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Articles indexed in March 2010

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  • Partial Evaluation of ConstantExpression in ExpressionTreeVisitor

    - by Andrew Theken
    Hi all, I am not an Expression Tree master by any stretch of the imagination, what I have is code that looks like this: int external = 10; using(var session = new Session()) { session.Add(new Product { Name = "test1", Price = 20 }); session.Add(new Product {Name = "test", Price = 10}); var product = session.Products.Where(p => p.Price == external).FirstOrDefault(); Assert.Equal(10, product.Price); } Session implements all the IQueryProvider, IQueryable interfaces you'd come to expect from a LINQ Provider. When I execute the query, everything goes to plan until I read the ConstantExpression for "external", at which point, I am at a loss as to how to move forward because: //constant is ConstantExpression for "external" on the right side of the "p.Price == external" expression above. var t = constant.GetType(); //evaluates to class called "<>c__DisplayClass2" - with a member named "external" that has the value 10. The question is basically.. How can I just access the value of the member "external" - is there a way to accomplish this without using reflection? or am I cooked? What am I missing?

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  • Python beautifulsoup trying to remove html tags 'span'

    - by Michelle Jun Lee
    I am trying to remove [<span class="street-address"> 510 E Airline Way </span>] and I have used this clean function to remove the one that is in between < > def clean(val): if type(val) is not StringType: val = str(val) val = re.sub(r'<.*?>', '',val) val = re.sub("\s+" , " ", val) return val.strip() and it produces [ 510 E Airline Way ]` i am trying to add within "clean" function to remove the char '[' and ']' and basically i just want to get the "510 E Airline Way". anyone has any clue what can i add to clean function? thank you

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  • What is the HEAD in git?

    - by e-satis
    There seems to be a difference between the last commit, the HEAD and the state of the file I can see in my directory. What is HEAD, what can I do with it and what mistake should I avoid?

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  • Iphone 3.3 blocks

    - by John Wright
    I am tyring to use Objective C blocks on an iPhone 3.3 app but am getting a linkage error: "_NSConcreteGlobalBlock," referenced from: Any ideas as to whether blocks are supported in the iPhone 3.3 SDK? I found conflicting reports on the internet.

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  • Prototip-like plug-in for jQuery

    - by roosteronacid
    I am very impressed with the Prototip plug-in, and I was wondering if there we're a similar plug-in available for jQuery? The plug-in has to have been around longer than a few months and has to be updated regularly--or at the very least; on new releases of jQuery.

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  • Symbol not found - CUnit on Snow Leopard

    - by Fredrik
    I just installed CUnit on Snow Leopard with MacPorts/DarwinPorts. The installed worked fine after installing the "Snow Leopard compatible" version of MacPorts. However, I get en error when trying to run och unit tests: dyld: Symbol not found: _acs_map Referenced from: /opt/local/lib/libcunit.1.dylib Expected in: flat namespace in /opt/local/lib/libcunit.1.dylib Trace/BPT trap Has anyone come across this problem or has anyone successfully got CUnit working on Snow Leopard some other way?

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  • g++, R_X86_64_32S : what is it ?

    - by Skypers
    Hello. I write a 3D engine in C++ with OpenGL. I usually work on this project on my archlinux 64 bits, but on theese holidays I do on a 32 bits system. I use subversion, and since the last svn up on my 64 bits system, I've got errors : http://pastebin.be/23730 core, wrapper and interface are compilet using the -fPIC option, I do not understand so ... Thanks :)

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  • What sorting algorithm is this?

    - by Mike
    Hi, I have a sorting algorithm as follows. My question is, which sorting algorithm is this? I thought it was bubble sort, but it does not do multiple runs. Any idea? Thanks! //sorting in descending order struct node { int value; node* NEXT; } //Assume HEAD pointer denotes the first element in the //linked list // only change the values…don’t have to change the //pointers Sort( Node *Head) { node* first,second,temp; first= Head; while(first!=null) { second=first->NEXT; while(second!=null) { if(first->value < second->value) { temp = new node(); temp->value=first->value; first->value=second->value; second->value=temp->value; delete temp; } second=second->NEXT; } first=first->NEXT; } }

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  • PHP - Math - Round Number Function

    - by aSeptik
    Hi All guys! this time i have a math question for you! Assuming we have three numbers one is the Number of Votes the second is the Total Values and the last is the Units Ratings. units_ratings can be a number from 1 to 10; if ( total_values / units_ratings != number_of_votes ) { //do something for let the "number_of_votes" fit the division! } I ask this to you, cause i want know the best (fastest) way of achieve this! Thanks!

