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  • Checking for alternate keys with XNA IsKeyDown

    - by jocull
    I'm working on picking up XNA and this was a confusing point for me. KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left) || keyState.IsKeyDown(Keys.A)) { //Do stuff... } The book I'm using (Learning XNA 4.0, O'Rielly) says that this method accepts a bitwise OR series of keys, which I think should look like this... KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left | Keys.A)) { //Do stuff... } But I can't get it work. I also tried using !IsKeyUp(... | ...) as it said that all keys had to be down for it to be true, but had no luck with that either. Ideas? Thanks.

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  • Choppy/unresponsive keyboard and mouse pointer until suspend

    - by Stefan Thyberg
    I had a problem where my mouse and keyboard would be choppy. The mouse pointer would work at "1-2 fps" and the keyboard would keep missing letters as i was typing them. Since both are USB-Devices, i suspected a problem there immediately, so whenever i got this problem, i would suspend the computer and start it again, for the problem to be gone. The problem started appearing when I plugged the mouse and keyboard directly into the computer rather than the USB-Hub in the screen. I'm using a Logitech UltraX Flat and a Razer Lachesis, on a Dell Latitude E6510.

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  • lsusb - where device description comes from

    - by tommyk
    For one of my attached USB devices (2773:0104) I see no description in lsusb command output: user@Thinkpad-Laptop:~/binaries$ lsusb Bus 008 Device 002: ID 0a5c:217f Broadcom Corp. Bus 008 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 036: ID 2773:0104 Where USB description is comming from, is it from device driver or is it stored in the hardware itself ?

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  • Logitech M515 does not work after upgrade to 12.04

    - by user877329
    After upgrading to 12.04, my Logitech M515 does not work here is some output from the terminal: lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 003: ID 0411:002a BUFFALO INC. (formerly MelCo., Inc.) Bus 001 Device 004: ID 055d:3021 Samsung Electro-Mechanics Co. Bus 002 Device 002: ID 413c:2005 Dell Computer Corp. RT7D50 Keyboard Bus 004 Device 002: ID 0582:0074 Roland Corp. EDIROL UA-25 Bus 005 Device 002: ID 046d:c52b Logitech, Inc. Unifying Receiver dmesg | grep Logitech [ 30.470528] logitech-djreceiver 0003:046D:C52B.0004: hiddev0,hidraw1: USB HID v1.11 Device [Logitech USB Receiver] on usb-0000:00:1d.3-2/input2 The cursor does not move. Also the mouse was working in 11.10 and is working in Windows NT 5.1.2600.

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  • Getting touchpad to work in desktop ubuntu

    - by kamziro
    I bought a small touchpad to stick on top of the keyboard, and it works fine on the windows computer, but not on my ubuntu desktop. I mean, when I do "xinput list" it shows the following: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? PIXART USB OPTICAL MOUSE id=8 [slave pointer (2)] ? ? Logitech USB-PS/2 Optical Mouse id=11 [slave pointer (2)] ? ? Microsoft Wired Keyboard 600 id=13 [slave pointer (2)] ? ? Macintosh mouse button emulation id=14 [slave pointer (2)] ? ? Cirque Corporation 9925 AG Touchpad id=15 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Power Button id=7 [slave keyboard (3)] ? No brand SP04-A1 id=9 [slave keyboard (3)] ? Elite Silicon USB Audio Device id=10 [slave keyboard (3)] ? Microsoft Wired Keyboard 600 id=12 [slave keyboard (3)] The Cirque Corporation touchpad (I'm assuming that's the component name) is the touchpad. Is there anything I'm missing?

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  • Elantech trackpad being identified as a logitech wheel mouse.

    - by Nathan Cox
    I recently purchased a Samsung RF510 laptop computer, which I absolutely love. However, upon installing Ubuntu 10.10 onto it I couldn't get the trackpad to function properly. It worked as a basic mouse (point and click) but had no functionality for edge scrolling or any of the multitouch settings the trackpad is capable of. After doing a lot of research I discovered the reason is a known issue where the Ubuntu kernel will improperly detect an Elantech trackpad as a logitech PS/2 wheel mouse, and as such will gain none of the functionality that seems to be coded for synaptics trackpads. The question I have is: does anyone know a way to get this working properly? This is my first time trying to run Ubuntu on a laptop (actually, it's my first laptop in the last 12 years) and I'm finding the experience to be intolerable without the basic scrolling/zooming/etc I've been used to using for as long as I can remember.

