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  • Help me with this java program

    - by aser
    The question : Input file: customer’s account number, account balance at beginning of month, transaction type (withdrawal, deposit, interest), transaction amount Output: account number, beginning balance, ending balance, total interest paid, total amount deposited, number of deposits, total amount withdrawn, number of withdrawals package sentinel; import java.io.*; import java.util.*; public class Ex7 { /** * @param args the command line arguments */ public static void main(String[] args) throws FileNotFoundException { int AccountNum; double BeginningBalance; double TransactionAmount; int TransactionType; double AmountDeposited=0; int NumberOfDeposits=0; double InterestPaid=0.0; double AmountWithdrawn=0.0; int NumberOfWithdrawals=0; boolean found= false; Scanner inFile = new Scanner(new FileReader("Account.in")); PrintWriter outFile = new PrintWriter("Account.out"); AccountNum = inFile.nextInt(); BeginningBalance= inFile.nextDouble(); while (inFile.hasNext()) { TransactionAmount=inFile.nextDouble(); TransactionType=inFile.nextInt(); outFile.printf("Account Number: %d%n", AccountNum); outFile.printf("Beginning Balance: $%.2f %n",BeginningBalance); outFile.printf("Ending Balance: $%.2f %n",BeginningBalance); outFile.println(); switch (TransactionType) { case '1': // case 1 if we have a Deposite BeginningBalance = BeginningBalance + TransactionAmount; AmountDeposited = AmountDeposited + TransactionAmount; NumberOfDeposits++; outFile.printf("Amount Deposited: $%.2f %n",AmountDeposited); outFile.printf("Number of Deposits: %d%n",NumberOfDeposits); outFile.println(); break; case '2':// case 2 if we have an Interest BeginningBalance = BeginningBalance + TransactionAmount; InterestPaid = InterestPaid + TransactionAmount; outFile.printf("Interest Paid: $%.2f %n",InterestPaid); outFile.println(); break; case '3':// case 3 if we have a Withdraw BeginningBalance = BeginningBalance - TransactionAmount; AmountWithdrawn = AmountWithdrawn + TransactionAmount; NumberOfWithdrawals++; outFile.printf("Amount Withdrawn: $%.2f %n",AmountWithdrawn); outFile.printf("Number of Withdrawals: %d%n",NumberOfWithdrawals); outFile.println(); break; default: System.out.println("Invalid transaction Tybe: " + TransactionType + TransactionAmount); } } inFile.close(); outFile.close(); } } But is gives me this : Exception in thread "main" java.util.InputMismatchException at java.util.Scanner.throwFor(Scanner.java:840) at java.util.Scanner.next(Scanner.java:1461) at java.util.Scanner.nextInt(Scanner.java:2091) at java.util.Scanner.nextInt(Scanner.java:2050) at sentinel.Ex7.main(Ex7.java:36) Java Result: 1

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  • Iphone newb Question - How to export information to a website?

    - by Rob
    I am a new iphone developer and was wondering if I could get some help with some code. I just want to know how to export basic character strings and variables to a website to be used by a third-party program. Basically, if I had something as basic as: int variableOne; int variableTwo; What code would I use to export these variables to a website?

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  • SQL query - choosing 'last updated' record in a group, better db design?

