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  • Truly declarative language?

    - by gjvdkamp
    Hi all, Does anyone know of a truly declarative language? The behaviour I'm looking for is kind of what Excel does, where I can define variables and formulas, and have the formula's result change when the input changes (without having set the answer again myself) The behaviour I'm looking for is best shown with this pseudo code: X = 10 // define and assign two variables Y = 20; Z = X + Y // declare a formula that uses these two variables X = 50 // change one of the input variables ?Z // asking for Z should now give 70 (50 + 20) I've tried this in a lot of languages like F#, python, matlab etc, but every time i try this they come up with 30 instead of 70. Wich is correct from an imperative point of view, but i'm looking for a more declerative behaviour if you know what i mean. And this is just a very simple calculation. When things get more difficult it should handle stuff like recursion and memoization automagically. The code below would obviously work in C# but it's just so much code for the job, i'm looking for something a bit more to the point without all that 'technical noise' class BlaBla{ public int X {get;set;} // this used to be even worse before 3.0 public int Y {get;set;} public int Z {get{return X + Y;}} } static void main(){ BlaBla bla = new BlaBla(); bla.X = 10; bla.Y = 20; // can't define anything here bla.X = 50; // bit pointless here but I'll do it anyway. Console.Writeline(bla.Z);// 70, hurray! } This just seems like so much code, curly braces and semicolons that add nothing. Is there a language/ application (apart from Exel) that does this? Maybe I'm no doing it right in the mentioned langauges, or I've completely missed an app that does just this. I prototyped a language/ application that does this (along with some other stuff) and am thinking of productizing it. I just can't believe it's not there yet. Don't want to waste my time. Thanks in advance, Gert-Jan

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  • Problem using js jquery helper

    - by Josh R
    hi, I am using cakephp 1.3.6 and am trying to use inbuilt js helper. I have added var $helpers = array('Js' => array('Jquery')); in my controller. In my layout, I have included the jquery files and have also included echo $this->Js->writeBuffer(); before the </body> tag. I checked if the jquery libraries correctly but trying to create a simple accordian from the jqueryui.com, it works fine. But when I try <?php $this->Js->get('#element'); $this->Js->drag(array( 'container' => '#content', 'start' => 'onStart', 'drag' => 'onDrag', 'stop' => 'onStop', 'snapGrid' => array(10, 10), 'wrapCallbacks' => false )); ?> <div="element">something</div> It does not work. I appreciate any help. Thanks.

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  • Algorithm for count-down timer that can add on time

    - by Person
    I'm making a general timer that has functionality to count up from 0 or count down from a certain number. I also want it to allow the user to add and subtract time. Everything is simple to implement except for the case in which the timer is counting down from some number, and the user adds or subtracts time from it. For example: (m_clock is an instance of SFML's Clock) float Timer::GetElapsedTime() { if ( m_forward ) { m_elapsedTime += m_clock.GetElapsedTime() - m_elapsedTime; } else { m_elapsedTime -= m_elapsedTime - m_startingTime + m_clock.GetElapsedTime(); } return m_elapsedTime; } To be a bit more clear, imagine that the timer starts at 100 counting down. After 10 seconds, the above function would look like 100 -= 100 - 100 + 10 which equals 90. If it was called after 20 more seconds it would look like 90 -= 90 - 100 + 30 which equals 70. This works for normal counting, but if the user calls AddTime() ( just m_elapsedTime += arg ) then the algorithm for backwards counting fails miserably. I know that I can do this using more members and keeping track of previous times, etc. but I'm wondering whether I'm missing some implementation that is extremely obvious. I'd prefer to keep it as simple as possible in that single operation.

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  • Get :first-letter of :hover element with CSS

    - by Rudie
    Is it possible to get the first letter of an element while in 'hover mode'? This is how it would look - I think - but it's not working in Chrome 10: a:hover:first-letter or a:first-letter:hover Technically (imho) they're not the same. The first takes the first letter of the hovering element. The second takes the entire element if the first letter is hovering. I require the first. As you can see on http://css4.hotblocks.nl (if you have a 1900px screen and a dom inspector) if you uncomment the CSS, both don't work. I want only the first letter of the element to color red, when the entire element is in :hover mode. Is it possible without additional HTML tags? Thanks. -- edit I've changed my online example for the better. CSS is now divided in separate <style> blocks. Makes for easier turning on and off try-outs. Conclusion - so far!? - is this: In Firefox 3.6/4 a:first-letter:hover does nothing (good) and a:hover:first-letter works perfectly (good!). In Chrome 10 a:first-letter:hover does nothing (good) and a:first-letter:hover breaks the previous CSS 'statement'. (In my example it breaks nothing because it's in a separate <style> block.) Which brings us to: once again Google Chrome lags behind Firefox =( --edit

