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  • For loop index out of range ArgumentOutOfRangeException when multithreading

    - by Lirik
    I'm getting some strange behavior... when I iterate over the dummyText List in the ThreadTest method I get an index out of range exception (ArgumentOutOfRangeException), but if I remove the threads and I just print out the text, then everything works fine. This is my main method: public static Object sync = new Object(); static void Main(string[] args) { ThreadTest(); Console.WriteLine("Press any key to continue."); Console.ReadKey(); } This method throws the exception: private static void ThreadTest() { Console.WriteLine("Running ThreadTest"); Console.WriteLine("Running ThreadTest"); List<String> dummyText = new List<string>() { "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine", "Ten"}; for (int i = 0; i < dummyText.Count; i++) { Thread t = new Thread(() => PrintThreadName(dummyText[i])); // <-- Index out of range?!? t.Name = ("Thread " + (i)); t.IsBackground = true; t.Start(); } } private static void PrintThreadName(String text) { Random rand = new Random(DateTime.Now.Millisecond); while (true) { lock (sync) { Console.WriteLine(Thread.CurrentThread.Name + " running " + text); Thread.Sleep(1000+rand.Next(0,2000)); } } } This does not throw the exception: private static void ThreadTest() { Console.WriteLine("Running ThreadTest"); List<String> dummyText = new List<string>() { "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine", "Ten"}; for (int i = 0; i < dummyText.Count; i++) { Console.WriteLine(dummyText[i]); // <-- No exception here } } Does anybody know why this is happening?

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  • Why is the compiler caching my "random" and NULLED variables?

    - by alex gray
    I am confounded by the fact that even using different programs (on the same machine) to run /compile, and after nilling the vaues (before and after) the function.. that NO MATTER WHAT.. I'll keep getting the SAME "random" numbers… each and every time I run it. I swear this is NOT how it's supposed to work.. I'm going to illustrate as simply as is possible… #import <Foundation/Foundation.h> int main(int argc, char *argv[]) { int rPrimitive = 0; rPrimitive = 1 + rand() % 50; NSNumber *rObject = nil; rObject = [NSNumber numberWithInt:rand() % 10]; NSLog(@"%i %@", rPrimitive, rObject); rPrimitive = 0; rObject = nil; NSLog(@"%i %@", rPrimitive, rObject); return 0; } Run it in TextMate: i686-apple-darwin11-llvm-gcc-4.2 8 9 0 (null) Run it in CodeRunner: i686-apple-darwin11-llvm-gcc-4.2 8 9 0 (null) Run it a million times, if you'd like. You can gues what it will always be. Why does this happen? Why oh why is this "how it is"?

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  • How can I get an NPC to move randomly in XNA?

    - by Fishwaffles
    I basically want a character to walk in one direction for a while, stop, then go in another random direction. Right now my sprites look but don't move, randomly very quickly in all directions then wait and have another seizure. I will post the code I have so far in case that is useful. class NPC: Mover { int movementTimer = 0; public override Vector2 direction { get { Random rand = new Random(); int randDirection = rand.Next(8); Vector2 inputDirection = Vector2.Zero; if (movementTimer >= 50) { if (randDirection == 4) { inputDirection.X -= 1; movingLeft = true; } else movingLeft = false; if (randDirection == 1) { inputDirection.X += 1; movingRight = true; } else movingRight = false; if (randDirection == 2) { inputDirection.Y -= 1; movingUp = true; } else movingUp = false; if (randDirection == 3) { inputDirection.Y += 25; movingDown = true; } else movingDown = false; if (movementTimer >= 100) { movementTimer = 0; } } return inputDirection * speed; } } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerframe) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerframe) { } public override void Update(GameTime gameTime, Rectangle clientBounds) { movementTimer++; position += direction; if (position.X < 0) position.X = 0; if (position.Y < 0) position.Y = 0; if (position.X > clientBounds.Width - frameSize.X) position.X = clientBounds.Width - frameSize.X; if (position.Y > clientBounds.Height - frameSize.Y) position.Y = clientBounds.Height - frameSize.Y; base.Update(gameTime, clientBounds); } }

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  • Trying to grab several random videos from database, but it just shows the same one all the time.

