What does the word "literal" mean when used in context such as literal strings and literal values? what is the difference between a literal value and value?
I really want to learn how to program. A friend suggested I buy vs 2005 or a newer version if I'm serious about it. Is there a cheaper route? I would like to start with c#.
I am trying to run a function from a PHP script in the form action.
My code:
<?php
require_once ( 'username.php' );
echo '
<form name="form1" method="post" action="username()">
<p>
<label>
<input type="text" name="textfield" id="textfield">
</label>
</p>
<p>
<label>
<input type="submit" name="button" id="button" value="Submit">
</label>
</p>
</form>';
?>
I echo the form but I want the function "username" which is called from username.php to be executed. how can I do this in a simliar way to the above?
I need my program to create and edit a config file, which would contain information about set of objects, and than read it at every execution. Is there some sort of guideline for config style that i can use?
New guy here. I asked a while back about a sprite recolouring program that I was having difficulty with and got some great responses. Basically, I tried to write a program that would recolour pixels of all the pictures in a given folder from one given colour to another.
I believe I have it down, but, now the program is telling me that I have an invalid value specified for the red component of my colour. (ValueError: Invalid red value specified.), even though it's only being changed from 64 to 56. Any help on the matter would be appreciated!
(Here's the code, in case I messed up somewhere else; It's in Python):
import os
import media
import sys
def recolour(old, new, folder):
old_list = old.split(' ')
new_list = new.split(' ')
folder_location = os.path.join('C:\', 'Users', 'Owner', 'Spriting', folder)
for filename in os.listdir (folder):
current_file = media.load_picture(folder_location + '\\' + filename)
for pix in current_file:
if (media.get_red(pix) == int(old_list[0])) and \
(media.get_green(pix) == int(old_list[1])) and \
(media.get_blue(pix) == int(old_list[2])):
media.set_red(pix, new_list[0])
media.set_green(pix, new_list[1])
media.set_blue(pix, new_list[2])
media.save(pic)
if name == 'main':
while 1:
old = str(raw_input('Please insert the original RGB component, separated by a single space: '))
if old == 'quit':
sys.exit(0)
new = str(raw_input('Please insert the new RGB component, separated by a single space: '))
if new == 'quit':
sys.exit(0)
folder = str(raw_input('Please insert the name of the folder you wish to modify: '))
if folder == 'quit':
sys.exit(0)
else:
recolour(old, new, folder)
I'm coming from an XHTML/CSS background. I don't know much about JavaScript. Would you recommend learning JavaScript before learning a server programming language?
I have the follwing C function. How should I wrap it so it can be called from a Lua script?
typedef struct tagT{
int a ;
int b ;
} type_t;
int lib_a_f_4(type_t *t)
{
return t->a * t->b ;
}
I know how to wrapr it if the function parameter type were int or char *. Should I use table type for a C structure?
EDIT: I am using SWIG for the wraping , according to this doc, It seems that I should automatically have this funtion new_type_t(2,3) , but it is not the case.
If you wrap a C structure, it is also
mapped to a Lua userdata. By adding a
metatable to the userdata, this
provides a very natural interface. For
example,
struct Point{ int x,y; };
is used as follows:
p=example.new_Point()
p.x=3
p.y=5
print(p.x,p.y) 3 5
Similar access is provided for unions
and the data members of C++ classes. C
structures are created using a
function new_Point(), but for C++
classes are created using just the
name Point().
Hi stackoverflow,
I apologize in advance for the possible stupidity of this question. However, the following has been the source of some confusion for me and I know the people here will be able to handily clear up the confusion for me. Basically, I would like to finally understand the relationship between any and all of the following terms. Some of the terms I do actually understand pretty well, but some of them are similar in my mind and I would like to once and for all to see their relationships/distinctions laid out all at once. They are:
compiler
interpreter
bytecode
machine code
assembler
assembly language
binary
object code
executable
Ideally, an answer would use examples from Java and C++ and other well-known programming languages that a young-ish student like me would be familiar with. Also, if you want to throw in any other useful terms that would be fine too :)
i am reading a csv file and i want to store this in datastore, but i am getting string from file for datetime field.
i want to type cast it to datetime
also same for date and time separately
error::BadValueError: Property HB_Create_Ship_Date must be a datetime
A friend of mine is interested in learning how to program computers, but she knows nothing about programming. I suggested that Python might be a good language to start with, but after some googling, I couldn't find any tutorials that covered both programming and Python in an adequate way.
I don't want her to go through the tiresome "learn algorithms in pseudocode first" routine. Instead, I'd like a tutorial that will explain the basic ideas while working towards a real goal, e.g. a very simple console game.
Does anyone know of any such tutorials? Do you think that I'm mistaken in how I'm handling this? Is Python a bad choice? I know that something like C, C++ or Java won't work - too many details will be very counterproductive. On the other hand, I think that Lisp might be too mathematical and abstract. Python, on the other hand, will let her even do something like coding primitive graphical games in a short period of time.
Hi all,
I'm using Jquery's toggle event to do some stuff when a user clicks a checkbox, like this:
$('input#myId').toggle(
function(){
//do stuff
},
function(){
//do other stuff
}
);
The problem is that the checkbox isn't being ticked when I click on the checkbox. (All the stuff I've put into the toggle event is working properly.)
I've tried the following:
$('input#myId').attr('checked', 'checked');
and
$(this).attr('checked', 'checked');
and even simply
return true;
But nothing is working. Can anyone tell me where I'm going wrong?