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  • Login as SYS user to Oracle 11g from .NET

    - by Jens Bannmann
    Using the Oracle Data Provider for .NET, my application connects to the database using the privileged SYS user. The connection string is as follows: Data Source=MyTnsName;User ID=sys;Password=MySysPassword;DBA Privilege=SYSDBA This works fine with Oracle 10, but Oracle 11 keeps complaining about an invalid username or password. I verified that the password is correct - other apps work fine with the same credentials. Note that for regular users (without the DBA Privilege part), connecting to Oracle 11 works perfectly. So, what's wrong? Update: This is not an issue with case sensitivity - when constructing the connection string, the password case is not altered by my code, and the password works fine with other, non-.NET-applications. I suspect that this might be caused by the Oracle 10 client I'm using to connect to the 11 database. Oracle states that the client is upward-compatible, the only drawback being that you cannot use some new features of the database. However, SYSDBA connections clearly are not a new Oracle 11 feature, and - again - a non-.NET-app (Keeptool Hora) can connect using the same setup. Any other ideas? Update 2: The problem persists when using an Oracle 11 client :-(

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  • atol(), atof(), atoi() function behaviours, is there a stable way to convert from/to string/integer

    - by Berkay
    In these days i'm playing with the C functions of atol(), atof() and atoi(), from a blog post i find a tutorial and applied: here are my results: void main() char a[10],b[10]; puts("Enter the value of a"); gets(a); puts("Enter the value of b"); gets(b); printf("%s+%s=%ld and %s-%s=%ld",a,b,(atol(a)+atol(b)),a,b,(atol(a)-atol(b))); getch(); } there is atof() which returns the float value of the string and atoi() which returns integer value. now to see the difference between the 3 i checked this code: main() { char a[]={"2545.965"}; printf("atol=%ld\t atof=%f\t atoi=%d\t\n",atol(a),atof(a),atoi(a)); } the output will be atol=2545 atof=2545.965000 atoi=2545 char a[]={“heyyou”}; now when you run the program the following will be the output (why?, is there any solution to convert pure strings to integer?) atol=0 atof=0 atoi=0 the string should contain numeric value now modify this program as char a[]={“007hey”}; the output in this case(tested in Red hat) will be atol=7 atof=7.000000 atoi=7 so the functions has taken 007 only not the remaining part (why?) Now consider this char a[]={“hey007?}; the output of the program will be atol=0 atof=0.000000 atoi=0 So i just want to convert my strings to number and then again to same text, i played with these functions and as you see i'm getting really interesting results? why is that? any other functions to convert from/to string/integer and vice versa?

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  • Binding not working correctly in silverlight

    - by Harsh Maurya
    I am using a DataGrid in my silverlight project which contains a custom checkbox column. I have binded its command property with a property of my ViewModel class. Now, the problem is that I want to send the "selected item" of DataGrid through the command paramter for which I have written the following code : <sdk:DataGrid AutoGenerateColumns="False" Margin="10,0,10,0" Name="dataGridOrders" ItemsSource="{Binding OrderList}" Height="190"> <sdk:DataGrid.Columns> <sdk:DataGridTemplateColumn Header="Select"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate> <CheckBox> <is:Interaction.Triggers> <is:EventTrigger EventName="Checked"> <is:InvokeCommandAction Command="{Binding Source={StaticResource ExecutionTraderHomePageVM},Path=OrderSelectedCommand,Mode=TwoWay}" CommandParameter="{Binding ElementName=dataGridOrders,Path=SelectedItem}" /> </is:EventTrigger> <is:EventTrigger EventName="Unchecked"> <is:InvokeCommandAction Command="{Binding Source={StaticResource ExecutionTraderHomePageVM},Path=OrderSelectedCommand,Mode=TwoWay}" CommandParameter="{Binding ElementName=dataGridOrders,Path=SelectedItem}" /> </is:EventTrigger> </is:Interaction.Triggers> </CheckBox> But I am always getting null in the parameter of my command's execute method. I have tried with other properties of DataGrid such as Width, ActualHeight e.t.c. but of no use. What am I missing here ?

