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  • Header already sent error in PHP joomla

    - by Leo
    hi all, $dbhost = 'localhost'; $dbuser = 'EhpEngineUser'; $dbpass = 'password'; $conn = mysql_pconnect($dbhost, $dbuser, $dbpass) or die ('Error connecting to mysql'); $dbname = 'joomladb'; mysql_select_db($dbname); // include 'config.php'; // include 'opendb.php'; above code works fine, if i comment DB connection part and inculde config.db and Opendb, then i get the error as Warning: Cannot modify header information - headers already sent by (output started at C:\xampp\htdocs\Joomla\Config.php:8) in C:\xampp\htdocs\Joomla\ConfXml.php on line 103 Both file are used for opening DB only. regards, Leo

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  • Displaying text letter by letter

    - by Evi
    I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a terrible amount of work since there are tons of dialogue. Here is the source code so far { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sampleBG; Texture2D TextBG; SpriteFont defaultfont; KeyboardState keyboardstate; public bool spacepress = false; public bool mspress = false; public int textheight = 425; public int rowspace = 40; public string namebox = "(null)"; public string Row1 = "(null)"; public string Row2 = "(null)"; public string Row3 = "(null)"; public string Row4 = "(null)"; public int Dialogue = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; IsMouseVisible = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sampleBG = Content.Load <Texture2D>("SampleBG"); defaultfont = Content.Load<SpriteFont>("SpriteFont1"); TextBG = Content.Load<Texture2D>("textbg"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyboardstate = Keyboard.GetState(); MouseState mousestate = Mouse.GetState(); // Changes Dialgue by pressing Left Mouse Button or Space #region Dialogue changer if (mousestate.LeftButton == ButtonState.Pressed && mspress == false) { mspress = true; Dialogue = Dialogue + 1; } if (mousestate.LeftButton == ButtonState.Released && mspress == true) { mspress = false; } if (keyboardstate.IsKeyDown(Keys.Space) && spacepress == false) { spacepress = true; Dialogue = Dialogue + 1; } if (keyboardstate.IsKeyUp(Keys.Space) && spacepress == true) { spacepress = false; } #endregion // ------------------------------------------------------ // Dialgue Content #region Dialgue if (Dialogue == 1) { Row1 = "Input Text 1 Here."; Row2 = "Input Text 2 Here."; Row3 = "Input Text 3 Here."; Row4 = "Input Text 4 Here."; } if (Dialogue == 2) { Row1 = "Text 1"; Row2 = "Text 2"; Row3 = "Text 3"; Row4 = "Text 4"; } #endregion // ------------------------------------------------------ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(sampleBG, new Rectangle(0, 0, 800, 600), Color.White); spriteBatch.Draw(TextBG, new Rectangle(0, 400, 800, 200), Color.White); spriteBatch.DrawString(defaultfont, Row1, new Vector2(10, (textheight + (rowspace * 0))), Color.Black); spriteBatch.DrawString(defaultfont, Row2, new Vector2(10, (textheight + (rowspace * 1))), Color.Black); spriteBatch.DrawString(defaultfont, Row3, new Vector2(10, (textheight + (rowspace * 2))), Color.Black); spriteBatch.DrawString(defaultfont, Row4, new Vector2(10, (textheight + (rowspace * 3))), Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Oracle 10g - JAXB unmarshalling is not working as expected

    - by Santhosh Reddy Mandadi
    We're using Oracle 10g application server and deployed the Web service and trying to deploy the web service client. Server is working fine i.e.; marshalling is working fine. We're getting the output from the service properly but the search client is not unmarshalling (parsing) the response received. We're using all the tags under same name space so there is no name space problem. Different collections would exists in the XSD. Has anyone faced similar kind of issue? Is there any solution for this? Thanks Santhosh

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  • Debug Mode for CodeIgniter?