    - by Jimmy
    Hi, Let's say I have a MySQL database with 3 tables: table 1: Persons, with 1 column ID (int) table 2: Newsletters, with 1 column ID (int) table 3: Subscriptions, with columns Person_ID (int), Newsletter_ID (int), Subscribed (bool), Updated (Datetime) Subscriptions.Person_ID points to a Person, and Subscription.Newsletter_ID points to a Newsletter. Thus, each person may have 0 or more subscriptions to 0 or more magazines at once. The table Subscriptions will also store the entire history of each person's subscriptions to each newsletter. If a particular Person_ID-Newsletter_ID pair doesn't have a row in the Subscriptions table, then it's equivalent to that pair having a subscription status of 'false'. Here is a sample dataset Persons ID 1 2 3 Newsletters ID 4 5 6 Subscriptions Person_ID Newsletter_ID Subscribed Updated 2 4 true 2010-05-01 3 4 true 2010-05-01 3 5 true 2010-05-10 3 4 false 2010-05-15 Thus, as of 2010-05-16, Person 1 has no subscription, Person 2 has a subscription to Newsletter 4, and Person 3 has a subscription to Newsletter 5. Person 3 had a subscription to Newsletter 4 for a while, but not anymore. I'm trying to do 2 kinds of query. A query that shows everyone's active subscriptions as of query time (we can assume that updated will never be in the future -- thus, this means returning the record with the latest 'updated' value for each Person_ID-Newsletter_ID pair, as long as Subscribed is true (if the latest record for a Person_ID-Newsletter_ID pair has a Subscribed status of false, then I don't want that record returned)). A query that returns all active subscriptions for a specific newsletter - same qualification as in 1. regarding records with 'false' in the Subscribed column. I don't use SQL/databases often enough to tell if this design is good, or if the SQL queries needed would be slow on a database with, say, 1M records in the Subscriptions table. I was using the Visual query builder tool in Visual Studio 2010 but I can't even get the query to return the latest updated record for each Person_ID-Newsletter_ID pair. Is it possible to come up with SQL queries that don't involve using subqueries (presumably because they would become too slow with a larger data set)? If not, would it be a better design to have a separate Subscriptions_History table, and every time a subscription status for a Person_ID-Newsletter-ID pair is added to Subscriptions, any existing record for that pair is moved to Subscriptions_History (that way the Subscriptions table only ever contains the latest status update for any Person_ID-Newsletter_ID pair)? I'm using .net on Windows, so would it be easier (or the same, or harder) to do this kind of queries using Linq? Entity Framework? Thanks!

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  • JNA problem with char** (in dll)

    - by underline
    Hi, ok it is 'easy' to make jna wrapper solution for mapping exported functions within dll using jna: long f1(int x), just int long f2(char* y), just char[] but how to deal with long f3(char** z) ? I need f3's result(long) as well as z value on java side. Please don't say cpp code should be rewritten to avoid this:-)

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  • Active Directoy LDAP - Lock User Account

    - by Germ
    What is the prefered way to lock an Active Directory account? int val = (int)directoryentry.Properties["userAccountControl"].Value; directoryentry.Properties["userAccountControl"].Value = val | 0x0010; vs. directoryentry.InvokeSet("IsAccountLocked", true); Is there a better way?

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • How to store multiple variables from a File Input of unknown size in Java?

    - by AlphaOmegaStrife
    I'm a total beginner with my first programming assignment in Java. For our programming assignment, we will be given a .txt file of students like so: 3 345 Lisa Miller 890238 Y 2 <-(Number of classes) Mathematics MTH345 4 A Physics PHY357 3 B Bill Wilton 798324 N 2 English ENG378 3 B Philosophy PHL534 3 A Dandy Goat 746333 Y 1 History HIS101 3 A" The teacher will give us a .txt file on the day of turning it in with a list of unknown students. My problem is: I have a specific class for turning the data from the file into variables to be used for a different class in printing it to the screen. However, I do not know of a good way to get the variables from the input file for the course numbers, since that number is not predetermined. The only way I can think of to iterate over that unknown amount is using a loop, but that would just overwrite my variables every time. Also, the teacher has requested that we not use any JCL classes (I don't really know what this means.) Sorry if I have done a poor job of explaining this, but I can't think of a better way to conceptualize it. Let me know if I can clarify. Edit: public static void analyzeData() { Scanner inputStream = null; try { inputStream = new Scanner(new FileInputStream("Programming Assignment 1 Data.txt")); } catch (FileNotFoundException e) { System.out.println("File Programming Assignment 1 Data.txt could not be found or opened."); System.exit(0); } int numberOfStudents = inputStream.nextInt(); int tuitionPerHour = inputStream.nextInt(); String firstName = inputStream.next(); String lastname = inputStream.next(); String isTuitionPaid = inputStream.next(); int numberOfCourses = inputStream.nextInt(); String courseName = inputStream.next(); String courseNumber = inputStream.next(); int creditHours = inputStream.nextInt(); String grade = inputStream.next(); To show the methods I am using now, I am just using a Scanner to read from the file and for Scanner inputStream, I am using nextInt() or next() to get variables from the file. Obviously this will not work when I do not know exactly how many classes each student will have.

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  • Can you explicitly set a structure layout/alignment in C++ as you can in C#?

