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  • Ruby encoding problem

    - by Fossmo
    I'm just starting to learn Ruby and have a problem with encoding; require 'rubygems' require 'mechanize' agent = Mechanize.new agent.get('myurl.....') agent.page.search('#reciperesult a').each do |item| c = Mechanize.new c.get(item.attributes['href']) puts c.page.search('#ingredients li').text end The output text are shown like this h+©nsekj+©tt when it should have been shown like this hønsekjøtt. I'm using Ruby 1.8.7. Can anybody point me in the right direction?

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  • Static analysis framework for eclipse?

    - by autobiographer
    i just wanted to use eclipse tptp, a framework for static code analysis but the support for code analysis ended with tptp 4.5.0. 1. it seems that this version can not be integrated into the current eclipse galileo. am i right? 2. which language independant framework for eclipse would you use as an alternative for tptp static analysis which works with eclipse galileo?

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  • SQL Error Locating Server/Instance Specified

    - by leen3o
    Having a problem moving a site from Win2003 IIS6 w/ SQL2005 Express to a Win2008 IIS7 w/Fill SQL 2005? I keep getting this error Desc : SQL Network Interfaces: Error Locating Server/Instance Specified [xFFFFFFFF]. Can anyone point me in the right direction

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  • how do I update the date type column?

    - by Muhammad Hammad
    update answers a1 set a1.FilingDate=( select date_sub( a2.FilingDate ,Interval 1000 Year) as FilingDate from answers a2 where Year(a2.FilingDate)>=3000 ) where Year(a1.FilingDate)>=3000 but it gives me the following error: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'update answers a1 set a1.FilingDate=( select date_sub(a2.FilingDate,Interval 10' at line 1 Can anyone tell me about the issue and its solution?

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  • about cosine similarity

    - by jaskirat
    hi i m finding cosine similarity between documents ..i did like dis D1=(8,0,0,1) where 8,0,0,1 are the tf-idf scores of the terms t1, t2, t3 , t4 D2=(7,0,0,1) cos(theta) = (56 + 0 + 0 + 1) / sqrt(64 + 49) sqrt(1 +1 ) which comes out to be cos(theta)= 5 now what do i evaluate from this value...i dont get it wat does cos(theta)=5 signify about the similarity between them...pls reply ..Am i doing things right ??????????..pls do reply guys.. will be thank ful to you..

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  • Problem in GWT realex integration while registering new card

    - by Rupeshit
    In my application I am using realex to pay amount.While doing that I registered new user with realex but after that when I tried to add new card then I am getting response from realex that Sha1 hash incorrect.I checked sha1 hash structure it is all right but still I am getting this error.If anyone know this so please tell me.

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  • Ruler to measure in browser (firefox)

    - by danke
    I'm looking for a good ruler to use to measure distances in a browser. I use Firefox. Any good suggestions that are currently being used by other developers. I have firebug, but I don't think it has a ruler. Does it? I would think a ruler would have made it to firebug, but there doesn't seem to be one, or I'm not looking in the right location. Thanks

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  • log4j properties file: how to configure ?

    - by EugeneP
    Is it right that the procedure of using log4j looks like this: 1) put a .properties file somewhere in a project folder 2) in an initialization method, that runs only once, invoke PropertyConfigurator.configure("path_to_file"); 3) in every method we need to use logger we define a static logger variable and simply invoke getLogger(class) I'm asking you this: what if the initialization module is not defined? Where to put "log4j.properties" file so that we wouldn't need to invoke propertyconfigurator.configure at all, or if it's not possible, is it ok to invoke PropertyConfigurator.configure("path_to_file") in every method that uses a logger?

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  • How to add a custom background to UISearchDisplayController's table view?

    - by Boon
    I want to add a custom UIImageView to UISearchDisplayController's table view background and set table view's background color to clearColor. Tried a few different approach but couldn't find the right solution. Any idea how to approach this? Note: I don't want to add to searchDisplayController's searchResultsTableView's view hierarchy, but rather overlay another sibling view below it)

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  • Jquery .show() to display div tag

    - by kumar
    I am using this code to display a grid $('#table1 tr').bind('click', shows); function shows() { $('#table').show(); } Where #table is the following HTML fragment: <div id="table"> <p>shiva</p> </div> I am not able to show shiva? is this right what I am doing here? thanks

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  • Change sort arrow position in flex grid

    - by Ben
    Currently when sorting in a flex grid, the sort arrow that shows whether the column is sorted ascending or descending is right aligned to the column. Is there anyway to change the position of the sort arrow, such as applying padding?

