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  • logic for a php function

    - by danish hashmi
    i need to make a php code for checking hotel room avaibility where user from the present day can book rooms upto 90 days or less and there are total 30 rooms available in the hotel,so if once i store the data for a user like his booking from one date till another next time if i want to check the avaibility how should i do it in php,what would be the logic. obviously i simple query like this isn't correct for eg $this->db->select('*') ->from('default_bookings') ->where('booking_from <',$input['fromdate']) ->where('booking_till >',$input['tilldate']);

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  • bookmark feature opening as a sidebar

    - by harigm
    HI, I have implemented a Bookmark feature in my website, but when I click on the bookmark link from the toolbar, its opening as a new window in a sidebar instead as an new page in mozilla firefox, It is working accordingly in IE, Can any one please help me in this Check the bookmark feature what i have implemented 'www.cricandcric.com'

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  • How to fix Drupal SwfTools player path error

    - by Garth Humphreys
    I've placed the players in "sites/all/libraries/" but I'm still getting this message when I go to admin/settings/swftools/handling, "FlexPaper - Missing sites/all/libraries/flexpaper/FlexPaperViewer.swf" Anyone having the same issue? On a side note when I setup the swftools profile and then assign the CCK formater and then goto the page to view the swf I get this message: "No modules have registered the action swf_list. Check any required supporting modules are enabled." http://drupal.org/node/790506

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  • how do I update the date type column?

    - by Muhammad Hammad
    update answers a1 set a1.FilingDate=( select date_sub( a2.FilingDate ,Interval 1000 Year) as FilingDate from answers a2 where Year(a2.FilingDate)>=3000 ) where Year(a1.FilingDate)>=3000 but it gives me the following 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 'update answers a1 set a1.FilingDate=( select date_sub(a2.FilingDate,Interval 10' at line 1 Can anyone tell me about the issue and its solution?

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  • WOW64: get x64 %CommonProgramFiles% from 32 bit process

    - by peterchen
    Queries I tried: ExpandEnvironmentStrings("%COMMONPROGRAMFILES%"), GetSpecialPath(CSIDL_PROGRAM_FILES_COMMON). All resolve to (typically) c:\\Program Files (x86)\\Common Files from my 32 bit app. I need to check a file version installed (typically) under c:\\Program Files\\Common Files of a 643 bit application.

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  • C# How to to tell what process is using a file?

    - by JL
    I am getting a pretty common, "The process cannot access the file because it is being used by another process." Now I am nearly certain that the only process accessing this file is from code that I have written and I've been careful to use a using statement around accessing it. But to be 100% sure, is there anyway to check this programatically when this error occurs?

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  • checkbox for Drupal CCK

    - by artmania
    Hi friends, I'm new at Drupal. love it so far :) I'm creating a CCK custom content type. I need to make a amenities list in checkbox format. so I made; File Type: Text Widget Type: checkboxes/radiobuttons and Allowed values list: onsite_dining|Onsite Dining meeting_space|Meeting Space business_center|Business Center and it creates Radio Buttons which only 1 selection :( How can I make it Check Box to give ability to select more than 1? Appreciate helps!

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  • Safety using $_SERVER variables

    - by DiogoNeves
    Hi all, I'm working on a system that relies in $_SERVER['REMOTE_ADDR'] to get the user address and check it against a white list of addresses. Is this approach safe? Or is there a way of forcing values in superglobal variables? Thank you, Diogo

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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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  • Vbscript - Creating a script that mirrors several sets of folders

    - by Kenny Bones
    Ok, this is my problem. I'm doing a logonscript that basically copies Microsoft Word templates from a serverpath on to a local path of each computer. This is done using a check for group membership. If MemberOf(ObjGroupDict, "g_group1") Then oShell.Run "%comspec% /c %LOGONSERVER%\SYSVOL\mydomain.com\scripts\ROBOCOPY \\server\Templates\Group1\OFFICE2003\ " & TemplateFolder & "\" & " * /E /XO", 0, True End If Previously I used the /MIR switch of robocopy, which is exellent. But, if a user is member of more than one group, the /MIR switch removes the content from the first group, since it's mirroring the content from the second group. Meaning, I can't have both contents. This is "solved" by not using the /MIR switch and just let the content get copied anyway. BUT the whole idea of having the templates on a server is so that I can control the content the users receive through the script. So if I delete a file or folder from the server path, this doesn't replicate on the local computer. Since I don't use the /MIR switch anymore. Comprende? So, what do I do? I did a small script that basically checks the folders and files and then removes them accordingly, but this actually ended up being the same functionality as the /MIR switch anyway. How do I solve this problem? Edit: I've found that what I actually need is a routine that scans my local template folder for files and folders and checks if the same structure exists in any of the source template folders. The server template folders are set up like this: \\fileserver\templates\group1\ \\fileserver\templates\group2\ \\fileserver\templates\group3\ \\fileserver\templates\group4\ \\fileserver\templates\group5\ \\fileserver\templates\group6\ And the script that does the copying is structures like this (pseudo): If User is MemberOf (group1) Then RoboCopy.exe \\fileserver\templates\group1\ c:\templates\workgroup *.* /E /XO End if If User is MemberOf (group2) Then RoboCopy.exe \\fileserver\templates\group2\ c:\templates\workgroup *.* /E /XO End if If User is MemberOf (group3) Then RoboCopy.exe \\fileserver\templates\group3\ c:\templates\workgroup *.* /E /XO End if Etc etc With the /E switch, I make sure it copies subfolders as well. And the /XO switch only copies files and folders that are newer than those in my local path. But it doesn't consider if the local path contains files or folders that doesn't exist on the server template path. So after the copying is done, I would like to check if any of the files or folders on my c:\templates\workgroup actually exists in either of the sources. And if they don't, delete them from my local path. Something that could be combined in these memberchecks perhaps?

