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  • How to skip to next iteration in jQuery.each() util?

    - by Josh
    I'm trying to iterate through an array of elements. jQuery's documentation says: jquery.Each() documentation Returning non-false is the same as a continue statement in a for loop, it will skip immediately to the next iteration. I've tried calling 'return non-false;' and 'non-false;' (sans return) neither of which skip to the next iteration. Instead, they break the loop. What am i missing?

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  • change dojo namespace

    - by Robert
    I need to change the dojo namespace to something else. I found this stackoverflow post, but it refers to a dojo documentation page that no longer exists. Below is something I tried based on this page, but didn't work: <html <head <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/dojo/1.4/dojo/dojo.xd.js" djConfig="scopeMap: [[ 'dojo', 'newns' ]]"</script <script newns.addOnLoad(function(){ console.debug("hello world"); }); </script </head <body </body </html Help!

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  • Saving several Monticello packages at once

    - by Juan Barreda
    I am working with Pharo Smalltalk. Suppose you want to save your own group of packages into a local repository, you know that your packages are prefixed with "MyPrefix". What's the right message to do it? In code: | myPkgs | myPkgs := MCPackage allInstances select: [: mcPkg | mcPkg name beginsWith: 'MyPrefix' ]. myPkgs do: [ : myPkg | myPkg ??? ]. It would be too difficult to script that one for a web based repository?

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • Can I Do a Foreach on a TimeSpan by Timespan Type?

    - by IPX Ares
    I have a requirement that regardless of the start and dates that I need to loop through that timespan and calculate figures at the month level. I cannot seem to figure it out, and maybe it is not possible, but I would like to do something like: FOREACH Month As TimeSpan in ContractRange.Months Do Calculations (Month.Start, Month.End) NEXT Is this possible or do I need to calculate the number of months, and just iterate through the amount of months and calculate the start/end of that month based on my index?

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  • Base32 Decoding

    - by trampster
    I have a base32 string which I need to convert to a byte array. And I'm having trouble finding a conversion method in the .net framework. I can find methods for base64 but not for base32. Convert.FromBase64String – something like this for base32 would be perfect. Is there such a method in the framework or do I have to roll my own?

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  • GLKit Memory Leak copywithZone

    - by TommyT39
    Running the instruments utility against the game I'm writing shows a bunch of memory leaks related to copy with Zone when I cycle through an array and draw some simple cube objects. Im not sure the best way to track this down as I'm new to OpenGL programming. My program is using ARC and is set to build for IOS 5. I am initializing GLKit to use OPenGl 2.0 and using the BafeEffect so I don't have to write my own shaders etc.. This shouldn't be rocket science. Im guessing that I must be not releasing something within the draw function. Below is the code to my draw function. Could you guys take a look and see if anything stands out as the problem? One other thing to note is that I'm using 15 different textures, the cubes can be 1 of 15 different ones. I have a property set on the cube class for the texture and I set it as I create the cube in there array. But I do load all 15 when my programs view did load starts.They are small .jps files that are less than 75k each and each cube uses the same texture all the way around so shouldn't be too big of an issue. Here is the code to my draw function: - (void)draw { GLKMatrix4 xRotationMatrix = GLKMatrix4MakeXRotation(rotation.x); GLKMatrix4 yRotationMatrix = GLKMatrix4MakeYRotation(rotation.y); GLKMatrix4 zRotationMatrix = GLKMatrix4MakeZRotation(rotation.z); GLKMatrix4 scaleMatrix = GLKMatrix4MakeScale(scale.x, scale.y, scale.z); GLKMatrix4 translateMatrix = GLKMatrix4MakeTranslation(position.x, position.y, position.z); GLKMatrix4 modelMatrix = GLKMatrix4Multiply(translateMatrix,GLKMatrix4Multiply(scaleMatrix,GLKMatrix4Multiply(zRotationMatrix, GLKMatrix4Multiply(yRotationMatrix, xRotationMatrix)))); GLKMatrix4 viewMatrix = GLKMatrix4MakeLookAt(0, 0, 1, 0, 0, -5, 0, 1, 0); effect.transform.modelviewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix); effect.transform.projectionMatrix = GLKMatrix4MakePerspective(0.125*M_TAU, 1.0, 2, 0); effect.texture2d0.name = wallTexture.name; [effect prepareToDraw]; glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(GLKVertexAttribTexCoord0); glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, 18); glDisableVertexAttribArray(GLKVertexAttribPosition); glDisableVertexAttribArray(GLKVertexAttribTexCoord0); }

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  • Monitoring GPS Coordinates

    - by Suriyan Suresh
    I need to monitor GPS Coordinates changes at every 15 min and take action based on that. as per bada developer guide report "only one application allowed to run at a time if another application try to run first one is closed" .so that how do i monitor GPS coordinates without interruption from other applications. how do i keep my application running at all times