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  • ANT propertyfile entry is not resolving to its value

    - by Brian
    I have a value in a properties file that I want to increment while the build is running. The goal is to copy a set of files and append a number to the front of each in order to maintain the order in which they were copied into the directory. I am using the <propertyfile> task as follows: <propertyfile file="jsfiles.properties"> <entry key="file.number" type="int" operation="=" value="10" /> <entry key="file.number" type="int" default="010" operation="+" value="10" pattern="000" /> </propertyfile> Then I do the copy: <copy todir="${js-in.dir}"> <resources> ... </resources> <chainedmapper> <flattenmapper /> <globmapper from="*.js" to="${file.number}-*.js"/> </chainedmapper> </copy> This does exactly what I need it to EXCEPT that instead of the following output: 010-file1.js 020-file2.js 030-file3.js ... I get: ${file.number}-file1.js ${file.number}-file2.js ${file.number}-file3.js ... What am I doing wrong?

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  • 2D Histogram in R: Converting from Count to Frequency within a Column

    - by Jac
    Would appreciate help with generating a 2D histogram of frequencies, where frequencies are calculated within a column. My main issue: converting from counts to column based frequency. Here's my starting code: # expected packages library(ggplot2) library(plyr) # generate example data corresponding to expected data input x_data = sample(101:200,10000, replace = TRUE) y_data = sample(1:100,10000, replace = TRUE) my_set = data.frame(x_data,y_data) # define x and y interval cut points x_seq = seq(100,200,10) y_seq = seq(0,100,10) # label samples as belonging within x and y intervals my_set$x_interval = cut(my_set$x_data,x_seq) my_set$y_interval = cut(my_set$y_data,y_seq) # determine count for each x,y block xy_df = ddply(my_set, c("x_interval","y_interval"),"nrow") # still need to convert for use with dplyr # convert from count to frequency based on formula: freq = count/sum(count in given x interval) ################ TRYING TO FIGURE OUT ################# # plot results fig_count <- ggplot(xy_df, aes(x = x_interval, y = y_interval)) + geom_tile(aes(fill = nrow)) # count fig_freq <- ggplot(xy_df, aes(x = x_interval, y = y_interval)) + geom_tile(aes(fill = freq)) # frequency I would appreciate any help in how to calculate the frequency within a column. Thanks! jac EDIT: I think the solution will require the following steps 1) Calculate and store overall counts for each x-interval factor 2) Divide the individual bin count by its corresponding x-interval factor count to obtain frequency. Not sure how to carry this out though. .

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  • Render multiple Form instances

    - by vorpyg
    I have a simple application where users are supposed to bet on outcome of a match. A match consists of two teams, a result and a stake. Matches with teams are created in the Django admin, and participants are to fill in result and stake. The form must be generated dynamically, based on the matches in the database. My idea is to have one (Django) Form instance for each match and pass these instances to the template. It works fine when I do it from django shell, but the instances aren't rendered when I load my view. The form looks like this: class SuggestionForm(forms.Form): def __init__(self, *args, **kwargs): try: match = kwargs.pop('match') except KeyError: pass super(SuggestionForm, self).__init__(*args, **kwargs) label = match self.fields['result'] = forms.ChoiceField(label=label, required=True, choices=CHOICES, widget=forms.RadioSelect()) self.fields['stake'] = forms.IntegerField(label='', required=True, max_value=50, min_value=10, initial=10) My (preliminary) view looks like this: def suggestion_form(request): matches = Match.objects.all() form_collection = {} for match in matches: f = SuggestionForm(request.POST or None, match=match) form_collection['match_%s' % match.id] = f return render_to_response('app/suggestion_form.html', { 'forms': form_collection, }, context_instance = RequestContext(request) ) My initial thought was that I could pass the form_collection to the template and the loop throught the collection like this, but id does not work: {% for form in forms %} {% for field in form %} {{ field }} {% endfor %} {% endfor %} (The output is actually the dict keys with added spaces in between each letter - I've no idea why…) It works if I only pass one Form instance to the template and only runs the inner loop. Suggestions are greatly appreciated.

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  • Different behaviour of method overloading in C#

    - by Wondering
    Hi All, I was going through C# Brainteasers(http://www.yoda.arachsys.com/csharp/teasers.html) and came accross one question:what should be the o/p of below code class Base { public virtual void Foo(int x) { Console.WriteLine ("Base.Foo(int)"); } } class Derived : Base { public override void Foo(int x) { Console.WriteLine ("Derived.Foo(int)"); } public void Foo(object o) { Console.WriteLine ("Derived.Foo(object)"); } } class Test { static void Main() { Derived d = new Derived(); int i = 10; d.Foo(i); // it prints ("Derived.Foo(object)" } } but if I change the code to enter code here class Derived { public void Foo(int x) { Console.WriteLine("Derived.Foo(int)"); } public void Foo(object o) { Console.WriteLine("Derived.Foo(object)"); } } class Program { static void Main(string[] args) { Derived d = new Derived(); int i = 10; d.Foo(i); // prints Derived.Foo(int)"); Console.ReadKey(); } } I want to why the o/p is getting changde when we are inheriting vs not inheriting , why method overloading is behaving differently in both the cases

