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Thread Rules 1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution. 2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20) 3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible. 4. Use [code] tags to format code blocks. |
@Bobbias: Why make a game engine on your own? Get a MUD (the driver and code) and you get your engine, all with standard libraries and stuff. Then, you can do whatever you want with it. Just host it as a server and make user connect via loopback. It takes almost no resources (I once hosted a MUD on my free 15MB shell account without super user privilages) or trouble. It's perfect and it also gives you the option for multiplayer if you wish so. Then you can focus solely on creating game content, for which you'll already have the tools at your disposal. MUD doesn't need to be MUD you know. You can make it into a roguelike game but mudcode gives you more possibilities and makes it much more dynamic.
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On May 11 2011 03:19 Manit0u wrote:P. S. (not related to your question) I've finally fixed my dice generator code, no seg faults, no floating point exceptions and looks good during debugging. + Show Spoiler [code] + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); void GenerateRandomSeed(void); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result); void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result);
int main(void) { struct DiceConfiguration *config; struct DiceThrowsResult *result; GenerateRandomSeed(); config = GetConfiguration(); while(config != NULL) { result = ThrowDices(config); PrintDiceThrowsResult(result); ReleaseMemory(config, result); config = GetConfiguration(); } return 0; }
struct DiceConfiguration* GetConfiguration() { int diceNumber = 0; int diceType = 0; printf("Enter the number of dice to throw (0 to quit): "); scanf("%d", &diceNumber); if(diceNumber == 0) { return NULL; } else { printf("Enter dice type (sides) : "); scanf("%d", &diceType); if(diceType < 2) { printf("Dice can't have less than 2 sides!\n"); return NULL; } else { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); config->DiceNumber = diceNumber; config->DiceType = diceType; return config; } } }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
void GenerateRandomSeed(void ) { srand((unsigned int) time(0)); }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result) { if (config != NULL) { free(config); config = NULL; } if (result != NULL) { free(result); result = NULL; } }
Enjoy!
So - how do I throw 2 d6 and 1 d10 at the same time?
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On May 12 2011 23:16 Zocat wrote:Show nested quote +On May 11 2011 03:19 Manit0u wrote:P. S. (not related to your question) I've finally fixed my dice generator code, no seg faults, no floating point exceptions and looks good during debugging. + Show Spoiler [code] + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); void GenerateRandomSeed(void); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result); void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result);
int main(void) { struct DiceConfiguration *config; struct DiceThrowsResult *result; GenerateRandomSeed(); config = GetConfiguration(); while(config != NULL) { result = ThrowDices(config); PrintDiceThrowsResult(result); ReleaseMemory(config, result); config = GetConfiguration(); } return 0; }
struct DiceConfiguration* GetConfiguration() { int diceNumber = 0; int diceType = 0; printf("Enter the number of dice to throw (0 to quit): "); scanf("%d", &diceNumber); if(diceNumber == 0) { return NULL; } else { printf("Enter dice type (sides) : "); scanf("%d", &diceType); if(diceType < 2) { printf("Dice can't have less than 2 sides!\n"); return NULL; } else { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); config->DiceNumber = diceNumber; config->DiceType = diceType; return config; } } }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
void GenerateRandomSeed(void ) { srand((unsigned int) time(0)); }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result) { if (config != NULL) { free(config); config = NULL; } if (result != NULL) { free(result); result = NULL; } }
Enjoy! So - how do I throw 2 d6 and 1 d10 at the same time? 
Launch the app, enter 2, 6, 1, 10. I assume you can do basic math like addition on your own? 