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  • Ruby: Parse, replace, and evaluate a string formula

    - by Swartz
    I'm creating a simple Ruby on Rails survey application for a friend's psychological survey project. So we have surveys, each survey has a bunch of questions, and each question has one of the options participants can choose from. Nothing exciting. One of the interesting aspects is that each answer option has a score value associated with it. And so for each survey a total score needs to be calculated based on these values. Now my idea is instead of hard-coding calculations is to allow user add a formula by which the total survey score will be calculated. Example formulas: "Q1 + Q2 + Q3" "(Q1 + Q2 + Q3) / 3" "(10 - Q1) + Q2 + (Q3 * 2)" So just basic math (with some extra parenthesis for clarity). The idea is to keep the formulas very simple such that anyone with basic math can enter them without resolving to some fancy syntax. My idea is to take any given formula and replace placeholders such as Q1, Q2, etc with the score values based on what the participant chooses. And then eval() the newly formed string. Something like this: f = "(Q1 + Q2 + Q3) / 2" # some crazy formula for this survey values = {:Q1 => 1, :Q2 => 2, :Q3 => 2} # values for substitution result = f.gsub(/(Q\d+)/) {|m| values[$1.to_sym] } # string to be eval()-ed eval(result) So my questions are: Is there a better way to do this? I'm open to any suggestions. How to handle formulas where not all placeholders were successfully replaced (e.g. one question wasn't answered)? Ex: {:Q3 = 2} wasn't in values hash? My idea is to rescue eval()... any thoughts? How to get proper result? Should be 2.5, but due to integer arithmetic, it will truncate to 2. I can't expect people who provide the correct formula (e.g. / 2.0 ) to understand this nuance. I do not expect this, but how to best protect eval() from abuse (e.g. bad formula, manipulated values coming in)? Thank you!

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  • Programming With Markov Algorithms.

    - by Bubba88
    Hello! I Wonder if someone has used Markov Algorithm-based programming system or embedded facility in production or for scientific purpose. I know about 'REFAL' programming language invented a thousand years ago, but it all seems to be dead, so.. Ref: http://en.wikipedia.org/wiki/Markov_algorithm

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  • How to Take whitespace in Input in C

    - by itsaboutcode
    I wanted to take character array from console and it also include white spaces, the only method i know in C is scanf, but it miss stop taking input once it hit with white space. What i should do? Here is what i am doing. char address[100]; scanf("%s", address);

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  • MySQL : Selecting alternative field if given field is empty

    - by Kyobul
    Hi, I wonder if is it possible to run mysql command which can select an alternative field if the first given field is empty, on the same table. Example : I have table called "posts" which have "intro" and "content". In the same statement I would like to select as a result "content" if "intro" is empty, but not having both in the result array. Thanks in advance

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  • How to link to specific anchor in table with jquery

    - by LisaH
    I am using this jquery plugin: http://www.jankoatwarpspeed.com/post/2009/07/20/Expand-table-rows-with-jQuery-jExpand-plugin.aspx I have anchors in the code such as: <a name="art" id="art2"></a> Articles How can I open that particular row then? In other words, when a user clicks a link from another page to this landing page I would like the appropriate row to open up based on the anchor tag. Thanks in advance!

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  • Implementing coroutines in Java

    - by JUST MY correct OPINION
    This question is related to my question on existing coroutine implementations in Java. If, as I suspect, it turns out that there is no full implementation of coroutines currently available in Java, what would be required to implement them? As I said in that question, I know about the following: You can implement "coroutines" as threads/thread pools behind the scenes. You can do tricksy things with JVM bytecode behind the scenes to make coroutines possible. The so-called "Da Vinci Machine" JVM implementation has primitives that make coroutines doable without bytecode manipulation. There are various JNI-based approaches to coroutines also possible. I'll address each one's deficiencies in turn. Thread-based coroutines This "solution" is pathological. The whole point of coroutines is to avoid the overhead of threading, locking, kernel scheduling, etc. Coroutines are supposed to be light and fast and to execute only in user space. Implementing them in terms of full-tilt threads with tight restrictions gets rid of all the advantages. JVM bytecode manipulation This solution is more practical, albeit a bit difficult to pull off. This is roughly the same as jumping down into assembly language for coroutine libraries in C (which is how many of them work) with the advantage that you have only one architecture to worry about and get right. It also ties you down to only running your code on fully-compliant JVM stacks (which means, for example, no Android) unless you can find a way to do the same thing on the non-compliant stack. If you do find a way to do this, however, you have now doubled your system complexity and testing needs. The Da Vinci Machine The Da Vinci Machine is cool for experimentation, but since it is not a standard JVM its features aren't going to be available everywhere. Indeed I suspect most production environments would specifically forbid the use of the Da Vinci Machine. Thus I could use this to make cool experiments but not for any code I expect to release to the real world. This also has the added problem similar to the JVM bytecode manipulation solution above: won't work on alternative stacks (like Android's). JNI implementation This solution renders the point of doing this in Java at all moot. Each combination of CPU and operating system requires independent testing and each is a point of potentially frustrating subtle failure. Alternatively, of course, I could tie myself down to one platform entirely but this, too, makes the point of doing things in Java entirely moot. So... Is there any way to implement coroutines in Java without using one of these four techniques? Or will I be forced to use the one of those four that smells the least (JVM manipulation) instead?

