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  • Where should I start reading AngularJS's source code?

    - by Abaco
    After reading this article I realized that I really didn't read any "serious" source code during my 3-years as a professional developer. Recently I started a new web-project which makes heavy use of AngularJS, so I decided to start my reading - or, better, decoding [as the blogger wrote] - activity from something that is both challenging and professionally useful. Now I just need to be pointed in the right direction. Should I just start from the start of the source code or is there a better starting point?

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  • Distinguishing repetitive code with the same implementation

    - by KyelJmD
    Given this sample code import java.util.ArrayList; import blackjack.model.items.Card; public class BlackJackPlayer extends Player { private double bet; private Hand hand01 = new Hand(); private Hand hand02 = new Hand(); public void addCardToHand01(Card c) { hand01.addCard(c); } public void addCardToHand02(Card c) { hand02.addCard(c); } public void bustHand01() { hand01.setBust(true); } public void bustHand02() { hand02.setBust(true); } public void standHand01() { hand01.setStand(true); } public void standHand02() { hand02.setStand(true); } public boolean isHand01Bust() { return hand01.isBust(); } public boolean isHand02Bust() { return hand02.isBust(); } public boolean isHand01Standing() { return hand01.isStanding(); } public boolean isHand02Standing() { return hand02.isStanding(); } public int getHand01Score(){ return hand01.getCardScore(); } public int getHand02Score(){ return hand02.getCardScore(); } } Is this considered as a repetitive code? providing that each method is operating a seperate field but doing the same implementation ? Note that hand01 and hand02 should be distinct. if this is considered as repetitive code, how would I address this? providing that each hand is a seperate entity

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  • Using AdMob with Games that use Open GLES

    - by Vishal Kumar
    Can anyone help me integrating Admob to my game. I've used the badlogic framework by MarioZencher ... and My game is like the SuperJumper. I am unable to use AdMob after a lot of my attempts. I am new to android dev...please help me..I went thru a number of tutorials but not getting adds displayed ... I did the following... get the libraries and placed them properly My main.xml looks like this android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" / My Activity class onCreate method: public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); RelativeLayout layout = new RelativeLayout(this); adView = new AdView(this, AdSize.BANNER, "a1518637fe542a2"); AdRequest request = new AdRequest(); request.addTestDevice(AdRequest.TEST_EMULATOR); request.addTestDevice("D77E32324019F80A2CECEAAAAAAAAA"); adView.loadAd(request); layout.addView(glView); RelativeLayout.LayoutParams adParams = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT, RelativeLayout.LayoutParams.WRAP_CONTENT); adParams.addRule(RelativeLayout.ALIGN_PARENT_BOTTOM); adParams.addRule(RelativeLayout.CENTER_IN_PARENT); layout.addView(adView, adParams); setContentView(layout); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); glView = new GLSurfaceView(this); glView.setRenderer(this); //setContentView(glView); glGraphics = new GLGraphics(glView); fileIO = new AndroidFileIO(getAssets()); audio = new AndroidAudio(this); input = new AndroidInput(this, glView, 1, 1); PowerManager powerManager = (PowerManager) getSystemService(Context.POWER_SERVICE); wakeLock = powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, "GLGame"); } My Manifest file looks like this .... <activity android:name="com.google.ads.AdActivity" android:configChanges="keyboard|keyboardHidden|orientation|smallestScreenSize"/> </application> <uses-permission android:name="android.permission.WAKE_LOCK" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> <uses-sdk android:minSdkVersion="7" /> When I first decided to use the XML for admob purpose ..it showed no changes..it even didn't log the device id in Logcat... Later when I wrote code in the Main Activity class.. and run ... Application crashed ... with 7 errors evry time ... The android:configChanges value of the com.google.ads.AdActivity must include screenLayout. The android:configChanges value of the com.google.ads.AdActivity must include uiMode. The android:configChanges value of the com.google.ads.AdActivity must include screenSize. The android:configChanges value of the com.google.ads.AdActivity must include smallestScreenSize. You must have AdActivity declared in AndroidManifest.xml with configChanges. You must have INTERNET and ACCESS_NETWORK_STATE permissions in AndroidManifest.xml. Please help me by telling what wrong is there with the code? Can I write code only in xml files without changing the Activity class ... I will be very grateful to anyone providing support.

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  • Is it normal needing time to understand code i wrote recently

    - by user1478167
    By recently i mean some weeks ago. I am trying to continue a project i left 2 weeks ago and i need time to understand some functions i wrote(not copied from somewhere) and it takes me time. Normally i don't need to because my functions,methods etc are black boxes but when i need to change something it's really hard. Does this mean i write bad code? I am still in school and i am the only who writes/uses the code so i don't have feedback, but i am afraid that if it is difficult for me to understand it, it would be 10 times more difficult for someone else. What should i do? I write a lot of comments but most of the time are useless when reviewing. Do you have any suggestions?

