7c1049f20c4e64591c09d3ac00c7d3ab> /System/Library/Frameworks/OpenGLES.framework/libGLImage.dylib 0x358bc000 - 0x358c3fff liblockdown.dylib armv6 <f470dea180ddf23886df75eb256d3888> /usr/lib/liblockdown.dylib 0x358cc000 - 0x358cffff libgcc_s.1.dylib armv6 <bed95ed187350ce27d22ed241ef892ea> /usr/lib/libgcc_s.1.dylib 0x358d3000 - 0x35d4ffff UIKit armv6 <14ec6c926b8bda71b73136f6e1a6ac1b> /System/Library/Frameworks/UIKit.framework/UIKit 0x35d5a000 - 0x35e98fff libSystem.B.dylib armv6 <70571c1e697e2ae7f7a9b1a499453bb6> /usr/lib/libSystem.B.dylib 0x35f7e000 - 0x35fc2fff VideoToolbox armv6 <101dbbcd34cc3231a8be3fd6392556aa> /System/Library/PrivateFrameworks/VideoToolbox.framework/VideoToolbox 0x35fdb000 - 0x36162fff CoreGraphics armv6 <9a1d72fa9549d83abc1e735ba37a4dc2> /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics 0x36179000 - 0x36255fff WebKit armv6 <83da207070be989ba81dba3a83d5206a> /System/Library/PrivateFrameworks/WebKit.framework/WebKit 0x36269000 - 0x36278fff OpenGLES armv6 <37eda5ddcff210dd321157da35a87a5e> /System/Library/Frameworks/OpenGLES.framework/OpenGLES 0x363f3000 - 0x363f9fff MobileKeyBag armv6 <2d83bf6a43bab972d77a1a6e0f3b03d2> /System/Library/PrivateFrameworks/MobileKeyBag.framework/MobileKeyBag 0x365db000 - 0x365f9fff libresolv.9.dylib armv6 <9c94634beea733e754dc115737b6e63c> /usr/lib/libresolv.9.dylib 0x36746000 - 0x3683cfff libxml2.2.dylib armv6 <9c44d05cc67f1ebabd795903e581724e> /usr/lib/libxml2.2.dylib 0x3683e000 - 0x36888fff libCGFreetype.A.dylib armv6 <cfc94cfa17958f2f94c9eff208a7dace> /System/Library/Frameworks/CoreGraphics.framework/Resources/libCGFreetype.A.dylib 0x3694c000 - 0x3694ffff libAccessibility.dylib armv6 <74e0f77cc276a9412be268c795fdcbca> /usr/lib/libAccessibility.dylib 0x36955000 - 0x36a1ffff Celestial armv6 <11172a6ee53bdf067548cd4496bc5fe0> /System/Library/PrivateFrameworks/Celestial.framework/Celestial 0x36a2d000 - 0x36a30fff CrashReporterSupport armv6 <00bc60f690e6328b64e7a7b718edf45a> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/CrashReporterSupport 0x36a31000 - 0x36a74fff CoreTelephony armv6 <cabbce0fa7630065dc7e7d3ca3bc616c> /System/Library/Frameworks/CoreTelephony.framework/CoreTelephony 0x36c1c000 - 0x36c26fff AggregateDictionary armv6 <f7429444c955e4f13c6761d20032ab52> /System/Library/PrivateFrameworks/AggregateDictionary.framework/AggregateDictionary 0x36c2b000 - 0x36de1fff AudioToolbox armv6 <bb65e8ed531fe5923eb8ac00a7c0d87d> /System/Library/Frameworks/AudioToolbox.framework/AudioToolbox 0x36de2000 - 0x36e16fff AppSupport armv6 <783e14db9585fd063c0c2a755cd121b6> /System/Library/PrivateFrameworks/AppSupport.framework/AppSupport 0x36e17000 - 0x36e2dfff PersistentConnection armv6 <006723906b8ac250c1681a1821fbe94d> /System/Library/PrivateFrameworks/PersistentConnection.framework/PersistentConnection 0x37141000 - 0x37184fff SystemConfiguration armv6 <207f362e707871e74a292cfd1ea7893d> /System/Library/Frameworks/SystemConfiguration.framework/SystemConfiguration 0x372aa000 - 0x37477fff MediaToolbox armv6 <21ceabd0e5de17ad4e883c85fcd34d51> /System/Library/PrivateFrameworks/MediaToolbox.framework/MediaToolbox 0x37478000 - 0x3747dfff IOSurface armv6 <ffd66ca04dfe7d382d6961f0df3839ff> /System/Library/PrivateFrameworks/IOSurface.framework/IOSurface 0x3748d000 - 0x374f8fff libstdc++.6.dylib armv6 <eccd1d7183e73587b2c0aa5755a19c39> /usr/lib/libstdc++.6.dylib 0x374f9000 - 0x375e4fff CoreFoundation armv6 <ab0eac0ddd5b4ae1bf8541116e3c0bd1> /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation 0x3760a000 - 0x3760bfff DataMigration armv6 <d2de7c0db77278484236669c2cdccabb> /System/Library/PrivateFrameworks/DataMigration.framework/DataMigration 0x37731000 - 0x37736fff libGFXShared.dylib armv6 <bd1c480607cc286288db1ca1aec64180> /System/Library/Frameworks/OpenGLES.framework/libGFXShared.dylib 0x377f6000 - 0x37817fff libRIP.A.dylib armv6 <22c6da37f3adf325f99c3a0494e04c02> /System/Library/Frameworks/CoreGraphics.fram

