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  • CheckBox in asp.net mvc

    - by Xulfee
    i have two options One <%= Html.CheckBox("postType", false, new { @id = item.int_PostTypeId.ToString() })%> Second <input type="checkbox" name="postType" value="<%= item.int_PostTypeId.ToString() %> 1st question: what is differenct between these two method of check box declaration. 2nd question: and how can we get value of checked checkbox?

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  • Red Hat - Accept Self-Signed Certificates

    - by user552788
    Hi: Is there a way I can get a Red Hat Linux box to trust a self-signed certificate? e.g. wget https://example.com - gives an error that certificate is untrusted as 'https://example.com' has a self-signed certificate; with wget '--no-check-certificate' can over-ride checking of the certificate. But I would like to get the Red Hat to implicitly trust the self-signed certificate - is there a way to do this? Thanks.

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  • Fluid Design bugs in ie7

    - by Qwibble
    Hey guys, I've created a dummy layout for my latest design, but when I resize the window in ie7 to check that the min-width works, it kicks the content area to below the sidebar, whereas in all other browsers (including ie6) it behaves exactly as it should do. Demo Link Can anyone see what the problem is that's causing this random couple extra pixels that kick it off?

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  • Historical / auditable database

    - by Mark
    Hi all, This question is related to the schema that can be found in one of my other questions here. Basically in my database I store users, locations, sensors amongst other things. All of these things are editable in the system by users, and deletable. However - when an item is edited or deleted I need to store the old data; I need to be able to see what the data was before the change. There are also non-editable items in the database, such as "readings". They are more of a log really. Readings are logged against sensors, because its the reading for a particular sensor. If I generate a report of readings, I need to be able to see what the attributes for a location or sensor was at the time of the reading. Basically I should be able to reconstruct the data for any point in time. Now, I've done this before and got it working well by adding the following columns to each editable table: valid_from valid_to edited_by If valid_to = 9999-12-31 23:59:59 then that's the current record. If valid_to equals valid_from, then the record is deleted. However, I was never happy with the triggers I needed to use to enforce foreign key consistency. I can possibly avoid triggers by using the extension to the "PostgreSQL" database. This provides a column type called "period" which allows you to store a period of time between two dates, and then allows you to do CHECK constraints to prevent overlapping periods. That might be an answer. I am wondering though if there is another way. I've seen people mention using special historical tables, but I don't really like the thought of maintainling 2 tables for almost every 1 table (though it still might be a possibility). Maybe I could cut down my initial implementation to not bother checking the consistency of records that aren't "current" - i.e. only bother to check constraints on records where the valid_to is 9999-12-31 23:59:59. Afterall, the people who use historical tables do not seem to have constraint checks on those tables (for the same reason, you'd need triggers). Does anyone have any thoughts about this? PS - the title also mentions auditable database. In the previous system I mentioned, there is always the edited_by field. This allowed all changes to be tracked so we could always see who changed a record. Not sure how much difference that might make. Thanks.

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  • What is a simple way to get ACID transactions with persistence on the local file system (in Java)?

    - by T.R.
    I'm working on a small (java) project where a website needs to maintain a (preferably comma-separated) list of registered e-mail addresses, nothing else, and be able to check if an address is in the list. I have no control over the hosting or the server's lack of database support. Prevayler seemed a good solution, but the website is a ghost town, with example code missing from just about everywhere it's supposed to be, so I'm a little wary. What other options are recommended for such a task?

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  • EnvDTE Retrieving the data type from a CodeElement

    - by chrischu
    I am using EnvDTE to generate some code in my latest project. I have a reference to a CodeClass-Object for a given C#-Class but now I wanted to loop through all of its members (in codeClass.Members) and check their types. However I can't manage to retrieve the type of the given member from the CodeElement-Object that I get when looping through codeClass.Members. How can I retrieve the type (int, string etc.)? PS: Reflection is not an option for my usecase.

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  • asp.net not deserializing soap response

    - by Tanya
    Hi all, I have been given a wsdl and have used wsdl.exe to create my proxy classes. I am able to call the function to initiate the request with some valid parameters and this returns my response object which is always EMPTY. When i inspect the soap message response using fiddler the soap does have valid data that should be deserialzed to the proxy classes. Can i manually intercept the derserializing call of the proxy classes generated by wsdl and check that .net is correctly derializing the soap response? Thank you

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  • Doctrine DQL execute passing params

    - by Karim web Developer
    I used this DQL in Doctrine $q->update('product') ->set('quantity','?') ->where('id=?'); $q->execute(array(20,5)); I check the server for the query and this the generated sql UPDATE product SET quantity = '20', updated_at = '5' WHERE (id = '2010-04-26 14:34); So I need to know why the arguments aren't in the correct places?