    - by Birk
    Hi guys, I'm trying to grab several random videos from my database, and have them show on a page. However, it just keeps on grabbing the same video rather than several different ones. So I end up with 5 of the same video rather than 5 different ones. Here's the grab random PHP code file... and after it is the template output file. //===================================================== // Random | Previous | Next //===================================================== $show['random'] = $db->quick_fetch( "SELECT file_id, title, title_seo, category_id, thumb FROM files WHERE files.category_id = '".$show['main']['category_id']."' AND files.verified=1 ORDER BY RAND() LIMIT 0,1; "); Here's the template CSS html thingy code I have this pasted 5 times to show 5 random videos <td valign="top" width="53%"><? $sql="select * from files ORDER BY rand() limit 0,5"; $res=@mysql_query($sql); $data=@mysql_result($res,0,'filename'); $id=@mysql_result($res,0,'file_id'); $title=@mysql_result($res,0,'title'); $title2=str_replace(" ", "-",$title); $path="{$siteurl}/media/{$file.random.file_id}/{$file.random.title_seo}/"; $img="{$siteurl}/thumbs/{$file.random.thumb}"; echo " {$file.random.title}"

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  • Dice Emulation - ImageView

    - by Michelle Harris
    I am trying to emulate dice using ImageView. When I click the button, nothing seems to happen. I have hard coded this example to replace the image with imageView4 for debugging purposes (I was making sure the random wasn't fail). Can anyone point out what I am doing wrong? I am new to Java, Eclipse and Android so I'm sure I've probably made more than one mistake. Java: import java.util.Random; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.widget.ArrayAdapter; import android.widget.ImageView; import android.widget.Spinner; import android.widget.Toast; public class Yahtzee4Activity extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); Spinner s = (Spinner) findViewById(R.id.spinner); ArrayAdapter adapter = ArrayAdapter.createFromResource( this, R.array.score_types, android.R.layout.simple_spinner_dropdown_item); adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); s.setAdapter(adapter); } public void onMyButtonClick(View view) { ImageView imageView1 = new ImageView(this); Random rand = new Random(); int rndInt = 4; //rand.nextInt(6) + 1; // n = the number of images, that start at index 1 String imgName = "die" + rndInt; int id = getResources().getIdentifier(imgName, "drawable", getPackageName()); imageView1.setImageResource(id); } } XML for the button: <Button android:id="@+id/button_roll" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="@string/roll" android:onClick="onMyButtonClick" />

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  • Update on: How to model random non-overlapping spheres of non-uniform size in a cube using Matlab?

    - by user3838079
    I am trying to use MATLAB for generating random locations for non-uniform size spheres (non-overlapping) in a cube. The for loop in the code below never seems to end. I don't know what am missing in the code. I have ran the code for no. of spheres (n) = 10; dims = [ 10 10 10 ] function [ c r ] = randomSphere( dims ) % creating one sphere at random inside [0..dims(1)]x[0..dims(2)]x... % radius and center coordinates are sampled from a uniform distribution % over the relevant domain. % output: c - center of sphere (vector cx, cy,... ) % r - radius of sphere (scalar) r = rand(1); % you might want to scale this w.r.t dims or other consideration c = r + rand( size(dims) )./( dims - 2*r ); % make sure sphere does not exceed boundaries function ovlp = nonOverlapping( centers, rads ) % check if several spheres with centers and rads overlap or not ovlp = false; if numel( rads ) == 1 return; % nothing to check for a single sphere end dst = sqrt( sum( bsxfun( @minus, permute( centers, [1 3 2] ),... permute( centers, [3 1 2] ) ).^2, 3) ); ovlp = dst >= bsxfun( @plus, rads, rads.' ); %' all distances must be smaller than r1+r2 ovlp = any( ovlp(:) ); % all must not overlap function [centers rads] = sampleSpheres( dims, n ) % dims is assumed to be a row vector of size 1-by-ndim % preallocate ndim = numel(dims); centers = zeros( n, ndim ); rads = zeros( n, 1 ); ii = 1; while ii <= n [centers(ii,:), rads(ii) ] = randomSphere( dims ); if nonOverlapping( centers(1:ii,:), rads(1:ii) ) ii = ii + 1; % accept and move on end end