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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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  • Passing Validation exceptions via WCF REST

    - by Coppermill
    I am using WCF and REST, and I have complex types, which are working fine. Now I need to check for validation, I am thinking of using DataAnnotations e.g. public class Customer { [Required] public string FirstName {get;set;} } Now where the issue is how do I pass this validation down to the REST service? ALso I need to validate the object when it comes back, and throw an exception, if I am to throw an exception then what is the best way of doing this using REST?

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  • Compare equality of char[] in C

    - by rksprst
    I have two variables: char charTime[] = "TIME"; char buf[] = "SOMETHINGELSE"; I want to check if these two are equal... using charTime == buf doesn't work. What should I use, and can someone explain why using == doesn't work? Would this action be different in C and C++?

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  • get_or_create generic relations in Django & python debugging in general

    - by rabidpebble
    I ran the code to create the generically related objects from this demo: http://www.djangoproject.com/documentation/models/generic_relations/ Everything is good intially: >>> bacon.tags.create(tag="fatty") <TaggedItem: fatty> >>> tag, newtag = bacon.tags.get_or_create(tag="fatty") >>> tag <TaggedItem: fatty> >>> newtag False But then the use case that I'm interested in for my app: >>> tag, newtag = bacon.tags.get_or_create(tag="wholesome") Traceback (most recent call last): File "<console>", line 1, in <module> File "/usr/local/lib/python2.6/dist-packages/django/db/models/manager.py", line 123, in get_or_create return self.get_query_set().get_or_create(**kwargs) File "/usr/local/lib/python2.6/dist-packages/django/db/models/query.py", line 343, in get_or_create raise e IntegrityError: app_taggeditem.content_type_id may not be NULL I tried a bunch of random things after looking at other code: >>> tag, newtag = bacon.tags.get_or_create(tag="wholesome", content_type=TaggedItem) ValueError: Cannot assign "<class 'generics.app.models.TaggedItem'>": "TaggedItem.content_type" must be a "ContentType" instance. or: >>> tag, newtag = bacon.tags.get_or_create(tag="wholesome", content_type=TaggedItem.content_type) InterfaceError: Error binding parameter 3 - probably unsupported type. etc. I'm sure somebody can give me the correct syntax, but the real problem here is that I have no idea what is going on. I have developed in strongly typed languages for over ten years (x86 assembly, C++ and C#) but am new to Python. I find it really difficult to follow what is going on in Python when things like this break. In the languages I mentioned previously it's fairly straightforward to figure things like this out -- check the method signature and check your parameters. Looking at the Django documentation for half an hour left me just as lost. Looking at the source for get_or_create(self, **kwargs) didn't help either since there is no method signature and the code appears very generic. A next step would be to debug the method and try to figure out what is happening, but this seems a bit extreme... I seem to be missing some fundamental operating principle here... what is it? How do I resolve issues like this on my own in the future?

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  • Required help to Increase the performance of the MySQL query

    - by Joseph
    Hi all, I am using a following query in MySQl for fetching data from a table. Its taking too long because the conditional check within the aggregate function.Please help how to make it faster SELECT testcharfield ,SUM(IF (Type = 'pi',quantity, 0)) AS OB ,SUM(IF (Type = 'pe',quantity, 0)) AS CB FROM Table1 WHERE sequenceID = 6107 GROUP BY testcharfield

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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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  • Processor affinity settings for Linux kernel modules?

