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  • Getting RSSIValue from IOBluetoothHostController

    - by Tanner Ezell
    I'm trying to write a simple application that gathers the RSSIValue and displays it via NSLog, my code is as follows: #import <Foundation/Foundation.h> #import <Cocoa/Cocoa.h> #import <IOBluetooth/objc/IOBluetoothDeviceInquiry.h> #import <IOBluetooth/objc/IOBluetoothDevice.h> #import <IOBluetooth/objc/IOBluetoothHostController.h> #import <IOBluetooth/IOBluetoothUtilities.h> @interface getRSSI: NSObject {} -(void) readRSSIForDeviceComplete:(id)controller device:(IOBluetoothDevice*)device info:(BluetoothHCIRSSIInfo*)info error:(IOReturn)error; @end @implementation getRSSI - (void) readRSSIForDeviceComplete:(id)controller device:(IOBluetoothDevice*)device info:(BluetoothHCIRSSIInfo*)info error:(IOReturn)error { if (error != kIOReturnSuccess) { NSLog(@"readRSSIForDeviceComplete return error"); CFRunLoopStop(CFRunLoopGetCurrent()); } if (info->handle == kBluetoothConnectionHandleNone) { NSLog(@"readRSSIForDeviceComplete no handle"); CFRunLoopStop(CFRunLoopGetCurrent()); } NSLog(@"RSSI = %i dBm ", info->RSSIValue); [NSThread sleepUntilDate: [NSDate dateWithTimeIntervalSinceNow: 5]]; [device closeConnection]; [device openConnection]; [controller readRSSIForDevice:device]; } @end int main (int argc, const char * argv[]) { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSLog(@"start"); IOBluetoothHostController *hci = [IOBluetoothHostController defaultController]; NSString *addrStr = @"xx:xx:xx:xx:xx:xx"; BluetoothDeviceAddress addr; IOBluetoothNSStringToDeviceAddress(addrStr, &addr); IOBluetoothDevice *device = [[IOBluetoothDevice alloc] init]; device = [IOBluetoothDevice withAddress:&addr]; [device retain]; [device openConnection]; getRSSI *rssi = [[getRSSI alloc] init]; [hci setDelegate:rssi]; [hci readRSSIForDevice:device]; CFRunLoopRun(); [hci release]; [rssi release]; [pool release]; return 0; } The problem I am facing is that the readRSSIForDeviceComplete seems to work just fine, info passes along a value. The problem is that the RSSI value is drastically different from the one I can view from OS X via option clicking the bluetooth icon at the top. It is typical for my application to print off 1,2,-1,-8,etc while the menu displays -64 dBm, -66, -70, -42, etc. I would really appreciate some guidance.

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  • RenderTargetBitmap + Resource'd VisualBrush = incomplete image

    - by Will
    I've found a new twist on the "Visual to RenderTargetBitmap" question! I'm rendering previews of WPF stuff for a designer. That means I need to take a WPF visual and render it to a bitmap without that visual ever being displayed. Got a nice little method to do it like to see it here it goes private static BitmapSource CreateBitmapSource(FrameworkElement visual) { Border b = new Border { Width = visual.Width, Height = visual.Height }; b.BorderBrush = Brushes.Black; b.BorderThickness = new Thickness(1); b.Background = Brushes.White; b.Child = visual; b.Measure(new Size(b.Width, b.Height)); b.Arrange(new Rect(b.DesiredSize)); RenderTargetBitmap rtb = new RenderTargetBitmap( (int)b.ActualWidth, (int)b.ActualHeight, 96, 96, PixelFormats.Pbgra32); // intermediate step here to ensure any VisualBrushes are rendered properly DrawingVisual dv = new DrawingVisual(); using (var dc = dv.RenderOpen()) { var vb = new VisualBrush(b); dc.DrawRectangle(vb, null, new Rect(new Point(), b.DesiredSize)); } rtb.Render(dv); return rtb; } Works fine, except for one leeetle thing... if my FrameworkElement has a VisualBrush, that brush doesn't end up in the final rendered bitmap. Something like this: <UserControl.Resources> <VisualBrush x:Key="LOLgo"> <VisualBrush.Visual> <!-- blah blah --> <Grid Background="{StaticResource LOLgo}"> <!-- yadda yadda --> Everything else renders to the bitmap, but that VisualBrush just won't show. The obvious google solutions have been attempted and have failed. Even the ones that specifically mention VisualBrushes missing from RTB'd bitmaps. I have a sneaky suspicion this might be caused by the fact that its a Resource, and that lazy resource isn't being inlined. So a possible fix would be to, somehow(???), force resolution of all static resource references before rendering. But I have absolutely no idea how to do that. Anybody have a fix for this?

