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  • What are 'len', 'dir', 'vars' named?

    - by johannix
    I was wondering what language to use when talking about a function that takes in a specific object, acts on it and returns something else. Clearly they're functions, but I was wondering if there's a more specific term. A couple examples of Python built-in functions that fit this spec are: 'len', 'dir', 'vars' I thought it was 'predicate', but apparently that's specific to functions that return a boolean value.

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  • Gem installed and require but "Constant missing"

    - by Tom Andrews
    I have installed the gem 'simple_uuid' but nothing seems to be working. Using irb and running the following: require 'rubygems' require 'simple_uuid' is fine, both return true. But running the following: // Class added by simple_uuid UUID.new returns NameError: uninitialized constant UUID from (irb):3 from :0 I'm a ruby newbie, so don't assume much in the answers. Thanks.

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  • shopify_app syntax error

    - by Pete171
    Edit: Debugging has got me further. Question clarified. We have installed Ruby, RubyGems and Rails and have forked the shopify_app project. We have created a new rails applications and added three items to the Gemfile: execjs, therubyracer and shopify_app. Running rails s in order to start our rails application returns this trace: root@ubuntu:/usr/local/pete-shopify/cart# rails s Faraday: you may want to install system_timer for reliable timeouts /var/lib/gems/1.8/gems/shopify_app-4.1.0/lib/shopify_app.rb:15:in `require': /var/lib /gems/1.8/gems/shopify_app-4.1.0/lib/shopify_app/login_protection.rb:5: syntax error, unexpected ':', expecting kEND (SyntaxError) ...rce::UnauthorizedAccess, with: :close_session ^ from /var/lib/gems/1.8/gems/shopify_app-4.1.0/lib/shopify_app.rb:15 from /var/lib/gems/1.8/gems/bundler-1.2.1/lib/bundler/runtime.rb:68:in `require' from /var/lib/gems/1.8/gems/bundler-1.2.1/lib/bundler/runtime.rb:68:in `require' from /var/lib/gems/1.8/gems/bundler-1.2.1/lib/bundler/runtime.rb:66:in `each' from /var/lib/gems/1.8/gems/bundler-1.2.1/lib/bundler/runtime.rb:66:in `require' from /var/lib/gems/1.8/gems/bundler-1.2.1/lib/bundler/runtime.rb:55:in `each' from /var/lib/gems/1.8/gems/bundler-1.2.1/lib/bundler/runtime.rb:55:in `require' from /var/lib/gems/1.8/gems/bundler-1.2.1/lib/bundler.rb:128:in `require' from /usr/local/pete-shopify/cart/config/application.rb:7 from /var/lib/gems/1.8/gems/railties-3.2.8/lib/rails/commands.rb:53:in `require' from /var/lib/gems/1.8/gems/railties-3.2.8/lib/rails/commands.rb:53 from /var/lib/gems/1.8/gems/railties-3.2.8/lib/rails/commands.rb:50:in `tap' from /var/lib/gems/1.8/gems/railties-3.2.8/lib/rails/commands.rb:50 from script/rails:6:in `require' from script/rails:6 I haven't modified any files since forking from Github. Lines 1 - 6 of login_protection.rb are as follows: module ShopifyApp::LoginProtection extend ActiveSupport::Concern included do rescue from ActiveResource::UnauthorizedAccess, with: :close_session end I've looked into this and it seems that the error is caused by a new-style hash syntax between Ruby 1.8 and 1.9; key : value instead of key => value. Running ruby -v from the command line returns ruby 1.9.3p0 (2011-10-30 revision 33570) [x86_64-linux]. This would seem to be OK... but I did some debugging, and inside the file /var/lib/gems/1.8/gems/shopify_app-4.1.0/lib/shopify_app.rb (at the top) by putting this: puts RUBY_VERSION exit It printed 1.8.7. **Why are ruby -v and RUBY_VERSION giving me different results? And am I correct in assuming this is the cause of my problems? Note: To upgrade Ruby I installed the later version with apt-get and then switched to it by using update-alternatives --config ruby and selecting option 2 like this: root@ubuntu:/usr/local/pete-shopify/cart# update-alternatives --config ruby There are 2 choices for the alternative ruby (providing /usr/bin/ruby). Selection Path Priority Status ------------------------------------------------------------ 0 /usr/bin/ruby1.8 50 auto mode 1 /usr/bin/ruby1.8 50 manual mode * 2 /usr/bin/ruby1.9.1 10 manual mode Also note: We're PHP/Python developers so this is all new to us! Summary: 1 - Am I right in determining the cause of the syntax error? 2 - Why does RUBY_VERSION and ruby -v give me different results?