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  • c# Display the data in the List view

    - by Kumu
    private void displayResultsButton_Click(object sender, EventArgs e) { gameResultsListView.Items.Clear(); //foreach (Game game in footballLeagueDatabase.games) //{ ListViewItem row = new ListViewItem(); row.SubItems.Add(game.HomeTeam.ToString()); row.SubItems.Add(game.HomeScore.ToString()); row.SubItems.Add(game.AwayTeam.ToString()); row.SubItems.Add(game.AwayScore.ToString()); gameResultsListView.Items.Add(row); // } //footballLeagueDatabase.games.Sort(); } } } This is the display button and the following code describes the add button. private void addGameButton_Click(object sender, EventArgs e) { if ((homeTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Home Team"); else if (homeScoreUpDown.Maximum <= 9 && homeScoreUpDown.Minimum >= 0) MessageBox.Show("You must enter one digit between 0 and 9"); else if ((awayTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Away Team"); else if (awayScoreUpDown.Maximum <= 9 && awayScoreUpDown.Minimum >= 0) MessageBox.Show("You must enter one digit between 0 to 9"); else { //checkGameInputFields(); game = new Game(homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); MessageBox.Show("Home Team" + 't' + homeTeamTxt.Text + "Away Team" + awayTeamTxt.Text + "created"); footballLeagueDatabase.AddGame(game); //clearCreateStudentInputFields(); } } I need to insert data into the above text field and Numeric up down control and display them in the list view. But I dont know How to do it, because when I press the button "Display Results" it displays the error message. If you know how can I display the data in the list view, please let me know.This is the first time I am using List view.

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  • How: Start an Activity inside a Thread and use finish() to get back.

