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  • Are There Any Examples of Uncle Bob's High-Falutin' Architecture?

    - by Jordan
    I just finished watching this presentation by Uncle Bob (as well as his "Architecture" section of his "Clean Code" videos), but I'm left wondering: Are there any examples out there of applications that implement this Entity-Boundary-Interactor (or Entity-Boundary-Controller) structure? At one point I downloaded the source code to FitNesse (the acceptance testing project he mentions often as an example of not only high test coverage but good architecture, since they were able to defer the decision to not use a database until the very end), and based on a quick glance of it it appears even this project doesn't seem to fit this pattern. Are there any nontrivial examples of this architecture out in the wild, or should I not bother even looking into it and chalk it up as "it would be great if you could get there, but nobody really does"?

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • Various problems with software raid1 array built with Samsung 840 Pro SSDs

    - by Andy B
    I am bringing to ServerFault a problem that is tormenting me for 6+ months. I have a CentOS 6 (64bit) server with an md software raid-1 array with 2 x Samsung 840 Pro SSDs (512GB). Problems: Serious write speed problems: root [~]# time dd if=arch.tar.gz of=test4 bs=2M oflag=sync 146+1 records in 146+1 records out 307191761 bytes (307 MB) copied, 23.6788 s, 13.0 MB/s real 0m23.680s user 0m0.000s sys 0m0.932s When doing the above (or any other larger copy) the load spikes to unbelievable values (even over 100) going up from ~ 1. When doing the above I've also noticed very weird iostat results: Device: rrqm/s wrqm/s r/s w/s rsec/s wsec/s avgrq-sz avgqu-sz await svctm %util sda 0.00 1589.50 0.00 54.00 0.00 13148.00 243.48 0.60 11.17 0.46 2.50 sdb 0.00 1627.50 0.00 16.50 0.00 9524.00 577.21 144.25 1439.33 60.61 100.00 md1 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 md2 0.00 0.00 0.00 1602.00 0.00 12816.00 8.00 0.00 0.00 0.00 0.00 md0 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 And it keeps it this way until it actually writes the file to the device (out from swap/cache/memory). The problem is that the second SSD in the array has svctm and await roughly 100 times larger than the second. For some reason the wear is different between the 2 members of the array root [~]# smartctl --attributes /dev/sda | grep -i wear 177 Wear_Leveling_Count 0x0013 094% 094 000 Pre-fail Always - 180 root [~]# smartctl --attributes /dev/sdb | grep -i wear 177 Wear_Leveling_Count 0x0013 070% 070 000 Pre-fail Always - 1005 The first SSD has a wear of 6% while the second SSD has a wear of 30%!! It's like the second SSD in the array works at least 5 times as hard as the first one as proven by the first iteration of iostat (the averages since reboot): Device: rrqm/s wrqm/s r/s w/s rsec/s wsec/s avgrq-sz avgqu-sz await svctm %util sda 10.44 51.06 790.39 125.41 8803.98 1633.11 11.40 0.33 0.37 0.06 5.64 sdb 9.53 58.35 322.37 118.11 4835.59 1633.11 14.69 0.33 0.76 0.29 12.97 md1 0.00 0.00 1.88 1.33 15.07 10.68 8.00 0.00 0.00 0.00 0.00 md2 0.00 0.00 1109.02 173.12 10881.59 1620.39 9.75 0.00 0.00 0.00 0.00 md0 0.00 0.00 0.41 0.01 3.10 0.02 7.42 0.00 0.00 0.00 0.00 What I've tried: I've updated the firmware to DXM05B0Q (following reports of dramatic improvements for 840Ps after this update). I have looked for "hard resetting link" in dmesg to check for cable/backplane issues but nothing. I have checked the alignment and I believe they are aligned correctly (1MB boundary, listing below) I have checked /proc/mdstat and the array is Optimal (second listing below). root [~]# fdisk -ul /dev/sda Disk /dev/sda: 512.1 GB, 512110190592 bytes 255 heads, 63 sectors/track, 62260 cylinders, total 1000215216 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00026d59 Device Boot Start End Blocks Id System /dev/sda1 2048 4196351 2097152 fd Linux raid autodetect Partition 1 does not end on cylinder boundary. /dev/sda2 * 4196352 4605951 204800 fd Linux raid autodetect Partition 2 does not end on cylinder boundary. /dev/sda3 4605952 814106623 404750336 fd Linux raid autodetect root [~]# fdisk -ul /dev/sdb Disk /dev/sdb: 512.1 GB, 512110190592 bytes 255 heads, 63 sectors/track, 62260 cylinders, total 1000215216 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0003dede Device Boot Start End Blocks Id System /dev/sdb1 2048 4196351 2097152 fd Linux raid autodetect Partition 1 does not end on cylinder boundary. /dev/sdb2 * 4196352 4605951 204800 fd Linux raid autodetect Partition 2 does not end on cylinder boundary. /dev/sdb3 4605952 814106623 404750336 fd Linux raid autodetect /proc/mdstat root # cat /proc/mdstat Personalities : [raid1] md0 : active raid1 sdb2[1] sda2[0] 204736 blocks super 1.0 [2/2] [UU] md2 : active raid1 sdb3[1] sda3[0] 404750144 blocks super 1.0 [2/2] [UU] md1 : active raid1 sdb1[1] sda1[0] 2096064 blocks super 1.1 [2/2] [UU] unused devices: Running a read test with hdparm root [~]# hdparm -t /dev/sda /dev/sda: Timing buffered disk reads: 664 MB in 3.00 seconds = 221.33 MB/sec root [~]# hdparm -t /dev/sdb /dev/sdb: Timing buffered disk reads: 288 MB in 3.01 seconds = 95.77 MB/sec But look what happens if I add --direct root [~]# hdparm --direct -t /dev/sda /dev/sda: Timing O_DIRECT disk reads: 788 MB in 3.01 seconds = 262.08 MB/sec root [~]# hdparm --direct -t /dev/sdb /dev/sdb: Timing O_DIRECT disk reads: 534 MB in 3.02 seconds = 176.90 MB/sec Both tests increase but /dev/sdb doubles while /dev/sda increases maybe 20%. I just don't know what to make of this. As suggested by Mr. Wagner I've done another read test with dd this time and it confirms the hdparm test: root [/home2]# dd if=/dev/sda of=/dev/null bs=1G count=10 10+0 records in 10+0 records out 10737418240 bytes (11 GB) copied, 38.0855 s, 282 MB/s root [/home2]# dd if=/dev/sdb of=/dev/null bs=1G count=10 10+0 records in 10+0 records out 10737418240 bytes (11 GB) copied, 115.24 s, 93.2 MB/s So sda is 3 times faster than sdb. Or maybe sdb is doing also something else besides what sda does. Is there some way to find out if sdb is doing more than what sda does? UPDATE Again, as suggested by Mr. Wagner, I have swapped the 2 SSDs. And as he thought it would happen, the problem moved from sdb to sda. So I guess I'll RMA one of the SSDs. I wonder if the cage might be problematic. What is wrong with this array? Please help!