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On May 12 2011 23:28 Manit0u wrote:Show nested quote +On May 12 2011 23:16 Zocat wrote:On May 11 2011 03:19 Manit0u wrote:P. S. (not related to your question) I've finally fixed my dice generator code, no seg faults, no floating point exceptions and looks good during debugging. + Show Spoiler [code] + #include <stdio.h> #include <stdlib.h> #include <time.h>
struct DiceConfiguration { int DiceNumber; int DiceType; };
struct DiceThrowsResult { int DiceNumber; int Sum; int ThrowsResults[]; };
struct DiceConfiguration* GetConfiguration(); struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config); void GenerateRandomSeed(void); int ThrowDice(struct DiceConfiguration *config); void PrintDiceThrowsResult(struct DiceThrowsResult *result); void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result);
int main(void) { struct DiceConfiguration *config; struct DiceThrowsResult *result; GenerateRandomSeed(); config = GetConfiguration(); while(config != NULL) { result = ThrowDices(config); PrintDiceThrowsResult(result); ReleaseMemory(config, result); config = GetConfiguration(); } return 0; }
struct DiceConfiguration* GetConfiguration() { int diceNumber = 0; int diceType = 0; printf("Enter the number of dice to throw (0 to quit): "); scanf("%d", &diceNumber); if(diceNumber == 0) { return NULL; } else { printf("Enter dice type (sides) : "); scanf("%d", &diceType); if(diceType < 2) { printf("Dice can't have less than 2 sides!\n"); return NULL; } else { struct DiceConfiguration *config; config = malloc(sizeof(struct DiceConfiguration)); config->DiceNumber = diceNumber; config->DiceType = diceType; return config; } } }
struct DiceThrowsResult* ThrowDices(struct DiceConfiguration *config) { struct DiceThrowsResult *result; result = malloc(sizeof(struct DiceThrowsResult) + config->DiceNumber * sizeof(int)); result->DiceNumber = config->DiceNumber; for (int i = 0; i < config->DiceNumber; i++) { result->ThrowsResults[i] = ThrowDice(config); result->Sum += result->ThrowsResults[i]; } return result; }
void GenerateRandomSeed(void ) { srand((unsigned int) time(0)); }
int ThrowDice(struct DiceConfiguration *config) { return rand() % config->DiceType + 1; }
void PrintDiceThrowsResult(struct DiceThrowsResult *result) { for (int i = 0; i < result->DiceNumber; i++) { printf("%d ", result->ThrowsResults[i] ; } printf("Sum: %d\n", result->Sum); }
void ReleaseMemory(struct DiceConfiguration *config, struct DiceThrowsResult *result) { if (config != NULL) { free(config); config = NULL; } if (result != NULL) { free(result); result = NULL; } }
Enjoy! So - how do I throw 2 d6 and 1 d10 at the same time?  Launch the app, enter 2, 6, 1, 10. I assume you can do basic math like addition on your own? 
Nooooo ! Adding stuff is stupid! ^^ Just wanted to tease you a bit !
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Well its not like I have no experience at all. I was certainly planning on making a game as my final product, but I wanted to do more than just throw together a collection of hacks that somehow wind up creating a game. The purpose wasn't just to ind up with a game, but to really have learned some of the things I never got into learning when I was taking programming courses in high school (yeah, they weren't that serious, but by the end of it, I did have a fully functional 2D space invaders type game written in Java.)
All things considered I see this more as a way to learn more advanced coding practices, rather than an attempt just to make a game. It seems now that everyone makes games, but not everyone learns these advanced techniques.
So to sum things up a bit: The goal of this project is to learn some advanced game-making and programming concepts and to use them in an attempt to create a game.
I want to hard-code as little as possible into the game. Plus, anything I do hard code should be easily replaced with some other code or information (such as monster info loaded from an XML sheet).
I decided that I wanted the world to be open and non-linear because that means I don't actually need a storyline or quest system (although I'd like to add one).
C# provides quite a few tools to make various jobs easier (no need to write my own linked lists, no need to do detailed memory management, built in XML reading functionality) and I've downloaded the SDL.NET library to assist in the things that C# doesn't natively provide, so I'm not going to be totally re-inventing the wheel.
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On May 13 2011 02:03 Bobbias wrote: Well its not like I have no experience at all. I was certainly planning on making a game as my final product, but I wanted to do more than just throw together a collection of hacks that somehow wind up creating a game. The purpose wasn't just to ind up with a game, but to really have learned some of the things I never got into learning when I was taking programming courses in high school (yeah, they weren't that serious, but by the end of it, I did have a fully functional 2D space invaders type game written in Java.)
All things considered I see this more as a way to learn more advanced coding practices, rather than an attempt just to make a game. It seems now that everyone makes games, but not everyone learns these advanced techniques.