    - by Kirk Becker
    Hello, I am programming a game on android. I'm using a Thread while calling a Surface View class to update and draw my game. Inside the update I wanted to start an activity based on if the game has just started and this would launch my MENUS. My Thread for the most part.. while (myThreadRun) { Canvas c = null; try { gameTime = System.currentTimeMillis(); c = myThreadSurfaceHolder.lockCanvas(null); synchronized (myThreadSurfaceHolder) { // Update Game. myThreadSurfaceView.onUpdate(); // Draw Game. myThreadSurfaceView.onDraw(c); You can see there where I am updating the game... here is onUpdate(); protected void onUpdate() { // Test if menu needs to be displayed. while (thread.getMenu()) { // Test if menu activity has been started. if (thread.getMenuRunning() == false) { Intent menuIntent = new Intent(this.getContext(), MyMenu.class); ((Activity) cxt).startActivityForResult(menuIntent, 1); thread.setMenuRunning(true); } } I am using a while loop because if I didn't use it the thread just keeps going. Basically I just don't know how to implement my menus using a thread as a game loop. Everywhere I look it seems like that's best practice. In my menu activity I just display the menu layout and a few buttons and when the person wants to start the game it uses finish() to go back to my thread where they play the game. I am very new to this so any insight will be helpful, Thanks

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  • Rails: bi-directional has_many :through relationship

    - by Chris
    I have three models in a Rails application: Game represents an instance of a game being played. Player represents an instance of a participant in a game. User represents a registered person who can participate in games. Each Game can have many Players, and each User can have many Players (a single person can participate in multiple games at once); but each Player is in precisely one Game, and represents precisely one User. Hence, my relationships are as follows at present. class Game has_many :players end class User has_many :players end class Player belongs_to :game belongs_to :user end ... where naturally the players table has game_id and user_id columns, but games and users have no foreign keys. I would also like to represent the fact that each Game has many Users playing in it; and each User has many Games in which they are playing. How do I do this? Is it enough to add class Game has_many :users, :through => :players end class User has_many :games, :through => :players end

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  • Networking middleware

    - by Howie
    I'm looking for a networking middleware that may be suitable for a medium-sized MMO. I don't care in which language it's written, just that it's high-level, stable and has many of the features that can ease my development. I am making a 2D real-time action game. Come to think of it... I'd be happy with "just" a high-level networking framework that has a few handy features to ease the development of a general networked game.

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  • ‘Assassin’s Creed: Pirates’ now Available to Play In-Browser for Free

    - by Akemi Iwaya
    Are you ready to sail the high seas in search of treasure and adventure? All you need is a browser and the determination to be the ‘King of the Caribbean’ in ‘Assassin’s Creed: Pirates’, the latest in-browser game release from Microsoft! If you are curious as to how this game fits into the broader Assassin’s Creed Universe, here is the answer. From the blog post: Gameplay is based on the iOS “Assassin’s Creed Pirates” game, allowing you to be captain Alonzo Batilla, who is racing his ship through the Caribbean, evading mines and other hurdles, while searching for treasure. Keep in mind that the game is a demo at the moment, but still a lot of fun for any Assassin’s Creed fan! Play the demo and learn more about the game via the links below. Good luck and have fun! Play Assassin’s Creed: Pirates [Demo Homepage] Arrrrrr! ‘Assassin’s Creed Pirates’ – for the Web – now available ['The Fire Hose Blog' - Microsoft] [via The Windows Club]

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  • Am I right about the differences between Floyd-Warshall, Dijkstra's and Bellman-Ford algorithms?