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  • Post data to aspx page from iphone application

    - by Dipen
    Hi, I am developing a application. In which i am posting a image to .aspx page.The HTML for the page is as below. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd>"> <html xmlns="http://www.w3.org/1999/xhtml>"> <head><title> Untitled Page </title><link href="App_Themes/XXX/XXX.css" type="text/css" rel="stylesheet" /></head> <body> <form name="form1" method="post" action="Default16.aspx" id="form1" enctype="multipart/form-data"> <div> <input type="hidden" name="__VIEWSTATE" id="__VIEWSTATE" value="/wEPDwUKLTQwMjY2MDA0Mw9kFgICAw8WAh4HZW5jdHlwZQUTbXVsdGlwYXJ0L2Zvcm0tZGF0YWRktr+hG1VVXZsO01PCyj61d6Ulqy8=" /> </div> <div> <div style="float:left;margin:10px"> <input type="file" name="fuImage" id="fuImage" /> </div> <div style="float:right"> <input type="submit" name="btnPost" value="Post Image" id="btnPost" /> </div> </div> </form> </body> </html> Now i am sending a request from my application then i am getting " Error Domain=kCFErrorDomainCFNetwork Code=303 UserInfo=0xf541c0 "Operation could not be completed. (kCFErrorDomainCFNetwork error 303.)"" I have tried using SynchronousRequest and aSynchronousRequest but both are not working. I have also used apple sample code. Here is the code for iPhone app UIImage *image=[UIImage imageNamed:@"photo2.jpg"]; NSData *imageData = UIImageJPEGRepresentation(image, 90); NSString *urlString = @"http://XXXXXXXX.com/Post.aspx"; NSMutableURLRequest *request = [[[NSMutableURLRequest alloc] init] autorelease]; [request setURL:[NSURL URLWithString:urlString]]; [request setHTTPMethod:@"POST"]; NSString *boundary = [NSString stringWithString:@"----WebKitFormBoundarylU9pAl5wPrF+Tk52"]; NSString *contentType = [NSString stringWithFormat:@"multipart/form-data; boundary=%@", boundary]; [request addValue:contentType forHTTPHeaderField:@"Content-Type"]; NSMutableData *body = [NSMutableData data]; [body appendData:[[NSString stringWithFormat:@"\r\n--%@\r\n", boundary] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithString:@"Content-Disposition: form-data; name=\"fuimage\"; filename=\"asd.jpg\"\r\n"] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithString:@"Content-Type: image/jpeg\r\n\r\n"] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[NSData dataWithData:imageData]]; [body appendData:[[NSString stringWithFormat:@"\r\n--%@--\r\n", boundary] dataUsingEncoding:NSUTF8StringEncoding]]; [request setHTTPBody:body]; // NSData *returnData = [NSURLConnection sendSynchronousRequest:request returningResponse:nil error:nil]; // NSString *returnString = [[NSString alloc] initWithData:returnData encoding:NSUTF8StringEncoding]; // NSLog(returnString); NSURLConnection *theConnection = [[NSURLConnection alloc] initWithRequest:request delegate:self]; if( theConnection ) { webData = [[NSMutableData data] retain]; } else { NSLog(@"theConnection is NULL"); } Thanks in Advance.

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  • multipart file-upload post request from java