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  • ALTER TABLE error

    - by Travis
    Can someone explain to me why I am receiving the following error? I want to rename the column "exerciseID" to "ID" in a mysql table using the following syntax. ALTER TABLE `exercises` CHANGE `exerciseID` `ID` INT( 11 ) NOT NULL AUTO_INCREMENT However I receive the following error: MySQL said: #1025 - Error on rename of './balance/#sql-de_110e' to './balance/exercises' (errno: 150) Any suggestions would be much appreciated

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  • Is passing NULL param exactly the same as passing no param

    - by park
    I'm working with a function whose signature looks like this afunc(string $p1, mixed $p2, array $p3 [, int $p4 = SOM_CONST [, string $p5 ]] ) In some cases I don't have data for the last parameter $p5 to pass, but for the sake of consistency I still want to pass something like NULL. So my question, does PHP treat passing a NULL exactly the same as not passing anything? somefunc($p1, $p2, $p3, $p4 = SOM_CONST); somefunc($p1, $p2, $p3, $p4 = SOM_CONST, NULL);

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  • drag to pan on an UserControl

    - by Matías
    Hello, I'm trying to build my own "PictureBox like" control adding some functionalities. For example, I want to be able to pan over a big image by simply clicking and dragging with the mouse. The problem seems to be on my OnMouseMove method. If I use the following code I get the drag speed and precision I want, but of course, when I release the mouse button and try to drag again the image is restored to its original position. using System.Drawing; using System.Windows.Forms; namespace Testing { public partial class ScrollablePictureBox : UserControl { private Image image; private bool centerImage; public Image Image { get { return image; } set { image = value; Invalidate(); } } public bool CenterImage { get { return centerImage; } set { centerImage = value; Invalidate(); } } public ScrollablePictureBox() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer, true); Image = null; AutoScroll = true; AutoScrollMinSize = new Size(0, 0); } private Point clickPosition; private Point scrollPosition; protected override void OnMouseDown(MouseEventArgs e) { base.OnMouseDown(e); clickPosition.X = e.X; clickPosition.Y = e.Y; } protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X = clickPosition.X - e.X; scrollPosition.Y = clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); e.Graphics.FillRectangle(new Pen(BackColor).Brush, 0, 0, e.ClipRectangle.Width, e.ClipRectangle.Height); if (Image == null) return; int centeredX = AutoScrollPosition.X; int centeredY = AutoScrollPosition.Y; if (CenterImage) { //Something not relevant } AutoScrollMinSize = new Size(Image.Width, Image.Height); e.Graphics.DrawImage(Image, new RectangleF(centeredX, centeredY, Image.Width, Image.Height)); } } } But if I modify my OnMouseMove method to look like this: protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X += clickPosition.X - e.X; scrollPosition.Y += clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } ... you will see that the dragging is not smooth as before, and sometimes behaves weird (like with lag or something). What am I doing wrong? I've also tried removing all "base" calls on a desperate movement to solve this issue, haha, but again, it didn't work. Thanks for your time.