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  • Adding complexity to remove duplicate code

    - by Phil
    I have several classes that all inherit from a generic base class. The base class contains a collection of several objects of type T. Each child class needs to be able to calculate interpolated values from the collection of objects, but since the child classes use different types, the calculation varies a tiny bit from class to class. So far I have copy/pasted my code from class to class and made minor modifications to each. But now I am trying to remove the duplicated code and replace it with one generic interpolation method in my base class. However that is proving to be very difficult, and all the solutions I have thought of seem way too complex. I am starting to think the DRY principle does not apply as much in this kind of situation, but that sounds like blasphemy. How much complexity is too much when trying to remove code duplication? EDIT: The best solution I can come up with goes something like this: Base Class: protected T GetInterpolated(int frame) { var index = SortedFrames.BinarySearch(frame); if (index >= 0) return Data[index]; index = ~index; if (index == 0) return Data[index]; if (index >= Data.Count) return Data[Data.Count - 1]; return GetInterpolatedItem(frame, Data[index - 1], Data[index]); } protected abstract T GetInterpolatedItem(int frame, T lower, T upper); Child class A: public IGpsCoordinate GetInterpolatedCoord(int frame) { ReadData(); return GetInterpolated(frame); } protected override IGpsCoordinate GetInterpolatedItem(int frame, IGpsCoordinate lower, IGpsCoordinate upper) { double ratio = GetInterpolationRatio(frame, lower.Frame, upper.Frame); var x = GetInterpolatedValue(lower.X, upper.X, ratio); var y = GetInterpolatedValue(lower.Y, upper.Y, ratio); var z = GetInterpolatedValue(lower.Z, upper.Z, ratio); return new GpsCoordinate(frame, x, y, z); } Child class B: public double GetMph(int frame) { ReadData(); return GetInterpolated(frame).MilesPerHour; } protected override ISpeed GetInterpolatedItem(int frame, ISpeed lower, ISpeed upper) { var ratio = GetInterpolationRatio(frame, lower.Frame, upper.Frame); var mph = GetInterpolatedValue(lower.MilesPerHour, upper.MilesPerHour, ratio); return new Speed(frame, mph); }

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  • Visual Studio code metrics misreporting lines of code

    - by Ian Newson
    The code metrics analyser in Visual Studio, as well as the code metrics power tool, report the number of lines of code in the TestMethod method of the following code as 8. At the most, I would expect it to report lines of code as 3. [TestClass] public class UnitTest1 { private void Test(out string str) { str = null; } [TestMethod] public void TestMethod() { var mock = new Mock<UnitTest1>(); string str; mock.Verify(m => m.Test(out str)); } } Can anyone explain why this is the case? Further info After a little more digging I've found that removing the out parameter from the Test method and updating the test code causes LOC to be reported as 2, which I believe is correct. The addition of out causes the jump, so it's not because of braces or attributes. Decompiling the DLL with dotPeek reveals a fair amount of additional code generated because of the out parameter which could be considered 8 LOC, but removing the parameter and decompiling also reveals generated code, which could be considered 5 LOC, so it's not simply a matter of VS counting compiler generated code (which I don't believe it should do anyway).

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  • Remove unwanted lines,dead code from source code?

    - by Passionate programmer
    How to make source code free of the following Remove dead codes that are more than few lines between /* c++ codes */ Change more than one line breaks to one Remove modified user name and date /*-------- MODIFICATION DONE by xyz on ------------*/ I have used a code formatter tool to get a nice formatted code but stuck with code with above items.Is there any way to make sure codes like above doesn't get in to svn and automatically formatted code gets into the source.

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  • Why is Clean Code suggesting avoiding protected variables?

    - by Matsemann
    Clean Code suggests avoiding protected variables in the "Vertical Distance" section of the "Formatting" chapter: Concepts that are closely related should be kept vertically close to each other. Clearly this rule doesn't work for concepts that belong in separate files. But then closely related concepts should not be separated into different files unless you have a very good reason. Indeed, this is one of the reasons that protected variables should be avoided. What is the reasoning?

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  • Are too many assertions code smell?

    - by Florents
    I've really fallen in love with unit testing and TDD - I am test infected. However, unit testing is used for public methods. Sometimes though I do have to test some assumptions-assertions in private methods too, because some of them are "dangerous" and refactoring can't help further. (I know, testing frameworks allo testing private methods). So, It became a habit of mine that (almost always) the first and the last line of a private method are both assertions. I guess this couldn't be bad (right ??). However, I've noticed that I also tend to use assertions in public methods too (as in the private) just "to be sure". Could this be "testing duplication" since the public method assumpotions are tested from the unit testng framework? Could someone think of too many assertions as a code smell?

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  • How to know whether to create a general system or to hack a solution

    - by Andy K
    I'm new to coding , learning it since last year actually. One of my worst habits is the following: Often I'm trying to create a solution that is too big , too complex and doesn't achieve what needs to be achieved, when a hacky kludge can make the fit. One last example was the following (see paste bin link below) http://pastebin.com/WzR3zsLn After explaining my issue, one nice person at stackoverflow came with this solution instead http://stackoverflow.com/questions/25304170/update-a-field-by-removing-quarter-or-removing-month When should I keep my code simple and when should I create a 'big', general solution? I feel stupid sometimes for building something so big, so awkward, just to solve a simple problem. It did not occur to me that there would be an easier solution. Any tips are welcomed. Best

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  • Improving first person camera and implementing third person camera

    - by brainydexter
    I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view. My current setup: draw():: glPushMatrix(); m_pCamera->ApplyCameraTransform(); // Render gameObjects glPopMatrix(); Camera is strongly coupled to the player, so much so, that it is a friend of player. This is what the Camera::ApplyCameraTransform looks like: glm::mat4 l_TransformationMatrix; m_pPlayer->m_pTransformation->GetTransformation(l_TransformationMatrix, false); l_TransformationMatrix = glm::core::function::matrix::inverse(l_TransformationMatrix); glMultMatrixf(glm::value_ptr(l_TransformationMatrix)); So, I take the player's transformation matrix and invert it to yield First person camera view. Since, Third person camera view is just a 'translated' first person view behind the player; what would be a good way to improve upon this (keeping in mind that I will be extending it to Third person camera as well. Thanks

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  • Games with multiple flash files not working

    - by zlyfire
    I have download a flash game, since that's show the person coded it, and it is in multiple flash files to reduce overall file size or something. When I try to play it, I can only use the content within that one flash file, leading me to believe that it does not call upon other files within my computer. I kept the same file structure and everything as the download was, and another version of the same game I had on my windows laptop before my laptop died. It worked fine there, calling the files like it was supposed to. Is it just an Ubuntu/Linux/Unix-based bug, or is something going wrong? I've tried it in browser (firefox) and offline (gnash) and neither worked properly. Can anyone help me with this? Perhaps helping me find a way to get my game to work properly?