    - by nebukadnezzar
    Does CodeIgniter provide a Debug Mode, for example, when accessing an Invalid URL? Ruby on Rails does show debugging Messages when a incorrect URL has been given, and the controller is unable to resolve it using the routes map. How would I enable such debugging messages in CodeIgniter? The profiler ... $this->output->enable_profiler(TRUE); ... only affects single classes, but not all routes. So debugging without an actual debugger mode is a little... difficult. :-)

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

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

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  • PHP and Javascript Webservice

    - by ajithperuva
    By using javascript am trying to cal a webservice.That service return response as follows.. <envelope> <date_time> Test', callbackTest Wednesday, March 31, 2010 2:28:55 AM </date_time> </envelope> I am using firefox as browser to execute the application.Thats why after creating the object of XMLHttpRequest try to read as follows _xmlDoc.responseXML.getElementsByTagName('date_time')[0].firstChild.nodeValue; But it is showing output like undefined.please help me to solve this problem.What is actual problem ?

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  • Problem updating a database field from my controller

    - by ben
    I have an update method in my users controller that I call from a HTTPService in Flex 4. The update method is as follows: def updateName @user = User.find_by_email(params[:email]) @user.name = params[:nameNew] render :nothing => true end This is console output: Processing UsersController#updateName (for 127.0.0.1 at 2010-05-24 14:12:49) [POST] Parameters: {"action"="updateName", "nameNew"="ben", "controller"="users", "email"="[email protected]"} User Load (0.6ms) SELECT * FROM "users" WHERE ("users"."email" = '[email protected]') LIMIT 1 Completed in 20ms (View: 1, DB: 1) | 200 OK [http://localhost/users/updateName] But when I check my database, the name field is never updated. What am I doing wrong? Thanks for reading.

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  • Possible to manipulate UI elements via dispatchEvent()?

    - by rinogo
    Hi all! I'm trying to manually dispatch events on a textfield so I can manipulate it indirectly via code (e.g. place cursor at a given set of x/y coordinates). However, my events seem to have no effect. I've written a test to experiment with this phenomenon: package sandbox { import flash.display.Sprite; import flash.events.MouseEvent; import flash.text.TextField; import flash.text.TextFieldType; import flash.text.TextFieldAutoSize; import flash.utils.setTimeout; public class Test extends Sprite { private var tf:TextField; private var tf2:TextField; public function Test() { super(); tf = new TextField(); tf.text = 'Interact here'; tf.type = TextFieldType.INPUT; addChild(tf); tf2 = new TextField(); tf2.text = 'Same events replayed with five second delay here'; tf2.autoSize = TextFieldAutoSize.LEFT; tf2.type = TextFieldType.INPUT; tf2.y = 30; addChild(tf2); tf.addEventListener(MouseEvent.CLICK, mouseListener); tf.addEventListener(MouseEvent.DOUBLE_CLICK, mouseListener); tf.addEventListener(MouseEvent.MOUSE_DOWN, mouseListener); tf.addEventListener(MouseEvent.MOUSE_MOVE, mouseListener); tf.addEventListener(MouseEvent.MOUSE_OUT, mouseListener); tf.addEventListener(MouseEvent.MOUSE_OVER, mouseListener); tf.addEventListener(MouseEvent.MOUSE_UP, mouseListener); tf.addEventListener(MouseEvent.MOUSE_WHEEL, mouseListener); tf.addEventListener(MouseEvent.ROLL_OUT, mouseListener); tf.addEventListener(MouseEvent.ROLL_OVER, mouseListener); } private function mouseListener(event:MouseEvent):void { //trace(event); setTimeout(function():void {trace(event); tf2.dispatchEvent(event);}, 5000); } } } Essentially, all this test does is to use setTimeout to effectively 'record' events on TextField tf and replay them five seconds later on TextField tf2. When an event is dispatched on tf2, it is traced to the console output. The console output upon running this program and clicking on tf is: [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=0 localY=1 stageX=0 stageY=1 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="rollOver" bubbles=false cancelable=false eventPhase=2 localX=0 localY=1 stageX=0 stageY=1 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseOver" bubbles=true cancelable=false eventPhase=3 localX=0 localY=1 stageX=0 stageY=1 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=2 localY=1 stageX=2 stageY=1 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=2 localY=2 stageX=2 stageY=2 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=2 localY=3 stageX=2 stageY=3 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=3 localY=3 stageX=3 stageY=3 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=5 localY=3 stageX=5 stageY=3 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=6 localY=5 stageX=6 stageY=5 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=7 localY=5 stageX=7 stageY=5 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=9 localY=5 stageX=9 stageY=5 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=10 localY=5 stageX=10 stageY=5 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=11 localY=5 stageX=11 stageY=5 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=12 localY=5 stageX=12 stageY=5 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseDown" bubbles=true cancelable=false eventPhase=3 localX=12 localY=5 stageX=12 stageY=5 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseUp" bubbles=true cancelable=false eventPhase=3 localX=12 localY=5 stageX=12 stageY=5 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="click" bubbles=true cancelable=false eventPhase=3 localX=12 localY=5 stageX=12 stageY=5 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=10 localY=4 stageX=10 stageY=4 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=9 localY=2 stageX=9 stageY=2 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseMove" bubbles=true cancelable=false eventPhase=3 localX=9 localY=1 stageX=9 stageY=1 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="mouseOut" bubbles=true cancelable=false eventPhase=3 localX=-1 localY=-1 stageX=-1 stageY=-1 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] [MouseEvent type="rollOut" bubbles=false cancelable=false eventPhase=2 localX=-1 localY=-1 stageX=-1 stageY=-1 relatedObject=null ctrlKey=false altKey=false shiftKey=false delta=0] As we can see, the events are being captured and replayed successfully. However, no change occurs in tf2 - the mouse cursor does not appear in tf2 as we would expect. In fact, the cursor remains in tf even after the tf2 events are dispatched. Please help! Thanks, -Rich

