Search Results

Search found 22043 results on 882 pages for 'int ua'.

Page 114/882 | < Previous Page | 110 111 112 113 114 115 116 117 118 119 120 121  | Next Page >

  • EF4 generates invalid script

    - by Jaxidian
    When I right-click in a .EDMX file and click Generate Database From Model, the resulting script is obviously wrong because of the table names. What it generates is the following script. Note the table names in the DROP TABLE part versus the CREATE TABLE part. Why is this inconsistent? This is obviously not a reusable script. What I created was an Entity named "Address" and an Entity named "Company", etc (all singular). The EntitySet names are pluralized. The "Pluralize New Objects" boolean does not change this either. So what's the deal? For what it's worth, I originally generated the EDMX by pointing it to a database that had tables with non-pluralized names and now that I've made some changes, I want to go back the other way. I'd like to have the option to go back and forth as neither the db-first nor the model-first model is ideal in all scenarios, and I have the control to ensure that there will be no merging issues from multiple people going both ways at the same time. -- -------------------------------------------------- -- Dropping existing FOREIGN KEY constraints -- NOTE: if the constraint does not exist, an ignorable error will be reported. -- -------------------------------------------------- ALTER TABLE [Address] DROP CONSTRAINT [FK_Address_StateID-State_ID]; GO ALTER TABLE [Company] DROP CONSTRAINT [FK_Company_AddressID-Address_ID]; GO ALTER TABLE [Employee] DROP CONSTRAINT [FK_Employee_BossEmployeeID-Employee_ID]; GO ALTER TABLE [Employee] DROP CONSTRAINT [FK_Employee_CompanyID-Company_ID]; GO ALTER TABLE [Employee] DROP CONSTRAINT [FK_Employee_PersonID-Person_ID]; GO ALTER TABLE [Person] DROP CONSTRAINT [FK_Person_AddressID-Address_ID]; GO -- -------------------------------------------------- -- Dropping existing tables -- NOTE: if the table does not exist, an ignorable error will be reported. -- -------------------------------------------------- DROP TABLE [Address]; GO DROP TABLE [Company]; GO DROP TABLE [Employee]; GO DROP TABLE [Person]; GO DROP TABLE [State]; GO -- -------------------------------------------------- -- Creating all tables -- -------------------------------------------------- -- Creating table 'Addresses' CREATE TABLE [Addresses] ( [ID] int IDENTITY(1,1) NOT NULL, [StreetAddress] nvarchar(100) NOT NULL, [City] nvarchar(100) NOT NULL, [StateID] int NOT NULL, [Zip] nvarchar(10) NOT NULL ); GO -- Creating table 'Companies' CREATE TABLE [Companies] ( [ID] int IDENTITY(1,1) NOT NULL, [Name] nvarchar(100) NOT NULL, [AddressID] int NOT NULL ); GO -- Creating table 'People' CREATE TABLE [People] ( [ID] int IDENTITY(1,1) NOT NULL, [FirstName] nvarchar(100) NOT NULL, [LastName] nvarchar(100) NOT NULL, [AddressID] int NOT NULL ); GO -- Creating table 'States' CREATE TABLE [States] ( [ID] int IDENTITY(1,1) NOT NULL, [Name] nvarchar(100) NOT NULL, [Abbreviation] nvarchar(2) NOT NULL ); GO -- Creating table 'Employees' CREATE TABLE [Employees] ( [ID] int IDENTITY(1,1) NOT NULL, [PersonID] int NOT NULL, [CompanyID] int NOT NULL, [Position] nvarchar(100) NOT NULL, [BossEmployeeID] int NULL ); GO -- -------------------------------------------------- -- Creating all PRIMARY KEY constraints -- -------------------------------------------------- -- Creating primary key on [ID] in table 'Addresses' ALTER TABLE [Addresses] ADD CONSTRAINT [PK_Addresses] PRIMARY KEY ([ID] ); GO -- Creating primary key on [ID] in table 'Companies' ALTER TABLE [Companies] ADD CONSTRAINT [PK_Companies] PRIMARY KEY ([ID] ); GO -- Creating primary key on [ID] in table 'People' ALTER TABLE [People] ADD CONSTRAINT [PK_People] PRIMARY KEY ([ID] ); GO -- Creating primary key on [ID] in table 'States' ALTER TABLE [States] ADD CONSTRAINT [PK_States] PRIMARY KEY ([ID] ); GO -- Creating primary key on [ID] in table 'Employees' ALTER TABLE [Employees] ADD CONSTRAINT [PK_Employees] PRIMARY KEY ([ID] ); GO -- -------------------------------------------------- -- Creating all FOREIGN KEY constraints -- -------------------------------------------------- -- Creating foreign key on [StateID] in table 'Addresses' ALTER TABLE [Addresses] ADD CONSTRAINT [FK_Address_StateID_State_ID] FOREIGN KEY ([StateID]) REFERENCES [States] ([ID]) ON DELETE NO ACTION ON UPDATE NO ACTION; -- Creating non-clustered index for FOREIGN KEY 'FK_Address_StateID_State_ID' CREATE INDEX [IX_FK_Address_StateID_State_ID] ON [Addresses] ([StateID]); GO -- Creating foreign key on [AddressID] in table 'Companies' ALTER TABLE [Companies] ADD CONSTRAINT [FK_Company_AddressID_Address_ID] FOREIGN KEY ([AddressID]) REFERENCES [Addresses] ([ID]) ON DELETE NO ACTION ON UPDATE NO ACTION; -- Creating non-clustered index for FOREIGN KEY 'FK_Company_AddressID_Address_ID' CREATE INDEX [IX_FK_Company_AddressID_Address_ID] ON [Companies] ([AddressID]); GO -- Creating foreign key on [AddressID] in table 'People' ALTER TABLE [People] ADD CONSTRAINT [FK_Person_AddressID_Address_ID] FOREIGN KEY ([AddressID]) REFERENCES [Addresses] ([ID]) ON DELETE NO ACTION ON UPDATE NO ACTION; -- Creating non-clustered index for FOREIGN KEY 'FK_Person_AddressID_Address_ID' CREATE INDEX [IX_FK_Person_AddressID_Address_ID] ON [People] ([AddressID]); GO -- Creating foreign key on [CompanyID] in table 'Employees' ALTER TABLE [Employees] ADD CONSTRAINT [FK_Employee_CompanyID_Company_ID] FOREIGN KEY ([CompanyID]) REFERENCES [Companies] ([ID]) ON DELETE NO ACTION ON UPDATE NO ACTION; -- Creating non-clustered index for FOREIGN KEY 'FK_Employee_CompanyID_Company_ID' CREATE INDEX [IX_FK_Employee_CompanyID_Company_ID] ON [Employees] ([CompanyID]); GO -- Creating foreign key on [BossEmployeeID] in table 'Employees' ALTER TABLE [Employees] ADD CONSTRAINT [FK_Employee_BossEmployeeID_Employee_ID] FOREIGN KEY ([BossEmployeeID]) REFERENCES [Employees] ([ID]) ON DELETE NO ACTION ON UPDATE NO ACTION; -- Creating non-clustered index for FOREIGN KEY 'FK_Employee_BossEmployeeID_Employee_ID' CREATE INDEX [IX_FK_Employee_BossEmployeeID_Employee_ID] ON [Employees] ([BossEmployeeID]); GO -- Creating foreign key on [PersonID] in table 'Employees' ALTER TABLE [Employees] ADD CONSTRAINT [FK_Employee_PersonID_Person_ID] FOREIGN KEY ([PersonID]) REFERENCES [People] ([ID]) ON DELETE NO ACTION ON UPDATE NO ACTION; -- Creating non-clustered index for FOREIGN KEY 'FK_Employee_PersonID_Person_ID' CREATE INDEX [IX_FK_Employee_PersonID_Person_ID] ON [Employees] ([PersonID]); GO -- -------------------------------------------------- -- Script has ended -- --------------------------------------------------

