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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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  • problem with pathForResource

    - by mr.octobor
    HI all I have problem with NSString *filePaht = [[NSBundle mainBundle] pathForResource:(NSString *)name ofType:(NSString *)ext]; if I used NSString *filePaht = [[NSBundle mainBundle] pathForResource:@"soundName" ofType:@"aiff"]; it's OK but when I used NSString *fileName = [[file.list objectAtIndex:index] objectForKey:@"soundName"]; NSString *filePaht = [[NSBundle mainBundle] pathForResource:fileName ofType:@"aiff"]; It's not work have any idea !? Thanks

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  • Good C# Interview Questions for a Senior Dev Position

    - by kronoz
    I know there have been a great deal of interview questions posed on SO, however I wondered what sort of questions people here ask at C# interviews, interviewing for a senior developer position. In order to keep this in line with SO principles, please provide a list of questions (or a single question) rather than discussion.

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  • "Select NOT IN" clause in Linq to Entities

    - by lnetanel
    Hi, Is there a way to use the "NOT IN (select XXX...)" clause in Linq to Entities? All the questions I found were regarding a list of objects (IN (1,2,3)) but I want to generate a query with the following syntax: "select * from table1 where field1 not in(select subfield from subtable)" Be aware that this is Linq to Entities and not Linq to Sql... Is it possible? Thanks!

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  • "Invite your friends" feature in RoR

    - by Nisanio
    Hi, many social networks let to invite your gmail-hotmail-yahoo friends (even Outlook, but I thinks that is more difficult) to the social network. Basically the app read your email friends list and sent a email invitation. How can I achieve this in RoR? Thanks

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  • Recommended OpenGL / GLUT Reference

    - by TJB
    What OpenGL / GLUT reference is the best around? Ideally I'm looking for something with C++ sample code to help me learn OpenGL as well as details about the APIs similar to what MSDN provides for .net programming. If there isn't a one stop shop, then please list the set of references I should use and what the strengths of each one is. Thanx!

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  • creating executable jar file for my java application

    - by Manu
    public class createExcel { public void write() throws IOException, WriteException { WorkbookSettings wbSettings = new WorkbookSettings(); wbSettings.setLocale(new Locale("en", "EN")); WritableWorkbook workbook1 =Workbook.createWorkbook(new File(file), wbSettings); workbook1.createSheet("Niru ", 0); WritableSheet excelSheet = workbook1.getSheet(0); createLabel(excelSheet); createContent(excelSheet,list); workbook1.write(); workbook1.close(); } public void createLabel(WritableSheet sheet)throws WriteException { WritableFont times10pt = new WritableFont(WritableFont.createFont("D:\font\trebuct"),8); // Define the cell format times = new WritableCellFormat(times10pt); // Lets automatically wrap the cells times.setWrap(false); WritableFont times10ptBoldUnderline = new WritableFont( WritableFont.createFont("D:\font\trebuct"), 9, WritableFont.BOLD, false, UnderlineStyle.NO_UNDERLINE); timesBoldUnderline = new WritableCellFormat(times10ptBoldUnderline); sheet.setColumnView(0,15); sheet.setColumnView(1,13); // Write a few headers addCaption(sheet, 0, 0, "Business Date"); addCaption(sheet, 1, 0, "Dealer ID"); } private void createContent(WritableSheet sheet, ArrayList list) throws WriteException,RowsExceededException { // Write a few number for (int i = 1; i < 11; i++) { for(int j=0;j<11;j++){ // First column addNumber(sheet, i, j,1); // Second column addNumber(sheet, 1, i, i * i); } } } private void addCaption(WritableSheet sheet, int column, int row, String s) throws RowsExceededException, WriteException { Label label; label = new Label(column, row, s, timesBoldUnderline); sheet.addCell(label); } private void addNumber(WritableSheet sheet, int row,int column, Integer integer) throws WriteException, RowsExceededException { Number number; number = new Number(column,row, integer, times); sheet.addCell(number); } public static void main(String[] args) { JButton myButton0 = new JButton("Advice_Report"); JButton myButton1 = new JButton("Position_Report"); JPanel bottomPanel = new JPanel(); bottomPanel.add(myButton0); bottomPanel.add(myButton1); myButton0.addActionListener(this); myButton1.addActionListener(this); createExcel obj=new createExcel(); obj.setOutputFile("c;\\temp\\swings\\jack.xls"); try{ obj.write(); }catch(Exception e){} } and so on. it working fine. i have jxl.jar and ojdbc14.jar files(need this jar file for Excelsheet creation and DB connection )and createExcel.class(.class file) file. how to make this code as executable jar file.