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  • Saving results to a file in C++

    - by user1680877
    I have a problem with this code. What I am looking for in the code is to get the result of "first" and "second" randomly and put the result in a file. It works great if I run it without using the file and I get all the correct results, but when I try to save the result in the file, I get only the first node which contains (first, secnd). Here is the code: #include<iostream> #include <fstream> #include<cmath> using namespace std; void main() { int first[100],secnd[100]; for (int i=0; i<100 ;i++) { first[i]=rand()%500; //random number from to 499 secnd[i]=rand()%500; //random number from to 499 ofstream myfile; myfile.open ("example.txt"); myfile << "Writing this to a file.\n"; myfile <<first[i]<<" "<<secnd[i]; myfile.close(); } }

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  • Determining two lines in MATLAB

    - by Sanyi
    Hi! I am making the game planarity in MATLAB, and i am stuck where the program have to determine that is there any lines that are in inscision with each other. Any ideas how could the program find the inscision points. Heres my source for the game: > clear; clc; a=1; b=10; x=floor(rand(5,1)*(b-a+1)+a); y=floor(rand(5,1)*(b-a+1)+a); fig1=figure; set(fig1,'Color','w','Position',[100 100 500 500]) plot(x,y,'o','MarkerSize',12,'MarkerFaceColor','r'); axis([0 11 0 11]); axis off grid on; hold on; FirstPlayerLines=[]; SecondPlayerLines=[]; for a1=1:+1:2 for a2=5:-1:2 plot([x(a1) x(a2)],[y(a1) y(a2)],'Color','black','LineWidth',3); end end waitforbuttonpress

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  • html in do_GET() method of a simple Python webserver

    - by Meeri_Peeri
    I am relatively new to Python but have been doing a lot of different things with it recently and I am liking it a lot. However, I ran into trouble/block with the following code. import http.server import socketserver import glob import random class Server(http.server.SimpleHTTPRequestHandler): def do_GET(self): self.send_response(200, 'OK') self.send_header('Content-type', 'html') self.end_headers() self.wfile.write(bytes("<html> <head><title> Hello World </title> </head> <body>", 'UTF-8')) images = glob.glob('*.jpg') rand = random.randint(0,len(images)-1) imagestring = "<img src = \"" + images[rand] + "\" height = 1028 width = 786 align = \"right\"/> </body> </html>" self.wfile.write(bytes(imagestring, 'UTF-8')) def serve_forever(port): socketserver.TCPServer(('', port), Server).serve_forever() if __name__ == "__main__": Server.serve_forever(8000) What I am trying to do here is grab a random image from multiple images in the directory and add it into the response to a web request. The code works fine but when I access the server via browser, the image is not displayed. The html of the page is as intended though. The permissions on the files are 755. Also I tried to create an index.html file in the do_GET method. That didn't work either. I mean the index.html was generated fine, but the response in the browser this time did not show anything (not even the hello world in the title). Am I missing anything very simple here? I was thinking should I overload the handle_request of the underlying SocketServer.BaseServer as the documentation says you should never override BaseHTTPServer's handle() method and should rather override the corresponding do_* method?

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  • Beginnerquestion: How to count amount of each number drawn in a Lottery and output it in a list?

    - by elementz
    I am writing this little Lottery application. Now the plan is, to count how often each number has been drawn during each iteration of the Lottery, and store this somewhere. My guess is that I would need to use a HashMap, that has 6 keys and increments the value by one everytime the respective keys number is drawn. But how would I accomplish this? My code so far: public void numberCreator() { // creating and initializing a Random generator Random rand = new Random(); // A HashMap to store the numbers picked. HashMap hashMap = new HashMap(); // A TreeMap to sort the numbers picked. TreeMap treeMap = new TreeMap(); // creating an ArrayList which will store the pool of availbale Numbers List<Integer>numPool = new ArrayList<Integer>(); for (int i=1; i<50; i++){ // add the available Numbers to the pool numPool.add(i); hashMap.put(nums[i], 0); } // array to store the lotto numbers int [] nums = new int [6]; for (int i =0; i < nums.length; i++){ int numPoolIndex = rand.nextInt(numPool.size()); nums[i] = numPool.get(numPoolIndex); // check how often a number has been called and store the new amount in the Map int counter = hashMap.get numPool.remove(numPoolIndex); } System.out.println(Arrays.toString(nums)); } Maybe someone can tell me if I have the right idea, or even how I would implement the map properly?