    Read the article

  • Possible memory leak problem

    - by MaiTiano
    I write two pieces of c programs like following, during memcheck process using Valgrind, a lot of mem leak information is given. int GetMemory(int framewidth, int frameheight, int SR/*, int blocksize*//*,int ALL_REF_NUM*/) { //int i,j; int memory_size = 0; //int refnum = ALL_REF_NUM; int input_search_range = SR; memory_size += get_mem2D(&curFrameY, frameheight, framewidth); memory_size += get_mem2D(&curFrameU, frameheight>>1, framewidth>>1); memory_size += get_mem2D(&curFrameV, frameheight>>1, framewidth>>1); memory_size += get_mem3D(&prevFrameY, refnum, frameheight, framewidth);// to allocate reference frame buffer accoding to the reference frame number memory_size += get_mem3D(&prevFrameU, refnum, frameheight>>1, framewidth>>1); memory_size += get_mem3D(&prevFrameV, refnum, frameheight>>1, framewidth>>1); memory_size += get_mem2D(&mpFrameY, frameheight, framewidth); memory_size += get_mem2D(&mpFrameU, frameheight>>1, framewidth>>1); memory_size += get_mem2D(&mpFrameV, frameheight>>1, framewidth>>1); memory_size += get_mem2D(&searchwindow, input_search_range*2 + blocksize, input_search_range*2 + blocksize);// to allocate search window according to the searchrange /*memory_size +=*/ get_mem1D(/*&SAD_cost, height, width*/); // memory_size += get_mem2D(&searchwindow, 80, 80);// if searchrange is 32, then only 32+1+32+15 pixels is needed in each row and col, therefore the range of // search window is enough to be set to 80 ! memory_size += get_mem2Dint(&all_mv, height/blocksize, width/blocksize); return 0; } void FreeMemory(int refno) { free_mem2D(curFrameY); free_mem2D(curFrameU); free_mem2D(curFrameV); free_mem3D(prevFrameY,refno); free_mem3D(prevFrameU,refno); free_mem3D(prevFrameV,refno); free_mem2D(mpFrameY); free_mem2D(mpFrameU); free_mem2D(mpFrameV); free_mem2D(searchwindow); free_mem1D(); free_mem2Dint(all_mv); } void free_mem1D() { free(SAD_cost); } Now I hope to make sure where are the possible problems in my program? Here I may post some valgrind information to let you know about the actual error information. ==29105== by 0x804A906: main (me_search.c:1480) ==29105== ==29105== ==29105== HEAP SUMMARY: ==29105== in use at exit: 124,088 bytes in 18 blocks ==29105== total heap usage: 37 allocs, 21 frees, 749,276 bytes allocated ==29105== ==29105== 272 bytes in 1 blocks are still reachable in loss record 1 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804885E: GetMemory (me_search.c:117) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 352 bytes in 1 blocks are still reachable in loss record 2 of 18 ==29105== at 0x4024F20: malloc (vg_replace_malloc.c:236) ==29105== by 0x409537E: __fopen_internal (iofopen.c:76) ==29105== by 0x409544B: fopen@@GLIBC_2.1 (iofopen.c:107) ==29105== by 0x804A660: main (me_search.c:1439) ==29105== ==29105== 584 bytes in 1 blocks are still reachable in loss record 3 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x8048724: GetMemory (me_search.c:106) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are still reachable in loss record 4 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x8048747: GetMemory (me_search.c:107) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are still reachable in loss record 5 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x8048809: GetMemory (me_search.c:114) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are still reachable in loss record 6 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804882C: GetMemory (me_search.c:115) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are definitely lost in loss record 7 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804A4F8: get_mem3D (me_search.c:1393) ==29105== by 0x804879B: GetMemory (me_search.c:110) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are definitely lost in loss record 8 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804A4F8: get_mem3D (me_search.c:1393) ==29105== by 0x80487C9: GetMemory (me_search.c:111) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 1,168 bytes in 1 blocks are still reachable in loss record 9 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x8048701: GetMemory (me_search.c:105) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 1,168 bytes in 1 blocks are still reachable in loss record 10 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x80487E6: GetMemory (me_search.c:113) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 1,168 bytes in 1 blocks are definitely lost in loss record 11 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804A4F8: get_mem3D (me_search.c:1393) ==29105== by 0x804876D: GetMemory (me_search.c:109) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 6,336 bytes in 1 blocks are definitely lost in loss record 12 of 18 ==29105== at 0x4024F20: malloc (vg_replace_malloc.c:236) ==29105== by 0x804A25C: get_mem1D (me_search.c:1295) ==29105== by 0x8048866: GetMemory (me_search.c:119) ==29105== by 0x804A757: main (me_search.c:1456)

    Read the article

  • Repeated Squaring - Matrix Multiplication using NEWMAT

    - by Dinakar Kulkarni
    I'm trying to use the repeated squaring algorithm (using recursion) to perform matrix exponentiation. I've included header files from the NEWMAT library instead of using arrays. The original matrix has elements in the range (-5,5), all numbers being of type float. # include "C:\User\newmat10\newmat.h" # include "C:\User\newmat10\newmatio.h" # include "C:\User\newmat10\newmatap.h" # include <iostream> # include <time.h> # include <ctime> # include <cstdlib> # include <iomanip> using namespace std; Matrix repeated_squaring(Matrix A, int exponent, int n) //Recursive function { A(n,n); IdentityMatrix I(n); if (exponent == 0) //Matrix raised to zero returns an Identity Matrix return I; else { if ( exponent%2 == 1 ) // if exponent is odd return (A * repeated_squaring (A*A, (exponent-1)/2, n)); else //if exponent is even return (A * repeated_squaring( A*A, exponent/2, n)); } } Matrix direct_squaring(Matrix B, int k, int no) //Brute Force Multiplication { B(no,no); Matrix C = B; for (int i = 1; i <= k; i++) C = B*C; return C; } //----Creating a matrix with elements b/w (-5,5)---- float unifRandom() { int a = -5; int b = 5; float temp = (float)((b-a)*( rand()/RAND_MAX) + a); return temp; } Matrix initialize_mat(Matrix H, int ord) { H(ord,ord); for (int y = 1; y <= ord; y++) for(int z = 1; z<= ord; z++) H(y,z) = unifRandom(); return(H); } //--------------------------------------------------- void main() { int exponent, dimension; cout<<"Insert exponent:"<<endl; cin>>exponent; cout<< "Insert dimension:"<<endl; cin>>dimension; cout<<"The number of rows/columns in the square matrix is: "<<dimension<<endl; cout<<"The exponent is: "<<exponent<<endl; Matrix A(dimension,dimension),B(dimension,dimension); Matrix C(dimension,dimension),D(dimension,dimension); B= initialize_mat(A,dimension); cout<<"Initial Matrix: "<<endl; cout<<setw(5)<<setprecision(2)<<B<<endl; //----------------------------------------------------------------------------- cout<<"Repeated Squaring Result: "<<endl; clock_t time_before1 = clock(); C = repeated_squaring (B, exponent , dimension); cout<< setw(5) <<setprecision(2) <<C; clock_t time_after1 = clock(); float diff1 = ((float) time_after1 - (float) time_before1); cout << "It took " << diff1/CLOCKS_PER_SEC << " seconds to complete" << endl<<endl; //--------------------------------------------------------------------------------- cout<<"Direct Squaring Result:"<<endl; clock_t time_before2 = clock(); D = direct_squaring (B, exponent , dimension); cout<<setw(5)<<setprecision(2)<<D; clock_t time_after2 = clock(); float diff2 = ((float) time_after2 - (float) time_before2); cout << "It took " << diff2/CLOCKS_PER_SEC << " seconds to complete" << endl<<endl; } I face the following problems: The random number generator returns only "-5" as each element in the output. The Matrix multiplication yield different results with brute force multiplication and using the repeated squaring algorithm. I'm timing the execution time of my code to compare the times taken by brute force multiplication and by repeated squaring. Could someone please find out what's wrong with the recursion and with the matrix initialization? NOTE: While compiling this program, make sure you've imported the NEWMAT library. Thanks in advance!

    Read the article

  • How to check all check boxes at a click of a button

    - by LivingThing
    I am new to Swing, UI and MVC I have created a code based on MVC. Now my problem is that that in the controller part i have an actioneventlistener which listens to different button clicks. Out of all those buttons i have "select all" and "de-select all". In my view i have a table, one of the column of that table contains "check boxes". Now, when i click the "select-all" button i want to check all the check boxes and with "de-select all" i want to uncheck all of them. Below is my code which is not working. Please tell me what am i doing wrong here. Also, if someone knows a more elagent way please share. Thanks In my view public class CustomerSelectorDialogUI extends JFrame{ public CustomerSelectorDialogUI(TestApplicationUI ownerView, DummyCustomerStore dCStore, boolean modality) { //super(ownerView, modality); setTitle("[=] Customer Selection Dialog [=]"); //setDefaultCloseOperation(JFrame.DO_NOTHING_ON_CLOSE); custSelectPanel = new JPanel(); buttonPanel = new JPanel(); selectAllButton = new JButton(" Select All "); clearAllButton = new JButton(" Clear All "); applyButton = new JButton(" Apply "); cancelButton = new JButton(" Cancel "); PopulateAndShow(dCStore, Boolean.FALSE); } public void PopulateAndShow(DummyCustomerStore dCStore, Boolean select) { List data = new ArrayList(); for (Customer customer : dCStore.getAllCustomers()) { Object record[] = new Object[COLUMN_COUNT]; record[0] = (select == false) ? Boolean.FALSE : Boolean.TRUE; record[1] = Integer.toString(customer.customerId); record[2] = customer.fullName; data.add(record); } tModel = new TableModel(data); // In the above for loop accoring to user input (i.e click on check all or // uncheck all) i have tried to update the data. As it can be seen that i // have a condition for record[0]. //After the loop, here i have tried several options like validate(). repaint but to no avail customerTable = new JTable(tModel); scrollPane = new JScrollPane(customerTable); setContentPane(this.createContentPane()); setSize(480, 580); setResizable(false); setVisible(true); } private JPanel createContentPane() { custSelectPanel.setLayout(null); customerTable.setDragEnabled(false); customerTable.setFillsViewportHeight(true); scrollPane.setLocation(10, 10); scrollPane.setSize(450,450); custSelectPanel.add(scrollPane); buttonPanel.setLayout(null); buttonPanel.setLocation(10, 480); buttonPanel.setSize(450, 100); custSelectPanel.add(buttonPanel); selectAllButton.setLocation(0, 0); selectAllButton.setSize(100, 40); buttonPanel.add(selectAllButton); clearAllButton.setLocation(110, 0); clearAllButton.setSize(100, 40); buttonPanel.add(clearAllButton); applyButton.setLocation(240, 0); applyButton.setSize(100, 40); buttonPanel.add(applyButton); cancelButton.setLocation(350, 0); cancelButton.setSize(100, 40); buttonPanel.add(cancelButton); return custSelectPanel; } } Table Model private class TableModel extends AbstractTableModel { private List data; public TableModel(List data) { this.data = data; } private String[] columnNames = {"Selected ", "Customer Id ", "Customer Name " }; public int getColumnCount() { return COLUMN_COUNT; } public int getRowCount() { return data == null ? 0 : data.size(); } public String getColumnName(int col) { return columnNames[col]; } public void setValueAt(Object value, int rowIndex, int columnIndex) { getRecord(rowIndex)[columnIndex] = value; super.fireTableCellUpdated(rowIndex, columnIndex); } private Object[] getRecord(int rowIndex) { return (Object[]) data.get(rowIndex); } public Object getValueAt(int rowIndex, int columnIndex) { return getRecord(rowIndex)[columnIndex]; } public Class getColumnClass(int columnIndex) { if (data == null || data.size() == 0) { return Object.class; } Object o = getValueAt(0, columnIndex); return o == null ? Object.class : o.getClass(); } public boolean isCellEditable(int row, int col) { if (col > 0) { return false; } else { return true; } } } } A Views Action Listener class CustomerSelectorUIListener implements ActionListener{ CustomerSelectorDialogUI custSelectView; Controller controller; public CustomerSelectorUIListener (Controller controller, CustomerSelectorDialogUI custSelectView) { this.custSelectView = custSelectView; this.controller = controller; } @Override public void actionPerformed(ActionEvent e) { String actionEvent = e.getActionCommand(); else if ( actionEvent.equals( "clearAllButton" ) ) { controller.checkButtonControl(false); } else if ( actionEvent.equals( "selectAllButton" ) ) { controller.checkButtonControl(true); } } } Main Controller public class Controller implements ActionListener{ CustomerSelectorDialogUI selectUI; DummyCustomerStore store; public Controller( DummyCustomerStore store, TestApplicationUI appUI ) { this.store = store; this.appUI = appUI; appUI.ButtonListener( this ); } @Override public void actionPerformed(ActionEvent event) { String viewAction = event.getActionCommand(); if (viewAction.equals("TEST")) { selectUI = new CustomerSelectorDialogUI(appUI, store, true); selectUI.showTextActionListeners(new CustomerSelectorUIListener( this, selectUI ) ); selectUI.setVisible( true ); } } public void checkButtonControl (Boolean checkAll) { selectUI.PopulateAndShow(store, checkAll); } }