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  • Deserializing classes from XML generated using XSD.exe

    - by heap
    I have classes generated (using xsd.exe) from an .xsd that I can serialize just fine, but when I try and deserialize it, I get the error: {"<XMLLanguages xmlns='http://tempuri.org/XMLLanguages.xsd'> was not expected."} I've searched for a couple of hours and found most peoples problems lie in not declaring namespaces in their xsd/xml, not defining namespaces in their classes, etc, but I can't find a solution for my problem. Here are code snippets for the relevant classes. <?xml version="1.0" encoding="utf-8"?> <xs:schema id="SetupData" targetNamespace="http://tempuri.org/XMLLanguages.xsd" elementFormDefault="qualified" xmlns="http://tempuri.org/XMLLanguages.xsd" xmlns:xs="http://www.w3.org/2001/XMLSchema" > <xs:element name="XMLLanguages"> <xs:complexType> <xs:sequence> <xs:element name="Tier" minOccurs="1" maxOccurs="unbounded"> <xs:complexType> <xs:sequence> <xs:element name="L" minOccurs="1" maxOccurs="unbounded" type="Language"/> </xs:sequence> <xs:attribute name="TierID" type="xs:int"/> </xs:complexType> </xs:element> </xs:sequence> </xs:complexType> </xs:element> <xs:complexType name="Language"> <xs:sequence> <xs:element name="LangID" type="xs:int"/> <xs:element name="Tier" type="xs:int"/> <xs:element name ="Name" type="xs:string"/> </xs:sequence> <xs:attribute name ="PassRate" type="xs:int"/> </xs:complexType> </xs:schema> And the class: /// <remarks/> [System.CodeDom.Compiler.GeneratedCodeAttribute("xsd", "4.0.30319.1")] [System.SerializableAttribute()] [System.Diagnostics.DebuggerStepThroughAttribute()] [System.ComponentModel.DesignerCategoryAttribute("code")] [System.Xml.Serialization.XmlTypeAttribute(Namespace = "http://tempuri.org/XMLLanguages.xsd")] [System.Xml.Serialization.XmlRootAttribute(Namespace = "http://tempuri.org/XMLLanguages.xsd", IsNullable = false)] public partial class XMLLanguages { private List<XMLLanguagesTier> tierField; /// <remarks/> [System.Xml.Serialization.XmlElementAttribute("Tier")] public List<XMLLanguagesTier> Tiers { get { return this.tierField; } set { this.tierField = value; } } } And a the line in XML causing the error: <XMLLanguages xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns="http://tempuri.org/XMLLanguages.xsd">

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  • GetExitCodeProcess process termination status codes?

    - by Narcís Calvet
    Does anybody know where can I find a list of GetExitCodeProcess' process termination status codes? I've done some search in the internet and haven't been able to find one. I'm receiving a 33102 code from a GetExitCodeProcess call and I don't understand why. I hope getting a description for this error code will help me sorting this out.