So to sum things up a bit: The goal of this project is to learn some advanced game-making and programming concepts and to use them in an attempt to create a game.
I want to hard-code as little as possible into the game. Plus, anything I do hard code should be easily replaced with some other code or information (such as monster info loaded from an XML sheet).
I decided that I wanted the world to be open and non-linear because that means I don't actually need a storyline or quest system (although I'd like to add one).
C# provides quite a few tools to make various jobs easier (no need to write my own linked lists, no need to do detailed memory management, built in XML reading functionality) and I've downloaded the SDL.NET library to assist in the things that C# doesn't natively provide, so I'm not going to be totally re-inventing the wheel.
I'm trying to tell you here that making your entire text-based RPG from scratch is a bad idea. Take a look at the links I posted (about LPC language mostly), set up some MUD of your own, just for your own use and see how it works. You don't need to base your game off of it but you'll get a first hand experience of how things are done which could give you ideas for your work. The biggest problem I see in writing your own engine/doing everything from scratch is that you would also have to write the entire documentation and manuals for everything (even if not to get lost yourself). I mean, why re-invent the wheel? There are tools available (for free no less) and stuff people have been working on for 20 years now and you want to create roughly the same thing from scratch? Why? Could you explain?
And if you want to learn more advanced coding, why not create your own MUD driver? That's some really advanced stuff right there...
Helpful reading: http://discworld.atuin.net/lpc/about/articles/starting_a_mud.html
And you can always take a look here: http://sourceforge.net/projects/dgd-osr/
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If you want to learn how to code better, then you just have to begin your project from scratch. You will face many problems that will make you have to learn better / more advanced stuff. If you want to make everything from scratch eventually you'll have to learn how to separate different parts of your game, how some things can be done by loading scripts (e.g. Lua), which patterns are the most useful, etc. and at some point you will end up with a real game engine and something around it that should be pretty cool. But you won't learn anything worth much just trying to use already existing tools in order to make your life easier (imho).
Coding a basic MUD from scratch in Cpp should take at most a few weeks (with a network interface and all that goes with it). Making it a bit sexier could take about a whole month. Turning it into something that looks really pro would take you much, much more time.
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1) I prefer C# to LPC. 2) I've considered making muds quite a few times, but I don't like the style where rooms are just text and objects, and you interact by typing commands, that's not my thing at all. 3) I want a learning experience that forces me to need to learn some of this stuff. 4) When I said text based, I meant that like Dwarf Fortress, everything would be rendered through text, not the traditional "You are standing in a room, what do you want to do?" text based. 5) Writing my own game engine, even if I never actually make a game, will teach me a lot more about programming than taking an existing system, like a mud and adding content.
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On May 13 2011 09:41 Bobbias wrote:1) I prefer C# to LPC. 2) I've considered making muds quite a few times, but I don't like the style where rooms are just text and objects, and you interact by typing commands, that's not my thing at all. 3) I want a learning experience that forces me to need to learn some of this stuff. 4) When I said text based, I meant that like Dwarf Fortress, everything would be rendered through text, not the traditional "You are standing in a room, what do you want to do?" text based. 5) Writing my own game engine, even if I never actually make a game, will teach me a lot more about programming than taking an existing system, like a mud and adding content.
I see now. Then you should take a look at ADoM.
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Hey TL, got a little problem that I can't seem to get fixed. It's a simple one for those familiar with PHP and SQL but I simply don't like PHP ( I prefer c# or c++, even though they are similar).