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  • Display current layout (language code/country flag) in keyboard indicator

    - by Jono
    Just upgraded from 10.04 to 10.10, and the keyboard indicator applet no longer displays the two-letter country code for the active layout. This is terrible. Is this the default behaviour? Anyone using two layouts can't tell which language they're in. I can't seem to find the setting for this, it used to be in the preferences for keyboard layout. Update 1: In case this wasn't obvious - I have two keyboard layouts - English and Hebrew. I just upgraded form 10.04, where the country code (USA/IL) was displayed, overlaid on the flag. Now all I get is a vague keyboard icon, and can't find the settings for this. Update 2: this seems to be a bug that people have been reporting since Lucid, and is now back in Maverick

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  • Efficient way of detecting a touched object in a game?

    - by Pin
    Imagine a Sims-like 2D game for a touch based mobile phone where one can interact with virtually any object in the scene. How can I efficiently detect which object is being touched by the player? In my short experience, looping through all the visible objects in the scene and checking if they're touched has so far done the job, but when there may be many many moving objects in the screen that sounds kind of inefficient isn't it? Keeping the visible moving objects list can consume time in itself as one may have to loop through all of them each frame. Other solutions I've thought are: Spatial hashing. Divide the screen as a grid and place the visible objects in the corresponding bucket. Detection of the clicked object is fast but there's additional overhead for placing the objects in the correct bucket each frame. Maintaining a quad-tree. Moving objects have to be rearranged all the time, the previous solution looks better. What is usually done in this case?

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  • Display current layout (language code/country flag) in keyboard indicator

    - by Jono
    Just upgraded from 10.04 to 10.10, and the keyboard indicator applet no longer displays the two-letter country code for the active layout. This is terrible. Is this the default behaviour? Anyone using two layouts can't tell which language they're in. I can't seem to find the setting for this, it used to be in the preferences for keyboard layout. Update 1: In case this wasn't obvious - I have two keyboard layouts - English and Hebrew. I just upgraded form 10.04, where the country code (USA/IL) was displayed, overlaid on the flag. Now all I get is a vague keyboard icon, and can't find the settings for this. Update 2: this seems to be a bug that people have been reporting since Lucid, and is now back in Maverick

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  • How to simulate a USB plug?

    - by Nicolas Delvaux
    I have an app that implements some automations when an USB key is plugged. While developing, I have to test it in a specific environment (derivative from Debian Squeeze). The app subscribe to HAL events via DBUS. The problem is: my desk is on the third floor while my test machines are in the basement. I would really like to have a way to simulate a USB plug. usbip does not work on Ubuntu. I can't manage to use the g_mass_storage module on Ubuntu (I lack the dummy_hcd module) and in Debian. Maybe it is possible to simulate a dbus call? My work station is on Ubuntu 12.04.

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  • Elantech trackpad being identified as a logitech wheel mouse

    - by user11895
    I recently purchased a Samsung RF510 laptop computer, which I absolutely love. However, upon installing Ubuntu 10.10 onto it I couldn't get the trackpad to function properly. It worked as a basic mouse (point and click) but had no functionality for edge scrolling or any of the multitouch settings the trackpad is capable of. After doing a lot of research I discovered the reason is a known issue where the Ubuntu kernel will improperly detect an Elantech trackpad as a logitech PS/2 wheel mouse, and as such will gain none of the functionality that seems to be coded for synaptics trackpads. The question I have is: does anyone know a way to get this working properly? This is my first time trying to run Ubuntu on a laptop (actually, it's my first laptop in the last 12 years) and I'm finding the experience to be intolerable without the basic scrolling/zooming/etc I've been used to using for as long as I can remember.

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  • Map caps-lock key to middle mouse click

    - by Stefano Palazzo
    Since I rarely use caps-lock, I'd like to map the key to a middle mouse click instead. I would also like to map Alt+Caps Lock to the original function of the caps lock key, should I ever need it. I can map any keyboard shortcut to xdotool click 2, but the Gnome Keyboard Shortcuts dialog won't let me assign a command to the caps-lock key, even with modifiers. I know this is a bit of a strange undertaking; How would I go about doing it?

