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  • Unreachable code detected in case statement

    - by alex
    I have a code: protected override bool ProcessCmdKey(ref Message msg, Keys keyData) { switch (keyData) { case Keys.Alt|Keys.D1: if (this._condition1) { return true; } else { return base.ProcessCmdKey(ref msg, keyData); } break; case Keys.Control |Keys.U: if (this._condition2) { return true; } else { return base.ProcessCmdKey(ref msg, keyData); } break; default: return base.ProcessCmdKey(ref msg, keyData); } return true; It gives me "unreachable code detected" warning on breaks. Is it good practice not to use break operator here ? I don't want to turn off "unreachable code detected" warning. PS: There are many case in my ProcessCmdKey method.

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  • Linked lists in Java - Help with writing methods

    - by user368241
    Representation of a string in linked lists In every intersection in the list there will be 3 fields : The letter itself. The number of times it appears consecutively. A pointer to the next intersection in the list. The following class CharNode represents a intersection in the list : public class CharNode { private char _data; private int _value; private charNode _next; public CharNode (char c, int val, charNode n) { _data = c; _value = val; _next = n; } public charNode getNext() { return _next; } public void setNext (charNode node) { _next = node; } public int getValue() { return _value; } public void setValue (int v) { value = v; } public char getData() { return _data; } public void setData (char c) { _data = c; } } The class StringList represents the whole list : public class StringList { private charNode _head; public StringList() { _head = null; } public StringList (CharNode node) { _head = node; } } Add methods to the class StringList according to the details : (I will add methods gradually according to my specific questions) (Pay attention, these are methods from the class String and we want to fulfill them by the representation of a string by a list as explained above) Pay attention to all the possible error cases. Write what is the time complexity and space complexity of every method that you wrote. Make sure the methods you wrote are effective. It is NOT allowed to use ready classes of Java. It is NOT allowed to move to string and use string operations. 1) public int indexOf (int ch) - returns the index in the string it is operated on of the first appeareance of the char "ch". If the char "ch" doesn't appear in the string, returns -1. If the value of fromIndex isn't in the range, returns -1. Here is my try : public int indexOf (int ch) { int count = 0; charNode pos = _head; if (pos == null ) { return -1; } for (pos = _head; pos!=null && pos.getData()!=ch; pos = pos.getNext()) { count = count + pos.getValue(); } if (pos==null) return -1; return count; } Time complexity = O(N) Space complexity = O(1) EDIT : I have a problem. I tested it in BlueJ and if the char ch doesn't appear it returns -1 but if it does, it always returns 0 and I don't understand why... I am confused. How can the compiler know that the value is the number of times the letter appears consecutively? Can I assume this because its given on the question or what? If it's true and I can assume this, then my code should be correct right? Ok I just spoke with my instructor and she said it isn't required to write it in the exercise but in order for me to test that it indeed works, I need to open a new class and write a code for making a list so that the the value of every node is the number of times the letter appears consecutively. Can someone please assist me? So I will copy+paste to BlueJ and this way I will be able to test all the methods. Meanwhile I am moving on to the next methods. 2) public int indexOf (int ch, int fromIndex) - returns the index in the string it is operated on of the first appeareance of the char "ch", as the search begins in the index "fromIndex". If the char "ch" doesn't appear in the string, returns -1. If the value of fromIndex doesn't appear in the range, returns -1. Here is my try: public int indexOf (int ch, int fromIndex) { int count = 0, len=0, i; charNode pos = _head; CharNode cur = _head; for (pos = _head; pos!=null; pos = pos.getNext()) { len = len+1; } if (fromIndex<0 || fromIndex>=len) return -1; for (i=0; i<fromIndex; i++) { cur = cur.getNext(); } if (cur == null ) { return -1; } for (cur = _head; cur!=null && cur.getData()!=ch; cur = cur.getNext()) { count = count + cur.getValue(); } if (cur==null) return -1; return count; } Time complexity = O(N) ? Space complexity = O(1) 3) public StringList concat (String str) - returns a string that consists of the string that it is operated on and in its end the string "str" is concatenated. Here is my try : public StringList concat (String str) { String str = ""; charNode pos = _head; if (str == null) return -1; for (pos = _head; pos!=null; pos = pos.getNext()) { str = str + pos.getData(); } str = str + "str"; return str; } Time complexity = O(N) Space complexity = O(1)