I have a project for class, create a mini portal system, adding articles, editing, etc etc, but I'm stuck on the simplest thing possible. I can't seem to get data from DB to show. Here is the part of code I have problems with: + Show Spoiler +<?php include_once 'connect.php'; //contains all the code necessary for SQL connection $query = "SELECT * FROM `rs` ORDER BY `ID` DESC"; $result = mysql_query($query) or die(mysql_error()); ?> <table border="0" width="100%" cellspacing="0" cellpadding="0"> <?php while($row = mysql_fetch_array($result)) {?> <table border="0" width="100%" cellspacing="0" cellpadding="0"> <tr> <td width="100%"> </td> </tr> </table> <center><div style="text-align:justify;align:center;width:638px"> <center> <table border="1" width="95%" bgcolor="#FF0000" bordercolor="#000000" cellspacing="0" cellpadding="0"> <tr> <td width="100%"><b><font color="#FFFFFF" face="Arial" size="2"> <p align="left"><?php echo $row['ID'] ?> <p align="center"><?php echo $row['name'] ?> <p align="right"><?php echo $row['date'] ?> </font></b></td> </tr> </table> </center> </div> <center> <center><div style="text-align:justify;align:center;width:638px"> <p align="justify" style="margin-left: 10; margin-right: 10"><font face="Arial" size="2"><?php echo $row['text']; ?> </font><br> </center></div> <?php };?> When I try something like echo $row['name']."test"; and then reload the website, only "test" is written (without the ""). When I created new script and copied the PHP and SQL code without the HTML formatting, it worked. Sorry if the code is messy or not valid, the HTML isn't mine, first I need to get it working, then I I'll clean up and fix errors.
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Xerwin, the <p>'s need closing (it's good style at least), also the last </center></div> should be </div></center>. And you should use CSS. Your code seems ok otherwise.
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On May 18 2011 00:40 Cloud wrote: Xerwin, the <p>'s need closing (it's good style at least), also the last </center></div> should be </div></center>. And you should use CSS. Your code seems ok otherwise. Thanks, I'm an idiot, PSpad saved it as *.html instead of *.php
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Okay, I have a problem. It involves python, threading and exceptions. The script grabs thumbnail urls from a video site and translates them into video urls to bypass the paywall. It then downloads the videos one at a time. I wanted to extend the script to include threading, so I could download more than one video at a time. Here's the problem though: It includes a cleanup function that deletes the incomplete file when closing. This works fine in the single-file, non-threaded version, but with threading it won't work. It seems to me that it tries to delete the files before closing the download threads, thus not being able to (since those files are already being used). Is there any way to make sure the threads are closed before the cleanup function executes?
Here's the code: + Show Spoiler +import atexit import threading from time import sleep import re import urllib import os.path from os import remove
currentfiles = []
class DlThread(threading.Thread): def __init__(self, url, filename): self.url = url self.filename = filename threading.Thread.__init__(self)
def run(self): currentfiles.append(self.filename) print "Downloading " + self.filename + "..." urllib.urlretrieve(self.url, self.filename) print self.filename + " downloaded! " f = open('downloaded.txt', 'a') print >>f, self.url currentfiles.remove(self.filename) f.close()
def uniquify(seq, idfun=None): if idfun is None: def idfun(x): return x seen = {} result = [] for item in seq: marker = idfun(item) if marker in seen: continue seen[marker] = 1 result.append(item) return result
def cleanup(): for file in currentfiles: remove(file) atexit.register(cleanup) for pn in range(192): pn += 1 url = "http://www.website.com/most-viewed/page%s.html" % (pn) f = urllib.urlopen(url) page = f.read() f.close() titlesraw = re.findall(r'alt="[^"]*"', page) titles = [] for title in titlesraw: title = title[5:-1] if len(title) == 0: title = "Empty Filename O_O" titles.append(title) titles = titles[1:]
tnurls = re.findall(r'(http://media.website.com/thumbs/\S{32}/\d+.jpg)', page) vidurls = [] for url in tnurls: url = re.sub('thumbs', 'videos', url) url = re.sub('/\d+.jpg', '.mp4', url) vidurls.append(url) vidurls = uniquify(vidurls)
i = 0 for url in vidurls: sleep(0.1) if os.path.exists('downloaded.txt'): f = open('downloaded.txt', 'r') downloaded = f.read() if re.search(url, downloaded): i += 1 continue j = 1 while os.path.exists(titles[i] + ".mp4"): if j > 1: titles[i] = titles[i][:-1] titles[i] += str(j) j += 1 filename = titles[i] + ".mp4" while len(currentfiles) > 3: sleep(0.1) DlThread(url, filename).start() i += 1
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On May 13 2011 02:03 Bobbias wrote: Well its not like I have no experience at all. I was certainly planning on making a game as my final product, but I wanted to do more than just throw together a collection of hacks that somehow wind up creating a game. The purpose wasn't just to ind up with a game, but to really have learned some of the things I never got into learning when I was taking programming courses in high school (yeah, they weren't that serious, but by the end of it, I did have a fully functional 2D space invaders type game written in Java.)
