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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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  • Running a python script on all the files in a directory.

    - by S1syphus
    I have a Python script that reads through a text csv file and creates a playlist file. However I can only do one at a time, like: python playlist.py foo.csv foolist.txt However, I have a directory of files that need to be made into a playlist, with different names, and sometimes a different number of files. So far I have looked at creating a txt file with a list of all the names of the file in the directory, then loop through each line of that, however I know there must be an easier way to do it.

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  • Producing POD summary information in HTML

    - by justintime
    Is there a tool available that can produce an HTML summary list of perl modules or scripts in a directory tree. Given =head1 NAME wibble.pl - does wibble actions I would like to see something like <a href="docsforwibble">wibble.pl</a> - does wibble actions <a href="docsforwobble">wibble.pl</a> - does wobble actions

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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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  • RCP applicatoon activities

    - by Peter
    I have a problem with my RCP application. First, I defined an activity in my plugin.xml: <extension point="org.eclipse.ui.activities"> <activity id="myproject.view.input.activity" name="myproject.view.input.activity"> <enabledWhen> <with variable="myproject.view.input.active"> <equals value="ENABLED"> </equals> </with> </enabledWhen> </activity> <activityPatternBinding activityId="myproject.view.input.activity" pattern="myproject.gui/myproject.view.input"> </activityPatternBinding> Then i defined my SourceProvider: <extension point="org.eclipse.ui.services"> <sourceProvider provider="myproject.util.CommandState"> <variable name="myproject.view.input.active" priorityLevel="workbench"> </variable> And, finally, my CommandState class: public class CommandState extends AbstractSourceProvider { public final static String OUTPUT_VIEW = "myproject.view.input.active"; // then goes some others variables, i just skip them // .... public final static String [] ACTIONS = {OUTPUT_VIEW /*and all others variables*/}; public final static String ENABLED = "ENABLED"; public final static String DISENABLED = "DISENABLED"; private final Map <String, String> currentState = new HashMap <String, String> (); @Override public void dispose() { } @Override public String[] getProvidedSourceNames() { return ACTIONS; } @Override public Map <String, String> getCurrentState() { return currentState; } public void setEnabled(boolean enabled, String [] commands) { String value = enabled ? ENABLED : DISENABLED; for (String command : commands) { currentState.put(command, value); fireSourceChanged(ISources.WORKBENCH, command, value); } } } In my Login window, application checks user permissions, and enable or disable views, commands, etc. with setEnabled method of CommandState. For commands it works fine, they are enabling or disabling correctly. But when i try to disable view and open perspective, that contains that view (myproject.view.input), it opened without that view, but also throws exception: !STACK 1 org.eclipse.ui.PartInitException: Could not create view: myproject.view.input at org.eclipse.ui.internal.ViewFactory.createView(ViewFactory.java:158) I can show full stacktrace if anyone want. I tried to debug my application and before i open my perspective whith that view, i checked currentState of my CommandState source provider, and all seemes to be ok: all variables values are correct and myproject.view.input.active = DISABLED Can anyone say, why exception is thrown? Thanks for any help. Sorry for big post and bad language

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  • Possible to do rounded corners in custom Progressbar progressDrawable?

    - by b-ryce
    I have a progress bar that is supposed to look like the attached image: And I've made it a long way. I'm very close the only part that isn't working is the rounded corners for the progressDrawable. Here is what mine looks like. (Notice, circled in red, that the fill inside the white outline does not have rounded corners): So, I've found a couple of ways to make this work when the progress bar is colored in with a shape, gradient, or color. BUT, I can't get it with an image as the progressDrawable. Here is my class that extends ProgressBar public class RoundedProgressBar extends ProgressBar{ private Paint paint; public RoundedProgressBar(Context context) { super(context); setup(); } public RoundedProgressBar(Context context, AttributeSet attrs) { super(context, attrs); setup(); } public RoundedProgressBar(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); setup(); ; } protected void setup() { paint = new Paint(); } @Override protected synchronized void onDraw(Canvas canvas) { // First draw the regular progress bar, then custom draw our text super.onDraw(canvas); paint.setColor(Color.WHITE); paint.setStyle(Paint.Style.STROKE); RectF r = new RectF(0,0,getWidth()-1,getHeight()-1); canvas.drawRoundRect(r,getHeight()/2,getHeight()/2, paint); } } Here is my selector: <layer-list xmlns:android="http://schemas.android.com/apk/res/android" > <item android:id="@android:id/background" android:drawable="@drawable/slider_track" /> <item android:id="@android:id/secondaryProgress" android:drawable="@drawable/slider_track" /> <item android:id="@android:id/progress" android:drawable="@drawable/slider_track_progress" /> </layer-list> Here are the images used in the selector: slider_track- slider_track_progress- Here is where I embed my progressbar in the layout for my activity <com.android.component.RoundedProgressBar android:id="@+id/player_hp_bar" android:layout_width="fill_parent" android:layout_height="36dip" android:layout_marginLeft="30dip" android:layout_marginRight="30dip" android:max="100" style="?android:attr/progressBarStyleHorizontal" android:progressDrawable="@drawable/slider_layer_list" android:progress="20" android:maxHeight="12dip" android:minHeight="12dip" /> Anyone know how to make this work?