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  • Redirecting search results into an ASP.NET page

    - by Arjun Vasudevan
    I've an ASP.NET page with a textbox and a option from user of the following choices: Wikipedia, Google, Dictionary.com, Flickr, Google images. The user enters a word(s) in the textbox and selects a choice among the following. Depending on the choice select by the user I wish to return the following. Wikipedia: Return the content and link to the page corresponding to the topic about the word. Google: Return the top 10 results of google search for this word. Flickr: Return a few images atmost 10 images from flickr search GoogleImage: Return a few images from google image search. Dictionary: Return the meaning of the word. How can I do that?

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  • Subclassing and adding data members

    - by Marius
    I have an hierarchy of classes that looks like the following: class Critical { public: Critical(int a, int b) : m_a(a), m_b(b) { } virtual ~Critical() { } int GetA() { return m_a; } int GetB() { return m_b; } void SetA(int a) { m_a = a; } void SetB(int b) { m_b = b; } protected: int m_a; int m_b; }; class CriticalFlavor : public Critical { public: CriticalFlavor(int a, int b, int flavor) : Critical(a, b), m_flavor(flavor) { } virtual ~CriticalFlavor() { } int GetFlavor() { return m_flavor; } void SetFlavor(int flavor) { m_flavor = flavor; } protected: int m_flavor; }; class CriticalTwist : public Critical { public: CriticalTwist(int a, int b, int twist) : Critical(a, b), m_twist(twist) { } virtual ~CriticalTwist() { } int GetTwist() { return m_twist; } void SetTwist(int twist) { m_twist = twist; } protected: int m_twist; }; The above does not seem right to me in terms of the design and what bothers me the most is the fact that the addition of member variables seems to drive the interface of these classes (the real code that does the above is a little more complex but still embracing the same pattern). That will proliferate when in need for another "Critical" class that just adds some other property. Does this feel right to you? How could I refactor such code? An idea would be to have just a set of interfaces and use composition when it comes to the base object like the following: class Critical { public: virtual int GetA() = 0; virtual int GetB() = 0; virtual void SetA(int a) = 0; virtual void SetB(int b) = 0; }; class CriticalImpl { public: CriticalImpl(int a, int b) : m_a(a), m_b(b) { } ~CriticalImpl() { } int GetA() { return m_a; } int GetB() { return m_b; } void SetA(int a) { m_a = a; } void SetB(int b) { m_b = b; } private: int m_a; int m_b; }; class CriticalFlavor { public: virtual int GetFlavor() = 0; virtual void SetFlavor(int flavor) = 0; }; class CriticalFlavorImpl : public Critical, public CriticalFlavor { public: CriticalFlavorImpl(int a, int b, int flavor) : m_flavor(flavor), m_critical(new CriticalImpl(a, b)) { } ~CriticalFlavorImpl() { delete m_critical; } int GetFlavor() { return m_flavor; } void SetFlavor(int flavor) { m_flavor = flavor; } int GetA() { return m_critical-GetA(); } int GetB() { return m_critical-GetB(); } void SetA(int a) { m_critical-SetA(a); } void SetB(int b) { m_critical-SetB(b); } private: int m_flavor; CriticalImpl* m_critical; };

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  • IIS Web Farm Framework servers are automatically set to "unavailable" even when they are healthy... And they never return to the available state!

    - by JohannesH
    I have 2 web farm configurations, one with 2 member servers and one with 3 member servers. I have health monitoring set up on both farms and the monitoring tool reports all servers as being healthy. However after a while all the servers are marked as being "Unavailable" and "Healthy" in the "Monitoring and Management" screen (in the "Servers" screen they are all listed with "Yes" in the "Ready for Load Balancing" column). Viewing the event log on both the web farm controller or any of farm servers doesn't reveal anything interesting. there are no warnings or errors in the period where the servers became unavailable. There are a couple of informational events about the worker process getting shut down due to inactivity but I don't hope this is the cause since that would mean that the farms will die during the night when the load is low. Am I missing something? EDIT: Btw, I think its very odd that the application pool shuts down on the servers since the health monitoring system is polling an aspx page on each server. Shouldn't that keep them going? EDIT2: Now I've also experienced this problem with the RTW version of Web Farm Framework 2.