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  • How to get a cell value in JQGrid?

    - by dev
    How to get a cell value in JQGrid? If I use the following syntax – var ret = jQuery("#MyGrid").jqGrid('getRowData', id); ret = ret.ProductId; it returns the following HTML. I actually need the value of the cell. Thanks. Dev

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  • Select distinct from multiple fields using sql

    - by Bryan
    I have 5 columns corresponding to answers in a trivia game database - right, wrong1, wrong2, wrong3, wrong4 I want to return all possible answers without duplicates. I was hoping to accomplish this without using a temp table. Is it possible to use something similar to this?: select c1, c2, count(*) from t group by c1, c2 But this returns 3 columns. I would like one column of distinct answers. Thanks for your time

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  • Windows 7 SDK RC & Beta version

    - by Sarath
    Dear All, I've download Windows 7 SDK which was downloaded at the time of the beta release. Now I upgraded to RC and trying with some Direct2D samples. But I can't create the factory pointer using D2D1CreateFactory API. It's always returns NULL. Even the samples downloaded from MSDN is also not working well. There are some changes from Beta - RC Is this because of the version mismatch of SDK?

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • How to get the height of Label control in Winforms

    - by bmutch
    My label is wrapping the text due to the length of the text. The height property returns the correct value only if there is a single line. How can I get the correct height? Thanks. Solution: I was creating the label dynamically and checking the height then. Later the panel on which the label was residing was added to a form, changing the panel's font and thus also changing the label's font and height.

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  • Postgres: Using function variable names in pgsql function

    - by Peter
    Hi I have written a pgsql function along the lines of what's shown below. How can I get rid of the $1, $2, etc. and replace them with the real argument names to make the function code more readable? Regards Peter CREATE OR REPLACE FUNCTION InsertUser ( UserID UUID, FirstName CHAR(10), Surname VARCHAR(75), Email VARCHAR(75) ) RETURNS void AS $$ INSERT INTO "User" (userid,firstname,surname,email) VALUES ($1,$2,$3,$4) $$ LANGUAGE SQL;

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  • Moq - How to mock a function call on a concrete object?

    - by dferraro
    Hello, How can I do this in Moq? Foo bar = new Foo(); Fake(bar.PrivateGetter).Return('whatever value') It seems I can only find how to mock an object that was created via the framework. I want to mock just a single method/property on a concrete object I've created... In TypeMock, I would just do Isolate.WhenCalled(bar.PrivateGetter).Returns('whatever value').. Any ideas?

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  • amfPHP Function Input Trouble

    - by she hates me
    Hello, I'm writing an amfPHP function which should take string input. It takes alphanumeric characters without a problem, but unfortunately it returns data as "2" if I send "2.UgnFl4kAWovazp_tVo6fHg__.86400.1260025200-571701419" as parameter. here is the function (real simple as you can see) function checkOpenSession($guid, $session_key) { return $session_key; }

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  • How to dynamically expand a string in C

