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  • Page upload data again on page refresh in ASP.NET

    - by Etienne
    For some reason when the user click on the submit button and he re-fresh the page the same data get's uploaded again to my SQL Server 2005 database. I do not what this to happen........... Why is this happening? I am making use of a SQL Data Source!! My code Try 'See if user typed the correct code. If Me.txtSecurity.Text = Session("Captcha") Then If Session("NotifyMe") = "Yes" Then SendEmailNS() End If RaterRate.Insert() RaterRate.Update() DisableItems() lblResultNS.Text = "Thank you for leaving a comment" LoadCompanyList() LoadRateRecords() txtCommentNS.Text = "" txtSecurity.Text = "" lblResultNS.Focus() Else Session("Captcha") = GenerateCAPTCHACode() txtSecurity.Text = "" txtSecurity.Focus() Validator10.Validate() End If Catch ex As Exception lblResultNS.Visible = True lblResultNS.Text = ex.Message.ToString lblResultNS.Focus() End Try

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  • .NET WPF Application : Loading a resourced .XPS document

    - by contactmatt
    I'm trying to load a .xps document into a DocumentViewer object in my WPF application. Everything works fine, except when I try loading a resourced .xps document. I am able to load the .xps document fine when using an absolute path, but when I try loading a resourced document it throws a "DirectoryNotFoundException" Here's an example of my code that loads the document. using System.Windows.Xps.Packaging; private void Window_Loaded(object sender, RoutedEventArgs e) { //Absolute Path works (below) //var xpsDocument = new XpsDocument(@"C:\Users\..\Visual Studio 2008\Projects\MyProject\MyProject\Docs\MyDocument.xps", FileAccess.Read); //Resource Path doesn't work (below) var xpsDocument = new XpsDocument(@"\MyProject;component/Docs/Mydocument.xps", FileAccess.Read); DocumentViewer.Document = xpsDocument.GetFixedDocumentSequence(); } When the DirectoryNotFoundException is thrown, it says "Could not find a part of the path : 'C:\MyProject;component\Docs\MyDocument.xps' It appears that it is trying to grab the .xps document from that path, as if it were an actual path on the computer, and not trying to grab from the .xps that is stored as a resource within the application.

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  • Why are Pascal control structures inconsistent?

    - by 70Mike
    Most Pascal control structures make sense to me, like: for ... do {statement}; if (condition) then {statement}; while (condition) do {statement}; where the {statement} is either a single statement, or a begin ... end block. I have a problem with: repeat {statement-list} until (expression); try {statement-list} except {statement-list} end; Wouldn't it be better that repeat and try have the same general structure, accepting only a single statement or a begin ... end block, instead of having a statement-list that's not formally blocked with a begin and an end?

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  • Simple VM That allows booting from folder or disk

    - by None
    I was wondering if there was a very simple and free virtual machine that would allow you to boot from a folder or disk image that couldn't damage my hard disk. I am using a MacBook and am looking into operating system programming. I found a tutorial on the internet that looked promising (http://www.viralpatel.net/taj/tutorial/hello_world_bootloader.php). I want to try this but using a VM instead of actually booting from a disk. If I made a folder or disk image containing the boot.bin file and wanted to try the OS I made (while booting from a folder or disk image, not a disk), is there a VM that would let me do it? I have no previous experience with virtual machines. I also want to be sure my hard disk would not be damaged.

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  • How to handle HTTPStatus Response 201 with AS3 / Flash / SWFUpload

    - by Praveen Sharma
    Hey all. I'm using SWFUpload on a Rails site to allow for MP3 Uploads direct to Sound Cloud. To avoid having to first upload a large file to my server and push to Sound Cloud, I'm hitting their API directly via SWFUpload, passing necessary OAuth token data. Everything works - EXCEPT - Flash can't handle the HTTP response code that Sound Cloud's API returns (201). This ALWAYS triggers an unhandled IO Error with Flash. Even though SWFUpload allows me to override that in the JS, it breaks any response data (the URI to the uploaded file). Does anyone know how I could somehow intercept the 201 code so that I can make it a 200 code for flash? I'm at a loss at how I can avoid this IO Error. I've tried try/catch statements around everything and have even recompiled SWFUpload to try new things to no avail. Any help would be greatly appreciated.