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  • Getting unpredictable data into a tabular format

    - by Acorn
    The situation: Each page I scrape has <input> elements with a title= and a value= I don't know what is going to be on the page. I want to have all my collected data in a single table at the end, with a column for each title. So basically, I need each row of data to line up with all the others, and if a row doesn't have a certain element, then it should be blank (but there must be something there to keep the alignment). eg. First page has: {animal: cat, colour: blue, fruit: lemon, day: monday} Second page has: {animal: fish, colour: green, day: saturday} Third page has: {animal: dog, number: 10, colour: yellow, fruit: mango, day: tuesday} Then my resulting table should be: animal | number | colour | fruit | day cat | none | blue | lemon | monday fish | none | green | none | saturday dog | 10 | yellow | mango | tuesday Although it would be good to keep the order of the title value pairs, which I know dictionaries wont do. So basically, I need to generate columns from all the titles (kept in order but somehow merged together) What would be the best way of going about this without knowing all the possible titles and explicitly specifying an order for the values to be put in?

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  • Help me to refactor this F# code to tail recursion

    - by Kev
    I write some code to learning F#. Here is a example: let nextPrime list= let rec loop n= match n with | _ when (list |> List.filter (fun x -> x <= ( n |> double |> sqrt |> int)) |> List.forall (fun x -> n % x <> 0)) -> n | _ -> loop (n+1) loop (List.max list + 1) let rec findPrimes num= match num with | 1 -> [2] | n -> let temp = findPrimes <| n-1 (nextPrime temp ) :: temp //find 10 primes findPrimes 10 |> printfn "%A" I'm very happy that it just works! I'm totally beginner to recursion Recursion is a wonderful thing. I think findPrimes is not efficient. Someone help me to refactor findPrimes to tail recursion if possible? BTW, is there some more efficient way to find first n primes?

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  • Correct way to do timer function in Python

    - by bwawok
    Hi. I have a GUI application that needs to do something simple in the background (update a wx python progress bar, but that doesn't really matter). I see that there is a threading.timer class.. but there seems to be no way to make it repeat. So if I use the timer, I end up having to make a new thread on every single execution... like : import threading import time def DoTheDew(): print "I did it" t = threading.Timer(1, function=DoTheDew) t.daemon = True t.start() if __name__ == '__main__': t = threading.Timer(1, function=DoTheDew) t.daemon = True t.start() time.sleep(10) This seems like I am making a bunch of threads that do 1 silly thing and die.. why not write it as : import threading import time def DoTheDew(): while True: print "I did it" time.sleep(1) if __name__ == '__main__': t = threading.Thread(target=DoTheDew) t.daemon = True t.start() time.sleep(10) Am I missing some way to make a timer keep doing something? Either of these options seems silly... I am looking for a timer more like a java.util.Timer that can schedule the thread to happen every second... If there isn't a way in Python, which of my above methods is better and why?

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  • Building a TriggerField with PopUp Window

    - by umit_alba
    Hi! I built a triggerField and when i press at it, i want to have a popup, that is appended to the button in the triggerfield(so when i click anywhere else it shall disappear and it shall pop out up to the button when i click at the button just like a datepicker-popup) I somehow managed to do something like that with an Ext.window but the offset and postion doesnt match. This all should be contained in a row editor. my Code: new Ext.grid.GridPanel({ store: Store, region:'center', height:150, //minWidth:700, autoScroll:true, listeners:{}, plugins:[new Ext.ux.grid.RowEditor()], tbar: [{ iconCls: 'icon-user-add', text: ' hinzufügen', handler: function(){ alert("abc"); } },{ ref: '../removeBtn', iconCls: 'icon-user-delete', text: 'löschen', disabled: true, handler: function(){ editor.stopEditing(); var s = grid.getSelectionModel().getSelections(); for(var i = 0, r; r = s[i]; i++){ store.remove(r); } } }], columns: [{ header: 'Monate', dataIndex: 'MONAT', width: 50, sortable: true, editor: new Ext.form.TriggerField({"id":"EditorMonate",items:[], "onTriggerClick":function(thiss){ if(!Ext.getCmp("autoWMonate")){ var monate=new Ext.Window({"x":Ext.getCmp("EditorMonate").x,closeAction:"hide",width:275,id:"autoWMonate",layout:"table",layoutConfig: {columns: 10}}); var text; for(var mon=1;mon<13;mon++){ text=mon; mon?mon:text="0"; if(mon<10) text="0"+mon; monate.items.add( new Ext.Button({cls:"x-btn",value:parseInt(text),selected:true,"text":text,id:text }}}));} } Ext.getCmp("autoWMonate").hidden?Ext.getCmp("autoWMonate").show():Ext.getCmp("autoWMonate").hide(); }}) } }] })