All things considered I see this more as a way to learn more advanced coding practices, rather than an attempt just to make a game. It seems now that everyone makes games, but not everyone learns these advanced techniques.
So to sum things up a bit: The goal of this project is to learn some advanced game-making and programming concepts and to use them in an attempt to create a game.
I want to hard-code as little as possible into the game. Plus, anything I do hard code should be easily replaced with some other code or information (such as monster info loaded from an XML sheet).
I decided that I wanted the world to be open and non-linear because that means I don't actually need a storyline or quest system (although I'd like to add one).
C# provides quite a few tools to make various jobs easier (no need to write my own linked lists, no need to do detailed memory management, built in XML reading functionality) and I've downloaded the SDL.NET library to assist in the things that C# doesn't natively provide, so I'm not going to be totally re-inventing the wheel.
I understand where you're coming from.
First of all; I strongly recommend using XNA rather than SDL.NET. Not that SDL.NET isn't okay, but XNA is so much better and will make things so much easier for you.
Second of all; if you really want to do things good and if you're really more interested in producing quality code rather than just throwing together a game to show your friends, then aim for a very, very small project.
For example, if you wanted to make an RPG, considering instead just making a functional "fighting scene" game that could be a part of an RPG as a first project. Perhaps after that you can make a project that is just your character walking around a small village. Then you can refine and make it so you can enter houses or w-ever.
Whatever you do, don't aim for an actual game if you're just starting out. By the time you've invested 40+ hours you're going to have learnt a lot of new things, and you'll want to remake a lot of what you started out with.
Instead, just gradually increase the complexity of your projects and don't be afraid to start over (but of course, don't throw away your old code - some of it will be good and worth keeping).
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On May 19 2011 03:15 kerr0r wrote:Okay, I have a problem. It involves python, threading and exceptions. The script grabs thumbnail urls from a video site and translates them into video urls to bypass the paywall. It then downloads the videos one at a time. I wanted to extend the script to include threading, so I could download more than one video at a time. Here's the problem though: It includes a cleanup function that deletes the incomplete file when closing. This works fine in the single-file, non-threaded version, but with threading it won't work. It seems to me that it tries to delete the files before closing the download threads, thus not being able to (since those files are already being used). Is there any way to make sure the threads are closed before the cleanup function executes? Here's the code: + Show Spoiler +import atexit import threading from time import sleep import re import urllib import os.path from os import remove
currentfiles = []
class DlThread(threading.Thread): def __init__(self, url, filename): self.url = url self.filename = filename threading.Thread.__init__(self)
def run(self): currentfiles.append(self.filename) print "Downloading " + self.filename + "..." urllib.urlretrieve(self.url, self.filename) print self.filename + " downloaded! " f = open('downloaded.txt', 'a') print >>f, self.url currentfiles.remove(self.filename) f.close()
def uniquify(seq, idfun=None): if idfun is None: def idfun(x): return x seen = {} result = [] for item in seq: marker = idfun(item) if marker in seen: continue seen[marker] = 1 result.append(item) return result
def cleanup(): for file in currentfiles: remove(file) atexit.register(cleanup) for pn in range(192): pn += 1 url = "http://www.website.com/most-viewed/page%s.html" % (pn) f = urllib.urlopen(url) page = f.read() f.close() titlesraw = re.findall(r'alt="[^"]*"', page) titles = [] for title in titlesraw: title = title[5:-1] if len(title) == 0: title = "Empty Filename O_O" titles.append(title) titles = titles[1:]
tnurls = re.findall(r'(http://media.website.com/thumbs/\S{32}/\d+.jpg)', page) vidurls = [] for url in tnurls: url = re.sub('thumbs', 'videos', url) url = re.sub('/\d+.jpg', '.mp4', url) vidurls.append(url) vidurls = uniquify(vidurls)
i = 0 for url in vidurls: sleep(0.1) if os.path.exists('downloaded.txt'): f = open('downloaded.txt', 'r') downloaded = f.read() if re.search(url, downloaded): i += 1 continue j = 1 while os.path.exists(titles[i] + ".mp4"): if j > 1: titles[i] = titles[i][:-1] titles[i] += str(j) j += 1 filename = titles[i] + ".mp4" while len(currentfiles) > 3: sleep(0.1) DlThread(url, filename).start() i += 1
What do you mean "the" incomplete file? It deletes files that are incomplete? Can't really understand your question.