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  • Sending multiline message via sockets without closing the connection

    - by Yasir Arsanukaev
    Hello folks. Currently I have this code of my client-side Haskell application: import Network.Socket import Network.BSD import System.IO hiding (hPutStr, hPutStrLn, hGetLine, hGetContents) import System.IO.UTF8 connectserver :: HostName -- ^ Remote hostname, or localhost -> String -- ^ Port number or name -> IO Handle connectserver hostname port = withSocketsDo $ do -- withSocketsDo is required on Windows -- Look up the hostname and port. Either raises an exception -- or returns a nonempty list. First element in that list -- is supposed to be the best option. addrinfos <- getAddrInfo Nothing (Just hostname) (Just port) let serveraddr = head addrinfos -- Establish a socket for communication sock <- socket (addrFamily serveraddr) Stream defaultProtocol -- Mark the socket for keep-alive handling since it may be idle -- for long periods of time setSocketOption sock KeepAlive 1 -- Connect to server connect sock (addrAddress serveraddr) -- Make a Handle out of it for convenience h <- socketToHandle sock ReadWriteMode -- Were going to set buffering to LineBuffering and then -- explicitly call hFlush after each message, below, so that -- messages get logged immediately hSetBuffering h LineBuffering return h sendid :: Handle -> String -> IO String sendid h id = do hPutStr h id -- Make sure that we send data immediately hFlush h -- Retrieve results hGetLine h The code portions in connectserver are from this chapter of Real World Haskell book where they say: When dealing with TCP data, it's often convenient to convert a socket into a Haskell Handle. We do so here, and explicitly set the buffering – an important point for TCP communication. Next, we set up lazy reading from the socket's Handle. For each incoming line, we pass it to handle. After there is no more data – because the remote end has closed the socket – we output a message about that. Since hGetContents blocks until the server closes the socket on the other side, I used hGetLine instead. It satisfied me before I decided to implement multiline output to client. I wouldn't like the server to close a socket every time it finishes sending multiline text. The only simple idea I have at the moment is to count the number of linefeeds and stop reading lines after two subsequent linefeeds. Do you have any better suggestions? Thanks.

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  • How to Check In Sharepoint Document without Adding Required fields using Web Services ? : C#

    - by Pari
    Hi, I am trying to Update a document programatically where some of required fields are missing.(and we need to checkin document before updating) In order to checkIn document all required fields should be added. But problem here is that to add those required fiedl i have to again Update the Document :( So is there any way: 1.To CheckIn Document witout adding required field. or 1.To add those required field without using (UpdateList anf UpdateListItem methods of List.asmx)

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  • Tooltips are possible in dropdowns in IE6?

    - by Geethapriya
    Hi, Am using a dropdown control in my web application. I want tooltips to be displayed as i scroll down the list in the dropdown, and the tooltips should be the text that the focus is currently on. This works fine in IE7 and Mozilla, but IE6 does not display tooltips. Any suggestions here? Thanks in advance, Geetha

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  • Etiquette for adding repository during rpm/deb install

    - by Craig Peterson
    We're distributing a commercial application for Linux and we currently make it available for download as a .tar.gz, a .rpm, and a .deb. We're setting up both RPM and DEB repositories to make upgrading easier. Is it appropriate to add our repository to /etc/apt/sources.list or /etc/yum.repos.d automatically as part of the initial install? Are there any good reasons not to?

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  • Best format to submit an autocomplete?

    - by Keyo
    I'm seeking advice on best practice when submitting a varying amount of POST variables. Do I use JSON or some character separated list to merge all the values into one field or use a sequence of fields like 'autocomplete1', 'autocomplete2' and so on. Thanks in advance, Ben

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  • How to reliably retrieve tables and columns information stored in Torque Criteria object

    - by David Zhao
    Hi there, Is there a way to retrieve tables, including alias tables, and columns, including alias columns, from an Apache Torque Criteria object reliably? I understand that there is methods like: getSelectedColumns, getAsColumns(), getJoins(), etc., but for examples, getJoins() will just return a list of joined tables strings in free text, where one has to use regular expression to extract the needed joined table information out of it. Thanks in advance! David

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  • How to add entity object to adequate entity set with object context in EF?