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  • Games with user-supplied artifical intelligence (AI) engines?

    - by RoboShop
    I remember Microsoft used to have this AI game for the .NET framework which allowed you to program a species and this species could be introduced to an "ecosystem" full of species that other people had programmed and they could interact with each other, etc. I can't remember what it was called, but I remembered thinking it was a pretty good idea. Are there any other similiar sites like that, which allows you to design some sort of AI engine and pit it against other programmer's creations? It could be an ecosystem type thing, or it could be a card or board game.

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  • SQL code editor with syntax highlighing, auto-formatting and code folding

    - by Victor Stanciu
    Hello, Is there any SQL editor that supports syntax highlighting, automatic code formatting and code folding? I found this, but it's an Eclipse plugin (I'm a NetBeans user), and cannot automatically format code, which is the most important feature I'm after. Autocompletion is not important, nor is the possibility of running the code (like the SQL editor in NetBeans). Edit: I'm sorry for not specifying, I'm looking for Linux or even web-based software.

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  • Code coverage (c++ code execution path)

    - by Poni
    Let's say I have this code: int function(bool b) { // execution path 1 int ret = 0; if(b) { // execution path 2 ret = 55; } else { // execution path 3 ret = 120; } return ret; } I need some sort of a mechanism to make sure that the code has gone in any possible path, i.e execution paths 1, 2 & 3 in the code above. I thought about having a global function, vector and a macro. This macro would simply call that function, passing as parameters the source file name and the line of code, and that function would mark that as "checked", by inserting to the vector the info that the macro passed. The problem is that I will not see anything about paths that did not "check". Any idea how do I do this? How to "register" a line of code at compile-time, so in run-time I can see that it didn't "check" yet? I hope I'm clear.

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  • Generating EF Code First model classes from an existing database