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  • is there a way to remove duplication in this code

    - by oo
    i have a method that looks like this: private double GetX() { if (Servings.Count > 0) { return Servings[0].X; } if (!string.IsNullOrEmpty(Description)) { FoodDescriptionParser parser = new FoodDescriptionParser(); return parser.Parse(Description).X; } return 0; } and i have another method that looks like this: private double GetY() { if (Servings.Count > 0) { return Servings[0].Y; } if (!string.IsNullOrEmpty(Description)) { FoodDescriptionParser parser = new FoodDescriptionParser(); return parser.Parse(Description).Y; } return 0; } is there anyway to consolidate this as the only thing different is the property names?

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  • Can I use a static var to "cache" the result? C++

    - by flyout
    I am using a function that returns a char*, and right now I am getting the compiler warning "returning address of local variable or temporary", so I guess I will have to use a static var for the return, my question is can I make something like if(var already set) return var else do function and return var? This is my function: char * GetUID() { TCHAR buf[20]; StringCchPrintf(buf, 20*sizeof(char), TEXT("%s"), someFunction()); return buf; } And this is what I want to do: char * GetUID() { static TCHAR buf[20]; if(strlen(buf)!=0) return buf; StringCchPrintf(buf, 20*sizeof(char), TEXT("%s"), someFunction()); return buf; } Is this a well use of static vars? And should I use ZeroMemory(&buf, 20*sizeof(char))? I removed it because if I use it above the if(strlen...) my TCHAR length is never 0, should I use it below?

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  • Alternative to "assign to a function call" in a python

    - by Pythonista's Apprentice
    I'm trying to solve this newbie puzzle: I've created this function: def bucket_loop(htable, key): bucket = hashtable_get_bucket(htable, key) for entry in bucket: if entry[0] == key: return entry[1] else: return None And I have to call it in two other functions (bellow) in the following way: to change the value of the element entry[1] or to append to this list (entry) a new element. But I can't do that calling the function bucket_loop the way I did because "you can't assign to function call" (assigning to a function call is illegal in Python). What is the alternative (most similar to the code I wrote) to do this (bucket_loop(htable, key) = value and hashtable_get_bucket(htable, key).append([key, value]))? def hashtable_update(htable, key, value): if bucket_loop(htable, key) != None: bucket_loop(htable, key) = value else: hashtable_get_bucket(htable, key).append([key, value]) def hashtable_lookup(htable, key): return bucket_loop(htable, key) Thanks, in advance, for any help! This is the rest of the code to make this script works: def make_hashtable(size): table = [] for unused in range(0, size): table.append([]) return table def hash_string(s, size): h = 0 for c in s: h = h + ord(c) return h % size def hashtable_get_bucket(htable, key): return htable[hash_string(key, len(htable))] Similar question (but didn't help me): Python: Cannot Assign Function Call

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  • IIS Web Farm Framework servers are automatically set to "unavailable" even when they are healthy... And they never return to the available state!

    - by JohannesH
    I have 2 web farm configurations, one with 2 member servers and one with 3 member servers. I have health monitoring set up on both farms and the monitoring tool reports all servers as being healthy. However after a while all the servers are marked as being "Unavailable" and "Healthy" in the "Monitoring and Management" screen (in the "Servers" screen they are all listed with "Yes" in the "Ready for Load Balancing" column). Viewing the event log on both the web farm controller or any of farm servers doesn't reveal anything interesting. there are no warnings or errors in the period where the servers became unavailable. There are a couple of informational events about the worker process getting shut down due to inactivity but I don't hope this is the cause since that would mean that the farms will die during the night when the load is low. Am I missing something? EDIT: Btw, I think its very odd that the application pool shuts down on the servers since the health monitoring system is polling an aspx page on each server. Shouldn't that keep them going? EDIT2: Now I've also experienced this problem with the RTW version of Web Farm Framework 2.