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  • Case Order by using Null

    - by molgan
    Hello I have the following test-code: CREATE TABLE #Foo (Foo int) INSERT INTO #Foo SELECT 4 INSERT INTO #Foo SELECT NULL INSERT INTO #Foo SELECT 2 INSERT INTO #Foo SELECT 5 INSERT INTO #Foo SELECT 1 SELECT * FROM #Foo ORDER BY CASE WHEN Foo IS NULL THEN Foo DESC ELSE Foo END DROP TABLE #Foo I'm trying to produce the following output: 1 2 3 4 5 NULL "If null then put it last" How is that done using Sql 2005 /M

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  • NHibernate : delete error

    - by MadSeb
    Hi, Model: I have a model in which one Installation can contain multiple "Computer Systems". Database: The table Installations has two columns Name and Description. The table ComputerSystems has three columsn Name, Description and InstallationId. Mappings: I have the following mapping for Installation: <?xml version="1.0" encoding="utf-8"?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" assembly="myProgram.Core" namespace="myProgram"> <class name="Installation" table="Installations" lazy="true"> <id name="Id" column="Id" type="int"> <generator class="native" /> </id> <property name="Name" column="Name" type="string" not-null="true" /> <property name="Description" column="Description" type="string" /> <bag name="ComputerSystems" inverse="true" lazy="true" cascade="all-delete-orphan"> <key column="InstallationId" /> <one-to-many class="ComputerSystem" /> </bag> </class> </hibernate-mapping> I have the following mapping for ComputerSystem: <?xml version="1.0" encoding="utf-8"?> <id name="Id" column="ID" type="int"> <generator class="native" /> </id> <property name="Name" column="Name" type="string" not-null="true" /> <property name="Description" column="Description" type="string" /> <many-to-one name="Installation" column="InstallationID" cascade="save-update" not-null="true" /> Classes: The Installation class is: public class Installation { public virtual String Description { get; set; } public virtual String Name { get; set; } public virtual IList<ComputerSystem> ComputerSystems { get { if (_computerSystemItems== null) { lock (this) { if (_computerSystemItems== null) _computerSystemItems= new List<ComputerSystem>(); } } return _computerSystemItems; } set { _computerSystemItems= value; } } protected IList<ComputerSystem> _computerSystemItems; public Installation() { Description = ""; Name= ""; } } The ComputerSystem class is: public class ComputerSystem { public virtual String Name { get; set; } public virtual String Description { get; set; } public virtual Installation Installation { get; set; } } The issue is that I get an error when trying to delete an installation that contains a ComputerSystem. The error is: "deleted object would be re-saved by cascade (remove deleted object from associations)". Can anyone help ? Regards, Seb

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  • Why no switch on pointers?

    - by meeselet
    For instance: #include <stdio.h> void why_cant_we_switch_him(void *ptr) { switch (ptr) { case NULL: printf("NULL!\n"); break; default: printf("%p!\n", ptr); break; } } int main(void) { void *foo = "toast"; why_cant_we_switch_him(foo); return 0; } gcc test.c -o test test.c: In function 'why_cant_we_switch_him': test.c:5: error: switch quantity not an integer test.c:6: error: pointers are not permitted as case values Just curious. Is this a technical limitation? EDIT People seem to think there is only one constant pointer expression. Is that is really true, though? For instance, here is a common paradigm in Objective-C (it is really only C aside from NSString, id and nil, which are merely a pointers, so it is still relevant — I just wanted to point out that there is, in fact, a common use for it, despite this being only a technical question): #include <stdio.h> #include <Foundation/Foundation.h> static NSString * const kMyConstantObject = @"Foo"; void why_cant_we_switch_him(id ptr) { switch (ptr) { case kMyConstantObject: // (Note that we are comparing pointers, not string values.) printf("We found him!\n"); break; case nil: printf("He appears to be nil (or NULL, whichever you prefer).\n"); break; default: printf("%p!\n", ptr); break; } } int main(void) { NSString *foo = @"toast"; why_cant_we_switch_him(foo); foo = kMyConstantObject; why_cant_we_switch_him(foo); return 0; } gcc test.c -o test -framework Foundation test.c: In function 'why_cant_we_switch_him': test.c:5: error: switch quantity not an integer test.c:6: error: pointers are not permitted as case values It appears that the reason is that switch only allows integral values (as the compiler warning said). So I suppose a better question would be to ask why this is the case? (though it is probably too late now.)

