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  • atkbd.c spamming the logs. How to get rid? what is this?

    - by turbo
    On my Vostro 1000 notebook the following messages spam my dmesg: [18678.728936] atkbd.c: Unknown key released (translated set 2, code 0x8d on isa0060/serio0). [18678.728941] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. [18679.831109] atkbd.c: Unknown key pressed (translated set 2, code 0x8d on isa0060/serio0). [18679.831119] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. [18679.841607] atkbd.c: Unknown key released (translated set 2, code 0x8d on isa0060/serio0). [18679.841615] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. [18680.901733] atkbd.c: Unknown key pressed (translated set 2, code 0x8d on isa0060/serio0). [18680.901744] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. [18680.911536] atkbd.c: Unknown key released (translated set 2, code 0x8d on isa0060/serio0). [18680.911546] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. It's most probably not from an actual key because it appears in regular intervals. First what is it? It could be my battery since it's nearly dead, as in loadable to 11 % of the initial capacity, but I have no evidence for that. What is this / how can I find out where this comes from? How can I get rid of it? Is there a 'dud' keycode? When I assign a keycode with sudo setkeycode e00d $(random keycode) the key does actually get pressed. That makes it impossible to enter sudo password for example. So any 'real' keycode is not an option. It hasn't been like that half a year ago. Even better than the dud keycode would be a real fix. It happens from 10.04 to 12.04 (before that I don't know). I did read zcat /usr/share/doc/udev/README.keymap.txt.gz |less as suggested in the Ubuntu Wiki. /lib/udev/findkeyboards && sudo /lib/udev/keymap -i input/event5 produces what appears to be newlines in rapid succession. sudo udevadm monitor doesn't show the event.

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  • Help needed with pyparsing [closed]

    - by Zearin
    Overview So, I’m in the middle of refactoring a project, and I’m separating out a bunch of parsing code. The code I’m concerned with is pyparsing. I have a very poor understanding of pyparsing, even after spending a lot of time reading through the official documentation. I’m having trouble because (1) pyparsing takes a (deliberately) unorthodox approach to parsing, and (2) I’m working on code I didn’t write, with poor comments, and a non-elementary set of existing grammars. (I can’t get in touch with the original author, either.) Failing Test I’m using PyVows to test my code. One of my tests is as follows (I think this is clear even if you’re unfamiliar with PyVows; let me know if it isn’t): def test_multiline_command_ends(self, topic): output = parsed_input('multiline command ends\n\n',topic) expect(output).to_equal( r'''['multiline', 'command ends', '\n', '\n'] - args: command ends - multiline_command: multiline - statement: ['multiline', 'command ends', '\n', '\n'] - args: command ends - multiline_command: multiline - terminator: ['\n', '\n'] - terminator: ['\n', '\n']''') But when I run the test, I get the following in the terminal: Failed Test Results Expected topic("['multiline', 'command ends']\n- args: command ends\n- command: multiline\n- statement: ['multiline', 'command ends']\n - args: command ends\n - command: multiline") to equal "['multiline', 'command ends', '\\n', '\\n']\n- args: command ends\n- multiline_command: multiline\n- statement: ['multiline', 'command ends', '\\n', '\\n']\n - args: command ends\n - multiline_command: multiline\n - terminator: ['\\n', '\\n']\n- terminator: ['\\n', '\\n']" Note: Since the output is to a Terminal, the expected output (the second one) has extra backslashes. This is normal. The test ran without issue before this piece of refactoring began. Expected Behavior The first line of output should match the second, but it doesn’t. Specifically, it’s not including the two newline characters in that first list object. So I’m getting this: "['multiline', 'command ends']\n- args: command ends\n- command: multiline\n- statement: ['multiline', 'command ends']\n - args: command ends\n - command: multiline" When I should be getting this: "['multiline', 'command ends', '\\n', '\\n']\n- args: command ends\n- multiline_command: multiline\n- statement: ['multiline', 'command ends', '\\n', '\\n']\n - args: command ends\n - multiline_command: multiline\n - terminator: ['\\n', '\\n']\n- terminator: ['\\n', '\\n']" Earlier in the code, there is also this statement: pyparsing.ParserElement.setDefaultWhitespaceChars(' \t') …Which I think should prevent exactly this kind of error. But I’m not sure. Even if the problem can’t be identified with certainty, simply narrowing down where the problem is would be a HUGE help. Please let me know how I might take a step or two towards fixing this.

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  • Simplifying C++11 optimal parameter passing when a copy is needed

    - by Mr.C64
    It seems to me that in C++11 lots of attention was made to simplify returning values from functions and methods, i.e.: with move semantics it's possible to simply return heavy-to-copy but cheap-to-move values (while in C++98/03 the general guideline was to use output parameters via non-const references or pointers), e.g.: // C++11 style vector<string> MakeAVeryBigStringList(); // C++98/03 style void MakeAVeryBigStringList(vector<string>& result); On the other side, it seems to me that more work should be done on input parameter passing, in particular when a copy of an input parameter is needed, e.g. in constructors and setters. My understanding is that the best technique in this case is to use templates and std::forward<>, e.g. (following the pattern of this answer on C++11 optimal parameter passing): class Person { std::string m_name; public: template <class T, class = typename std::enable_if < std::is_constructible<std::string, T>::value >::type> explicit Person(T&& name) : m_name(std::forward<T>(name)) { } ... }; A similar code could be written for setters. Frankly, this code seems boilerplate and complex, and doesn't scale up well when there are more parameters (e.g. if a surname attribute is added to the above class). Would it be possible to add a new feature to C++11 to simplify code like this (just like lambdas simplify C++98/03 code with functors in several cases)? I was thinking of a syntax with some special character, like @ (since introducing a &&& in addition to && would be too much typing :) e.g.: class Person { std::string m_name; public: /* Simplified syntax to produce boilerplate code like this: template <class T, class = typename std::enable_if < std::is_constructible<std::string, T>::value >::type> */ explicit Person(std::string@ name) : m_name(name) // implicit std::forward as well { } ... }; This would be very convenient also for more complex cases involving more parameters, e.g. Person(std::string@ name, std::string@ surname) : m_name(name), m_surname(surname) { } Would it be possible to add a simplified convenient syntax like this in C++? What would be the downsides of such a syntax?

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  • Is anyone doing "real" TDD with Visual-C++, and if yes, how do they do it?

    - by Martin
    Test Driven Development implies writing the test before the code and following a certain cycle: Write Test Check Test (run) Write Production Code Check Test (run) Clean up Production Code Check test (run) As far as I'm concerned, this is only possible if your development solution allows you to very quickly switch between the production and test code, and to execute the test for a certain production code part extremely quickly. Now, while there exist lots of Unit Testing Frameworks for C++ (I'm using Bost.Test atm.) it does seem that there doesn't really exist any decent (for native C++) Visual Studio (Plugin) solution that makes the TDD cycle bearable regardless of framework used. "Bearable" means that it's a one-click action to run a test for a certain cpp file without having to manually set up a separate testing project etc. "Bearable" also means that a simple test starts (linking!) and runs very quickly. So, what tools (plugins) and techniques are out there that make the TDD cycle possible for native C++ development with Visual Studio? Note: I'm fine with free or "commercial" tools. Please: No framework recommendations. (Unless the framework has a dedicated Visual Studio plugin and you want to recommend the plugin.) Edit Note: The answers so far have provided links on how to integrate a Unit Testing framework into Visual Studio. The resources more or less describe how to get the UT framework to compile and get your first Tests running. This is not what this question is about. I'm of the opinion that to really work productively, having the Unit Tests in a manually maintained(!), separate vcproj from your production classes will add so much overhead that TDD "isn't possible". As far as I am aware, you do not add extra "projects" to a Java or C# thing to enable Unit Tests and TDD, and for a good reason. This should be possible with C++ given the right tools, but it seems (this question is about) that there are very little tools for TDD/C++/VS. Googling around, I've found one tool, VisualAssert, that seems to aim in the right direction. However, afaiks, it doesn't seem to be in widespread use (compared to CppUnit, Boost.Test etc.). Edit: I would like to add a comment to the context for this question. I think it does a good summary of outlining (part of) the problem: (comment by Billy ONeal) Visual Studio does not use "build scripts" that are reasonably editable by the user. One project produces one binary. Moreover, Java has the property that Java never builds a complete binary -- the binary you build is just a ZIP of the class files. Therefore it's possible to compile separately then JAR together manually (using e.g. 7z). C++ and C# both actually link their binaries, so generally speaking you can't write a script like that. The closest you can get is to compile everything separately and then do two linkings (one for production, one for testing).