    - by Jon Galloway
    Entity Framework Code First is a lightweight way to "turn on" data access for a simple CLR class. As the name implies, the intended use is that you're writing the code first and thinking about the database later. However, I really like the Entity Framework Code First works, and I want to use it in existing projects and projects with pre-existing databases. For example, MVC Music Store comes with a SQL Express database that's pre-loaded with a catalog of music (including genres, artists, and songs), and while it may eventually make sense to load that seed data from a different source, for the MVC 3 release we wanted to keep using the existing database. While I'm not getting the full benefit of Code First - writing code which drives the database schema - I can still benefit from the simplicity of the lightweight code approach. Scott Guthrie blogged about how to use entity framework with an existing database, looking at how you can override the Entity Framework Code First conventions so that it can work with a database which was created following other conventions. That gives you the information you need to create the model classes manually. However, it turns out that with Entity Framework 4 CTP 5, there's a way to generate the model classes from the database schema. Once the grunt work is done, of course, you can go in and modify the model classes as you'd like, but you can save the time and frustration of figuring out things like mapping SQL database types to .NET types. Note that this template requires Entity Framework 4 CTP 5 or later. You can install EF 4 CTP 5 here. Step One: Generate an EF Model from your existing database The code generation system in Entity Framework works from a model. You can add a model to your existing project and delete it when you're done, but I think it's simpler to just spin up a separate project to generate the model classes. When you're done, you can delete the project without affecting your application, or you may choose to keep it around in case you have other database schema updates which require model changes. I chose to add the Model classes to the Models folder of a new MVC 3 application. Right-click the folder and select "Add / New Item..."   Next, select ADO.NET Entity Data Model from the Data Templates list, and name it whatever you want (the name is unimportant).   Next, select "Generate from database." This is important - it's what kicks off the next few steps, which read your database's schema.   Now it's time to point the Entity Data Model Wizard at your existing database. I'll assume you know how to find your database - if not, I covered that a bit in the MVC Music Store tutorial section on Models and Data. Select your database, uncheck the "Save entity connection settings in Web.config" (since we won't be using them within the application), and click Next.   Now you can select the database objects you'd like modeled. I just selected all tables and clicked Finish.   And there's your model. If you want, you can make additional changes here before going on to generate the code.   Step Two: Add the DbContext Generator Like most code generation systems in Visual Studio lately, Entity Framework uses T4 templates which allow for some control over how the code is generated. K Scott Allen wrote a detailed article on T4 Templates and the Entity Framework on MSDN recently, if you'd like to know more. Fortunately for us, there's already a template that does just what we need without any customization. Right-click a blank space in the Entity Framework model surface and select "Add Code Generation Item..." Select the Code groupt in the Installed Templates section and pick the ADO.NET DbContext Generator. If you don't see this listed, make sure you've got EF 4 CTP 5 installed and that you're looking at the Code templates group. Note that the DbContext Generator template is similar to the EF POCO template which came out last year, but with "fix up" code (unnecessary in EF Code First) removed.   As soon as you do this, you'll two terrifying Security Warnings - unless you click the "Do not show this message again" checkbox the first time. It will also be displayed (twice) every time you rebuild the project, so I checked the box and no immediate harm befell my computer (fingers crossed!).   Here's the payoff: two templates (filenames ending with .tt) have been added to the project, and they've generated the code I needed.   The "MusicStoreEntities.Context.tt" template built a DbContext class which holds the entity collections, and the "MusicStoreEntities.tt" template build a separate class for each table I selected earlier. We'll customize them in the next step. I recommend copying all the generated .cs files into your application at this point, since accidentally rebuilding the generation project will overwrite your changes if you leave them there. Step Three: Modify and use your POCO entity classes Note: I made a bunch of tweaks to my POCO classes after they were generated. You don't have to do any of this, but I think it's important that you can - they're your classes, and EF Code First respects that. Modify them as you need for your application, or don't. The Context class derives from DbContext, which is what turns on the EF Code First features. It holds a DbSet for each entity. Think of DbSet as a simple List, but with Entity Framework features turned on.   //------------------------------------------------------------------------------ // <auto-generated> // This code was generated from a template. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //------------------------------------------------------------------------------ namespace EF_CodeFirst_From_Existing_Database.Models { using System; using System.Data.Entity; public partial class Entities : DbContext { public Entities() : base("name=Entities") { } public DbSet<Album> Albums { get; set; } public DbSet<Artist> Artists { get; set; } public DbSet<Cart> Carts { get; set; } public DbSet<Genre> Genres { get; set; } public DbSet<OrderDetail> OrderDetails { get; set; } public DbSet<Order> Orders { get; set; } } } It's a pretty lightweight class as generated, so I just took out the comments, set the namespace, removed the constructor, and formatted it a bit. Done. If I wanted, though, I could have added or removed DbSets, overridden conventions, etc. using System.Data.Entity; namespace MvcMusicStore.Models { public class MusicStoreEntities : DbContext { public DbSet Albums { get; set; } public DbSet Genres { get; set; } public DbSet Artists { get; set; } public DbSet Carts { get; set; } public DbSet Orders { get; set; } public DbSet OrderDetails { get; set; } } } Next, it's time to look at the individual classes. Some of mine were pretty simple - for the Cart class, I just need to remove the header and clean up the namespace. //------------------------------------------------------------------------------ // // This code was generated from a template. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ namespace EF_CodeFirst_From_Existing_Database.Models { using System; using System.Collections.Generic; public partial class Cart { // Primitive properties public int RecordId { get; set; } public string CartId { get; set; } public int AlbumId { get; set; } public int Count { get; set; } public System.DateTime DateCreated { get; set; } // Navigation properties public virtual Album Album { get; set; } } } I did a bit more customization on the Album class. Here's what was generated: //------------------------------------------------------------------------------ // // This code was generated from a template. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ namespace EF_CodeFirst_From_Existing_Database.Models { using System; using System.Collections.Generic; public partial class Album { public Album() { this.Carts = new HashSet(); this.OrderDetails = new HashSet(); } // Primitive properties public int AlbumId { get; set; } public int GenreId { get; set; } public int ArtistId { get; set; } public string Title { get; set; } public decimal Price { get; set; } public string AlbumArtUrl { get; set; } // Navigation properties public virtual Artist Artist { get; set; } public virtual Genre Genre { get; set; } public virtual ICollection Carts { get; set; } public virtual ICollection OrderDetails { get; set; } } } I removed the header, changed the namespace, and removed some of the navigation properties. One nice thing about EF Code First is that you don't have to have a property for each database column or foreign key. In the Music Store sample, for instance, we build the app up using code first and start with just a few columns, adding in fields and navigation properties as the application needs them. EF Code First handles the columsn we've told it about and doesn't complain about the others. Here's the basic class: using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.Web.Mvc; using System.Collections.Generic; namespace MvcMusicStore.Models { public class Album { public int AlbumId { get; set; } public int GenreId { get; set; } public int ArtistId { get; set; } public string Title { get; set; } public decimal Price { get; set; } public string AlbumArtUrl { get; set; } public virtual Genre Genre { get; set; } public virtual Artist Artist { get; set; } public virtual List OrderDetails { get; set; } } } It's my class, not Entity Framework's, so I'm free to do what I want with it. I added a bunch of MVC 3 annotations for scaffolding and validation support, as shown below: using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.Web.Mvc; using System.Collections.Generic; namespace MvcMusicStore.Models { [Bind(Exclude = "AlbumId")] public class Album { [ScaffoldColumn(false)] public int AlbumId { get; set; } [DisplayName("Genre")] public int GenreId { get; set; } [DisplayName("Artist")] public int ArtistId { get; set; } [Required(ErrorMessage = "An Album Title is required")] [StringLength(160)] public string Title { get; set; } [Required(ErrorMessage = "Price is required")] [Range(0.01, 100.00, ErrorMessage = "Price must be between 0.01 and 100.00")] public decimal Price { get; set; } [DisplayName("Album Art URL")] [StringLength(1024)] public string AlbumArtUrl { get; set; } public virtual Genre Genre { get; set; } public virtual Artist Artist { get; set; } public virtual List<OrderDetail> OrderDetails { get; set; } } } The end result was that I had working EF Code First model code for the finished application. You can follow along through the tutorial to see how I built up to the finished model classes, starting with simple 2-3 property classes and building up to the full working schema. Thanks to Diego Vega (on the Entity Framework team) for pointing me to the DbContext template.

