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  • Sharepoint Designer Workflow with multiple tasks in sequence

    - by Triangle Man
    I have a multi-step Sharepoint workflow in task list A that starts when a new task is created in that list and creates a task in another list, B. When that task in list B is completed, I would like the workflow in list A to create another task in list C. I am using Sharepoint Designer 2007 to build all of this and at the moment I have this represented by multiple steps. So, step one is to create the task in the other list, and store its ID as a variable. Step 2 is conditional on a value in the task created by step one being marked complete, and it creates a task in the next list, and so on. However, when I run the workflow, it marks its status as complete as soon as the item in the first list is completed, and does not go on to create the task outlined in Step 2 of the workflow. I would like to know why the workflow is marking itself complete at the end of step one, and why the subsequent steps are not executed. Thanks in advance for your help.

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  • pl/sql object types "ORA-06530: Reference to uninitialized composite" error

    - by mutoss
    hi, i have a type as follows: CREATE OR REPLACE TYPE tbusiness_inter_item_bag AS OBJECT ( item_id NUMBER, system_event_cd VARCHAR2 (20), CONSTRUCTOR FUNCTION tbusiness_inter_item_bag RETURN SELF AS RESULT ); CREATE OR REPLACE TYPE BODY tbusiness_inter_item_bag AS CONSTRUCTOR FUNCTION tbusiness_inter_item_bag RETURN SELF AS RESULT AS BEGIN RETURN; END; END; when i execute the following script, i got a "Reference to uninitialized composite" error, which is imho quite suitable. DECLARE item tbusiness_inter_item_bag; BEGIN item.system_event_cd := 'ABC'; END; This also raises the same error: item.item_id := 3; But if i change my object type into: CREATE OR REPLACE TYPE tbusiness_inter_item_bag AS OBJECT ( item_id NUMBER(1), system_event_cd VARCHAR2 (20), CONSTRUCTOR FUNCTION tbusiness_inter_item_bag RETURN SELF AS RESULT ); then the last statement raises no more error (where my "item" is still uninitialized): item.item_id := 3; Shouldn't i get the same ORA-06530 error? ps: Oracle Database 10g Enterprise Edition Release 10.2.0.4.0 - 64bi

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  • How to enable an external USD harddrive with ubuntu

    - by LarsOn
    Hello I'm trying to install a new LaCie Hard Disk design by Neil Poulton 1TB USB 2.0 GParted reports /dev/sda1 (with exclamation mark and key sign) ntfs 1 KiB unallocated 320 MiB /dev/sda2 hfs+ 2.84 MiB unallocated 931.2 GiB When trying to create a partition with Disk Utility it says Daemon is inhibited It seems I can't create the partition that way. Can you recommend how I can proceed? Thank you

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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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  • django authentication .htaccess static

    - by Uszy Wieloryba
    In my app users can upload files for other users. To make the uploaded files accesible only for the addresse I need some kind of static files authentication system. My idea, is to create the apache hosted directory for each user and to limit access to this derectory using .htaccess. This means that each time new django user is created, I need to create a directory and the appropriate .htaccess file in it. I know I should do it using post_save signals on User model but I don't know how to create the .htaccess in the user's directory from python level. Can you help me with that? Or perhaps you have better solution to my problem?

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  • [C#] Own component with panel

    - by Adam
    Hi, I want to create my own component which consists two other panels. One of them has fixed contents (such as control buttons, etc.) and the other is standard panel, where I can add other components in designer (VS2008). I know that I have to create UserControl, where I can place my two panels. Then I want to insert my component into the form. But I don't know how to create behavior where I can add other components (such as buttons, labels, etc.) only into second panel in my component. Could anyone help me with creating this component? Thank you. Adam.

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  • (Ubuntu) setuid bash doesn't work

    - by ???
    Here is the code: (root:) # mkdir /test # cp /bin/bash /test/sbash # chmod a+s /test/sbash (user1:) $ cd /test $ ./sbash $ mkdir trycreate mkdir: cannot create directory `trycreate': Permission denied And bash scripts with setuid bit set not work, either. By the way, my setuid perl script works: test.pl: (with setuid bit set, owner=root) #!/usr/bin/perl mkdir('/test/tryperlcreate') or die 'failed'; execute test.pl by user1 will create the directory owned by root.