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  • Trying to inherit variable "text" from Form 1 for use in Form 2????

    - by JB
    I have a Form 1 as listed below, im trying to inherit the variable text from it so i can compare is value in an if statement so i can output the file specified for that id number in Form 2...is this possible??? Form 1, where variable is being used: public void button2_Click(object sender, System.EventArgs e) { timer1.Enabled = true; string text = textBox1.Text; Mainform = this; this.Hide(); } Form 2 where im trying to use the variable: if (text == "900456318") { System.Diagnostics.Process.Start("C:\\Users\\Joshua Banks\\Desktop\\Downtown_atlanta_night"); } }

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  • Best approach for building a multiplattform graphical interface for a command-line application

    - by Werner
    Hi, I developed a command line application, whose binary runs in Linux, Windows and Mac OSX. It reads some text input files, but I realize that some special users can not handle this. I would then like to build some kind of graphical interface, where the user only finds buttons and scroll bars for selecting the input parameters, a big "run" button, and then it reads the output of the program and makes some figures. I also need that everything gets finally packed in a single file, which uses only static libraries, so the user just needs to copy the file to his/her machine and run it. I would like to know what is the best open source and multi-platform approach to do this. 10 years ago I played a bit with something similar on DEC machines, so I guess that nowadays the situation has probably improved a bit. P.S. For designing the graphical interface, I am looking for a graphical approach, where you add buttons, scroll bars with the mouse P.S. 2: the interface is really simple, just need less than 10 buttons, 5 text fields and 2 scrolla bars Thanks

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  • Text overflowing floated div

    - by James Hatton
    I have a problem with a fluid layout I am attempting to create. I was wondering why I am not able to get overflow:hidden to work on the left menu text on this site. As you can see here, I have labelled in blue, the text which I would like contained within the left menu div, although it overflows and pushes the rest of the site down with it. Please see here for a JS Bin: http://jsbin.com/OcoJEpe/2/edit?html,css,output Thanks for your help. James.

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  • How to measure sum of collected memory of Young Generation?

    - by Marcel
    Hi, I'd like to measure memory allocation data from my java application, i.e. the sum of the size of all objects that were allocated. Since object allocation is done in young generation this seems to be the right place. I know jconsole and I know the JMX beans but I just can't find the right variable... Right at the moment we are parsing the gc log output file but that's quite hard. Ideally we'd like to measure it via JMX... How can I get this value? Thanks, Marcel

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  • How to View Android Native Code Profiling?