    - by Gary Willoughby
    In C# you have nice alignment attributes such as this: [StructLayout(LayoutKind.Explicit)] public struct Message { [FieldOffset(0)] public int a; [FieldOffset(4)] public short b; [FieldOffset(6)] public int c; [FieldOffset(22)] //Leave some empty space just for the heck of it. public DateTime dt; } Which gives you fine control on how you need your structure to be layed out in memory. Is there such a thing in standard C++?

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  • C++ Stack Overflow

    - by PhilMAN
    Here is some code: void main() { GameEngine ge("phil", "anotherguy"); string response; do { ge.playGame(); cout << endl << "Do you want to (r)eplay the same battle, (s)tart a new battle, or (q)uit? "; cin >> response; } while(response == "r" || response == "R" || response == "s" || response == "S" ); } GameEngine::GameEngine(string name1, string name2) { p1Name = name1; p2Name = name2; } void GameEngine::playGame() { cout << "PLAY GAME" << endl; Army p1, p2; Battlefield testField; RuleSet rs; int xSize = 13; // Number of rows int ySize = 13; // Number of columns loadData(p1, p2, testField, rs, xSize, ySize); ... } void GameEngine::loadData(Army& p1, Army& p2, Battlefield& testField, RuleSet& rs, int& xSize, int& ySize) { string terrain = BattlefieldUtils::pickTerrain(); string armySplit[14];//id index 1 string ruleSplit[19];//in index 7 string armyP1, armyP2, ruleSet; Skill p1Skills[8]; Skill p2Skills[8]; CreatureStack p1Stacks[20]; CreatureStack p2Stacks[20]; ... } CreatureStack(){quantity = 0; isLive = false; id = -1;}; Army(){}; Battlefield(){}; RuleSet(){}; I have posted every line of code that executes until the program crashes. This code ran fine for a long time, I added some stuff that does not even execute until way after the code I have posted here, and bam stack overflow that occurs at GameEngine::loadData() line: CreatureStack p2Stacks[20]; will not go away. What am I doing wrong here? Is that all the stack can handle? I increased the stack size in Visual Studio and got the error to go away, but that slowed things down considerably, so I would rather just get to the source of the issue and fix that.

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  • How to Auto-Increment Non-Primary Key? - SQL Server

    - by user311509
    CREATE TABLE SupplierQuote ( supplierQuoteID int identity (3504,2) CONSTRAINT supquoteid_pk PRIMARY KEY, PONumber int identity (9553,20) NOT NULL . . . CONSTRAINT ponumber_uq UNIQUE(PONumber) ); The above ddl produces an error: Msg 2744, Level 16, State 2, Line 1 Multiple identity columns specified for table 'SupplierQuote'. Only one identity column per table is allowed. How can i solve it? I want PONumber to be auto-incremented.

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  • Problem with pointers and getstring function

    - by volting
    I am trying to write a function to get a string from the uart1. Its for an embedded system so I don't want to use malloc. The pointer that is passed to the getstring function seems to point to garbage after the gets_e_uart1() is called. I don't use pointers too often so I'm sure it is something really stupid and trivial that Im doing wrong. Regards, V int main() { char *ptr = 0; while(1) { gets_e_uart1(ptr, 100); puts_uart1(ptr); } return 0; }*end main*/ //------------------------------------------------------------------------- //gets a string and echos it //returns 0 if there is no error char getstring_e_uart1(char *stringPtr_, const int SIZE_) { char buffer_[SIZE_]; stringPtr_ = buffer_; int start_ = 0, end_ = SIZE_ - 1; char errorflag = 0; /*keep geting chars until newline char recieved*/ while((buffer_[start_++] = getchar_uart1())!= 0x0D) { putchar_uart1(buffer_[start_]);//echo it /*check for end of buffer wraparound if neccesary*/ if(start_ == end_) { start_ = 0; errorflag = 1; } } putchar_uart1('\n'); putchar_uart1('\r'); /*check for end of buffer wraparound if neccesary*/ if(start_ == end_) { buffer_[0] = '\0'; errorflag = 1; } else { buffer_[start_++] = '\0'; } return errorflag; } Update: I decided to go with approach of passing a pointer an array to the function. This works nicely, thanks to everyone for the informative answers. Updated Code: //------------------------------------------------------------------------- //argument 1 should be a pointer to an array, //and the second argument should be the size of the array //gets a string and echos it //returns 0 if there is no error char getstring_e_uart1(char *stringPtr_, const int SIZE_) { char *startPtr_ = stringPtr_; char *endPtr_ = startPtr_ + (SIZE_ - 1); char errorflag = 0; /*keep geting chars until newline char recieved*/ while((*stringPtr_ = getchar_uart1())!= 0x0D) { putchar_uart1(*stringPtr_);//echo it stringPtr_++; /*check for end of buffer wraparound if neccesary*/ if(stringPtr_ == endPtr_) { stringPtr_ = startPtr_; errorflag = 1; } } putchar_uart1('\n'); putchar_uart1('\r'); /*check for end of buffer wraparound if neccesary*/ if(stringPtr_ == endPtr_) { stringPtr_ = startPtr_; *stringPtr_ = '\0'; errorflag = 1; } else { *stringPtr_ = '\0'; } return errorflag; }