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  • I'm getting the following error ''expected an indented block'' Where is the failing code?

    - by user1833814
    import math def area(base, height): '''(number,number) -> number Return the area of a wirh given base and height. >>>area(10,40) 200.0 ''' return base * height / 2 def perimeter(side1, side2, side3): '''(number,number,number) -> number Return the perimeter of the triangle with sides of length side1,side2 and side3. >>>perimeter(3,4,5) 12 >>>perimeter(10.5,6,9.3) 25.8 ''' return (side1 + side2 + side3) def semiperimeter(side1, side2, side3): return perimeter(side1, side2, side3) / 2 def area_hero(side1, side2, side3): semi = semiperimeter(side1, side2, side3) area = math.sqrt((semi * (semi - side1) * (semi - side2) * (semi - side3)) return area

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  • Django & custom auth backend (web service) + no database. How to save stuff in session?

    - by Infinity
    I've been searching here and there, and based on this answer I've put together what you see below. It works, but I need to put some stuff in the user's session, right there inside authenticate. How would I store acme_token in the user's session, so that it will get cleared if they logged out? class AcmeUserBackend(object): # Create a User object if not already in the database? create_unknown_user = False def get_user(self, username): return AcmeUser(id=username) def authenticate(self, username=None, password=None): """ Check the username/password and return an AcmeUser. """ acme_token = ask_another_site_about_creds(username, password) if acme_token: return AcmeUser(id=username) return None ################## from django.contrib.auth.models import User class AcmeUser(User): objects = None # we cannot really use this w/o local DB def save(self): """saving to DB disabled""" pass def get_group_permissions(self): """If you don't make your own permissions module, the default also will use the DB. Throw it away""" return [] # likewise with the other permission defs def get_and_delete_messages(self): """Messages are stored in the DB. Darn!""" return []

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  • Are `return` and `break` useless inside a Ruby block when used as a callback?

    - by Skilldrick
    In Rails, blocks can be used as callbacks, e.g.: class User < ActiveRecord::Base validates_presence_of :login, :email before_create {|user| user.name = user.login.capitalize if user.name.blank?} end When a block is used like this, is there any use for break and return? I'm asking because normally in a block, break will break out of the loop, and return will return from the enclosing method. But in a callback context, I can't get my head round what that means. The Ruby Programming Language suggests that return could cause a LocalJumpError but I haven't been able to reproduce this in a Rails callback. Edit: with the following code I'd expect a LocalJumpError, but all the return does is stop the rest of the callback executing. class User < ActiveRecord::Base validates_presence_of :login, :email before_create do |user| return user.name = user.login.capitalize end

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  • Segmentation fault C++ in recursive function

    - by user69514
    Why do I get a segmentation fault in my recursive function. It happens every time i call it when a value greater than 4 as a parameter #include <iostream> #include <limits> using namespace std; int printSeries(int n){ if(n==1){ return 1; } else if( n==2){ return 2; } else if( n==3){ return 3; } else if( n==4){ return printSeries(1) + printSeries(2) + printSeries(3); } else{ return printSeries(n-3) + printSeries((n-2) + printSeries(n-1)); } } int main(){ //double infinity = numeric_limits<double>::max(); for(int i=1; i<=10; i++){ cout << printSeries(i) << endl; } return 0; }

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  • Does this singleton pattern make sense?

    - by dontWatchMyProfile
    @implementation MySingletonClass static MySingletonClass *sharedInstance = nil; + (MySingletonClass*)sharedInstance { @synchronized(self) { if (sharedInstance == nil) { sharedInstance = [[self alloc] init]; } } return sharedInstance; } + (id)alloc { @synchronized(self) { if (sharedInstance == nil) { sharedInstance = [super alloc]; return sharedInstance; } } return nil; } + (id)allocWithZone:(NSZone *)zone { @synchronized(self) { if (sharedInstance == nil) { sharedInstance = [super allocWithZone:zone]; return sharedInstance; } } return nil; } -(id)init { self = [super init]; if (self != nil) { // initialize stuff here } return self; } @end Not sure if it's ok to overwrite both alloc and allocWithZone: like this...?