    - by Martin
    I'm trying to make a program that uploads a image to a webserver that accepts multipart file-uploads. More specificly i want to make a http POST request to http://iqs.me that sends a file in the variable "pic". I've made a lot of tries but i don't know if i've even been close. The hardest part seems to be to get a HttpURLConnection to make a request of the type POST. The response i get looks like it makes a GET. (And i want to do this without any third party libs) UPDATE: non-working code goes here (no errors but doesn't seem to do a POST): HttpURLConnection conn = null; BufferedReader br = null; DataOutputStream dos = null; DataInputStream inStream = null; InputStream is = null; OutputStream os = null; boolean ret = false; String StrMessage = ""; String exsistingFileName = "myScreenShot.png"; String lineEnd = "\r\n"; String twoHyphens = "--"; String boundary = "*****"; int bytesRead, bytesAvailable, bufferSize; byte[] buffer; int maxBufferSize = 1*1024*1024; String responseFromServer = ""; String urlString = "http://iqs.local.com/index.php"; try{ FileInputStream fileInputStream = new FileInputStream( new File(exsistingFileName) ); URL url = new URL(urlString); conn = (HttpURLConnection) url.openConnection(); conn.setDoInput(true); conn.setDoOutput(true); conn.setRequestMethod("POST"); conn.setUseCaches(false); conn.setRequestProperty("Connection", "Keep-Alive"); conn.setRequestProperty("Content-Type", "multipart/form-data;boundary="+boundary); dos = new DataOutputStream( conn.getOutputStream() ); dos.writeBytes(twoHyphens + boundary + lineEnd); dos.writeBytes("Content-Disposition: form-data; name=\"pic\";" + " filename=\"" + exsistingFileName +"\"" + lineEnd); dos.writeBytes(lineEnd); bytesAvailable = fileInputStream.available(); bufferSize = Math.min(bytesAvailable, maxBufferSize); buffer = new byte[bufferSize]; bytesRead = fileInputStream.read(buffer, 0, bufferSize); while (bytesRead > 0){ dos.write(buffer, 0, bufferSize); bytesAvailable = fileInputStream.available(); bufferSize = Math.min(bytesAvailable, maxBufferSize); bytesRead = fileInputStream.read(buffer, 0, bufferSize); } dos.writeBytes(lineEnd); dos.writeBytes(twoHyphens + boundary + twoHyphens + lineEnd); fileInputStream.close(); dos.flush(); dos.close(); }catch (MalformedURLException ex){ System.out.println("Error:"+ex); }catch (IOException ioe){ System.out.println("Error:"+ioe); } try{ inStream = new DataInputStream ( conn.getInputStream() ); String str; while (( str = inStream.readLine()) != null){ System.out.println(str); } inStream.close(); }catch (IOException ioex){ System.out.println("Error: "+ioex); }

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  • multipart file-upload post request from java

    - by Martin
    I'm trying to make a program that uploads a image to a webserver that accepts multipart file-uploads. More specificly i want to make a http POST request to http://iqs.me that sends a file in the variable "pic". I've made a lot of tries but i don't know if i've even been close. The hardest part seems to be to get a HttpURLConnection to make a request of the type POST. The response i get looks like it makes a GET. (And i want to do this without any third party libs) UPDATE: non-working code goes here (no errors but doesn't seem to do a POST): HttpURLConnection conn = null; BufferedReader br = null; DataOutputStream dos = null; DataInputStream inStream = null; InputStream is = null; OutputStream os = null; boolean ret = false; String StrMessage = ""; String exsistingFileName = "myScreenShot.png"; String lineEnd = "\r\n"; String twoHyphens = "--"; String boundary = "*****"; int bytesRead, bytesAvailable, bufferSize; byte[] buffer; int maxBufferSize = 1*1024*1024; String responseFromServer = ""; String urlString = "http://iqs.local.com/index.php"; try{ FileInputStream fileInputStream = new FileInputStream( new File(exsistingFileName) ); URL url = new URL(urlString); conn = (HttpURLConnection) url.openConnection(); conn.setDoInput(true); conn.setDoOutput(true); conn.setRequestMethod("POST"); conn.setUseCaches(false); conn.setRequestProperty("Connection", "Keep-Alive"); conn.setRequestProperty("Content-Type", "multipart/form-data;boundary="+boundary); dos = new DataOutputStream( conn.getOutputStream() ); dos.writeBytes(twoHyphens + boundary + lineEnd); dos.writeBytes("Content-Disposition: form-data; name=\"pic\";" + " filename=\"" + exsistingFileName +"\"" + lineEnd); dos.writeBytes(lineEnd); bytesAvailable = fileInputStream.available(); bufferSize = Math.min(bytesAvailable, maxBufferSize); buffer = new byte[bufferSize]; bytesRead = fileInputStream.read(buffer, 0, bufferSize); while (bytesRead > 0){ dos.write(buffer, 0, bufferSize); bytesAvailable = fileInputStream.available(); bufferSize = Math.min(bytesAvailable, maxBufferSize); bytesRead = fileInputStream.read(buffer, 0, bufferSize); } dos.writeBytes(lineEnd); dos.writeBytes(twoHyphens + boundary + twoHyphens + lineEnd); fileInputStream.close(); dos.flush(); dos.close(); }catch (MalformedURLException ex){ System.out.println("Error:"+ex); }catch (IOException ioe){ System.out.println("Error:"+ioe); } try{ inStream = new DataInputStream ( conn.getInputStream() ); String str; while (( str = inStream.readLine()) != null){ System.out.println(str); } inStream.close(); }catch (IOException ioex){ System.out.println("Error: "+ioex); }

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  • How to upload Image on Android?