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  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

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  • Getting template metaprogramming compile-time constants at runtime

    - by GMan - Save the Unicorns
    Background Consider the following: template <unsigned N> struct Fibonacci { enum { value = Fibonacci<N-1>::value + Fibonacci<N-2>::value }; }; template <> struct Fibonacci<1> { enum { value = 1 }; }; template <> struct Fibonacci<0> { enum { value = 0 }; }; This is a common example and we can get the value of a Fibonacci number as a compile-time constant: int main(void) { std::cout << "Fibonacci(15) = "; std::cout << Fibonacci<15>::value; std::cout << std::endl; } But you obviously cannot get the value at runtime: int main(void) { std::srand(static_cast<unsigned>(std::time(0))); // ensure the table exists up to a certain size // (even though the rest of the code won't work) static const unsigned fibbMax = 20; Fibonacci<fibbMax>::value; // get index into sequence unsigned fibb = std::rand() % fibbMax; std::cout << "Fibonacci(" << fibb << ") = "; std::cout << Fibonacci<fibb>::value; std::cout << std::endl; } Because fibb is not a compile-time constant. Question So my question is: What is the best way to peek into this table at run-time? The most obvious solution (and "solution" should be taken lightly), is to have a large switch statement: unsigned fibonacci(unsigned index) { switch (index) { case 0: return Fibonacci<0>::value; case 1: return Fibonacci<1>::value; case 2: return Fibonacci<2>::value; . . . case 20: return Fibonacci<20>::value; default: return fibonacci(index - 1) + fibonacci(index - 2); } } int main(void) { std::srand(static_cast<unsigned>(std::time(0))); static const unsigned fibbMax = 20; // get index into sequence unsigned fibb = std::rand() % fibbMax; std::cout << "Fibonacci(" << fibb << ") = "; std::cout << fibonacci(fibb); std::cout << std::endl; } But now the size of the table is very hard coded and it wouldn't be easy to expand it to say, 40. The only one I came up with that has a similiar method of query is this: template <int TableSize = 40> class FibonacciTable { public: enum { max = TableSize }; static unsigned get(unsigned index) { if (index == TableSize) { return Fibonacci<TableSize>::value; } else { // too far, pass downwards return FibonacciTable<TableSize - 1>::get(index); } } }; template <> class FibonacciTable<0> { public: enum { max = 0 }; static unsigned get(unsigned) { // doesn't matter, no where else to go. // must be 0, or the original value was // not in table return 0; } }; int main(void) { std::srand(static_cast<unsigned>(std::time(0))); // get index into sequence unsigned fibb = std::rand() % FibonacciTable<>::max; std::cout << "Fibonacci(" << fibb << ") = "; std::cout << FibonacciTable<>::get(fibb); std::cout << std::endl; } Which seems to work great. The only two problems I see are: Potentially large call stack, since calculating Fibonacci<2 requires we go through TableMax all the way to 2, and: If the value is outside of the table, it returns zero as opposed to calculating it. So is there something I am missing? It seems there should be a better way to pick out these values at runtime. A template metaprogramming version of a switch statement perhaps, that generates a switch statement up to a certain number? Thanks in advance.

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  • Using RJS to replace innerHTML with a real live instance variable.