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  • how can i unmarshall in jaxb and enjoy the schema validation without using an explicit schema file

    - by ekeren
    I am using jaxb for my application configurations I feel like I am doing something really crooked and I am looking for a way to not need an actual file or this transaction. As you can see in code I: 1.create a schema into a file from my JaxbContext (from my class annotation actually) 2.set this schema file in order to allow true validation when I unmarshal JAXBContext context = JAXBContext.newInstance(clazz); Schema mySchema = SchemaFactory.newInstance(XMLConstants.W3C_XML_SCHEMA_NS_URI).newSchema(schemaFile); jaxbContext.generateSchema(new MySchemaOutputResolver()); // ultimately creates schemaFile Unmarshaller u = m_context.createUnmarshaller(); u.setSchema(mySchema); u.unmarshal(...); do any of you know how I can validate jaxb without needing to create a schema file that sits in my computer? Do I need to create a schema for validation, it looks redundant when I get it by JaxbContect.generateSchema ? How do you do this?

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  • Python mechanize - two buttons of type 'submit'

    - by directedition
    I have a mechanize script written in python that fills out a web form and is supposed to click on the 'create' button. But there's a problem, the form has two buttons. One for 'add attached file' and one for 'create'. Both are of type 'submit', and the attach button is the first one listed. So when I select the forum and do br.submit(), it clicks on the 'attach' button instead of 'create'. Extensive Googling has yielded nothing useful for selecting a specific button in a form. Does anyone know of any methods for skipping over the first 'submit' button and clicking the second?

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  • Java code to convert a list of dependencies into a build order?

    - by Egon Willighagen
    Given I have a list of dependencies, like: module1 module2 dependsOn module1 module3 dependsOn module1 module4 dependsOn module3 I would like to create a build order where each build step is found on one line, and each line contains a list of one or more modules which can be compiled at the same time, and which only depend on modules compiled earlier. So, for the above data set, create a list like: module1 module2,module3 module4 Now, this is basically just a problem of creating a directed graph, and analyzing it. Now, I am using Ant, and would very much like to use something off-the-shelf... what is the minimum of custom code I need to have it create such a dependency-aware build list starting from the given input? BTW, these modules are actually custom modules, so maven will not work.

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  • What am i doing wrong with asp.net-mvc dropdownlist?

    - by Pandiya Chendur
    I use a dropdownlist in one of my create.aspx but it some how doesnt seem to work... public IEnumerable<SelectListItem> FindAllMeasurements() { var mesurements = from mt in db.MeasurementTypes select new SelectListItem { Value = mt.Id.ToString(), Text= mt.Name }; return mesurements; } and my controller, public ActionResult Create() { var mesurementTypes = consRepository.FindAllMeasurements().AsEnumerable(); ViewData["MeasurementType"] = new SelectList(mesurementTypes,"Id","Name"); return View(); } and my create.aspx has this, <p> <label for="MeasurementTypeId">MeasurementType:</label> <%= Html.DropDownList("MeasurementType")%> <%= Html.ValidationMessage("MeasurementTypeId", "*") %> </p> When i execute this i got these errors, DataBinding: 'System.Web.Mvc.SelectListItem' does not contain a property with the name 'Id'.

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  • Creating a service that takes parameters with WMI

    - by Johan_B
    I want to create a service that takes some parameters. How do I do this with WMI? In the commandline, it was sc create ServiceName binPath= ""C:\Path\Service.exe\" /Service somefile1.xml somefile2.xml" start=auto DisplayName="DisplayName" I have tried to use ManagementBaseObject inParams = managementClass.GetMethodParameters("create"); inParams["CommandLine"] = ""C:\Path\Service.exe\" somefile1.xml somefile2.xml" inParams["StartMode"] = StartMode.Auto; inParasm["DisplayName"] = "displayName"; but I do not know how to pass the two xml files? Any help will be greatly appreciated. Thanks! JB

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  • Using MySQL as data source in Microsoft SQL Server Analysis Services

    - by coldilocks
    Hi, I have installed the latest .net connector (http://www.mysql.com/downloads/connector/net/), I can add MySQL databases as Data Sources, I can even browse through the data from Business Intelligence Studio. The problem is that I CANNOT create a datasource view, or if I do create one without tables, trying to add them after the fact gives me the same error. Specifically it looks like the data source view wizard tries to submit queries against the MySQL database using square brackets/braces, and the query bombs. I get an error message like: 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 '[my_db].[cheatType]' at line 2 So, in summary, has anyone been able to create a data source view using MySQL tables and, if so, can they please show me how this can be done. Thanks for any help!