    - by sa125
    Hi - I have a function that recursively makes some calculations on a set of numbers. I want to also pretty-print the calculation in each recursion call by passing the string from the previous calculation and concatenating it with the current operation. A sample output might look like this: 3 (3) + 2 ((3) + 2) / 4 (((3) + 2) / 4) x 5 ((((3) + 2) / 4) x 5) + 14 ... and so on So basically, the second call gets 3 and appends + 2 to it, the third call gets passed (3) + 2 , etc. My recursive function prototype looks like this: void calc_rec(int input[], int length, char * previous_string); I wrote a 2 helper functions to help me with the operation, but they implode when I test them: /********************************************************************** * dynamically allocate and append new string to old string and return a pointer to it **********************************************************************/ char * strapp(char * old, char * new) { // find the size of the string to allocate int len = sizeof(char) * (strlen(old) + strlen(new)); // allocate a pointer to the new string char * out = (char*)malloc(len); // concat both strings and return sprintf(out, "%s%s", old, new); return out; } /********************************************************************** * returns a pretty math representation of the calculation op **********************************************************************/ char * mathop(char * old, char operand, int num) { char * output, *newout; char fstr[50]; // random guess.. couldn't think of a better way. sprintf(fstr, " %c %d", operand, num); output = strapp(old, fstr); newout = (char*)malloc( 2*sizeof(char)+sizeof(output) ); sprintf(newout, "(%s)", output); free(output); return newout; } void test_mathop() { int i, total = 10; char * first = "3"; printf("in test_mathop\n"); while (i < total) { first = mathop(first, "+", i); printf("%s\n", first); ++i; } } strapp() returns a pointer to newly appended strings (works), and mathop() is supposed to take the old calculation string ("(3)+2"), a char operand ('+', '-', etc) and an int, and return a pointer to the new string, for example "((3)+2)/3". Any idea where I'm messing things up? thanks.

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  • Algorithm for max integer in an array of integers

    - by gagneet
    Explain which algorithm you would use to implement a function that takes an array of integers and returns the maximum integer in the collection, assuming that the length of the array is less than 1000. Would you use Bubble Sort or Merge Sort and Why? Also, what happens to the above algorithm choice, if the array length is greater than 1000?

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  • why python find not working

    - by user283405
    i am using python 2.5.2. The following code not working. def (self, text, findText): index = text.find(findText) print index Although the findText is present in text, but it still returns None. I have printed the values of text and findText and they are present.

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  • SQL Server Full Text Search Special character issue

    - by ManojTrek
    Hello, I have Full Text catalog created in SQL Server 2005, when I search the text like "Bolivia's History", it returns all the result matching to that, but if I use "Bolivias History", it does not return anything, I am very new to Full Text Search stuff, any lead how to ignore the special character ("'"), in Full Text Search? Thanks in Advance, Manoj

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  • How do I profile in DrScheme?

    - by kunjaan
    How Do I profile my functions using DrScheme? (require profile) (define (factorial n) (cond ((= n 1) 1) (else (* n (factorial (- n 1)))))) (profile factorial) The above code returns Profiling results ----------------- Total cpu time observed: 0ms (out of 0ms) Number of samples taken: 0 (once every 0ms) ==================================== Caller Idx Total Self Name+srcLocal% ms(pct) ms(pct) Callee ==================================== > I tried: - (profile (factorial 100)) - (profile factorial) (factorial 100) But it gives me the same result. What am I doing wrong?

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  • Why does yaml.dump add quotes this key-value pair

    - by jason gagne
    I'm trying to write a new entry to a rails database.yml and for some reason I'm getting quotes around this entry db_yml = {'new_env' = {'database' = 'database_name', '<<' = '*defaults' }} File.open("#{RAILS_ROOT}/config/database.yml", "a") {|f| YAML.dump(db_yml, f)} returns --- new_env: database: database_name "<<": "*defaults" I don't know why the "---" and the quotes around the defaults are returned, any thoughts on how to prevent? thanks!

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  • Get Raw HTML of Node in JQuery

    - by viatropos
    I have used $("#parent").html() to get the inner html of #parent, but how do I get the html of the parent itself? The use case is, I grab an input node like this: var field = $('input'); I would like to be able to get the raw html of that node (<input type='text'>) with something like field.html(), but that returns empty. Is this possible?

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  • Issue with org.apache.commons.net.ftp.FTPClient listFiles()

    - by James P.
    The listFiles() method of org.apache.commons.net.ftp.FTPClient works fine with Filezilla server on 127.0.0.1 but returns null on the root directory of public FTP servers such as belnet.be. There is an identical question on the link below but enterRemotePassiveMode() doesn't seem to help. http://stackoverflow.com/questions/2339855/apache-commons-ftpclient-listfiles Could it be an issue with list parsing? If so, how can go about solving this?

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