    Read the article

  • a program similar to ls with some modifications

    - by Bond
    Hi, here is a simple puzzle I wanted to discuss. A C program to take directory name as command line argument and print last 3 directories and 3 files in all subdirectories without using api 'system' inside it. suppose directory bond0 contains bond1, di2, bond3, bond4, bond5 and my_file1, my_file2, my_file3, my_file4, my_file5, my_file6 and bond1 contains bond6 my_file7 my_file8 my_file9 my_file10 program should output - bond3, bond4, bond5, my_file4, my_file5, my_file6, bond6, my_file8, my_file9, my_file10 My code for the above problem is here #include<dirent.h> #include<unistd.h> #include<string.h> #include<sys/stat.h> #include<stdlib.h> #include<stdio.h> char *directs[20], *files[20]; int i = 0; int j = 0; int count = 0; void printdir(char *); int count_dirs(char *); int count_files(char *); int main() { char startdir[20]; printf("Scanning user directories\n"); scanf("%s", startdir); printdir(startdir); } void printdir(char *dir) { printf("printdir called %d directory is %s\n", ++count, dir); DIR *dp = opendir(dir); int nDirs, nFiles, nD, nF; nDirs = 0; nFiles = 0; nD = 0; nF = 0; if (dp) { struct dirent *entry = 0; struct stat statBuf; nDirs = count_dirs(dir); nFiles = count_files(dir); printf("The no of subdirectories in %s is %d \n", dir, nDirs); printf("The no of files in %s is %d \n", dir, nFiles); while ((entry = readdir(dp)) != 0) { if (strcmp(entry->d_name, ".") == 0 || strcmp(entry->d_name, "..") == 0) { continue; } char *filepath = malloc(strlen(dir) + strlen(entry->d_name) + 2); if (filepath) { sprintf(filepath, "%s/%s", dir, entry->d_name); if (lstat(filepath, &statBuf) != 0) { } if (S_ISDIR(statBuf.st_mode)) { nD++; if ((nDirs - nD) < 3) { printf("The directory is %s\n",entry->d_name); } } else { nF++; if ((nFiles - nF) < 3) { printf("The files are %s\n", entry->d_name); } //if } //else free(filepath); } //if(filepath) } //while while ((entry = readdir(dp)) != 0) { if (strcmp(entry->d_name, ".") == 0 || strcmp(entry->d_name, "..") == 0) { continue; } printf("In second while loop *entry=%s\n",entry->d_name); char *filepath = malloc(strlen(dir) + strlen(entry->d_name) + 2); if (filepath) { sprintf(filepath, "%s/%s", dir, entry->d_name); if (lstat(filepath, &statBuf) != 0) { } if (S_ISDIR(statBuf.st_mode)) { printdir(entry->d_name); } } //else free(filepath); } //2nd while closedir(dp); } else { fprintf(stderr, "Error, cannot open directory %s\n", dir); } } //printdir int count_dirs(char *dir) { DIR *dp = opendir(dir); int nD; nD = 0; if (dp) { struct dirent *entry = 0; struct stat statBuf; while ((entry = readdir(dp)) != 0) { if (strcmp(entry->d_name, ".") == 0 || strcmp(entry->d_name, "..") == 0) { continue; } char *filepath = malloc(strlen(dir) + strlen(entry->d_name) + 2); if (filepath) { sprintf(filepath, "%s/%s", dir, entry->d_name); if (lstat(filepath, &statBuf) != 0) { fprintf(stderr, "File Not found? %s\n", filepath); } if (S_ISDIR(statBuf.st_mode)) { nD++; } else { continue; } free(filepath); } } closedir(dp); } else { fprintf(stderr, "Error, cannot open directory %s\n", dir); } return nD; } int count_files(char *dir) { DIR *dp = opendir(dir); int nF; nF = 0; if (dp) { struct dirent *entry = 0; struct stat statBuf; while ((entry = readdir(dp)) != 0) { if (strcmp(entry->d_name, ".") == 0 || strcmp(entry->d_name, "..") == 0) { continue; } char *filepath = malloc(strlen(dir) + strlen(entry->d_name) + 2); if (filepath) { sprintf(filepath, "%s/%s", dir, entry->d_name); if (lstat(filepath, &statBuf) != 0) { fprintf(stderr, "File Not found? %s\n", filepath); } if (S_ISDIR(statBuf.st_mode)) { continue; } else { nF++; } free(filepath); } } closedir(dp); } else { fprintf(stderr, "Error, cannot open file %s\n", dir); } return nF; } The above code I wrote is a bit not functioning correctly can some one help me to understand the error which is coming.So that I improve it further.There seems to be some small glitch which is not clear to me right now.

    Read the article

  • .NET interview, code structure and the design

    - by j_lewis
    I have been given the below .NET question in an interview. I don’t know why I got low marks. Unfortunately I did not get a feedback. Question: The file hockey.csv contains the results from the Hockey Premier League. The columns ‘For’ and ‘Against’ contain the total number of goals scored for and against each team in that season (so Alabama scored 79 goals against opponents, and had 36 goals scored against them). Write a program to print the name of the team with the smallest difference in ‘for’ and ‘against’ goals. the structure of the hockey.csv looks like this (it is a valid csv file, but I just copied the values here to get an idea) Team - For - Against Alabama 79 36 Washinton 67 30 Indiana 87 45 Newcastle 74 52 Florida 53 37 New York 46 47 Sunderland 29 51 Lova 41 64 Nevada 33 63 Boston 30 64 Nevada 33 63 Boston 30 64 Solution: class Program { static void Main(string[] args) { string path = @"C:\Users\<valid csv path>"; var resultEvaluator = new ResultEvaluator(string.Format(@"{0}\{1}",path, "hockey.csv")); var team = resultEvaluator.GetTeamSmallestDifferenceForAgainst(); Console.WriteLine( string.Format("Smallest difference in ‘For’ and ‘Against’ goals > TEAM: {0}, GOALS DIF: {1}", team.Name, team.Difference )); Console.ReadLine(); } } public interface IResultEvaluator { Team GetTeamSmallestDifferenceForAgainst(); } public class ResultEvaluator : IResultEvaluator { private static DataTable leagueDataTable; private readonly string filePath; private readonly ICsvExtractor csvExtractor; public ResultEvaluator(string filePath){ this.filePath = filePath; csvExtractor = new CsvExtractor(); } private DataTable LeagueDataTable{ get { if (leagueDataTable == null) { leagueDataTable = csvExtractor.GetDataTable(filePath); } return leagueDataTable; } } public Team GetTeamSmallestDifferenceForAgainst() { var teams = GetTeams(); var lowestTeam = teams.OrderBy(p => p.Difference).First(); return lowestTeam; } private IEnumerable<Team> GetTeams() { IList<Team> list = new List<Team>(); foreach (DataRow row in LeagueDataTable.Rows) { var name = row["Team"].ToString(); var @for = int.Parse(row["For"].ToString()); var against = int.Parse(row["Against"].ToString()); var team = new Team(name, against, @for); list.Add(team); } return list; } } public interface ICsvExtractor { DataTable GetDataTable(string csvFilePath); } public class CsvExtractor : ICsvExtractor { public DataTable GetDataTable(string csvFilePath) { var lines = File.ReadAllLines(csvFilePath); string[] fields; fields = lines[0].Split(new[] { ',' }); int columns = fields.GetLength(0); var dt = new DataTable(); //always assume 1st row is the column name. for (int i = 0; i < columns; i++) { dt.Columns.Add(fields[i].ToLower(), typeof(string)); } DataRow row; for (int i = 1; i < lines.GetLength(0); i++) { fields = lines[i].Split(new char[] { ',' }); row = dt.NewRow(); for (int f = 0; f < columns; f++) row[f] = fields[f]; dt.Rows.Add(row); } return dt; } } public class Team { public Team(string name, int against, int @for) { Name = name; Against = against; For = @for; } public string Name { get; private set; } public int Against { get; private set; } public int For { get; private set; } public int Difference { get { return (For - Against); } } } Output: Smallest difference in for' andagainst' goals TEAM: Boston, GOALS DIF: -34 Can someone please review my code and see anything obviously wrong here? They were only interested in the structure/design of the code and whether the program produces the correct result (i.e lowest difference). Much appreciated. "P.S - Please correct me if the ".net-interview" tag is not the right tag to use"

    Read the article

  • Elegant way for a recursive C++ template to do something different with the leaf class?