    - by Programming Noob
    I've been studying the three and I'm stating my inferences from them below. Could someone tell me if I have understood them accurately enough or not? Thank you. Dijkstra's algorithm is used only when you have a single source and you want to know the smallest path from one node to another, but fails in cases like this Floyd-Warshall's algorithm is used when any of all the nodes can be a source, so you want the shortest distance to reach any destination node from any source node. This only fails when there are negative cycles (this is the most important one. I mean, this is the one I'm least sure about:) 3.Bellman-Ford is used like Dijkstra's, when there is only one source. This can handle negative weights and its working is the same as Floyd-Warshall's except for one source, right? If you need to have a look, the corresponding algorithms are (courtesy Wikipedia): Bellman-Ford: procedure BellmanFord(list vertices, list edges, vertex source) // This implementation takes in a graph, represented as lists of vertices // and edges, and modifies the vertices so that their distance and // predecessor attributes store the shortest paths. // Step 1: initialize graph for each vertex v in vertices: if v is source then v.distance := 0 else v.distance := infinity v.predecessor := null // Step 2: relax edges repeatedly for i from 1 to size(vertices)-1: for each edge uv in edges: // uv is the edge from u to v u := uv.source v := uv.destination if u.distance + uv.weight < v.distance: v.distance := u.distance + uv.weight v.predecessor := u // Step 3: check for negative-weight cycles for each edge uv in edges: u := uv.source v := uv.destination if u.distance + uv.weight < v.distance: error "Graph contains a negative-weight cycle" Dijkstra: 1 function Dijkstra(Graph, source): 2 for each vertex v in Graph: // Initializations 3 dist[v] := infinity ; // Unknown distance function from 4 // source to v 5 previous[v] := undefined ; // Previous node in optimal path 6 // from source 7 8 dist[source] := 0 ; // Distance from source to source 9 Q := the set of all nodes in Graph ; // All nodes in the graph are 10 // unoptimized - thus are in Q 11 while Q is not empty: // The main loop 12 u := vertex in Q with smallest distance in dist[] ; // Start node in first case 13 if dist[u] = infinity: 14 break ; // all remaining vertices are 15 // inaccessible from source 16 17 remove u from Q ; 18 for each neighbor v of u: // where v has not yet been 19 removed from Q. 20 alt := dist[u] + dist_between(u, v) ; 21 if alt < dist[v]: // Relax (u,v,a) 22 dist[v] := alt ; 23 previous[v] := u ; 24 decrease-key v in Q; // Reorder v in the Queue 25 return dist; Floyd-Warshall: 1 /* Assume a function edgeCost(i,j) which returns the cost of the edge from i to j 2 (infinity if there is none). 3 Also assume that n is the number of vertices and edgeCost(i,i) = 0 4 */ 5 6 int path[][]; 7 /* A 2-dimensional matrix. At each step in the algorithm, path[i][j] is the shortest path 8 from i to j using intermediate vertices (1..k-1). Each path[i][j] is initialized to 9 edgeCost(i,j). 10 */ 11 12 procedure FloydWarshall () 13 for k := 1 to n 14 for i := 1 to n 15 for j := 1 to n 16 path[i][j] = min ( path[i][j], path[i][k]+path[k][j] );

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  • Detecting wins in peer to peer RTS games like Starcraft

    - by user782220
    A typical RTS game is implemented with the standard networking model: peer to peer lockstep. Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given that there is only communication between the two players in a peer to peer model, how does Battle.net know who was the winner in the end. Relying on the two peers to not try to cheat and report accurate results is naive.

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  • F# for the C# Programmer