Edit - thanks to all who replied. Dreas' answer very nearly worked for me, except for the part that checked the attribute. This works perfectly (although it's a bit hacky)
$('input#myInput').change(function ()
{
if(!$(this).hasClass("checked"))
{
//do stuff if the checkbox isn't checked
$(this).addClass("checked");
return;
}
//do stuff if the checkbox isn't checked
$(this).removeClass('checked');
});
Thanks again to all who replied.
I've made a page that uses jQuery to allow you to place <div>s on the page based on your mouse coordinates when you click.
The page
And here's the javascript:
$('document').ready(function() {
$("#canvas").click(function(e){
var x = e.pageX - this.offsetLeft;
var y = e.pageY - this.offsetTop;
$(document.createElement('div')).css({'left':x + 'px', 'top':y + 'px'}).addClass('tile').appendTo('#canvas');
});
});
I've found that if you mousedown in the div#canvas and mouseup with your pointer over a placed <div> (or vice versa) then a new <div> doesn't get placed. Why is this?
Reading the changes in Python 3.1, I found something... unexpected:
The sys.version_info tuple is now a named tuple:
I never heard about named tuples before, and I thought elements could either be indexed by numbers (like in tuples and lists) or by keys (like in dicts). I never expected they could be indexed both ways.
Thus, my questions are:
What are named tuples?
How to use them?
Why/when should I use named tuples instead of normal tuples?
Why/when should I use normal tuples instead of named tuples?
Is there any kind of "named list" (a mutable version of the named tuple)?
I am adapting the Coverflow technique to work with a div. The coverflow function (included as a js file in the head section) is here. When I dynamically add a DIV, it doesn't show up in the coverflow. I am wondering if there is a way to add a destroy function to this js file so that whenever a new div add is added, I can call the destroy method and then reinstantiate. Any suggestions on how I should go about doing this?
I am trying to write a .sh file that runs many programs simultaneously
I tried this
prog1
prog2
But that runs prog1 then waits until prog1 ends and then starts prog2...
So how can I run them in parallel?
Thanks
I'm attempting to create an NSArray with a grouping of string literals, however I get the compile error "Initializer element is not constant".
NSArray *currencies = [NSArray arrayWithObjects:@"Dollar", @"Euro", @"Pound", nil];
Could someone point out what I'm doing wrong, and possibly explain the error message?
I'm working through a book on Ruby, and the author used a slightly different form for writing a class initialization definition than he has in previous sections of the book. It looks like this:
class Ticket
attr_accessor :venue, :date
def initialize(venue, date)
self.venue = venue
self.date = date
end
end
In previous sections of the book, it would've been defined like this:
class Ticket
attr_accessor :venue, :date
def initialize(venue, date)
@venue = venue
@date = date
end
end
Is there any functional difference between using the setter method, as in the first example, vs. using the instance variable as in the second? They both seem to work. Even mixing them up works:
class Ticket
attr_accessor :venue, :date
def initialize(venue, date)
@venue = venue
self.date = date
end
end
Hey I'm wondering how i can get this code to work, basically i want to keep the lines of $filename as long as they contain the $user in the path. Sry, perl noob.
open STDERR, ">/dev/null";
$filename=`find -H /home | grep $file`;
@filenames = split(/\n/, $filename);
for $i (@filenames) {
if ($i =~ m/$user/) {
#keep results
} else {
delete $i; # does not work.
}
}
$filename = join ("\n", @filenames);
close STDERR;
I know you can delete like delete $array[index] but I don't have an index with this kind of loop that I know of.
Say i have these classes
ViewA and ViewB
In objective C using the delegate pattern I could do
@protocol ViewBDelegate{
- (void) doSomething();
}
then in ViewB interface:
id<ViewBDelegate> delegate;
then in ViewA implementation i set the delegate:
viewB.delegate = self;
and now I can call in doSomething from viewB onto any that unknown type delegate.
[delegate doSomething];
"C++ How to Program" has been the worse read an can't find simple examples that demonstrates basic design patterns.
What i'm looking for in C++ is:
events ActionScript and java
either delegates or notifications in Objective C
anything that allows class A, Class B and Class C to know that ClassX
didSomething()!!!
thanks
Hey I'm used to developing in C and I would like to use C++ in a project. Can anyone give me an example of how I would translate this C-style code into C++ code. I know it should compile in a c++ complier but I'm talking using c++ techniques(I.e. classes, RAII)
typedef struct Solution Solution;
struct Solution {
double x[30];
int itt_found;
double value;
};
Solution *NewSolution() {
Solution *S = (Solution *)malloc(sizeof(Solution));
for (int i=0;<=30;i++) {
S-x[i] = 0;
}
S-itt_found = -1;
return S;
}
void FreeSolution(Solution *S) {
if (S != NULL) free(S);
}
int main() {
Solution *S = NewSolution();
S-value = eval(S-x);// evals is another function that returns a double
S-itt_found = 0;
FreeSolution(S);
return EXIT_SUCCESS;
}
Ideally I would like to be able to so something like this in main, but I'm not sure exactly how to create the class, i've read a lot of stuff but incorporating it all together correctly seems a little hard atm.
Solution S(30);//constructor that takes as an argument the size of the double array
S.eval();//a method that would run eval on S.x[] and store result in S.value
cout << S.value << endl;
Ask if you need more info, thanks.