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  • What encoding I should use in editor (NetBeans), if I were intend to print non-english character

    - by Yan Cheng CHEOK
    I try to set the encoding of my editor to UTF-16. (Java String store the data in UTF-16 internally, right?) And I type the following code package helloworld; /** * * @author yan-cheng.cheok */ public class Main { /** * @param args the command line arguments */ public static void main(String[] args) { // TODO code application logic here System.out.println("???"); System.out.println("\u6587\u4EF6\u79CD\u7C7B"); } } However, the output is not what I expected : ???? ????? I try to change the editor encoding format to UTF-8, it works this time! ??? ???? May I know why I need to change the editor encoding format to UTF-8 but not UTF-16? Isn't Java String store the data in UTF-16 internally?

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  • activemq round robin between queues or topics

    - by forkit
    I'm trying to achieve load balancing between different types of messages. I would not know in advance what the messages coming in might be until they hit the queue. I know I can try resequencing the messages, but I was thinking that maybe if there was a way to have the various consumers round robin between either queues or between topics, this would solve my problem. The main problem i'm trying to solve is that I have many services sending messages to one queue with many consumers feeding off one queue. I do not want one type of service monopolizing the entire worker cluster. Again I don't know in advance what the messages that are going to hit the queue are going to be. To try to clearly repeat my question: Is there a way to tell the consumers to round robin between either existing queues or topics? Thank you in advance.

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  • Access COM object through a windows process handle.

    - by Sivvy
    I'm currently automating an application at work using COM, and have an issue where anyone using my application has a problem if the original application is already open when my application runs. I know how to locate the process if it's open, but instead of having to worry about closing it, or working around it, etc., I want to try to use the existing application instead of opening a new one. This is how I normally start the application in my automation program: Designer.Application desApp = new Designer.Application(); Now I'm attempting to try and use the handle from an existing application: Designer.Application desApp = (Designer.Application)((System.Diagnostics.Process.GetProcessesByName("Designer.exe")[0]).Handle) (I know this doesn't work, since .Handle returns an IntPtr, but I'm using it as an example.) Is there any way to accomplish this? How do I return a usable object if I know the handle/process?

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  • HttpContext.Current.Request.UserHostName is empty when called from a class

    - by John Galt
    I have various web pages that need to build up a URL to display or place it in an emitted email message. The code I inherited had this value for the name of the webserver in a Public Const in a Public Class called FixedConstants. For example: Public Const cdServerName As String = "WEBSERVERNAME" Trying to improve on this, I wrote this: Public Class UIFunction Public Shared myhttpcontext As HttpContext Public Shared Function cdWebServer() As String Dim s As New StringBuilder("http://") Dim h As String h = String.Empty Try h = Current.Request.ServerVariables("REMOTE_HOST").ToString() Catch ex As Exception Dim m As String m = ex.Message.ToString() 'Ignore this should-not-occur thingy End Try If h = String.Empty Then h = "SomeWebServer" End If s.Append(h) s.Append("/") Return s.ToString() End Function I've tried different things while debugging such as HttpContext.Current.Request.UserHostName and I always get an empty string which pumps out my default string "SomeWebServer". I know Request.UserHostName or Request.ServerVariables("REMOTE_HOST") works when invoked from a page but why does this return empty when invoked from a called method of a class file (i.e. UIFunction.vb)?

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  • SQL CE not loading from network share

    - by David Veeneman
    I installed VS 2010 RC yesterday, and suddenly, SQL Server CE isn't loading files from a network share. In projects compiled with VS 2008, if I try to open a SQL CE file located on a network share, I get an error that reads like this: Internal error: Cannot open the shared memory region. If I try to create a data connection in VS 2010 to a SQL CE file on a network share, I get this error: SQL Server Compact does not support opening database files on a network share. Can anyone shed any light on what's going on? Thanks.

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  • How do I properly handle a faulted WCF connection?

    - by mafutrct
    In my client program, there is a WCF connection that is opened at startup and supposedly stays connected til shutdown. However, there is a chance that the server closes due to unforeseeable circumstances (imagine someone pulling the cable). Since the client uses a lot of contract methods in a lot of places, I don't want to add a try/catch on every method call. I've got 2 ideas for handling this issue: Create a method that takes a delegate and executes the delegate inside a try/catch and returns an Exception in case of a known exception, or null else. The caller has to deal with nun-null results. Listen to the Faulted event of the underlying CommunicationObject. But I don't see how I could handle the event except for displaying some error message and shutting down. Are there some best practices for faulted WCF connection that exist for app lifetime?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • How to make strtotime parse dates in Australian (i.e. UK) format: dd/mm/yyyy?

