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  • Capture form fields and repopulate the form with them

    - by Joel Cunningham
    I am currently testing a large web form and would like to be able to easily populate the form with several different lots of test data without having to type them each time. Is there a generic way to capture form inputs on a web page and have them repopulated on a different page load? I thought a tool like greasemonkey might be able to do something like this.

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  • C# Generics - Strange Interview Question

    - by udana
    An interviewer argued me "Genrics are not completely Genrics", He provided the example (Parameters int k,int d are not generic) public static void PrintThis<T>(T a, T b, T c, int k,int d) { } He asked me if i prove still it is generics , i will be allowed to take up the next round. I did not know what he is expecting from me,and what he really means by showing such example. Guide me how to smartly face such a strange interview ?. Thanks in advance.

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  • How can an object not be compared to null?

    - by ProfK
    I have an 'optional' parameter on a method that is a KeyValuePair. I wanted an overload that passes null to the core method for this parameter, but in the core method, when I want to check if the KeyValuePair is null, I get the following error: Operator '!=' cannot be applied to operands of type System.Collections.Generic.KeyValuePair<string,object>' and '<null>. How can I not be allowed to check if an object is null?

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  • C# code analysis - VS 2005

    - by anon
    I have a C# user control project which causes intermittent .NET run time error, a generic error, and wondering if there is any code analysis tool that I can point at my .sln file which would tell me what may be causing my error

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • Effective Data Validation

    - by John Conde
    What's an effective way to handle data validation, say, from a form submission? Originally I had a bunch of if statements that checked each value and collected invalid values in an array for later retrieval (and listing). // Store errors here $errors = array(); // Hypothetical check if a string is alphanumeric if (!preg_match('/^[a-z\d]+$/i', $fieldvalue)) { $errors[$fieldname] = 'Please only use letters and numbers for your street address'; } // etc... What I did next was create a class that handles various data validation scenarios and store the results in an internal array. After data validation was complete I would check to see if any errors occurred and handle accordingly: class Validation { private $errorList = array(); public function isAlphaNumeric($string, $field, $msg = '') { if (!preg_match('/^[a-z\d]+$/i', $string)) { $this->errorList[$field] = $msg; } } // more methods here public function creditCard($cardNumber, $field, $msg = '') { // Validate credit card number } // more methods here public function hasErrors() { return count($this->errorList); } } /* Client code */ $validate = new Validation(); $validate->isAlphaNumeric($fieldvalue1, $fieldname1, 'Please only use letters and numbers for your street address'); $validate->creditCard($fieldvalue2, $fieldname2, 'Please enter a valid credit card number'); if ($validate->hasErrors()) { // Handle as appropriate } Naturally it didn't take long before this class became bloated with the virtually unlimited types of data to be validated. What I'm doing now is using decorators to separate the different types of data into their own classes and call them only when needed leaving generic validations (i.e. isAlphaNumeric()) in the base class: class Validation { private $errorList = array(); public function isAlphaNumeric($string, $field, $msg = '') { if (!preg_match('/^[a-z\d]+$/i', $string)) { $this->errorList[$field] = $msg; } } // more generic methods here public function setError($field, $msg = '') { $this->errorList[$field] = $msg; } public function hasErrors() { return count($this->errorList); } } class ValidationCreditCard { protected $validate; public function __construct(Validation $validate) { $this->validate = $validate; } public function creditCard($cardNumber, $field, $msg = '') { // Do validation // ... // if there is an error $this->validate->setError($field, $msg); } // more methods here } /* Client code */ $validate = new Validation(); $validate->isAlphaNumeric($fieldvalue, $fieldname, 'Please only use letters and numbers for your street address'); $validateCC = new ValidationCreditCard($validate); $validateCC->creditCard($fieldvalue2, $fieldname2, 'Please enter a valid credit card number'); if ($validate->hasErrors()) { // Handle as appropriate } Am I on the right track? Or did I just complicate data validation more then I needed to?

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  • Best way to store configuration settings outside of web.config

    - by Wil
    I'm starting to consider creating a class library that I want to make generic so others can use it. While planning it out, I came to thinking about the various configuration settings that I would need. Since the idea is to make it open/shared, I wanted to make things as easy on the end user as possible. What's the best way to setup configuration settings without making use of web.config/app.config?

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  • Any WSGI middleware to make HTTP redirect on specific status code?

    - by Evgenyt
    I'm using Pylons and want to add some middleware to it so that it catches 401 status codes and makes HTTP Redirect (302) to Signin page. I know there is built-in StatusCodeRedirect in Pylons that acts in a similar fashion, but it does not produce HTTP redirect, and rather redirects internally (this is what I do not want). Is there any existing middleware to add, or any generic middleware that can be easily modified to make HTTP redirects on specific status codes?

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  • How can I use Generics to create a way of making an IEnumerable from an enum?

    - by Samantha J
    Given an enum like this: public enum City { London = 1, Liverpool = 20, Leeds = 25 } public enum House { OneFloor = 1, TwoFloors = 2 } I am using the following code to give me an IEnumerable: City[] values = (City[])Enum.GetValues(typeof(City)); var valuesWithNames = from value in values select new { value = (int)value, name = value.ToString() }; The code works very good however I have to do this for quite a lot of enums. Is there a way I could create a generic way of doing this?

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  • Is OOP based on any branch of mathematics?