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  • C++: Pass array created in the function call line

    - by Jarx
    How can I achieve a result like somebody would expect it according to the following code example: // assuming: void myFunction( int* arr ); myFunction( [ 123, 456, 789 ] ); // as syntactical sugar for... int values[] = { 123, 456, 789 }; myFunction( values ); The syntax I thought would work spit out a compile error. How can I define an argument array directly in the line where the function is called?

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  • C++: get const or non-const reference type from trait

    - by maciekp
    I am writing a functor F which takes function of type void (*func)(T) and func's argument arg. Then functor F calls func with arg. I would like F not to copy arg, just to pass it as reference. But then I cannot simply write "void F(void (*func)(T), T&)" because T could be a reference. So I am trying to write a trait, which allows to get proper reference type of T: T -> T& T& -> T& const T -> const T& const T& -> const T& I come up with something like this: template<typename T> struct type_op { typedef T& valid_ref_type; }; template<typename T> struct type_op<T&> { typedef typename type_op<T>::valid_ref_type valid_ref_type; }; template<typename T> struct type_op<const T> { typedef const T& valid_ref_type; }; template<typename T> struct type_op<const T&> { typedef const T& valid_ref_type; }; Which doesn't work for example for void a(int x) { std::cout << x << std::endl; } F(&a, 7); Giving error: invalid initialization of non-const reference of type ‘int&’ from a temporary of type ‘int’ in passing argument 2 of ‘void f(void (*)(T), typename type_op::valid_ref_type) [with T = int]’ How to get this trait to work?

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  • what should be the return type of the hashCode()

    - by subhashis
    The signature of the hashCode() method is public int hashCode(){ return x; } in this case x must be an int(primitive) but plz can anyone explain it to me that the number which the hashCode() returns must be a prime number, even number...etc or there is no specification ? the reason behind i am asking this question is i have seen it in different ids the auto generated code always returns a prime number, so i need to know why? thanks in advance

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  • Why is the Objective-C Boolean data type defined as a signed char?

    - by EddieCatflap
    Something that has piqued my interest is Objective-C's BOOL type definition. Why is it defined as a signed char (which could cause unexpected behaviour if a value greater than 1 byte in length is assigned to it) rather than as an int, as C does (much less margin for error: a zero value is false, a non-zero value is true)? The only reason I can think of is the Objective-C designers micro-optimising storage because the char will use less memory than the int. Please can someone enlighten me?

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  • changing a table to array

    - by LIX
    I have a temp table which I fill and clear it in a loop in my code. becouse of using database, it takes musch time. I want to change it to an array to run my app quicker. here is my table columns: ID ( int) , Type (string ), Amount (int) may anyone help me?

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  • help with generating models from database for many to many in doctrine