    - by Mattiah85
    I havve to upload image from my SD card to PHP server. I have read a lot of articles and topics but I have some problems... First I have use that code: HttpURLConnection connection = null; DataOutputStream outputStream = null; //DataInputStream inputStream = null; String urlServer = hostName+"Upload"; String lineEnd = "\r\n"; String twoHyphens = "--"; String boundary = "*****"; String serverResponseMessage; //int serverResponseCode; int bytesRead, bytesAvailable, bufferSize; byte[] buffer; int maxBufferSize = 1*1024*1024; try { showLog("uploading file: " + file); FileInputStream fileInputStream = new FileInputStream(new File(pictureFileDir+"/"+file) ); URL url = new URL(urlServer); connection = (HttpURLConnection) url.openConnection(); // Allow Inputs &amp; Outputs. connection.setDoInput(true); connection.setDoOutput(true); connection.setUseCaches(false); // Set HTTP method to POST. connection.setRequestMethod("POST"); connection.setRequestProperty("Connection", "Keep-Alive"); connection.setRequestProperty("Content-Type", "multipart/form-data;boundary="+boundary); outputStream = new DataOutputStream( connection.getOutputStream() ); outputStream.writeBytes(twoHyphens + boundary + lineEnd); outputStream.writeBytes("Content-Disposition: form-data; name=\"uploaded_file\";filename=\"" + file +"\"" + lineEnd); outputStream.writeBytes(lineEnd); bytesAvailable = fileInputStream.available(); bufferSize = Math.min(bytesAvailable, maxBufferSize); buffer = new byte[bufferSize]; // Read file bytesRead = fileInputStream.read(buffer, 0, bufferSize); while (bytesRead > 0) { outputStream.write(buffer, 0, bufferSize); bytesAvailable = fileInputStream.available(); bufferSize = Math.min(bytesAvailable, maxBufferSize); bytesRead = fileInputStream.read(buffer, 0, bufferSize); } outputStream.writeBytes(lineEnd); outputStream.writeBytes(twoHyphens + boundary + twoHyphens + lineEnd); // Responses from the server (code and message) //serverResponseCode = connection.getResponseCode(); serverResponseMessage = connection.getResponseMessage(); showLog("server response: " + serverResponseMessage); fileInputStream.close(); outputStream.flush(); outputStream.close(); } catch (Exception ex) { ex.printStackTrace(); } but server response 200/OK and no file was on destination server... After i have read about Multipart: try { HttpParams params = new BasicHttpParams(); params.setParameter(CoreProtocolPNames.PROTOCOL_VERSION, HttpVersion.HTTP_1_1); DefaultHttpClient mHttpClient = new DefaultHttpClient(params); File image = new File(pictureFileDir + "/" + filename); HttpPost httppost = new HttpPost(hostName+"Upload"); MultipartEntity multipartEntity = new MultipartEntity(HttpMultipartMode.BROWSER_COMPATIBLE); multipartEntity.addPart("Image", new FileBody(image)); httppost.setEntity(multipartEntity); mHttpClient.execute(httppost, new PhotoUploadResponseHandler()); } catch (Exception e) { e.printStackTrace(); } but then a i have such LOG in LogCat and nothing else... 06-04 06:50:52.277: D/dalvikvm(1584): DexOpt: couldn't find static field Lorg/apache/http/message/BasicHeaderValueParser;.INSTANCE 06-04 06:50:52.277: W/dalvikvm(1584): VFY: unable to resolve static field 6688 (INSTANCE) in Lorg/apache/http/message/BasicHeaderValueParser; 06-04 06:50:52.277: D/dalvikvm(1584): VFY: replacing opcode 0x62 at 0x001b ServerSide Script: $target_path = "uploads"; $target_path = $target_path . basename( $_FILES['Image']); if(move_uploaded_file($_FILES['tmp_name'], $file_path)) { echo "success"; } else{ echo "fail"; } why? What is the simplest way to upload image?

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  • .NET Framework generates strange DCOM error

    - by Anders Oestergaard Jensen
    Hello, I am creating a simple application that enables merging of key-value pairs fields in a Word and/or Excel document. Until this day, the application has worked out just fine. I am using the latest version of .NET Framework 4.0 (since it provides a nice wrapper API for Interop). My sample merging method looks like this: public byte[] ProcessWordDocument(string path, List<KeyValuePair<string, string>> kvs) { logger.InfoFormat("ProcessWordDocument: path = {0}", path); var localWordapp = new Word.Application(); localWordapp.Visible = false; Word.Document doc = null; try { doc = localWordapp.Documents.Open(path, ReadOnly: false); logger.Debug("Executing Find->Replace..."); foreach (Word.Range r in doc.StoryRanges) { foreach (KeyValuePair<string, string> kv in kvs) { r.Find.Execute(Replace: Word.WdReplace.wdReplaceAll, FindText: kv.Key, ReplaceWith: kv.Value, Wrap: Word.WdFindWrap.wdFindContinue); } } logger.Debug("Done! Saving document and cleaning up"); doc.Save(); doc.Close(); System.Runtime.InteropServices.Marshal.ReleaseComObject(doc); localWordapp.Quit(); System.Runtime.InteropServices.Marshal.ReleaseComObject(localWordapp); logger.Debug("Done."); return System.IO.File.ReadAllBytes(path); } catch (Exception ex) { // Logging... // doc.Close(); if (doc != null) { doc.Close(); System.Runtime.InteropServices.Marshal.ReleaseComObject(doc); } localWordapp.Quit(); System.Runtime.InteropServices.Marshal.ReleaseComObject(localWordapp); throw; } } The above C# snippet has worked all fine (compiled and deployed unto a Windows Server 2008 x64) with latest updates installed. But now, suddenly, I get the following strange error: System.Runtime.InteropServices.COMException (0x80080005): Retrieving the COM class factory for component with CLSID {000209FF-0000-0000-C000-000000000046} failed due to the following error: 80080005 Server execution failed (Exception from HRESULT: 0x80080005 (CO_E_SERVER_EXEC_FAILURE)). at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache) at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean skipVisibilityChecks, Boolean skipCheckThis, Boolean fillCache) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at Meeho.Integration.OfficeHelper.ProcessWordDocument(String path, List`1 kvs) in C:\meeho\src\webservices\Meeho.Integration\OfficeHelper.cs:line 30 at Meeho.IntegrationService.ConvertDocument(Byte[] template, String ext, String[] fields, String[] values) in C:\meeho\src\webservices\MeehoService\IntegrationService.asmx.cs:line 49 -- I googled the COM error, but it returns nothing of particular value. I even gave the right permissions for the COM dll's using mmc -32, where I allocated the Word and Excel documents respectively and set the execution rights to the Administrator. I could not, however, locate the dll's by the exact COM CLSID given above. Very frustrating. Please, please, please help me as the application is currently pulled out of production. Anders EDIT: output from the Windows event log: Faulting application name: WINWORD.EXE, version: 12.0.6514.5000, time stamp: 0x4a89d533 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x00000000 Faulting process id: 0x720 Faulting application start time: 0x01cac571c4f82a7b Faulting application path: C:\Program Files (x86)\Microsoft Office\Office12\WINWORD.EXE Faulting module path: unknown Report Id: 041dd5f9-3165-11df-b96a-0025643cefe6 - 1000 2 100 0x80000000000000 2963 Application meeho3 - WINWORD.EXE 12.0.6514.5000 4a89d533 unknown 0.0.0.0 00000000 c0000005 00000000 720 01cac571c4f82a7b C:\Program Files (x86)\Microsoft Office\Office12\WINWORD.EXE unknown 041dd5f9-3165-11df-b96a-0025643cefe6