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  • NDepend 4.0 Released

    - by Anthony Trudeau
    Last week version 4.0 of NDepend was released.  NDepend is a Visual Studio add-in designed for intense code analysis with the goal of high quality code.  A month ago I wrapped up my evaluation of the previous version of NDepend. The new version contains many minor changes, several bug fixes, and adds about 50 new code rules.  The version also adds support for Visual Studio 11, .NET Framework 4.5, and SilverLight 5.0.  But, the biggest change was the shift from CQL to CQLinq. Introducing CQLinq The latest version replaces the CQL rules language with CQLinq (CQL is still an option although the editor is buried).  As you might guess CQLinq is a flavor of Linq designed specifically for the code rules. The best way to illustrate the differences is with an example.  I used the following CQL example in Part 3 of my review: WARN IF Count > 0 IN SELECT TYPES WHERE IsInterface AND !NameLike “I” This same query looks like this when implemented in CQLinq: warnif count > 0 from t in Types where t.IsInterface == true && !t.NameLike(“I”) select t I like the syntax and it is a natural fit, but I found writing the queries frustrating in the Queries and Rules Edit window.  The Queries and Rules Edit window replaces the CQL Query Edit window.  The new editor has the same style of Intellisense as the previous editor.  However, it has a few annoyances.  The error indicator is a red block.  It has the tendency of obscuring your cursor.  Additionally, writing CQLing queries is like writing plain old Linq queries, so the fact that the editor uses Enter to select from Intellisense instead of Tab is jarring.  These issues can be an obstacle to writing queries quickly.CQLinq makes it possible to write rules that weren't possible before.  Additionally, a JustMyCode domain is now possible making it easy to eliminate generated code from the analysis.Should you Buy? I recommend NDepend overall.  It has some rough points for me that I have detailed in my earlier evaluation (starting here).  But, it’s definitely worth the money.  The bigger question is: should I pay for the upgrade to 4.0?  At this point I’m on the fence, but I would go for it if you need support for Visual Studio 2011, .NET Framework 4.5, or Silverlight 5.0; or if you need one of the many rules that weren't possible before CQLinq. Disclaimer: Patrick Smacchia contacted me about reviewing NDepend. I received a free license in return for sharing my experiences and talking about the capabilities of the add-in on this site. There is no expectation of a positive review elicited from the author of NDepend. Resources: NDepend Release Notes

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  • How to Remove Extensions From, and Force the Trailing Slash at the End of URLs?

    - by Kronbernkzion
    Example of current file structure: example.com/foo.php example.com/bar.html example.com/directory/ example.com/directory/foo.php example.com/directory/bar.html example.com/cgi-bin/directory/foo.cgi I would like to remove HTML, PHP and CGI extensions from, and then force the trailing slash at the end of URLs. So, it could look like this: example.com/foo/ example.com/bar/ example.com/directory/ example.com/directory/foo/ example.com/directory/bar/ example.com/cgi-bin/directory/foo/ I am very frustrated because I've searched for 17 hours straight for solution and visited more than a few hundred pages on various blogs and forums. I'm not joking. So I think I've done my research. Here is the code that sits in my .htaccess file right now: RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME}\.html -f RewriteRule ^(([^/]+/)*[^./]+)/$ $1.html RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_URI} !(\.[a-zA-Z0-9]|/)$ RewriteRule (.*)$ /$1/ [R=301,L] As you can see, this code only removes .html (and I'm not very happy with it because I think it could be done a lot simpler). I can remove the extension from PHP files when I rename them to .html through .htaccess, but that's not what I want. I want to remove it straight. This is the first thing I don't know how to do. The second thing is actually very annoying. My .htaccess file with code above, adds .html/ to every string entered after example.com/directory/foo/. So if I enter example.com/directory/foo/bar (obviously /bar doesn't exist since foo is a file), instead of just displaying message that page is not found, it converts it to example.com/directory/foo/bar.html/, then searches for a file for a few seconds and then displays the not found message. This, of course, is bad behavior. So, once again, I need the code in .htaccess to do the following things: Remove .html extension Remove .php extension Remove .cgi extension Force the trailing slash at the end of URLs Requests should behave correctly (no adding trailing slashes or extensions to strings if file or directory doesn't exist on server) Code should be as simple as possible I would very much appreciate any help. And to first person that gives me the solution, I'll send two $50 iTunes Store gift cards for US store. If this offends anyone, I am truly sorry and I apologize. Thanks in advance.

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  • With AMD style modules in JavaScript is there any benefit to namespaces?

    - by gman
    Coming from C++ originally and seeing lots of Java programmers doing the same we brought namespaces to JavaScript. See Google's closure library as an example where they have a main namespace, goog and under that many more namespaces like goog.async, goog.graphics But now, having learned the AMD style of requiring modules it seems like namespaces are kind of pointless in JavaScript. Not only pointless but even arguably an anti-pattern. What is AMD? It's a way of defining and including modules that removes all direct dependencies. Effectively you do this // some/module.js define([ 'name/of/needed/module', 'name/of/someother/needed/module', ], function( RefToNeededModule, RefToSomeOtherNeededModule) { ...code... return object or function }); This format lets the AMD support code know that this module needs name/of/needed/module.js and name/of/someother/needed/module.js loaded. The AMD code can load all the modules and then, assuming no circular dependencies, call the define function on each module in the correct order, record the object/function returned by the module as it calls them, and then call any other modules' define function with references to those modules. This seems to remove any need for namespaces. In your own code you can call the reference to any other module anything you want. For example if you had 2 string libraries, even if they define similar functions, as long as they follow the AMD pattern you can easily use both in the same module. No need for namespaces to solve that. It also means there's no hard coded dependencies. For example in Google's closure any module could directly reference another module with something like var value = goog.math.someMathFunc(otherValue) and if you're unlucky it will magically work where as with AMD style you'd have to explicitly include the math library otherwise the module wouldn't have a reference to it since there are no globals with AMD. On top of that dependency injection for testing becomes easy. None of the code in the AMD module references things by namespace so there is no hardcoded namespace paths, you can easily mock classes at testing time. Is there any other point to namespaces or is that something that C++ / Java programmers are bringing to JavaScript that arguably doesn't really belong?

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  • Inline template efficiency

    - by Darryl Gove
    I like inline templates, and use them quite extensively. Whenever I write code with them I'm always careful to check the disassembly to see that the resulting output is efficient. Here's a potential cause of inefficiency. Suppose we want to use the mis-named Leading Zero Detect (LZD) instruction on T4 (this instruction does a count of the number of leading zero bits in an integer register - so it should really be called leading zero count). So we put together an inline template called lzd.il looking like: .inline lzd lzd %o0,%o0 .end And we throw together some code that uses it: int lzd(int); int a; int c=0; int main() { for(a=0; a<1000; a++) { c=lzd(c); } return 0; } We compile the code with some amount of optimisation, and look at the resulting code: $ cc -O -xtarget=T4 -S lzd.c lzd.il $ more lzd.s .L77000018: /* 0x001c 11 */ lzd %o0,%o0 /* 0x0020 9 */ ld [%i1],%i3 /* 0x0024 11 */ st %o0,[%i2] /* 0x0028 9 */ add %i3,1,%i0 /* 0x002c */ cmp %i0,999 /* 0x0030 */ ble,pt %icc,.L77000018 /* 0x0034 */ st %i0,[%i1] What is surprising is that we're seeing a number of loads and stores in the code. Everything could be held in registers, so why is this happening? The problem is that the code is only inlined at the code generation stage - when the actual instructions are generated. Earlier compiler phases see a function call. The called functions can do all kinds of nastiness to global variables (like 'a' in this code) so we need to load them from memory after the function call, and store them to memory before the function call. Fortunately we can use a #pragma directive to tell the compiler that the routine lzd() has no side effects - meaning that it does not read or write to memory. The directive to do that is #pragma no_side_effect(<routine name), and it needs to be placed after the declaration of the function. The new code looks like: int lzd(int); #pragma no_side_effect(lzd) int a; int c=0; int main() { for(a=0; a<1000; a++) { c=lzd(c); } return 0; } Now the loop looks much neater: /* 0x0014 10 */ add %i1,1,%i1 ! 11 ! { ! 12 ! c=lzd(c); /* 0x0018 12 */ lzd %o0,%o0 /* 0x001c 10 */ cmp %i1,999 /* 0x0020 */ ble,pt %icc,.L77000018 /* 0x0024 */ nop

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  • Monitoring C++ applications

