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  • How to Format Code in Research Reports

    - by RoseOfJericho
    I am currently writing a formal research report, and I'll be including code with this report. Question: Is there an accepted way of displaying code in research reports? I'm thinking both in terms of font, spacing, et cetera, and whether the code should be displayed inside the document, or in an appendix. The code will be JavaScript and PHP. None of the sections of code will be more than 25 lines (so they're mere snippets). There will be approx. half a dozen snippets. Each of the snippets will have a couple of paragraphs explaining what is happening in the code, and a discussion on its pros/cons. I have no contact with the body the report will be submitted to, and they have no published guidelines on how to format code (please do not question these points). Any help considered and appreciated.

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  • Getting ROBOCOPY to return a "proper" exit code?

    - by Lasse V. Karlsen
    Is it possible to ask ROBOCOPY to exit with an exit code that indicates success or failure? I am using ROBOCOPY as part of my TeamCity build configurations, and having to add a step to just silence the exit code from ROBOCOPY seems silly to me. Basically, I have added this: EXIT /B 0 to the script that is being run. However, this of course masks any real problems that ROBOCOPY would return. Basically, I would like to have exit codes of 0 for SUCCESS and non-zero for FAILURE instead of the bit-mask that ROBOCOPY returns now. Or, if I can't have that, is there a simple sequence of batch commands that would translate the bit-mask of ROBOCOPY to a similar value?

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  • How to share malicious source code?

    - by darma
    I have a client whose site (not one i developed) is infected by a trojan/malicious code. I have asked him to send me the dirty files in a zip but either gmail or unzipping is blocking them. I've tried text files and word files, and i'm suspecting many different file types will be blocked the same way, either by my mail client, anti-malware software, browser etc. (which is normal). Do you know a way he could share those lines so i can read them and do some research about the malicious source code? An image/screenshot of his text editor would be an idea but the files are long + i'd prefer to be able to copy/paste from them. Thank you!

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  • Cannot use Alt code for Unicode character insertion any more

    - by Bergi
    I've been using the Alt code for the ellipsis, 8230, for some time now, in several applications. A few days ago it stopped working, and & is displayed instead of … when pressing Alt+8+2+3+0 (on numpad). This happened both on my desktop and on my laptop (where I use it with Fn). Both run on 64bit-Win-7 with code page 850, and both might have recently updated Windows and Opera 12. What could be the reason this input method got disabled, and how do I switch it back? Btw, I just found out that Alt+0+1+3+3 does work.

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  • How can I learn to effectively write Pythonic code?

    - by Matt Fenwick
    I'm tired of getting downvoted and/or semi-rude comments on my Python answers, saying things like "this isn't Pythonic" or "that's not the Python way of doing things". To clarify, I'm not tired of getting corrected and downvoted, and I'm not tired of being wrong: I'm tired of feeling like there's a whole field of Python that I know nothing about, and seems to be implicit knowledge of experienced Python programmers. Doing a google search for "Pythonic" reveals a wide range of interpretations. The wikipedia page says: A common neologism in the Python community is pythonic, which can have a wide range of meanings related to program style. To say that code is pythonic is to say that it uses Python idioms well, that it is natural or shows fluency in the language. Likewise, to say of an interface or language feature that it is pythonic is to say that it works well with Python idioms, that its use meshes well with the rest of the language. It also discusses the term "unpythonic": In contrast, a mark of unpythonic code is that it attempts to write C++ (or Lisp, Perl, or Java) code in Python—that is, provides a rough transcription rather than an idiomatic translation of forms from another language. The concept of pythonicity is tightly bound to Python's minimalist philosophy of readability and avoiding the "there's more than one way to do it" approach. Unreadable code or incomprehensible idioms are unpythonic. I suspect one way to learn the Pythonic way is just to program in Python a whole bunch. But I bet I could write a bunch of crap and not improve that much without some guidance, whereas a good resource might speed up the learning process significantly. PEP 8 might be exactly what I'm looking for, or maybe not. I'm not sure; on the one hand it covers a lot of ground, but on the other hand, I feel like it's more suited as a reference for knowledgeable programmers than a tutorial for fresh 'uns. How do I get my foot in the Pythonic/Python way of doing things door?