    - by mbcrump
    Are you a C# Programmer and can’t make it past a day without seeing or hearing someone mention F#?  Today, I’m going to walk you through your first F# application and give you a brief introduction to the language. Sit back this will only take about 20 minutes. Introduction Microsoft's F# programming language is a functional language for the .NET framework that was originally developed at Microsoft Research Cambridge by Don Syme. In October 2007, the senior vice president of the developer division at Microsoft announced that F# was being officially productized to become a fully supported .NET language and professional developers were hired to create a team of around ten people to build the product version. In September 2008, Microsoft released the first Community Technology Preview (CTP), an official beta release, of the F# distribution . In December 2008, Microsoft announced that the success of this CTP had encouraged them to escalate F# and it is now will now be shipped as one of the core languages in Visual Studio 2010 , alongside C++, C# 4.0 and VB. The F# programming language incorporates many state-of-the-art features from programming language research and ossifies them in an industrial strength implementation that promises to revolutionize interactive, parallel and concurrent programming. Advantages of F# F# is the world's first language to combine all of the following features: Type inference: types are inferred by the compiler and generic definitions are created automatically. Algebraic data types: a succinct way to represent trees. Pattern matching: a comprehensible and efficient way to dissect data structures. Active patterns: pattern matching over foreign data structures. Interactive sessions: as easy to use as Python and Mathematica. High performance JIT compilation to native code: as fast as C#. Rich data structures: lists and arrays built into the language with syntactic support. Functional programming: first-class functions and tail calls. Expressive static type system: finds bugs during compilation and provides machine-verified documentation. Sequence expressions: interrogate huge data sets efficiently. Asynchronous workflows: syntactic support for monadic style concurrent programming with cancellations. Industrial-strength IDE support: multithreaded debugging, and graphical throwback of inferred types and documentation. Commerce friendly design and a viable commercial market. Lets try a short program in C# then F# to understand the differences. Using C#: Create a variable and output the value to the console window: Sample Program. using System;   namespace ConsoleApplication9 {     class Program     {         static void Main(string[] args)         {             var a = 2;             Console.WriteLine(a);             Console.ReadLine();         }     } } A breeze right? 14 Lines of code. We could have condensed it a bit by removing the “using” statment and tossing the namespace. But this is the typical C# program. Using F#: Create a variable and output the value to the console window: To start, open Visual Studio 2010 or Visual Studio 2008. Note: If using VS2008, then please download the SDK first before getting started. If you are using VS2010 then you are already setup and ready to go. So, click File-> New Project –> Other Languages –> Visual F# –> Windows –> F# Application. You will get the screen below. Go ahead and enter a name and click OK. Now, you will notice that the Solution Explorer contains the following: Double click the Program.fs and enter the following information. Hit F5 and it should run successfully. Sample Program. open System let a = 2        Console.WriteLine a As Shown below: Hmm, what? F# did the same thing in 3 lines of code. Show me the interactive evaluation that I keep hearing about. The F# development environment for Visual Studio 2010 provides two different modes of execution for F# code: Batch compilation to a .NET executable or DLL. (This was accomplished above). Interactive evaluation. (Demo is below) The interactive session provides a > prompt, requires a double semicolon ;; identifier at the end of a code snippet to force evaluation, and returns the names (if any) and types of resulting definitions and values. To access the F# prompt, in VS2010 Goto View –> Other Window then F# Interactive. Once you have the interactive window type in the following expression: 2+3;; as shown in the screenshot below: I hope this guide helps you get started with the language, please check out the following books for further information. F# Books for further reading   Foundations of F# Author: Robert Pickering An introduction to functional programming with F#. Including many samples, this book walks through the features of the F# language and libraries, and covers many of the .NET Framework features which can be leveraged with F#.       Functional Programming for the Real World: With Examples in F# and C# Authors: Tomas Petricek and Jon Skeet An introduction to functional programming for existing C# developers written by Tomas Petricek and Jon Skeet. This book explains the core principles using both C# and F#, shows how to use functional ideas when designing .NET applications and presents practical examples such as design of domain specific language, development of multi-core applications and programming of reactive applications.

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  • Can LittleBigPlanet2's engine be used for other ?

    - by Bill
    LittleBigPlanet2 just came out. I've worked with the original LBP level editor a bit and really enjoyed it. I've read that LBP2's featureset in the game is much richer; is it possible to use these advanced features to create different sorts of game other than just a regular platformer? I imagine that something along the lines of a Breakout clone would definitely be manageable, but I'm interested in hearing more about the capabilities of the platform.

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  • How to Use Steam In-Home Streaming