    - by Steve Cotner
    I can't for the life of me get RJS to replace an element's innerHTML with an instance variable's attribute, i.e. something like @thing.name I'll show all the code (simplified from the actual project, but still complete), and I hope the solution will be forehead-slap obvious to someone... In RoR, I've made a simple page displaying a random Chinese character. This is a Word object with attributes chinese and english. Clicking on a link titled "What is this?" reveals the english attribute using RJS. Currently, it also hides the "What is this?" link and reveals a "Try Another?" link that just reloads the page, effectively starting over with a new random character. This is fine, but there are other elements on the page that make their own database queries, so I would like to load a new random character by an AJAX call, leaving the rest of the page alone. This has turned out to be harder than I expected: I have no trouble replacing the html using link_remote_to and page.replace_html, but I can't get it to display anything that includes an instance variable. I have a Word resource and a Page resource, which has a home page, where all this fun takes place. In the PagesController, I've made a couple ways to get random words. Either one works fine... Here's the code: class PagesController < ApplicationController def home all_words = Word.find(:all) @random_word = all_words.rand @random_words = Word.find(:all, :limit => 100, :order => 'rand()') @random_first = @random_words[1] end end As an aside, the SQL call with :limit => 100 is just in case I think of some way to cycle through those random words. Right now it's not useful. Also, the 'rand()' is MySQL specific, as far as I know. In the home page view (it's HAML), I have this: #character_box = render(:partial => "character", :object => @random_word) if @random_word #whatisthis = link_to_remote "? what is this?", :url => { :controller => 'words', :action => 'reveal_character' }, :html => { :title => "Click for the translation." } #tryanother.{:style => "display:none"} = link_to "try another?", root_path Note that the #'s in this case represent divs (with the given ids), not comments, because this is HAML. The "character" partial looks like this (it's erb, for no real reason): <div id="character"> <%= "#{@random_word.chinese}" } %> </div> <div id="revealed" style="display:none"> <ul> <li><span id="english"><%= "#{@random_word.english_name}" %></span></li> </ul> </div> The reveal_character.rjs file looks like this: page[:revealed].visual_effect :slide_down, :duration => '.2' page[:english].visual_effect :highlight, :startcolor => "#ffff00", :endcolor => "#ffffff", :duration => '2.5' page.delay(0.8) do page[:whatisthis].visual_effect :fade, :duration => '.3' page[:tryanother].visual_effect :appear end That all works perfectly fine. But if I try to turn link_to "try another?" into link_to_remote, and point it to an RJS template that replaces the "character" element with something new, it only works when I replace the innerHTML with static text. If I try to pass an instance variable in there, it never works. For instance, let's say I've defined a second random word under Pages#home... I'll add @random_second = @random_words[2] there. Then, in the home page view, I'll replace the "try another?" link (previously pointing to the root_path), with this: = link_to_remote "try another?", :url => { :controller => 'words', :action => 'second_character' }, :html => { :title => "Click for a new character." } I'll make that new RJS template, at app/views/words/second_character.rjs, and a simple test like this shows that it's working: page.replace_html("character", "hi") But if I change it to this: page.replace_html("character", "#{@random_second.english}") I get an error saying I fed it a nil object: ActionView::TemplateError (undefined method `english_name' for nil:NilClass) on line #1 of app/views/words/second_character.rjs: 1: page.replace_html("character", "#{@random_second.english}") Of course, actually instantiating @random_second, @random_third and so on ad infinitum would be ridiculous in a real app (I would eventually figure out some better way to keep grabbing a new random record without reloading the page), but the point is that I don't know how to get any instance variable to work here. This is not even approaching my ideal solution of rendering a partial that includes the object I specify, like this: page.replace_html 'character', :partial => 'new_character', :object => @random_second As I can't get an instance variable to work directly, I obviously cannot get it to work via a partial. I have tried various things like: :object => @random_second or :locals => { :random_second => @random_second } I've tried adding these all over the place -- in the link_to_remote options most obviously -- and studying what gets passed in the parameters, but to no avail. It's at this point that I realize I don't know what I'm doing. This is my first question here. I erred on the side of providing all necessary code, rather than being brief. Any help would be greatly appreciated.

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  • Unknown error in Producer/Consumer program, believe it to be an infinite loop.

