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  • NHibernate Criteria

    - by Vamsi
    public class A { public string aname {get; set;} public string aId {get; set;} public string bId {get; set;} } public class B { public string bId {get; set;} public string bname {get; set;} public string cId {get; set;} } public class C { public string cId {get; set;} public string cfirstname {get; set;} public string clastname {get; set;} } public class abcDTO { public string aname {get; set;} public string bname {get; set;} public string clastname {get; set;} } Evetually the query which I am looking is SELECT a.aid, b.bname, c.clastname FROM A thisa inner join B thisb on thisa.bid=thisb.bid inner join C thisc on thisb.cid=thisc.cid and this_.POLICY_SEARCH_NBR like '%-996654%' The criteria which I am trying is, Please let me know the best possible way to write a criteria so that I can get the abcdto object as result var policyInsuranceBusiness = DetachedCriteria.For() .SetProjection(Projections.Property("a.aid")) .Add(Restrictions.Like("a.aid", "1-SAP-3-996654", MatchMode.Anywhere)) .CreateCriteria("b.bid", "b", JoinType.InnerJoin) .SetProjection(Projections.Property("b.bname")) // ERROR OUT - COULD NOT RESOLVE PROPERTY .CreateCriteria("c.cid", "c", JoinType.InnerJoin) .SetProjection(Projections.Property("c.clastname")); // ERROR - COULD NOT RESOLVE PROPERTY IList plo = policyInsuranceBusiness.GetExecutableCriteria(_session).SetResultTransformer(NHibernate.Transform.Transformers .AliasToBean();

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  • What does a Java static method look like in Ruby?

    - by Hosh
    In Java, a 'static method' would look like this: class MyUtils { . . . public static double mean(int[] p) { int sum = 0; // sum of all the elements for (int i=0; i<p.length; i++) { sum += p[i]; } return ((double)sum) / p.length; } . . . } // Called from outside the MyUtils class. double meanAttendance = MyUtils.mean(attendance); What's the equivalent 'Ruby way' of writing a 'static method'?

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  • C# : What if a static method is called from multiple threads?

    - by Holli
    In my Application I have a static method that is called from multiple threads at the same time. Is there any danger of my data being mixed up? In my first attempt the method was not static and I was creating multiple instance of the class. In that case my data got mixed up somehow. I am not sure how this happens because it only happens sometimes. I am still debugging. But now the method is static on I have no problems so far. Maybe it's just luck. I don't know for sure.

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  • Where should I put zoomIn in my MapActivity?

    - by Johny
    I'm writing an Android app, and I'd like to zoomIn as soon as the map has been loaded. I get the following error: java.lang.IllegalArgumentException: width and height must be > 0 This MapActivity - width and height must be > 0 question suggests the problem is the zoomIn() method is in the onCreate() method. But I get same error when I put it in the onResume() method. I've been searching for hours and I can't find anything about it at http://developer.android.com or anywhere else... Also I can't find a way to get the time point the map has been loaded. A "MapLoadedListener" or something like that... EDIT Here is my code: public class AMap extends MapActivity{ private final String LOG_TAG = this.getClass().getSimpleName(); private Context mContext; private Chronometer timer; private TextView tvCountdown; private RelativeLayout rl; private MapView mapView; private MapController mapController; private List<Overlay> mapOverlays; private PlayersOverlay playersOverlay; private Drawable drawable; private Builder endDialog; private ContextThemeWrapper ctw; private Handler mHandler = new Handler(); private Player player = new Player(); private StartTask startTask; private EndTask endTask; private MyDBAdapter mdba; private Cursor playersCursor; private UpdateBroadcastReceiver r; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.map_view); mContext = AMap.this; // set map mapView = (MapView) findViewById(R.id.mapview); mapView.setBuiltInZoomControls(true); mapView.setFocusable(true); // find the relative layout rl = (RelativeLayout) findViewById(R.id.rl); // set the chronometer timer = (Chronometer) findViewById(R.id.tv_timer); timer.setBackgroundColor(Color.DKGRAY); // set the countdown textview tvCountdown = (TextView) findViewById(R.id.tv_countdown); // Open DB connection and get players Cursor mdba = new MyDBAdapter(mContext); mdba.open(); playersCursor = mdba.getGame(); // Get this player's id and location Intent starter = this.getIntent(); player.setId(starter.getIntExtra("id", 0)); player.setLatitude(starter.getDoubleExtra("lat", 0)); player.setLongitude(starter.getDoubleExtra("lon", 0)); // Set this player's location as map's center GeoPoint geoPoint = new GeoPoint((int) (player.getLatitude()*1E6), (int) (player.getLongitude()*1E6)); mapController = mapView.getController(); mapController.setCenter(geoPoint); mapController.setZoom(15); Log.d(LOG_TAG, "My playersCursor has "+playersCursor.getCount()+" rows"); // drawable is needed but not used drawable = this.getResources().getDrawable(R.drawable.ic_launcher); // set PlayersOverlay (locations and statuses) playersOverlay = new PlayersOverlay(player.getId(), playersCursor, drawable, this); mapOverlays = mapView.getOverlays(); mapOverlays.add(playersOverlay); mHandler.postDelayed(mUpdateTimeTask, 100); } private Runnable mUpdateTimeTask = new Runnable() { public void run() { int h = mapView.getLayoutParams().height; int w = mapView.getLayoutParams().width; Log.d(LOG_TAG, "w = "+w+" , h = "+h); mHandler.postAtTime(this, System.currentTimeMillis() + 1000); } }; @Override public void onAttachedToWindow(){ Log.d(LOG_TAG, "Attached to Window"); int h = mapView.getLayoutParams().height; int w = mapView.getLayoutParams().width; Log.d(LOG_TAG, " Attached to window: w = "+w+" , h = "+h); //mapController.zoomInFixing(screenPoint.x, screenPoint.y); } public void onWindowFocusChanged(boolean hasFocus){ Log.d(LOG_TAG, "Focus changed to: "+hasFocus); int h = mapView.getLayoutParams().height; int w = mapView.getLayoutParams().width; Log.d(LOG_TAG, " Window focus changed: w = "+w+" , h = "+h); //mapController.zoomInFixing(screenPoint.x, screenPoint.y); } @Override protected void onStart(){ super.onStart(); // Create and register the broadcast receiver for messages from service IntentFilter filter = new IntentFilter(AppConstants.iGAME_UPDATE); r = new UpdateBroadcastReceiver(); registerReceiver(r, filter); // Create the dialog for end of game ctw = new ContextThemeWrapper(mContext, android.R.style.Theme_Translucent_NoTitleBar_Fullscreen); endDialog = new AlertDialog.Builder(ctw); endDialog.setMessage("End of Game"); endDialog.setCancelable(false); endDialog.setNeutralButton("OK", new OnClickListener(){ @Override public void onClick(DialogInterface dialog, int which) { Intent highScores = new Intent(AMap.this, HighScores.class); startActivity(highScores); playersCursor.close(); finish(); } }); } @Override protected void onStop() { if(!playersCursor.isClosed()) playersCursor.close(); unregisterReceiver(r); mdba.close(); super.onStop(); } @Override protected boolean isRouteDisplayed() { return false; } // Receives signal from NetworkService that DB has been updated public class UpdateBroadcastReceiver extends BroadcastReceiver { boolean startSignal, update, endSignal; @Override public void onReceive(Context context, Intent intent) { endSignal = intent.getBooleanExtra("endSignal", false); if(endSignal){ Log.d(LOG_TAG, "Game Update BroadcastReceiver received End Signal"); endTask = new EndTask(); endTask.execute(); return; } update = intent.getBooleanExtra("update", false); if(update){ Log.d(LOG_TAG, "Game Update BroadcastReceiver received game update"); playersCursor.requery(); mapView.invalidate(); return; } startSignal = intent.getBooleanExtra("startSignal", false); if(startSignal){ Log.d(LOG_TAG, "Game Update BroadcastReceiver received Start Signal"); startTask = new StartTask(); startTask.execute(); return; } } } class StartTask extends AsyncTask<Void,Integer,Void>{ private final ToneGenerator tg = new ToneGenerator(AudioManager.STREAM_NOTIFICATION, 100); private final long DELAY = 1200; @Override protected Void doInBackground(Void... params) { int i = 3; while(i>=0){ publishProgress(i); try { Thread.sleep(DELAY); } catch (InterruptedException e) { e.printStackTrace(); } i--; } return null; } @Override protected void onProgressUpdate(Integer... progress){ tg.startTone(ToneGenerator.TONE_PROP_PROMPT); tvCountdown.setText(""+progress[0]); } @Override protected void onPostExecute(Void result) { rl.removeView(tvCountdown); timer.setBase(SystemClock.elapsedRealtime()); timer.start(); //enable screen touches playersOverlay.setGameStarted(true); } } class EndTask extends AsyncTask<Void,Void,Void>{ @Override protected void onPreExecute(){ //disable screen touches playersOverlay.setEndOfGame(true); timer.stop(); } @Override protected Void doInBackground(Void... params) { return null; } @Override protected void onPostExecute(Void result) { try{ endDialog.show(); }catch(Exception e){ Toast.makeText(mContext, "End of game", Toast.LENGTH_LONG); Intent highScores = new Intent(AMap.this, HighScores.class); startActivity(highScores); playersCursor.close(); finish(); } mHandler.removeCallbacks(mUpdateTimeTask); } } }