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  • Tile Collision & Sliding against tiles

    - by Devin Rawlek
    I have a tile based map with a top down camera. My sprite stops moving when he collides with a wall in any of the four directions however I am trying to get the sprite to slide along the wall if more than one directional key is pressed after being stopped. Tiles are set to 32 x 32. Here is my code; // Gets Tile Player Is Standing On var splatterTileX = (int)player.Position.X / Engine.TileWidth; var splatterTileY = (int)player.Position.Y / Engine.TileHeight; // Foreach Layer In World Splatter Map Layers foreach (var layer in WorldSplatterTileMapLayers) { // If Sprite Is Not On Any Edges if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West } // If Sprite Is Not On Any X Edges And Is On -Y Edge if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X And -Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X Edge And Y Is Not On Any Edge if (splatterTileX == layer.Width - 1 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is On +X And +Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is Not On Any X Edges And Is On +Y Edge if (splatterTileX < (layer.Width - 1) && splatterTileX > 0 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X And +Y Edges if (splatterTileX == 0 && splatterTileY == layer.Height - 1) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X Edge And Y Is Not On Any Edges if (splatterTileX == 0 && splatterTileY < (layer.Height - 1) && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // If Sprite Is In The Top Left Corner if (splatterTileX == 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // Creates A New Rectangle For TileN tileN.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And N Tile var tileNCollision = player.Rectangle.Intersects(tileN.TileRectangle); // Creates A New Rectangle For TileNE tileNE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And NE Tile var tileNECollision = player.Rectangle.Intersects(tileNE.TileRectangle); // Creates A New Rectangle For TileE tileE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And E Tile var tileECollision = player.Rectangle.Intersects(tileE.TileRectangle); // Creates A New Rectangle For TileSE tileSE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SE Tile var tileSECollision = player.Rectangle.Intersects(tileSE.TileRectangle); // Creates A New Rectangle For TileS tileS.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And S Tile var tileSCollision = player.Rectangle.Intersects(tileS.TileRectangle); // Creates A New Rectangle For TileSW tileSW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SW Tile var tileSWCollision = player.Rectangle.Intersects(tileSW.TileRectangle); // Creates A New Rectangle For TileW tileW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileWCollision = player.Rectangle.Intersects(tileW.TileRectangle); // Creates A New Rectangle For TileNW tileNW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileNWCollision = player.Rectangle.Intersects(tileNW.TileRectangle); // Allow Sprite To Occupy More Than One Tile if (tileNCollision && tileN.TileBlocked == false) { tileN.TileOccupied = true; } if (tileECollision && tileE.TileBlocked == false) { tileE.TileOccupied = true; } if (tileSCollision && tileS.TileBlocked == false) { tileS.TileOccupied = true; } if (tileWCollision && tileW.TileBlocked == false) { tileW.TileOccupied = true; } // Player Up if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Up; if (tileN.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileNCollision && tileN.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } else if (tileN.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } } // Player Down if (keyState.IsKeyDown(Keys.S) || (gamePadOneState.DPad.Down == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Down; // Check Collision With Tiles if (tileS.TileOccupied == false) { if (tileSWCollision && tileSW.TileBlocked || tileSCollision && tileS.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } else if (tileS.TileOccupied) { if (tileSWCollision && tileSW.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } } // Player Left if (keyState.IsKeyDown(Keys.A) || (gamePadOneState.DPad.Left == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Left; if (tileW.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileWCollision && tileW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } else if (tileW.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } } // Player Right if (keyState.IsKeyDown(Keys.D) || (gamePadOneState.DPad.Right == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Right; if (tileE.TileOccupied == false) { if (tileNECollision && tileNE.TileBlocked || tileECollision && tileE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } else if (tileE.TileOccupied) { if (tileNECollision && tileNE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } } I have my tile detection setup so the 8 tiles around the sprite are the only ones detected. The collision variable is true if the sprites rectangle intersects with one of the detected tiles. The sprites origin is centered at 16, 16 on the image so whenever this point goes over to the next tile it calls the surrounding tiles. I am trying to have collision detection like in the game Secret of Mana. If I remove the diagonal checks the sprite will pass through thoses tiles because whichever tile the sprites origin is on will be the detection center. So if the sprite is near the edge of the tile and then goes up it looks like half the sprite is walking through the wall. Is there a way for the detection to occur for each tile the sprite's rectangle touches?