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  • Getting Error System.Runtime.InteropServices.COMException

    - by Savan Parmar
    Hey All, I am using Vb.Net to Create Labels in Microsoft. For that i am using below mantioend Code. Public Sub CreateLabel(ByVal StrFilter As String, ByVal Path As String) WordApp = CreateObject("Word.Application") ''Add a new document. WordDoc = WordApp.Documents.Add() Dim oConn As SqlConnection = New SqlConnection(connSTR) oConn.Open() Dim oCmd As SqlCommand Dim oDR As SqlDataReader oCmd = New SqlCommand(StrFilter, oConn) oDR = oCmd.ExecuteReader Dim intI As Integer Dim FilePath As String = "" With WordDoc.MailMerge With .Fields Do While oDR.Read For intI = 0 To oDR.FieldCount - 1 .Add(WordApp.Selection.Range, oDR.Item(intI)) Next Loop End With Dim objAutoText As Word.AutoTextEntry = WordApp.NormalTemplate.AutoTextEntries.Add("MyLabelLayout", WordDoc.Content) WordDoc.Content.Delete() .MainDocumentType = Word.WdMailMergeMainDocType.wdMailingLabels FilePath = CreateSource(StrFilter) .OpenDataSource(FilePath) Dim NewLabel As Word.CustomLabel = WordApp.MailingLabel.CustomLabels.Add("MyLabel", False) WordApp.MailingLabel.CreateNewDocument(Name:="MyLabel", Address:="", AutoText:="MyLabelLayout") objAutoText.Delete() .Destination = Word.WdMailMergeDestination.wdSendToNewDocument WordApp.Visible = True .Execute() End With oConn.Close() WordDoc.Close() End Sub Private Function CreateSource(ByVal StrFilter As String) As String Dim CnnUser As SqlConnection = New SqlConnection(connSTR) Dim sw As StreamWriter = File.CreateText("C:\Mail.Txt") Dim Path As String = "C:\Mail.Txt" Dim StrHeader As String = "" Try Dim SelectCMD As SqlCommand = New SqlCommand(StrFilter, CnnUser) Dim oDR As SqlDataReader Dim IntI As Integer SelectCMD.CommandType = CommandType.Text CnnUser.Open() oDR = SelectCMD.ExecuteReader For IntI = 0 To oDR.FieldCount - 1 StrHeader &= oDR.GetName(IntI) & " ," Next StrHeader = Mid(StrHeader, 1, Len(StrHeader) - 2) sw.WriteLine(StrHeader) sw.Flush() sw.Close() StrHeader = "" Do While oDR.Read For IntJ As Integer = 0 To oDR.FieldCount - 1 StrHeader &= oDR.GetString(IntJ) & " ," Next Loop StrHeader = Mid(StrHeader, 1, Len(StrHeader) - 2) sw = File.AppendText(Path) sw.WriteLine(StrHeader) CnnUser.Close() sw.Flush() sw.Close() Catch ex As Exception MessageBox.Show(ex.Message, "TempID", MessageBoxButtons.OK, MessageBoxIcon.Error) End Try Return Path End Function Now when i am running the programm i am getting this error.I tried hard but not able to locate what could be the problem the error is:- System.Runtime.InteropServices.COMException --Horizontal and vertical pitch must be greater than or equal to the label width and height, respectively. Even though i tried to set the Horizontal and vertical pitch programatically but it gives same err. Plz if any one can help

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  • Delphi Phrase Count / Keyword Density

    - by Brad
    Does anyone know how to or have some code on counting the number of unique phrases in a document? (Single word, two word phrases, three word phrases). Thanks Example of what I'm looking for: What I mean is I have a text document, and i need to see what the most popular word phrases are. Example text I took the car to the car wash. I : 1 took : 1 the : 2 car: 2 to : 1 wash : 1 I took : 1 took the : 1 the car : 2 car to : 1 to the : 1 car wash : 1 I took the : 1 took the car : 1 the car to : 1 car to the : 1 to the car : 1 the car wash : 1 I took the car to : 1 took the car to the : 1 the car to the car : 1 car to the car wash : 1 I need the phrase, and the count that it shows up. Any help would be appreciated. The closet thing I found to this was a PHP script from http://tools.seobook.com/general/keyword-density/source.php I used to have some code for this, but I cannot find it.