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  • Simple Fluent NHibernate Mapping Problem

    - by user500038
    I have the following tables I need to map: +-------------------------+ | Person | +-------------------------+ | PersonId | | FullName | +-------------------------+ +-------------------------+ | PersonAddress | +-------------------------+ | PersonId | | AddressId | | IsDefault | +-------------------------+ +-------------------------+ | Address | +-------------------------+ | AddressId | | State | +-------------------------+ And the following classes: public class Person { public virtual int Id { get; set; } public virtual string FullName { get; set; } } public class PersonAddress { public virtual Person Person { get; set; } public virtual Address Address { get; set; } public virtual bool IsDefault { get; set; } } public class Address { public virtual int Id { get; set; } public virtual string State { get; set; } } And finally the mappings: public class PersonMap : ClassMap<Person> { public PersonMap() { Id(x => x.Id, "PersonId"); } } public class PersonAddressMap : ClassMap<PersonAddress> { public PersonAddressMap() { CompositeId().KeyProperty(x => x.Person, "PersonID") .KeyProperty(x => x.Address, "AddressID"); } } public class AddressMap: ClassMap<Address> { public AddressMap() { Id(x => x.Id, "AddressId"); } } Assume I cannot alter the tables. If I take the mapping class (PersonAddress) out of the equation, everything works fine. If I put it back in I get: Could not determine type for: Person, Person, Version=1.0, Culture=neutral, PublicKeyToken=null, for columns: NHibernate.Mapping.Column(PersonId) What am I missing here? I'm sure this must be simple.

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  • How do I get class of an internal static class in another assembly?

    - by Echiban
    I have a class C in Assembly A like this: internal class C { internal static string About_Name { get { return "text"; } ... } I have about 20 such static properties. Is there a way, in an outside assembly, without using friend assembly attribute (.Net reflection only), get class C so I can invoke any of the static string properties like this: Class C = <some .Net reflection code>; string expected = C.About_Name; If that is not possible, a .Net reflection code to get the string property value directly will suffice, but not ideal. Thanks in advance!

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  • C++: static function member shared between threads, can block all?

    - by mhambra
    Hi all, I have a class, which has static function defined to work with C-style extern C { static void callback(foo bar) { } }. // static is defined in header. Three objects (each in separate pthread) are instantiated from this class, each of them has own loop (in class constructor), which can receive the callback. The pointer to function is passed as: x = init_function(h, queue_id, &callback, NULL); while(1) { loop_function(x); } So each thread has the same pointer to &callback. Callback function can block for minutes. Each thread object, excluding the one which got the blocking callback, can call callback again. If the callback function exists only once, then any thread attempting to callback will also block. This would give me an undesired bug, circa is interesting to ask: can anything in C++ become acting this way? Maybe, due to extern { } or some pointer usage?

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  • Random movement of wandering monsters in x & y axis in LibGDX