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  • Alpha Beta Search

    - by Becky
    I'm making a version of Martian Chess in java with AI and so far I THINK my move searching is semi-working, it seems to work alright for some depths but if I use a depth of 3 it returns a move for the opposite side...now the game is a bit weird because when a piece crosses half of the board, it becomes property of the other player so I think this is part of the problem. I'd be really greatful if someone could look over my code and point out any errors you think are there! (pls note that my evaluation function isn't nearly complete lol) MoveSearch.java public class MoveSearch { private Evaluation evaluate = new Evaluation(); private int blackPlayerScore, whitePlayerScore; public MoveContent bestMove; public MoveSearch(int blackScore, int whiteScore) { blackPlayerScore = blackScore; whitePlayerScore = whiteScore; } private Vector<Position> EvaluateMoves(Board board) { Vector<Position> positions = new Vector<Position>(); for (int i = 0; i < 32; i++) { Piece piece = null; if (!board.chessBoard[i].square.isEmpty()) { // store the piece piece = board.chessBoard[i].square.firstElement(); } // skip empty squares if (piece == null) { continue; } // skip the other players pieces if (piece.pieceColour != board.whosMove) { continue; } // generate valid moves for the piece PieceValidMoves validMoves = new PieceValidMoves(board.chessBoard, i, board.whosMove); validMoves.generateMoves(); // for each valid move for (int j = 0; j < piece.validMoves.size(); j++) { // store it as a position Position move = new Position(); move.startPosition = i; move.endPosition = piece.validMoves.elementAt(j); Piece pieceAttacked = null; if (!board.chessBoard[move.endPosition].square.isEmpty()) { // if the end position is not empty, store the attacked piece pieceAttacked = board.chessBoard[move.endPosition].square.firstElement(); } // if a piece is attacked if (pieceAttacked != null) { // append its value to the move score move.score += pieceAttacked.pieceValue; // if the moving pieces value is less than the value of the attacked piece if (piece.pieceValue < pieceAttacked.pieceValue) { // score extra points move.score += pieceAttacked.pieceValue - piece.pieceValue; } } // add the move to the set of positions positions.add(move); } } return positions; } // EvaluateMoves() private int SideToMoveScore(int score, PieceColour colour) { if (colour == PieceColour.Black){ return -score; } else { return score; } } public int AlphaBeta(Board board, int depth, int alpha, int beta) { //int best = -9999; // if the depth is 0, return the score of the current board if (depth <= 0) { board.printBoard(); System.out.println("Score: " + evaluate.EvaluateBoardScore(board)); System.out.println(""); int boardScore = evaluate.EvaluateBoardScore(board); return SideToMoveScore(boardScore, board.whosMove); } // fill the positions with valid moves Vector<Position> positions = EvaluateMoves(board); // if there are no available positions if (positions.size() == 0) { // and its blacks move if (board.whosMove == PieceColour.Black) { if (blackPlayerScore > whitePlayerScore) { // and they are winning, return a high number return 9999; } else if (whitePlayerScore == blackPlayerScore) { // if its a draw, lower number return 500; } else { // if they are losing, return a very low number return -9999; } } if (board.whosMove == PieceColour.White) { if (whitePlayerScore > blackPlayerScore) { return 9999; } else if (blackPlayerScore == whitePlayerScore) { return 500; } else { return -9999; } } } // for each position for (int i = 0; i < positions.size(); i++) { // store the position Position move = positions.elementAt(i); // temporarily copy the board Board temp = board.copyBoard(board); // make the move temp.makeMove(move.startPosition, move.endPosition); for (int x = 0; x < 32; x++) { if (!temp.chessBoard[x].square.isEmpty()) { PieceValidMoves validMoves = new PieceValidMoves(temp.chessBoard, x, temp.whosMove); validMoves.generateMoves(); } } // repeat the process recursively, decrementing the depth int val = -AlphaBeta(temp, depth - 1, -beta, -alpha); // if the value returned is better than the current best score, replace it if (val >= beta) { // beta cut-off return beta; } if (val > alpha) { alpha = val; bestMove = new MoveContent(alpha, move.startPosition, move.endPosition); } } // return the best score return alpha; } // AlphaBeta() } This is the makeMove method public void makeMove(int startPosition, int endPosition) { // quick reference to selected piece and attacked piece Piece selectedPiece = null; if (!(chessBoard[startPosition].square.isEmpty())) { selectedPiece = chessBoard[startPosition].square.firstElement(); } Piece attackedPiece = null; if (!(chessBoard[endPosition].square.isEmpty())) { attackedPiece = chessBoard[endPosition].square.firstElement(); } // if a piece is taken, amend score if (!(chessBoard[endPosition].square.isEmpty()) && attackedPiece != null) { if (attackedPiece.pieceColour == PieceColour.White) { blackScore = blackScore + attackedPiece.pieceValue; } if (attackedPiece.pieceColour == PieceColour.Black) { whiteScore = whiteScore + attackedPiece.pieceValue; } } // actually move the piece chessBoard[endPosition].square.removeAllElements(); chessBoard[endPosition].addPieceToSquare(selectedPiece); chessBoard[startPosition].square.removeAllElements(); // changing piece colour based on position if (endPosition > 15) { selectedPiece.pieceColour = PieceColour.White; } if (endPosition <= 15) { selectedPiece.pieceColour = PieceColour.Black; } //change to other player if (whosMove == PieceColour.Black) whosMove = PieceColour.White; else if (whosMove == PieceColour.White) whosMove = PieceColour.Black; } // makeMove()

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  • Any tool to make git build every commit to a branch in a seperate repository?