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  • Please explain how Trial Division works for Primality Test

    - by mister_dani
    I came across this algorithm for testing primality through trial division I fully understand this algorithm static boolean isPrime(int N) { if (N < 2) return false; for (int i = 2; i <= Math.sqrt(N); i++) if (N % i == 0) return false; return true; } It works just fine. But then I came across this other one which works just as good but I do not fully understand the logic behind it. static boolean isPrime(int N) { if (N < 2) return false; for (int i = 2; i * i<N; i++) if (N % i == 0) return false; return true; } It seems like i *i < N behaves like i <= Math.sqrt(N). If so, why?

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  • MySql php: check if Row exists

    - by Jeff
    This is probably an easy thing to do but I'm an amateur and things just aren't working for me. I just want to check and see if a row exists where the $lectureName shows. If a row does exist with the $lectureName somewhere in it, I want the function to return "assigned" if not then it should return "available". Here's what I have. I'm fairly sure its a mess. Please help. function checkLectureStatus($lectureName) { $con = connectvar(); mysql_select_db("mydatabase", $con); $result = mysql_query("SELECT * FROM preditors_assigned WHERE lecture_name='$lectureName'"); while($row = mysql_fetch_array($result)); { if (!$row[$lectureName] == $lectureName) { mysql_close($con); return "Available"; } else { mysql_close($con); return "Assigned"; } } When I do this everything return available, even when it should return assigned.

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  • Using template specialization in C++

    - by user550413
    How can I write a function using template specialization that has 2 different input types and an output type: template <class input1, class input2, class output> and return the sum of the 2 numbers (integers/doubles). However, if I get 2 integers I want to return an integer type but for any other combinations of integer and double I'll always return double. I am trying to do that without using directly the '+' operator but having the next functions instead: double add_double_double(double a, double b) {return (a+b);} double add_int_double(int a, double b) {return ((double)(a)+b);} int add_int_int(int a, int b) {return (a+b);}

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  • How do I "valueOf" an enum given a class name?

    - by stevemac
    Lets say I have a simple Enum called Animal defined as: public enum Animal { CAT, DOG } and I have a method like: private static Object valueOf(String value, Class<?> classType) { if (classType == String.class) { return value; } if (classType == Integer.class) { return Integer.parseInt(value); } if (classType == Long.class) { return Long.parseLong(value); } if (classType == Boolean.class) { return Boolean.parseBoolean(value); } // Enum resolution here } What can I put inside this method to return an instance of my enum where the value is of the classType? I have looked at trying: if (classType == Enum.class) { return Enum.valueOf((Class<Enum>)classType, value); } But that doesn't work.

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  • Abstract class and an inheritor: is it possible to factorize .parent() here?

    - by fge
    Here are what I think are the relevant parts of the code of these two classes. First, TreePointer (original source here): public abstract class TreePointer<T extends TreeNode> implements Iterable<TokenResolver<T>> { //... /** * What this tree can see as a missing node (may be {@code null}) */ private final T missing; /** * The list of token resolvers */ protected final List<TokenResolver<T>> tokenResolvers; /** * Main protected constructor * * <p>This constructor makes an immutable copy of the list it receives as * an argument.</p> * * @param missing the representation of a missing node (may be null) * @param tokenResolvers the list of reference token resolvers */ protected TreePointer(final T missing, final List<TokenResolver<T>> tokenResolvers) { this.missing = missing; this.tokenResolvers = ImmutableList.copyOf(tokenResolvers); } /** * Alternate constructor * * <p>This is the same as calling {@link #TreePointer(TreeNode, List)} with * {@code null} as the missing node.</p> * * @param tokenResolvers the list of token resolvers */ protected TreePointer(final List<TokenResolver<T>> tokenResolvers) { this(null, tokenResolvers); } //... /** * Tell whether this pointer is empty * * @return true if the reference token list is empty */ public final boolean isEmpty() { return tokenResolvers.isEmpty(); } @Override public final Iterator<TokenResolver<T>> iterator() { return tokenResolvers.iterator(); } // .equals(), .hashCode(), .toString() follow } Then, JsonPointer, which contains this .parent() method which I'd like to factorize here (original source here: public final class JsonPointer extends TreePointer<JsonNode> { /** * The empty JSON Pointer */ private static final JsonPointer EMPTY = new JsonPointer(ImmutableList.<TokenResolver<JsonNode>>of()); /** * Return an empty JSON Pointer * * @return an empty, statically allocated JSON Pointer */ public static JsonPointer empty() { return EMPTY; } //... /** * Return the immediate parent of this JSON Pointer * * <p>The parent of the empty pointer is itself.</p> * * @return a new JSON Pointer representing the parent of the current one */ public JsonPointer parent() { final int size = tokenResolvers.size(); return size <= 1 ? EMPTY : new JsonPointer(tokenResolvers.subList(0, size - 1)); } // ... } As mentioned in the subject, the problem I have here is with JsonPointer's .parent() method. In fact, the logic behind this method applies to TreeNode all the same, and therefore to its future implementations. Except that I have to use a constructor, and of course such a constructor is implementation dependent :/ Is there a way to make that .parent() method available to each and every implementation of TreeNode or is it just a pipe dream?