    - by Iain Fraser
    I can't beleive I've never come across this one before. Basically, I'm parsing the text in human-created text documents and one of the fields I need to parse is a date and time. Because I'm in Australia, dates are formatted like dd/mm/yyyy but strtotime only wants to parse it as a US formatted date. Also, exploding by / isn't going to work because, as I mentioned, these documents are hand-typed and some of them take the form of d M yy. I've tried multiple combinations of setlocale but no matter what I try, the language is always set to US English. I'm fairly sure setlocale is the key here, but I don't seem to be able to strike upon the right code. Tried these: au au-en en_AU australia aus Anything else I can try? Thanks so much :) Iain Example: $mydatetime = strtotime("9/02/10 2.00PM"); echo date('j F Y H:i', $mydatetime); Produces 2 September 2010 14:00 I want it to produce: 9 February 2010 14:00

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  • Eclipse takes ages to display breakpoint when running tomcat

    - by Ryan
    Hi, When tomcat hits a breakpoint in Eclipse, the execution thread stops, but the breakpoint takes absolutely ages to appear in Eclipse. The same is true if I try to inspect a variable; the first time takes about 2 minutes. After that, the debug session is fine. What with that and the CONSTANT need to keep re-publishing to tomcat every time I change something, it's driving me nuts. Does anybody have any ideas why it's so slow? Also, how can I stop tomcat restarting the webapp every time I try to change something during a debug session? I am sure it never used to do that... Eclipse is 3.3.1.1 with J2EE Standard Tools and Web Standard Tools. Tomcat is 5.5 Thanks a lot for any advice! Ryan

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  • How to salvage SQL server 2008 query from KILLED/ROLLBACK state?

    - by littlegreen
    I have a stored procedure that inserts batches of millions of rows, emerging from a certain query, into an SQL database. It has one parameter selecting the batch; when this parameter is omitted, it will gather a list of batches and recursively call itself, in order to iterate over batches. In (pseudo-)code, it looks something like this: CREATE PROCEDURE spProcedure AS BEGIN IF @code = 0 BEGIN ... WHILE @@Fetch_Status=0 BEGIN EXEC spProcedure @code FETCH NEXT ... INTO @code END END ELSE BEGIN -- Disable indexes ... INSERT INTO table SELECT (...) -- Enable indexes ... Now it can happen that this procedure is slow, for whatever reason: it can't get a lock, one of the indexes it uses is misdefined or disabled. In that case, I want to be able kill the procedure, truncate and recreate the resulting table, and try again. However, when I try and kill the procedure, the process frequently oozes into a KILLED/ROLLBACK state from which there seems to be no return. From Google I have learned to do an sp_lock, find the spid, and then kill it with KILL <spid>. But when I try to kill it, it tells me SPID 75: transaction rollback in progress. Estimated rollback completion: 0%. Estimated time remaining: 554 seconds. I did find a forum message hinting that another spid should be killed before the other one can start a rollback. But that didn't work for me either, plus I do not understand, why that would be the case... could it be because I am recursively calling my own stored procedure? (But it should be having the same spid, right?) In any case, my process is just sitting there, being dead, not responding to kills, and locking the table. This is very frustrating, as I want to go on developing my queries, not waiting hours on my server sitting dead while pretending to be finishing a supposed rollback. Is there some way in which I can tell the server not to store any rollback information for my query? Or not to allow any other queries to interfere with the rollback, so that it will not take so long? Or how to rewrite my query in a better way, or how kill the process successfully without restarting the server?

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  • MyClass cannot be cast to java.lang.Comparable: java.lang.ClassCastException

    - by user2234225
    I am doing a java project and I got this problem and don't know how to fix it. The classes in my project (simplified): public class Item { private String itemID; private Integer price; public Integer getPrice() { return this.price; } } public class Store { private String storeID; private String address; } public class Stock { private Item item; private Store store; private Integer itemCount; public Integer getInventoryValue() { return this.item.getPrice() * this.itemCount; } } Then I try to sort an ArrayList of Stock so I create another class called CompareByValue public class CompareByValue implements Comparator<Stock> { @Override public int compare(Stock stock1, Stock stock2) { return (stock1.getInventoryValue() - stock2.getInventoryValue()); } } When I try to run the program, it gives the error: Exception in thread "main" java.lang.ClassCastException: Stock cannot be cast to java.lang.Comparable Anyone know what's wrong?