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  • mysql datetime performance

    - by praksant
    Hi, since in mysql datetime field is represented as string (i'm not sure how it works internally), wouldn't be from performance point of view faster to store date as unix timestamp? I don't need to use any mysql native date functions, i'm going for performance of sorting and selecting data. if there was an index for that column, would be difference between int and datetime? Thank you

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  • Checking to see if a number is evenly divisible by other numbers with recursion in Python

    - by Ernesto
    At the risk of receiving negative votes, I will preface this by saying this is a midterm problem for a programming class. However, I have already submitted the code and passed the question. I changed the name of the function(s) so that someone can't immediately do a search and find the correct code, as that is not my purpose. I am actually trying to figure out what is actually MORE CORRECT from two pieces that I wrote. The problem tells us that a certain fast food place sells bite-sized pieces of chicken in packs of 6, 9, and 20. It wants us to create a function that will tell if a given number of bite-sized piece of chicken can be obtained by buying different packs. For example, 15 can be bought, because 6 + 9 is 15, but 16 cannot be bought, because no combination of the packs will equal 15. The code I submitted and was "correct" on, was: def isDivisible(n): """ n is an int Returns True if some integer combination of 6, 9 and 20 equals n Otherwise returns False. """ a, b, c = 20, 9, 6 if n == 0: return True elif n < 0: return False elif isDivisible(n - a) or isDivisible(n - b) or isDivisible(n - c): return True else: return False However, I got to thinking, if the initial number is 0, it will return True. Would an initial number of 0 be considered "buying that amount using 6, 9, and/or 20"? I cannot view the test cases the grader used, so I don't know if the grader checked 0 as a test case and decided that True was an acceptable answer or not. I also can't just enter the new code, because it is a midterm. I decided to create a second piece of code that would handle an initial case of 0, and assuming 0 is actually False: def isDivisible(n): """ n is an int Returns True if some integer combination of 6, 9 and 20 equals n Otherwise returns False. """ a, b, c = 20, 9, 6 if n == 0: return False else: def helperDivisible(n): if n == 0: return True elif n < 0: return False elif helperDivisible(n - a) or helperDivisible(n - b) or helperDivisible(n - c): return True else: return False return helperDivisible(n) As you can see, my second function had to use a "helper" function in order to work. My overall question, though, is which function do you think would provide the correct answer, if the grader had tested for 0 as an initial input?

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  • puts() a pointer in C

    - by Sergey Gavruk
    I have a function: char *make_text(void) { char txt[MAXLEN]; //make something return txt; } Thats my main program: int main(void) { char *s = make_text(); puts(s); getch(); return 0; } puts(s) returns 0 and its nothing printed. Whats happened?

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  • iphone quartz drawing 2 lines on top of each other causes worm effect

