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You are free to send ASCII characters via this call. However you need to ensure that the characters sent are in a format that is accepted and understood by the server.
It's time for a new signature.
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I know that the server recognize UTF-8 for content of http-Get Object, But I don't know how to send my Unicode Object, containing Russian words to sever because when I send them normally the sever misunderstand them with "???"
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The problem is not in the transmission of data, but rather getting the client and server to speak the same 'language'. If the server does not accept Russian characters then there is nothing the client can do to change that. You need to work with the server support people to find out what format your data needs to be in to be accepted by the server. If it will accept UTF-8 then you need to convert your Unicode characters to multi-byte UTF-8 before sending.
It's time for a new signature.
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Hi,
I have a JPEG file I would like to use as a cursor
is there any way or product I can use to accomplish this ???
thankx
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icoFx[^] probably has what you need.
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Sometimes you just have to hate coding to do it well. <
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Seems like this producut just for creating ICONS
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Sorry about that, i keep "mixing up" ICO and CUR...must be bad genes
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Sometimes you just have to hate coding to do it well. <
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I do the same u right ....
My boss screams at me all the time personally I think (at least on my part its lack of conecntration yeah genes ADHD )
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Yeah, i had my share of screaming boss too sadly...was no fun...my condolences...
> The problem with computers is that they do what you tell them to do and not what you want them to do. <
> Sometimes you just have to hate coding to do it well. <
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It not free but .... I re-saved my file as jpg opened it under awicons saved it as .cur ......
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Yes, It's me again
Okay, trying to store 5 cards into a two dimensional array.
Got handBoard[13][4] initialized to all 0's
hand[0] through hand[4] each are holding a random number between 0 and 51.
When I try to populate the two-dimensional array to show the five cards, I get random sections of the array sprouting 1's I didn't specify. Here is the section of the code that should be populating my array.
<code>
for (count = 0; count < 5; count++)
{
if (hand[count] < 13)
handColumn[count] = 0;
else if (( hand[count] > 13) && (hand[count] < 26))
handColumn[count] = 1;
else if ((hand[count] > 26) && (hand[count] < 39))
handColumn[count] = 2;
else if (39 < hand[count])
handColumn[count] = 3;
}
// setting which column the hand goes into
for (count = 0; count < 5; count++)
{
if ((hand[count] == 0) || (hand[count] == 13) || (hand[count] == 26) || (hand[count] == 39))
handRow[count] = 0;
else if ((hand[count] == 1) || (hand[count] == 14) || (hand[count] == 27) || (hand[count] == 40))
handRow[count] = 1;
else if ((hand[count] == 2) || (hand[count] == 15) || (hand[count] == 28) || (hand[count] == 41))
handRow[count] = 2;
else if ((hand[count] == 3) || (hand[count] == 16) || (hand[count] == 29) || (hand[count] == 42))
handRow[count] = 3;
else if ((hand[count] == 4) || (hand[count] == 17) || (hand[count] == 30) || (hand[count] == 43))
handRow[count] = 4;
else if ((hand[count] == 5) || (hand[count] == 18) || (hand[count] == 31) || (hand[count] == 44))
handRow[count] = 5;
else if ((hand[count] == 6) || (hand[count] == 19) || (hand[count] == 32) || (hand[count] == 45))
handRow[count] = 6;
else if ((hand[count] == 7) || (hand[count] == 20) || (hand[count] == 33) || (hand[count] == 46))
handRow[count] = 7;
else if ((hand[count] == 8) || (hand[count] == 21) || (hand[count] == 34) || (hand[count] == 47))
handRow[count] = 8;
else if ((hand[count] == 9) || (hand[count] == 22) || (hand[count] == 35) || (hand[count] == 48))
handRow[count] = 9;
else if ((hand[count] == 10) || (hand[count] == 23) || (hand[count] == 36) || (hand[count] == 49))
handRow[count] = 10;
else if ((hand[count] == 11) || (hand[count] == 24) || (hand[count] == 37) || (hand[count] == 50))
handRow[count] = 11;
else if ((hand[count] == 12) || (hand[count] == 25) || (hand[count] == 38) || (hand[count] == 51))
handRow[count] = 12;
}
// setting which column the hand goes into
for(count = 0; count < 5; count++)
handBoard[handColumn[count]][handRow[count]] = 1;
for(count = 0; count < 13; count++)
cout << handBoard[0][count] << ' ';
cout << endl;
for(count = 0; count < 13; count++)
cout << handBoard[1][count] << ' ';
cout << endl;
for(count = 0; count < 13; count++)
cout << handBoard[2][count] << ' ';
cout << endl;
for(count = 0; count < 13; count++)
cout << handBoard[3][count] << ' ';
cout << endl;
// printing out the array to see if it populates correctly.