    - by Scott A
    We're implementing a new centralized monitoring solution (Zenoss). Incorporating servers, networking, and Java programs is straightforward with SNMP and JMX. The question, however, is what are the best practices for monitoring and managing custom C++ applications in large, heterogenous (Solaris x86, RHEL Linux, Windows) environments? Possibilities I see are: Net SNMP Advantages single, central daemon on each server well-known standard easy integration into monitoring solutions we run Net SNMP daemons on our servers already Disadvantages: complex implementation (MIBs, Net SNMP library) new technology to introduce for the C++ developers rsyslog Advantages single, central daemon on each server well-known standard unknown integration into monitoring solutions (I know they can do alerts based on text, but how well would it work for sending telemetry like memory usage, queue depths, thread capacity, etc) simple implementation Disadvantages: possible integration issues somewhat new technology for C++ developers possible porting issues if we switch monitoring vendors probably involves coming up with an ad-hoc communication protocol (or using RFC5424 structured data; I don't know if Zenoss supports that without custom Zenpack coding) Embedded JMX (embed a JVM and use JNI) Advantages consistent management interface for both Java and C++ well-known standard easy integration into monitoring solutions somewhat simple implementation (we already do this today for other purposes) Disadvantages: complexity (JNI, thunking layer between native C++ and Java, basically writing the management code twice) possible stability problems requires a JVM in each process, using considerably more memory JMX is new technology for C++ developers each process has it's own JMX port (we run a lot of processes on each machine) Local JMX daemon, processes connect to it Advantages single, central daemon on each server consistent management interface for both Java and C++ well-known standard easy integration into monitoring solutions Disadvantages: complexity (basically writing the management code twice) need to find or write such a daemon need a protocol between the JMX daemon and the C++ process JMX is new technology for C++ developers CodeMesh JunC++ion Advantages consistent management interface for both Java and C++ well-known standard easy integration into monitoring solutions single, central daemon on each server when run in shared JVM mode somewhat simple implementation (requires code generation) Disadvantages: complexity (code generation, requires a GUI and several rounds of tweaking to produce the proxied code) possible JNI stability problems requires a JVM in each process, using considerably more memory (in embedded mode) Does not support Solaris x86 (deal breaker) Even if it did support Solaris x86, there are possible compiler compatibility issues (we use an odd combination of STLPort and Forte on Solaris each process has it's own JMX port when run in embedded mode (we run a lot of processes on each machine) possibly precludes a shared JMX server for non-C++ processes (?) Is there some reasonably standardized, simple solution I'm missing? Given no other reasonable solutions, which of these solutions is typically used for custom C++ programs? My gut feel is that Net SNMP is how people do this, but I'd like other's input and experience before I make a decision.

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  • C Minishell Command Expansion Printing Gibberish

    - by Optimus_Pwn
    I'm writing a unix minishell in C, and am at the point where I'm adding command expansion. What I mean by this is that I can nest commands in other commands, for example: $> echo hello $(echo world! ... $(echo and stuff)) hello world! ... and stuff I think I have it working mostly, however it isn't marking the end of the expanded string correctly, for example if I do: $> echo a $(echo b $(echo c)) a b c $> echo d $(echo e) d e c See it prints the c, even though I didn't ask it to. Here is my code: msh.c - http://pastebin.com/sd6DZYwB expand.c - http://pastebin.com/uLqvFGPw I have a more code, but there's a lot of it, and these are the parts that I'm having trouble with at the moment. I'll try to tell you the basic way I'm doing this. Main is in msh.c, here it gets a line of input from either the commandline or a shellfile, and then calls processline (char *line, int outFD, int waitFlag), where line is the line we just got, outFD is the file descriptor of the output file, and waitFlag tells us whether or not we should wait if we fork. When we call this from main we do it like this: processline (buffer, 1, 1); In processline, we allocate a new line: char expanded_line[EXPANDEDLEN]; We then call expand, in expand.c: expand(line, expanded_line, EXPANDEDLEN); In expand, we copy the characters literally from line to expanded_line until we find a $(, which then calls: static int expCmdOutput(char *orig, char *new, int *oldl_ind, int *newl_ind) orig is line, and new is expanded line. oldl_ind and newl_ind are the current positions in the line and expanded line, respectively. Then we pipe, and recursively call processline, passing it the nested command(for example, if we had "echo a $(echo b)", we would pass processline "echo b"). This is where I get confused, each time expand is called, is it allocating a new chunk of memory EXPANDEDLEN long? If so, this is bad because I'll run out of stack room really quickly(in the case of a hugely nested commandline input). In expand I insert a null character at the end of the expanded string, so why is it printing past it? If you guys need any more code, or explanations, just ask. Secondly, I put the code in pastebin because there's a ton of it, and in my experience people don't like it when I fill up several pages with code. Thanks.

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  • Sharing on Github

    - by Alan
    Over the past couple weeks I have gotten a lot of help from StackOverflow users on a project, and rather than keep the finished product to myself I wanted to share it unencumbered by licenses, but don't want there to be so much legwork during installation that users shy away from trying it. I am about to post it to Github and choosing public domain licensing. I would like to to be super simple for users to make use of and just FTP it up and go. That being said, do I need to make sure I remove things like the JQuery file, and other GPL / MIT licensed dependencies that I didn't write but that my code depends on? I haven't removed any copyright notices from the other code and all of it open source, it would just be nice if users could download everything at once while of course not trying to represent that I am the license holder of the dependencies. Inside my files are also some snippets, do those have to be externalized with installation instructions or can it be posted as is? Here is an example, my nav.php file is 115 lines long and I have these at the top: <script type="text/javascript" src="./js/ddaccordion.js"> /*********************************************** * Accordion Content script- (c) Dynamic Drive DHTML code library (www.dynamicdrive.com) * Visit http://www.dynamicDrive.com for hundreds of DHTML scripts * This notice must stay intact for legal use ***********************************************/ </script> <link href="css/admin.css" rel="stylesheet"> <script type="text/javascript"> ddaccordion.init({ headerclass: "submenuheader", //Shared CSS class name of headers group contentclass: "submenu", //Shared CSS class name of contents group revealtype: "click", //Reveal content when user clicks or onmouseover the header? Valid value: "click", "clickgo", or "mouseover" mouseoverdelay: 200, //if revealtype="mouseover", set delay in milliseconds before header expands onMouseover collapseprev: false, //Collapse previous content (so only one open at any time)? true/false defaultexpanded: [], //index of content(s) open by default [index1, index2, etc] [] denotes no content onemustopen: false, //Specify whether at least one header should be open always (so never all headers closed) animatedefault: false, //Should contents open by default be animated into view? persiststate: true, //persist state of opened contents within browser session? toggleclass: ["", ""], //Two CSS classes to be applied to the header when it's collapsed and expanded, respectively ["class1", "class2"] togglehtml: ["suffix", "<img src='./images/plus.gif' class='statusicon' />", "<img src='./images/minus.gif' class='statusicon' />"], //Additional HTML added to the header when it's collapsed and expanded, respectively ["position", "html1", "html2"] (see docs) animatespeed: "fast", //speed of animation: integer in milliseconds (ie: 200), or keywords "fast", "normal", or "slow" oninit:function(headers, expandedindices){ //custom code to run when headers have initalized //do nothing }, onopenclose:function(header, index, state, isuseractivated){ //custom code to run whenever a header is opened or closed //do nothing } }) </script>

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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  • Is it reasonable to insist on reproducing every defect before diagnosing and fixing it?

    - by amphibient
    I work for a software product company. We have large enterprise customers who implement our product and we provide support to them. For example, if there is a defect, we provide patches, etc. In other words, It is a fairly typical setup. Recently, a ticket was issued and assigned to me regarding an exception that a customer found in a log file and that has to do with concurrent database access in a clustered implementation of our product. So the specific configuration of this customer may well be critical in the occurrence of this bug. All we got from the customer was their log file. The approach I proposed to my team was to attempt to reproduce the bug in a similar configuration setup as that of the customer and get a comparable log. However, they disagree with my approach saying that I should not need to reproduce the bug (as that is overly time-consuming and will require simulating a server cluster on VMs) and that I should simply "follow the code" to see where the thread- and/or transaction-unsafe code is and put the change working off of a simple local development, which is not a cluster implementation like the environment from which the occurrence of the bug originates. To me, working out of an abstract blueprint (program code) rather than a concrete, tangible, visible manifestation (runtime reproduction) seems like a difficult working environment (for a person of normal cognitive abilities and attention span), so I wanted to ask a general question: Is it reasonable to insist on reproducing every defect and debug it before diagnosing and fixing it? Or: If I am a senior developer, should I be able to read (multithreaded) code and create a mental picture of what it does in all use case scenarios rather than require to run the application, test different use case scenarios hands on, and step through the code line by line? Or am I a poor developer for demanding that kind of work environment? Is debugging for sissies? In my opinion, any fix submitted in response to an incident ticket should be tested in an environment simulated to be as close to the original environment as possible. How else can you know that it will really remedy the issue? It is like releasing a new model of a vehicle without crash testing it with a dummy to demonstrate that the air bags indeed work. Last but not least, if you agree with me: How should I talk with my team to convince them that my approach is reasonable, conservative and more bulletproof?

