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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • DB Schema for ACL involving 3 subdomains

    - by blacktie24
    Hi, I am trying to design a database schema for a web app which has 3 subdomains: a) internal employees b) clients c) contractors. The users will be able to communicate with each other to some degree, and there may be some resources that overlap between them. Any thoughts about this schema? Really appreciate your time and thoughts on this. Cheers! -- -- Table structure for table locations CREATE TABLE IF NOT EXISTS locations ( id bigint(20) NOT NULL, name varchar(250) NOT NULL ) ENGINE=InnoDB DEFAULT CHARSET=latin1; -- -- Table structure for table privileges CREATE TABLE IF NOT EXISTS privileges ( id int(11) NOT NULL AUTO_INCREMENT, name varchar(255) NOT NULL, resource_id int(11) NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=10 ; -- -- Table structure for table resources CREATE TABLE IF NOT EXISTS resources ( id int(11) NOT NULL AUTO_INCREMENT, name varchar(255) NOT NULL, user_type enum('internal','client','expert') NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=3 ; -- -- Table structure for table roles CREATE TABLE IF NOT EXISTS roles ( id int(11) NOT NULL AUTO_INCREMENT, name varchar(255) NOT NULL, type enum('position','department') NOT NULL, parent_id int(11) DEFAULT NULL, user_type enum('internal','client','expert') NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=3 ; -- -- Table structure for table role_perms CREATE TABLE IF NOT EXISTS role_perms ( id int(11) NOT NULL AUTO_INCREMENT, role_id int(11) NOT NULL, privilege_id int(11) NOT NULL, mode varchar(250) NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=2 ; -- -- Table structure for table users CREATE TABLE IF NOT EXISTS users ( id int(10) unsigned NOT NULL AUTO_INCREMENT, email varchar(255) NOT NULL, password varchar(255) NOT NULL, salt varchar(255) NOT NULL, type enum('internal','client','expert') NOT NULL, first_name varchar(255) NOT NULL, last_name varchar(255) NOT NULL, location_id int(11) NOT NULL, phone varchar(255) NOT NULL, status enum('active','inactive') NOT NULL DEFAULT 'active', PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=4 ; -- -- Table structure for table user_perms CREATE TABLE IF NOT EXISTS user_perms ( id int(11) NOT NULL AUTO_INCREMENT, user_id int(11) NOT NULL, privilege_id int(11) NOT NULL, mode varchar(250) NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=2 ; -- -- Table structure for table user_roles CREATE TABLE IF NOT EXISTS user_roles ( id int(11) NOT NULL, user_id int(11) NOT NULL, role_id int(11) NOT NULL ) ENGINE=InnoDB DEFAULT CHARSET=latin1;

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  • organization of DLL linked functions

    - by m25
    So this is a code organization question. I got my basic code working but when I expand it will be terrible. I have a DLL that I don't have a .lib for. Therefore I have to use the whole loadLibrary()/getprocaddress() combo. it works great. But this DLL that i'm referencing at 100+ functions. my current process is (1) typedef a type for the function. or typedef short(_stdcall *type1)(void); then (2) assign a function name that I want to use such as type1 function_1, then (3) I do the whole LoadLibrary, then do something like function_1 = (type1)GetProcAddress(hinstLib, "_mangled_funcName@5"); normally I would like to do all of my function definitions in a header file but because I have to do use the load library function, its not that easy. the code will be a mess. Right now i'm doing (1) and (2) in a header file and was considering making a function in another .cpp file to do the load library and dump all of the (3)'s in there. I considered using a namespace for the functions so I can use them in the main function and not have to pass over to the other function. Any other tips on how to organize this code to where it is readable and organized? My goals are to be able to use function_1 as a regular function in the main code. if I have to a ref::function_1 that would be okay but I would prefer to avoid it. this code for all practical purposes is just plane C at the moment. thanks in advance for any advice!

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  • Dealing with the node callback pyramid

    - by thecoop
    I've just started using node, and one thing I've quickly noticed is how quickly callbacks can build up to a silly level of indentation: doStuff(arg1, arg2, function(err, result) { doMoreStuff(arg3, arg4, function(err, result) { doEvenMoreStuff(arg5, arg6, function(err, result) { omgHowDidIGetHere(); }); }); }); The official style guide says to put each callback in a separate function, but that seems overly restrictive on the use of closures, and making a single object declared in the top level available several layers down, as the object has to be passed through all the intermediate callbacks. Is it ok to use function scope to help here? Put all the callback functions that need access to a global-ish object inside a function that declares that object, so it goes into a closure? function topLevelFunction(globalishObject, callback) { function doMoreStuffImpl(err, result) { doMoreStuff(arg5, arg6, function(err, result) { callback(null, globalishObject); }); } doStuff(arg1, arg2, doMoreStuffImpl); } and so on for several more layers... Or are there frameworks etc to help reduce the levels of indentation without declaring a named function for every single callback? How do you deal with the callback pyramid?