    - by Vishal Kumar
    I am making a simple top down RPG game in LibGDX. What I want is ... the enemies should wander here and there in x and y directions in certain interval so that it looks natural that they are guarding something. I spend several hours doing this but could not achieve what I want. After a long time of coding, I came with this code. But what I observed is when enemies come to an end of x or start of x or start of y or end of y of the map. It starts flickering for random intervals. Sometimes they remain nice, sometimes, they start flickering for long time. public class Enemy extends Sprite { public float MAX_VELOCITY = 0.05f; public static final int MOVING_LEFT = 0; public static final int MOVING_RIGHT = 1; public static final int MOVING_UP = 2; public static final int MOVING_DOWN = 3; public static final int HORIZONTAL_GUARD = 0; public static final int VERTICAL_GUARD = 1; public static final int RANDOM_GUARD = 2; private float startTime = System.nanoTime(); private static float SECONDS_TIME = 0; private boolean randomDecider; public int enemyType; public static final float width = 30 * World.WORLD_UNIT; public static final float height = 32 * World.WORLD_UNIT; public int state; public float stateTime; public boolean visible; public boolean dead; public Enemy(float x, float y, int enemyType) { super(x, y); state = MOVING_LEFT; this.enemyType = enemyType; stateTime = 0; visible = true; dead = false; boolean random = Math.random()>=0.5f ? true :false; if(enemyType == HORIZONTAL_GUARD){ if(random) velocity.x = -MAX_VELOCITY; else velocity.x = MAX_VELOCITY; } if(enemyType == VERTICAL_GUARD){ if(random) velocity.y = -MAX_VELOCITY; else velocity.y = MAX_VELOCITY; } if(enemyType == RANDOM_GUARD){ //if(random) //velocity.x = -MAX_VELOCITY; //else //velocity.y = MAX_VELOCITY; } } public void update(Enemy e, float deltaTime) { super.update(deltaTime); e.stateTime+= deltaTime; e.position.add(velocity); // This is for updating the Animation for Enemy Movement Direction. VERY IMPORTANT FOR REAL EFFECTS updateDirections(); //Here the various movement methods are called depending upon the type of the Enemy if(e.enemyType == HORIZONTAL_GUARD) guardHorizontally(); if(e.enemyType == VERTICAL_GUARD) guardVertically(); if(e.enemyType == RANDOM_GUARD) guardRandomly(); //quadrantMovement(e, deltaTime); } private void guardHorizontally(){ if(position.x <= 0){ velocity.x= MAX_VELOCITY; velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; velocity.y= 0; } } private void guardVertically(){ if(position.y<= 0){ velocity.y= MAX_VELOCITY; velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; velocity.x= 0; } } private void guardRandomly(){ if (System.nanoTime() - startTime >= 1000000000) { SECONDS_TIME++; if(SECONDS_TIME % 5==0) randomDecider = Math.random()>=0.5f ? true :false; if(SECONDS_TIME>=30) SECONDS_TIME =0; startTime = System.nanoTime(); } if(SECONDS_TIME <=30){ if(randomDecider && position.x >= 0) velocity.x= -MAX_VELOCITY; else{ if(position.x < World.mapWidth-width) velocity.x= MAX_VELOCITY; else velocity.x= -MAX_VELOCITY; } velocity.y =0; } else{ if(randomDecider && position.y >0) velocity.y= -MAX_VELOCITY; else velocity.y= MAX_VELOCITY; velocity.x =0; } /* //This is essential so as to keep the enemies inside the boundary of the Map if(position.x <= 0){ velocity.x= MAX_VELOCITY; //velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; //velocity.y= 0; } else if(position.y<= 0){ velocity.y= MAX_VELOCITY; //velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; //velocity.x= 0; } */ } private void updateDirections() { if(velocity.x > 0) state = MOVING_RIGHT; else if(velocity.x<0) state = MOVING_LEFT; else if(velocity.y>0) state = MOVING_UP; else if(velocity.y<0) state = MOVING_DOWN; } public Rectangle getBounds() { return new Rectangle(position.x, position.y, width, height); } private void quadrantMovement(Enemy e, float deltaTime) { int temp = e.getEnemyQuadrant(e.position.x, e.position.y); boolean random = Math.random()>=0.5f ? true :false; switch(temp){ case 1: velocity.x = MAX_VELOCITY; break; case 2: velocity.x = MAX_VELOCITY; break; case 3: velocity.x = -MAX_VELOCITY; break; case 4: velocity.x = -MAX_VELOCITY; break; default: if(random) velocity.x = MAX_VELOCITY; else velocity.y =-MAX_VELOCITY; } } public float getDistanceFromPoint(float p1,float p2){ Vector2 v1 = new Vector2(p1,p2); return position.dst(v1); } private int getEnemyQuadrant(float x, float y){ Rectangle enemyQuad = new Rectangle(x, y, 30, 32); if(ScreenQuadrants.getQuad1().contains(enemyQuad)) return 1; if(ScreenQuadrants.getQuad2().contains(enemyQuad)) return 2; if(ScreenQuadrants.getQuad3().contains(enemyQuad)) return 3; if(ScreenQuadrants.getQuad4().contains(enemyQuad)) return 4; return 0; } } Is there a better way of doing this. I am new to game development. I shall be very grateful to any help or reference.

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  • Complex event system for DungeonKeeper like game

    - by paul424
    I am working on opensource GPL3 game. http://opendungeons.sourceforge.net/ , new coders would be welcome. Now there's design question regarding Event System: We want to improve the game logic, that is program a new event system. I will just repost what's settled up already on http://forum.freegamedev.net/viewtopic.php?f=45&t=3033. From the discussion came the idea of the Publisher / Subscriber pattern + "domains": My current idea is to use the subscirbers / publishers model. Its similar to Observable pattern, but instead one subscribes to Events types, not Object's Events. For each Event would like to have both static and dynamic type. Static that is its's type would be resolved by belonging to the proper inherited class from Event. That is from Event we would have EventTile, EventCreature, EvenMapLoader, EventGameMap etc. From that there are of course subtypes like EventCreature would be EventKobold, EventKnight, EventTentacle etc. The listeners would collect the event from publishers, and send them subcribers , each of them would be a global singleton. The Listeners type hierachy would exactly mirror the type hierarchy of Events. In each constructor of Event type, the created instance would notify the proper listeners. That is when calling EventKnight the proper ctor would notify the Listeners : EventListener, CreatureLisener and KnightListener. The default action for an listner would be to notify all subscribers, but there would be some exceptions , like EventAttack would notify AttackListener which would dispatch event by the dynamic part ( that is the Creature pointer or hash). Any comments ? #include <vector> class Subscriber; class SubscriberAttack; class Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<Subscriber*> subscribersList; static std::vector<Event*> eventQueue; public: Event(){ eventQueue.push_back(this); } static int subscribe(Subscriber* ss); static int unsubscribe(Subscriber* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; // class Publisher{ // }; class Subscriber{ public: int (*newEvent) (Event* ee); Subscriber( ){ Event::subscribe(this); } Subscriber( int (*fp) (Event* ee) ):newEvent(fp){ Subscriber(); } ~Subscriber(){ Event::unsubscribe(this); } }; class EventAttack: Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<SubscriberAttack*> subscribersList; static std::vector<EventAttack*> eventQueue; public: EventAttack(){ eventQueue.push_back(this); } static int subscribe(SubscriberAttack* ss); static int unsubscribe(SubscriberAttack* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; class AttackSubscriber :Subscriber{ public: int (*newEvent) (EventAttack* ee); AttackSubscriber( ){ EventAttack::subscribe(this); } AttackSubscriber( int (*fp) (EventAttack* ee) ):newEventAttack(fp){ AttackSubscriber(); } ~AttackSubscriber(){ EventAttack::unsubscribe(this); } }; From that point, others wanted the Subject-Observer pattern, that is one would subscribe to all event types produced by particular object. That way it came out to add the domain system : Huh, to meet the ability to listen to particular game's object events, I though of introducing entity domains . Domains are trees, which nodes are labeled by unique names for each level. ( like the www addresses ). Each Entity wanting to participate in our event system ( that is be able to publish / produce events ) should at least now its domain name. That would end up in Player1/Room/Treasury/#24 or Player1/Creature/Kobold/#3 producing events. The subscriber picks some part of a tree. For example by specifiing subtree with the root in one of the nodes like Player1/Room/* ,would subscribe us to all Players1's room's event, and Player1/Creature/Kobold/#3 would subscribe to Players' third kobold's event. Does such event system make sense to you ? I have many implementation details to ask as well, but first let's start some general discussion. Note1: Notice that in the case of a fight between two creatues fight , the creature being attacked would have to throw an event, becuase it is HE/SHE/IT who have its domain address. So that would be BeingAttackedEvent() etc. I will edit that post if some other reflections on this would come out. Note2: the existing class hierarchy might be used to get the domains addresses being build in constructor . In a ctor you would just add + ."className" to domain address. If you are in a class'es hierarchy leaf constructor one might use nextID , hash or any other charactteristic, just to make the addresses distinguishable . Note3:subscribing to all entity's Events would require knowledge of all possible events produced by this entity . This could be done in one function call, but information on E produced would have to be handled for every Entity. SmartNote4 : Finding proper subscribers in a tree would be easy. One would start in particular Leaf for example Player1/Creature/Kobold/#3 and go up one parent a time , notifiying each Subscriber in a Node ie. : Player1/Creature/Kobold/* , Player1/Creature/* , Player1/* etc, , up to a root that is /* .<<<< Note5: The Event system was needed to have some way of incorporating Angelscript code into application. So the Event dispatcher was to be a gate to A-script functions. But it came out to this one.