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  • LoaderLock was detected, and turning off the warning does not help

    - by Scott M.
    I am trying to write an application that takes in sound from the default audio recording device on a computer. When running any code that accesses DirectX from my managed code i get this error: DLL 'C:\Windows\assembly\GAC\Microsoft.DirectX.DirectSound\1.0.2902.0__31bf3856ad364e35\Microsoft.DirectX.DirectSound.dll' is attempting managed execution inside OS Loader lock. Do not attempt to run managed code inside a DllMain or image initialization function since doing so can cause the application to hang. DevicesCollection coll = new DevicesCollection(); and Device d = new Device(DSoundHelper.DefaultCaptureDevice); and Capture c = new Capture(DSoundHelper.DefaultCaptureDevice); all cause the LoaderLock MDA to pop up and tell me there is a problem. I have scoured the internet (stackoverflow included) for solutions to this problem, but most people just say to turn off the warning, which does not work. When I turn off the warning, a generic ApplicationException is thrown, which is even less useful. I have seen the answers to this question as well, which didn't help because he said to remove the code that is causing the error. Others have said "fix your code." My questions are: how can I call any (preferably managed) DirectX code from C# without getting this error?

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  • fresh installation of PGF/TikZ crashes, why?

    - by Vincenzo
    I have a clean CentOS 5.5 machine with tetex installed. Next, I installed PGF/TikZ: wget http://media.texample.net/pgf/builds/pgfCVS2010-06-02_TDS.zip unzip pgfCVS2010-06-02_TDS.zip \cp -r tex /usr/share/texmf texhash I'm trying to compile a simple document and this is what I'm getting: $ latex test.tex This is pdfeTeX, Version 3.141592-1.21a-2.2 (Web2C 7.5.4) entering extended mode (./test.tex LaTeX2e <2003/12/01> .. skipped .. (/usr/share/texmf/tex/latex/pgf/frontendlayer/tikz.sty (/usr/share/texmf/tex/latex/pgf/pgf.sty (/usr/share/texmf/tex/latex/graphics/graphicx.sty (/usr/share/texmf/tex/latex/graphics/graphics.sty (/usr/share/texmf/tex/latex/graphics/trig.sty) (/usr/share/texmf/tex/latex/graphics/graphics.cfg)))) (/usr/share/texmf/tex/latex/pgf/utilities/pgffor.sty (/usr/share/texmf/tex/latex/pgf/utilities/pgfrcs.sty (/usr/share/texmf/tex/generic/pgf/utilities/pgfutil-common.tex) (/usr/share/texmf/tex/generic/pgf/utilities/pgfutil-latex.def) (/usr/share/texmf/tex/generic/pgf/utilities/pgfrcs.code.tex)) (/usr/share/texmf/tex/latex/pgf/utilities/pgfkeys.sty (/usr/share/texmf/tex/generic/pgf/utilities/pgfkeys.code.tex (/usr/share/texmf/tex/generic/pgf/utilities/pgfkeysfiltered.code.tex))) (/usr/share/texmf/tex/generic/pgf/utilities/pgffor.code.tex)) (/usr/share/texmf/tex/generic/pgf/frontendlayer/tikz/tikz.code.tex (/usr/share/texmf/tex/generic/pgf/libraries/pgflibraryplothandlers.code.tex ! Undefined control sequence. \pgfsetplottension ...ttension {\pgf@sys@tonumber \pgf@x } l.104 \pgfsetplottension{0.5} ? I failed to find any clues in the net about this problem. On other servers I don't such a problem. Could anyone help please? Thanks! ps. Btw, I tried another build of PGF/TikZ, the older one, no luck :(

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  • Eclipse Blackberry Preprocessor Not Working?

    - by Jessica
    I've already followed the directions @ http://stackoverflow.com/questions/1383277/using-preprocessor-directives-in-blackberry-jde-plugin-for-eclipse for making sure the blackberry plugin preprocessing hook is (theoretically) enabled. I'm using Eclipse 3.5.1 with Blackberry Plugin 1.1 with BB SDKs 4.7.0 and 4.6.0. I have my preprocessor defines set (and I've tried in both the Project's Blackberry Properties as well as the Workspace Blackberry Build settings), and checked their capitalization and spelling carefully too. I'm fairly confident the actual code to say "this stuff should be preprocessed" is good, because including/excluding preprocessed code seems to work fine on command line builds: //#preprocess --- at beginning of file and then code blocks like this throughout: //#ifndef jde_4_7 /* //#endif //#ifdef jde_4_7 import net.rim.device.api.ui.TouchEvent; //#endif //#ifndef jde_4_7 */ //#endif So what I can't figure out what else could be wrong that would cause Eclipse to not compile in my preprocessed code unless I remove the comments that are supposed to prevent the touch code from building into a build for blackberries that don't support touch. At one point it used to work (and no I haven't updated Eclipse), but sometime in the last couple of weeks it seemed to just stop working. And I'm getting kind of tired of the error-prone process of searching for ifdefs and manually commenting/uncommenting touch code and looking for a better solution while I do testing and initial development requiring testing both touch and non-touch functionality. Any other ideas on what could be wrong or how to fix it?

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  • java.lang.OutOfMemoryError: bitmap size exceeds VM budget ?

    - by UMMA
    friends, i am using following code to display bitmap on screen and having next and previous buttons to change images. and getting out of memory error New Code HttpGet httpRequest = null; try { httpRequest = new HttpGet(mImage_URL[val]); } catch (Exception e) { return 0; } HttpClient httpclient = new DefaultHttpClient(); HttpResponse response = (HttpResponse) httpclient.execute(httpRequest); Bitmap bm; HttpEntity entity = response.getEntity(); BufferedHttpEntity bufHttpEntity = new BufferedHttpEntity(entity); InputStream is = bufHttpEntity.getContent(); try { bm = BitmapFactory.decodeStream(is); }catch(Exception ex) { } is.close(); Old Code URL aURL = new URL(mImage_URL[val]); URLConnection conn = aURL.openConnection(); conn.connect(); InputStream is = null; try { is= conn.getInputStream(); }catch(IOException e) { } BufferedInputStream bis = new BufferedInputStream(is); bm = BitmapFactory.decodeStream(bis); bis.close(); is.close(); img.setImageBitmap(bm); and it was giving me error decoder-decode return false. on images of size bigger than 400kb. so after googling i got new code as answer the old code was not giving me out of memory error on those images but decoder-decode return false, so i choosed new code. any one guide me what is the solution and which is the best approach to display live images?

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  • Parsing concatenated, non-delimited XML messages from TCP-stream using C#