    - by ray2k
    Hello, I am writing a program that is solving the producer/consumer problem, specifically the bounded-buffer version(i believe they mean the same thing). The producer will be generating x number of random numbers, where x is a command line parameter to my program. At the current moment, I believe my program is entering an infinite loop, but I'm not sure why it is occurring. I believe I am executing the semaphores correctly. You compile it like this: gcc -o prodcon prodcon.cpp -lpthread -lrt Then to run, ./prodcon 100(the number of randum nums to produce) This is my code. typedef int buffer_item; #include <stdlib.h> #include <stdio.h> #include <pthread.h> #include <semaphore.h> #include <unistd.h> #define BUFF_SIZE 10 #define RAND_DIVISOR 100000000 #define TRUE 1 //two threads void *Producer(void *param); void *Consumer(void *param); int insert_item(buffer_item item); int remove_item(buffer_item *item); int returnRandom(); //the global semaphores sem_t empty, full, mutex; //the buffer buffer_item buf[BUFF_SIZE]; //buffer counter int counter; //number of random numbers to produce int numRand; int main(int argc, char** argv) { /* thread ids and attributes */ pthread_t pid, cid; pthread_attr_t attr; pthread_attr_init(&attr); pthread_attr_setscope(&attr, PTHREAD_SCOPE_SYSTEM); numRand = atoi(argv[1]); sem_init(&empty,0,BUFF_SIZE); sem_init(&full,0,0); sem_init(&mutex,0,0); printf("main started\n"); pthread_create(&pid, &attr, Producer, NULL); pthread_create(&cid, &attr, Consumer, NULL); printf("main gets here"); pthread_join(pid, NULL); pthread_join(cid, NULL); printf("main done\n"); return 0; } //generates a randum number between 1 and 100 int returnRandom() { int num; srand(time(NULL)); num = rand() % 100 + 1; return num; } //begin producing items void *Producer(void *param) { buffer_item item; int i; for(i = 0; i < numRand; i++) { //sleep for a random period of time int rNum = rand() / RAND_DIVISOR; sleep(rNum); //generate a random number item = returnRandom(); //acquire the empty lock sem_wait(&empty); //acquire the mutex lock sem_wait(&mutex); if(insert_item(item)) { fprintf(stderr, " Producer report error condition\n"); } else { printf("producer produced %d\n", item); } /* release the mutex lock */ sem_post(&mutex); /* signal full */ sem_post(&full); } return NULL; } /* Consumer Thread */ void *Consumer(void *param) { buffer_item item; int i; for(i = 0; i < numRand; i++) { /* sleep for a random period of time */ int rNum = rand() / RAND_DIVISOR; sleep(rNum); /* aquire the full lock */ sem_wait(&full); /* aquire the mutex lock */ sem_wait(&mutex); if(remove_item(&item)) { fprintf(stderr, "Consumer report error condition\n"); } else { printf("consumer consumed %d\n", item); } /* release the mutex lock */ sem_post(&mutex); /* signal empty */ sem_post(&empty); } return NULL; } /* Add an item to the buffer */ int insert_item(buffer_item item) { /* When the buffer is not full add the item and increment the counter*/ if(counter < BUFF_SIZE) { buf[counter] = item; counter++; return 0; } else { /* Error the buffer is full */ return -1; } } /* Remove an item from the buffer */ int remove_item(buffer_item *item) { /* When the buffer is not empty remove the item and decrement the counter */ if(counter > 0) { *item = buf[(counter-1)]; counter--; return 0; } else { /* Error buffer empty */ return -1; } }

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  • 15 Oracle customers are 'Winners' at Progressive Mfgs 100 Awards

    - by [email protected]
    This year, 15 Oracle customers will receive awards at the Managing Automation's PM100 Event  for their outstanding accomplishments in a number of supply chain applications innovation categories. The event will be held at the Breakers Hotel in Palm Beach Fl from May 3-6, 2010. Award winners include: Arvin Meritor, Ball Aerospace, US Dept. of Treasury/Engraving, Doosan Infracore, Freescale Semi, Ingersoll-Rand, JDS Uniphase, L&L Products, Masco Builders, Mercury Marine Sanmina-SCI, Siemens Water TEch, US Concrete, VirTex Assy Services. Details of the event and Oracle's sponsorship can be found at: http://www.managingautomation.com/awards/ or contact Stephen Slade at [email protected]      

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  • Get coordinates of arraylist