    - by Stephen Pape
    In Windows, I can set the processor affinity of driver code using KeSetSystemAffinityThread, and check which processor my code is running on using KeGetCurrentProcessorNumber. I'm trying to do something similar in a Linux kernel module, but the only affinity calls I can see are for userland processes. Is there any way to do this, so that I can run assembly code on a specific processor? (i.e. sgdt)

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  • how to find maximum frequent item sets from large transactional data file

    - by ANIL MANE
    Hi, I have the input file contains large amount of transactions like Transaction ID Items T1 Bread, milk, coffee, juice T2 Juice, milk, coffee T3 Bread, juice T4 Coffee, milk T5 Bread, Milk T6 Coffee, Bread T7 Coffee, Bread, Juice T8 Bread, Milk, Juice T9 Milk, Bread, Coffee, T10 Bread T11 Milk T12 Milk, Coffee, Bread, Juice i want the occurrence of every unique item like Item Name Count Bread 9 Milk 8 Coffee 7 Juice 6 and from that i want an a fp-tree now by traversing this tree i want the maximal frequent itemsets as follows The basic idea of method is to dispose nodes in each “layer” from bottom to up. The concept of “layer” is different to the common concept of layer in a tree. Nodes in a “layer” mean the nodes correspond to the same item and be in a linked list from the “Head Table”. For nodes in a “layer” NBN method will be used to dispose the nodes from left to right along the linked list. To use NBN method, two extra fields will be added to each node in the ordered FP-Tree. The field tag of node N stores the information of whether N is maximal frequent itemset, and the field count’ stores the support count information in the nodes at left. In Figure, the first node to be disposed is “juice: 2”. If the min_sup is equal to or less than 2 then “bread, milk, coffee, juice” is a maximal frequent itemset. Firstly output juice:2 and set the field tag of “coffee:3” as “false” (the field tag of each node is “true” initially ). Next check whether the right four itemsets juice:1 be the subset of juice:2. If the itemset one node “juice:1” corresponding to is the subset of juice:2 set the field tag of the node “false”. In the following process when the field tag of the disposed node is FALSE we can omit the node after the same tagging. If the min_sup is more than 2 then check whether the right four juice:1 is the subset of juice:2. If the itemset one node “juice:1” corresponding to is the subset of juice:2 then set the field count’ of the node with the sum of the former count’ and 2 After all the nodes “juice” disposed ,begin to dispose the node “coffee:3”. Any suggestions or available source code, welcome. thanks in advance

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  • CAML query with nonexistent field

    - by Jason Hocker
    We need to have a web service that queries a sharepoint list using CAML, but we do not know what version of the list that we are using. Version introduced a new field we want to use in the query if it is present, but just ignore that otherwise. If I put it in the query on the old version, we get no results. How should I check if the field exists before setting up the query?

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  • How to create nested directories in PhoneGap

    - by Stallman
    I have tried on this, but this didn't satisfy my request at all. I write a new one: var file_system; var fs_root; window.requestFileSystem(LocalFileSystem.PERSISTENT, 1024*1024, onInitFs, request_FS_fail); function onInitFs(fs) { file_system= fs; fs_root= file_system.root; alert("ini fs"); create_Directory(); alert("ini fs done."); } var string_array; var main_dir= "story_repository/"+ User_Editime; string_array= new Array("story_repository/",main_dir, main_dir+"/rec", main_dir+"/img","story_repository/"+ User_Name ); function create_Directory(){ var start= 0; var path=""; while(start < string_array.length) { path = string_array[start]; alert(start+" th created directory " +" is "+ path); fs_root.getDirectory ( path , {create: true, exclusive: false}, function(entry) { alert(path +"is created."); }, create_dir_err() ); start++; }//while loop }//create_Directory function create_dir_err() { alert("Recursively create directories error."); } function request_FS_fail() { alert("Failed to request File System "); } Although the directories are created, the it sends me ErrorCallback:"alert("Recursively create directories error.");" Firstly, I don't think this code will work since I have tried on this: This one failed: window.requestFileSystem( LocalFileSystem.PERSISTENT, 0, //request file system success callback. function(fileSys) { fileSys.root.getDirectory( "story_repository/"+ dir_name, {create: true, exclusive: false}, //Create directory story_repository/Stallman_time. function(directory) { alert("Create directory: "+ "story_repository/"+ dir_name); //create dir_name/img/ fileSys.root.getDirectory { "story_repository/"+ dir_name + "/img/", {create: true, exclusive: false}, function(directory) { alert("Create a directory: "+ "story_repository/"+ dir_name + "/img/"); //check. //create dir_name/rec/ fileSys.root.getDirectory { "story_repository/"+ dir_name + "/rec/", {create: true, exclusive: false}, function(directory) { alert("Create a directory: "+ "story_repository/"+ dir_name + "/rec/"); //check. //Go ahead. }, createError } //create dir_name/rec/ }, createError } //create dir_name/img }, createError); }, //Create directory story_repository/Stallman_time. createError()); } I just repeatedly call fs.root.getDirectory only but it failed. But the first one is almost the same... 1. What is the problem at all? Why does the first one always gives me the ErrorCallback? 2. Why can't the second one work? 3. Does anyone has a better solution?(no ErrorcallBack msg) ps: I work on Android and PhoneGap 1.7.0.

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  • Rails regex to extract Twitpic link/code if present

    - by Rabbott
    Provided a url, within a string of text (tweet) such as "Check out my twitpic http://twitpic.com/1876544594 its awesome" I need a Rails regex that will return 18744594, the id of this particular twitpic... This question has been asked here but was for PHP, and I need it for Rails. I would also be able to pull the name of the site, so the text between http:// and .com "twitpic"

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