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  • record and replay directinput events

    - by cloudraven
    I am trying to build a record and replay system for a couple of games. I was wondering if I can make a general replay engine using directinput rather than doing an specific implementation for each game. Recording DirectInput events doesn't seem to be that much of a problem, but I don't know if there is a way to play them back. My question is, is there a way to feed DirectInput events from a log and make DirectInput believe that they came from mouse/joystick/keyboard? I assume it is unlikely, but if there is a way I would be interested in learning about it.

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • Identifying connected lines drawn free-hand by a user

    - by rawrgoesthelion
    I have a series of 'images' described by a mixture of connected lines and curves. Users will draw on the screen, free hand, and my goal is to break their drawing down into a series of lines and curves that can be matched with the 'images' in my set. For the sake of simplicity, let's assume this is occurring on a touch screen. These lines will be connected. Each time the user's finger moves, the dx and dy is recorded. The drawing is considered complete and analyzed when the user's finger leaves the screen. I'm having trouble figuring out a good way to break the user's drawing down into lines. Is there any well known approach to this problem, a C++ library that solves it, or any good articles/technical papers on how to achieve this?

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  • Touchpad and Keyboard both stop working after long uptime

    - by Sepero
    I have an Asus N53SM laptop that I leave running for several weeks at a time. I never put it in hibernate or suspend, I only close the lid when I'm not using it. After a few days or weeks of running, the touchpad and keyboard will Both lock up (at the same time) for no apparent reason. I could be just surfing the internet when it happens. The touchpad and keyboard seem to only lock up when I'm actively using the laptop (not when idle), which may mean it's related to something I press, but I'm not sure? The touchpad never locks or unlocks when Pressing FN and the designated touchpad lock key (it does not seem to work on Linux). While the touchpad and keyboard are locked, I am able to plug in my USB mouse and successfully use it to control the screen cursor. I can also remotely get into the system with vnc and ssh, everything seems to run fine there as well. No processes appear out of control. It's just the laptops physical touchpad and keyboard that are locking up. How might I go about diagnosing this problem? What system logs to look at? (anything specific to look for in them?) Perhaps I should try reloading some modules? Any thing else I should inspect?

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  • Key Handling mechanics

    - by Max
    I am new to game development and am working on my first game using OpenGL and C++. I have a game class which handles everything necessary in an update() function. Now i want to handle keyboard inputs. I use GLFW which supports key callbacks. However i wonder how to deal with inputs. Should i record the keys pressed and poll on it the next time my game updates or should the callback immediately perform the necessary actions? And why? Thanks :)

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  • Intuitive "Take Screenshot" key mapping used by games?

    - by Hatoru Hansou
    I recently had a problem testing my game on Linux Ubuntu. The Print key is intercepted by the desktop environment and It never reaches the game. Rather than fighting this, I will simply use any other key or key combination to trigger the screen capture functionality. Now, using the PRINT key is very intuitive because people already expect this behavior. What other keys are a good idea to use to take screenshots? And if possible elaborate why, have other apps/games used that key?

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  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

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  • Excel 2007 file writer in C# results in a corrupt file

    - by Martin
    Hi, I am using a BinaryReader to read an Excel 2007 file from an Exchange mailbox using a OWA, the file is then written to disk using a BinaryWriter. My problem is that the two files don't match when the writer finishes. Worse still Excel 2007 won't open the writen file. Previously Excel 2003 has had no problem with the solution below. And Excel 2007 doesn't have an issue if the file is an Excel 2003 format file, only if the file format is Excel 2007 (*.xlsx). BinaryReader: using(System.IO.Stream stream = resource.GetInputStream(attachedFiles[k].Address)) { using(System.IO.BinaryReader br = new System.IO.BinaryReader(stream)) { attachment.Data = new byte[attachedFiles[k].Size]; int bufPosn=0, len=0; while ((len = br.Read( attachment.Data, bufPosn, attachment.Data.Length-bufPosn )) > 0) { bufPosn += len; } br.Close(); } } BinaryWriter: FileStream fs = new FileStream(fileName, FileMode.Create); BinaryWriter binWriter = new BinaryWriter(fs); binWriter.Write( content, 0, content.Length ); binWriter.Close(); fs.Close(); Suggestions gratfully received.