</code>
This has been the biggest headache ever. Please, any help?
-- Modified Sunday, May 16, 2010 12:27 PM
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Hi,
1.
you have an error in else if (( hand[count] > 13) && (hand[count] < 26))
what with the values 13, 26, 39 themselves?
2.
you could do the same with less code (and less bugs) by using division and modulo operators.
for positive integers, division yields the integer quotient, and modulo (aka remainder) yields the modulus (or remainder after division).
Example: instead of
if (hand[count] < 13)
handColumn[count] = 0;
else if (( hand[count] > 13) && (hand[count] < 26))
handColumn[count] = 1;
else if ((hand[count] > 26) && (hand[count] < 39))
handColumn[count] = 2;
else if (39 < hand[count])
handColumn[count] = 3;
do
handColumn[count] = hand[count]/13;
that is one line replacing 8, and eliminating the bugs.
And instead of
if ((hand[count] == 0) || (hand[count] == 13) || (hand[count] == 26) || (hand[count] == 39))
handRow[count] = 0;
else if ((hand[count] == 1) || (hand[count] == 14) || (hand[count] == 27) || (hand[count] == 40))
handRow[count] = 1;
...
else if ((hand[count] == 12) || (hand[count] == 25) || (hand[count] == 38) || (hand[count] == 51))
handRow[count] = 12;
do
handRow[count] = hand[count]%13;
now replacing 26 lines.
3.
In general, any time you have a lot of lines that are almost identical, there probably is a smarter way to achieve the same with less code; sometimes it takes an operator, sometimes a loop. However, before committing to similar lines of code, rethink the matter.
Luc Pattyn [Forum Guidelines] [Why QA sucks] [My Articles]
I only read formatted code with indentation, so please use PRE tags for code snippets.
I'm not participating in frackin' Q&A, so if you want my opinion, ask away in a real forum (or on my profile page).
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1.
you have an error in else if (( hand[count] > 13) && (hand[count] < 26)) what with the values 13, 26, 39 themselves?
The values of 13, 26, and 39 (and 0 (not shown)) are the values identifying the Ace card in an array of cards from 0 - 51. Ahh! I see the error. It should be (( hand[count] > 12) && (hand[count] < 26)) correct?
2.
handColumn[count] = hand[count]/13;
I'm not understanding how this works, apparently. If count is 3, then handColumn[3] = hand[3]/13;. What if hand[3] was 15? Then 15/13 would be 1..... wait! Thats it! 15/13 would be 1.18 or something, but with an int callout, would only display as 1, which would put it in the second column being as it is the second set of cards! Wow... I'm glad I picked up on that. That makes a whole lot of sense. Thanks again!
3.
handRow[count] = hand[count]%13;
Now let's see if I can understand this. Once again, hand[count] is 15. So, 13/15 is 1 with a remainder of 2, so it would put 15 in the 2 row. 15 in a 0-51 deck is card number 3, which would go into the 3rd row which is 2. Okay, I can see how that works now! Thanks a third time!
Now I need to figure out how to use all of this to determine if the set of five cards meets any win conditions for poker....
Thanks a bunch for all the help!
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You're welcome.
Luc Pattyn [Forum Guidelines] [Why QA sucks] [My Articles]
I only read formatted code with indentation, so please use PRE tags for code snippets.
I'm not participating in frackin' Q&A, so if you want my opinion, ask away in a real forum (or on my profile page).
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I wanted to add one more awesome thank you to you and everyone else who helped. I finished my "Video Poker" game at 7:30pm on Sunday, it was due at midnight. I put in over 35 hours between designing the menu, debugging, reading and writing to files, converting repeated sections into separate function and header files, debugging, doing the base code, and debugging.
After a solid 800 lines of code for a final project in my very first actual programming class... I get 600 out of a possible 600 points! And a very special, "FYI, It is very rare to get 100% - Congratulations!"
I wanted to respond back because I wouldn't have gotten that grade without the help I got here. It opened a lot of doors when I was struggling and also became a gateway to understanding a few other things I was missing out on. Thanks again everybody! Your tutoring and help is very much appreciated!