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  • MetadataType, inherited properties and client validation in ASP.NET MVC 2

    - by Kristoffer Ahl
    Inherited properties and MetadataType does not seem to work with client side validation in ASP.NET MVC 2. The validation of our MetadataTypes work as expected on the server but for some reason it does not generate the appropriate client scripts for it. Client side validation kicks in as expected for properties with the DataAnnotations attributes set on the PersonView so I know that client side validation is active and that it works. Does anyone know if or how it can be fixed? Here's what we have: public abstract class PersonView { public string FirstName { get; set; } public string LastName { get; set; } public string Email { get; set; } [Required] public string PhoneNumber { get; set; } public string AddressLine1 { get; set; } public string AddressLine2 { get; set; } public string AddressZipCode { get; set; } public string AddressCity { get; set; } public string AddressCountry { get; set; } } [MetadataType(typeof(CustomerViewMetaData))] public class CustomerView : PersonView {} [MetadataType(typeof(GuestViewMetaData))] public class GuestView : PersonView {} public class GuestViewMetaData { [Required(ErrorMessage = "The guests firstname is required")] public string FirstName { get; set; } [Required(ErrorMessage = "The guests lastname is required")] public string LastName { get; set; } } public class CustomerViewMetaData { [Required(ErrorMessage = "The customers firstname is required")] public string FirstName { get; set; } [Required(ErrorMessage = "The customers lastname is required")] public string LastName { get; set; } [Required(ErrorMessage = "The customers emails is required")] public string Email { get; set; } } As you can see, it's nothing fancy or strange in there... Can it be fixed? Is it a bug in ASP.NET MVC 2?

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  • NullPointerException when linking to Service that uses ContentProvider