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  • Javascript Module pattern with DOM ready

    - by dego89
    I am writing a JS Module pattern to test out code and help me understand the pattern, using a JS Fiddle. What I can't figure out is why my "private methods" on line 25 and 26, when referenced via DOM ready, have a value of undefined. JSFiddle Code Sample: var obj = { key: "value" }; var Module = (function () { var innerVar = "5"; console.log("obj var in Module:"); console.log(obj); function privateFunction() { console.log("privateFunction() called."); innerFunction(); function innerFunction() { console.log("inner function of (private function) called."); } } function _numTwo() { console.log("_numTwo() function called."); } return { test: privateFunction, numTwo: _numTwo } }(obj)); $(document).ready(function () { console.log("$ Dom Ready"); console.log("Module in Dom Ready: "); console.log(Module.test()); });

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  • Expected time for lazy evaluation with nested functions?

    - by Matt_JD
    A colleague and I are doing a free R course, although I believe this is a more general lazy evaluation issue, and have found a scenario that we have discussed briefly and I'd like to find out the answer from a wider community. The scenario is as follows (pseudo code): wrapper => function(thing) { print => function() { write(thing) } } v = createThing(1, 2, 3) w = wrapper(v) v = createThing(4, 5, 6) w.print() // Will print 4, 5, 6 thing. v = create(7, 8, 9) w.print() // Will print 4, 5, 6 because "thing" has now been evaluated. Another similar situation is as follows: // Using the same function as above v = createThing(1, 2, 3) v = wrapper(v) w.print() // The wrapper function incestuously includes itself. Now I understand why this happens but where my colleague and I differ is on what should happen. My colleague's view is that this is a bug and the evaluation of the passed in argument should be forced at the point it is passed in so that the returned "w" function is fixed. My view is that I would prefer his option myself, but that I realise that the situation we are encountering is down to lazy evaluation and this is just how it works and is more a quirk than a bug. I am not actually sure of what would be expected, hence the reason I am asking this question. I think that function comments could express what will happen, or leave it to be very lazy, and if the coder using the function wants the argument evaluated then they can force it before passing it in. So, when working with lazy evaulation, what is the practice for the time to evaluate an argument passed, and stored, inside a function?

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  • C Sharp -- PInvokeStackImbalance detected on a well documented function?

    - by Aaron Hammond
    Here is my code for a ClickMouse() function: [DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)] public static extern void mouse_event(long dwFlags, long dx, long dy, long cButtons, long dwExtraInfo); private const long MOUSEEVENTF_LEFTDOWN = 0x02; private const long MOUSEEVENTF_LEFTUP = 0x04; private const long MOUSEEVENTF_RIGHTDOWN = 0x08; private const long MOUSEEVENTF_RIGHTUP = 0x10; private void ClickMouse() { long X = Cursor.Position.X; long Y = Cursor.Position.Y; mouse_event(MOUSEEVENTF_LEFTDOWN | MOUSEEVENTF_LEFTUP, X, Y, 0, 0); } For some reason, when my program comes to this code, it throws this error message: PInvokeStackImbalance was detected Message: A call to PInvoke function 'WindowsFormsApplication1!WindowsFormsApplication1.Form1::mouse_event' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature. Please help?

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  • How to write Haskell function to verify parentheses matching?

    - by Rizo
    I need to write a function par :: String -> Bool to verify if a given string with parentheses is matching using stack module. Ex: par "(((()[()])))" = True par "((]())" = False Here's my stack module implementation: module Stack (Stack, push, pop, top, empty, isEmpty) where data Stack a = Stk [a] deriving (Show) push :: a -> Stack a -> Stack a push x (Stk xs) = Stk (x:xs) pop :: Stack a -> Stack a pop (Stk (_:xs)) = Stk xs pop _ = error "Stack.pop: empty stack" top :: Stack a -> a top (Stk (x:_)) = x top _ = error "Stack.top: empty stack" empty :: Stack a empty = Stk [] isEmpty :: Stack a -> Bool isEmpty (Stk [])= True isEmpty (Stk _) = False So I need to implement a 'par' function that would test a string of parentheses and say if parentheses in it matches or not. How can I do that using a stack?