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  • What is the best approach for inline code comments?

    - by d1egoaz
    We are doing some refactoring to a 20 years old legacy codebase, and I'm having a discussion with my colleague about the comments format in the code (plsql, java). There is no a default format for comments, but in most cases people do something like this in the comment: // date (year, year-month, yyyy-mm-dd, dd/mm/yyyy), (author id, author name, author nickname) and comment the proposed format for future and past comments that I want is: // {yyyy-mm-dd}, unique_author_company_id, comment My colleague says that we only need the comment, and must reformat all past and future comments to this format: // comment My arguments: I say for maintenance reasons, it's important to know when and who did a change (even this information is in the SCM). The code is living, and for that reason has a history. Because without the change dates it's impossible to know when a change was introduced without open the SCM tool and search in the long object history. because the author is very important, a change of authors is more credible than a change of authory Agility reasons, no need to open and navigate through the SCM tool people would be more afraid to change something that someone did 15 years ago, than something that was recently created or changed. etc. My colleague's arguments: The history is in the SCM Developers must not be aware of the history of the code directly in the code Packages gets 15k lines long and unstructured comments make these packages harder to understand What do you think is the best approach? Or do you have a better approach to solve this problem?

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  • How should I describe the process of learning someone else's code? (In an invoicing situation.)

    - by MattyG
    I have a contract to upgrade some in-house software for a large company. The company has requested multiple feature additions and a few bug fixes. This is my first freelance style job. First, I needed to become familiar with how the application worked - I learnt it as if I was a user. Next, I had to learn how the software worked. I started with broad concepts, and then narrowed down into necessary detail before working on each bug fix and feature. At least at the start of the project, it took me a lot longer to learn the existing code than it did to write the additional features. How can I describe the process of learning the existing code on the invoice? (This part of the company usually does things in-house, so doesn't have much experience dealing with software contractors like me, and I fear they may not understand the overhead of learning someone else's code). I don't want to just tack the learning time onto the actual feature upgrade, because in some cases this would make a 'simple task' look like it took me way too long. I want break the invoice into relevant steps, and communicate that I'm charging for the large overhead of learning someone else's code before being able to add my own to it. Is there a standard way of describing this sort of activity when billing for a job?

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  • Fast file search algorithm for IP addresses

    - by Dave Jarvis
    Question What is the fastest way to find if an IP address exists in a file that contains IP addresses sorted as: 219.93.88.62 219.94.181.87 219.94.193.96 220.1.72.201 220.110.162.50 220.126.52.187 220.126.52.247 Constraints No database (e.g., MySQL, PostgreSQL, Oracle, etc.). Infrequent pre-processing is allowed (see possibilities section) Would be nice not to have to load the file each query (131Kb) Uses under 5 megabytes of disk space File Details One IP address per line 9500+ lines Possible Solutions Create a directory hierarchy (radix tree?) then use is_dir() (sadly, this uses 87 megabytes)

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  • Sunspot / Solr full text search - how to index Rails associations

    - by Sam
    Is it possible to index through an association with Sunspot? For example, if a Customer has_many Contacts, I want a 'searchable' block on my Customer model that indexes the Contact#first_name and Contact#last_name columns for use in searches on Customer. acts_as_solr has an :include option for this. I've simply been combining the associated column names into a text field on Customer like shown below, but this doesn't seem very flexible. searchable do text :organization_name, :default_boost => 2 text :billing_address1, :default_boost => 2 text :contact_names do contacts.map { |contact| contact.to_s } end Any suggestions?