    - by thaller
    I am trying to parse XML messages which are send to my C# application over TCP. Unfortunately, the protocol can not be changed and the XML messages are not delimited and no length prefix is used. Moreover the character encoding is not fixed but each message starts with an XML declaration <?xml>. The question is, how can i read one XML message at a time, using C#. Up to now, I tried to read the data from the TCP stream into a byte array and use it through a MemoryStream. The problem is, the buffer might contain more than one XML messages or the first message may be incomplete. In these cases, I get an exception when trying to parse it with XmlReader.Read or XmlDocument.Load, but unfortunately the XmlException does not really allow me to distinguish the problem (except parsing the localized error string). I tried using XmlReader.Read and count the number of Element and EndElement nodes. That way I know when I am finished reading the first, entire XML message. However, there are several problems. If the buffer does not yet contain the entire message, how can I distinguish the XmlException from an actually invalid, non-well-formed message? In other words, if an exception is thrown before reading the first root EndElement, how can I decide whether to abort the connection with error, or to collect more bytes from the TCP stream? If no exception occurs, the XmlReader is positioned at the start of the root EndElement. Casting the XmlReader to IXmlLineInfo gives me the current LineNumber and LinePosition, however it is not straight forward to get the byte position where the EndElement really ends. In order to do that, I would have to convert the byte array into a string (with the encoding specified in the XML declaration), seek to LineNumber,LinePosition and convert that back to the byte offset. I try to do that with StreamReader.ReadLine, but the stream reader gives no public access to the current byte position. All this seams very inelegant and non robust. I wonder if you have ideas for a better solution. Thank you. EDIT: I looked around and think that the situation is as follows (I might be wrong, corrections are welcome): I found no method so that the XmlReader can continue parsing a second XML message (at least not, if the second message has an XmlDeclaration). XmlTextReader.ResetState could do something similar, but for that I would have to assume the same encoding for all messages. Therefor I could not connect the XmlReader directly to the TcpStream. After closing the XmlReader, the buffer is not positioned at the readers last position. So it is not possible to close the reader and use a new one to continue with the next message. I guess the reason for this is, that the reader could not successfully seek on every possible input stream. When XmlReader throws an exception it can not be determined whether it happened because of an premature EOF or because of a non-wellformed XML. XmlReader.EOF is not set in case of an exception. As workaround I derived my own MemoryBuffer, which returns the very last byte as a single byte. This way I know that the XmlReader was really interested in the last byte and the following exception is likely due to a truncated message (this is kinda sloppy, in that it might not detect every non-wellformed message. However, after appending more bytes to the buffer, sooner or later the error will be detected. I could cast my XmlReader to the IXmlLineInfo interface, which gives access to the LineNumber and the LinePosition of the current node. So after reading the first message I remember these positions and use it to truncate the buffer. Here comes the really sloppy part, because I have to use the character encoding to get the byte position. I am sure you could find test cases for the code below where it breaks (e.g. internal elements with mixed encoding). But up to now it worked for all my tests. The parser class follows here -- may it be useful (I know, its very far from perfect...) class XmlParser { private byte[] buffer = new byte[0]; public int Length { get { return buffer.Length; } } // Append new binary data to the internal data buffer... public XmlParser Append(byte[] buffer2) { if (buffer2 != null && buffer2.Length > 0) { // I know, its not an efficient way to do this. // The EofMemoryStream should handle a List<byte[]> ... byte[] new_buffer = new byte[buffer.Length + buffer2.Length]; buffer.CopyTo(new_buffer, 0); buffer2.CopyTo(new_buffer, buffer.Length); buffer = new_buffer; } return this; } // MemoryStream which returns the last byte of the buffer individually, // so that we know that the buffering XmlReader really locked at the last // byte of the stream. // Moreover there is an EOF marker. private class EofMemoryStream: Stream { public bool EOF { get; private set; } private MemoryStream mem_; public override bool CanSeek { get { return false; } } public override bool CanWrite { get { return false; } } public override bool CanRead { get { return true; } } public override long Length { get { return mem_.Length; } } public override long Position { get { return mem_.Position; } set { throw new NotSupportedException(); } } public override void Flush() { mem_.Flush(); } public override long Seek(long offset, SeekOrigin origin) { throw new NotSupportedException(); } public override void SetLength(long value) { throw new NotSupportedException(); } public override void Write(byte[] buffer, int offset, int count) { throw new NotSupportedException(); } public override int Read(byte[] buffer, int offset, int count) { count = Math.Min(count, Math.Max(1, (int)(Length - Position - 1))); int nread = mem_.Read(buffer, offset, count); if (nread == 0) { EOF = true; } return nread; } public EofMemoryStream(byte[] buffer) { mem_ = new MemoryStream(buffer, false); EOF = false; } protected override void Dispose(bool disposing) { mem_.Dispose(); } } // Parses the first xml message from the stream. // If the first message is not yet complete, it returns null. // If the buffer contains non-wellformed xml, it ~should~ throw an exception. // After reading an xml message, it pops the data from the byte array. public Message deserialize() { if (buffer.Length == 0) { return null; } Message message = null; Encoding encoding = Message.default_encoding; //string xml = encoding.GetString(buffer); using (EofMemoryStream sbuffer = new EofMemoryStream (buffer)) { XmlDocument xmlDocument = null; XmlReaderSettings settings = new XmlReaderSettings(); int LineNumber = -1; int LinePosition = -1; bool truncate_buffer = false; using (XmlReader xmlReader = XmlReader.Create(sbuffer, settings)) { try { // Read to the first node (skipping over some element-types. // Don't use MoveToContent here, because it would skip the // XmlDeclaration too... while (xmlReader.Read() && (xmlReader.NodeType==XmlNodeType.Whitespace || xmlReader.NodeType==XmlNodeType.Comment)) { }; // Check for XML declaration. // If the message has an XmlDeclaration, extract the encoding. switch (xmlReader.NodeType) { case XmlNodeType.XmlDeclaration: while (xmlReader.MoveToNextAttribute()) { if (xmlReader.Name == "encoding") { encoding = Encoding.GetEncoding(xmlReader.Value); } } xmlReader.MoveToContent(); xmlReader.Read(); break; } // Move to the first element. xmlReader.MoveToContent(); // Read the entire document. xmlDocument = new XmlDocument(); xmlDocument.Load(xmlReader.ReadSubtree()); } catch (XmlException e) { // The parsing of the xml failed. If the XmlReader did // not yet look at the last byte, it is assumed that the // XML is invalid and the exception is re-thrown. if (sbuffer.EOF) { return null; } throw e; } { // Try to serialize an internal data structure using XmlSerializer. Type type = null; try { type = Type.GetType("my.namespace." + xmlDocument.DocumentElement.Name); } catch (Exception e) { // No specialized data container for this class found... } if (type == null) { message = new Message(); } else { // TODO: reuse the serializer... System.Xml.Serialization.XmlSerializer ser = new System.Xml.Serialization.XmlSerializer(type); message = (Message)ser.Deserialize(new XmlNodeReader(xmlDocument)); } message.doc = xmlDocument; } // At this point, the first XML message was sucessfully parsed. // Remember the lineposition of the current end element. IXmlLineInfo xmlLineInfo = xmlReader as IXmlLineInfo; if (xmlLineInfo != null && xmlLineInfo.HasLineInfo()) { LineNumber = xmlLineInfo.LineNumber; LinePosition = xmlLineInfo.LinePosition; } // Try to read the rest of the buffer. // If an exception is thrown, another xml message appears. // This way the xml parser could tell us that the message is finished here. // This would be prefered as truncating the buffer using the line info is sloppy. try { while (xmlReader.Read()) { } } catch { // There comes a second message. Needs workaround for trunkating. truncate_buffer = true; } } if (truncate_buffer) { if (LineNumber < 0) { throw new Exception("LineNumber not given. Cannot truncate xml buffer"); } // Convert the buffer to a string using the encoding found before // (or the default encoding). string s = encoding.GetString(buffer); // Seek to the line. int char_index = 0; while (--LineNumber > 0) { // Recognize \r , \n , \r\n as newlines... char_index = s.IndexOfAny(new char[] {'\r', '\n'}, char_index); // char_index should not be -1 because LineNumber>0, otherwise an RangeException is // thrown, which is appropriate. char_index++; if (s[char_index-1]=='\r' && s.Length>char_index && s[char_index]=='\n') { char_index++; } } char_index += LinePosition - 1; var rgx = new System.Text.RegularExpressions.Regex(xmlDocument.DocumentElement.Name + "[ \r\n\t]*\\>"); System.Text.RegularExpressions.Match match = rgx.Match(s, char_index); if (!match.Success || match.Index != char_index) { throw new Exception("could not find EndElement to truncate the xml buffer."); } char_index += match.Value.Length; // Convert the character offset back to the byte offset (for the given encoding). int line1_boffset = encoding.GetByteCount(s.Substring(0, char_index)); // remove the bytes from the buffer. buffer = buffer.Skip(line1_boffset).ToArray(); } else { buffer = new byte[0]; } } return message; } }

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  • Returning a list from a function in Python