    - by Costas
    I have a C++ class template that makes an Array of pointers. This also gets typedefed to make Arrays of Arrays and so on: typedef Array<Elem> ElemArray; typedef Array<ElemArray> ElemArrayArray; typedef Array<ElemArrayArray> ElemArrayArrayArray; I would like to be able to set one leaf node from another by copying the pointer so they both refer to the same Elem. But I also want to be able to set one Array (or Array of Arrays etc) from another. In this case I don't want to copy the pointers, I want to keep the arrays seperate and descend into each one until I get to the leaf node, at where I finally copy the pointers. I have code that does this (below). When you set something in an Array it calls a CopyIn method to do the copying. But because this is templated it also has to call the CopyIn method on the leaf class, which means I have to add a dummy method to every leaf class that just returns false. I have also tried adding a flag to the template to tell it whether it contains Arrays or not, and so whether to call the CopyIn method. This works fine - the CopyIn method of the leaf nodes never gets called, but it still has to be there for the compile to work! Is there a better way to do this? #include <stdio.h> class Elem { public: Elem(int v) : mI(v) {} void Print() { printf("%d\n",mI); } bool CopyIn(Elem *v) { return false; } int mI; }; template < typename T > class Array { public: Array(int size) : mB(0), mN(size) { mB = new T* [size]; for (int i=0; i<mN; i++) mB[i] = new T(mN); } ~Array() { for (int i=0; i<mN; i++) delete mB[i]; delete [] mB; } T* Get(int i) { return mB[i]; } void Set(int i, T* v) { if (! mB[i]->CopyIn(v) ) { // its not an array, so copy the pointer mB[i] = v; } } bool CopyIn(Array<T>* v) { for (int i=0; i<mN; i++) { if (v && i < v->mN ) { if ( ! mB[i]->CopyIn( v->mB[i] )) { // its not an array, so copy the pointer mB[i] = v->mB[i]; } } else { mB[i] = 0; } } return true; // we did the copy, no need to copy pointer } void Print() { for (int i=0; i<mN; i++) { printf("[%d] ",i); mB[i]->Print(); } } private: T **mB; int mN; }; typedef Array<Elem> ElemArray; typedef Array<ElemArray> ElemArrayArray; typedef Array<ElemArrayArray> ElemArrayArrayArray; int main () { ElemArrayArrayArray* a = new ElemArrayArrayArray(2); ElemArrayArrayArray* b = new ElemArrayArrayArray(3); // In this case I need to copy the pointer to the Elem into the ElemArrayArray a->Get(0)->Get(0)->Set(0, b->Get(0)->Get(0)->Get(0)); // in this case I need go down through a and b until I get the to Elems // so I can copy the pointers a->Set(1,b->Get(2)); b->Get(0)->Get(0)->Get(0)->mI = 42; // this will also set a[0,0,0] b->Get(2)->Get(1)->Get(1)->mI = 96; // this will also set a[1,1,1] // should be 42,2, 2,2, 3,3, 3,96 a->Print(); }

    Read the article

  • Why am I getting a segmentation fault with this code?

    - by gooswa
    Trying to make a simple rectangle/bin packer in C. Takes a given area and finds placement for any given size rectangle. About after 4 recursions is when I get the segmentation fault. #include <stdio.h> #include <stdlib.h> typedef struct node_type PackNode; struct node_type { int x , y; int width , height; int used; struct node_type *left; struct node_type *right; }; typedef struct point_type PackPoint; struct point_type { int x,y; }; PackNode _clone(PackNode *node) { PackNode clone; clone.used = 0; clone.x = node->x; clone.y = node->y; clone.width = node->width; clone.height= node->height; clone.left = NULL; clone.right= NULL; return clone; } PackNode root; int rcount; PackPoint* recursiveFind(PackNode *node, int w, int h) { PackPoint rp; PackPoint *p = NULL; rcount++; printf ("rcount = %u\n", rcount); //left is not null go to left, if left didn't work try right. if (node->left!=NULL) { //move down to left branch p = recursiveFind(node->left, w, h); if (p!=NULL) { return p; } else { p = recursiveFind(node->right, w, h); return p; } } else { //If used just return null and possible go to the right branch; if (node->used==1 || w > node->width || h > node->height) { return p; } //if current node is exact size and hasn't been used it return the x,y of the mid-point of the rectangle if (w==node->width && h == node->height) { node->used=1; rp.x = node->x+(w/2); rp.y = node->y+(h/2); p = &rp; return p; } //If rectangle wasn't exact fit, create branches from cloning it's parent. PackNode l_clone = _clone(node); PackNode r_clone = _clone(node); node->left = &l_clone; node->right = &r_clone; //adjust branches accordingly, split up the current unused areas if ( (node->width - w) > (node->height - h) ) { node->left->width = w; node->right->x = node->x + w; node->right->width = node->width - w; } else { node->left->height = h; node->right->y = node->y + h; node->right->height = node->height - h; } p = recursiveFind(node->left, w, h); return p; } return p; } int main(void) { root = malloc( root.x=0; root.y=0; root.used=0; root.width=1000; root.height=1000; root.left=NULL; root.right=NULL; int i; PackPoint *pnt; int rw; int rh; for (i=0;i<10;i++) { rw = random()%20+1; rh = random()%20+1; pnt = recursiveFind(&root, rw, rh); printf("pnt.x,y: %d,%d\n",pnt->x,pnt->y); } return 0; }

    Read the article

  • Object oriented n-tier design. Am I abstracting too much? Or not enough?

    - by max
    Hi guys, I'm building my first enterprise grade solution (at least I'm attempting to make it enterprise grade). I'm trying to follow best practice design patterns but am starting to worry that I might be going too far with abstraction. I'm trying to build my asp.net webforms (in C#) app as an n-tier application. I've created a Data Access Layer using an XSD strongly-typed dataset that interfaces with a SQL server backend. I access the DAL through some Business Layer Objects that I've created on a 1:1 basis to the datatables in the dataset (eg, a UsersBLL class for the Users datatable in the dataset). I'm doing checks inside the BLL to make sure that data passed to DAL is following the business rules of the application. That's all well and good. Where I'm getting stuck though is the point at which I connect the BLL to the presentation layer. For example, my UsersBLL class deals mostly with whole datatables, as it's interfacing with the DAL. Should I now create a separate "User" (Singular) class that maps out the properties of a single user, rather than multiple users? This way I don't have to do any searching through datatables in the presentation layer, as I could use the properties created in the User class. Or would it be better to somehow try to handle this inside the UsersBLL? Sorry if this sounds a little complicated... Below is the code from the UsersBLL: using System; using System.Data; using PedChallenge.DAL.PedDataSetTableAdapters; [System.ComponentModel.DataObject] public class UsersBLL { private UsersTableAdapter _UsersAdapter = null; protected UsersTableAdapter Adapter { get { if (_UsersAdapter == null) _UsersAdapter = new UsersTableAdapter(); return _UsersAdapter; } } [System.ComponentModel.DataObjectMethodAttribute (System.ComponentModel.DataObjectMethodType.Select, true)] public PedChallenge.DAL.PedDataSet.UsersDataTable GetUsers() { return Adapter.GetUsers(); } [System.ComponentModel.DataObjectMethodAttribute (System.ComponentModel.DataObjectMethodType.Select, false)] public PedChallenge.DAL.PedDataSet.UsersDataTable GetUserByUserID(int userID) { return Adapter.GetUserByUserID(userID); } [System.ComponentModel.DataObjectMethodAttribute (System.ComponentModel.DataObjectMethodType.Select, false)] public PedChallenge.DAL.PedDataSet.UsersDataTable GetUsersByTeamID(int teamID) { return Adapter.GetUsersByTeamID(teamID); } [System.ComponentModel.DataObjectMethodAttribute (System.ComponentModel.DataObjectMethodType.Select, false)] public PedChallenge.DAL.PedDataSet.UsersDataTable GetUsersByEmail(string Email) { return Adapter.GetUserByEmail(Email); } [System.ComponentModel.DataObjectMethodAttribute (System.ComponentModel.DataObjectMethodType.Insert, true)] public bool AddUser(int? teamID, string FirstName, string LastName, string Email, string Role, int LocationID) { // Create a new UsersRow instance PedChallenge.DAL.PedDataSet.UsersDataTable Users = new PedChallenge.DAL.PedDataSet.UsersDataTable(); PedChallenge.DAL.PedDataSet.UsersRow user = Users.NewUsersRow(); if (UserExists(Users, Email) == true) return false; if (teamID == null) user.SetTeamIDNull(); else user.TeamID = teamID.Value; user.FirstName = FirstName; user.LastName = LastName; user.Email = Email; user.Role = Role; user.LocationID = LocationID; // Add the new user Users.AddUsersRow(user); int rowsAffected = Adapter.Update(Users); // Return true if precisely one row was inserted, // otherwise false return rowsAffected == 1; } [System.ComponentModel.DataObjectMethodAttribute (System.ComponentModel.DataObjectMethodType.Update, true)] public bool UpdateUser(int userID, int? teamID, string FirstName, string LastName, string Email, string Role, int LocationID) { PedChallenge.DAL.PedDataSet.UsersDataTable Users = Adapter.GetUserByUserID(userID); if (Users.Count == 0) // no matching record found, return false return false; PedChallenge.DAL.PedDataSet.UsersRow user = Users[0]; if (teamID == null) user.SetTeamIDNull(); else user.TeamID = teamID.Value; user.FirstName = FirstName; user.LastName = LastName; user.Email = Email; user.Role = Role; user.LocationID = LocationID; // Update the product record int rowsAffected = Adapter.Update(user); // Return true if precisely one row was updated, // otherwise false return rowsAffected == 1; } [System.ComponentModel.DataObjectMethodAttribute (System.ComponentModel.DataObjectMethodType.Delete, true)] public bool DeleteUser(int userID) { int rowsAffected = Adapter.Delete(userID); // Return true if precisely one row was deleted, // otherwise false return rowsAffected == 1; } private bool UserExists(PedChallenge.DAL.PedDataSet.UsersDataTable users, string email) { // Check if user email already exists foreach (PedChallenge.DAL.PedDataSet.UsersRow userRow in users) { if (userRow.Email == email) return true; } return false; } } Some guidance in the right direction would be greatly appreciated!! Thanks all! Max

    Read the article

  • Mistake in display and insert methods (double-ended queue)