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  • Anyone has implemented SMA* search algorithm?

    - by Endy
    I find the algorithm description in AIMA (Artificial Intelligence: A Modern Approach) is not correct at all. What does 'necessary' mean? What is the memory limit? The queue size or processed nodes? What if the current node has no children at all? I am wondering if this algorithm itself is correct or not. Because I searched the Internet and nobody has implemented it yet. Thanks.

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  • jqGrid search/filter data api

    - by McLovin
    I've already read all available documentation and I cannot find a solution. I have a calendar outside of the grid which on click returns a date. All I need to do is filter my jqGrid based on that date. Can someone point me to the correct API method? Thanks!

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  • Best practice No1: inline search layout across browsers

    - by Sixfoot Studio
    Ok, I have managed to fix my version of this example using a multitude of hacks and I would like to see how others would tackle this problem making this cross-browser compatible without too many hacks. <div class="searchDiv"> <img src="Images/left.gif" class="left" height="19" width="3" /> <input id="TextBox" type="text" class="searchField" /> <img src="Images/right.gif" height="19"width="3" class="right" /> <a href="" class="submit">Submit</a> <img src="Images/box-arrow.gif" class="linkArrow" width="8" height="14" /> </div> I am using a Transitional DTD in my example. Based on the everyone else's CSS examples, comments and answers I will make the final vote. I'd love to see more of these scenarios come up so that people have a library of "best practice" methods which they can find on SO. Good luck

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  • Wordpress, PodCMS and Search

    - by Vian Esterhuizen
    Hey guys, I have a WordPress site for a client. He owns a video store, and I made a site for him to update the list of movies, usually just the "new this week" movies. The Pod has a field where you insert the release date. 2010-04-20 Then there is a Pod page/template combo that calls the movies with a certain release date like this: $date = pods_url_variable('last'); He then just creates a blank WP page with the slug 2010-04-20 So when you open that page, the Pod page/template reads that slug and renders a list of the appropriate movies. My problem: I need these to be searchable. Is this possible. I'm also open to suggestions on other ways to go about making this site work. I need it to be as simple as that. Uploads some movies and creates a new page. Then the rest is done automatically. Please and thank you guys

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  • blobstore upload code not working

    - by Bunny Rabbit
    <body> <form action="<%= blobstoreService.createUploadUrl("/upload") %>" method="post" enctype="multipart/form-data"> <input type="file" name="myFile"> <input type="submit" value="Submit"> </form> </body> the above code throws a java.lang.NoSuchMethodError on compilation.I can't understand and what is blobstoreService in the above code ?

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  • Any book on designing and implementing a CRPG engine?

    - by Fabzter
    Hi! First, let me tell you, I am not really interested in making my own rpg engine (at least not in the near future, hehe), but I do feel like I want to understand the internals of how a rpg engine works. Why? Well, because I like to read about programming and design, It keeps me motivated and excited, and because I know I will learn a lot, for, even when I have been programming for some years now, I never stop considering myself an ignorant... there are simply SO many things involving a game engine (specially rpg ones, like branching storylines, and items and economics!) I'm eager to know. I've been searching (and thus, finding) lots of info online, but it is never focused in what I'm interested (most of it talks about the mathematics and AI algorithms implementation, which I know quite well), which is the design of overall structure, patterns, scripting engine, decision engine... damn, so many things I can't even imagine, since I've never done any game programming. I hope you know have an idea of how I feel, and how I want to learn for the sake of learning, and why would I want you to tell me if you know if there exist books touching the topics that interest me the most.

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  • Sphinx search distributed index tuning

    - by Andriy Bohdan
    I'm deciding how to split 3 large sphinx indexes between 3 servers. Each of the 3 indexes is searched separately. What's more effective: to host each index on separate machine Example machine1 - index1 machine2 - index2 machine3 - index3 or to split each index into 3 parts and host each part of the same index on separate machine. Example machine1 - index1_chunk1, index2_chunk1, index3_chunk1 machine2 - index1_chunk2, index2_chunk2, index3_chunk2 machine3 - index1_chunk3, index2_chunk3, index3_chunk3 ?