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  • Difference between c++11 vs c++03

    - by aiao
    I have spend a few hours about rvalue s and lvalue. Here is what I understand int main() { //..... Foo foo = Bar1(); Foo foo = Bar2(); //...... } Foo Bar1() { //Do something return foo; } Foo& Bar2() { //Do something return foo; } Under c++03, Bar1() would copy the return object (just before return), and then return the address of the copied object; executing a wasteful copy of an object which is about to be destroyed. Bar2() would return the object created within the function. Under c++11, Bar1() and Bar2() would essentially be equivalent (and also equivalent to Bar2() of c++03). Is that right? If not, please elaborate.

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  • Changing a select input to a checkbox acting as an on/off toggle switch in Rails

    - by Ribena
    I have a set of 7 dropdown inputs allowing admins to say whether they are open or closed for business on a given day. I'd like that changed to 7 open/closed switches (presumably styled checkboxes?) but can't figure out how to do this! Here are the relevant bits of code I currently have (prior to any change): app/view/backend/inventory_pool/edit.html.haml - content_for :title, @inventory_pool = form_for [:backend, @inventory_pool], html: {name: "form"} do |f| .content - if is_admin? %a.button{:href => root_path}= _("Cancel") %button.button{:type => :submit}= _("Save %s") % _("Inventory Pool") %section %h2= _("Basic Information") .inner .field.text .key %h3= "#{_("Print Contracts")}" %p.description .value .input %input{type: "checkbox", name: "inventory_pool[print_contracts]", checked: @inventory_pool.print_contracts} %section#workdays %h2= _("Workdays") .inner - [1,2,3,4,5,6,0].each do |i| .field.text .key %h3= "#{I18n.t('date.day_names')[i]}" .value .input %select{:name => "store[workday_attributes][workdays][]"} %option{:label => _("Open"), :value => Workday::WORKDAYS[i]}= _("Open") %option{:label => _("Closed"), :value => "", :selected => @store.workday.closed_days.include?(i) ? true : nil}= _("Closed") app/models/workday.rb class Workday < ActiveRecord::Base belongs_to :inventory_pool WORKDAYS = ["sunday", "monday", "tuesday", "wednesday", "thursday", "friday", "saturday"] def is_open_on?(date) return false if date.nil? case date.wday when 1 return monday when 2 return tuesday when 3 return wednesday when 4 return thursday when 5 return friday when 6 return saturday when 0 return sunday else return false #Should not be reached end end def closed_days days = [] days << 0 unless sunday days << 1 unless monday days << 2 unless tuesday days << 3 unless wednesday days << 4 unless thursday days << 5 unless friday days << 6 unless saturday days end def workdays=(wdays) WORKDAYS.each {|workday| write_attribute(workday, wdays.include?(workday) ? true : false)} end end And in app/controllers/backend/inventory_pools_controller I have this (abridged): def update @inventory_pool ||= InventoryPool.find(params[:id]) process_params params[:inventory_pool] end def process_params ip ip[:print_contracts] ||= "false" # unchecked checkboxes are *not* being sent ip[:workday_attributes][:workdays].delete "" if ip[:workday_attributes] end