    - by MANAL
    1) My problem when i make remove from right or left program will be remove true but when i call diplay method the content wrong like this I insert 12 43 65 23 and when make remove from left program will remove 12 but when call display method show like this 12 43 65 and when make remove from right program will remove 23 but when call display method show like this 12 43 Why ?????? ); and when i try to make insert after remove write this Can not insert right because the queue is full . first remove right and then u can insert right where is the problem ?? Please Help me please 2) My code FIRST CLASS class dqueue { private int fullsize; //number of all cells private int item_num; // number of busy cells only private int front,rear; public int j; private double [] dqarr; //========================================== public dqueue(int s) //constructor { fullsize = s; front = 0; rear = -1; item_num = 0; dqarr = new double[fullsize]; } //========================================== public void insert(double data) { if (rear == fullsize-1) rear = -1; rear++; dqarr[rear] = data; item_num++; } public double removeLeft() // take item from front of queue { double temp = dqarr[front++]; // get value and incr front if(front == fullsize) front = 0; item_num --; // one less item return temp; } public double removeRight() // take item from rear of queue { double temp = dqarr[rear--]; // get value and decr rear if(rear == -1) // rear = item_num -1; item_num --; // one less item return temp; } //========================================= public void display () //display items { for (int j=0;j<item_num;j++) // for every element System.out.print(dqarr[j] +" " ); // display it System.out.println(""); } //========================================= public int size() //number of items in queue { return item_num; } //========================================== public boolean isEmpty() // true if queue is empty { return (item_num ==0); } } SECOND CLASS import java.util.Scanner; class dqueuetest { public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.println(" ***** Welcome here***** "); System.out.println(" ***** Mind Of Programming Group***** "); System.out.println(" _____________________________________________ "); System.out.println("enter size of your dqueue"); int size = input.nextInt(); dqueue mydq = new dqueue(size); System.out.println(""); System.out.println("enter your itemes"); //===================================== for(int i = 0;i<=size-1;i++) { System.out.printf("item %d:",i+1); double item = input.nextDouble(); mydq.insert(item); System.out.println(""); } //===================================== int queue =size ; int c = 0 ; while (c != 6) { System.out.println(""); System.out.println("************************************************"); System.out.println(" MAIN MENUE"); System.out.println("1- INSERT RIGHT "); System.out.println("2- REMOVE LEFT"); System.out.println("3- REMOVE RIGHT"); System.out.println("4- DISPLAY"); System.out.println("5- SIZE"); System.out.println("6- EXIT"); System.out.println("************************************************"); System.out.println("choose your operation by number(1-6)"); c = input.nextInt(); switch (c) { case 1: if (queue == size) System.out.print("Can not insert right because the queue is full . first remove right and then u can insert right "); else { System.out.print("enter your item: "); double item = input.nextDouble(); mydq.insert(item);} break; case 2: System.out.println("REMOVE FROM REAR :"); if( !mydq.isEmpty() ) { double item = mydq.removeLeft(); System.out.print(item + "\t"); } // end while System.out.println(""); mydq.display(); break; case 3: System.out.println("REMOVE FROM FRONT :"); if( !mydq.isEmpty() ) { double item = mydq.removeRight(); System.out.print(item + "\t"); } // end while System.out.println(""); mydq.display(); break; case 4: System.out.println("The items in Queue are :"); mydq.display(); break; case 5: System.out.println("The Size of the Queue is :"+mydq.size()); break; case 6: System.out.println("Good Bye"); break; default: System.out.println("wrong chiose enter again"); } //end switch } //end while } // end main }//end class

    Read the article

  • Mistake in dispaly and insert method (double - ended queue)

    - by MANAL
    1) My problem when i make remove from right or left program will be remove true but when i call diplay method the content wrong like this I insert 12 43 65 23 and when make remove from left program will remove 12 but when call display method show like this 12 43 65 and when make remove from right program will remove 23 but when call display method show like this 12 43 Why ?????? ); and when i try to make insert after remove write this Can not insert right because the queue is full . first remove right and then u can insert right where is the problem ?? Please Help me please 2) My code FIRST CLASS class dqueue { private int fullsize; //number of all cells private int item_num; // number of busy cells only private int front,rear; public int j; private double [] dqarr; //========================================== public dqueue(int s) //constructor { fullsize = s; front = 0; rear = -1; item_num = 0; dqarr = new double[fullsize]; } //========================================== public void insert(double data) { if (rear == fullsize-1) rear = -1; rear++; dqarr[rear] = data; item_num++; } public double removeLeft() // take item from front of queue { double temp = dqarr[front++]; // get value and incr front if(front == fullsize) front = 0; item_num --; // one less item return temp; } public double removeRight() // take item from rear of queue { double temp = dqarr[rear--]; // get value and decr rear if(rear == -1) // rear = item_num -1; item_num --; // one less item return temp; } //========================================= public void display () //display items { for (int j=0;j //========================================= public int size() //number of items in queue { return item_num; } //========================================== public boolean isEmpty() // true if queue is empty { return (item_num ==0); } } SECOND CLASS import java.util.Scanner; class dqueuetest { public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.println(" Welcome here** "); System.out.println(" * Mind Of Programming Group*** "); System.out.println(" _________________________ "); System.out.println("enter size of your dqueue"); int size = input.nextInt(); dqueue mydq = new dqueue(size); System.out.println(""); System.out.println("enter your itemes"); //===================================== for(int i = 0;i<=size-1;i++) { System.out.printf("item %d:",i+1); double item = input.nextDouble(); mydq.insert(item); System.out.println(""); } //===================================== int queue =size ; int c = 0 ; while (c != 6) { System.out.println(""); System.out.println("**************************"); System.out.println(" MAIN MENUE"); System.out.println("1- INSERT RIGHT "); System.out.println("2- REMOVE LEFT"); System.out.println("3- REMOVE RIGHT"); System.out.println("4- DISPLAY"); System.out.println("5- SIZE"); System.out.println("6- EXIT"); System.out.println("**************************"); System.out.println("choose your operation by number(1-6)"); c = input.nextInt(); switch (c) { case 1: if (queue == size) System.out.print("Can not insert right because the queue is full . first remove right and then u can insert right "); else { System.out.print("enter your item: "); double item = input.nextDouble(); mydq.insert(item);} break; case 2: System.out.println("REMOVE FROM REAR :"); if( !mydq.isEmpty() ) { double item = mydq.removeLeft(); System.out.print(item + "\t"); } // end while System.out.println(""); mydq.display(); break; case 3: System.out.println("REMOVE FROM FRONT :"); if( !mydq.isEmpty() ) { double item = mydq.removeRight(); System.out.print(item + "\t"); } // end while System.out.println(""); mydq.display(); break; case 4: System.out.println("The items in Queue are :"); mydq.display(); break; case 5: System.out.println("The Size of the Queue is :"+mydq.size()); break; case 6: System.out.println("Good Bye"); break; default: System.out.println("wrong chiose enter again"); } //end switch } //end while } // end main }//end class

    Read the article

  • Multiple vlans access to shared pbx system

    - by Matt
    I'm new to networking and was looking for some assistance. First off I'm using packet tracer to diagram my scenario as I will be receiving my equipment next week to deploy. Hardware to be used: 2 catalyst 3560 switches all connect to a sonic wall router I have two companies that work in the same office space. I need to keep these companies separate on their own vlan. They will however need to share the phone system. (Packet tracer file uploaded to give those who have the time to see what I put together.) http://dl.dropbox.com/u/86234623/network%20build.pkt Here is my current test scenario: on switch 0 I have: company A on vlan 2 computers 172.16.1.100 and 101 255.255.0.0 FA0/10 FA0/11 company B on vlan 3 computers 172.16.2.102, 255.255.0.0 FA0/12 PBX on a trunk port 172.16.0.5, 255.255.0.0 FA0/5 trunk port on FA0/1 to connect the switches on switch 1 I have: company A on vlan 2 computers 172.16.1.102, 255.255.0.0 company B on vlan 3 computers 172.16.2.100 and 101, 255.255.0.0 trunk port on FA0/1 to connect the switches I can ping the respective computers on the same vlan but cant ping company A to B which is what I want. However neither company can talk (ping) the PBX. Here are the commands I used to configure what I have: switch 0 en conf t vlan 2 name A vlan 3 name B int fa0/10 switchport mode access switchport access vlan 2 int fa0/11 switchport mode access switchport access vlan 2 int fa0/12 switchport mode access switchport access vlan 3 int fa0/5 switchport trunk encapsulation dot1q switchport mode trunk switchport trunk allowed vlan 1-3 int fa0/1 (to connect the switches) switchport trunk encapsulation dot1q switchport mode trunk switchport trunk allowed vlan 1-3 Switch 1 en conf t vlan 2 name A vlan 3 name B int fa0/10 switchport mode access switchport access vlan 3 int fa0/11 switchport mode access switchport access vlan 3 int fa0/12 switchport mode access switchport access vlan 2 int fa0/1 (to connect the switches) switchport trunk encapsulation dot1q switchport mode trunk switchport trunk allowed vlan 1-3

    Read the article

  • What is causing Null Pointer Exception in the following code in java? [migrated]

    - by Joe
    When I run the following code I get Null Pointer Exception. I cannot figure out why that is happening. Need Help. public class LinkedList<T> { private Link head = null; private int length = 0; public T get(int index) { return find(index).item; } public void set(int index, T item) { find(index).item = item; } public int length() { return length; } public void add(T item) { Link<T> ptr = head; if (ptr == null) { // empty list so append to head head = new Link<T>(item); } else { // non-empty list, so locate last link while (ptr.next != null) { ptr = ptr.next; } ptr.next = new Link<T>(item); } length++; // update length cache } // traverse list looking for link at index private Link<T> find(int index) { Link<T> ptr = head; int i = 0; while (i++ != index) { if(ptr!=null) { ptr = ptr.next; } } return ptr; } private static class Link<S> { public S item; public Link<S> next; public Link(S item) { this.item = item; } } public static void main(String[] args) { new LinkedList<String>().get(1); } }

    Read the article

  • How to use multiple variables in time calculator c#

    - by Peter O'Dwyer
    I am building a video time calculator and need to use the number of frames instead of milliseconds. e.g 25FPS HH:MM:SS:FR 00:00:10:24 <-- Last frame of 10 seconds 00:00:11:00 <-- First frame of 11 seconds My problem is that if the start frames are lower than my end frames it can't calculate the time. 00:00:10:05 <-- Start 01:00:10:10 <-- End 00:59:59:05 <-- Answer which I can't get!! HERE'S MY CODE string Startdate = Dur_txtStart.Text; string Enddate = Dur_txtEnd.Text; string Startdate1 = Startdate.Substring(0, 8); int Startframe1 = Convert.ToInt32(Startdate.Substring(9, 2)); string Startdate2 = Enddate.Substring(0, 8); int Startframe2= Convert.ToInt32(Enddate.Substring(9, 2)); TimeSpan diff = DateTime.Parse(Startdate2).Subtract(DateTime.Parse(Startdate1)); int frameDiff = Startframe2 - Startframe1; int Hour = Convert.ToInt32(diff.Hours); int Min = Convert.ToInt32(diff.Minutes); int Sec = Convert.ToInt32(diff.Seconds); if (frameDiff < 0 && Sec > 0) { Sec -= 1; string frameDiffBuild = string.Format("{0}:{1}:{2}:{3}",Hour.ToString("D2"), Min.ToString("D2"), Sec.ToString("D2"), (Convert.ToInt32(Dur_txtFPS.Text + frameDiff)).ToString("D2")); Dur_txtOutTime.Text = frameDiffBuild; } else { string frameDiffBuild = string.Format("{0}:{1}:{2}:{3}",Hour.ToString("D2"), Min.ToString("D2"), Sec.ToString("D2"), frameDiff.ToString("D2")); Dur_txtOutTime.Text = frameDiffBuild; } Hope you can help guys my head is mashed!