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  • objective C convert NSString to unsigned

    - by user1501354
    I have changed my question. I want to convert an NSString to an unsigned int. Why? Because I want to do parallel payment in PayPal. Below I have given my coding in which I want to convert the NSString to an unsigned int. My query is: //optional, set shippingEnabled to TRUE if you want to display shipping //options to the user, default: TRUE [PayPal getPayPalInst].shippingEnabled = TRUE; //optional, set dynamicAmountUpdateEnabled to TRUE if you want to compute //shipping and tax based on the user's address choice, default: FALSE [PayPal getPayPalInst].dynamicAmountUpdateEnabled = TRUE; //optional, choose who pays the fee, default: FEEPAYER_EACHRECEIVER [PayPal getPayPalInst].feePayer = FEEPAYER_EACHRECEIVER; //for a payment with multiple recipients, use a PayPalAdvancedPayment object PayPalAdvancedPayment *payment = [[PayPalAdvancedPayment alloc] init]; payment.paymentCurrency = @"USD"; // A payment note applied to all recipients. payment.memo = @"A Note applied to all recipients"; //receiverPaymentDetails is a list of PPReceiverPaymentDetails objects payment.receiverPaymentDetails = [NSMutableArray array]; NSArray *emailArray = [NSArray arrayWithObjects:@"[email protected]",@"[email protected]", nil]; for (int i = 1; i <= 2; i++) { PayPalReceiverPaymentDetails *details = [[PayPalReceiverPaymentDetails alloc] init]; // Customize the payment notes for one of the three recipient. if (i == 2) { details.description = [NSString stringWithFormat:@"Component %d", i]; } details.recipient = [NSString stringWithFormat:@"%@",[emailArray objectAtIndex:i-1]]; unsigned order; if (i==1) { order = [[feeArray objectAtIndex:0] unsignedIntValue]; } if (i==2) { order = [[amountArray objectAtIndex:0] unsignedIntValue]; } //subtotal of all items for this recipient, without tax and shipping details.subTotal = [NSDecimalNumber decimalNumberWithMantissa:order exponent:-4 isNegative:FALSE]; //invoiceData is a PayPalInvoiceData object which contains tax, shipping, and a list of PayPalInvoiceItem objects details.invoiceData = [[PayPalInvoiceData alloc] init]; //invoiceItems is a list of PayPalInvoiceItem objects //NOTE: sum of totalPrice for all items must equal details.subTotal //NOTE: example only shows a single item, but you can have more than one details.invoiceData.invoiceItems = [NSMutableArray array]; PayPalInvoiceItem *item = [[PayPalInvoiceItem alloc] init]; item.totalPrice = details.subTotal; [details.invoiceData.invoiceItems addObject:item]; [payment.receiverPaymentDetails addObject:details]; } [[PayPal getPayPalInst] advancedCheckoutWithPayment:payment]; Can anybody tell me how to do this conversion? Thanks and regards in advance.

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  • Slick: why would I save "Unit" to my database?

    - by alapeno
    I'm new to Scala and Slick and was surprised by something in the Slick documentation: The following primitive types are supported out of the box for JDBC-based databases in JdbcProfile ... Unit ... I don't get why this list contains Unit. From my understanding, Unit is similar to Java's void, something I neither can save to nor receive from my database. What is the intention behind it? edit: you can find it here.

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  • ASP.net or PHP webmail app I can install on my shared hosting domain with inteface similar to Gmail

    - by m3ntat
    I'm looking for either an ASP.net or PHP based webmail app I can install on my shared hosting. I want to set this up on one of my domains for my Gmail address, due to Gmail being blocked at work. I'd like the interface to be as similar to Gmail as possible, conversation view, labels, starred emails etc if possible well at least allow me to keep with my GTD workflow. Any suggestions?

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  • Get location of object when animation is complete in android

    - by bgm
    Is there a way to find out the final location of my animated "object" after the animation? Let's say I am animating an ImageView with location in parent as (0,0 - 20,20) using TranslateAnimation and ScaleAnimation over 1 second with setFillAfter(true). How to I find the final location of this "object" (since the View location itself does not move)? I need to continue the animation from this point based on an user input.

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  • Can one form have multiple actions?

    - by Brook Julias
    I am wanting to submit a form to different places based on selections made in the form. If the user wants to delete elements go to page 1. If the user wants to edit/update elements go to page 2. If the user wants to group/attach elements go to page 3.

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