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  • Multiply without multiplication, division and bitwise operators, and no loops. Recursion

    - by lxx22
    public class MultiplyViaRecursion{ public static void main(String[] args){ System.out.println("8 * 9 == " + multiply(8, 9)); System.out.println("6 * 0 == " + multiply(6, 0)); System.out.println("0 * 6 == " + multiply(0, 6)); System.out.println("7 * -6 == " + multiply(7, -6)); } public static int multiply(int x, int y){ int result = 0; if(y > 0) return result = (x + multiply(x, (y-1))); if(y == 0) return result; if(y < 0) return result = -multiply(x, -y); return result; } } My question is very simple and basic, why after each "if" the "return" still cannot pass the compilation, error shows missing return.

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  • A way to use Python which I don't know

    - by Konie
    In this quicksort function: def qsort2(list): if list == []: return [] else: pivot = list[0] # can't understand the following line lesser, equal, greater = partition(list[1:], [], [pivot], []) return qsort2(lesser) + equal + qsort2(greater) def partition(list, l, e, g): if list == []: return (l, e, g) else: head = list[0] if head < e[0]: return partition(list[1:], l + [head], e, g) elif head > e[0]: return partition(list[1:], l, e, g + [head]) else: return partition(list[1:], l, e + [head], g) I don't understand the sentence below the comment. Can someone tell me what is the meaning of this sentence here?

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  • Troubleshooting inconsistent ODBC connectivity