    - by Danny Chia
    H.i everyone, this is my first post here! Anyways, I'm trying to write a "todo list" application. It stores the data in a ContentProvider, which is accessed via a Service. However, my app crashes at launch. My code is below: Manifest file: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.examples.todolist" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name" android:debuggable="True"> <activity android:name=".ToDoList" android:label="@string/app_name" android:theme="@style/ToDoTheme"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <service android:name="TodoService"/> <provider android:name="TodoProvider" android:authorities="com.examples.provider.todolist" /> </application> <uses-sdk android:minSdkVersion="7" /> </manifest> ToDoList.java: package com.examples.todolist; import com.examples.todolist.TodoService.LocalBinder; import java.util.ArrayList; import java.util.Date; import android.app.Activity; import android.content.SharedPreferences; import android.database.Cursor; import android.os.AsyncTask; import android.os.Bundle; import android.view.ContextMenu; import android.content.ComponentName; import android.content.Context; import android.content.Intent; import android.content.ServiceConnection; import android.os.IBinder; import android.view.KeyEvent; import android.view.Menu; import android.view.MenuItem; import android.view.View; import android.view.View.OnKeyListener; import android.widget.AdapterView; import android.widget.EditText; import android.widget.ListView; import android.widget.Toast; public class ToDoList extends Activity { static final private int ADD_NEW_TODO = Menu.FIRST; static final private int REMOVE_TODO = Menu.FIRST + 1; private static final String TEXT_ENTRY_KEY = "TEXT_ENTRY_KEY"; private static final String ADDING_ITEM_KEY = "ADDING_ITEM_KEY"; private static final String SELECTED_INDEX_KEY = "SELECTED_INDEX_KEY"; private boolean addingNew = false; private ArrayList<ToDoItem> todoItems; private ListView myListView; private EditText myEditText; private ToDoItemAdapter aa; int entries = 0; int notifs = 0; //ToDoDBAdapter toDoDBAdapter; Cursor toDoListCursor; TodoService mService; boolean mBound = false; /** Called when the activity is first created. */ public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.main); myListView = (ListView)findViewById(R.id.myListView); myEditText = (EditText)findViewById(R.id.myEditText); todoItems = new ArrayList<ToDoItem>(); int resID = R.layout.todolist_item; aa = new ToDoItemAdapter(this, resID, todoItems); myListView.setAdapter(aa); myEditText.setOnKeyListener(new OnKeyListener() { public boolean onKey(View v, int keyCode, KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_DOWN) if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) { ToDoItem newItem = new ToDoItem(myEditText.getText().toString(), 0); mService.insertTask(newItem); updateArray(); myEditText.setText(""); entries++; Toast.makeText(ToDoList.this, "Entry added", Toast.LENGTH_SHORT).show(); aa.notifyDataSetChanged(); cancelAdd(); return true; } return false; } }); registerForContextMenu(myListView); restoreUIState(); populateTodoList(); } private void populateTodoList() { // Get all the todo list items from the database. toDoListCursor = mService. getAllToDoItemsCursor(); startManagingCursor(toDoListCursor); // Update the array. updateArray(); Toast.makeText(this, "Todo list retrieved", Toast.LENGTH_SHORT).show(); } private void updateArray() { toDoListCursor.requery(); todoItems.clear(); if (toDoListCursor.moveToFirst()) do { String task = toDoListCursor.getString(toDoListCursor.getColumnIndex(ToDoDBAdapter.KEY_TASK)); long created = toDoListCursor.getLong(toDoListCursor.getColumnIndex(ToDoDBAdapter.KEY_CREATION_DATE)); int taskid = toDoListCursor.getInt(toDoListCursor.getColumnIndex(ToDoDBAdapter.KEY_ID)); ToDoItem newItem = new ToDoItem(task, new Date(created), taskid); todoItems.add(0, newItem); } while(toDoListCursor.moveToNext()); aa.notifyDataSetChanged(); } private void restoreUIState() { // Get the activity preferences object. SharedPreferences settings = getPreferences(0); // Read the UI state values, specifying default values. String text = settings.getString(TEXT_ENTRY_KEY, ""); Boolean adding = settings.getBoolean(ADDING_ITEM_KEY, false); // Restore the UI to the previous state. if (adding) { addNewItem(); myEditText.setText(text); } } @Override public void onSaveInstanceState(Bundle outState) { outState.putInt(SELECTED_INDEX_KEY, myListView.getSelectedItemPosition()); super.onSaveInstanceState(outState); } @Override public void onRestoreInstanceState(Bundle savedInstanceState) { int pos = -1; if (savedInstanceState != null) if (savedInstanceState.containsKey(SELECTED_INDEX_KEY)) pos = savedInstanceState.getInt(SELECTED_INDEX_KEY, -1); myListView.setSelection(pos); } @Override protected void onPause() { super.onPause(); // Get the activity preferences object. SharedPreferences uiState = getPreferences(0); // Get the preferences editor. SharedPreferences.Editor editor = uiState.edit(); // Add the UI state preference values. editor.putString(TEXT_ENTRY_KEY, myEditText.getText().toString()); editor.putBoolean(ADDING_ITEM_KEY, addingNew); // Commit the preferences. editor.commit(); } @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); // Create and add new menu items. MenuItem itemAdd = menu.add(0, ADD_NEW_TODO, Menu.NONE, R.string.add_new); MenuItem itemRem = menu.add(0, REMOVE_TODO, Menu.NONE, R.string.remove); // Assign icons itemAdd.setIcon(R.drawable.add_new_item); itemRem.setIcon(R.drawable.remove_item); // Allocate shortcuts to each of them. itemAdd.setShortcut('0', 'a'); itemRem.setShortcut('1', 'r'); return true; } @Override public boolean onPrepareOptionsMenu(Menu menu) { super.onPrepareOptionsMenu(menu); int idx = myListView.getSelectedItemPosition(); String removeTitle = getString(addingNew ? R.string.cancel : R.string.remove); MenuItem removeItem = menu.findItem(REMOVE_TODO); removeItem.setTitle(removeTitle); removeItem.setVisible(addingNew || idx > -1); return true; } @Override public void onCreateContextMenu(ContextMenu menu, View v, ContextMenu.ContextMenuInfo menuInfo) { super.onCreateContextMenu(menu, v, menuInfo); menu.setHeaderTitle("Selected To Do Item"); menu.add(0, REMOVE_TODO, Menu.NONE, R.string.remove); } @Override public boolean onOptionsItemSelected(MenuItem item) { super.onOptionsItemSelected(item); int index = myListView.getSelectedItemPosition(); switch (item.getItemId()) { case (REMOVE_TODO): { if (addingNew) { cancelAdd(); } else { removeItem(index); } return true; } case (ADD_NEW_TODO): { addNewItem(); return true; } } return false; } @Override public boolean onContextItemSelected(MenuItem item) { super.onContextItemSelected(item); switch (item.getItemId()) { case (REMOVE_TODO): { AdapterView.AdapterContextMenuInfo menuInfo; menuInfo =(AdapterView.AdapterContextMenuInfo)item.getMenuInfo(); int index = menuInfo.position; removeItem(index); return true; } } return false; } @Override public void onDestroy() { super.onDestroy(); } private void cancelAdd() { addingNew = false; myEditText.setVisibility(View.GONE); } private void addNewItem() { addingNew = true; myEditText.setVisibility(View.VISIBLE); myEditText.requestFocus(); } private void removeItem(int _index) { // Items are added to the listview in reverse order, so invert the index. //toDoDBAdapter.removeTask(todoItems.size()-_index); ToDoItem item = todoItems.get(_index); final long selectedId = item.getTaskId(); mService.removeTask(selectedId); entries--; Toast.makeText(this, "Entry deleted", Toast.LENGTH_SHORT).show(); updateArray(); } @Override protected void onStart() { super.onStart(); Intent intent = new Intent(this, TodoService.class); bindService(intent, mConnection, Context.BIND_AUTO_CREATE); } @Override protected void onStop() { super.onStop(); // Unbind from the service if (mBound) { unbindService(mConnection); mBound = false; } } private ServiceConnection mConnection = new ServiceConnection() { public void onServiceConnected(ComponentName className, IBinder service) { LocalBinder binder = (LocalBinder) service; mService = binder.getService(); mBound = true; } public void onServiceDisconnected(ComponentName arg0) { mBound = false; } }; public class TimedToast extends AsyncTask<Long, Integer, Integer> { @Override protected Integer doInBackground(Long... arg0) { if (notifs < 15) { try { Toast.makeText(ToDoList.this, entries + " entries left", Toast.LENGTH_SHORT).show(); notifs++; Thread.sleep(20000); } catch (InterruptedException e) { } } return 0; } } } TodoService.java: package com.examples.todolist; import android.app.Service; import android.content.ContentResolver; import android.content.ContentValues; import android.content.Intent; import android.database.Cursor; import android.os.Binder; import android.os.IBinder; public class TodoService extends Service { private final IBinder mBinder = new LocalBinder(); @Override public IBinder onBind(Intent arg0) { return mBinder; } public class LocalBinder extends Binder { TodoService getService() { return TodoService.this; } } public void insertTask(ToDoItem _task) { ContentResolver cr = getContentResolver(); ContentValues values = new ContentValues(); values.put(TodoProvider.KEY_CREATION_DATE, _task.getCreated().getTime()); values.put(TodoProvider.KEY_TASK, _task.getTask()); cr.insert(TodoProvider.CONTENT_URI, values); } public void updateTask(ToDoItem _task) { long tid = _task.getTaskId(); ContentResolver cr = getContentResolver(); ContentValues values = new ContentValues(); values.put(TodoProvider.KEY_TASK, _task.getTask()); cr.update(TodoProvider.CONTENT_URI, values, TodoProvider.KEY_ID + "=" + tid, null); } public void removeTask(long tid) { ContentResolver cr = getContentResolver(); cr.delete(TodoProvider.CONTENT_URI, TodoProvider.KEY_ID + "=" + tid, null); } public Cursor getAllToDoItemsCursor() { ContentResolver cr = getContentResolver(); return cr.query(TodoProvider.CONTENT_URI, null, null, null, null); } } TodoProvider.java: package com.examples.todolist; import android.content.*; import android.database.Cursor; import android.database.SQLException; import android.database.sqlite.SQLiteOpenHelper; import android.database.sqlite.SQLiteDatabase; import android.database.sqlite.SQLiteQueryBuilder; import android.database.sqlite.SQLiteDatabase.CursorFactory; import android.net.Uri; import android.text.TextUtils; import android.util.Log; public class TodoProvider extends ContentProvider { public static final Uri CONTENT_URI = Uri.parse("content://com.examples.provider.todolist/todo"); @Override public boolean onCreate() { Context context = getContext(); todoHelper dbHelper = new todoHelper(context, DATABASE_NAME, null, DATABASE_VERSION); todoDB = dbHelper.getWritableDatabase(); return (todoDB == null) ? false : true; } @Override public Cursor query(Uri uri, String[] projection, String selection, String[] selectionArgs, String sort) { SQLiteQueryBuilder tb = new SQLiteQueryBuilder(); tb.setTables(TODO_TABLE); // If this is a row query, limit the result set to the passed in row. switch (uriMatcher.match(uri)) { case TASK_ID: tb.appendWhere(KEY_ID + "=" + uri.getPathSegments().get(1)); break; default: break; } // If no sort order is specified sort by date / time String orderBy; if (TextUtils.isEmpty(sort)) { orderBy = KEY_ID; } else { orderBy = sort; } // Apply the query to the underlying database. Cursor c = tb.query(todoDB, projection, selection, selectionArgs, null, null, orderBy); // Register the contexts ContentResolver to be notified if // the cursor result set changes. c.setNotificationUri(getContext().getContentResolver(), uri); // Return a cursor to the query result. return c; } @Override public Uri insert(Uri _uri, ContentValues _initialValues) { // Insert the new row, will return the row number if // successful. long rowID = todoDB.insert(TODO_TABLE, "task", _initialValues); // Return a URI to the newly inserted row on success. if (rowID > 0) { Uri uri = ContentUris.withAppendedId(CONTENT_URI, rowID); getContext().getContentResolver().notifyChange(uri, null); return uri; } throw new SQLException("Failed to insert row into " + _uri); } @Override public int delete(Uri uri, String where, String[] whereArgs) { int count; switch (uriMatcher.match(uri)) { case TASKS: count = todoDB.delete(TODO_TABLE, where, whereArgs); break; case TASK_ID: String segment = uri.getPathSegments().get(1); count = todoDB.delete(TODO_TABLE, KEY_ID + "=" + segment + (!TextUtils.isEmpty(where) ? " AND (" + where + ')' : ""), whereArgs); break; default: throw new IllegalArgumentException("Unsupported URI: " + uri); } getContext().getContentResolver().notifyChange(uri, null); return count; } @Override public int update(Uri uri, ContentValues values, String where, String[] whereArgs) { int count; switch (uriMatcher.match(uri)) { case TASKS: count = todoDB.update(TODO_TABLE, values, where, whereArgs); break; case TASK_ID: String segment = uri.getPathSegments().get(1); count = todoDB.update(TODO_TABLE, values, KEY_ID + "=" + segment + (!TextUtils.isEmpty(where) ? " AND (" + where + ')' : ""), whereArgs); break; default: throw new IllegalArgumentException("Unknown URI " + uri); } getContext().getContentResolver().notifyChange(uri, null); return count; } @Override public String getType(Uri uri) { switch (uriMatcher.match(uri)) { case TASKS: return "vnd.android.cursor.dir/vnd.examples.task"; case TASK_ID: return "vnd.android.cursor.item/vnd.examples.task"; default: throw new IllegalArgumentException("Unsupported URI: " + uri); } } // Create the constants used to differentiate between the different URI // requests. private static final int TASKS = 1; private static final int TASK_ID = 2; private static final UriMatcher uriMatcher; // Allocate the UriMatcher object, where a URI ending in 'tasks' will // correspond to a request for all tasks, and 'tasks' with a // trailing '/[rowID]' will represent a single task row. static { uriMatcher = new UriMatcher(UriMatcher.NO_MATCH); uriMatcher.addURI("com.examples.provider.Todolist", "tasks", TASKS); uriMatcher.addURI("com.examples.provider.Todolist", "tasks/#", TASK_ID); } //The underlying database private SQLiteDatabase todoDB; private static final String TAG = "TodoProvider"; private static final String DATABASE_NAME = "todolist.db"; private static final int DATABASE_VERSION = 1; private static final String TODO_TABLE = "todolist"; // Column Names public static final String KEY_ID = "_id"; public static final String KEY_TASK = "task"; public static final String KEY_CREATION_DATE = "date"; public long insertTask(ToDoItem _task) { // Create a new row of values to insert. ContentValues newTaskValues = new ContentValues(); // Assign values for each row. newTaskValues.put(KEY_TASK, _task.getTask()); newTaskValues.put(KEY_CREATION_DATE, _task.getCreated().getTime()); // Insert the row. return todoDB.insert(TODO_TABLE, null, newTaskValues); } public boolean updateTask(long _rowIndex, String _task) { ContentValues newValue = new ContentValues(); newValue.put(KEY_TASK, _task); return todoDB.update(TODO_TABLE, newValue, KEY_ID + "=" + _rowIndex, null) > 0; } public boolean removeTask(long _rowIndex) { return todoDB.delete(TODO_TABLE, KEY_ID + "=" + _rowIndex, null) > 0; } // Helper class for opening, creating, and managing database version control private static class todoHelper extends SQLiteOpenHelper { private static final String DATABASE_CREATE = "create table " + TODO_TABLE + " (" + KEY_ID + " integer primary key autoincrement, " + KEY_TASK + " TEXT, " + KEY_CREATION_DATE + " INTEGER);"; public todoHelper(Context cn, String name, CursorFactory cf, int ver) { super(cn, name, cf, ver); } @Override public void onCreate(SQLiteDatabase db) { db.execSQL(DATABASE_CREATE); } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { Log.w(TAG, "Upgrading database from version " + oldVersion + " to " + newVersion + ", which will destroy all old data"); db.execSQL("DROP TABLE IF EXISTS " + TODO_TABLE); onCreate(db); } } } I've omitted the other files as I'm sure they are correct. When I run the program, LogCat shows that the NullPointerException occurs in populateTodoList(), at toDoListCursor = mService.getAllToDoItemsCursor(). mService is the Cursor object returned by TodoService. I've added the service to the Manifest file, but I still cannot find out why it's causing an exception. Thanks in advance.