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  • batch file to merge .js files from subfolders into one combined file

    - by Andrew Johns
    I'm struggling to get this to work. Plenty of examples on the web, but they all do something just slightly different to what I'm aiming to do, and every time I think I can solve it, I get hit by an error that means nothing to me. After giving up on the JSLint.VS plugin, I'm attempting to create a batch file that I can call from a Visual Studio build event, or perhaps from cruise control, which will generate JSLint warnings for a project. The final goal is to get a combined js file that I can pass to jslint, using: cscript jslint.js < tmp.js which would validate that my scripts are ready to be combined into one file for use in a js minifier, or output a bunch of errors using standard output. but the js files that would make up tmp.js are likely to be in multiple subfolders in the project, e.g: D:\_projects\trunk\web\projectname\js\somefile.debug.js D:\_projects\trunk\web\projectname\js\jquery\plugins\jquery.plugin.js The ideal solution would be to be able to call a batch file along the lines of: jslint.bat %ProjectPath% and this would then combine all the js files within the project into one temp js file. This way I would have flexibility in which project was being passed to the batch file. I've been trying to make this work with copy, xcopy, type, and echo, and using a for do loop, with dir /s etc, to make it do what I want, but whatever I try I get an error.

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  • Accessing an excel file throws OleDbException but keeps handle on file

    - by Jonn
    Really odd that I'd get an oledbexception but turns out that the file's handle is still with the original file. I've been searching through google and keep finding the same problem but no solutions. Connection String: "Provider=Microsoft.Jet.OLEDB.4.0;" + "Data Source=" + filePath + ";" + "Extended Properties=Excel 8.0;"; Note that it works on every other file except a particular excel file. Exception: System.Data.OleDb.OleDbException: No error information available: E_UNEXPECTED(0x8000FFFF). And then I have exception handling like this: try { IEnumerable<string> worksheetNames = GetWorkbookWorksheetNames(connString); DataSet ds; foreach (string worksheetName in worksheetNames) { OleDbDataAdapter dataAdapter = new OleDbDataAdapter("SELECT * FROM [" + worksheetName + "]", connString); ds = new DataSet(); dataAdapter.Fill(ds, "ExcelInfo"); DataTable dt = ds.Tables["ExcelInfo"]; entityList.AddRange(GetDataFromDataTable(dt, worksheetName)); } } catch (OleDbException ex) { File.Move(filePath, filePath + ".invalidFormat.xls"); } Has anyone else encountered this behavior? And I'm not sure how to handle an error that keeps the handle on the file I'm supposed to process. It sort of freezes everything in place.

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  • C++: Is there any good way to read/write without specifically stating character type in function nam

    - by Mark L.
    I'm having a problem getting a program to read from a file based on a template, for example: bool parse(basic_ifstream<T> &file) { T ch; locale loc = file.getloc(); basic_string<T> buf; file.unsetf(ios_base::skipws); if (file.is_open()) { while (file >> ch) { if(isalnum(ch, loc)) { buf += ch; } else if(!buf.empty()) { addWord(buf); buf.clear(); } } if(!buf.empty()) { addWord(buf); } return true; } return false; } This will work when I instantiate this class with <char>, but has problems when I use <wchar_t> (clearly). Outside of the class, I'm using: for (iter = mp.begin(); iter != mp.end(); ++iter ) { cout << iter->first << setw(textwidth - iter->first.length() + 1); cout << " " << iter->second << endl; } To write all of the information from this data struct (it's a map<basic_string<T>, int>), and as predicted, cout explodes if iter->first isn't a char array. I've looked online and the consensus is to use wcout, but unfortunately, since this program requires that the template can be changed at compile time (<char> - <wchar_t>) I'm not sure how I could get away with simply choosing cout or wcout. That is, unless there way a way to read/write wide characters without changing lots of code. If this explanation sounds awkwardly complicated, let me know and I'll address it as best I can.

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  • Polymorphism problem: How to check type of derived class?