    - by opiop65
    Here's my map class: public class map{ public static final int CLEAR = 0; public static final ArrayList<Integer> STONE = new ArrayList<Integer>(); public static final int GRASS = 2; public static final int DIRT = 3; public static final int WIDTH = 32; public static final int HEIGHT = 24; public static final int TILE_SIZE = 25; // static int[][] map = new int[WIDTH][HEIGHT]; ArrayList<ArrayList<Integer>> map = new ArrayList<ArrayList<Integer>>(WIDTH * HEIGHT); enum tiles { air, grass, stone, dirt } Image air, grass, stone, dirt; Random rand = new Random(); public Map() { /* default map */ /*for(int y = 0; y < WIDTH; y++){ map[y][y] = (rand.nextInt(2)); System.out.println(map[y][y]); }*/ /*for (int y = 18; y < HEIGHT; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = STONE; } } for (int y = 18; y < 19; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = GRASS; } } for (int y = 19; y < 20; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = DIRT; } }*/ for (int y = 0; y < HEIGHT; y++) { for(int x = 0; x < WIDTH; x++){ map.set(x * WIDTH + y, STONE); } } try { init(null, null); } catch (SlickException e) { e.printStackTrace(); } render(null, null, null); } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { air = new Image("res/air.png"); grass = new Image("res/grass.png"); stone = new Image("res/stone.png"); dirt = new Image("res/dirt.png"); } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) { for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y)) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } } public static boolean blocked(float x, float y) { return map[(int) x][(int) y] == STONE; } public static Rectangle blockBounds(int x, int y) { return (new Rectangle(x, y, TILE_SIZE, TILE_SIZE)); } } Specifically I am looking at this: for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y).intValue()) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } How can I access the coordinates of my arraylist map and then draw the tiles to the screen? Thanks!

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  • Glume super amuzante

    - by haioase
    Un ardelean si un lepros stau in inchisoare. La un moment dat, leprosului ii cade o ureche... o ia si o arunca pe geam. Dupa un timp, leprosului ii cade nasul... il ia si il arunca pe geam. Dupa un timp, leprosului ii cade un deget... il ia si il arunca pe geam... Ardeleanul nu mai suporta: -No, dupa cum bag de sama, 'mneata vrei sa evadezi!– Nu va suparati, ce se da aici? - Nu stiu, domnule, stai sa întrebam. Întrebarea circula pâna la primul din rând. - Nu stiu. Mi s-a facut rau si m-am sprijinit de zid. Când mi-am revenit, era deja coada în spatele meu. - De ce nu pleci atunci? - Pai, acum ca sunt primu...

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  • Placeholder images for testing reports

    - by Greg Low
    Lorem Ipsum has long been used to provide placeholder text for testing report and document layouts. Programs such as Microsoft Word have also included options for generating sample text. (For example, type =rand() anywhere in a blank area of a Microsoft Word document and hit enter).Matthew Roche and Donald Farmer both sent me a link the other day to an online service that provides placeholder images. This could be quite useful when testing report layouts in SQL Server Reporting Services.You'll find it here: http://lorempixel.com/Nice! As an example, here's a random sports image. Of course I have no idea what you'll see on this page :-)

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • How to create Captcha in ASP.NET