    - by David R.
    I started my emulator with ./emulator -trace profile -avd emulator_15. I then tracked down the trace files to ~/.android/avd/rodgers_emulator_15.avd/traces/profile, where there are six files: qtrace.bb, qtrace.exc, qtrace.insn, qtrace.method, qtrace.pid, qtrace.static. I can't figure out what to do with these files. I've tried both dmtracedump and traceview on all of the files, but none seem to generate any output I can do anything with. How can I view the proportion of time taken by native method calls on Android?

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  • NSPredicate acting strange in NSFetchedResultsController

    - by Scott Langendyk
    I feel as if this should be very simple, but it's behaving strangely. I have 3 entities, with a relationship as such Entity A <-- Entity B <<-- Entity C I have an NSFetchedResults controller and I'm trying to filter the results of Entity A using the following predicate. [NSPredicate predicateWithFormat:@"NONE entityB.entityC == %@", self.entityC]; When I try and run the app, the output shows no results. I can alter the predicate slightly to: [NSPredicate predicateWithFormat:@"ANY entityB.entityC == %@", self.entityC]; And it shows me only the results that I want it to filter out. Why is this happening?

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  • Forcing XDocument.ToString() to include the closing tag when there is no data.

    - by JasonM
    I have a XDocument that looks like this: XDocument outputDocument = new XDocument( new XElement("Document", new XElement("Stuff") ) ); That when I call outputDocument.ToString() Outputs to this: <Document> <Stuff /> </Document> But I want it to look like this: <Document> <Stuff> </Stuff> </Document> I realize the first one is correct, but I am required to output it this way. Any suggestions?

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  • Interacting with system commands using a web dev language

    - by Jamie
    Hi all, First of all, sorry for the vague title. Let me explain. At work we're currently using SunGrid I've been assigned a project to create a web interface wrapper for interacting with the engine. i.e. displaying users jobs, submitting jobs via a nice GUI etc. (most of the sgrid commands output xml which is nice) My question for you chaps is the following: What web dev language would you use to interact with the system? i.e. use the language to do a system call and evaluate the response. I'm not after an argument on which language is best, I just would like to know which language is specifically good for interacting with the system and is also good for web dev.

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  • How would I best address this object type heirachy? Some kind of enum heirarchy?

    - by FerretallicA
    I'm curious as to any solutions out there for addressing object heirarchies in an ORM approach (in this instance, using Entity Framework 4). I'm working through some docs on EF4 and trying to apply it to a simple inventory tracking program. The possible types for inventory to fall into are as follows: INVENTORY ITEM TYPES: Hardware PC Desktop Server Laptop Accessory Input (keyboards, scanners etc) Output (monitors, printers etc) Storage (USB sticks, tape drives etc) Communication (network cards, routers etc) Software What recommendations are there for handling enums in a situation like this? Are enums even the solution? I don't really want to have a ridiculously normalised database for such a relatively simple experiment (eg tables for InventoryType, InventorySubtype, InventoryTypeToSubtype etc). I don't really want to over-complicate my data model with each subtype being inherited even though no additional properties or methods are included (except PC types which would ideally have associated accessories and software but that's probably out of scope here). It feels like there should be a really simple, elegant solution to this but I can't put my finger on it. Any assistance or input appreciated!

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  • UVa #112 Tree Summing

    - by unclerojelio
    I'm working on UVa #112 Tree Summing. I have what I think should be a working solution but it is not accepted by the online judge due to a basic misunderstanding of the problem on my part. Consider the following inputs: -1 (-1()()) 77 (77(1()())()) or diagrammatically, the trees look like: -1 77 / \ / \ () () 1 () / \ () () According to at least two working solutions, the correct output for the above inputs is: yes no However, I don't understand why the second one should be 'no'. It looks to me like the rightmost path of the tree should give the proper sum. What am I missing?

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  • Need a mysql query to extract data from mm-forms

    - by Kirill
    http://cl.ly/201a11b430bf60ef9e97 is what the rows look like, after I clean them up a bit: SELECT fk_form_joiner_id,form_key,value FROM wp_contactform_submit_data WHERE form_key!='page_post_id' AND form_key!='captcha-802' AND form_key!='page_post_title' AND form_key!='user_ID' What I need is a query where it would transform this into a structure like: id | First-name | Surname-name | your-email | dob | address-1 | address-2 | county | postcode | phone ------------------------------------------------------------------------------------------------------- 88 | jack | Somethin | [email protected] | dob | (etc) I think I know a way to do this through php, but I think there must be a way to do it as a mysql query. Ultimately, I need to export this (into a csv), but if you could give me a query that would output this into a mysql table (or at least a workable select query, that I could then turn into an insert query loop, to create a table), I'd do it form there. Thank you.