    - by ektrules
    I know relational databases are based on set-theory, functional programming is based on lambda calculus, logic programming is based on logic (of course :)), and now that I think of it; I'm not sure if imperative and generic programming is based on any particular branch of mathematics either.

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  • Adding controls dynamically not XHTML formatted

    - by LiverpoolsNumber9
    Hi - I'm adding generic html controls to repeater items at "onitemdatabound". It works absolutely fine but just wondering (or hoping) if there's any way of getting those controls to render on the page in XHTML format? It's just an annoyance really - my markup is beautifully clean and correctly indented until the repeater! Using .net 3.5, and C#. Thanks in advance, Rob

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  • glibc regexp performance

    - by Jack
    Anyone has experience measuring glibc regexp functions? Are there any generic tests I need to run to make such a measurements (in addition to testing the exact patterns I intend to search)? Thanks.

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  • Data structures libaray in C

    - by Vineel Kumar Reddy
    Hi all I am very much used to .NET and java collection libraries and searching for a similar library in C. I am in need of following A list data structure for storing generic objects. and also a Dictionary data structure for key value pairs. Please let me know if any library exists. Thanks.

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  • How do I determine if a property was overriden?

    - by Benjamin
    Hello I am doing a project that where I need to register all the properties, because of the system being so huge it would require a lot of work to register all the properties that i want to be dependent for the purpose of Xaml. The goal is to find all properties that are on the top of the tree. so basically public class A{ public int Property1 { get; set; } } public class B : A{ public int Property2 { get; set; } public virtual int Property3 { get; set; } } public class C : B{ public override int Property3 { get; set; } public int Property4 { get; set; } public int Property5 { get; set; } } The end result would be something like this A.Prorperty1 B.Property2 B.Property3 C.Property4 C.Property5 If you notice I don't want to accept overridden properties because of the way I search for the properties if I do something like this C.Property3 for example and it cannot find it it will check C's basetype and there it will find it. This is what I have so far. public static void RegisterType( Type type ) { PropertyInfo[] properties = type.GetProperties( BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.GetProperty | BindingFlags.SetProperty ); if ( properties != null && properties.Length > 0 ) { foreach ( PropertyInfo property in properties ) { // if the property is an indexers then we ignore them if ( property.Name == "Item" && property.GetIndexParameters().Length > 0 ) continue; // We don't want Arrays or Generic Property Types if ( (property.PropertyType.IsArray || property.PropertyType.IsGenericType) ) continue; // Register Property } } } What I want are the following: Public properties, that are not overridden, not static, not private Either get and set properties are allowed They are not an array or a generic type They are the top of the tree ie C class in the example is the highest (The property list example is exactly what I am looking for) They are not an indexer property ( this[index] ) Any help will be much appreciated =).

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  • What's the Microsoft Ajax equivalent to jquery.ajaxSetup() or .ajaxError()?

    - by Seth Petry-Johnson
    I have an ASP.NET MVC site that uses both Microsoft Ajax [Ajax.BeginForm()] and jQuery to make asynchronous requests. I want to configure both frameworks such that a generic error handler is automatically attached if the developer does not explicitly specify a failure callback. In jQuery I can accomplish this with either .ajaxSetup() or .ajaxError(). What is the equivalent in the Microsoft Ajax client library? I'm fairly sure it's something in the Sys object but I can't find it...

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  • Converting PDF to PCL5 on Windows?

    - by Hein du Plessis
    In my application, I need to convert PDF docs to PCL5 generic files to send to FTP PCL capable printers. Printing to file would be a last resort, I would prefer a small-footprint command line tool or API that will do the job. I've seen some mention of doing this on Linux using Ghostscript, but I've got no idea how to replicate this on windows. Many thanks

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  • Can multiple wordpress's feed off one database?

    - by ThomasReggi
    I am a template designer and I want to create one wordpress with all generic posts, but I don't want to have to keep logging in and copy & pasteing the same wordpress posts everytime. Can I point multiple WP installs to one database? A harder way would be export a master db and importing it to each install. Before I go crazy and try to hack something together, does anyone have any advise? -Thanks in advance.

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  • Translating from cURL to straight HTTP requests

    - by Joshua
    What would the following cURL command look like as a generic (without cURL) http request? feedUri="https://www.someservice.com/feeds\ ?prettyprint=true" curl $feedUri --silent \ --header "GData-Version: 2" For example how could such an http request be expressed in the browser address bar? Partucluarly, how do I express the --header information if I were to just type out the plain http request?

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  • Quering computed fields in GORM

    - by Tihom
    I am trying to query the following HQL using GORM: MailMessage.executeQuery("toId, count(toId) from (SELECT toId, threadId FROM MailMessage as m WHERE receiveStatus = '$u' GROUP BY threadId, toId) as x group by x.toId") The problem is that count(toId) is a computed field doesn't exist in MailMessage and that I am using a subquery. I get the following error: java.lang.IllegalArgumentException: node to traverse cannot be null! Ideally, I would like to use a generic executeQuery which will return data of anytype. Is there such a thing?

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  • Agile Web Development

    - by sidcom
    Hi all Im looking for some resources and information around agile web development. I have done a search and found a wiki page and lots of other sites around the subject. Most of these sites are orientated around Ruby on Rails. Does anyone know of any sites or resources that cover other platforms and languages like asp.net and php or are even generic. Thanks

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