    - by Leonard
    I'm using Quartz-2D for iPhone to display a route on a map. The route is colored according to temperature. Because some streets are colored yellow, I am using a slightly thicker black line under the route line to create a border effect, so that yellow parts of the route are spottable on yellow streets. But, even if the black line is as thick as the route line, the whole route looks like a worm (very ugly). I tought this was because I was drawing lines from waypoint to waypoint, instead using the last waypoint as the next starting waypoint. That way if there is a couple of waypoints missing, the route will still have no cuts. What do I need to do to display both lines without a worm effect? -(void) drawRect:(CGRect) rect { CSRouteAnnotation* routeAnnotation = (CSRouteAnnotation*)self.routeView.annotation; // only draw our lines if we're not int he moddie of a transition and we // acutally have some points to draw. if(!self.hidden && nil != routeAnnotation.points && routeAnnotation.points.count > 0) { CGContextRef context = UIGraphicsGetCurrentContext(); Waypoint* fromWaypoint = [[Waypoint alloc] initWithDictionary:[routeAnnotation.points objectAtIndex:0]]; Waypoint* toWaypoint; for(int idx = 1; idx < routeAnnotation.points.count; idx++) { toWaypoint = [[Waypoint alloc] initWithDictionary:[routeAnnotation.points objectAtIndex:idx]]; CLLocation* fromLocation = [fromWaypoint getLocation]; CGPoint fromPoint = [self.routeView.mapView convertCoordinate:fromLocation.coordinate toPointToView:self]; CLLocation* toLocation = [toWaypoint getLocation]; CGPoint toPoint = [self.routeView.mapView convertCoordinate:toLocation.coordinate toPointToView:self]; routeAnnotation.lineColor = [fromWaypoint.weather getTemperatureColor]; CGContextBeginPath(context); CGContextSetLineWidth(context, 3.0); CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor); CGContextMoveToPoint(context, fromPoint.x, fromPoint.y); CGContextAddLineToPoint(context, toPoint.x, toPoint.y); CGContextStrokePath(context); CGContextClosePath(context); CGContextBeginPath(context); CGContextSetLineWidth(context, 3.0); CGContextSetStrokeColorWithColor(context, routeAnnotation.lineColor.CGColor); CGContextMoveToPoint(context, fromPoint.x, fromPoint.y); CGContextAddLineToPoint(context, toPoint.x, toPoint.y); CGContextStrokePath(context); CGContextClosePath(context); fromWaypoint = toWaypoint; } [fromWaypoint release]; [toWaypoint release]; } } Also, I get a <Error>: CGContextClosePath: no current point. error, which I think is bullshit. Please hint me! :)

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  • Java - strange problem storing text to a String[] and then storing the array to a Vector. Help plea

    - by hatboysam
    OK so for background I've only been using Java for a little more than a week and I am making a basic GUI "Recipe Book" application just to test out some of the techniques I've learned. Currently I'm working on the "Add New Recipe" page that allows the user to make a new recipe by adding ingredients one at a time. The ingredients have 3 attributes: Name, amount, and unit (like cups, oz, etc) that come from two text fields and a combo box respectively. The 3 values are stores as strings to a String array that represents the ingredient, then the arrays are stored in a vector that holds all of the ingredients for one recipe. When an ingredient is added, the user first types in the 3 necessary values into empty boxes/combo box dropdown and then clicks "Add Ingredient". Here is my code for when the button is clicked: public void actionPerformed(ActionEvent event) { Object source = event.getSource(); if (source == addIngredientButton) { //make sure 3 ingredient fields are not blank if (!ingredientNameField.getText().equals("") && !ingredientAmountField.getText().equals("") && !ingredientUnitDropdown.getSelectedItem().equals("")) { tempIngredientsArray[0] = ingredientNameField.getText(); //set ingredient name to first position in array tempIngredientsArray[1] = ingredientAmountField.getText(); //set ingredient amount to second position in array tempIngredientsArray[2] = (String) ingredientUnitDropdown.getSelectedItem(); //set ingredient unit to third position in array int ingredientsVectorSize = tempRecipe.ingredientsVector.size(); tempRecipe.ingredientsVector.add(this.tempIngredientsArray); //why would it matter if this and previous statement were switched for (int k = 0; k < ingredientsVectorSize + 1; k++ ) { liveIngredientsListArea.append("\n" + tempRecipe.makeIngredientSentence(k)); System.out.println(Arrays.toString(tempIngredientsArray)); //shows that tempIngredientsArray gets messed up each time } } Now here's the really strange problem I've been having. The first time the user adds an ingredient everything works fine. The second time, the String[] for that ingredient seems to be duplicated, and the third time it's triplicated. Aka the first time it runs the System.out.println might return "{Sugar, 3, Cups}" and the second time it will return "{Flour, 2, Oz.} {Flour, 2, Oz.}" etc. What's causing this strange problem? All help greatly appreciated, let me know if you need any clarification.

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  • The Math of a Jump in a 2D game.