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  • Optimize a MySQL count each duplicate Query

    - by Onema
    I have the following query That gets the city name, city id, the region name, and a count of duplicate names for that record: SELECT Country_CA.City AS currentCity, Country_CA.CityID, globe_region.region_name, ( SELECT count(Country_CA.City) FROM Country_CA WHERE City LIKE currentCity ) as counter FROM Country_CA LEFT JOIN globe_region ON globe_region.region_id = Country_CA.RegionID AND globe_region.country_code = Country_CA.CountryCode ORDER BY City This example is for Canada, and the cities will be displayed on a dropdown list. There are a few towns in Canada, and in other countries, that have the same names. Therefore I want to know if there is more than one town with the same name region name will be appended to the town name. Region names are found in the globe_region table. Country_CA and globe_region look similar to this (I have changed a few things for visualization purposes) CREATE TABLE IF NOT EXISTS `Country_CA` ( `City` varchar(75) NOT NULL DEFAULT '', `RegionID` varchar(10) NOT NULL DEFAULT '', `CountryCode` varchar(10) NOT NULL DEFAULT '', `CityID` int(11) NOT NULL DEFAULT '0', PRIMARY KEY (`City`,`RegionID`), KEY `CityID` (`CityID`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8; AND CREATE TABLE IF NOT EXISTS `globe_region` ( `country_code` char(2) COLLATE utf8_unicode_ci NOT NULL, `region_code` char(2) COLLATE utf8_unicode_ci NOT NULL, `region_name` varchar(50) COLLATE utf8_unicode_ci NOT NULL, PRIMARY KEY (`country_code`,`region_code`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8 COLLATE=utf8_unicode_ci; The query on the top does exactly what I want it to do, but It takes way too long to generate a list for 5000 records. I would like to know if there is a way to optimize the sub-query in order to obtain the same results faster. the results should look like this City CityID region_name counter sheraton 2349269 British Columbia 1 sherbrooke 2349270 Quebec 2 sherbrooke 2349271 Nova Scotia 2 shere 2349273 British Columbia 1 sherridon 2349274 Manitoba 1

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  • A GUID as the MySQL table's Primary Key or as a separate column

    - by Ben
    I have a multi-process program that performs, in a 2 hour period, 5-10 million inserts to a 34GB table within a single Master/Slave MySQL setup (plus an equal number of reads in that period). The table in question has only 5 fields and 3 (single field) indexes. The primary key is auto-incrementing. I am far from a DBA, but the database appears to be crippled during this two hour period. So, I have a couple of general questions. 1) How much bang will I get out of batching these writes into units of 10? Currently, I am writing each insert serially because, after writing, I immediately need to know, in my program, the resulting primary key of each insert. The PK is the only unique field presently and approximating the order of insertion with something like a Datetime field or a multi-column value is not acceptable. If I perform a bulk insert, I won't know these IDs, which is a problem. So, I've been thinking about turning the auto-increment primary key into a GUID and enforcing uniqueness. I've also been kicking around the idea of creating a new column just for the purposes of the GUID. I don't really see the what that achieves though, that the PK approach doesn't already offer. As far as I can tell, the big downside to making the PK a randomly generated number is that the index would take a long time to update on each insert (since insertion order would not be sequential). Is that an acceptable approach for a table that is taking this number of writes? Thanks, Ben

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  • How to accept confirmation Automatically in PowerShell for Outlook

    - by user2919845
    How to accept confirmation Automatically in PowerShell for Outlook I have script for Export attachments from email from Outlook - see next It works correctly on one PC, but on another PC is there a problem: Outlook gives message and wants answer: Permit Denny Help If I manually click on Permit or Denny it works correctly. I want to automate it. Can you give me some suggestion how to do it in PowerShell? I have tried to set Outlook to not give this message but I didn’t success. My script: # <-- Script ---------> # script works with outlook Inbox folder # check if email have attachments with ".txt" and save those attachments to $filepath # path for exported files - attachments $filepath = "d:\Exported_files\" # create object outlook $o = New-Object -comobject outlook.application $n = $o.GetNamespace("MAPI") # $f - folder „dorucena posta“ 6 - Inbox $f = $n.GetDefaultFolder(6) # 6 - Inbox # select newest 10 emails, from it olny this one with attachments $f.Items| select -last 10| Where {$_.Attachments}| foreach { # process only unreaded mail if($_.unread -eq $True) { # processed mail set as read, not to process this mail again next day $_.unread = $False $SenderName = $_.SenderName Write-Host "Email from: ", $SenderName # process all attachments $_.attachments|foreach { $a = $_.filename If ($a.Contains(".txt")) { Write-Host $SenderName," ", $a # copy *.txt attachments to folder $filepath $_.saveasfile((Join-Path $filepath "$a")) } } } } Write-Host "Finish" # <------ End Script ---------------------------------->