    - by Wayne
    A git tool that meets the specs below is needed. Does one already exists? If not, I will create a script and make it available on GitHub for others to use or contribute. Is there a completely different and better way to solve the need to build/test every commit to a branch in a git repository? Not just to the latest but each one back to a certain staring point. Background: Our development environment uses a separate continuous integration server which is wonderful. However, it is still necessary to do full builds locally on each developer's PC to make sure the commit won't "break the build" when pushed to the CI server. Unfortunately, with auto unit tests, those build force the developer to wait 10 or 15 minutes for a build every time. To solve this we have setup a "mirror" git repository on each developer PC. So we develop in the main repository but anytime a local full build is needed. We run a couple commands in a in the mirror repository to fetch, checkout the commit we want to build, and build. It's works extremely lovely so we can continue working in the main one with the build going in parallel. There's only one main concern now. We want to make sure every single commit builds and tests fine. But we often get busy and neglect to build several fresh commits. Then if it the build fails you have to do a bisect or manually figure build each interim commit to figure out which one broke. Requirements for this tool. The tool will look at another repo, origin by default, fetch and compare all commits that are in branches to 2 lists of commits. One list must hold successfully built commits and the other lists commits that failed. It identifies any commit or commits not yet in either list and begins to build them in a loop in the order that they were committed. It stops on the first one that fails. The tool appropriately adds each commit to either the successful or failed list after it as attempted to build each one. The tool will ignore any "legacy" commits which are prior to the oldest commit in the success list. This logic makes the starting point possible in the next point. Starting Point. The tool building a specific commit so that, if successful it gets added to the success list. If it is the earliest commit in the success list, it becomes the "starting point" so that none of the commits prior to that are examined for builds. Only linear tree support? Much like bisect, this tool works best on a commit tree which is, at least from it's starting point, linear without any merges. That is, it should be a tree which was built and updated entirely via rebase and fast forward commits. If it fails on one commit in a branch it will stop without building the rest that followed after that one. Instead if will just move on to another branch, if any. The tool must do these steps once by default but allow a parameter to loop with an option to set how many seconds between loops. Other tools like Hudson or CruiseControl could do more fancy scheduling options. The tool must have good defaults but allow optional control. Which repo? origin by default. Which branches? all of them by default. What tool? by default an executable file to be provided by the user named "buildtest", "buildtest.sh" "buildtest.cmd", or buildtest.exe" in the root folder of the repository. Loop delay? run once by default with option to loop after a number of seconds between iterations.

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  • CruiseControl.Net allowForceBuild per project?

    - by user86431
    From reading the docs I can tell that allowForceBuild will turn off the force build button for the server. In my case I have 12 projects. Once is a weekend cleanup task. I want to remove the force build on this one project. Is there a way to turn off the button on a project level? Thanks. -

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  • Why can’t I create a database in an empty ASP MVC 2 project using Project->Add->New Item->SQL Server

    - by Dr Dork
    I'm diving head first into ASP MVC and am playing around with creating and manipulating a database. I did a search and found this tutorial for creating a database, however when I follow it, I get this error right at the start when trying to add a new database to my fresh, empty ASP MVC 2 project... A network-related or instance-specific error occurred while establishing a connection to SQL Server. The server was not found or was not accessible. Verify that the instance name is correct and that SQL Server is configured to allow remote connections. (provider: SQL Network Interfaces, error: 26 - Error Locating Server/Instance Specified) The only requirement the tutorial mentioned was SQL Server Express, but when I went to download it, it said it was already installed. I'm assuming it was part of the VS 2010 RC I installed and am running. So I don't know what else I need if I am missing something. This is all new to me, so I'm sure I'm missing something obvious here and after I'm done posting this question, I plan to do some more research into the topic of databases and how they work with ASP MVC. In the meantime, I was you could help me answer a couple high level questions... What am I missing/forgetting to do that is causing this error? Any suggestions for good resources/tutorials that focus on using databases with ASP MVC? I've done a lot of database programming in the past, so I'm familiar with the concepts of relational databases and the SQL language. I wish I could find a good resource for learning how to work with them in an ASP dev environment, as well as a good breakdown of all the related technologies used for working with them (i.e. LINQ to SQL). Thanks so much in advance for all your help! I'm going to start researching these questions right now.

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  • Best practice for autoupdates

    - by ravi
    For desktop based applications, what are best practices to perform auto updates? Currently, we download all files, then copy and register (if com dll) to their respective directories. I looked at Google Chrome update method. It seems that it first downloads a zipped file into a directory, and then unzips all the files. Also, they have a setup application which seems to be used to do the update. Additionally, they create a directory mapped to update version like 1.0.154.43, but they keep the old version's directory.

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