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  • Including uncovered files in Devel::Cover reports

    - by Markus
    I have a project setup like this: bin/fizzbuzz-game.pl lib/FizzBuzz.pm test/TestFizzBuzz.pm test/TestFizzBuzz.t When I run coverage on this, using perl -MDevel::Cover=-db,/tmp/cover_db test/*.t ... I get the following output: ----------------------------------- ------ ------ ------ ------ ------ ------ File stmt bran cond sub time total ----------------------------------- ------ ------ ------ ------ ------ ------ lib/FizzBuzz.pm 100.0 100.0 n/a 100.0 1.4 100.0 test/TestFizzBuzz.pm 100.0 n/a n/a 100.0 97.9 100.0 test/TestFizzBuzz.t 100.0 n/a n/a 100.0 0.7 100.0 Total 100.0 100.0 n/a 100.0 100.0 100.0 ----------------------------------- ------ ------ ------ ------ ------ ------ That is: the totally-uncovered file bin/fizzbuzz-game.pl is not included in the results. How do I fix this?

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • Functional Adaptation

    - by Charles Courchaine
    In real life and OO programming we’re often faced with using adapters, DVI to VGA, 1/4” to 1/8” audio connections, 110V to 220V, wrapping an incompatible interface with a new one, and so on.  Where the adapter pattern is generally considered for interfaces and classes a similar technique can be applied to method signatures.  To be fair, this adaptation is generally used to reduce the number of parameters but I’m sure there are other clever possibilities to be had.  As Jan questioned in the last post, how can we use a common method to execute an action if the action has a differing number of parameters, going back to the greeting example it was suggested having an AddName method that takes a first and last name as parameters.  This is exactly what we’ll address in this post. Let’s set the stage with some review and some code changes.  First, our method that handles the setup/tear-down infrastructure for our WCF service: 1: private static TResult ExecuteGreetingFunc<TResult>(Func<IGreeting, TResult> theGreetingFunc) 2: { 3: IGreeting aGreetingService = null; 4: try 5: { 6: aGreetingService = GetGreetingChannel(); 7: return theGreetingFunc(aGreetingService); 8: } 9: finally 10: { 11: CloseWCFChannel((IChannel)aGreetingService); 12: } 13: } Our original AddName method: 1: private static string AddName(string theName) 2: { 3: return ExecuteGreetingFunc<string>(theGreetingService => theGreetingService.AddName(theName)); 4: } Our new AddName method: 1: private static int AddName(string firstName, string lastName) 2: { 3: return ExecuteGreetingFunc<int>(theGreetingService => theGreetingService.AddName(firstName, lastName)); 4: } Let’s change the AddName method, just a little bit more for this example and have it take the greeting service as a parameter. 1: private static int AddName(IGreeting greetingService, string firstName, string lastName) 2: { 3: return greetingService.AddName(firstName, lastName); 4: } The new signature of AddName using the Func delegate is now Func<IGreeting, string, string, int>, which can’t be used with ExecuteGreetingFunc as is because it expects Func<IGreeting, TResult>.  Somehow we have to eliminate the two string parameters before we can use this with our existing method.  This is where we need to adapt AddName to match what ExecuteGreetingFunc expects, and we’ll do so in the following progression. 1: Func<IGreeting, string, string, int> -> Func<IGreeting, string, int> 2: Func<IGreeting, string, int> -> Func<IGreeting, int>   For the first step, we’ll create a method using the lambda syntax that will “eliminate” the last name parameter: 1: string lastNameToAdd = "Smith"; 2: //Func<IGreeting, string, string, int> -> Func<IGreeting, string, int> 3: Func<IGreeting, string, int> addName = (greetingService, firstName) => AddName(greetingService, firstName, lastNameToAdd); The new addName method gets us one step close to the signature we need.  Let’s say we’re going to call this in a loop to add several names, we’ll take the final step from Func<IGreeting, string, int> -> Func<IGreeting, int> in line as a lambda passed to ExecuteGreetingFunc like so: 1: List<string> firstNames = new List<string>() { "Bob", "John" }; 2: int aID; 3: foreach (string firstName in firstNames) 4: { 5: //Func<IGreeting, string, int> -> Func<IGreeting, int> 6: aID = ExecuteGreetingFunc<int>(greetingService => addName(greetingService, firstName)); 7: Console.WriteLine(GetGreeting(aID)); 8: } If for some reason you needed to break out the lambda on line 6 you could replace it with 1: aID = ExecuteGreetingFunc<int>(ApplyAddName(addName, firstName)); and use this method: 1: private static Func<IGreeting, int> ApplyAddName(Func<IGreeting, string, int> addName, string lastName) 2: { 3: return greetingService => addName(greetingService, lastName); 4: } Splitting out a lambda into its own method is useful both in this style of coding as well as LINQ queries to improve the debugging experience.  It is not strictly necessary to break apart the steps & functions as was shown above; the lambda in line 6 (of the foreach example) could include both the last name and first name instead of being composed of two functions.  The process demonstrated above is one of partially applying functions, this could have also been done with Currying (also see Dustin Campbell’s excellent post on Currying for the canonical curried add example).  Matthew Podwysocki also has some good posts explaining both Currying and partial application and a follow up post that further clarifies the difference between Currying and partial application.  In either technique the ultimate goal is to reduce the number of parameters passed to a function.  Currying makes it a single parameter passed at each step, where partial application allows one to use multiple parameters at a time as we’ve done here.  This technique isn’t for everyone or every problem, but can be extremely handy when you need to adapt a call to something you don’t control.