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  • In Corona SDK the background image always cover other images

    - by user1446126
    I'm currently making a tower defense game with Corona SDK. However, while I'm making the gaming scene, The background scene always cover the monster spawn, I've tried background:toBack() ,however it's doesn't work.Here is my code: module(..., package.seeall) function new() local localGroup = display.newGroup(); local level=require(data.levelSelected); local currentDes = 1; monsters_list = display.newGroup() --The background local bg = display.newImage ("image/levels/1/bg.png"); bg.x = _W/2;bg.y = _H/2; bg:toBack(); --generate the monsters function spawn_monster(kind) local monster=require("monsters."..kind); newMonster=monster.new() --read the spawn(starting point) in level, and spawn the monster there newMonster.x=level.route[1][1];newMonster.y=level.route[1][2]; monsters_list:insert(newMonster); localGroup:insert(monsters_list); return monsters_list; end function move(monster,x,y) -- Using pythagoras to calauate the moving distace, Hence calauate the time consumed according to speed transition.to(monster,{time=math.sqrt(math.abs(monster.x-x)^2+math.abs(monster.y-y)^2)/(monster.speed/30),x=x, y=y, onComplete=newDes}) end function newDes() currentDes=currentDes+1; end --moake monster move according to the route function move_monster() for i=1,monsters_list.numChildren do move(monsters_list[i],200,200); print (currentDes); end end function agent() spawn_monster("basic"); end --Excute function above. timer2 = timer.performWithDelay(1000,agent,10); timer.performWithDelay(100,move_monster,-1); timer.performWithDelay(10,update,-1); move_monster(); return localGroup; end and the monster just stuck at the spawn point and stay there. but, When i comment these 3 lines of code: --local bg = display.newImage ("image/levels/1/bg.png"); --bg.x = _W/2;bg.y = _H/2; --bg:toBack(); The problem disappear Any ideas??Thanks for helping

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  • How can I make an event created through Google Calendar's API send an invitation email?

    - by Cebjyre
    I'm trying to create an event through the API and it is mostly working, with the exception that while the new events are being created in the invitees calendars, no emails are being sent. Creating the event from the web interface is pushing the event through, as well as sending the email (except one account that doesn't get any notifications at all, but that's not relevant to my current problem). The event I am trying to push in is: <entry xmlns='http://www.w3.org/2005/Atom' xmlns:gd='http://schemas.google.com/g/2005'> <category scheme='http://schemas.google.com/g/2005#kind' term='http://schemas.google.com/g/2005#event'></category> <title type='text'>test event</title> <content type='text'>content.</content> <gd:transparency value='http://schemas.google.com/g/2005#event.opaque'> </gd:transparency> <gd:eventStatus value='http://schemas.google.com/g/2005#event.confirmed'> </gd:eventStatus> <gd:where valueString='somewhere'></gd:where> <gd:who email="[redacted]" rel='http://schemas.google.com/g/2005#event.attendee' valueString='Me'><gd:attendeeStatus value='http://schemas.google.com/g/2005#event.invited'/></gd:who> <gd:who email="[redacted again]" rel='http://schemas.google.com/g/2005#event.organizer' valueString='Also Me'><gd:attendeeStatus value='http://schemas.google.com/g/2005#event.accepted'/></gd:who> <gd:when startTime='2010-05-18T15:30:00.000+10:00' endTime='2010-05-18T16:00:00.000+10:00'></gd:when> </entry> And when I request event lists I can't see any large difference between events created through the API and through the web interface.

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  • Creating multiple csv files from data within a csv file.