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  • Single player 'pong' game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. I have the basic code, but the ball doesn't stay on the screen, it just flickers and doesn't remain constant. Also, the paddle does not move with the mouse. I'm sure I'm missing something simple, but I just can't figure it out. Help please! Here's what I have: from livewires import games import random games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self, x=10): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=10) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width - 10) games.screen.add(self.score) def update(self): self.y=games.mouse.y if self.top<0: self.top=0 if self.bottom>games.screen.height: self.bottom=games.screen.height self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=5 def __init__(self, x=90, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy if self.left<0: self.end_game() self.destroy() def handle_collide(self): self.dx=-self.dx def end_game(self): end_message=games.Message(value="Game Over", size=90, x=games.screen.width/2, y=games.screen.height/2, lifetime=250, after_death=games.screen.quit) games.screen.add(end_message) def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image paddle_image=games.load_image("paddle.bmp") the_paddle=games.Sprite(image=paddle_image, x=10, y=games.mouse.y) games.screen.add(the_paddle) ball_image=games.load_image("ball.bmp") the_ball=games.Sprite(image=ball_image, x=630, y=200, dx=2, dy=2) games.screen.add(the_ball) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

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  • The World of ‘Game of Thrones’ in Minecraft [Image Gallery]

    - by Asian Angel
    Are you a serious ‘Game of Thrones’ fan? Then prepare for a visual feast with this gallery of images showing a recreation of the world of Westeros in Minecraft. Here is another visual teaser from this awesome gallery… WesterosCraft Gallery (Imgur) [via Neatorama] How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

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  • jet fighter games

    - by j-t-s
    does anyone know of any good fighter jet combat pc games where you can blow up ANYTHING e.g. planes, jets, buildings, etc? I've noticed that alot of games now don't allow you to blow up buildings and i have my own conclusions about that, but it IS just a game, and i miss the good old days where there were no boundaries in games any help is appreciated thank you :)

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  • EF 6 Code First Many to many With Payload and self referencing many to many

    - by lesley86
    I Have the problem where i have a many to many relationship and on one of the tables there will be a self referencing many to many. So basically a school have zero or many groups and many groups can have 0 or many schools. The groups table will contain a parent child many to many with itself because a group can be a child of another group or it can have no children and that child can have a child, one child can also have many parents or a entity can have no parents. I created a mapping table with Payload to solvethe first many to many problem. code snippet public class School { public virtual ICollection<SchoolGroupMap> SchoolGroupMaps } public class SchoolGroup { public virtual ICollection<SchoolGroupMap> SchoolGroupMaps } public class SchoolGroupMap { public virtual School School public virtual SchoolGroup SchoolGroup } i Then tried modifying the code the following way for the the self referencing many to many public class SchoolGroup { public virtual ICollection<SchoolGroupMap> SchoolGroupMaps public virtual ICollection<SchoolGroup> Parents public virtual ICollection<SchoolGroup> Children } I changed the context with has many and an auto mapping table (forgive me i have been trying so many things today i do not have the exact code). I received an error the properties on the classes must match. Can anyone help please. I want to do create navigation properties on the self referencing many to many. Also a seed example would be appreciated regards

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  • Announcing RSS feeds of Microsoft All-In-One Code Framework code samples

    - by Jialiang
    Today, we are not only announcing Sample Browser v2 CTP, but we are also excited to announce the availability of RSS feeds of All-In-One Code Framework code samples. By using these feeds, you can easily track and download the new code samples. English RSS feeds All code samples: http://support.microsoft.com/rss/en/rss.xml ASP.NET code samples: http://support.microsoft.com/rss/en/ASPNET.xml Silverlight code samples: http://support.microsoft.com/rss/en/Silverlight.xml Azure code samples: http://support.microsoft.com/rss/en/Azure.xml COM code samples: http://support.microsoft.com/rss/en/COM.xml Data Platform code samples: http://support.microsoft.com/rss/en/Data%20Platform.xml Library code samples: http://support.microsoft.com/rss/en/Library.xml Office dev code samples: http://support.microsoft.com/rss/en/Office.xml VSX code samples: http://support.microsoft.com/rss/en/VSX.xml Windows 7 code samples: http://support.microsoft.com/rss/en/Windows%207.xml Windows Forms code samples: http://support.microsoft.com/rss/en/Windows%20Forms.xml Windows General code samples: http://support.microsoft.com/rss/en/Windows%20General.xml Windows Service code samples: http://support.microsoft.com/rss/en/Windows%20Service.xml Windows Shell code samples: http://support.microsoft.com/rss/en/Windows%20Shell.xml Windows UI code samples: http://support.microsoft.com/rss/en/Windows%20UI.xml WPF code samples: http://support.microsoft.com/rss/en/WPF.xml ??RSS?? ??????:http://support.microsoft.com/rss/zh-cn/codeplex/rss.xml ASP.NET????:http://support.microsoft.com/rss/zh-cn/codeplex/ASPNET.xml Silverlight????:http://support.microsoft.com/rss/zh-cn/codeplex/Silverlight.xml Azure ????: http://support.microsoft.com/rss/zh-cn/codeplex/Azure.xml COM ????: http://support.microsoft.com/rss/zh-cn/codeplex/COM.xml Data Platform ????: http://support.microsoft.com/rss/zh-cn/codeplex/Data%20Platform.xml Library ????: http://support.microsoft.com/rss/zh-cn/codeplex/Library.xml Office dev ????: http://support.microsoft.com/rss/zh-cn/codeplex/Office.xml VSX ????: http://support.microsoft.com/rss/zh-cn/codeplex/VSX.xml Windows 7 ????: http://support.microsoft.com/rss/zh-cn/codeplex/Windows%207.xml Windows Forms ????: http://support.microsoft.com/rss/zh-cn/codeplex/Windows%20Forms.xml Windows General ????: http://support.microsoft.com/rss/zh-cn/codeplex/Windows%20General.xml Windows Service ????: http://support.microsoft.com/rss/zh-cn/codeplex/Windows%20Service.xml Windows Shell ????: http://support.microsoft.com/rss/zh-cn/codeplex/Windows%20Shell.xml Windows UI ????: http://support.microsoft.com/rss/zh-cn/codeplex/Windows%20UI.xml WPF ????: http://support.microsoft.com/rss/zh-cn/codeplex/WPF.xml