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  • Problem calling linux C code from FIQ handler

    - by fastmonkeywheels
    I'm working on an armv6 core and have an FIQ hander that works great when I do all of my work in it. However I need to branch to some additional code that's too large for the FIQ memory area. The FIQ handler gets copied from fiq_start to fiq_end to 0xFFFF001C when registered static void test_fiq_handler(void) { asm volatile("\ .global fiq_start\n\ fiq_start:"); // clear gpio irq asm("ldr r10, GPIO_BASE_ISR"); asm("ldr r9, [r10]"); asm("orr r9, #0x04"); asm("str r9, [r10]"); // clear force register asm("ldr r10, AVIC_BASE_INTFRCH"); asm("ldr r9, [r10]"); asm("mov r9, #0"); asm("str r9, [r10]"); // prepare branch register asm(" ldr r11, fiq_handler"); // save all registers, build sp and branch to C asm(" adr r9, regpool"); asm(" stmia r9, {r0 - r8, r14}"); asm(" adr sp, fiq_sp"); asm(" ldr sp, [sp]"); asm(" add lr, pc,#4"); asm(" mov pc, r11"); #if 0 asm("ldr r10, IOMUX_ADDR12"); asm("ldr r9, [r10]"); asm("orr r9, #0x08 @ top/vertex LED"); asm("str r9,[r10] @turn on LED"); asm("bic r9, #0x08 @ top/vertex LED"); asm("str r9,[r10] @turn on LED"); #endif asm(" adr r9, regpool"); asm(" ldmia r9, {r0 - r8, r14}"); // return asm("subs pc, r14, #4"); asm("IOMUX_ADDR12: .word 0xFC2A4000"); asm("AVIC_BASE_INTCNTL: .word 0xFC400000"); asm("AVIC_BASE_INTENNUM: .word 0xFC400008"); asm("AVIC_BASE_INTDISNUM: .word 0xFC40000C"); asm("AVIC_BASE_FIVECSR: .word 0xFC400044"); asm("AVIC_BASE_INTFRCH: .word 0xFC400050"); asm("GPIO_BASE_ISR: .word 0xFC2CC018"); asm(".globl fiq_handler"); asm("fiq_sp: .long fiq_stack+120"); asm("fiq_handler: .long 0"); asm("regpool: .space 40"); asm(".pool"); asm(".align 5"); asm("fiq_stack: .space 124"); asm(".global fiq_end"); asm("fiq_end:"); } fiq_hander gets set to the following function: static void fiq_flip_pins(void) { asm("ldr r10, IOMUX_ADDR12_k"); asm("ldr r9, [r10]"); asm("orr r9, #0x08 @ top/vertex LED"); asm("str r9,[r10] @turn on LED"); asm("bic r9, #0x08 @ top/vertex LED"); asm("str r9,[r10] @turn on LED"); asm("IOMUX_ADDR12_k: .word 0xFC2A4000"); } EXPORT_SYMBOL(fiq_flip_pins); I know that since the FIQ handler operates outside of any normal kernel API's and that it is a rather high priority interrupt I must ensure that whatever I call is already swapped into memory. I do this by having the fiq_flip_pins function defined in the monolithic kernel and not as a module which gets vmalloc. If I don't branch to the fiq_flip_pins function, and instead do the work in the test_fiq_handler function everything works as expected. It's the branching that's causing me problems at the moment. Right after branching I get a kernel panic about a paging request. I don't understand why I'm getting the paging request. fiq_flip_pins is in the kernel at: c00307ec t fiq_flip_pins Unable to handle kernel paging request at virtual address 736e6f63 pgd = c3dd0000 [736e6f63] *pgd=00000000 Internal error: Oops: 5 [#1] PREEMPT Modules linked in: hello_1 CPU: 0 Not tainted (2.6.31-207-g7286c01-svn4 #122) PC is at strnlen+0x10/0x28 LR is at string+0x38/0xcc pc : [<c016b004>] lr : [<c016c754>] psr: a00001d3 sp : c3817ea0 ip : 736e6f63 fp : 00000400 r10: c03cab5c r9 : c0339ae0 r8 : 736e6f63 r7 : c03caf5c r6 : c03cab6b r5 : ffffffff r4 : 00000000 r3 : 00000004 r2 : 00000000 r1 : ffffffff r0 : 736e6f63 Flags: NzCv IRQs off FIQs off Mode SVC_32 ISA ARM Segment user Control: 00c5387d Table: 83dd0008 DAC: 00000015 Process sh (pid: 1663, stack limit = 0xc3816268) Stack: (0xc3817ea0 to 0xc3818000) Since there are no API calls in my code I have to assume that something is going wrong in the C call and back. Any help solving this is appreciated.