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  • How to detect the vertical scrollbar in a DataGridView control

    - by Billy
    Using winforms in vs2008. I have a DataGridView and I would like to detect when the vertical scroll bar is visible. What event should I register for? I am adding the summing the each cell value in the last column of the grid and displaying that value in a textbox at the bottom of the DataGridView. I would like this textbox to stay lined up with the cell values (I have made them right aligned since it is $$ values) even after the scroll bar is present.

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  • How do I get the URLs from any tab in any open browser

    - by Kasper
    I am trying to detect which web in sharepoint that the user is looking at right now. One approach could be to read the URls from the browser and try to compare them to a reference URL to the sharepoint solution. I have not yet been able to locate any solution that works in both IE and Firefox. The idea is to write a small C# app that will harvest the URLs and do the comparing. TIA

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  • Is there a solution that lets Node.js act as an HTTP reverse proxy?

    - by Igor Zinov'yev
    Our company has a project that right now uses nginx as a reverse proxy for serving static content and supporting comet connections. We use long polling connections to get rid of constant refresh requests and let users get updates immediately. Now, I know there is a lot of code already written for Node.js, but is there a solution that lets Node.js act as a reverse proxy for serving static content as nginx does? Or maybe there is a framework that allows to quickly develop such a layer using Node.js?

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  • How to declare a variable in MS SQL and use it in the same Stored Procedure

    - by Nicklas
    Im trying to get the Value from BrandID in one tabel and add it to another tabel. But I can't get it to work. Anybody know how to do it right? CREATE PROCEDURE AddBrand AS DECLARE @BrandName nvarchar(50), @CategoryID int, @BrandID int SELECT @BrandID = BrandID FROM tblBrand WHERE BrandName = @BrandName) INSERT INTO tblBrandinCategory (CategoryID, BrandID) VALUES (@CategoryID, @BrandID) RETURN

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  • image slideshow example in android?

    - by UMMA
    dear friends, i want to create image slideshow in android. i have many images in android gridview now i want to open manual slideshow if any image is clicked so that i could view it by moving finger left or right next and previous images like android built in gallery. any one guide me how to achieve this? any help would be appriciated.

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  • Addin to Visual Studio for visualizing a selected json string in the editor

    - by Larsi
    Hi! I've got a lot of xml files, and embedded in some elements there are json serialized objects. They are quite difficult to read and modify. So question is: Are there any Visual Studio addins availible that can take selected json-text in the editor, and visualize it (and maybe even allow for editing)? if not, if I must build it - are there any good starting points or samples availible? (making a right-click command availible when text is selected, and them showing a popup) Regards Larsi

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  • How do I use jQueryUI's ui-states with JSF2's h:messages?

    - by Andrew
    It seems like it should be very simple to specify that the h:messages generated by JSF should be styled using jQueryUI's nice ui-states. But sadly I can't make it fit. It seems that the jQueryUI states require several elements (div,div,p,span) in order to make it work. So taking inspiration directly from the jQueryUI theme demo page: <!-- Highlight / Error --> <h2 class="demoHeaders">Highlight / Error</h2> <div class="ui-widget"> <div class="ui-state-highlight ui-corner-all" style="margin-top: 20px; padding: 0 .7em;"> <p><span class="ui-icon ui-icon-info" style="float: left; margin-right: .3em;"></span> <strong>Hey!</strong> Sample ui-state-highlight style.</p> </div> </div> <br/> <div class="ui-widget"> <div class="ui-state-error ui-corner-all" style="padding: 0 .7em;"> <p><span class="ui-icon ui-icon-alert" style="float: left; margin-right: .3em;"></span> <strong>Alert:</strong> Sample ui-state-error style.</p> </div> </div> and trying to jam the css class details into my h:message as best I can: <div class="ui-widget"> <h:messages globalOnly="true" errorClass="ui-state-error ui-corner-all ui-icon-alert" infoClass="ui-state-highlight ui-corner-all ui-icon-info"/> </div> I don't get the icon or sufficient padding etc but the colours make it through. So, the styles are being applied but they aren't working as intended. Any idea how I can make this work?

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  • How to write "Hello World" Program for MediaTek SDK?

    - by Mediatek Beginner
    Hi Friends, I know these days number of mobile handsets are increasing and Vendors are trying to produce low cost handsets and some how I got to know that MediaTek SDK is the right one to write program for these kind of handsets. Is there any one who knows which IDE should I use to write programs for these kind of handsets? Is there any source code and sample available? I know that Fly, Karbonn, Lava Mobiles are Mediatek sdk based. Please Help Me. Regards, Mediatek Beginner

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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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