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  • Castle Windsor - Resolving a generic implementation to a base type

    - by arootbeer
    I'm trying to use Windsor as a factory to provide specification implementations based on subtypes of XAbstractBase (an abstract message base class in my case). I have code like the following: public abstract class XAbstractBase { } public class YImplementation : XAbstractBase { } public class ZImplementation : XAbstractBase { } public interface ISpecification<T> where T : XAbstractBase { bool PredicateLogic(); } public class DefaultSpecificationImplementation : ISpecification<XAbstractBase> { public bool PredicateLogic() { return true; } } public class SpecificSpecificationImplementation : ISpecification<YImplementation> { public bool PredicateLogic() { /*do real work*/ } } My component registration code looks like this: container.Register( AllTypes.FromAssembly(Assembly.GetExecutingAssembly()) .BasedOn(typeof(ISpecification<>)) .WithService.FirstInterface() ) This works fine when I try to resolve ISpecification<YImplementation>; it correctly resolves SpecificSpecificationImplementation. However, when I try to resolve ISpecification<ZImplementation> Windsor throws an exception: "No component for supporting the service ISpecification'1[ZImplementation, AssemblyInfo...] was found" Does Windsor support resolving generic implementations down to base classes if no more specific implementation is registered?

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  • random numbers in C

    - by Sergey
    for(i = 0; i < n; i++){ srand(time(NULL)); printf("%d ", time(NULL)); for(j = 0; j < (n-1); j++){ a[i,j] = rand(); } } I try to generate random numbers, but they are the same... I try srand(i * time(NULL)). No matter.. What should i do?

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  • .NET Impersonate not working!

    - by Jagd
    I have a webpage that allows a user to upload a file to a network share. When I run the webpage locally (within VS 2008) and try to upload the file, it works! However, when I deploy the website to the webserver and try to upload the file through the webpage, it doesn't work! The error being returned to me on the webserver says "Access to the path '\05prd1\emp\test.txt' is denied. So, obviously, this is a permissions issue. The network share is configured to allow full access both to me (NT authentication) and to the NETWORK SERVICE (which is .NET's default account and what we have set in our IIS application pool as the default user for this website). I have tried this with and without authentication, and neither one works on the webserver, yet both ways works on my local machine. The code that does the file upload is below. Please note that the code below includes impersonation, but like I said above, I've tried it with and without impersonation and it's made no difference. if (fuCourses.PostedFile != null && fuCourses.PostedFile.ContentLength > 0) { System.Security.Principal.WindowsImpersonationContext impCtx; impCtx = ((System.Security.Principal.WindowsIdentity)User.Identity).Impersonate(); try { lblMsg.Visible = true; // The courses file to be uploaded HttpPostedFile file = fuCourses.PostedFile; string fName = file.FileName; string uploadPath = "\\\\05prd1\\emp\\"; // Get the file name if (fName.Contains("\\")) { fName = fName.Substring( fName.LastIndexOf("\\") + 1); } // Delete the courses file if it is already on \\05prd1\emp FileInfo fi = new FileInfo(uploadPath + fName); if (fi != null && fi.Exists) { fi.Delete(); } // Open new file stream on \\05prd1\emp and read bytes into it from file upload FileStream fs = File.Create(uploadPath + fName, file.ContentLength); using (Stream stream = file.InputStream) { byte[] b = new byte[4096]; int read; while ((read = stream.Read(b, 0, b.Length)) > 0) { fs.Write(b, 0, read); } } fs.Close(); lblMsg.Text = "File Successfully Uploaded"; lblMsg.ForeColor = System.Drawing.Color.Green; } catch (Exception ex) { lblMsg.Text = ex.Message; lblMsg.ForeColor = System.Drawing.Color.Red; } finally { impCtx.Undo(); } } Any help on this would be very appreciated!

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  • .NET and Closing SQL Server connections

    - by user307076
    I am having a hard time figuring out why the following constructor will not close connnections. When I view the active connections. Here is the code that I have. Public Sub New(ByVal UserID As Integer) Dim oConn As New SqlConnection(ConfigurationManager.ConnectionStrings("connStr").ToString()) Dim cmd As New SqlCommand("stored proc", oConn) Dim sdr As SqlDataReader cmd.CommandType = CommandType.StoredProcedure cmd.Parameters.AddWithValue("@userID", UserID) oConn.Open() sdr = cmd.ExecuteReader() Try If Not sdr.HasRows Then sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() Exit Sub End If 'User has account in WATS, proceed to load account information While sdr.Read _firstname = Convert.ToString(sdr("First Name")) _lastname = Convert.ToString(sdr("Last Name")) End While Catch ex As Exception 'Throw New Exception("User Error: " + ex.Message) Finally sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() End Try End Sub

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  • Catch database exception in Kohana

    - by danilo
    I'm using Kohana 2. I would like to catch a database exception to prevent an error page when no connection to the server can be established. The error displayed is system/libraries/drivers/Database/Mysql.php [61]: mysql_connect() [function.mysql-connect]: Lost connection to MySQL server at 'reading initial communication packet', system error: 110 The database server is not reachable at all at this point. I'm doing this from a model. I tried both public function __construct() { // load database library into $this->db try { parent::__construct(); } catch (Exception $e) { die('Database error occured'); } } as well as try { $hoststatus = $this->db->query('SELECT x FROM y WHERE z;'); } catch (Exception $e) { die('Database error occured'); } ...but none of them seemed to work. It seems as if no exception gets passed on from the main model. Is there another way to catch the database error and use my own error handling?