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  • Algorithm: efficient way to remove duplicate integers from an array

    - by ejel
    I got this problem from an interview with Microsoft. Given an array of random integers, write an algorithm in C that removes duplicated numbers and return the unique numbers in the original array. E.g Input: {4, 8, 4, 1, 1, 2, 9} Output: {4, 8, 1, 2, 9, ?, ?} One caveat is that the expected algorithm should not required the array to be sorted first. And when an element has been removed, the following elements must be shifted forward as well. Anyway, value of elements at the tail of the array where elements were shifted forward are negligible. Update: The result must be returned in the original array and helper data structure (e.g. hashtable) should not be used. However, I guess order preservation is not necessary. Update2: For those who wonder why these impractical constraints, this was an interview question and all these constraints are discussed during the thinking process to see how I can come up with different ideas.

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  • Custom realm/starting Tomcat 6.0 from Netbeans 6.8/first HTTP request

    - by Drew
    I'm using NetBeans 6.8 and Tomcat 6.0.xx. I've created a custom realm and updated the NetBeans project build.xml to deploy the realm to Tomcat. When I debug the project, NetBeans starts the Tomcat server and makes an initial HTTP GET request for 'manager/list'. Tomcat graciously hands this request off to my custom realm for authentication. The request gets denied and NetBeans displays the following error in the output window: (note: error is displayed after NetBeans gets access denied) Access to Tomcat server has not been authorized. Set the correct username and password with the "manager" role in the Tomcat customizer in the Server Manager. Do I have something incorrectly configured? How do I prevent NetBeans from issuing this initial request? Thanks, Drew

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  • Accessing the feed/entry/id field of an ATOM 1.0 feed with the ROME library

    - by PartlyCloudy
    Hi, I feel a bit stupid asking this question, but I don't know how I can access the ID field of an entry when using ROME to parse an Atom feed. ROME provides it's own meta level of feeds/items, i.e. SyndFeed and SyndEntry. Being an abstraction over RSS and ATOM they only contain elements both formats support. Thus, there is no method to get an ID of an entry. There also exist low level packages for the distinct formats, and the Atom package contains com.sun.syndication.feed.atom.Entry, which provides getId(). However, I don't know how can I convert my SyndEntry into an Entry. I have not found a way to convert it. The (outdated) tutorials show a conversion, but that's only for output though. So how can I easily access the ID field? Thanks in advance.

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