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  • foreach: how to iterate this

    - by ilnur777
    object(stdClass)[1] public 'inbox' => array 0 => object(stdClass)[2] public 'from' => string '55512351' (length=8) public 'date' => string '29/03/2010' (length=10) public 'time' => string '21:24:10' (length=8) public 'utcOffsetSeconds' => int 3600 public 'recipients' => array 0 => object(stdClass)[3] public 'address' => string '55512351' (length=8) public 'name' => string '55512351' (length=8) public 'deliveryStatus' => string 'notRequested' (length=12) public 'body' => string 'This is message text.' (length=21) 1 => object(stdClass)[4] public 'from' => string '55512351' (length=8) public 'date' => string '29/03/2010' (length=10) public 'time' => string '21:24:12' (length=8) public 'utcOffsetSeconds' => int 3600 public 'recipients' => array 0 => object(stdClass)[5] public 'address' => string '55512351' (length=8) public 'name' => string '55512351' (length=8) public 'deliveryStatus' => string 'notRequested' (length=12) public 'body' => string 'This is message text.' (length=21) .... .... I have this foreach, but it does not iterate address, name, deliveryStatus! Could you show how to get this data? foreach ($data->inbox as $note) { echo '<p>'; echo 'From : ' . htmlspecialchars($note->from) . '<br />'; echo 'Date : ' . htmlspecialchars($note->date) . '<br />'; echo 'Time : ' . htmlspecialchars($note->time) . '<br />'; echo 'Body : ' . htmlspecialchars($note->body) . '<br />'; }

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  • MetadataType and client validation in ASP.NET MVC 2

    - by Kristoffer Ahl
    Inherited properties and MetadataType does not seem to work with client side validation in ASP.NET MVC 2. The validation of our MetadataTypes work as expected on the server but for some reason it does not generate the appropriate client scripts for it. Client side validation kicks in as expected for properties with the DataAnnotations attributes set on the PersonView so I know that client side validation is active and that it works. Does anyone know if or how it can be fixed? Here's what we have: public abstract class PersonView { public string FirstName { get; set; } public string LastName { get; set; } public string Email { get; set; } [Required] public string PhoneNumber { get; set; } public string AddressLine1 { get; set; } public string AddressLine2 { get; set; } public string AddressZipCode { get; set; } public string AddressCity { get; set; } public string AddressCountry { get; set; } } [MetadataType(typeof(CustomerViewMetaData))] public class CustomerView : PersonView {} [MetadataType(typeof(GuestViewMetaData))] public class GuestView : PersonView {} public class GuestViewMetaData { [Required(ErrorMessage = "The guests firstname is required")] public string FirstName { get; set; } [Required(ErrorMessage = "The guests lastname is required")] public string LastName { get; set; } } public class CustomerViewMetaData { [Required(ErrorMessage = "The customers firstname is required")] public string FirstName { get; set; } [Required(ErrorMessage = "The customers lastname is required")] public string LastName { get; set; } [Required(ErrorMessage = "The customers emails is required")] public string Email { get; set; } } As you can see, it's nothing fancy or strange in there... Can it be fixed? Is it a bug in ASP.NET MVC 2?