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  • Google Games Chat, Episode 1

    Google Games Chat, Episode 1 Oh, sure, those Android guys can talk about their fancy-shmancy mobile games all they want, but where's the love for the web game developers? It's right here, at the Google Games Chat. Join us as some of your favorite Googlers sit down and chat about the future of games, the state of games on the web, or just babble on for 45 minutes about what Diablo 3 class is the most fun. From: GoogleDevelopers Views: 968 22 ratings Time: 28:14 More in Science & Technology

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  • Compiling a program with a legacy version of gcc

    - by wyatt
    This is probably a very difficult problem to troubleshoot with the information I can practically provide, but I'm hoping someone might be able to at least point me in a possible direction. I'm trying to install HTK (http://htk.eng.cam.ac.uk/), which, according to this page needs to be installed using gcc 3.4. Their method of implementing backwards compatibility: #yum install compat-gcc-34-c++ compat-gcc-34 won't work for me as I'm running Ubuntu (On that note, I take it I can't simply install YUM and the subsequent package, since it's an entirely different distro, but if I'm wrong I'd love to hear it). I instead installed two versions of gcc 3.4 - 3.4.0 and 3.4.6 using instructions from this site. I then added the lines suggested by that page to the top of the makefile (on this note, what's the difference between makefile and makefile.in? I tried adding the lines to the top of both files regardless), both for version 3.4.0 and 3.4.6, but both failed. I also tried, on the off-chance, compiling it with my current version (4.4.1), but that also failed. I got the errors: (cd HTKLib && make HTKLib.a) \ || case "" in k) fail=yes;; ) exit 1;; esac; make1: Entering directory /home/charles/bin/htk-3.4/HTKLib' gcc -ansi -D_SVID_SOURCE -DOSS_AUDIO -D'ARCH="i686"' -Wall -Wno-switch -g -O2 -I. -c -o HGraf.o HGraf.c HGraf.c:73:77: error: X11/Xlib.h: No such file or directory HGraf.c:74:23: error: X11/Xutil.h: No such file or directory HGraf.c:75:21: error: X11/Xos.h: No such file or directory HGraf.c:77:27: error: X11/keysymdef.h: No such file or directory HGraf.c:87: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token HGraf.c:88: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘rootW’ HGraf.c:91: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘theCmap’ HGraf.c:92: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘theGC’ HGraf.c:93: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘gcs’ HGraf.c:95: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token HGraf.c:96: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘report’ HGraf.c:97: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘hints’ HGraf.c:111: error: ‘GXcopy’ undeclared here (not in a function) HGraf.c:111: error: ‘GXor’ undeclared here (not in a function) HGraf.c:111: error: ‘GXxor’ undeclared here (not in a function) HGraf.c:111: error: ‘GXinvert’ undeclared here (not in a function) HGraf.c:151: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token HGraf.c: In function ‘InstallFonts’: HGraf.c:164: error: ‘FontInfo’ undeclared (first use in this function) HGraf.c:164: error: (Each undeclared identifier is reported only once HGraf.c:164: error: for each function it appears in.) HGraf.c:164: warning: implicit declaration of function ‘XLoadQueryFont’ HGraf.c:164: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:167: error: ‘DefaultFont’ undeclared (first use in this function) HGraf.c: At top level: HGraf.c:176: error: expected ‘)’ before ‘*’ token HGraf.c: In function ‘HGetEvent’: HGraf.c:219: error: ‘XEvent’ undeclared (first use in this function) HGraf.c:219: error: expected ‘;’ before ‘xev’ HGraf.c:223: warning: implicit declaration of function ‘XFlush’ HGraf.c:223: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:225: warning: implicit declaration of function ‘XEventsQueued’ HGraf.c:225: error: ‘QueuedAfterFlush’ undeclared (first use in this function) HGraf.c:226: warning: implicit declaration of function ‘XNextEvent’ HGraf.c:226: error: ‘xev’ undeclared (first use in this function) HGraf.c:228: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:230: error: ‘ButtonPress’ undeclared (first use in this function) HGraf.c:235: error: ‘ButtonRelease’ undeclared (first use in this function) HGraf.c:240: error: ‘MotionNotify’ undeclared (first use in this function) HGraf.c:245: error: ‘KeyPress’ undeclared (first use in this function) HGraf.c:249: warning: implicit declaration of function ‘DecodeKeyPress’ HGraf.c:251: error: ‘KeyRelease’ undeclared (first use in this function) HGraf.c:257: error: ‘Expose’ undeclared (first use in this function) HGraf.c: In function ‘HEventsPending’: HGraf.c:281: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:281: error: ‘QueuedAfterFlush’ undeclared (first use in this function) HGraf.c: In function ‘HMousePos’: HGraf.c:288: error: ‘Window’ undeclared (first use in this function) HGraf.c:288: error: expected ‘;’ before ‘root’ HGraf.c:293: warning: implicit declaration of function ‘XQueryPointer’ HGraf.c:293: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:293: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:293: error: ‘root’ undeclared (first use in this function) HGraf.c:293: error: ‘child’ undeclared (first use in this function) HGraf.c: In function ‘InstallColours’: HGraf.c:311: error: ‘XColor’ undeclared (first use in this function) HGraf.c:311: error: expected ‘;’ before ‘greyDef’ HGraf.c:317: warning: implicit declaration of function ‘XParseColor’ HGraf.c:317: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:317: error: ‘theCmap’ undeclared (first use in this function) HGraf.c:317: error: ‘colourDef’ undeclared (first use in this function) HGraf.c:320: warning: implicit declaration of function ‘XAllocColor’ HGraf.c:334: error: ‘whiteDef’ undeclared (first use in this function) HGraf.c:334: warning: implicit declaration of function ‘XQueryColor’ HGraf.c:335: error: ‘blackDef’ undeclared (first use in this function) HGraf.c:341: error: ‘greyDef’ undeclared (first use in this function) HGraf.c: In function ‘HSetColour’: HGraf.c:361: warning: implicit declaration of function ‘XSetForeground’ HGraf.c:361: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:361: error: ‘gcs’ undeclared (first use in this function) HGraf.c: In function ‘HSetGrey’: HGraf.c:370: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:370: error: ‘gcs’ undeclared (first use in this function) HGraf.c: In function ‘HDrawLines’: HGraf.c:388: warning: implicit declaration of function ‘XDrawLines’ HGraf.c:388: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:388: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:388: error: ‘theGC’ undeclared (first use in this function) HGraf.c:388: error: ‘XPoint’ undeclared (first use in this function) HGraf.c:388: error: expected expression before ‘)’ token HGraf.c: In function ‘HDrawRectangle’: HGraf.c:395: warning: implicit declaration of function ‘XDrawRectangle’ HGraf.c:395: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:395: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:395: error: ‘theGC’ undeclared (first use in this function) HGraf.c: In function ‘HFillRectangle’: HGraf.c:402: warning: implicit declaration of function ‘XFillRectangle’ HGraf.c:402: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:402: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:402: error: ‘theGC’ undeclared (first use in this function) HGraf.c: In function ‘HDrawLine’: HGraf.c:408: warning: implicit declaration of function ‘XDrawLine’ HGraf.c:408: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:408: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:408: error: ‘theGC’ undeclared (first use in this function) HGraf.c: In function ‘HFillPolygon’: HGraf.c:414: warning: implicit declaration of function ‘XFillPolygon’ HGraf.c:414: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:414: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:414: error: ‘theGC’ undeclared (first use in this function) HGraf.c:414: error: ‘XPoint’ undeclared (first use in this function) HGraf.c:414: error: expected expression before ‘)’ token HGraf.c: In function ‘HDrawArc’: HGraf.c:427: warning: implicit declaration of function ‘XDrawArc’ HGraf.c:427: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:427: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:427: error: ‘theGC’ undeclared (first use in this function) HGraf.c: In function ‘HFillArc’: HGraf.c:440: warning: implicit declaration of function ‘XFillArc’ HGraf.c:440: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:440: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:440: error: ‘theGC’ undeclared (first use in this function) HGraf.c: In function ‘HPrintf’: HGraf.c:451: warning: implicit declaration of function ‘XDrawString’ HGraf.c:451: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:451: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:451: error: ‘theGC’ undeclared (first use in this function) HGraf.c: In function ‘HCopyArea’: HGraf.c:457: warning: implicit declaration of function ‘XCopyArea’ HGraf.c:457: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:457: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:457: error: ‘theGC’ undeclared (first use in this function) HGraf.c: In function ‘HPlotVector’: HGraf.c:476: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:476: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:476: error: ‘theGC’ undeclared (first use in this function) HGraf.c: In function ‘HSetFontSize’: HGraf.c:490: error: ‘CurrentFont’ undeclared (first use in this function) HGraf.c:490: error: ‘DefaultFont’ undeclared (first use in this function) HGraf.c:499: error: ‘FontInfo’ undeclared (first use in this function) HGraf.c:502: warning: implicit declaration of function ‘XSetFont’ HGraf.c:502: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:502: error: ‘gcs’ undeclared (first use in this function) HGraf.c: In function ‘HSetLineWidth’: HGraf.c:511: warning: implicit declaration of function ‘XSetLineAttributes’ HGraf.c:511: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:511: error: ‘gcs’ undeclared (first use in this function) HGraf.c:511: error: ‘LineSolid’ undeclared (first use in this function) HGraf.c:511: error: ‘JoinRound’ undeclared (first use in this function) HGraf.c:511: error: ‘FillSolid’ undeclared (first use in this function) HGraf.c: In function ‘HSetXMode’: HGraf.c:517: error: ‘theGC’ undeclared (first use in this function) HGraf.c:517: error: ‘gcs’ undeclared (first use in this function) HGraf.c: In function ‘CentreX’: HGraf.c:523: warning: implicit declaration of function ‘XTextWidth’ HGraf.c:523: error: ‘CurrentFont’ undeclared (first use in this function) HGraf.c: In function ‘CentreY’: HGraf.c:529: error: ‘CurrentFont’ undeclared (first use in this function) HGraf.c: In function ‘HTextWidth’: HGraf.c:535: error: ‘CurrentFont’ undeclared (first use in this function) HGraf.c: In function ‘HTextHeight’: HGraf.c:541: error: ‘CurrentFont’ undeclared (first use in this function) HGraf.c: In function ‘HDrawImage’: HGraf.c:550: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token HGraf.c:550: error: ‘xi’ undeclared (first use in this function) HGraf.c:557: warning: implicit declaration of function ‘XDestroyImage’ HGraf.c:558: warning: implicit declaration of function ‘XGetImage’ HGraf.c:558: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:558: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:558: error: ‘AllPlanes’ undeclared (first use in this function) HGraf.c:558: error: ‘XYPixmap’ undeclared (first use in this function) HGraf.c:562: warning: implicit declaration of function ‘XPutPixel’ HGraf.c:564: warning: implicit declaration of function ‘XPutImage’ HGraf.c:564: error: ‘theGC’ undeclared (first use in this function) HGraf.c: In function ‘HFlush’: HGraf.c:570: error: ‘theDisp’ undeclared (first use in this function) HGraf.c: In function ‘InitGCs’: HGraf.c:780: error: ‘XGCValues’ undeclared (first use in this function) HGraf.c:780: error: expected ‘;’ before ‘values’ HGraf.c:783: error: ‘GCLineWidth’ undeclared (first use in this function) HGraf.c:783: error: ‘GCFunction’ undeclared (first use in this function) HGraf.c:783: error: ‘GCForeground’ undeclared (first use in this function) HGraf.c:785: error: ‘values’ undeclared (first use in this function) HGraf.c:788: error: ‘gcs’ undeclared (first use in this function) HGraf.c:788: warning: implicit declaration of function ‘XCreateGC’ HGraf.c:788: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:788: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:790: error: ‘GCPlaneMask’ undeclared (first use in this function) HGraf.c: In function ‘InitGlobals’: HGraf.c:800: warning: implicit declaration of function ‘DefaultScreen’ HGraf.c:800: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:801: error: ‘theCmap’ undeclared (first use in this function) HGraf.c:801: warning: implicit declaration of function ‘DefaultColormap’ HGraf.c:802: error: ‘rootW’ undeclared (first use in this function) HGraf.c:802: warning: implicit declaration of function ‘RootWindow’ HGraf.c:803: error: ‘theGC’ undeclared (first use in this function) HGraf.c:803: warning: implicit declaration of function ‘DefaultGC’ HGraf.c:804: error: ‘theVisual’ undeclared (first use in this function) HGraf.c:804: warning: implicit declaration of function ‘DefaultVisual’ HGraf.c:805: warning: implicit declaration of function ‘DisplayCells’ HGraf.c:806: warning: implicit declaration of function ‘DisplayWidth’ HGraf.c:807: warning: implicit declaration of function ‘DisplayHeight’ HGraf.c:808: warning: implicit declaration of function ‘DisplayPlanes’ HGraf.c:809: warning: implicit declaration of function ‘WhitePixel’ HGraf.c:810: warning: implicit declaration of function ‘BlackPixel’ HGraf.c: In function ‘MakeXGraf’: HGraf.c:817: error: ‘Window’ undeclared (first use in this function) HGraf.c:817: error: expected ‘;’ before ‘window’ HGraf.c:818: error: ‘XSetWindowAttributes’ undeclared (first use in this function) HGraf.c:818: error: expected ‘;’ before ‘setwinattr’ HGraf.c:823: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:823: warning: implicit declaration of function ‘XOpenDisplay’ HGraf.c:824: warning: implicit declaration of function ‘XDisplayName’ HGraf.c:828: error: ‘parent’ undeclared (first use in this function) HGraf.c:829: error: ‘window’ undeclared (first use in this function) HGraf.c:829: warning: implicit declaration of function ‘XCreateSimpleWindow’ HGraf.c:831: error: ‘CWBackingStore’ undeclared (first use in this function) HGraf.c:831: error: ‘setwinattr’ undeclared (first use in this function) HGraf.c:831: error: ‘WhenMapped’ undeclared (first use in this function) HGraf.c:832: warning: implicit declaration of function ‘XChangeWindowAttributes’ HGraf.c:834: error: ‘hints’ undeclared (first use in this function) HGraf.c:834: error: ‘PPosition’ undeclared (first use in this function) HGraf.c:834: error: ‘PSize’ undeclared (first use in this function) HGraf.c:834: error: ‘PMaxSize’ undeclared (first use in this function) HGraf.c:834: error: ‘PMinSize’ undeclared (first use in this function) HGraf.c:841: warning: implicit declaration of function ‘XSetStandardProperties’ HGraf.c:841: error: ‘None’ undeclared (first use in this function) HGraf.c:843: warning: implicit declaration of function ‘XSelectInput’ HGraf.c:843: error: ‘ExposureMask’ undeclared (first use in this function) HGraf.c:843: error: ‘KeyPressMask’ undeclared (first use in this function) HGraf.c:843: error: ‘ButtonPressMask’ undeclared (first use in this function) HGraf.c:844: error: ‘ButtonReleaseMask’ undeclared (first use in this function) HGraf.c:844: error: ‘PointerMotionHintMask’ undeclared (first use in this function) HGraf.c:844: error: ‘PointerMotionMask’ undeclared (first use in this function) HGraf.c:845: warning: implicit declaration of function ‘XMapWindow’ HGraf.c:845: error: ‘theWindow’ undeclared (first use in this function) HGraf.c:850: error: ‘report’ undeclared (first use in this function) HGraf.c:851: error: ‘Expose’ undeclared (first use in this function) HGraf.c:852: warning: implicit declaration of function ‘XSendEvent’ HGraf.c:852: error: ‘False’ undeclared (first use in this function) HGraf.c: In function ‘TermHGraf’: HGraf.c:861: error: ‘theDisp’ undeclared (first use in this function) HGraf.c:862: warning: implicit declaration of function ‘XCloseDisplay’ make[1]: *** [HGraf.o] Error 1 make[1]: Leaving directory/home/charles/bin/htk-3.4/HTKLib' make: ** [HTKLib/HTKLib.a] Error 1 Thank you for any help you can provide.

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  • Custom TableViewCell with TextField and first responder

    - by Robb
    I have a custom TableView cell that contains a TextField and I want it to become the first responder as soon as the view is shown but [textcell.textfield becomeFirstResponder] does not work. I know it's because it's a custom cell in another class and I even tried it there and it didn't work. Anyone know how to pull this off? Thanks...

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