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  • "a.parentNode is undefined" error in this jquery function...

    - by Pandiya Chendur
    I use the following jquery pagination plugin and i got the error a.parentNode is undefined when i executed it... <script type="text/javascript"> $(document).ready(function() { getRecordspage(1, 5); $(".pager").pagination(17, { callback: pagechange, current_page: '0', items_per_page: '5', num_display_entries : '5', next_text: 'Next', prev_text: 'Prev', num_edge_entries: '1' }); }); function pagechange() { $(this).addClass('current').siblings().removeClass('current'); $("#ResultsDiv").empty(); $("#ResultsDiv").css('display', 'none'); getRecordspage($(this).text(), 5); } </script> and in my page, <div id="ResultsDiv" style="display:none;"> </div> <div id="pager" class="pager"> </div> Any suggestion....

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  • Android: How to call call ndk function from AsyncTask?

    - by user1628803
    I have a lot of jni calls in my Android projects which work like a charm but this one I just can't get right: When trying to call a jni function from an AsyncTask in Android I get this error message: 11-30 10:07:20.130: W/dalvikvm(16555): No implementation found for native Lcom/company/MainView$MyAsyncTask;.MyFunction (Ljava/lang/String;)Z When usually the jni function declaration works like this: JNIEXPORT jboolean JNICALL Java_com_company_MainView_myFunction()... how would i declare it when calling from an AscnyTask? I didn't find the answer on Google and I have unsuccessfully tried: JNIEXPORT jboolean JNICALL Java_com_company_MainView$MyAsyncTask_myFunction() and JNIEXPORT jboolean JNICALL Java_com_company_MainView_MyAsyncTask_myFunction() Or is this not possible at all?

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  • Function missing but file including it is loaded? (Uncaught ReferenceError: flashembed is not defined)

    - by jerrygarciuh
    jQuery Tools is a stand-alone library that offers a flashembed() function; it does not require jQuery. But with or without jQuery I am seeing error Uncaught ReferenceError: flashembed is not defined Page html from here and a JSFiddle of it. <div class="ads-box" id="ad1"> <script>flashembed("ad1", "/g/shows/sidebar/72940064_ad_swf.swf");</script> </div> <script src="http://cdn.jquerytools.org/1.2.7/full/jquery.tools.min.js"></script> The SWF is not 404 http://www.itsneworleans.dreamhosters.com/g/shows/sidebar/72940064_ad_swf.swf And the CDN file has the flashembed function and resources tab shows it loaded. http://cdn.jquerytools.org/1.2.7/full/jquery.tools.min.js What is my next step in debugging this?

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  • using jquery draggable can you create a helper based on the dragged item?

    - by user169867
    I wish to create a custom helper based on the element being dragged. I'm dragging documents and I'd like the document's number to be part of the custom helper. I know how to create a helper during init like this: helper: function() { return $("<div class='fax16'></div>"); } But what I really want to do is maybe in response to the start event get access to the element being dragged and use some of its properties to set the helper. Something like: start: function(event, ui) { var docID = //somehow access the dragged element ui.helper = $("<div class='save16'>" + docID + "</div>"); //Set drag Helper } Can this be done?

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  • MySQL create stored procedure fails but all internal queries succeed alone?