    - by S1syphus
    System OSX or Linux I'm trying to automate my work flow at work, each week I receive an excel file, which I convert to a csv. An example is: ,,L1,,,L2,,,L3,,,L4,,,L5,,,L6,,,L7,,,L8,,,L9,,,L10,,,L11, Title,r/t,needed,actual,Inst,needed,actual,Inst,needed,actual,Inst,needed,actual,Inst,neede d,actual,Inst,needed,actual,Inst,needed,actual,Inst,needed,actual,Inst,needed,actual,Inst,needed,actual,Inst,needed,actual,Inst EXAMPLEfoo,60,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 EXAMPLEbar,30,6,6,12,6,7,14,6,6,12,6,6,12,6,8,16,6,7,14,6,7.5,15,6,6,12,6,8,16,6,0,0,6,7,14 EXAMPLE1,60,3,3,3,3,5,5,3,4,4,3,3,3,3,6,6,3,4,4,3,3,3,3,4,4,3,8,8,3,0,0,3,4,4 EXAMPLE2,120,6,6,3,0,0,0,6,8,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 EXAMPLE3,60,6,6,6,6,8,8,6,6,6,6,6,6,0,0,0,0,0,0,6,8,8,6,6,6,0,0,0,0,0,0,0,10,10 EXAMPLE4,30,6,6,12,6,7,14,6,6,12,6,6,12,3,5.5,11,6,7.5,15,6,6,12,6,0,0,6,9,18,6,0,0,6,6.5,13 And so you can get a picture of how it looks in excel: What I need to do, is create multiple csv files for each instance in row 1, so L1, L2, L3, L4... And within that each csv file it needs to contain the title, r/t, needed So for L1 an example out put would look like: EXAMPLEfoo,60,6 EXAMPLEbar,30,6 EXAMPLE1,60,3 EXAMPLE2,120,6 EXAMPLE3,60,6 EXAMPLE4,30,6 And for L2: EXAMPLEfoo,60,0 EXAMPLEbar,30,6 EXAMPLE1,60,3 EXAMPLE2,120,0 EXAMPLE3,60,6 EXAMPLE4,30,6 And so on. I have tried playing around with sed and awk and hit google but I have found nothing that really solves the issue. I'd imagine perl would be particular suited to this or maybe python, so I would be more than happy to accept suggestions from users. So, any suggestions? Thanks in advance.

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  • iOS Simulator is black on app execution

    - by Terryn
    I am running xcode 5.1.1 and have been trying to learn objective C / iOS development. Right now whenever I try to run my code on the emulator (I do not have an actual device atm) it comes up with a black screen. Code can be found here. Compiling and running gives me the following error: 2014-08-23 10:42:57.429 Calculator[1862:60b] *** Terminating app due to uncaught exception 'NSUnknownKeyException', reason: '[<XYZViewController 0xe436640> setValue:forUndefinedKey:]: this class is not key value coding-compliant for the key didgetPressed.' *** First throw call stack: ( 0 CoreFoundation 0x017ed1e4 __exceptionPreprocess + 180 1 libobjc.A.dylib 0x0156c8e5 objc_exception_throw + 44 2 CoreFoundation 0x0187cfe1 -[NSException raise] + 17 3 Foundation 0x0122cd9e -[NSObject(NSKeyValueCoding) setValue:forUndefinedKey:] + 282 4 Foundation 0x011991d7 _NSSetUsingKeyValueSetter + 88 5 Foundation 0x01198731 -[NSObject(NSKeyValueCoding) setValue:forKey:] + 267 6 Foundation 0x011fab0a -[NSObject(NSKeyValueCoding) setValue:forKeyPath:] + 412 7 UIKit 0x004e31f4 -[UIRuntimeOutletConnection connect] + 106 8 libobjc.A.dylib 0x0157e7de -[NSObject performSelector:] + 62 9 CoreFoundation 0x017e876a -[NSArray makeObjectsPerformSelector:] + 314 10 UIKit 0x004e1d4d -[UINib instantiateWithOwner:options:] + 1417 11 UIKit 0x0034a6f5 -[UIViewController _loadViewFromNibNamed:bundle:] + 280 12 UIKit 0x0034ae9d -[UIViewController loadView] + 302 13 UIKit 0x0034b0d3 -[UIViewController loadViewIfRequired] + 78 14 UIKit 0x0034b5d9 -[UIViewController view] + 35 15 UIKit 0x0026b267 -[UIWindow addRootViewControllerViewIfPossible] + 66 16 UIKit 0x0026b5ef -[UIWindow _setHidden:forced:] + 312 17 UIKit 0x0026b86b -[UIWindow _orderFrontWithoutMakingKey] + 49 18 UIKit 0x002763c8 -[UIWindow makeKeyAndVisible] + 65 19 UIKit 0x00226bc0 -[UIApplication _callInitializationDelegatesForURL:payload:suspended:] + 2097 20 UIKit 0x0022b667 -[UIApplication _runWithURL:payload:launchOrientation:statusBarStyle:statusBarHidden:] + 824 21 UIKit 0x0023ff92 -[UIApplication handleEvent:withNewEvent:] + 3517 22 UIKit 0x00240555 -[UIApplication sendEvent:] + 85 23 UIKit 0x0022d250 _UIApplicationHandleEvent + 683 24 GraphicsServices 0x037e2f02 _PurpleEventCallback + 776 25 GraphicsServices 0x037e2a0d PurpleEventCallback + 46 26 CoreFoundation 0x01768ca5 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 53 27 CoreFoundation 0x017689db __CFRunLoopDoSource1 + 523 28 CoreFoundation 0x0179368c __CFRunLoopRun + 2156 29 CoreFoundation 0x017929d3 CFRunLoopRunSpecific + 467 30 CoreFoundation 0x017927eb CFRunLoopRunInMode + 123 31 UIKit 0x0022ad9c -[UIApplication _run] + 840 32 UIKit 0x0022cf9b UIApplicationMain + 1225 33 Calculator 0x00002c8d main + 141 34 libdyld.dylib 0x01e34701 start + 1 35 ??? 0x00000001 0x0 + 1 ) libc++abi.dylib: terminating with uncaught exception of type NSException (lldb) I have attempted the following things, and so far nothing has worked 1) checked the deployment info, it has the main interface set to main 2) double checked all break points to turn them off and disabled all of them through Debug-Disable Breakpoints 3) Reset Content and Settings on the iOS Simulator. 4) Checked the issue with the LLDB Debugger, however from what I have read the issue is no longer present with the 5.1.1 xcode. 5) checked the local host is still set to 127.0.0.1 Thanks! - Terryn