    Read the article

  • game speed problem

    - by Meko
    HI..I made a little game.But this game works on every computer with different speed.I think it is about resolution.I used every thing in paintcomponent.and If I change screen size the game goes slower or faster.And if i run this game on another computer wich has different resolution it also works different. This is my game http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar and here code public class Shooter extends JFrame implements KeyListener, Runnable { JFrame frame = new JFrame(); String player; Font startFont, startSubFont, timerFont,healthFont; Image img; Image backGround; Graphics dbi; URL url1 = this.getClass().getResource("Images/p2.gif"); URL url2 = this.getClass().getResource("Images/p3.gif"); URL url3 = this.getClass().getResource("Images/p1.gif"); URL url4 = this.getClass().getResource("Images/p4.gif"); URL urlMap = this.getClass().getResource("Images/zemin.jpg"); Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3); Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1); Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2); Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4); ArrayList<Bullets> b = new ArrayList<Bullets>(); ArrayList<CBullets> cb = new ArrayList<CBullets>(); Thread sheap; boolean a, d, w, s; boolean toUp, toDown; boolean GameOver; boolean Level2; boolean newGame, resart, pause; int S, E; int random; int cbSpeed = 0; long timeStart, timeEnd; int timeElapsed; long GameStart, GameEnd; int GameScore; int Timer = 0; int timerStart, timerEnd; public Shooter() { sheap = new Thread(this); sheap.start(); startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32); startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25); timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); setTitle("Shooter 2.5.1"); setBounds(350, 250, 800, 600); // setResizable(false); setBackground(Color.black); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); addKeyListener(this); a = d = w = s = false; toUp = toDown = true; GameOver = true; newGame = true; Level2 = false; S = E = 0; setVisible(true); } public void paint(Graphics g) { img = createImage(getWidth(), getHeight()); dbi = img.getGraphics(); paintComponent(dbi); g.drawImage(img, 0, 0, this); } public void paintComponent(Graphics g) { repaint(); timeStart = System.currentTimeMillis(); backGround = Toolkit.getDefaultToolkit().getImage(urlMap); g.drawImage(backGround, 0, 0, null); g.setColor(Color.red); g.setFont(healthFont); g.drawString("" + player + " Health : " + p1.health, 30, 50); g.setColor(Color.red); g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50); g.setColor(Color.BLUE); g.setFont(timerFont); g.drawString("Time : " + Timer, 330, 50); if (newGame) { g.setColor(Color.LIGHT_GRAY); g.setFont(startFont); g.drawString("Well Come To Shoot Game", 200, 190); g.drawString("Press ENTER To Start", 250, 220); g.setColor(Color.LIGHT_GRAY); g.setFont(startSubFont); g.drawString("Use W,A,S,D and Space For Fire", 200, 250); g.drawString("GOOD LUCK", 250, 280); newGame(); } if (!GameOver) { for (Bullets b1 : b) { b1.draw(g); } for (CBullets b2 : cb) { b2.draw(g); } update(); // Here MOvements for Player and For Fires } if (p1.health <= 0) { g.setColor(p2.col); g.setFont(startFont); g.drawString("Computer Wins ", 200, 190); g.drawString("Press Key R to Restart ", 200, 220); GameOver = true; } else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) { g.setColor(p1.col); g.setFont(startFont); g.drawString(""+player+" Wins ", 200, 190); g.drawString("Press Key R to Resart ", 200, 220); GameOver = true; g.setColor(Color.MAGENTA); g.drawString(""+player+"`s Score is " + Timer, 200, 120); } if (Level2) { if (p3.health >= 0) { p3.draw(g); for (CBullets b3 : cb) { b3.draw(g); } } else { p3.x = 1000; } if (p4.health >= 0) { p4.draw(g); for (CBullets b4 : cb) { b4.draw(g); } } else { p4.x = 1000; } } if (p1.health >= 0) { p1.draw(g); } if (p2.health >= 0) { p2.draw(g); } else { p2.x = 1000; } } public void update() { if (w && p1.y > 54) { p1.moveUp(); } if (s && p1.y < 547) { p1.moveDown(); } if (a && p1.x > 0) { p1.moveLeft(); } if (d && p1.x < 200) { p1.moveRight(); } random = 1 * (int) (Math.random() * 100); if (random > 96) { if (p2.health >= 0) { CBullets bo = p2.getCBull(); bo.xVel =-1-cbSpeed; cb.add(bo); } if (Level2) { if (p3.health >= 0) { CBullets bo1 = p3.getCBull(); bo1.xVel = -2-cbSpeed; cb.add(bo1); } if (p4.health >= 0) { CBullets bo2 = p4.getCBull(); bo2.xVel = -4-cbSpeed; cb.add(bo2); } } } if (S == 1) { if (p1.health >= 0) { Bullets bu = p1.getBull(); bu.xVel = 5; b.add(bu); S += 1; } } //Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire for (int i = cb.size() -1; i = 0 ; i--) { boolean bremoved = false; for (int j = b.size() -1 ; j =0 ; j--) { if (b.get(j).rect.intersects(cb.get(i).rect) || cb.get(i).rect.intersects(b.get(j).rect)) { bremoved = true; b.remove(j); } } if(bremoved) cb.remove(i); } for (int i = 0; i < b.size(); i++) { b.get(i).move(); if (b.get(i).rect.intersects(p2.rect)) { if (p2.health >= 0) { p2.health--; b.remove(i); // System.out.println("Hited P2"); i--; continue; } } if (b.get(i).rect.intersects(p3.rect)) { if (p3.health >= 0) { p3.health--; b.remove(i); // System.out.println("Hited P3"); i--; continue; } } if (b.get(i).rect.intersects(p4.rect)) { if (p4.health >= 0) { p4.health--; b.remove(i); // System.out.println("Hited P4"); i--; continue; } } if (b.get(i).rect.x > 790) { b.remove(i); } } for (int j = 0; j < cb.size(); j++) { cb.get(j).move(); if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) { p1.health--; cb.remove(j); j--; continue; } } timeEnd = System.currentTimeMillis(); timeElapsed = (int) (timeEnd - timeStart); } public void level2() { if (p2.health <= 10) { Level2 = true; cbSpeed = 4; p3.x = 750; p4.x = 750; p2.speed = 10; p3.speed = 20; p4.speed = 30; } } public void keyTyped(KeyEvent e) { } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_ENTER: newGame = false; break; case KeyEvent.VK_P: pause = true; break; case KeyEvent.VK_R: resart = true; break; case KeyEvent.VK_A: a = true; break; case KeyEvent.VK_D: d = true; break; case KeyEvent.VK_W: w = true; break; case KeyEvent.VK_S: s = true; break; case KeyEvent.VK_SPACE: S += 1; break; } } public void keyReleased(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_A: a = false; break; case KeyEvent.VK_D: d = false; break; case KeyEvent.VK_W: w = false; break; case KeyEvent.VK_S: s = false; break; case KeyEvent.VK_SPACE: S = 0; break; } } public void newGame() { p1.health = 20; p2.health = 20; p3.health = 20; p4.health = 20; p3.x = 0; p4.x = 0; p2.x = 750; Level2 = false; cbSpeed = 0; p2.speed = 9; b.removeAll(b); cb.removeAll(cb); timerStart = (int) System.currentTimeMillis(); GameOver = false; } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { KeyListener k = new Shooter(); } }); } @Override public void run() { player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION); while (true) { timerEnd = (int) System.currentTimeMillis(); if (resart) { newGame(); resart = false; } if (pause) { Thread.currentThread().notify(); } try { if (!GameOver) { Timer = timerEnd - timerStart; level2(); if (p1.y < p2.y && p2.y60) { p2.moveUp(); } if (p1.y < p3.y && p3.y43) { p3.moveUp(); } if (p1.y < p4.y && p4.y43) { p4.moveUp(); } if (p1.y > p2.y && p2.y<535) { p2.moveDown(); } if (p1.y > p3.y && p3.y<535) { p3.moveDown(); } if (p1.y > p4.y && p4.y<530) { p4.moveDown(); } } if (timeElapsed < 125) { Thread.currentThread().sleep(125); } } catch (InterruptedException ex) { System.out.print("FInished"); } } } }

    Read the article

  • Secret Agent Man

    - by Bil Simser
    Just a quick one this morning as we all get started in the week. Something that comes into play (sometimes in a big way) is the user agent string your browser gives off. So for example using the User-Agent field in the request header, you can determine what browser the user is running and act accordingly.Internet Explorer 9 modified the UA string slightly so just in case you're looking for it here are the user agent strings for IE9 (in various modes):Internet Explorer 9 Mode: Mozilla/5.0 (compatible; MSIE 9.0; Windows NT 6.1; WOW64; Trident/5.0)Internet Explorer 8 Mode: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.1; WOW64; Trident/4.0; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; MS-RTC LM 8; InfoPath.3; .NET4.0C; .NET4.0E; Zune 4.7)Internet Explorer 7 Mode: Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.1; WOW64; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; MS-RTC LM 8; InfoPath.3; .NET4.0C; .NET4.0E; Zune 4.7)Internet Explorer 9 (Compatibility Mode): Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.1; WOW64; Trident/5.0; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; MS-RTC LM 8; InfoPath.3; .NET4.0C; .NET4.0E; Zune 4.7)A couple of things to note here:This was from a 64-bit Windows 7 client so that might account for the WOW64 in the agent string (I don't have a 32-bit client to test from)Various applications and platforms add to the UA string just like they do in previous IE releases. So for example you can see I have various .NET versions installed as well as Zune. You can take advantage of this by querying the UA string for compatibilities and present options accordingly to the end user.As applications will continue to add and modify this string you'll want to query the string for parts not the entire string. For example if you want to detect if you're coming from IE running  on a Windows Phone 7 just look for "iemobile" in the user agent stringHappy hacking!