    - by Samir R. Bhogayta
    1. Create one page with name "Captcha.aspx" 2. No any control require in this page 3. Go to Captcha.aspx.vb write the below code Protected Sub Page_Load(sender As Object, e As System.EventArgs) Handles Me.Load         'create object of Bitmap Class and set its width and height.         Dim objBMP As Bitmap = New Bitmap(180, 51)         'Create Graphics object and assign bitmap object to graphics' object.         Dim objGraphics As Graphics = Graphics.FromImage(objBMP)         objGraphics.Clear(Color.White)         objGraphics.TextRenderingHint = TextRenderingHint.AntiAlias         Dim objFont As Font = New Font("arial", 30, FontStyle.Bold)         'genetating random 6 digit random number         Dim randomStr As String = GeneratePassword()         'set this random number in session         Session.Add("randomStr", randomStr)         Session.Add("randomStrCountry", randomStr)         objGraphics.DrawString(randomStr, objFont, Brushes.Black, 2, 2)         Response.ContentType = "image/GIF"         objBMP.Save(Response.OutputStream, ImageFormat.Gif)         objFont.Dispose()         objGraphics.Dispose()         objBMP.Dispose()     End Sub     Public Function GeneratePassword() As String         ' Below code describes how to create random numbers.some of the digits and letters         ' are ommited because they look same like "i","o","1","0","I","O".         Dim allowedChars As String = "a,b,c,d,e,f,g,h,j,k,m,n,p,q,r,s,t,u,v,w,x,y,z,"         allowedChars += "A,B,C,D,E,F,G,H,J,K,L,M,N,P,Q,R,S,T,U,V,W,X,Y,Z,"         allowedChars += "2,3,4,5,6,7,8,9"         Dim sep() As Char = {","c}         Dim arr() As String = allowedChars.Split(sep)         Dim passwordString As String = ""         Dim temp As String         Dim rand As Random = New Random()         Dim i As Integer         For i = 0 To 5 - 1 Step i + 1             temp = arr(rand.Next(0, arr.Length))             passwordString += temp         Next         Return passwordString     End Function 4. Use this page in you aspx page like this img alt="" border="0" src="Captcha.aspx" style="cursor: move; height: 60px; width: 200px;" //                                   your textbox to insert code by user.

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  • Is it correct to add booleans in order to count the number of true values in a vector?

    - by gerrit
    Is it conceptually correct to sum a vector of booleans? From a mathematical point of view, I would argue it's not: True + True != 2. But it's quite practical to do so still! Example using the vectorised Python library numpy: In [1]: X = rand(10) In [2]: large = X>0.6 In [3]: large.dtype Out[3]: dtype('bool') In [4]: large.sum() Out[4]: 7 I don't like it, but it's very practical. Is this a good practice? Update: the aim is to count the number of true values in a vector.

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  • Microsoft Releases Windows Server 2012

    Windows Server 2012 offers expanded virtualization capabilities and works with Windows Azure, the software company's cloud platform. It can deliver more than 200 public, private and hybrid cloud services. The goal seems to be to deliver any application on any cloud. Rand Morimoto, president of Microsoft partner Convergent Computing, sees a number of major selling points for Windows Server 2012. For instance, its deduplication features can save a company 40 to 50 percent in storage space. Its automated IT management capabilities enable it to manage a large number of virtual machines. It can eve...

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  • Simple POST random number issue in PHP

    - by MrEnder
    Ok I am trying to make something to ask you random multiplication questions. Now it asks the questions fine. Generates the random questions fine. But when it reloads the page the random numbers are different... how can I fix this? <?php $rndnum1 = rand(1, 12); $rndnum2 = rand(1, 12); echo "<h3>". $rndnum1 . " x "; echo $rndnum2 . "</h3>"; if($_SERVER["REQUEST_METHOD"] == "GET") { $answer=0; } else if($_SERVER["REQUEST_METHOD"] == "POST") { $answer=trim($_POST["answerInput"]); $check=$rndnum1*$rndnum2; if($answer==$check) { echo "Correct!"; } else { echo "Wrong!"; } } ?> <form action="<?php echo $_SERVER['PHP_SELF']; ?>" method="post" > <table> <tr> <td> First Name:&nbsp; </td> <td> <input type="text" name="answerInput" value="<?php echo $answer; ?>" size="20"/> </td> <td> <?php echo $answerError; ?> </td> </tr> <tr> <td class="signupTd" colspan="2"> <input type="submit" name="submit" value="Submit"/> </td> </tr> </table> </form>

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  • MySQL & PHP Parameter 1 as Resource

    - by Nik
    Alright, PHP is throwing this error at me (in the log) when I run the code mentioned below: Error mysql_num_rows() expects parameter 1 to be resource, string given in (place) on line 10 Line 9-11 $queryFP = ("SELECT * FROM db"); $countFP = mysql_num_rows($queryFP); $aID = rand(1, $countFP); I think it has something to do with the $queryFP's syntax, but I'm not completely sure how to fix it since $queryFP's syntax is the simplest query I've ever seen.

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