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  • using Dependency Parser in Stanford coreNLP

    - by Eddie Dovzhik
    I am using the Stanford coreNLP ( http://nlp.stanford.edu/software/corenlp.shtml ) in order to parse sentences and extract dependencies between the words. I have managed to create the dependencies graph like in the example in the supplied link, but I don't know how to work with it. I can print the entire graph using the toString() method, but the problem I have is that the methods that search for certain words in the graph, such as getChildList, require an IndexedWord object as a parameter. Now, it is clear why they do because the nodes of the graph are of IndexedWord type, but it's not clear to me how I create such an object in order to search for a specific node. For example: I want to find the children of the node that represents the word "problem" in my sentence. How I create an IndexWord object that represents the word "problem" so I can search for it in the graph?

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  • Core Data and many Entity

    - by mr.octobor
    I'm newbie and I must save "Ranking" and "Level" of user. I create file Ranking.xcdatamodel for save "Ranking" with entity name Ranking (property is Rank, Name) I can save and show it. but when I create entity Level (property is CurrentLevel) my program is crash and show this message Unresolved error Error Domain=NSCocoaErrorDomain Code=134100 UserInfo=0x60044b0 "Operation could not be completed. (Cocoa error 134100.)", { metadata = { NSPersistenceFrameworkVersion = 248; NSStoreModelVersionHashes = { Users = ; }; NSStoreModelVersionHashesVersion = 3; NSStoreModelVersionIdentifiers = ( ); NSStoreType = SQLite; NSStoreUUID = "41225AD0-B508-4AA7-A5E2-15D6990FF5E7"; "_NSAutoVacuumLevel" = 2; }; reason = "The model used to open the store is incompatible with the one used to create the store"; } I don't know how to save "Level" please suggest me.

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  • Is there a faster alternative to using textures in XNA?

    - by Matthew Bowen
    I am writing a map editing program for a 2D game using XNA. To create a Texture2D for all of the tiles that a map requires takes too long. Are there any alternatives to using textures for drawing with XNA? I attempted to create just one texture per tile set instead of a texture for every tile in a tile set, but there is a limit to the size of textures and I could not fit all the tiles of a tile set into one texture. Currently the program contains all the would-be textures in memory as Bitmap objects. Is there a way to simply draw a Bitmap object to the screen in XNA? I have searched but I cannot find any information on this. This approach would avoid having to create textures altogether, however any tinting or effects I would have to do to the bitmap directly. Any help would be very much appreciated. Thanks

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  • Dangers of Windows API and Administrator accounts?

    - by Brett Powell
    I wrote a game server plugin last night that allowed me to create a user account and set it as administrator, which is a huge problem. Of course the simple fix is to create a basic user account with limited privileges for the game servers, so they would not have access to do things like this. I wanted to find out if there's anything else in the Windows API that would create such a huge vulnerability though? I guess I want to just make sure that when the client's game servers accounts are moved to limited access accounts, we won't have to worry about any of them using the windows API to sabotage the machines. There is already enough exploits in the game itself to worry about, without having to worry about client's taking over the machines with plugins lol. Some of the questions relative would be... Can you disable/enable Remote Desktop from c++? Can you get a list of AD user groups from c++? (not that a user belongs to, but a complete list)

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  • Is there an equivalence to CDOSYS AutoGenerateTextBody in .NET

    - by AnthonyWJones
    I'm porting some VBScript code which generates emails using the standard CDOSYS Message object. The Message oject has a property AutoGenerateTextBody which when true will cause it to automatically create the TextBody property value when you assign HTML to the HTMLBody property. Hence creating the typical text/plain and text/html alternatives in the message body. However .NET appears to be missing this function. The MailMessage object does have the ability to create alternative views but there doesn't appear to be a way to easily create the text body content from the HTML content. I'm not necessarily looking for an auto-magic option but I do need a solution to taking what is an HTML string and converting it to a reasonable plain text representation. Just dropping all the HTML markup doesn't cut it. Is there a tool buried somewhere in the existing .NET framework that can do this?

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  • Proper Imaging Procedures to Restore and Deploy Image with Separate System Reserved Partition