    - by ajsie
    im using doctrine and i have set up some test tables to be generated into models: I want a many-to-many relationship models (3 tables converted into 3 models) (things are simplified to make the point clear) mysql tables: user: id INT // primary key name VARCHAR group: id INT // primary key name VARCHAR user_group: user_id INT // primary and foreign key to user.id group_id INT // primary and foreign key to group.id i thought that it would generate these models (from the documentation): // User.php class User extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('id'); $this->hasColumn('name); } public function setUp() { $this->hasMany('Group as Groups', array( 'refClass' => 'UserGroup', 'local' => 'user_id', 'foreign' => 'group_id' ) ); } } // Group.php class Group extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('id'); $this->hasColumn('name); } public function setUp() { $this->hasMany('User as Users', array( 'refClass' => 'UserGroup', 'local' => 'group_id', 'foreign' => 'user_id' ) ); } } // UserGroup.php class UserGroup extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('user_id') ); $this->hasColumn('group_id') ); } } but it generated this: // User.php abstract class BaseUser extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('id'); $this->hasColumn('name'); } public function setUp() { $this->hasMany('UserGroup', array( 'local' => 'id', 'foreign' => 'user_id')); } } // Group.php abstract class BaseGroup extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('id'); $this->hasColumn('name'); } public function setUp() { $this->hasMany('UserGroup', array( 'local' => 'id', 'foreign' => 'group_id')); } } // UserGroup.php abstract class BaseUserGroup extends Doctrine_Record { public function setTableDefinition() { $this->hasColumn('user_id'); $this->hasColumn('group_id'); } public function setUp() { $this->hasOne('User', array( 'local' => 'user_id', 'foreign' => 'id')); $this->hasOne('Group', array( 'local' => 'group_id', 'foreign' => 'id')); } } as you can see, there is no 'refClass' in the 'User' and 'Group' models pointing to the 'UserGroup'. the 'UserGroup' table in this case is just another table from Doctrine's perspective not a reference table. I've checked my table definitions in mysql. They are correct. user_group has 2 columns (primary keys and foreign keys), each one pointing to the primary key in either User or Group. But i want the standard many-to-many relationship models in Doctrine models. I'd appreciate some help. I have struggled to figure it out for a half day now. What is wrong? Thanks!

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  • -[CCScene setOffsetx:]: unrecognized selector sent to instance

    - by Alexander Sharunov
    please help me, i'm very new in objective-c i've got 2 simplest classes (bellow first, second) i would like to set the offsetx properties of self.rolypoly object in second class like a self.rolypoly.offsetx=1 or run use [self.rolypoly setOffx]; to do somethings, but i always have the errors: trying [self.rolypoly setOffx]; in second class -[CCScene setOffx:]: unrecognized selector sent to instance 0x91d0b70' or trying self.rolypoly.offsetx=1; in second class -[CCScene setOffsetx:]: unrecognized selector sent to instance 0x808bfc0' first class //************************************************************ #import <Foundation/Foundation.h> #import "cocos2d.h" @interface RolyPoly : CCLayer { CCAction *_walkAction; CCSprite *_rolypoly; int offsetx; int offsety; } @property (nonatomic, retain) CCSprite *rolypoly; @property (nonatomic, retain) CCAction *walkAction; @property (nonatomic, assign) int offsetx; @property (nonatomic, assign) int offsety; +(id) scene; -(void) setOffx; @end //************************************************************ #import "GameLayer.h" #import "RolyPoly.h" @implementation RolyPoly @synthesize rolypoly = _rolypoly; @synthesize walkAction = _walkAction; @synthesize offsetx = _offsetx; @synthesize offsety = _offsety; +(id) scene { CCScene *scene = [CCScene node]; RolyPoly *layer = [RolyPoly node]; [scene addChild: layer]; return scene; } -(id) init { if ((self = [super init])) { [self scheduleUpdate]; } return self; } -(void) setOffx { NSLog(@"setOffx"); } -(void) update:(ccTime)delta { } - (void) dealloc { self.rolypoly = nil; self.walkAction = nil; [super dealloc]; } @end second class //************************************************************ #import <Foundation/Foundation.h> #import "cocos2d.h" #import "RolyPoly.h" @interface GameLayer : CCLayer { RolyPoly *_rolypoly; } // returns a CCScene that contains the HelloWorldLayer as the only child +(CCScene *) scene; @property (nonatomic, assign) RolyPoly * rolypoly; @end //************************************************************ #import "GameLayer.h" #import "RolyPoly.h" // HelloWorldLayer implementation @implementation GameLayer @synthesize rolypoly = _rolypoly; +(CCScene *) scene { CCScene *scene = [CCScene node]; GameLayer *layer = [GameLayer node]; [scene addChild: layer]; return scene; } -(id) init { if( (self=[super init])) { CGSize screenSize = [[CCDirector sharedDirector] winSize]; self.rolypoly = [RolyPoly scene]; [self addChild:self.rolypoly z:1]; [self.rolypoly setOffx]; [self scheduleUpdate]; } return self; } - (void)update:(ccTime)dt { } - (void) dealloc { [super dealloc]; } @end

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