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  • Problem with Xcode organizer screen capture

    - by paul_sns
    I'm currently running Xcode 3.2.2 on Snow Leopard. When opening Organizer Screenshots I see a list of screenshots I did before. But when I click the Capture button, nothing's happening. I don't see any messages popping up or any errors from the Console tab. I also tried restoring the iPod Touch (2nd gen) but that didn't help. Any thoughts? Thanks!

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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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  • C# Sorting Question

    - by betamoo
    I wonder what is the best C# data structure I should use to sort efficiently? Is it List or Array or what? And why the standard array [] does not implement sort method in it? Thanks

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  • How can we detect hotkeys registered by other apps?

    - by worlds-apart89
    Is it possible to detect all the hotkeys registered by the OS as well as software applications currently running? Any native or managed approach on the Windows platform? I know that the RegisterHotKey function returns false if the hotkey is already registered, but what I am looking for is an approach, method, etc. that will give me a list of registered hotkeys. Looping all possible combinations with RegisterHotKey does not sound like a good idea. Anything more efficient?

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  • Tuple conversion to a string

    - by David542
    I have the following list: [('Steve Buscemi', 'Mr. Pink'), ('Chris Penn', 'Nice Guy Eddie'), ...] I need to convert it to a string in the following format: "(Steve Buscemi, Mr. Pink), (Chris Penn, Nice Guy Eddit), ..." I tried doing str = ', '.join(item for item in items) but run into the following error: TypeError: sequence item 0: expected string, tuple found How would I do the above formatting?

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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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  • recommendation for java VM running on embedded system

    - by pierr
    Hi, We are trying to support Java enviroment on our embedded platform (700MHZ MIPS74K, 128-256M memory).After reading this article and googling a bit, I come up with the shorted list: Sun Java SE for embedded Kaffe Jbed Perc HP Chai VM PhoneME I was quite new to Java and its Runtime enviroment. Your suggestion is greatly appreciated.

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  • BASH, multiple arrays and a loop.

    - by S1syphus
    At work, we 7 or 8 hardrives we dispatch over the country, each have unique labels which are not sequential. Ideally drives are plugged in our desktop, then gets folders from the server that correspond to the drive name. Sometimes, only one hard drive gets plugged in sometimes multiples, possibly in the future more will be added. Each is mounts to /Volumes/ and it's identifier; so for example /Volumes/f00, where f00 is the identifier. What I want to happen, scan volumes see if any any of the drives are plugged in, then checks the server to see if the folder exists, if ir does copy folder and recursive folders. Here is what I have so far, it checks if the drive exists in Volumes: #!/bin/sh #Declare drives in the array ARRAY=( foo bar long ) #Get the drives from the array DRIVES=${#ARRAY[@]} #Define base dir to check BaseDir="/Volumes" #Define shared server fold on local mount points #I plan to use AFP eventually, but for the sake of ease #using a local mount. ServerMount="BigBlue" #Define folder name for where files are to come from Dispatch="File-Dispatch" dir="$BaseDir/${ARRAY[${i}]}" #Loop through each item in the array and check if exists on /Volumes for (( i=0;i<$DRIVES;i++)); do dir="$BaseDir/${ARRAY[${i}]}" if [ -d "$dir" ]; then echo "$dir exists, you win." else echo "$dir is not attached." fi done What I can't figure out how to do, is how to check the volumes for the server while looping through the harddrive mount points. So I could do something like: #!/bin/sh #Declare drives, and folder location in arrays ARRAY=( foo bar long ) ARRAY1=($(ls ""$BaseDir"/"$ServerMount"/"$Dispatch"")) #Get the drives from the array DRIVES=${#ARRAY[@]} SERVERFOLDER=${#ARRAY1[@]} #Define base dir to check BaseDir="/Volumes" #Define shared server fold on local mount points ServerMount="BigBlue #Define folder name for where files are to come from Dispatch="File-Dispatch" dir="$BaseDir/${ARRAY[${i}]}" #List the contents from server directory into array ARRAY1=($(ls ""$BaseDir"/"$ServerMount"/"$Dispatch"")) echo ${list[@]} for (( i=0;i<$DRIVES;i++)); (( i=0;i<$SERVERFOLDER;i++)); do dir="$BaseDir/${ARRAY[${i}]}" ser="${ARRAY1[${i}]}" if [ "$dir" =~ "$sir" ]; then cp "$sir" "$dir" else echo "$dir is not attached." fi done I know, that is pretty wrong... well very, but I hope it gives you the idea of what I am trying to achieve. Any ideas or suggestions?