    - by Mark
    Hi all, I just created a simple database in MySQL, and I am learning how to write stored proc's. I'm familiar with M$SQL and as far as I can see the following should work: use mydb; -- -------------------------------------------------------------------------------- -- Routine DDL -- -------------------------------------------------------------------------------- DELIMITER // CREATE PROCEDURE mydb.doStats () BEGIN CREATE TABLE IF NOT EXISTS resultprobability ( ballNumber INT NOT NULL , probability FLOAT NULL, PRIMARY KEY (ballNumber) ); CREATE TABLE IF NOT EXISTS drawProbability ( drawDate DATE NOT NULL , ball1 INT NULL , ball2 INT NULL , ball3 INT NULL , ball4 INT NULL , ball5 INT NULL , ball6 INT NULL , ball7 INT NULL , score FLOAT NULL , PRIMARY KEY (drawDate) ); TRUNCATE TABLE resultprobability; TRUNCATE TABLE drawprobability; INSERT INTO resultprobability (ballNumber, probability) (select resultset.ballNumber ballNumber,(count(0)/(select count(0) from resultset)) probability from resultset group by resultset.ballNumber); INSERT INTO drawProbability (drawDate, ball1, ball2, ball3, ball4, ball5, ball6, ball7, score) (select distinct r.drawDate, a.ballnumber ball1, b.ballnumber ball2, c.ballnumber ball3, d.ballnumber ball4, e.ballnumber ball5, f.ballnumber ball6,g.ballnumber ball7, ((a.probability + b.probability + c.probability + d.probability + e.probability + f.probability + g.probability)/7) score from resultset r inner join (select r.drawDate, r.ballNumber, p.probability from resultset r inner join resultprobability p on p.ballNumber = r.ballNumber where r.appearence = 1) a on a.drawdate = r.drawDate inner join (select r.drawDate, r.ballNumber, p.probability from resultset r inner join resultprobability p on p.ballNumber = r.ballNumber where r.appearence = 2) b on b.drawdate = r.drawDate inner join (select r.drawDate, r.ballNumber, p.probability from resultset r inner join resultprobability p on p.ballNumber = r.ballNumber where r.appearence = 3) c on c.drawdate = r.drawDate inner join (select r.drawDate, r.ballNumber, p.probability from resultset r inner join resultprobability p on p.ballNumber = r.ballNumber where r.appearence = 4) d on d.drawdate = r.drawDate inner join (select r.drawDate, r.ballNumber, p.probability from resultset r inner join resultprobability p on p.ballNumber = r.ballNumber where r.appearence = 5) e on e.drawdate = r.drawDate inner join (select r.drawDate, r.ballNumber, p.probability from resultset r inner join resultprobability p on p.ballNumber = r.ballNumber where r.appearence = 6) f on f.drawdate = r.drawDate inner join (select r.drawDate, r.ballNumber, p.probability from resultset r inner join resultprobability p on p.ballNumber = r.ballNumber where r.appearence = 7) g on g.drawdate = r.drawDate order by score desc); END // DELIMITER ; instead i get the following Executed successfully in 0.002 s, 0 rows affected. Line 1, column 1 Error code 1064, SQL state 42000: 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 '' at line 26 Line 6, column 1 Error code 1064, SQL state 42000: 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 ')) probability from resultset group by resultset.ballNumber); INSERT INTO d' at line 1 Line 31, column 51 Error code 1064, SQL state 42000: 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 ') score from resultset r inner join (select r.drawDate, r.ballNumber, p.probabi' at line 1 Line 39, column 114 Execution finished after 0.002 s, 3 error(s) occurred. What am I doing wrong? I seem to have exhausted my limited mental abilities!

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  • How to create generic class which takes 3 types.

    - by scope-creep
    I'm trying to make a generic class that takes 3 types, either a simple string, IList or a IList. public class OntologyStore { } public sealed class jim<T> where T:new() { IList<string> X = null; IList<OntologyStore> X1 = null; public bob() { if (typeof(T) == typeof(String)) { X = new List<string>(); } if (typeof(T) == typeof(OntologyStore)) { X1 = new List<OntologyStore>(); } } } I can easily create, which you would expect to work, jim<OntologyStore> x1=new jim<jim<OntologyStore>() as you would expect, but when I put in jim<string> x2=new jim<string>() the compiler reports the string is non abtract type, which you would expect. Is it possible to create a generic class, which can instantiate as a class which holds string, or a IList or an IList?

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  • Jquery: Preload an image on request with a callback function?

    - by tarnfeld
    Hey, I'm helping out a friend with a website he's developing and we are having trouble with preloading images on request. Basically, when the user clicks on a thumbnail of the product a <div> slides down that includes a scrolling carrousel of large images. In total there are about 20MB of images that could be loaded in (if you did them all) so preloading them on the page load would not be an option. Is there a way that we could call a javascript function that begins to preload about 4 images and then when it's done it has a callback function? Thanks! P.S. We are using jQuery on the page...

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  • What does the obscure javascript error b(e.target).zIndex is not a function mean?

    - by stormist
    To give more information I am using the modular form here: http://jqueryui.com/demos/dialog/#modal-form b(e.target).zIndex is not a function [Break on this error] (function(a){a.widget("ui.mouse",{opti...is._unrotate}return this}})})(jQuery); /js/jquery-ui.min.js I also seem to be getting the error "Too much recursion" too much recursion [Break on this error] 3||a.nodeType===8)){if(a.setInterval&&...this.special[o]||{};if(!t){t=e[o]={}; https://my.dev.peer1.com/js/jquery/jquery-1.4.min.js I know its not much to go on but I was hoping someone might have experience with similar issues.