    - by Levelbit
    I have a problem when I add an entity object with ObjectContext.AddObject method because I can't retrieve that object with LINQ querying my ObjectContext.Person entities. I know that this new added object is stored somewhere, because it is used to update database after SaveChanges method. That's bothers me because I want to update my datagrid DataContext without saving changes unless I really want to do it. It doesn't help if I add the same object to DataContext list myself directly.

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  • Is there a way to handle the dynamic change of a dropdown for a single row in a grid-based datawindo

    - by TomatoSandwich
    Is there a way to handle the dynamic change of a dropdown for a single row in a grid-based datawindow? Example: NAME LIKABILITY PURCHASED IN COLOUR (Text) (DropDown*) (Text) (Text) Bananas [Good] Hands Yellow [Bad] [Bananas are good] Apples [Good] Bags Red [Bad] Given the above is a grid-based datawindow, where the fields 'NAME','PURCHASED IN' and 'COLOUR' are text fields, where as the 'LIKABILITY' field is a dropdown*. I say dropdown* because the same visual representation can be created by using a DropDownList (hardcoded within the datawindow element at design time), or a DropDownDW (or DDDW, a select statement that can be based on other elements in the datawindow). However, there is no way I can get 'Bananas' having it's 3 dropdowns, while Apples has only 2. If I enter multiple rows of 'Bananas', then all rows have 3 dropdowns, but as soon as I add an Apples row, all dropdowns revert to 2 selections. To attempt to achieve this functionality, I have tried the following options: -- 1) dw_1.Object.likability.values("Good~tG/Bad~tB/Bananas are good~tDRWHO") on ue_itemchange when editing NAME. FAILS: edits all instances of LIKABILITY instead of the current row. -- 2) Duplicate Dropdowns, having one filtered, one unfiltered selection list per row, visible based on NAME selection. FAILS: can't set visibility/overlapping columns on grid-based datawindow. (Source) -- 3) Hard-code display value as Database value, or Vice Versa. Have 'GOOD','BAD','BANANASAREGOOD' as the display and database values, and change handling of options from G, B, DRWHO to these new values. FAILS: 3rd option appears for all rows, still selectable on Apple rows, which is wrong. -- 4) DDDW retrieve list of options for dropdown. Create a DDDW that uses the value of NAME to determine what selections it should have for the dropdown. FAILS: edits all instances of the dropdown, not just the current row. -- 5) DDDW retrieve counter of options available (if B then 3 else 2), then have duplicate dropdown columns that protect/unprotect based on DDDW counter. FAILS: Can't autoselect dddw value to populate column to cause protect on other two columns, ugly solution in any case. -- There is now a bounty on this question for anyone who can give me a solution that will enable me to edit a dropdown column for a single row on a grid-based datawindow in PB 10.5

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  • Add a custom format in Rails (that will work with respond_to)

    - by Horace Loeb
    I have map.resources :posts and I want to be able to serve post bodies in markdown format. So I set up my respond_to block: respond_to do |format| format.markdown { render :text => @post.body.to_s } end But when I try to access /posts/1234.markdown, I get this error: NameError (uninitialized constant Mime::MARKDOWN): app/controllers/posts_controller.rb:96:in `show' app/controllers/posts_controller.rb:79:in `show' How do I add markdown as an acceptable format? Where can I see the list of acceptable formats?

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  • Need help for a complex linq query

    - by Jipy
    Ok so I've got a DataTable here's the schema DataTable dt = new DataTable(); dt.Columns.Add("word", typeof(string)); dt.Columns.Add("pronunciation", typeof(string)); The table is filled already and I'm trying to make a linq query so that i can output to the console or anywhere something like : Pronunciation : akses9~R => (list of words) I want to output the pronunciations the most common and all the words that use it.

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