    Read the article

  • Prefilling an SMS on Mobile Devices with the sms: Uri Scheme

    - by Rick Strahl
    Popping up the native SMS app from a mobile HTML Web page is a nice feature that allows you to pre-fill info into a text for sending by a user of your mobile site. The syntax is a bit tricky due to some device inconsistencies (and quite a bit of wrong/incomplete info on the Web), but it's definitely something that's fairly easy to do.In one of my Mobile HTML Web apps I need to share a current location via SMS. While browsing around a page I want to select a geo location, then share it by texting it to somebody. Basically I want to pre-fill an SMS message with some text, but no name or number, which instead will be filled in by the user.What worksThe syntax that seems to work fairly consistently except for iOS is this:sms:phonenumber?body=messageFor iOS instead of the ? use a ';' (because Apple is always right, standards be damned, right?):sms:phonenumber;body=messageand that works to pop up a new SMS message on the mobile device. I've only marginally tested this with a few devices: an iPhone running iOS 6, an iPad running iOS 7, Windows Phone 8 and a Nexus S in the Android Emulator. All four devices managed to pop up the SMS with the data prefilled.You can use this in a link:<a href="sms:1-111-1111;body=I made it!">Send location via SMS</a>or you can set it on the window.location in JavaScript:window.location ="sms:1-111-1111;body=" + encodeURIComponent("I made it!");to make the window pop up directly from code. Notice that the content should be URL encoded - HTML links automatically encode, but when you assign the URL directly in code the text value should be encoded.Body onlyI suspect in most applications you won't know who to text, so you only want to fill the text body, not the number. That works as you'd expect by just leaving out the number - here's what the URLs look like in that case:sms:?body=messageFor iOS same thing except with the ;sms:;body=messageHere's an example of the code I use to set up the SMS:var ua = navigator.userAgent.toLowerCase(); var url; if (ua.indexOf("iphone") > -1 || ua.indexOf("ipad") > -1) url = "sms:;body=" + encodeURIComponent("I'm at " + mapUrl + " @ " + pos.Address); else url = "sms:?body=" + encodeURIComponent("I'm at " + mapUrl + " @ " + pos.Address); location.href = url;and that also works for all the devices mentioned above.It's pretty cool that URL schemes exist to access device functionality and the SMS one will come in pretty handy for a number of things. Now if only all of the URI schemes were a bit more consistent (damn you Apple!) across devices...© Rick Strahl, West Wind Technologies, 2005-2013Posted in IOS  JavaScript  HTML5   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

    Read the article

  • Why SetUnhandledExceptionFilter cannot capture some exception but AddVectoredExceptionHandler can do

    - by wrongite
    I have experienced a problem that the function I passed to the SetUnhandledExceptionFilter didn't get called when the exception code c0000374 raising. But it works fine with the exception code c0000005. Then I tried to use the AddVectoredExceptionHandler instead, and it didn't have the problem, the handler function get called correctly. Is it the API bug? Can I use AddVectoredExceptionHandler instead of SetUnhandledExceptionFilter everywhere? The both functions work correctly with // Exception code c0000005 int* p1 = NULL; *p1 = 99; Only AddVectoredExceptionHandler can capture this exception. // Exception code c0000374 int* p2 = new int; delete p2; delete p2; Test program. #include <tchar.h> #include <fstream> #include <Windows.h> LONG WINAPI VectoredExceptionHandler(PEXCEPTION_POINTERS pExceptionInfo) { std::ofstream f; f.open("VectoredExceptionHandler.txt", std::ios::out | std::ios::trunc); f << std::hex << pExceptionInfo->ExceptionRecord->ExceptionCode << std::endl; f.close(); return EXCEPTION_CONTINUE_SEARCH; } LONG WINAPI TopLevelExceptionHandler(PEXCEPTION_POINTERS pExceptionInfo) { std::ofstream f; f.open("TopLevelExceptionHandler.txt", std::ios::out | std::ios::trunc); f << std::hex << pExceptionInfo->ExceptionRecord->ExceptionCode << std::endl; f.close(); return EXCEPTION_CONTINUE_SEARCH; } int _tmain(int argc, _TCHAR* argv[]) { AddVectoredExceptionHandler(1, VectoredExceptionHandler); SetUnhandledExceptionFilter(TopLevelExceptionHandler); // Exception code c0000374 int* p2 = new int; delete p2; delete p2; // Exception code c0000005 int* p1 = NULL; *p1 = 99; return 0; }

    Read the article

  • Comparing strings with user-created string class

    - by meepz
    Basically, I created my own string class, mystring.h and mystring.c. What I want to do is write a function that compares two "strings" and then returns 1 first word is larger than the second, the opposite if word 2 is larger than word 1, and 0 if the two words are equal. What I have so far is this: int compareto(void * S1, void * S2){ String s1 = (String S1); String s2 = (String S2); int i, cs1 = 0, cs2 = 0; //cs1 is count of s1, cs2 is count of s2 while(s1->c[i] != '\0'){ //basically, while there is a word if(s1->c[i] < s2->c[i]) // if string 1 char is less than string 2 char cs2++; //add to string 2 count else (s1->c[i] > s2->c[i]) //vice versa cs1++; i++; } for my return I basically have if(cs1>cs2){ return 1; } else if(cs2 > cs1){ return 2; } return 0; here is mystring.h typedef struct mystring { char * c; int length; int (*sLength)(void * s); char (*charAt)(void * s, int i); int (*compareTo)(void * s1, void * s2); struct mystring * (*concat)(void * s1, void * s2); struct mystring * (*subString)(void * s, int begin, int end); void (*printS)(void * s); } string_t; typedef string_t * String; This does what I want, but only for unspecified order. What I want to do is search through my linked list for the last name. Ex. I have two entries in my linked list, smith and jones; Jones will be output as greater than smith, but alphabetically it isnt. (I'm using this to remove student entries from a generic link list I created) Any suggestions, all of my google searches involve using the library, so I've had no luck)

    Read the article

  • How to write a buffer-overflow exploit in windows XP,x86?

    - by Mask
    void function(int a, int b, int c) { char buffer1[5]; char buffer2[10]; int *ret; ret = buffer1 + 12; (*ret) += 8;//why is it 8?? } void main() { int x; x = 0; function(1,2,3); x = 1; printf("%d\n",x); } The above demo is from here: http://insecure.org/stf/smashstack.html But it's not working here: D:\test>gcc -Wall -Wextra hw.cpp && a.exe hw.cpp: In function `void function(int, int, int)': hw.cpp:6: warning: unused variable 'buffer2' hw.cpp: At global scope: hw.cpp:4: warning: unused parameter 'a' hw.cpp:4: warning: unused parameter 'b' hw.cpp:4: warning: unused parameter 'c' 1 And I don't understand why it's 8 though the author thinks: A little math tells us the distance is 8 bytes. My gdb dump as called: Dump of assembler code for function main: 0x004012ee <main+0>: push %ebp 0x004012ef <main+1>: mov %esp,%ebp 0x004012f1 <main+3>: sub $0x18,%esp 0x004012f4 <main+6>: and $0xfffffff0,%esp 0x004012f7 <main+9>: mov $0x0,%eax 0x004012fc <main+14>: add $0xf,%eax 0x004012ff <main+17>: add $0xf,%eax 0x00401302 <main+20>: shr $0x4,%eax 0x00401305 <main+23>: shl $0x4,%eax 0x00401308 <main+26>: mov %eax,0xfffffff8(%ebp) 0x0040130b <main+29>: mov 0xfffffff8(%ebp),%eax 0x0040130e <main+32>: call 0x401b00 <_alloca> 0x00401313 <main+37>: call 0x4017b0 <__main> 0x00401318 <main+42>: movl $0x0,0xfffffffc(%ebp) 0x0040131f <main+49>: movl $0x3,0x8(%esp) 0x00401327 <main+57>: movl $0x2,0x4(%esp) 0x0040132f <main+65>: movl $0x1,(%esp) 0x00401336 <main+72>: call 0x4012d0 <function> 0x0040133b <main+77>: movl $0x1,0xfffffffc(%ebp) 0x00401342 <main+84>: mov 0xfffffffc(%ebp),%eax 0x00401345 <main+87>: mov %eax,0x4(%esp) 0x00401349 <main+91>: movl $0x403000,(%esp) 0x00401350 <main+98>: call 0x401b60 <printf> 0x00401355 <main+103>: leave 0x00401356 <main+104>: ret 0x00401357 <main+105>: nop 0x00401358 <main+106>: add %al,(%eax) 0x0040135a <main+108>: add %al,(%eax) 0x0040135c <main+110>: add %al,(%eax) 0x0040135e <main+112>: add %al,(%eax) End of assembler dump. Dump of assembler code for function function: 0x004012d0 <function+0>: push %ebp 0x004012d1 <function+1>: mov %esp,%ebp 0x004012d3 <function+3>: sub $0x38,%esp 0x004012d6 <function+6>: lea 0xffffffe8(%ebp),%eax 0x004012d9 <function+9>: add $0xc,%eax 0x004012dc <function+12>: mov %eax,0xffffffd4(%ebp) 0x004012df <function+15>: mov 0xffffffd4(%ebp),%edx 0x004012e2 <function+18>: mov 0xffffffd4(%ebp),%eax 0x004012e5 <function+21>: movzbl (%eax),%eax 0x004012e8 <function+24>: add $0x5,%al 0x004012ea <function+26>: mov %al,(%edx) 0x004012ec <function+28>: leave 0x004012ed <function+29>: ret In my case the distance should be - = 5,right?But it seems not working..

    Read the article

  • Static functions vs const functions

    - by baash05
    I'm looking at a member function int funct(int x) const; And I'm wondering if static int funct(int x); would be better. If a member function doesn't use any of the member variables should it be static. Are there any things that would discourage this?