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  • checkbox for Drupal CCK

    - by artmania
    Hi friends, I'm new at Drupal. love it so far :) I'm creating a CCK custom content type. I need to make a amenities list in checkbox format. so I made; File Type: Text Widget Type: checkboxes/radiobuttons and Allowed values list: onsite_dining|Onsite Dining meeting_space|Meeting Space business_center|Business Center and it creates Radio Buttons which only 1 selection :( How can I make it Check Box to give ability to select more than 1? Appreciate helps!

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  • How can I parse raw email source and extract the HTML part?

    - by Matthew Brindley
    In my iPhone app, I'm handed the raw source of an email, in RFC822 (or "eml") format. I'd like the HTML part of this message (if one exists). Rather than attempting to parse it out myself and converting escape chars and so on, I thought I'd check to see if anyone knows of an objective-c library to do this for me. In .NET, I've always used the Mailbee classes for anything email related, but I can't seem to find anything similar for cocoa.

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  • How do I look at checked out files from another view in my Clearcase config spec

    - by ki_
    I wonder how I look at a checked out file from another view. We are using dynamic views and I can see other views checked out files using clearcase version tree so I think it should be possible to specify in a config spec. When I check out a file I can see the following information. cleartool lshistory "20100312.133301" "userid" "/vobs/.../.../File.cpp" "/main///CHECKEDOUT" "checkout version" "checkout".

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  • How does the setup bootstrapper detect if prerequisites are installed?

    - by Marek
    Trying to solve this problem. I would like to learn how the bootstrapper detects if prerequisites (specifically .NET 3.5) are installed. According to this reference, a way to detect if .NET is installed is to check the following registry key: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\NET Framework Setup\NDP\v3.5 Using process monitor, I have inspected registry queries done by the bootstrapper (setup.exe) and it did not show any access to this registry key. Does anybody know how the bootstrapper determines whether the prerequisites are installed on the target system?

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  • How to store user settings(username,password) in a windows application for the current login user

    - by amexn
    Now my team working in a project using windows application(c#). The application have a option for saving the username & password in the client machine for the current login user.so the user can start the application without entering username & password.I didn't have any knowledge in the windows application.Please check the snapshot of my requirement. Please suggest good example/reference.

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  • one page over 9 different urls

    - by Ali Demirtas
    Hi I am using prestashop as the cart for my website. I have a problem; the website used to be in dynamic urls. I enabled friendly url writing. The problem is that one page has more than one url. You can access a same page from the dynamic url and static url. In fact a single page has 9 different urls. This obviously creates problems for seo as search engines penalize my website for this. Here are examples of a page with more than 2 urls (http://www.turkishfootballstore.com/lang-nl/product.php?id_product=515) (http://www.turkishfootballstore.com/fenerbahce/515-fenerbahce-thuisshirt-20092010.html) (http://www.turkishfootballstore.com/lang-nl/fenerbahce/515-fenerbahce-thuisshirt-20092010.html) you can see even the static url's have 2 one with language defined and the other without. out fo the three urls above the correct one is the one at the bottom. What can I do to solve this problem? I have no knowledge of programming. Here is the htaccess for the website. Any sample code or help is really appreciated. There is 550 pages and every page is published in 17 different languages I want to use a 301 auto redirect. What is the simplest way to do it? I have no idea of coding. # URL rewriting module activation RewriteEngine on # URL rewriting rules RewriteRule ^([a-z0-9]+)\-([a-z0-9]+)(\-[_a-zA-Z0-9-]*)/([_a-zA-Z0-9-]*)\.jpg$ /img/p/$1-$2$3.jpg [L,E] RewriteRule ^([0-9]+)\-([0-9]+)/([_a-zA-Z0-9-]*)\.jpg$ /img/p/$1-$2.jpg [L,E] RewriteRule ^([0-9]+)(\-[_a-zA-Z0-9-]*)/([_a-zA-Z0-9-]*)\.jpg$ /img/c/$1$2.jpg [L,E] RewriteRule ^lang-([a-z]{2})/([a-zA-Z0-9-]*)/([0-9]+)\-([a-zA-Z0-9-]*)\.html(.*)$ /product.php?id_product=$3&isolang=$1$5 [L,E] RewriteRule ^lang-([a-z]{2})/([0-9]+)\-([a-zA-Z0-9-]*)\.html(.*)$ /product.php?id_product=$2&isolang=$1$4 [L,E] RewriteRule ^lang-([a-z]{2})/([0-9]+)\-([a-zA-Z0-9-]*)(.*)$ /category.php?id_category=$2&isolang=$1 [QSA,L,E] RewriteRule ^([a-zA-Z0-9-]*)/([0-9]+)\-([a-zA-Z0-9-]*)\.html(.*)$ /product.php?id_product=$2$4 [L,E] RewriteRule ^([0-9]+)\-([a-zA-Z0-9-]*)\.html(.*)$ /product.php?id_product=$1$3 [L,E] RewriteRule ^([0-9]+)\-([a-zA-Z0-9-]*)(.*)$ /category.php?id_category=$1 [QSA,L,E] RewriteRule ^content/([0-9]+)\-([a-zA-Z0-9-]*)(.*)$ /cms.php?id_cms=$1 [QSA,L,E] RewriteRule ^([0-9]+)__([a-zA-Z0-9-]*)(.*)$ /supplier.php?id_supplier=$1$3 [QSA,L,E] RewriteRule ^([0-9]+)_([a-zA-Z0-9-]*)(.*)$ /manufacturer.php?id_manufacturer=$1$3 [QSA,L,E] RewriteRule ^lang-([a-z]{2})/(.*)$ /$2?isolang=$1 [QSA,L,E] # Catch 404 errors ErrorDocument 404 /404.php Options +FollowSymLinks RewriteEngine on RewriteCond %{HTTP_HOST} ^***.com [NC] RewriteRule ^(.*)$ http://www.***.com/$1 [L,R=301] Options +FollowSymLinks RewriteEngine on # index.php to / RewriteCond %{THE_REQUEST} ^[A-Z]{3,9}\ /.*index\.php\ HTTP/ RewriteRule ^(.*)index\.php$ /$1 [R=301,L] Header set Cache-Control: "no-store, no-cache, must-revalidate, pre-check=0, post-check=0, max-age=0"