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  • Does protobuf-net generated binary compatible with Google specs

    - by cornerback84
    Actually I want to serialize my data using Google's java implementation and then deserialize using C# implementation? I have chosen portobuf-net as it seems to be more stable (porto# is still v0.9 or I would have gone for it). Before I start working on it I wanted to be sure that I can achieve this (serializing data using java implementation and deserializing it using potobuf-net). Or is there any list of methods that are specific to portobuf-net implementation?

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  • Programmatically select a tabbaritem in "More"

    - by Amit Vaghela
    I am using UITabbarController with 8 to 9 items (these are UINavigation controllers) It is easy to select an item programmatically using tabbarcontroller.selectedIdex = x; if x value is between 0 to 4 then it's work as expected but if it's greater than 4 then it's select "More" as a view controller. How can we programmatically select an item under "More" list ? any help would be appreciated.. Thanks in advance

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  • Handling equals sign and question mark in URL

    - by Ron
    Hello, I am new to regex and am trying to extract from a database a list of URLs that match xyz.asp? followed by any eight digit RequestID numbers. I can't figure out what is wrong with my expression: /abcd/..asp\?\w+=.?[0-9]*? Example: http://domain.com/abcd/xyz.asp?RequestID=20100401 Do I have it wrong with 1) not starting/ending with ^$ 2) escaping the dot 3) escaping the question mark 4) matching the equals sign 5) or something else? Thank you

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  • Silverlight: Determine whether DataContext is inherited or not

    - by Geoff Hudik
    At runtime in a generic fashion (i.e. iterating UIElements) can I determine if a given FrameWorkElement has a non-inherited DataContext property set? I want a list of elements where DataContext was explicitly set, not inherited from higher up in the chain. I thought perhaps GetBindingExpression() would help but so far it has not. Using Silverlight beta 3.

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  • Error creating bean with name 'sessionFactory'

    - by Sunny Mate
    hi i am getting the following exception while running my application and my applicationContext.xml is <?xml version="1.0" encoding="UTF-8"?> <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:p="http://www.springframework.org/schema/p" xsi:schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-2.5.xsd"> <bean id="dataSource" class="org.apache.commons.dbcp.BasicDataSource"> <property name="driverClassName" value="com.mysql.jdbc.Driver"> </property> <property name="url" value="jdbc:mysql://localhost/SureshDB"></property> <property name="username" value="root"></property> <property name="password" value="root"></property> </bean> <bean id="sessionFactory" class="org.springframework.orm.hibernate3.LocalSessionFactoryBean"> <property name="dataSource"> <ref bean="dataSource" /> </property> <property name="hibernateProperties"> <props> <prop key="hibernate.dialect"> org.hibernate.dialect.MySQLDialect </prop> </props> </property> <property name="mappingResources"> <list> <value>com/jsfcompref/register/UserTa.hbm.xml</value></list> </property></bean> <bean id="UserTaDAO" class="com.jsfcompref.register.UserTaDAO"> <property name="sessionFactory"> <ref bean="sessionFactory" /> </property> </bean> <bean id="UserTaService" class="com.jsfcompref.register.UserTaServiceImpl"> <property name="userTaDao"> <ref bean="UserTaDAO"/> </property> </bean> </beans> Error creating bean with name 'sessionFactory' defined in class path resource [applicationContext.xml]: Invocation of init method failed; nested exception is java.lang.NoSuchMethodError: org.objectweb.asm.ClassVisitor.visit(IILjava/lang/String;Ljava/lang/String;[Ljava/lang/String;Ljava/lang/String;)V any suggestion would be heplful

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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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