    - by Jasper
    Hi, I'm creating a game for my sister, and I want a function to return a list variable, so I can pass it to another variable. The relevant code is as follows: def startNewGame(): while 1: #Introduction: print print """Hello, You will now be guided through the setup process. There are 7 steps to this. You can cancel setup at any time by typing 'cancelSetup' Thankyou""" #Step 1 (Name): print print """Step 1 of 7: Type in a name for your PotatoHead: """ inputPHName = raw_input('|Enter Name:|') if inputPHName == 'cancelSetup': sys.exit() #Step 2 (Gender): print print """Step 2 of 7: Choose the gender of your PotatoHead: input either 'm' or 'f' """ inputPHGender = raw_input('|Enter Gender:|') if inputPHGender == 'cancelSetup': sys.exit() #Step 3 (Colour): print print """Step 3 of 7: Choose the colour your PotatoHead will be: Only Red, Blue, Green and Yellow are currently supported """ inputPHColour = raw_input('|Enter Colour:|') if inputPHColour == 'cancelSetup': sys.exit() #Step 4 (Favourite Thing): print print """Step 4 of 7: Type your PotatoHead's favourite thing: """ inputPHFavThing = raw_input('|Enter Favourite Thing:|') if inputPHFavThing == 'cancelSetup': sys.exit() # Step 5 (First Toy): print print """Step 5 of 7: Choose a first toy for your PotatoHead: """ inputPHFirstToy = raw_input('|Enter First Toy:|') if inputPHFirstToy == 'cancelSetup': sys.exit() #Step 6 (Check stats): while 1: print print """Step 6 of 7: Check the following details to make sure that they are correct: """ print print """Name:\t\t\t""" + inputPHName + """ Gender:\t\t\t""" + inputPHGender + """ Colour:\t\t\t""" + inputPHColour + """ Favourite Thing:\t""" + inputPHFavThing + """ First Toy:\t\t""" + inputPHFirstToy + """ """ print print "Enter 'y' or 'n'" inputMCheckStats = raw_input('|Is this information correct?|') if inputMCheckStats == 'cancelSetup': sys.exit() elif inputMCheckStats == 'y': break elif inputMCheckStats == 'n': print "Re-enter info: ..." print break else: "The value you entered was incorrect, please re-enter your choice" if inputMCheckStats == 'y': break #Step 7 (Define variables for the creation of the PotatoHead): MFCreatePH = [] print print """Step 7 of 7: Your PotatoHead will now be created... Creating variables... """ MFCreatePH = [inputPHName, inputPHGender, inputPHColour, inputPHFavThing, inputPHFirstToy] time.sleep(1) print "inputPHName" print time.sleep(1) print "inputPHFirstToy" print return MFCreatePH print "Your PotatoHead varibles have been successfully created!" Then it is passed to another function that was imported from another module from potatohead import * ... welcomeMessage() MCreatePH = startGame() myPotatoHead = PotatoHead(MCreatePH) the code for the PotatoHead object is in the potatohead.py module which was imported above, and is as follows: class PotatoHead: #Initialise the PotatoHead object: def __init__(self, data): self.data = data #Takes the data from the start new game function - see main.py #Defines the PotatoHead starting attributes: self.name = data[0] self.gender = data[1] self.colour = data[2] self.favouriteThing = data[3] self.firstToy = data[4] self.age = '0.0' self.education = [self.eduScience, self.eduEnglish, self.eduMaths] = '0.0', '0.0', '0.0' self.fitness = '0.0' self.happiness = '10.0' self.health = '10.0' self.hunger = '0.0' self.tiredness = 'Not in this version' self.toys = [] self.toys.append(self.firstToy) self.time = '0' #Sets data lists for saving, loading and general use: self.phData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy) self.phAdvData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy, self.age, self.education, self.fitness, self.happiness, self.health, self.hunger, self.tiredness, self.toys) However, when I run the program this error appears: Traceback (most recent call last): File "/Users/Jasper/Documents/Programming/Potato Head Game/Current/main.py", line 158, in <module> myPotatoHead = PotatoHead(MCreatePH) File "/Users/Jasper/Documents/Programming/Potato Head Game/Current/potatohead.py", line 15, in __init__ self.name = data[0] TypeError: 'NoneType' object is unsubscriptable What am i doing wrong? -----EDIT----- The program finishes as so: Step 7 of 7: Your PotatoHead will now be created... Creating variables... inputPHName inputPHFirstToy Then it goes to the Tracback -----EDIT2----- This is the EXACT code I'm running in its entirety: #+--------------------------------------+# #| main.py |# #| A main module for the Potato Head |# #| Game to pull the other modules |# #| together and control through user |# #| input |# #| Author: |# #| Date Created / Modified: |# #| 3/2/10 | 20/2/10 |# #+--------------------------------------+# Tested: No #Import the required modules: import time import random import sys from potatohead import * from toy import * #Start the Game: def welcomeMessage(): print "----- START NEW GAME -----------------------" print "==Print Welcome Message==" print "loading... \t loading... \t loading..." time.sleep(1) print "loading..." time.sleep(1) print "LOADED..." print; print; print; print """Hello, Welcome to the Potato Head Game. In this game you can create a Potato Head, and look after it, like a Virtual Pet. This game is constantly being updated and expanded. Please look out for updates. """ #Choose whether to start a new game or load a previously saved game: def startGame(): while 1: print "--------------------" print """ Choose an option: New_Game or Load_Game """ startGameInput = raw_input('>>> >') if startGameInput == 'New_Game': startNewGame() break elif startGameInput == 'Load_Game': print "This function is not yet supported" print "Try Again" print else: print "You must have mistyped the command: Type either 'New_Game' or 'Load_Game'" print #Set the new game up: def startNewGame(): while 1: #Introduction: print print """Hello, You will now be guided through the setup process. There are 7 steps to this. You can cancel setup at any time by typing 'cancelSetup' Thankyou""" #Step 1 (Name): print print """Step 1 of 7: Type in a name for your PotatoHead: """ inputPHName = raw_input('|Enter Name:|') if inputPHName == 'cancelSetup': sys.exit() #Step 2 (Gender): print print """Step 2 of 7: Choose the gender of your PotatoHead: input either 'm' or 'f' """ inputPHGender = raw_input('|Enter Gender:|') if inputPHGender == 'cancelSetup': sys.exit() #Step 3 (Colour): print print """Step 3 of 7: Choose the colour your PotatoHead will be: Only Red, Blue, Green and Yellow are currently supported """ inputPHColour = raw_input('|Enter Colour:|') if inputPHColour == 'cancelSetup': sys.exit() #Step 4 (Favourite Thing): print print """Step 4 of 7: Type your PotatoHead's favourite thing: """ inputPHFavThing = raw_input('|Enter Favourite Thing:|') if inputPHFavThing == 'cancelSetup': sys.exit() # Step 5 (First Toy): print print """Step 5 of 7: Choose a first toy for your PotatoHead: """ inputPHFirstToy = raw_input('|Enter First Toy:|') if inputPHFirstToy == 'cancelSetup': sys.exit() #Step 6 (Check stats): while 1: print print """Step 6 of 7: Check the following details to make sure that they are correct: """ print print """Name:\t\t\t""" + inputPHName + """ Gender:\t\t\t""" + inputPHGender + """ Colour:\t\t\t""" + inputPHColour + """ Favourite Thing:\t""" + inputPHFavThing + """ First Toy:\t\t""" + inputPHFirstToy + """ """ print print "Enter 'y' or 'n'" inputMCheckStats = raw_input('|Is this information correct?|') if inputMCheckStats == 'cancelSetup': sys.exit() elif inputMCheckStats == 'y': break elif inputMCheckStats == 'n': print "Re-enter info: ..." print break else: "The value you entered was incorrect, please re-enter your choice" if inputMCheckStats == 'y': break #Step 7 (Define variables for the creation of the PotatoHead): MFCreatePH = [] print print """Step 7 of 7: Your PotatoHead will now be created... Creating variables... """ MFCreatePH = [inputPHName, inputPHGender, inputPHColour, inputPHFavThing, inputPHFirstToy] time.sleep(1) print "inputPHName" print time.sleep(1) print "inputPHFirstToy" print return MFCreatePH print "Your PotatoHead varibles have been successfully created!" #Run Program: welcomeMessage() MCreatePH = startGame() myPotatoHead = PotatoHead(MCreatePH) The potatohead.py module is as follows: #+--------------------------------------+# #| potatohead.py |# #| A module for the Potato Head Game |# #| Author: |# #| Date Created / Modified: |# #| 24/1/10 | 24/1/10 |# #+--------------------------------------+# Tested: Yes (24/1/10) #Create the PotatoHead class: class PotatoHead: #Initialise the PotatoHead object: def __init__(self, data): self.data = data #Takes the data from the start new game function - see main.py #Defines the PotatoHead starting attributes: self.name = data[0] self.gender = data[1] self.colour = data[2] self.favouriteThing = data[3] self.firstToy = data[4] self.age = '0.0' self.education = [self.eduScience, self.eduEnglish, self.eduMaths] = '0.0', '0.0', '0.0' self.fitness = '0.0' self.happiness = '10.0' self.health = '10.0' self.hunger = '0.0' self.tiredness = 'Not in this version' self.toys = [] self.toys.append(self.firstToy) self.time = '0' #Sets data lists for saving, loading and general use: self.phData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy) self.phAdvData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy, self.age, self.education, self.fitness, self.happiness, self.health, self.hunger, self.tiredness, self.toys) #Define the phStats variable, enabling easy display of PotatoHead attributes: def phDefStats(self): self.phStats = """Your Potato Head's Stats are as follows: ---------------------------------------- Name: \t\t""" + self.name + """ Gender: \t\t""" + self.gender + """ Colour: \t\t""" + self.colour + """ Favourite Thing: \t""" + self.favouriteThing + """ First Toy: \t""" + self.firstToy + """ Age: \t\t""" + self.age + """ Education: \t""" + str(float(self.eduScience) + float(self.eduEnglish) + float(self.eduMaths)) + """ -> Science: \t""" + self.eduScience + """ -> English: \t""" + self.eduEnglish + """ -> Maths: \t""" + self.eduMaths + """ Fitness: \t""" + self.fitness + """ Happiness: \t""" + self.happiness + """ Health: \t""" + self.health + """ Hunger: \t""" + self.hunger + """ Tiredness: \t""" + self.tiredness + """ Toys: \t\t""" + str(self.toys) + """ Time: \t\t""" + self.time + """ """ #Change the PotatoHead's favourite thing: def phChangeFavouriteThing(self, newFavouriteThing): self.favouriteThing = newFavouriteThing phChangeFavouriteThingMsg = "Your Potato Head's favourite thing is " + self.favouriteThing + "." #"Feed" the Potato Head i.e. Reduce the 'self.hunger' attribute's value: def phFeed(self): if float(self.hunger) >=3.0: self.hunger = str(float(self.hunger) - 3.0) elif float(self.hunger) < 3.0: self.hunger = '0.0' self.time = str(int(self.time) + 1) #Pass time #"Exercise" the Potato Head if between the ages of 5 and 25: def phExercise(self): if float(self.age) < 5.1 or float(self.age) > 25.1: print "This Potato Head is either too young or too old for this activity!" else: if float(self.fitness) <= 8.0: self.fitness = str(float(self.fitness) + 2.0) elif float(self.fitness) > 8.0: self.fitness = '10.0' self.time = str(int(self.time) + 1) #Pass time #"Teach" the Potato Head: def phTeach(self, subject): if subject == 'Science': if float(self.eduScience) <= 9.0: self.eduScience = str(float(self.eduScience) + 1.0) elif float(self.eduScience) > 9.0 and float(self.eduScience) < 10.0: self.eduScience = '10.0' elif float(self.eduScience) == 10.0: print "Your Potato Head has gained the highest level of qualifications in this subject! It cannot learn any more!" elif subject == 'English': if float(self.eduEnglish) <= 9.0: self.eduEnglish = str(float(self.eduEnglish) + 1.0) elif float(self.eduEnglish) > 9.0 and float(self.eduEnglish) < 10.0: self.eduEnglish = '10.0' elif float(self.eduEnglish) == 10.0: print "Your Potato Head has gained the highest level of qualifications in this subject! It cannot learn any more!" elif subject == 'Maths': if float(self.eduMaths) <= 9.0: self.eduMaths = str(float(self.eduMaths) + 1.0) elif float(self.eduMaths) > 9.0 and float(self.eduMaths) < 10.0: self.eduMaths = '10.0' elif float(self.eduMaths) == 10.0: print "Your Potato Head has gained the highest level of qualifications in this subject! It cannot learn any more!" else: print "That subject is not an option..." print "Please choose either Science, English or Maths" self.time = str(int(self.time) + 1) #Pass time #Increase Health: def phGoToDoctor(self): self.health = '10.0' self.time = str(int(self.time) + 1) #Pass time #Sleep: Age, change stats: #(Time Passes) def phSleep(self): self.time = '0' #Resets time for next 'day' (can do more things next day) #Increase hunger: if float(self.hunger) <= 5.0: self.hunger = str(float(self.hunger) + 5.0) elif float(self.hunger) > 5.0: self.hunger = '10.0' #Lower Fitness: if float(self.fitness) >= 0.5: self.fitness = str(float(self.fitness) - 0.5) elif float(self.fitness) < 0.5: self.fitness = '0.0' #Lower Health: if float(self.health) >= 0.5: self.health = str(float(self.health) - 0.5) elif float(self.health) < 0.5: self.health = '0.0' #Lower Happiness: if float(self.happiness) >= 2.0: self.happiness = str(float(self.happiness) - 2.0) elif float(self.happiness) < 2.0: self.happiness = '0.0' #Increase the Potato Head's age: self.age = str(float(self.age) + 0.1) The game is still under development - There may be parts of modules that aren't complete, but I don't think they're causing the problem