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  • console windows not close after stopping program

    - by robUK
    Hello, Visual Studio 2005 C++ Windows XP Pro I have a sample application that I am testing, that links with boost libraries. However, the program runs ok. However, when I try and stop the program by clicking the 'Stop Debugging' button. The program ends, but the console window remains open. So I have many of them, as during my testing I am starting and stopping the application. Even when I try and close it by clicking the close button it has no affect. And it doesn't seem to appear under task manager when the program ends. The only way I can close them if I reboot windows. I am thinking it might be a thread that has not closed, and maybe that is keeping the console windows open. Many thanks for any advice,

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  • how to serialize / deserialize classes defined in .proto (protobuf)

    - by make
    Hi, Could someone please help me with serialization/deserialization classes defined in .proto (protobuf). here is an exp that I am trying to build: file.proto message Data{ required string x1 = 1; required uint32 x2 = 2; required float x3 = 3; } message DataExge { repeated Data data = 1; } client.cpp ... void serialize(const DataExge &data_snd){ try { ofstream ofs("DataExge"); data_snd.SerializeToOstream(&ofs); } catch(exception &e) { cerr << "serialize/exception: " << e.what() << endl; exit(1); } } void deserialize(DataExge &data_rec){ try { ifstream ifs("DataExge"); data_rec.ParseFromIstream(&ifs); } catch(exception& e) { cerr << "deserialize/exception: " << e.what() << endl; exit(1); } } int main(){ ... DataExge dataexge; Data *dat = dataexge.add_data(); char *y1 = "operation1"; uint32_t y2 = 123 ; float y3 = 3.14; // assigning data to send() dat->set_set_x1(y1); dat->set_set_x2(y2); dat->set_set_x3(y3); //sending data to the client serialize(dataexge); if (send(socket, &dataexge, sizeof(dataexge), 0) < 0) { cerr << "send() failed" ; exit(1); } //receiving data from the server deserialize(dataexge); if (recv(socket, &dataexge, sizeof(dataexge), 0) < 0) { cerr << "recv() failed"; exit(1); } //printing received data cout << dat->x1() << "\n"; cout << dat->x2() << "\n"; cout << dat->x3() << "\n"; ... } server.cpp ... void serialize(const DataExge &data_snd){ try { ofstream ofs("DataExge"); data_snd.SerializeToOstream(&ofs); } catch(exception &e) { cerr << "serialize/exception: " << e.what() << endl; exit(1); } } void deserialize(DataExge &data_rec){ try { ifstream ifs("DataExge"); data_rec.ParseFromIstream(&ifs); } catch(exception& e) { cerr << "deserialize/exception: " << e.what() << endl; exit(1); } } int main(){ ... DataExge dataexge; Data *dat = dataexge.add_data(); //receiving data from the client deserialize(dataexge); if (recv(socket, &dataexge, sizeof(dataexge), 0) < 0) { cerr << "recv() failed"; exit(1); } //printing received data cout << dat->x1() << "\n"; cout << dat->x2() << "\n"; cout << dat->x3() << "\n"; // assigning data to send() dat->set_set_x1("operation2"); dat->set_set_x2(dat->x2() + 1); dat->set_set_x3(dat->x3() + 1.1); //sending data to the client serialize(dataexge); //error// I am getting error at this line ... if (send(socket, &dataexge, sizeof(dataexge), 0) < 0) { cerr << "send() failed" ; exit(1); } ... } Thanks for your help and replies -

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  • framework not found OpenGL

    - by idober
    first of all, I am very new to mac and Iphone development. I have a project, that uses the OpenGL framework. In order to try to get some other aspect of the project to work, I may have fiddled around the developer libraries (it was more then a week ago so i don't remember exactly what I did). now when I try to build the project I get "framework not found OpenGL". I have already uninstall xcode completely: sudo /Developer/Library/uninstall-devtools –mode=all and reinstalled it, but stil the same error.

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