    - by ONi
    I have been all around with this question and I can't find the correct answer! So, behold, the description of my question: I'm working in J2ME, I have my gameloop that do the following: public void run() { Graphics g = this.getGraphics(); while (running) { long diff = System.currentTimeMillis() - lastLoop; lastLoop = System.currentTimeMillis(); input(); this.level.doLogic(); render(g, diff); try { Thread.sleep(10); } catch (InterruptedException e) { stop(e); } } } so it's just a basic gameloop, the doLogic() function calls for all the logic functions of the characters in the scene and render(g, diff) calls the animateChar function of every character on scene, following this, the animChar function in the Character class sets up everything in the screen as this: protected void animChar(long diff) { this.checkGravity(); this.move((int) ((diff * this.dx) / 1000), (int) ((diff * this.dy) / 1000)); if (this.acumFrame > this.framerate) { this.nextFrame(); this.acumFrame = 0; } else { this.acumFrame += diff; } } This ensures me that everything must to move according to the time that the machine takes to go from cycle to cycle (remember it's a phone, not a gaming rig). I'm sure it's not the most efficient way to achieve this behavior so I'm totally open for criticism of my programming skills in the comments, but here my problem: When I make I character jump, what I do is that I put his dy to a negative value, say -200 and I set the boolean jumping to true, that makes the character go up, and then I have this function called checkGravity() that ensure that everything that goes up has to go down, checkGravity also checks for the character being over platforms so I will strip it down a little for the sake of your time: public void checkGravity() { if (this.jumping) { this.jumpSpeed += 10; if (this.jumpSpeed > 0) { this.jumping = false; this.falling = true; } this.dy = this.jumpSpeed; } if (this.falling) { this.jumpSpeed += 10; if (this.jumpSpeed > 200) this.jumpSpeed = 200; this.dy = this.jumpSpeed; if (this.collidesWithPlatform()) { this.falling = false; this.standing = true; this.jumping = false; this.jumpSpeed = 0; this.dy = this.jumpSpeed; } } } So, the problem is, that this function updates the dy regardless of the diff, making the characters fly like Superman in slow machines, and I have no idea how to implement the diff factor so that when a character is jumping, his speed decrement in a proportional way to the game speed. Can anyone help me fix this issue? or give me pointers on how to make a 2D Jump in J2ME the right way. Thank you very much for your time.

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  • If statement within If statement's else

    - by maebe
    Still new to Java/android so trying to figure out the best way to code a multilevel if statement. What I'm trying to do is for a combat system that needs to check if player/npc is alive. If they are alive it then will check to see if they scored a critical hit. If they didn't critical hit then will see if they hit or missed. combat = mydbhelper.getCombat(); startManagingCursor(combat); if(playerCurHp == 0){ combat.moveToPosition(11); npcCombatStory = combat.getString(combat.getColumnIndex(dbhelper.KEY_COMBATDESC));} else{ if(playerCritFlag.equals("Critical")){ combat.moveToPosition(2); playerCombatStory = combat.getString(combat.getColumnIndex(dbhelper.KEY_COMBATDESC));} else{ if(playerHitFlag.equals("Hit")){ combat.moveToPosition(1); playerCombatStory = combat.getString(combat.getColumnIndex(dbhelper.KEY_COMBATDESC));} if(playerHitFlag.equals("Miss")){ combat.moveToPosition(3); playerCombatStory = combat.getString(combat.getColumnIndex(dbhelper.KEY_COMBATDESC));} }} if (npcCurHp == 0){ combat.moveToPosition(10); npcCombatStory = combat.getString(combat.getColumnIndex(dbhelper.KEY_COMBATDESC));} else{ if(npcCritFlag.equals("Critical")){ combat.moveToPosition(5); npcCombatStory = combat.getString(combat.getColumnIndex(dbhelper.KEY_COMBATDESC));} else{ if(npcHitFlag.equals("Hit")){ combat.moveToPosition(4); npcCombatStory = combat.getString(combat.getColumnIndex(dbhelper.KEY_COMBATDESC));} if(npcHitFlag.equals("Miss")){ combat.moveToPosition(6); npcCombatStory = combat.getString(combat.getColumnIndex(dbhelper.KEY_COMBATDESC));} }} } Is what I'm using. Was working when I had the if statements all separate. But it would check each one and do actions I don't need (If they hit, pull String, if crit pull another, then if dead pull again). Trying to make it stop when it finds the "Flag" that matches. When doing my rolls if the player hits it sets the flag to "Hit" like below code. Random attackRandom = new Random(); int attackRoll = attackRandom.nextInt(100); totalAtt = attackRoll + bonusAttack + weaponAtt + stanceAtt; Random defensiveRandom = new Random(); int defenseRoll = defensiveRandom.nextInt(100); npcDef = defenseRoll + npcDodge + npcBonusDodge; if (totalAtt > npcDef){ playerHitFlag = "Hit"; playerDamage();} else{playerHitFlag = "Miss"; npcAttack();} At the end it takes these playerCombatStory and npcCombatStory strings and uses them to setText to show the player what happened on that turn of combat.