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  • Conceptual inheritance implementation

    - by TheSENDER
    Hi there, I'm writing a spatial data structure and I have a doubt about what's the best NODE implementation. According to my design I have an abstract node entity and three classes which inherit from it: EMPTYNODE, FULLNODE, INTERNALNODE. The first one has no particular data. The second one has 1 reference to a generic element. The third one has 2 references to other nodes. I have found several ways to implement this situation (that I have already coded) but I can't decide what's the best. The first solution that I have found is to use a single class Node that potentially performs all the operation in this way: private static class Node { private Elem elem = null; private Node left = null, right = null; public Elem getElem() { assert isFull(); return elem; } public boolean isEmpty() { return elem == null && left == null; } public boolean isFull() { return elem != null; } public boolean isInternal() { return elem == null && left != null; } } The second solution is to write an explicit division by classes where every class offers only its methods. Obviously in this way we are obliged to perform several casts to the node objects. private static abstract class Node { public abstract boolean isEmpty(); public abstract boolean isFull(); public abstract boolean isInternal(); } private static class FullNode extends Node{ private ITriangle elem; @Override public boolean isEmpty() { return false; } @Override public final boolean isFull() { return true; } @Override public final boolean isInternal() { return false; } public Elem getElem() { return elem; } } The third one solution is to use the inheritance allowing every classes to offer all the methods, but the object type should by check by "isEmpty()" and similar methods. In case of wrong call we'll throw an exception. private static abstract class Node { public abstract boolean isEmpty(); public abstract boolean isFull(); public abstract boolean isInternal(); public abstract Elem getElem(); } private static class Empty extends Node{ @Override public boolean isEmpty() { return true; } @Override public final boolean isFull() { return false; } @Override public final boolean isInternal() { return false; } @Override public Elem getElem() { throw new AssertionError(); } } What do you think about these three solutions? Which one would you use? Any other ideas? Thanks for your help. Every idea will be appreciated.

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • Extend base class properties

    - by user1888033
    I need your help to extend my base class, here is the similar structure i have. public class ShowRoomA { public audi AudiModelA { get; set; } public benz benzModelA { get; set; } } public class audi { public string Name { get; set; } public string AC { get; set; } public string PowerStearing { get; set; } } public class benz { public string Name { get; set; } public string AC { get; set; } public string AirBag { get; set; } public string MusicSystem { get; set; } } //My Implementation class like this class Main() { private void UpdateDetails() { ShowRoomA ojbMahi = new ShowRoomA(); GetDetails( ojbMahi ); // this works fine } private void GetDetails(ShowRoomA objShowRoom) { objShowRoom = new objShowRoom(); objShowRoom.audi = new audi(); objShowRoom.audi.Name = "AUDIMODEL94CD698"; objShowRoom.audi.AC = "6 TON"; objShowRoom.audi.PowerStearing = "Electric"; objShowRoom.benz= new benz(); objShowRoom.audi.Name = "BENZMODEL34LCX"; objShowRoom.audi.AC = "8 TON"; objShowRoom.audi.AirBag = "Two (1+1)"; objShowRoom.audi.MusicSystem = "Poineer 3500W"; } } // Till this cool. // Now I got requirement for ShowRoomB with replacement of old audi and benz with new models and new other brand cars also added. // I don't want to modify GetDetails() method. by reusing this method additional logic i want to apply to my new extended model. // Here I struck in designing my new model of ShowRoomB (base of ShowRoomA) ... I have tried some thing like... but not sure. public class audiModelB:audi { public string JetEngine { get; set; } } public class benzModelB:benz { public string JetEngine { get; set; } } public class ShowRoomB { public audiModelB AudiModelB { get; set; } public benzModelB benzModelB { get; set; } } // My new code to Implementation class like this class Main() { private void UpdateDetails() { ShowRoomB ojbNahi = new ShowRoomB(); GetDetails( ojbNahi ); // this is NOT working! I know this object does not contain base class directly, still some what i want fill my new model with old properties. Kindly suggest here } } Can any one please give me solutions how to achieve my extending requirement for base class "ShowroomA" Really appreciated your time and suggestions. Thanks in advance,

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  • fast load big object graph from DB

    - by Famos
    Hi I have my own data structure written in C# like: public class ElectricScheme { public List<Element> Elements { get; set; } public List<Net> Nets { get; set; } } public class Element { public string IdName { get; set; } public string Func { get; set; } public string Name { get; set; } public BaseElementType Type { get; set; } public List<Pin> Pins { get; set; } } public class Pin { public string IdName { get; set; } public string Name { get; set; } public BasePinType PinType { get; set; } public BasePinDirection PinDirection { get; set; } } public class Net { public string IdName { get; set; } public string Name { get; set; } public List<Tuple<Element,Pin>> ConnectionPoints { get; set; } } Where Elements count ~19000, each element contain =3 Pin, Nets count ~20000, each net contain =3 pair (Element, Pin) Parse txt (file size ~17mb) file takes 5 minutes. Serilization / Deserialization by default serializer ~3 minutes. Load from DB 20 minutes and not loaded... I use Entity Framework like public ElectricScheme LoadScheme(int schemeId) { var eScheme = (from s in container.ElectricSchemesSet where s.IdElectricScheme.Equals(schemeId) select s).FirstOrDefault(); if (eScheme == null) return null; container.LoadProperty(eScheme, "Elements"); container.LoadProperty(eScheme, "Nets"); container.LoadProperty(eScheme, "Elements.Pins"); return eScheme; } The problem is dependencies between Element and Pin... (for ~19000 elements ~95000 pins) Any ideas?

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  • How to DNAT to different local IP based on what public IP was accessed with Shorewall?

    - by mikl
    My server has several public IPs, and is running a bunch of virtual machines with private IP adresses. As an example, I want to map ports 80, 443 and 8080 on 232.21.23.23 (public) to 192.168.122.12 (private). I have tried a couple of different NAT mappings, but none of them seem to work: # This doesn't work. DNAT net loc:192.168.122.12 tcp 80,443,8080 - 232.21.23.23 # Neither does this. DNAT $FW loc:192.168.122.12 tcp 80,443,8080 - 232.21.23.23 # Nor this. DNAT net:232.21.23.23 loc:192.168.122.12 tcp 80,443,8080 # I have no idea what I'm doing. DNAT $FW:232.21.23.23 loc:192.168.122.12 tcp 80,443,8080 Can anyone point me in the right direction?

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  • What keeps you from changing your public IP address and wreak havok?