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you're welcome. That is what CodeProject is all about, giving you answers to specific questions, some hints, and the stimulus to study, persevere, google, and try.
congrats again.
Luc Pattyn [Forum Guidelines] [Why QA sucks] [My Articles]
I only read formatted code with indentation, so please use PRE tags for code snippets.
I'm not participating in frackin' Q&A, so if you want my opinion, ask away in a real forum (or on my profile page).
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It's nice to see the lightbulb form in slow motion!
Many of these things are hard to teach, or to initially understand. Once your brain makes the click sound, it's hard to see how people *don't* understand.
I've done quite a lot of training in the past, and the hardest bit was putting yourself back in the position of the trainees.
Iain.
I have now moved to Sweden for love (awwww).
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Hi Frank,
Just to expand a bit on Luc's comment above, there's usually a simpler way of doing things when you see repeated code. Have a look at the facilities provided by the <algorithm> header, you'll find plenty of ways to simplify loops. In your case you're transforming the contents of one collection into the contents of another which is exactly what std::transform does.
So taking Luc's comments one stage further you can do most of what you were trying to do with your initialisation loops in two lines:
std::transform( hand, hand + 5, handColumn, []( int n ){ return n / 13; } );
std::transform( hand, hand + 5, handRow, []( int n ){ return n % 13; } );
The arguments to std::transform are a bit weird looking if you've never seen them before:
- the first two describe where you want to get the data to transform from
- the third describes where you want to put the transformed data
- the fourth describes how you want to transform it
So in both cases you're wanting to operate on data from hand[ 0 ] to hand[ 5 ] (not including hand[ 5 ]) and stick the transformed data into handRow or handColumn starting at the beginning. The last parameter is a lambda (it starts with empty square brackets)that says what you want the tranformation to be division by 13 in the first case and modulo by 13 in the second case.
(lambda's are inline objects that behave like function calls. They're part of the C++0x standard - VC++ 2010 and gcc 4.4 support them though so it's easy to get a free compiler that knows about them.)
Going a bit further... even with these changes it takes a bit of looking at the code to work out what's going on. As far as I can tell you're taking an integer representation of a playing card and decoding it into an integer representation of a suit and a card face. Both aren't that obvious - it looks like you're missing a few abstractions in your code. If you had these abstractions you wouldn't be worrying about decoding the card's suit and face value from an integer, it'd just happen.
Anyway, I can witter on a bit more if you want - otherwise the important message to take from this is handcrafted loops are often not as effective as taking an algorithm from <algorithm> and applying it.
Cheers,
Ash
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Yeah, The problem I'm running into, is I only have a portion of C programming knowledge. We're only about halfway through the book with this class and this is the final program due tomorrow... er now today. I've been working on it for a while, but trying to get the win conditions spelled out has been quite difficult. I worked on this project almost 12 hours yesterday, and now going to hit it some more today. Hopefully I can get it done!
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Hi,
I'm trying to port a 3d game for Linux into Windows. I'm stuck right now, because the code has the commands ioperm, outb, and fmod which are Linux only. I'm using Visual Studio 2005. There are dlls out there but I don't know how to implement them. I have a screenshot:
http://forum.freegamedev.net/download/file.php?id=416&mode=view[^]
Can you help me?
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If it was, I would know. I've been contributing to it (SuperTuxKart) for a year now.
I found the fmod isn't Linux-only... But I try putting double, float, and long double and none of them work.
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fmod must work on Windows .
If the Lord God Almighty had consulted me before embarking upon the Creation, I would have recommended something simpler.
-- Alfonso the Wise, 13th Century King of Castile.
This is going on my arrogant assumptions. You may have a superb reason why I'm completely wrong.
-- Iain Clarke
[My articles]
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The error you are getting for fmod indicates it can't decide which of the 3 versions of fmod that it should use.
you will need to explicitly declare or cast the type of your variable for the fmod call.
ioperm and outb are for port access on Linux.
ioperm gives access to the serial ports, which you may or may not need to call on Windows based on your security settings.
outb writes a byte to the specified port. You can open a serial port with a call to CreateFile, and specify the name of the port, such as "COM2". Then use WriteFile to write a single byte. Depending on how complicated the serial port access is in the game, you may want to look up the "Communication Functions" such as SetupComm.
Good Luck
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I put in long double, double, and float in front of fmod and none of them work.
outb: you lost me at CreateFile.... I don't know much of anything about programming.
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