    - by alharaka
    UPDATE: As per my experience here, no one responded. If I do not hear back from TechNet forum members about it, I will post a bounty here, if it makes a difference. I have banged my head against a wall for what seems like all week. I am going to explain my simple procedure, and how none of it, absolutely none, seems to work afterword despite few alternatives and everyone on the internet telling assuming this is how to do it. Diskpart Commands to Create FS Structure REM Select the disk targeted for deployment. REM REM NOTE: Usually disk 0, but drive failure can make it external USB REM media. This will erase the drive regardless! select disk 0 REM Remove previous formatting. clean REM Create System Reserved partition bootloader and files. create partition primary size=100 REM Format the volume format fs=ntfs label="System Reserved" quick override noerr REM Assign the System Reserved partition the D: mount for now assign letter=C REM The main system partition, size not specified to occupy whole drive. create partition primary REM Format the volume format fs=ntfs quick override noerr REM Assign the OS partition the D: mount for now assign letter=D REM Make this the active/bootable partition. sel disk 0 sel partition 1 active REM Close out the diskpart session. exit Now, I thought this was madness, but it turns out the System Reserved partition and standard "System Partition" (C:, commonly both the boot and system volumes where you find the Windows directory AND the bootmgr/ntldr hardware files, this is where Windows 7 diverges) as mounted in the Windows PE session where I run these commands do not matter. See reference here. Since this needs to be BitLocker-ready, enter this crappy System Reserved partition that is separate 100MB of awesome that goes before the regular boot volume. I do this, then I proceed to the next step. Deploy System Reserved and Normal System Images REM C is still the "System Reserved Partition", and the image is just like it sounds. imagex /apply G:\images\systemreserved.wim 1 C: REM D is now what will be the C: system partition on reboot, supposedly. imagex /apply G:\images\testimage.wim 1 D: Reboot the system Now, the images I just captured should look good. This is not even sysprepped, but reapplying the same fscking image I prepared on the same reference workstation hours before. Problem is I get 0xc000000e could not detect the accessible boot device \Windows\system32\winload.exe or different kinds of nonsense revolving around being able to find the boot volume with all the right files. I try different variations of things, now none of them work. I tried repairs with bcdboot, with a fresh System Reserved partition or not, bootrec, and maually editing the damn BCD store with bcdedit. I tried finalizing the above process with and without bootsect /nt60 C: /force. I need to wrap up and automate this procedure. What am I doing wrong that does not make the image happy, but really just miserable.

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  • MongoMapper - undefined method `keys'

    - by nimnull
    I'm trying to create a Document instance with params passed from the post-submitted form: My Mongo mapped document looks like: class Good include MongoMapper::Document key :title, String key :cost, Float key :description, String timestamps! many :attributes validates_presence_of :title, :cost end And create action: def create @good = Good.new(params[:good]) if @good.save redirect_to @good else render :new end end params[:good] containes all valid document attributes - {"good"={"cost"="2.30", "title"="Test good", "description"="Test description"}}, but I've got a strange error from rails: undefined method `keys' for ["title", "Test good"]:Array My gem list: *** LOCAL GEMS *** actionmailer (2.3.8) actionpack (2.3.8) activerecord (2.3.8) activeresource (2.3.8) activesupport (2.3.8) authlogic (2.1.4) bson (1.0) bson_ext (1.0) compass (0.10.1) default_value_for (0.1.0) haml (3.0.6) jnunemaker-validatable (1.8.4) mongo (1.0) mongo_ext (0.19.3) mongo_mapper (0.7.6) plucky (0.1.1) rack (1.1.0) rails (2.3.8) rake (0.8.7) rubygems-update (1.3.7) Any suggestions how to fix this error?

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  • how to consume .net webservices

    - by Rajesh Rolen- DotNet Developer
    please tell that can we consume .net web services in php or not. if yes then please tell me how can we do it. i am to create a web service which takes values and save it in database also it will take values and reply some data as a standard xml format. i know how to create web service and how to use it in asp.net but don't know how to use/call it from php. thing is that i will not be writing code in php to consume but wants to know that do i need to take care of any special thing or need to do some extra code to make it available and use by php developers. i am to create web service in .net framework 2.0 Thanks

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  • How do i deploy UAT and Development SharePoint solution on the same server ?

    - by Nikhil Vaghela
    I am working on a SharePoint 2010 Server and i have following items in my SharePoint solution Couple of web parts State Machine Work flow (which will be integrated to an Infopath form library) Infopath task edit forms Lets say this solutions is deployed to http://[SharePoint201Server]:[PortNumber-x]/ This is the only server i have (No extra server for UAT), and what ever has been done so far needs to be given for user acceptance testing (UAT). I may create one more site at http://[SharePoint201Server]:[PortNumber-y]/ for it. My problme is that how do i maintain two copies of my source code ? I will have to continue development on the same set of source code for next UAT release. I simply can not create simple copies of the source code as it will have same Assembly name and feature id, etc..As if i do so, any changes on under Development source code would affect UAT assemblies. One thing i can do is to create seperate projects for UAT and Development with different Features and Assembly names, but is not that too much of an unneccesory work ? What can be the best approach in such situation ?

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