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  • Server side includes on app engine (<!-- include virtual="header.html" -->)?

    - by Alexandre H. Tremblay
    Hi, I have been trying to figure this out a while. I would like to make my app engine website use basic html and shtml whenever in order to avoid the slow warm-up phase of jsp apps on app engine. This is so that my landing pages load instantly. Basically, I am trying to include an html file into my main html file (index.html - I tried index.shtml). This is the command I try: <!-- include virtual="header.html" --> However it does not work. The server side includes to not seem to get executed in app engine. Do I need to enable these commands somewhere first - or does app engine simply not allow them?

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  • multiline perl search and replace (one-liner)

    - by yaya3
    I want to perform the following vim substitution as a one-liner in the terminal with perl. I would prefer to allow for any occurences of white space and/or new lines, rather than explicitly catering for them as I am below. %s/blockDontForget">\n*\s*<p><span><a\(.*\)<\/span>/blockDontForget"><p><a\1/g I've tried this: perl -pi -e 's/blockDontForget"><p><span><a(.*)<\/span>/blockDontForget"><p><a$1/msg' I presume I am misinterpreting the flags. Where am I going wrong? Thanks. EDIT: The above example is to strip the spans out of the following html: <div class="block blockDontForget"> <p><span><a href="../../../foo/bar/x/x.html">Lorem Ipsum</a></span></p> </div>

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  • NetBeans Java code formatter: logical operators on new line

    - by mizipzor
    My code looks like this: if (firstCondition() && secondCondition()) { // ... code } The default settings for the code formatter in NetBeans wants to put the && on a new line, like this: if (firstCondition() && secondCondition()) { // ... code } The formatter works well so I would just like to find the setting so it doesnt change the code to the latter. Whats the setting called?

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  • Deletion procedure for a Binary Search Tree

    - by Metz
    Consider the deletion procedure on a BST, when the node to delete has two children. Let's say i always replace it with the node holding the minimum key in its right subtree. The question is: is this procedure commutative? That is, deleting x and then y has the same result than deleting first y and then x? I think the answer is no, but i can't find a counterexample, nor figure out any valid reasoning. EDIT: Maybe i've got to be clearer. Consider the transplant(node x, node y) procedure: it replace x with y (and its subtree). So, if i want to delete a node (say x) which has two children i replace it with the node holding the minimum key in its right subtree: y = minimum(x.right) transplant(y, y.right) // extracts the minimum (it doesn't have left child) y.right = x.right y.left = x.left transplant(x,y) The question was how to prove the procedure above is not commutative.

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  • C++ string array binary search

    - by Jose Vega
    string Haystack[] = { "Alabama", "Alaska", "American Samoa", "Arizona", "Arkansas", "California", "Colorado", "Connecticut", "Delaware", "District of Columbia", "Florida", "Georgia", "Guam", "Hawaii", "Idaho", "Illinois", "Indiana", "Iowa", "Kansas", "Kentucky", "Louisiana", "Maine", "Maryland", "Massachusetts", "Michigan", "Minnesota", "Mississippi", "Missouri", "Montana", "Nebraska", "Nevada", "New Hampshire", "New Jersey", "New Mexico", "New York", "North Carolina", "North Dakota", "Northern Mariana Islands", "Ohio", "Oklahoma", "Oregon", "Pennsylvania", "Puerto Rico", "Rhode Island", "South Carolina", "South Dakota", "Tennessee", "Texas", "US Virgin Islands", "Utah", "Vermont", "Virginia", "Washington", "West Virginia", "Wisconsin", "Wyoming"}; string Needle = "Virginia"; if(std::binary_search(Haystack, Haystack+56, Needle)) cout<<"Found"; If I also wanted to find the location of the needle in the string array, is there an "easy" way to find out?

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