    - by Chris
    I'm attempting to integrate UPS WorldShip with a SQL Server 2008 R2 database but the connection is very inconsistent. UPS claims this is a DSN/Windows problem and I have not been able to convince them otherwise. The integration is quite simple: my shipping guy clicks a button which opens a form where he enters an order #. After pressing enter the shipping information will be pulled from the database for that order #. The problem is that WorldShip often times thinks the DSN does not exist. However, I am able to open WorldShip's customization tool and browse all the tables and fields in the database my DSN is connected to which means at the very least my DSN does, in fact, exist. The reason this has been so difficult to troubleshoot is because there is no consistency to the problem and I'm not able to reliably repeat any behavior. That is to say that rebooting the PC doesn't cause the connection to break and opening the integration tool and viewing the tables and fields doesn't cause the integration button to work. Is there some way for me to monitor this connection from the SQL server or get any clues as to why it fails? As requested by TallTed here is a sample of the trace file I created. After a mere 5 hours the trace file was over 130MB so there's no way I could provide it in its entirety. WorldShipTD d94-690 EXIT SQLSetStmtAttrW with return code -1 (SQL_ERROR) SQLHSTMT 0x0C6632A0 SQLINTEGER 1227 <unknown> SQLPOINTER [Unknown attribute 1227] SQLINTEGER -5 DIAG [IM006] [Microsoft][ODBC Driver Manager] Driver's SQLSetConnectAttr failed (0) WorldShipTD d94-690 ENTER SQLAllocHandle SQLSMALLINT 3 <SQL_HANDLE_STMT> SQLHANDLE 0x0C662FC0 SQLHANDLE * 0x03EBCE38 WorldShipTD d94-690 EXIT SQLAllocHandle with return code 0 (SQL_SUCCESS) SQLSMALLINT 3 <SQL_HANDLE_STMT> SQLHANDLE 0x0C662FC0 SQLHANDLE * 0x03EBCE38 ( 0x0C6632A0) WorldShipTD d94-690 ENTER SQLSetStmtAttrW SQLHSTMT 0x0C6632A0 SQLINTEGER 0 <SQL_ATTR_QUERY_TIMEOUT> SQLPOINTER 30 SQLINTEGER -5 WorldShipTD d94-690 EXIT SQLSetStmtAttrW with return code -1 (SQL_ERROR) SQLHSTMT 0x0C6632A0 SQLINTEGER 0 <SQL_ATTR_QUERY_TIMEOUT> SQLPOINTER 30 SQLINTEGER -5 DIAG [HYC00] [Microsoft][ODBC Microsoft Access Driver]Optional feature not implemented (106) WorldShipTD d94-690 ENTER SQLGetDiagFieldW SQLSMALLINT 3 SQLHANDLE 0x0C6632A0 SQLSMALLINT 1 SQLSMALLINT 4 SQLPOINTER 0x00520708 SQLSMALLINT 12 SQLSMALLINT * 0x0028E2A8 WorldShipTD d94-690 EXIT SQLGetDiagFieldW with return code 0 (SQL_SUCCESS) SQLSMALLINT 3 SQLHANDLE 0x0C6632A0 SQLSMALLINT 1 SQLSMALLINT 4 SQLPOINTER 0x00520708 SQLSMALLINT 12 SQLSMALLINT * 0x0028E2A8 (10) WorldShipTD d94-690 ENTER SQLGetInfoW HDBC 0x0C662FC0 UWORD 77 <SQL_DRIVER_ODBC_VER> PTR 0x03EBCEDC SWORD 100 SWORD * 0x0028E290 WorldShipTD d94-690 EXIT SQLGetInfoW with return code 0 (SQL_SUCCESS) HDBC 0x0C662FC0 UWORD 77 <SQL_DRIVER_ODBC_VER> PTR 0x03EBCEDC [ 10] "03.51" SWORD 100 SWORD * 0x0028E290 (10) WorldShipTD d94-690 ENTER SQLSetStmtAttrW SQLHSTMT 0x0C6632A0 SQLINTEGER 1228 <unknown> SQLPOINTER [Unknown attribute 1228] SQLINTEGER -5 WorldShipTD d94-690 EXIT SQLSetStmtAttrW with return code -1 (SQL_ERROR) SQLHSTMT 0x0C6632A0 SQLINTEGER 1228 <unknown> SQLPOINTER [Unknown attribute 1228] SQLINTEGER -5 DIAG [HY092] [Microsoft][ODBC Microsoft Access Driver]Invalid attribute/option identifier (86) WorldShipTD d94-690 ENTER SQLGetDiagFieldW SQLSMALLINT 3 SQLHANDLE 0x0C6632A0 SQLSMALLINT 1 SQLSMALLINT 4 SQLPOINTER 0x00520708 SQLSMALLINT 12 SQLSMALLINT * 0x0028E2A8 WorldShipTD d94-690 EXIT SQLGetDiagFieldW with return code 0 (SQL_SUCCESS) SQLSMALLINT 3 SQLHANDLE 0x0C6632A0 SQLSMALLINT 1 SQLSMALLINT 4 SQLPOINTER 0x00520708 SQLSMALLINT 12 SQLSMALLINT * 0x0028E2A8 (10) WorldShipTD d94-690 ENTER SQLSetStmtAttrW SQLHSTMT 0x0C6632A0 SQLINTEGER 1227 <unknown> SQLPOINTER [Unknown attribute 1227] SQLINTEGER -5 WorldShipTD d94-690 EXIT SQLSetStmtAttrW with return code -1 (SQL_ERROR) SQLHSTMT 0x0C6632A0 SQLINTEGER 1227 <unknown> SQLPOINTER [Unknown attribute 1227] SQLINTEGER -5 DIAG [HY092] [Microsoft][ODBC Microsoft Access Driver]Invalid attribute/option identifier (86) WorldShipTD d94-690 ENTER SQLGetDiagFieldW SQLSMALLINT 3 SQLHANDLE 0x0C6632A0 SQLSMALLINT 1 SQLSMALLINT 4 SQLPOINTER 0x00520708 SQLSMALLINT 12 SQLSMALLINT * 0x0028E2A8 WorldShipTD d94-690 EXIT SQLGetDiagFieldW with return code 0 (SQL_SUCCESS) SQLSMALLINT 3 SQLHANDLE 0x0C6632A0 SQLSMALLINT 1 SQLSMALLINT 4 SQLPOINTER 0x00520708 SQLSMALLINT 12 SQLSMALLINT * 0x0028E2A8 (10)

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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