However, what should be relevant to you is synchronization options. Why can't you just join all download threads (so you know that they've finished) before clean up?
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I'm trying to append the contents of a string variable to the literal "II##" and assign it to a string in C++, so far I've gone in circles with every kind of temporary variable and conversion type.
basically I'm at:
contains += 1; //update the number of structures within the file itemID = "II##"; itemID.append(contains.ToString());
but that's obviously not working; every simple solution seems to not exist. Is there any way to convert an interger to a string or put it in a file?
I've tried itemID = "II##" + contains.ToString();
and even just data << contains.ToString(); (where data is an fstream object)
I'm about to go kill. Help.
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The "natural" way of converting datatypes to strings in C++ is the "stringstream" class (google it).
But the easier way would be to use boost::lexical_cast.
For a lack of time (have to go to university right this second), you'll have to google that as well. It's really simple though, you'll figure it out.
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Hey guys, I hate to do this, but I've got an assignment due in a few hours. I wrote a C++ program in Dev-C++, and it compiles with no errors or warnings. The professor though always tests it by compiling it on linux with g++ though. I can't get my makefile to work for shit though.
The Dev-C++ makefile for windows is: + Show Spoiler +# Project: lab7 # Makefile created by Dev-C++ 4.9.9.2
CPP = g++.exe CC = gcc.exe WINDRES = windres.exe RES = OBJ = main.o gstack.o gqueue.o $(RES) LINKOBJ = main.o gstack.o gqueue.o $(RES) LIBS = -L"C:/Dev-Cpp/lib" INCS = -I"C:/Dev-Cpp/include" CXXINCS = -I"C:/Dev-Cpp/lib/gcc/mingw32/3.4.2/include" -I"C:/Dev-Cpp/include/c++/3.4.2/backward" -I"C:/Dev-Cpp/include/c++/3.4.2/mingw32" -I"C:/Dev-Cpp/include/c++/3.4.2" -I"C:/Dev-Cpp/include" BIN = lab7.exe CXXFLAGS = $(CXXINCS) CFLAGS = $(INCS) RM = rm -f
.PHONY: all all-before all-after clean clean-custom
all: all-before lab7.exe all-after
clean: clean-custom ${RM} $(OBJ) $(BIN)
$(BIN): $(OBJ) $(CPP) $(LINKOBJ) -o "lab7.exe" $(LIBS)
main.o: main.cpp $(CPP) -c main.cpp -o main.o $(CXXFLAGS)
gstack.o: gstack.cpp $(CPP) -c gstack.cpp -o gstack.o $(CXXFLAGS)
gqueue.o: gqueue.cpp $(CPP) -c gqueue.cpp -o gqueue.o $(CXXFLAGS)
The one I made for gcc in linux is (based on my extremely poor knowledge of makefiles): + Show Spoiler +prog : main.cpp gqueue.o gqueue.h gstack.o gstack.h g++ main.cpp -omain gqueue.o gstack.o gqueue.o : gqueue.cpp gqueue.h g++ gqueue.cpp -c gstack.o : gstack.cpp gstack.h g++ gstack.cpp -c
Can anyone help me translate it to Linux properly? They barely taught us anything about makefiles and I'm completely lost.
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Does anyone know what code to put in to make a webpage figure out what browser you are using, if it's mobile, and then edit the webpage accordingly?
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On May 23 2011 04:43 astroorion wrote: Does anyone know what code to put in to make a webpage figure out what browser you are using, if it's mobile, and then edit the webpage accordingly? check the user agent http header field that the browser sends to your server in case you are working with a php/jsp/whatever thing that executes before the site is being sent. When working with javascript you'll need something else though. But google should be able to give you a bunch of hints on that.
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