    - by malymato
    Hi, this is my first question here :) I know that I should not check for object type but instead use dynamic_cast, but that would not solve my problem. I have class called Extension and interfaces called IExtendable and IInitializable, IUpdatable, ILoadable, IDrawable (the last four are basicly the same). If Extension implements IExtendable interface, it can extend itself with different Extension objects. The problem is that I want to allow the Extension which implements IExtendable to extend only with Extension that implements the same interfaces as the original Extension. You probably don't unerstand that mess so I try to explain it with code: class IExtendable { public: IExtendable(void); void AddExtension(Extension*); void RemoveExtensionByID(unsigned int); vector<Extension*>* GetExtensionPtr(){return &extensions;}; private: vector<Extension*> extensions; }; class IUpdatable { public: IUpdatable(void); ~IUpdatable(void); virtual void Update(); }; class Extension { public: Extension(void); virtual ~Extension(void); void Enable(){enabled=true;}; void Disable(){enabled=false;}; unsigned int GetIndex(){return ID;}; private: bool enabled; unsigned int ID; static unsigned int _indexID; }; Now imagine the case that I create Extension like this: class MyExtension : public Extension, public IExtendable, public IUpdatable, public IDrawable { public: MyExtension(void); virtual ~MyExtension(void); virtual void AddExtension(Extension*); virtual void Update(); virtual void Draw(); }; And I want to allow this class to extend itself only with Extensions that implements the same interfaces (or less). For example I want it to be able to take Extension which implements IUpdatable; or both IUpdatable and IDrawable; but e.g. not Extension which implements ILoadable. I want to do this because when e.g. Update() will be called on some Extension which implements IExtendable and IUpdateable, it will be also called on these Extensions which extends this Extension. So when I'm adding some Extension to Extension which implements IExtendable and some of the IUpdatable, ILoadable... I'm forced to check if Extension that is going to be add implements these interfaces too. So In the IExtendable::AddExtension(Extension*) I would need to do something like this: void IExtendable::AddExtension(Extension* pEx) { bool ok = true; // check wheather this extension can take pEx // do this with every interface if ((*pEx is IUpdatable) && (*this is_not IUpdatable)) ok = false; if (ok) this->extensions.push_back(pEx); } But how? Any ideas what would be the best solution? I don't want to use dynamic_cast and see if it returns null... thanks

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  • Batch File to Delete Folders

    - by Homebrew
    I found some code to delete folders, in this case deleting all but 'n' # of folders. I created 10 test folders, plus 1 that was already there. I want to delete all but 4. The code works, it leaves 4 of my test folders, except that it also leaves the other folder. Is there some attribute of the other folder that's getting checked in the batch file that's stopping it from getting deleted ? It was created through a job a couple of weeks ago. Here's the code I stole (but don't really understand the details): rem DOS - Delete Folders if # folders > n @Echo Off :: User Variables :: Set this to the number of folders you want to keep Set _NumtoKeep=4 :: Set this to the folder that contains the folders to check and delete Set _Path=C:\MyFolder_Temp\FolderTest If Exist "%temp%\tf}1{" Del "%temp%\tf}1{" PushD %_Path% Set _s=%_NumtoKeep% If %_NumtoKeep%==1 set _s=single For /F "tokens=* skip=%_NumtoKeep%" %%I In ('dir "%_Path%" /AD /B /O-D /TW') Do ( If Exist "%temp%\tf}1{" ( Echo %%I:%%~fI >>"%temp%\tf}1{" ) Else ( Echo.>"%temp%\tf}1{" Echo Do you wish to delete the following folders?>>"%temp%\tf}1{" Echo Date Name>>"%temp%\tf}1{" Echo %%I:%%~fI >>"%temp%\tf}1{" )) PopD If Not Exist "%temp%\tf}1{" Echo No Folders Found to delete & Goto _Done Type "%temp%\tf}1{" | More Set _rdflag= /q Goto _Removeold Set _rdflag= :_Removeold For /F "tokens=1* skip=3 Delims=:" %%I In ('type "%temp%\tf}1{"') Do ( If "%_rdflag%"=="" Echo Deleting rd /s%_rdflag% "%%J") :_Done If Exist "%temp%\tf}1{" Del "%temp%\tf}1{"

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