    - by Chris Hoffman
    Steam’s In-Home Streaming is now available to everyone, allowing you to stream PC games from one PC to another PC on the same local network. Use your gaming PC to power your laptops and home theater system. This feature doesn’t allow you to stream games over the Internet, only the same local network. Even if you tricked Steam, you probably wouldn’t get good streaming performance over the Internet. Why Stream? When you use Steam In-Home streaming, one PC sends its video and audio to another PC. The other PC views the video and audio like it’s watching a movie, sending back mouse, keyboard, and controller input to the other PC. This allows you to have a fast gaming PC power your gaming experience on slower PCs. For example, you could play graphically demanding games on a laptop in another room of your house, even if that laptop has slower integrated graphics. You could connect a slower PC to your television and use your gaming PC without hauling it into a different room in your house. Streaming also enables cross-platform compatibility. You could have a Windows gaming PC and stream games to a Mac or Linux system. This will be Valve’s official solution for compatibility with old Windows-only games on the Linux (Steam OS) Steam Machines arriving later this year. NVIDIA offers their own game streaming solution, but it requires certain NVIDIA graphics hardware and can only stream to an NVIDIA Shield device. How to Get Started In-Home Streaming is simple to use and doesn’t require any complex configuration — or any configuration, really. First, log into the Steam program on a Windows PC. This should ideally be a powerful gaming PC with a powerful CPU and fast graphics hardware. Install the games you want to stream if you haven’t already — you’ll be streaming from your PC, not from Valve’s servers. (Valve will eventually allow you to stream games from Mac OS X, Linux, and Steam OS systems, but that feature isn’t yet available. You can still stream games to these other operating systems.) Next, log into Steam on another computer on the same network with the same Steam username. Both computers have to be on the same subnet of the same local network. You’ll see the games installed on your other PC in the Steam client’s library. Click the Stream button to start streaming a game from your other PC. The game will launch on your host PC, and it will send its audio and video to the PC in front of you. Your input on the client will be sent back to the server. Be sure to update Steam on both computers if you don’t see this feature. Use the Steam > Check for Updates option within Steam and install the latest update. Updating to the latest graphics drivers for your computer’s hardware is always a good idea, too. Improving Performance Here’s what Valve recommends for good streaming performance: Host PC: A quad-core CPU for the computer running the game, minimum. The computer needs enough processor power to run the game, compress the video and audio, and send it over the network with low latency. Streaming Client: A GPU that supports hardware-accelerated H.264 decoding on the client PC. This hardware is included on all recent laptops and PCs. Ifyou have an older PC or netbook, it may not be able to decode the video stream quickly enough. Network Hardware: A wired network connection is ideal. You may have success with wireless N or AC networks with good signals, but this isn’t guaranteed. Game Settings: While streaming a game, visit the game’s setting screen and lower the resolution or turn off VSync to speed things up. In-Home Steaming Settings: On the host PC, click Steam > Settings and select In-Home Streaming to view the In-Home Streaming settings. You can modify your streaming settings to improve performance and reduce latency. Feel free to experiment with the options here and see how they affect performance — they should be self-explanatory. Check Valve’s In-Home Streaming documentation for troubleshooting information. You can also try streaming non-Steam games. Click Games > Add a Non-Steam Game to My Library on your host PC and add a PC game you have installed elsewhere on your system. You can then try streaming it from your client PC. Valve says this “may work but is not officially supported.” Image Credit: Robert Couse-Baker on Flickr, Milestoned on Flickr

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  • Is there any way to add a new location to the list of places where nltk looks for the wordnet corpus?

    - by Programming Noob
    I can't use the nltk wordnet lemmatizer because I can't download the wordnet corpus on my university computer due to access rights issues. I get the following error when I try to do so: ********************************************************************** Resource 'corpora/wordnet' not found. Please use the NLTK Downloader to obtain the resource: >>> nltk.download() Searched in: - '/home/XX/nltk_data' - '/usr/share/nltk_data' - '/usr/local/share/nltk_data' - '/usr/lib/nltk_data' - '/usr/local/lib/nltk_data' ********************************************************************** When I had the same issue at home, I could resolve it by two ways: Using nltk.download(), the standard way and Creating a new folder at location /home/XX/nltk_data and just pasting the corpus directory inside it. Now at the university I only have access to /home/XX/bin and not /home/XX directly. So is there anyway I could paste the wordnet corpus into /home/XX/bin and then somehow make nltk look for the corpus in that folder?

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