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  • Access class instance "name" dynamically in Python

    - by user328317
    In plain english: I am creating class instances dynamically in a for loop, the class then defines a few attributes for the instance. I need to later be able to look up those values in another for loop. Sample code: class A: def init(self, name, attr): self.name=name self.attr=attr names=("a1", "a2", "a3") x=10 for name in names: name=A(name, x) x += 1 ... ... ... for name in names: print name.attr How can I create an identifier for these instances so they can be accessed later on by "name"? I've figured a way to get this by associating "name" with the memory location: class A: instances=[] names=[] def init(self, name, attr): self.name=name self.attr=attr A.instances.append(self) A.names.append(name) names=("a1", "a2", "a3") x=10 for name in names: name=A(name, x) x += 1 ... ... ... for name in names: index=A.names.index(name) print "name: " + name print "att: " + str(A.instances[index].att) This has had me scouring the web for 2 days now, and I have not been able to find an answer. Maybe I don't know how to ask the question properly, or maybe it can't be done (as many other posts seemed to be suggesting). Now this 2nd example works, and for now I will use it. I'm just thinking there has to be an easier way than creating your own makeshift dictionary of index numbers and I'm hoping I didn't waste 2 days looking for an answer that doesn't exist. Anyone have anything? Thanks in advance, Andy Update: A coworker just showed me what he thinks is the simplest way and that is to make an actual dictionary of class instances using the instance "name" as the key.

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  • Core-Plot crash only in Release Configuration

    - by denbec
    Hey everyone, I really don't know a solution or even an idea to get around the following failure. It only happens in Release Configuration on the Device - Simulator and Debug Configuration work fine. It also only appears on the second launch. So if I have the phone connected to my mac, build the application and run it, everything works fine. If I then close the app and restart, it crashes. After long search, it seems that the error comes from the following line: x.majorIntervalLength = CPDecimalFromFloat(2.0f); The code before: CPLayerHostingView *chartView = [[CPLayerHostingView alloc] initWithFrame:CGRectMake(0, 0, 320, 160)]; [self addSubview:chartView]; // create an CPXYGraph and host it inside the view CPTheme *theme = [CPTheme themeNamed:kCPPlainWhiteTheme]; CPXYGraph *graph = (CPXYGraph *)[theme newGraph]; chartView.hostedLayer = graph; graph.paddingLeft = 20.0; graph.paddingTop = 10.0; graph.paddingRight = 10.0; graph.paddingBottom = 20.0; CPXYPlotSpace *plotSpace = (CPXYPlotSpace *)graph.defaultPlotSpace; plotSpace.xRange = [CPPlotRange plotRangeWithLocation:CPDecimalFromFloat(0) length:CPDecimalFromFloat(100)]; plotSpace.yRange = [CPPlotRange plotRangeWithLocation:CPDecimalFromFloat(0) length:CPDecimalFromFloat(10)]; CPXYAxisSet *axisSet = (CPXYAxisSet *)graph.axisSet; CPXYAxis *x = axisSet.xAxis; x.majorIntervalLength = CPDecimalFromFloat(2.0f); If I comment the last line, everything works fine (off course the interval length is not correct). I would appreciate any help! Thanks in advance!

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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