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  • drupal using node.save with XMLRPC call to another site. "Access Denied" message

    - by EricP
    I have a piece of code on 1 drupal site to create a node another drupal site in a multi-site setup. It looks like I'm getting the sessionid and logging in just fine, but when trying to create a "page" node, I get "Access denied". Under Services - Settings I have "Key Authentication", "Use keys" is unchecked, and "Use sessid" is checked. Below is my code: <p>Test Page 1</p> <? $url = 'http://drupal2.dev/xmlrpc.php'; ?> <? $conn = xmlrpc($url, 'system.connect'); print_r($conn); ?> <p>--</p> <? $login = xmlrpc($url, 'user.login', $conn['sessid'], 'superuser_name', 'superuser_password'); print_r($login); ?> <p>--</p> <? $data=array('type'=>'page', 'title'=>'Test', 'body'=>'test'); $data_s=serialize($data); $result = xmlrpc($url, 'node.save', $login['sessid'], $data_s); echo $result; //echo $data_s; ?> <? if($error = xmlrpc_error()){ if($error->code > 0){ $error->message = t('Outgoing HTTP request failed because the socket could not be opened.'); } drupal_set_message(t('Operation failed because the remote site gave an error: %message (@code).', array( '%message' => $error->message, '@code' => $error->code ) ) ); } ?> thanks for the help.

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  • Generating scala AST for recursive method.

    - by scout
    I am generating the scala AST using the following code: val setting = new Settings(error) val reporter = new ConsoleReporter(setting, in, out) { override def displayPrompt = () } val compiler = new Global(setting, reporter) with ASTExtractor{ override def onlyPresentation = true } //setting.PhasesSetting("parser", "parserPhase") val run = new compiler.Run val sourceFiles:List[String] = List("Test.scala") run.compile(sourceFiles.toList) I guess this is the standard code used to run the compiler in the code and generate the AST to work with. The above code worked fine for any valid scala code in Test.scala till now. When I use a recursive function in Test.scala, like def xMethod(x:Int):Int = if(x == 0) -1 else xMethod(x-1) It gives me a java.lang.NullPointerException. The top few lines of the stack trace look like this at scala.tools.nsc.typechecker.Typers$Typer.checkNoDoubleDefsAndAddSynthetics$1(Typers.scala:2170) at scala.tools.nsc.typechecker.Typers$Typer.typedStats(Typers.scala:2196) at scala.tools.nsc.typechecker.Typers$Typer.typedBlock(Typers.scala:1951) at scala.tools.nsc.typechecker.Typers$Typer.typed1(Typers.scala:3815) at scala.tools.nsc.typechecker.Typers$Typer.typed(Typers.scala:4124) at scala.tools.nsc.typechecker.Typers$Typer.typed(Typers.scala:4177) at scala.tools.nsc.transform.TailCalls$TailCallElimination.transform(TailCalls.scala:199) The code works fine for a method like def aMethod(c:Int):Int = { bMethod(c) } def bMethod(x:Int):Int = aMethod(x) Please let me know if recursive functions need any other setting.

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  • Get variables in c# from ajax call

    - by fzshah76
    I've got an Ajax call for log in here is the code: //if MOUSE class is clicked $('.mouse').click(function () { //get the form to submit and return a message //how to call the function var name = $('#name').val(); var pwd2 = $('#pwd2').val(); $.ajax({ type:"POST", url: "http://localhost:51870/code/Login.aspx", data: "{ 'name':'" + $('#name').val() + "', 'pwd':'" + $('#pwd2').val() + "' }", contentType: "application/json; charset=utf-8", dataType: "json", context: document.body, success: function () { //$(this).addClass("done"); $(this).hide(); $('.mouse, .window').hide(); } }); }); the problem is I can't seem to catch name and pwd variables in Login page's preinit event or page load event here is the code in c#: protected void Page_PreInit(object sender, EventArgs e) { //taking javascript argument in preinit event //from here I'll have to build the page for specific lookbook var name = Request.QueryString["name"]; var pwd = Request.QueryString["pwd"]; } protected void Page_Load(object sender, EventArgs e) { var name = Request.QueryString["name"]; var pwd = Request.QueryString["pwd"]; SignIn(name); } I can't seem to get username name and password in c# side, help is appreciated. Here is my final javascript code c# code remains the same: <script type="text/javascript"> $(document).ready(function () { //if MOUSE class is clicked $('.mouse').click(function () { var name = $('#name').val(); var pwd = $('#pwd').val(); $.ajax({ url: "http://localhost:51870/code/Login.aspx?name="+ name +"&pwd="+pwd, context: document.body, success: function () { //$(this).addClass("done"); $(this).hide(); $('.mouse, .window').hide(); } }); }); }); </script> Thanks Zachary