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  • SQl function in android

    - by rui.pereira
    Cursor cursor = db.rawQuery("SELECT COUNT(rat) FROM "+ TABLE_NAME_EXTRA +" apkid=\""+apkid, null); cursor.moveToFirst(); int somatotal = cursor.getInt(0); I'm trying to do a SQL function like count and sum, but this code returns a exception saying "emptyvalues". anyone know why?

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  • Calling 32 bit unmanaged dlls from C# randomly failing

    - by Bert
    Hi, I'm having an issue when calling 32 bit delphi dll's from c# web site. The code generally runs fine, but occasionally I get an error Unable to load DLL '': The specified module could not be found. (Exception from HRESULT: 0x8007007E). This issue persists until I recycle the app pool for the site, and then it works fine again. On the same server, there is also a web service that is calling the same set of dlls. This web service doesn't seem to have the same issue that the web site has. Both applications are using .net framework 3.5, separate app pools on IIS. Here is the code I'm using to wrap the dlls: public sealed class Mapper { static Mapper instance = null; [DllImport("kernel32.dll")] private static extern bool SetDllDirectory(string lpPathName); private Mapper() { SetDllDirectory(ConfigManager.Path); } public static Mapper Instance { get { if (instance == null) { instance = new Mapper(); } return instance; } } public int Foo(string bar, ref double val) { return Loader.Foo(bar, ref val); } } public static class Loader { [DllImport("some.dll", CallingConvention = CallingConvention.StdCall, CharSet = CharSet.Unicode, EntryPoint = "foo")] public static extern int Foo(string bar, ref double val); } Then I call it like this: double val = 0.0; Mapper.Instance.Foo("bar", ref val); Any ideas as to why it would "randomly" Unable to load DLL '': The specified module could not be found. (Exception from HRESULT: 0x8007007E). The other problem is that I haven't been able to replicate the issue in the development environment. I thought that due to 2 applications calling the same dlls, that there could be some locks occurring. To replicate this, I created an app that spawned multiple threads and repeatedly called the 32bit dlls, and then used the web site to call these same dlls. I still couldn't replicate the issue. Some possible fixes that I can think of: Wrap the 32 bit dlls in web service (because the webservice doesn't seem to suffer from the same problem). But this may be worthless if it turns out that the web service also fails. Set up state server for the session state and periodically recycle the app pool for the site.This isn't fixing the problem, only avoiding it. Wrap the dll's in exe, and call that exe. Then I shouldn't get the same issue. But this also seems like a hacky solution. Implement the mapper class differently ? But how else should I be doing the call? The other draw back is that other applications are using this mapper, so I'd need to change there code too. Thanks

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  • How do i generate a random integer between min and max in java?

    - by David
    What method returns a random int between a min and max? Or does no such method exist? what i'm looking for is something like this: NAMEOFMETHOD (min, max) (where min and max are ints) that returns soemthing like this: 8 (randomly) if such a method does exist could you please link to the relevant documentation with your answer. thanks.

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