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  • Java: If vs. Switch

    - by _ande_turner_
    I have a piece of code with a) which I replaced with b) purely for legibility ... a) if ( WORD[ INDEX ] == 'A' ) branch = BRANCH.A; /* B through to Y */ if ( WORD[ INDEX ] == 'Z' ) branch = BRANCH.Z; b) switch ( WORD[ INDEX ] ) { case 'A' : branch = BRANCH.A; break; /* B through to Y */ case 'Z' : branch = BRANCH.Z; break; } ... will the switch version cascade through all the permutations or jump to a case ? EDIT: Some of the answers below regard alternative approaches to the approach above. I have included the following to provide context for its use. The reason I asked, the Question above, was because the speed of adding words empirically improved. This isn't production code by any means, and was hacked together quickly as a PoC. The following seems to be a confirmation of failure for a thought experiment. I may need a much bigger corpus of words than the one I am currently using though. The failure arises from the fact I did not account for the null references still requiring memory. ( doh ! ) public class Dictionary { private static Dictionary ROOT; private boolean terminus; private Dictionary A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z; private static Dictionary instantiate( final Dictionary DICTIONARY ) { return ( DICTIONARY == null ) ? new Dictionary() : DICTIONARY; } private Dictionary() { this.terminus = false; this.A = this.B = this.C = this.D = this.E = this.F = this.G = this.H = this.I = this.J = this.K = this.L = this.M = this.N = this.O = this.P = this.Q = this.R = this.S = this.T = this.U = this.V = this.W = this.X = this.Y = this.Z = null; } public static void add( final String...STRINGS ) { Dictionary.ROOT = Dictionary.instantiate( Dictionary.ROOT ); for ( final String STRING : STRINGS ) Dictionary.add( STRING.toUpperCase().toCharArray(), Dictionary.ROOT , 0, STRING.length() - 1 ); } private static void add( final char[] WORD, final Dictionary BRANCH, final int INDEX, final int INDEX_LIMIT ) { Dictionary branch = null; switch ( WORD[ INDEX ] ) { case 'A' : branch = BRANCH.A = Dictionary.instantiate( BRANCH.A ); break; case 'B' : branch = BRANCH.B = Dictionary.instantiate( BRANCH.B ); break; case 'C' : branch = BRANCH.C = Dictionary.instantiate( BRANCH.C ); break; case 'D' : branch = BRANCH.D = Dictionary.instantiate( BRANCH.D ); break; case 'E' : branch = BRANCH.E = Dictionary.instantiate( BRANCH.E ); break; case 'F' : branch = BRANCH.F = Dictionary.instantiate( BRANCH.F ); break; case 'G' : branch = BRANCH.G = Dictionary.instantiate( BRANCH.G ); break; case 'H' : branch = BRANCH.H = Dictionary.instantiate( BRANCH.H ); break; case 'I' : branch = BRANCH.I = Dictionary.instantiate( BRANCH.I ); break; case 'J' : branch = BRANCH.J = Dictionary.instantiate( BRANCH.J ); break; case 'K' : branch = BRANCH.K = Dictionary.instantiate( BRANCH.K ); break; case 'L' : branch = BRANCH.L = Dictionary.instantiate( BRANCH.L ); break; case 'M' : branch = BRANCH.M = Dictionary.instantiate( BRANCH.M ); break; case 'N' : branch = BRANCH.N = Dictionary.instantiate( BRANCH.N ); break; case 'O' : branch = BRANCH.O = Dictionary.instantiate( BRANCH.O ); break; case 'P' : branch = BRANCH.P = Dictionary.instantiate( BRANCH.P ); break; case 'Q' : branch = BRANCH.Q = Dictionary.instantiate( BRANCH.Q ); break; case 'R' : branch = BRANCH.R = Dictionary.instantiate( BRANCH.R ); break; case 'S' : branch = BRANCH.S = Dictionary.instantiate( BRANCH.S ); break; case 'T' : branch = BRANCH.T = Dictionary.instantiate( BRANCH.T ); break; case 'U' : branch = BRANCH.U = Dictionary.instantiate( BRANCH.U ); break; case 'V' : branch = BRANCH.V = Dictionary.instantiate( BRANCH.V ); break; case 'W' : branch = BRANCH.W = Dictionary.instantiate( BRANCH.W ); break; case 'X' : branch = BRANCH.X = Dictionary.instantiate( BRANCH.X ); break; case 'Y' : branch = BRANCH.Y = Dictionary.instantiate( BRANCH.Y ); break; case 'Z' : branch = BRANCH.Z = Dictionary.instantiate( BRANCH.Z ); break; } if ( INDEX == INDEX_LIMIT ) branch.terminus = true; else Dictionary.add( WORD, branch, INDEX + 1, INDEX_LIMIT ); } public static boolean is( final String STRING ) { Dictionary.ROOT = Dictionary.instantiate( Dictionary.ROOT ); return Dictionary.is( STRING.toUpperCase().toCharArray(), Dictionary.ROOT, 0, STRING.length() - 1 ); } private static boolean is( final char[] WORD, final Dictionary BRANCH, final int INDEX, final int INDEX_LIMIT ) { Dictionary branch = null; switch ( WORD[ INDEX ] ) { case 'A' : branch = BRANCH.A; break; case 'B' : branch = BRANCH.B; break; case 'C' : branch = BRANCH.C; break; case 'D' : branch = BRANCH.D; break; case 'E' : branch = BRANCH.E; break; case 'F' : branch = BRANCH.F; break; case 'G' : branch = BRANCH.G; break; case 'H' : branch = BRANCH.H; break; case 'I' : branch = BRANCH.I; break; case 'J' : branch = BRANCH.J; break; case 'K' : branch = BRANCH.K; break; case 'L' : branch = BRANCH.L; break; case 'M' : branch = BRANCH.M; break; case 'N' : branch = BRANCH.N; break; case 'O' : branch = BRANCH.O; break; case 'P' : branch = BRANCH.P; break; case 'Q' : branch = BRANCH.Q; break; case 'R' : branch = BRANCH.R; break; case 'S' : branch = BRANCH.S; break; case 'T' : branch = BRANCH.T; break; case 'U' : branch = BRANCH.U; break; case 'V' : branch = BRANCH.V; break; case 'W' : branch = BRANCH.W; break; case 'X' : branch = BRANCH.X; break; case 'Y' : branch = BRANCH.Y; break; case 'Z' : branch = BRANCH.Z; break; } if ( branch == null ) return false; if ( INDEX == INDEX_LIMIT ) return branch.terminus; else return Dictionary.is( WORD, branch, INDEX + 1, INDEX_LIMIT ); } }

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  • Link List Problem,

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

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  • Newbie Python programmer tangling with Lists.

    - by Sergio Tapia
    Here's what I've got so far: # A. match_ends # Given a list of strings, return the count of the number of # strings where the string length is 2 or more and the first # and last chars of the string are the same. # Note: python does not have a ++ operator, but += works. def match_ends(words): counter = 0 for word in words: if len(word) >= 2 and word[0] == word[-1]: counter += counter return counter # +++your code here+++ return I'm following the Google Python Class, so this isn't homework, but me just learning and improving myself; so please no negative comments about 'not doing my homework'. :P What do you guys think I'm doing wrong here? Here's the result: match_ends X got: 0 expected: 3 X got: 0 expected: 2 X got: 0 expected: 1 I'm really loving Python, so I just know that I'll get better at it. :)

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  • Delay On Assembler?