    - by Whitemage
    An interesting question was asked to me and I did not know what to answer.. So I'll ask here. Let's say I subscribed to an ISP and I'm using cable internet access. ISP gives me a public IP address of 60.61.62.63. What keeps me from changing this IP address to, let's say, 60.61.62.75 and mess with another consumer's internet access? For the sake of this argument, let's say that this other IP address is also owned by the same ISP. Also, let's assume that it's possible for me to go into the cable modem settings and manually change the IP address. Under a business contract where you are allocated static addresses, you are also assigned a default gaetway, a network address and a broadcast address. So that's 3 addresses the ISP "loses" to you. That seems very wastefull for dynamically assigned IP addresses where the majority of customers are.. Could they simply be using static arps? ACLs? Other simple mechanisms? Anyone who worked at an ISP would be willing to explain this a bit?

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  • Moving distribution lists in Public Folders to Sharepoint Contacts?

    - by Mike
    Now I know that if I connect to contact list in Sharepoint and drag and drop everything from the Exchange Public Folder contact list to the Sharepoint Contact list (connected through Outlook) it will transfer everything in the contact list to the sharepoint contact list. What about distribution lists? Has anyone had a workaround for this? If a contact list is full of distribution lists the Contacts won't migrate over and the Sync Issues - Local Failures folder is populated with all the distribution lists that couldn't be migrated. Is there a way to migrate distribution lists? Any ideas how to set up the contact list like a contact list of distrubition lists? How would that contact list look on sharepoint? Should I just leave the contact lists that have distribution lists on public folders?

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  • What is the best way to setup a public and private wireless access point on the same home network?

    - by Dougman
    For my home network (with internet provided from a cable modem) I would like to setup a secure wireless access point that I use for all of my personal connections (home PC, iPhone, Xbox, etc) and also another public access point that friends and folks in the neighborhood may connect to (for good karma). I want to ensure that my private traffic cannot be accessed from users of the public access point. I currently have one router that is running the Tomato firmware that I use with WPA security. What is the best way to accomplish this kind of setup securely (if it is possible in a home environment)?

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  • Is Cherokee (probably) the best static content server for beginner sysadmins?

    - by Bad Learner
    I have read the pros and cons of most of the popular web servers and have come to a conclusion that Apache would (probably) be the best web server for serving dynamic content - - no wonder YouTube, Flickr and Facbook, among many others, use it. I do not know if that C10K problem applies to Apache even when serving dynamic content only, but I think any web server used to serve dynamic content needs some good tweaking for optimized performance, and the fact that nothing beats Apache when it comes to documentation, resources and support on the web, I think should will go with Apache for dynamic content. That apart, the confusion begins when it comes to choosing web servers for static content (including streaming videos). I see that Nginx, Cherokee and Lighttpd are among the best (I am not considering non-open source or non-linux stuff here). So, which too choose? I know one cannot go wrong with any of the three (Nginx, Cherokee, Lighttpd). Lighttpd's development has evidently gotten slower than it was a good time ago. The documentation is pretty good for all the three, and hopefully, so are the resources (knowledge of these among the users of Stackoverflow/Serverfault sites, the web etc). Precisely, and noting point [2] and [3], if I am not wrong, I should either go with Nginx or Cherokee. I would love to see someone clarify these... is Cherokee just as fast (mb/s), performant (connections/s), and reliable (think downtime/restarting server) as Nginx for serving static content and load balancing, for small, medium to large (and really large) websites and applications? (Think, the size of YouTube, Apache or Facebook.) if the answer for the Q above is a big "hell, yes!" then, I should probably prefer Cherokee, right? Because, since I am a beginner, it would a lot easier to setup Cherokee as it has a graphical admin user interface + really good documentation. Yes? I could be wrong, I could be right. I put down what I know so that you can offer most relevant advise. Pardon if anything I've said is offensive.

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  • How to create a static IP on Windows Server 2008 R2 so I can access the server remotely

    - by Aesir
    I have just purchased a HP Proliant N40L which I am intending to use as a NAS, learning tool and just in general something to mess around with. As a student via the Microsoft dreamspark program I can get a free copy of Windows Server 2008 R2 which I am using as the OS. So that I can remote to the box from outside of my local network and so that I can stream media from it to my PS3, I have read that I need to create a static IP for the server and use port forwarding to forward to this IP so I can remote in. Is this correct? I am not really sure how to do this and if I need to make these changes on my router configuration, on the OS or both. I am a novice when it comes to networking however most resources for Windows server 2008 R2 seem to assume a fair amount of experience already. I realise that using this particular OS may seem like overkill for what I currently wish to do with it (stream content to other devices and backup) but as I can get a copy for free it seems sensible. Edit: From reading answers posted I feel I should give more information. I have now tried to add a static IP address using my router configuration settings. I have used the getmac command to get the mac address of the server. My ISP is Virgin Media and I have gone to the LAN IP section and I have added an IP address to the DHCP Reservation Lease Info. I can now use remote desktop connection internally to remote to the server (so I am assuming assigning this IP has worked). How do I configure this on the OS as well? I am also unsure on how I would remote to this machine outside of my local network?

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  • How to set static ip address on vmware for NAT guest vms from an ubuntu Host dhcp server?

    - by javadba
    I need to configure various linux flavor NAT'ed guest vm's to have static ip addresses provided by the Ubuntu host. The vmware documentation punts on this topic, deferring to "see the man pages for your linux distribution". But the generic pages for "my linux distro" do not know about the special stuff for vmware e.g. vmnet8. Pointers from someone who just knows how to do this would be much appreciated. Here is the /etc/vmware/vmnet8/dhcpd/dhcpd.conf: allow unknown-clients; default-lease-time 1800; # default is 30 minutes max-lease-time 7200; # default is 2 hours subnet 192.168.238.0 netmask 255.255.255.0 { range 192.168.238.128 192.168.238.254; option broadcast-address 192.168.238.255; option domain-name-servers 192.168.238.2; option domain-name localdomain; default-lease-time 1800; # default is 30 minutes max-lease-time 7200; # default is 2 hours option netbios-name-servers 192.168.238.2; option routers 192.168.238.2; } host vmnet8 { hardware ethernet 00:50:56:C0:00:08; fixed-address 192.168.238.1; option domain-name-servers 0.0.0.0; option domain-name ""; option routers 0.0.0.0; } Fromt the dhcpd.conf documentation, we are supposed to add an entry for static hosts similar to the following: host mystatichostonee { hardware ethernet 00:20:6B:C7:9B:E4; fixed-address 192.168.238.101; } host mystatichosttwo { hardware ethernet 00:23:7a:C7:9c:F2; fixed-address 192.168.238.102; } But notice that the vmnet8 entry in the vmware-generated dhcpd.conf already is set to fixed-address. I don't know how to add the specifics for my hosts to that vmnet8 entry: do they become nested?

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  • Is possible to arbitrarily register names to the same public IP?

    - by Alex. S.
    I registered a domain, lets say mysite.com (for example), then, results that somebody else has an A record from anotheraddress.com pointing to the same IP address of mine (in a VPS in linode.com) What can I do to avoid this???, I mean, I would prefer reject accesses from anotheraddress.com to my site. I just know only by casualty putting my genuine domain name on this http://www.domaintools.com/reverse-ip/ My DNS server is name.com, and the DNS server pointing to the my public IP is from GoDaddy. Is possible to register arbitrarily names to the same public IP? Can I use my DNS record with mysite.com to point to 209.85.133.147 (google.com), for example?

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