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  • Usage of ||, OR in PHP

    - by shin
    I have the following code which redirect pages depends on $path. ... $path = $this->uri->segment(3); $pathid = $this->uri->segment(4); if($path=='forsiden'){ redirect('','refresh'); }elseif($path =='contact'){ redirect('welcome/kontakt','refresh'); }elseif($path =='illustration'){ $this->_gallery($path,$pathid); }elseif($path =='webdesign'){ redirect('welcome/webdesign','refresh'); }elseif($path==('web_tjenester' || 'webdesigndetails' || 'vismahjemmeside' || 'joomla' || 'vismanettbutikk' || 'vpasp' || 'artportfolio')){ ... CODE A ... }else{ ... CODE B ... } I am not getting right results with $path==('web_tjenester' || 'webdesigndetails' || 'vismahjemmeside' || 'joomla' || 'vismanettbutikk' || 'vpasp' || 'artportfolio') contact, illustration, gallery and webdesign are redirected and working alright. However all other pages are added CODE A. I am expecting CODE A only when $path is web_tjenester', 'webdesigndetails', 'vismahjemmeside', 'joomla', 'vismanettbutikk', 'vpasp' or 'artportfolio'. Could anyone point out my mistake and correct me please? Thanks in advance. --UPDATE-- The following works, but is there any ways shorten the code? I am repeating ($path==..). elseif(($path=='web_tjenester') || ($path=='webdesigndetails') || ($path=='vismahjemmeside') || ($path=='joomla') || ($path=='vismanettbutikk') || ($path=='vpasp') || ($path=='artportfolio')){

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  • Link List Problem,

    - by david
    OK i have a problem with a Link List program i'm trying to Do, the link List is working fine. Here is my code #include <iostream> using namespace std; struct record { string word; struct record * link; }; typedef struct record node; node * insert_Node( node * head, node * previous, string key ); node * search( node *head, string key, int *found); void displayList(node *head); node * delete_node( node *head, node * previous, string key); int main() { node * previous, * head = NULL; int found = 0; string node1Data,newNodeData, nextData,lastData; //set up first node cout <<"Depature"<<endl; cin >>node1Data; previous = search( head, node1Data, &found); cout <<"Previous" <<previous<<endl; head = insert_Node(head, previous, node1Data); cout <<"Depature inserted"<<endl; //insert node between first node and head cout <<"Destination"<<endl; cin >>newNodeData; previous = search( head, newNodeData, &found); cout <<"Previous" <<previous<<endl; head = insert_Node(head, previous, newNodeData); cout <<"Destinationinserted"<<endl; //insert node between second node and head cout <<"Cost"<<endl; cin >>newNodeData; previous = search( head, newNodeData, &found); cout <<"Previous" <<previous<<endl; head = insert_Node(head, previous, newNodeData); cout <<"Cost inserted"<<endl; cout <<"Number of Seats Required"<<endl; //place node between new node and first node cin >>nextData; previous = search( head, nextData, &found); cout <<"Previous" <<previous<<endl; head = insert_Node(head, previous, nextData); cout <<"Number of Seats Required inserted"<<endl; //insert node between first node and head cout <<"Name"<<endl; cin >>newNodeData; previous = search( head, newNodeData, &found); cout <<"Previous" <<previous<<endl; head = insert_Node(head, previous, newNodeData); cout <<"Name inserted"<<endl; //insert node between node and head cout <<"Address "<<endl; cin >>newNodeData; previous = search( head, newNodeData, &found); cout <<"Previous" <<previous<<endl; head = insert_Node(head, previous, newNodeData); cout <<"Address inserted"<<endl; //place node as very last node cin >>lastData; previous = search( head, lastData, &found); cout <<"Previous" <<previous<<endl; head = insert_Node(head, previous, lastData); cout <<"C"<<endl; displayList(head); char Ans = 'y'; //Delete nodes do { cout <<"Enter Keyword to be delete"<<endl; cin >>nextData; previous = search( head, nextData, &found); if (found == 1) head = delete_node( head, previous,nextData); displayList(head); cout <<"Do you want to Delete more y /n "<<endl; cin >> Ans; } while( Ans =='y'); int choice, i=0, counter=0; int fclass[10]; int coach[10]; printf("Welcome to the booking program"); printf("\n-----------------"); do{ printf("\n Please pick one of the following option:"); printf("\n 1) Reserve a first class seat on Flight 101."); printf("\n 2) Reserve a coach seat on Flight 101."); printf("\n 3) Quit "); printf("\n ---------------------------------------------------------------------"); printf("\nYour choice?"); scanf("%d",&choice); switch(choice) { case 1: i++; if (i <10){ printf("Here is your seat: %d " , fclass[i]); } else if (i = 10) { printf("Sorry there is no more seats on First Class. Please wait for the next flight"); } break; case 2: if (i <10){ printf("Here is your Seat Coach: %d " , coach[i]); } else if ( i = 10) { printf("Sorry their is no more Seats on Coach. Please wait for the next flight"); } break; case 3: printf("Thank you and goodbye\n"); //exit(0); } } while (choice != 3); } /******************************************************* search function to return previous position of node ******************************************************/ node * search( node *head, string key, int *found) { node * previous, * current; current = head; previous = current; *found = 0;//not found //if (current->word < key) move through links until the next link //matches or current_word > key while( current !=NULL) { //compare exactly if (key ==current->word ) { *found = 1; break; } //if key is less than word else if ( key < current->word ) break; else { //previous stays one link behind current previous = current; current = previous -> link; } } return previous; } /******************************************************** display function as used with createList ******************************************************/ void displayList(node *head) { node * current; //current now contains the address held of the 1st node similar //to head current = head; cout << "\n\n"; if( current ==NULL) cout << "Empty List\n\n"; else { /*Keep going displaying the contents of the list and set current to the address of the next node. When set to null, there are no more nodes */ while(current !=NULL) { cout << current->word<<endl; current = current ->link; } } } /************************************************************ insert node used to position node (i) empty list head = NULL (ii) to position node before the first node key < head->word (iii) every other position including the end of the list This is done using the following steps (a) Pass in all the details to create the node either details or a whole record (b) Pass the details over to fill the node (C) Use the if statement to add the node to the list **********************************************************/ node * insert_Node( node * head, node * previous, string key ) { node * new_node, * temp; new_node = new node; //create the node new_node ->word = key; new_node -> link = NULL; if (head == NULL || key < head->word ) //empty list { //give address of head to temp temp = head; //head now points to the new_node head = new_node; //new_node now points to what head was pointing at new_node -> link = temp; } else { //pass address held in link to temp temp = previous-> link; //put address of new node to link of previous previous -> link = new_node; //pass address of temp to link of new node new_node -> link = temp; } return head; } node * delete_node( node *head, node * previous, string key) { /* this function will delete a node but will not return its contents */ node * temp; if(key == head->word) //delete node at head of list { temp = head; //point head at the next node head = head -> link; } else { //holds the address of the node after the one // to be deleted temp = previous-> link; /*assign the previous to the address of the present node to be deleted which holds the address of the next node */ previous-> link = previous-> link-> link; } delete temp; return head; }//end delete The problem i have is when i Enter in the Number 2 in the Node(Seats) i like to get a Counter Taken 2 off of 50, some thing like what i have here enter code here int choice, i=0, counter=0; int fclass[10]; int coach[10]; printf("Welcome to the booking program"); printf("\n-----------------"); do{ printf("\n Please pick one of the following option:"); printf("\n 1) Reserve a first class seat on Flight 101."); printf("\n 2) Reserve a coach seat on Flight 101."); printf("\n 3) Quit "); printf("\n ---------------------------------------------------------------------"); printf("\nYour choice?"); scanf("%d",&choice); switch(choice) { case 1: i++; if (i <10){ printf("Here is your seat: %d " , fclass[i]); } else if (i = 10) { printf("Sorry there is no more seats on First Class. Please wait for the next flight"); } break; case 2: if (i <10){ printf("Here is your Seat Coach: %d " , coach[i]); } else if ( i = 10) { printf("Sorry their is no more Seats on Coach. Please wait for the next flight"); } break; case 3: printf("Thank you and goodbye\n"); //exit(0); } } while (choice != 3); How can i get what the User enters into number of Seats into this function

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