    - by Norm
    Hey, I want to know how i can do delay (Timer) on assembler 16 bit on PC. Thank You for helping, Norm. OS: Windows CODE: delay: inc bx cmp bx,WORD ptr[time] je delay2 jmp delay delay2: inc dx cmp dx,WORD ptr[time2] je delay3 jmp delay mov bx,0 delay3: inc cx cmp cx,WORD ptr[time3] je Finish_delay jmp delay its not work good i need less complicated code

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  • What Algorithm will Find New Longtail Keywords for *keyword* in PPC

    - by Becci
    I am looking for the algorithm (or combo) that would allow someone to find new longtail PPC search phrases based on say one corekeyword. Eg #1 word word corekeyword eg #2 word corekeyword word Google search tool allows a limited number vertically - mostly of eg#1 (https://adwords.google.com.au/select/KeywordToolExternal) I also know of other PPC apps that allow more volume than google adwords keyword tool, But I want to find other combos that mention the corekeyword & then naturally sort for the highest volume searched. Working example of exact match: corekeyword: copywriter (40,500 searches a month) google will serve up: become a copywriter (480 searches globally/month in english) But if I specifically look up: How to become a copywriter (720 searches a month) This exact longtail keyword phrase has 300 more searches than the 3 word version spat out by google. I want the algorithm to find any other highly search exact longtials like: how to become a copywriter Simply because it was save significant $ finding other longtail keywords after your campaign has been running an made google lots of money. I don't want a concantenation algorithm (I already have one of those), because hypothetically, I don't know what keywords will be that I want to find. Any gurus out there? Becci

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  • AS3 Regular Expression Question...

    - by Coltech
    Can someone give me a regular expression that will verify if all the letters in the word "cat" were also in the word "coating" in the proper sequence? So for the word "coating", the RegEx will test true for "cat" but false for "act".

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  • Delphi Phrase Count

    - by Brad
    Does anyone know how to or have some code on counting the number of unique phrases in a document? (Single word, two word phrases, three word phrases). Thanks

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  • Xcode & passing command line arguments

    - by Brisco
    I just started working with C & Xcode and I've run into a little difficulty. All I want to do is read a file from the command line and see the output in the terminal. I think my problem lies with the path to the file that I want to read in. I'm using a Mac and the file is on my desktop, so the path should be Users/myName/Desktop/words.txt. Is this correct? This is my code: #import <Foundation/Foundation.h> int main (int argc, const char* argv[]){ if(argc == 1){ NSLog(@" you must pass at least one arguement"); return 1; } NSLog(@"russ"); FILE* wordFile = fopen(argv[1] , "r"); char word[100]; while (fgets(word,100,wordFile)) { NSLog(@" %s is %d chars long", word,strlen(word)); } fclose(wordFile); return 0; }//main

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  • Order Result in Sqlite

    - by saturngod
    In MySQL , my sql is like following SELECT * , IF( `Word` = 'sim', 1, IF( `Word` LIKE 'sim%', 2, IF( `Word` LIKE '%sim', 4, 3 ) ) ) AS `sort` FROM `dblist` WHERE `Word` LIKE '%sim%' ORDER BY `sort` , `Word` This sql is not working in SQlite. I want to do result order. SELECT * FROM dblist where word like 'sim' or word like 'sim%' or word like '%sim%' or word like '%sim' equal sim is a frist , sim% is second and %sim% is a thrid and then %sim is a last. Currently I can't sort like mysql in sqlite. How to change sql to order the result ?

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  • Counting the number of words in a text area

    - by user1320483
    Hello everyone my first question on stack overflow import javax.swing.*; import java.util.*; import java.awt.event.*; public class TI extends JFrame implements ActionListener { static int count=0; String ct; JTextField word; JTextArea tohide; public static void main(String arg[]) { TI ti=new TI(); } public TI() { JPanel j=new JPanel(); JLabel def=new JLabel("Enter the text to be encrypted"); word=new JTextField("",20); tohide=new JTextArea("",5,20); JButton jb=new JButton("COUNT"); tohide.setBorder(BorderFactory.createLoweredBevelBorder()); j.add(def); j.add(tohide); j.add(word); j.add(jb); add(j); setSize(500,500); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setLocationRelativeTo(null); jb.addActionListener(this); } public void actionPerformed(ActionEvent ae) { String txt=tohide.getText(); StringTokenizer stk=new StringTokenizer(txt," "); while(stk.hasMoreTokens()) { String token=stk.nextToken(); count++; } ct=Integer.toString(count);; word.setText(ct); } } I want to count the number of words that are being typed in the textarea.There is a logical error.As I keep clicking the count button the word count increases.

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  • $_GET encoding problem with cyrillic text

    - by T1000
    I'm trying this code (on my local web server) <?php echo 'the word is / ?????? ? '.$_GET['word']; ?> but I get corrupted result when enter ?word=????? the word is / ?????? ? ???? The document is saved as 'UTF-8 without BOM' and headers are also UTF-8. I have tried urlencode() and urldecode() but the effect was same. When upload it on web server, works fine...

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  • Select dynamic string has a different value when referenced in Where clause

    - by David
    I dynamically select a string built using another string. So, if string1='David Banner', then MyDynamicString should be 'DBanne' Select ... , Left( left((select top 1 strval from dbo.SPLIT(string1,' ')) //first word ,1) //first character + (select top 1 strval from dbo.SPLIT(string1,' ') //second word where strval not in (select top 1 strval from dbo.SPLIT(string1,' '))) ,6) //1st character of 1st word, followed by up to 5 characters of second word [MyDynamicString] ,... From table1 Join table2 on table1pkey=table2fkey Where MyDynamicString <> table2.someotherfield I know table2.someotherfield is not equal to the dynamic string. However, when I replace MyDynamicString in the Where clause with the full left(left(etc.. function, it works as expected. Can I not reference this string later in the query? Do I have to build it using the left(left(etc.. function each time in the where clause?

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