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  • How can I make Delphi packages (create a .bpl file)?

    - by Pharaoh
    I want to create *.bpl file but I am failing to do so. Specifically, I am trying to make JEDI plugins, but I have tried an empty pure Delphi package, too. If I create a new package in Delphi XE3, I get an empty unit - if I "make" this project called "Package1.bpl", I get a .dcu file in "debug/win32/", but no .bpl file. No error is reported by the compiler. An empty JEDI plugin (bpl-style) only gives a .dcu, too, while an empty dll-style JEDI plugin gives a .cdu and a .dll file in "debug/win32/". This is the first time I am tryimg to make a new package, so I am completely lost. What am I missing? Pharaoh

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  • PHP: How to find connections between users so I can create a closed friend circle?

    - by CuSS
    Hi all, First of all, I'm not trying to create a social network, facebook is big enough! (comic) I've chosen this question as example because it fits exactly on what I'm trying to do. Imagine that I have in MySQL a users table and a user_connections table with 'friend requests'. If so, it would be something like this: Users Table: userid username 1 John 2 Amalia 3 Stewie 4 Stuart 5 Ron 6 Harry 7 Joseph 8 Tiago 9 Anselmo 10 Maria User Connections Table: userid_request userid_accepted 2 3 7 2 3 4 7 8 5 6 4 5 8 9 4 7 9 10 6 1 10 7 1 2 Now I want to find circles between friends and create a structure array and put that circle on the database (none of the arrays can include the same friends that another has already). Return Example: // First Circle of Friends Circleid => 1 CircleStructure => Array( 1 => 2, 2 => 3, 3 => 4, 4 => 5, 5 => 6, 6 => 1, ) // Second Circle of Friends Circleid => 2 CircleStructure => Array( 7 => 8, 8 => 9, 9 => 10, 10 => 7, ) I'm trying to think of an algorithm to do that, but I think it will take a lot of processing time because it would randomly search the database until it 'closes' a circle. PS: The minimum structure length of a circle is 3 connections and the limit is 100 (so the daemon doesn't search the entire database) EDIT: I've think on something like this: function browse_user($userget='random',$users_history=array()){ $user = user::get($userget); $users_history[] = $user['userid']; $connections = user::connection::getByUser($user['userid']); foreach($connections as $connection){ $userid = ($connection['userid_request']!=$user['userid']) ? $connection['userid_request'] : $connection['userid_accepted']; // Start the circle array if(in_array($userid,$users_history)) return array($user['userid'] => $userid); $res = browse_user($userid, $users_history); if($res!==false){ // Continue the circle array return $res + array($user['userid'] => $userid); } } return false; } while(true){ $res = browse_user(); // Yuppy, friend circle found! if($res!==false){ user::circle::create($res); } // Start from scratch again! } The problem with this function is that it could search the entire database without finding the biggest circle, or the best match.

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  • Php code not executing - dies out when trying to create an object of class - no error displayed

    - by Ali
    I'm having some problems with this piece of code. I've included a class declaration and trying to create an object of that class but my code dies out. It doesn't seem to be an include issue as all the files are being included even the files called for inclusion within the class file itself. However the object is not created - I tried to put an echo statement in the __construct function but nothing it just doesn't run infact doesn't create the object and the code won't continue from there - plus no error is reported or displayed and I have error reporting set to E_ALL and display errors set to true WHats happening here :(

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  • How do i create a group of h:selectOneRadio in JSF?

    - by Nitesh Panchal
    Hello, I am trying to create a grooup of h:selectOneRadio but ui:repeat gives it different id for each row. This is my code :- <ui:repeat id="themes" value="#{RegisterBean.objBlogTemplateList}" var="item"> <p:graphicImage alt="#{item.templatePicName}" style="border: solid 5px white;width: 200px;height: 200px;" value="#{app:getCommonImagePath(item.templatePicName)}"/> <h:selectOneRadio rendered="false" value="#{RegisterBean.blogTemplateId}" layout="lineDirection" id = "rdTemplateId"> <f:selectItem itemLabel="#{item.templateName}" itemValue="#{item.templateId}"/> </h:selectOneRadio> </ui:repeat> Actually i want to create a single radio button with different selectItems in it which should be from the rows of my table in database. How do i do this?

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