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  • Difference between null==object and object==null

    - by priyank.mp
    Hi I would like to know diff between the above comparisons? I am getting null pointer exception when I check object.getItems() == null. But if I change it to null == object.getItems(), it workes fine. I did look into this http://stackoverflow.com/questions/2938476/what-is-the-difference-between-null-object-and-objectnull-closed But I didnt get satisfactory answer.

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  • Can I use an NSDecimalNumber anywhere that an NSNumber is expected?

    - by Nick Forge
    NSDecimalNumber is a subclass of NSNumber, and from what I can tell, it implements all of the NSNumber methods as expected for an NSNumber instance. Given that, is it ok to give NSDecimalNumbers to any code that is expecting an NSNumber? The only possible issue might be code that checks that an argument is an instance of NSNumber, but since NSNumber is a class-cluster, code like this would have to check that the instance is a subclass of NSNumber, and NSDecimalNumber instances should pass the same tests.

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  • Conventions for order of parameters in a function

    - by Andy
    In writing functions my brain always spends a few milliseconds to check which order of parameters would be best for a given function. should I write: public Comment AddComment(long userID, string title, string text) Or probably: public Comment AddComment(string title, string text, long userID) Why not: public Comment AddComment(string title, long userID, string text) Do you follow any rules when ordering the parameters for your functions? Which parameter would you place first and which would follow?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • How to properly deal with KVO notifications when an managed object turns into a fault?

    - by dontWatchMyProfile
    From the docs: When Core Data turns an object into a fault, key-value observing (KVO) change notifications (see Key-Value Observing Programming Guide) are sent for the object’s properties. If you are observing properties of an object that is turned into a fault and the fault is subsequently realized, you receive change notifications for properties whose values have not in fact changed. So if an object turns into a fault, Core Data does send KVO notifications for changed properties? So I must always check for isFault == NO before beeing happy about the notification?

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  • CAML query with nonexistent field

    - by Jason Hocker
    We need to have a web service that queries a sharepoint list using CAML, but we do not know what version of the list that we are using. Version introduced a new field we want to use in the query if it is present, but just ignore that otherwise. If I put it in the query on the old version, we get no results. How should I check if the field exists before setting up the query?

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  • How can I call a function at the very end of document.ready

    - by Umair
    I have multiple document.ready functions on a page and I want a function to be called when all my document.ready functions have been executed. I simply want the function to be called at the very end, after all other document.ready functions have executed. An example of this could be that each document.ready function increments a global variable when it has been executed, and the last function needs to check the value of that variable at the very end. Any ideas ?

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