    Read the article

  • Letters in base-conversion

    - by tech_geek23
    I have this code written so far and is correct, aside from not using A-F when the value is over 10: public class TenToAny { private int base10; private int newBase; public TenToAny() { } public TenToAny(int ten, int base) { base10 = ten; newBase = base; } public void setNums(int ten, int base) { base10 = ten; newBase = base; } public String getNewNum() { String newNum=""; int orig = base10; //int first = newBase - 1; while(orig > 0) { newNum = orig%newBase + newNum; orig = orig/newBase; } return newNum; } public String toString() { String complete = base10 + " base 10 is " + getNewNum() + " in base " + newBase; return complete; } } Obviously I don't have anything relating to values over 10 converting to A-F as I've never dealt with these before. Any help is appreciated. Here's my runner class: public class Lab09i { public static void main( String args[] ) { TenToAny test = new TenToAny(234, 9); out.println(test); test.setNums(100, 2); out.println(test); test.setNums(10, 2); out.println(test); test.setNums(15, 2); out.println(test); test.setNums(256, 2); out.println(test); test.setNums(100, 8); out.println(test); test.setNums(250, 16); out.println(test); test.setNums(56, 11); out.println(test); test.setNums(89, 5); out.println(test); test.setNums(23, 3); out.println(test); test.setNums(50, 5); out.println(test); test.setNums(55, 6); out.println(test); test.setNums(2500, 6); out.println(test); test.setNums(2500, 13); out.println(test); } } this is what my results should be: 234 base 10 is 280 in base 9 100 base 10 is 1100100 in base 2 10 base 10 is 1010 in base 2 15 base 10 is 1111 in base 2 256 base 10 is 100000000 in base 2 100 base 10 is 144 in base 8 250 base 10 is FA in base 16 56 base 10 is 51 in base 11 89 base 10 is 324 in base 5 23 base 10 is 212 in base 3 50 base 10 is 302 in base 4 55 base 10 is 131 in base 6 2500 base 10 is 9C4 in base 16 2500 base 10 is 11A4 in base 13

    Read the article

  • C# 4.0 'dynamic' and foreach statement

    - by ControlFlow
    Not long time before I've discovered, that new dynamic keyword doesn't work well with the C#'s foreach statement: using System; sealed class Foo { public struct FooEnumerator { int value; public bool MoveNext() { return true; } public int Current { get { return value++; } } } public FooEnumerator GetEnumerator() { return new FooEnumerator(); } static void Main() { foreach (int x in new Foo()) { Console.WriteLine(x); if (x >= 100) break; } foreach (int x in (dynamic)new Foo()) { // :) Console.WriteLine(x); if (x >= 100) break; } } } I've expected that iterating over the dynamic variable should work completely as if the type of collection variable is known at compile time. I've discovered that the second loop actually is looked like this when is compiled: foreach (object x in (IEnumerable) /* dynamic cast */ (object) new Foo()) { ... } and every access to the x variable results with the dynamic lookup/cast so C# ignores that I've specify the correct x's type in the foreach statement - that was a bit surprising for me... And also, C# compiler completely ignores that collection from dynamically typed variable may implements IEnumerable<T> interface! The full foreach statement behavior is described in the C# 4.0 specification 8.8.4 The foreach statement article. But... It's perfectly possible to implement the same behavior at runtime! It's possible to add an extra CSharpBinderFlags.ForEachCast flag, correct the emmited code to looks like: foreach (int x in (IEnumerable<int>) /* dynamic cast with the CSharpBinderFlags.ForEachCast flag */ (object) new Foo()) { ... } And add some extra logic to CSharpConvertBinder: Wrap IEnumerable collections and IEnumerator's to IEnumerable<T>/IEnumerator<T>. Wrap collections doesn't implementing Ienumerable<T>/IEnumerator<T> to implement this interfaces. So today foreach statement iterates over dynamic completely different from iterating over statically known collection variable and completely ignores the type information, specified by user. All that results with the different iteration behavior (IEnumarble<T>-implementing collections is being iterated as only IEnumerable-implementing) and more than 150x slowdown when iterating over dynamic. Simple fix will results a much better performance: foreach (int x in (IEnumerable<int>) dynamicVariable) { But why I should write code like this? It's very nicely to see that sometimes C# 4.0 dynamic works completely the same if the type will be known at compile-time, but it's very sadly to see that dynamic works completely different where IT CAN works the same as statically typed code. So my question is: why foreach over dynamic works different from foreach over anything else?

    Read the article

  • OBJ model loaded in LWJGL has a black area with no texture

    - by gambiting
    I have a problem with loading an .obj file in LWJGL and its textures. The object is a tree(it's a paid model from TurboSquid, so I can't post it here,but here's the link if you want to see how it should look like): http://www.turbosquid.com/FullPreview/Index.cfm/ID/701294 I wrote a custom OBJ loader using the LWJGL tutorial from their wiki. It looks like this: public class OBJLoader { public static Model loadModel(File f) throws FileNotFoundException, IOException { BufferedReader reader = new BufferedReader(new FileReader(f)); Model m = new Model(); String line; Texture currentTexture = null; while((line=reader.readLine()) != null) { if(line.startsWith("v ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.verticies.add(new Vector3f(x,y,z)); }else if(line.startsWith("vn ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.normals.add(new Vector3f(x,y,z)); }else if(line.startsWith("vt ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); m.texVerticies.add(new Vector2f(x,y)); }else if(line.startsWith("f ")) { Vector3f vertexIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[0]), Float.valueOf(line.split(" ")[2].split("/")[0]), Float.valueOf(line.split(" ")[3].split("/")[0])); Vector3f textureIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[1]), Float.valueOf(line.split(" ")[2].split("/")[1]), Float.valueOf(line.split(" ")[3].split("/")[1])); Vector3f normalIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[2]), Float.valueOf(line.split(" ")[2].split("/")[2]), Float.valueOf(line.split(" ")[3].split("/")[2])); m.faces.add(new Face(vertexIndicies,textureIndicies,normalIndicies,currentTexture.getTextureID())); }else if(line.startsWith("g ")) { if(line.length()>2) { String name = line.split(" ")[1]; currentTexture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/" + name + ".png")); System.out.println(currentTexture.getTextureID()); } } } reader.close(); System.out.println(m.verticies.size() + " verticies"); System.out.println(m.normals.size() + " normals"); System.out.println(m.texVerticies.size() + " texture coordinates"); System.out.println(m.faces.size() + " faces"); return m; } } Then I create a display list for my model using this code: objectDisplayList = GL11.glGenLists(1); GL11.glNewList(objectDisplayList, GL11.GL_COMPILE); Model m = null; try { m = OBJLoader.loadModel(new File("res/untitled4.obj")); } catch (Exception e1) { e1.printStackTrace(); } int currentTexture=0; for(Face face: m.faces) { if(face.texture!=currentTexture) { currentTexture = face.texture; GL11.glBindTexture(GL11.GL_TEXTURE_2D, currentTexture); } GL11.glColor3f(1f, 1f, 1f); GL11.glBegin(GL11.GL_TRIANGLES); Vector3f n1 = m.normals.get((int) face.normal.x - 1); GL11.glNormal3f(n1.x, n1.y, n1.z); Vector2f t1 = m.texVerticies.get((int) face.textures.x -1); GL11.glTexCoord2f(t1.x, t1.y); Vector3f v1 = m.verticies.get((int) face.vertex.x - 1); GL11.glVertex3f(v1.x, v1.y, v1.z); Vector3f n2 = m.normals.get((int) face.normal.y - 1); GL11.glNormal3f(n2.x, n2.y, n2.z); Vector2f t2 = m.texVerticies.get((int) face.textures.y -1); GL11.glTexCoord2f(t2.x, t2.y); Vector3f v2 = m.verticies.get((int) face.vertex.y - 1); GL11.glVertex3f(v2.x, v2.y, v2.z); Vector3f n3 = m.normals.get((int) face.normal.z - 1); GL11.glNormal3f(n3.x, n3.y, n3.z); Vector2f t3 = m.texVerticies.get((int) face.textures.z -1); GL11.glTexCoord2f(t3.x, t3.y); Vector3f v3 = m.verticies.get((int) face.vertex.z - 1); GL11.glVertex3f(v3.x, v3.y, v3.z); GL11.glEnd(); } GL11.glEndList(); The currentTexture is an int - it contains the ID of the currently used texture. So my model looks absolutely fine without textures: (sorry I cannot post hyperlinks since I am a new user) i.imgur.com/VtoK0.png But look what happens if I enable GL_TEXTURE_2D: i.imgur.com/z8Kli.png i.imgur.com/5e9nn.png i.imgur.com/FAHM9.png As you can see an entire side of the tree appears to be missing - and it's not transparent, since it's not in the colour of the background - it's rendered black. It's not a problem with the model - if I load it using Kanji's OBJ loader it works fine(but the thing is,that I need to write my own OBJ loader) i.imgur.com/YDATo.png this is my OpenGL init section: //init display try { Display.setDisplayMode(new DisplayMode(Support.SCREEN_WIDTH, Support.SCREEN_HEIGHT)); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glMatrixMode(GL11.GL_PROJECTION); GLU.gluPerspective (90.0f,800f/600f, 1f, 500.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); //enable lighting GL11.glEnable(GL11.GL_LIGHTING); ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse).flip()); GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS,(int)material_shinyness); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT2, GL11.GL_POSITION,(FloatBuffer)temp.asFloatBuffer().put(lightPosition2).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_AMBIENT,(FloatBuffer)temp.asFloatBuffer().put(lightAmbient).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_SPECULAR,(FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_CONSTANT_ATTENUATION, 0.1f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, 0.0f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_QUADRATIC_ATTENUATION, 0.0f); GL11.glEnable(GL11.GL_LIGHT2); Could somebody please help me?

    Read the article

  • The Collatz Sequence problem

    - by Gandalf StormCrow
    I'm trying to solve this problem, its not a homework question, its just code I'm submitting to uva.onlinejudge.org so I can learn better java trough examples. Here is the problem sample input : 3 100 34 100 75 250 27 2147483647 101 304 101 303 -1 -1 Here is simple output : Case 1: A = 3, limit = 100, number of terms = 8 Case 2: A = 34, limit = 100, number of terms = 14 Case 3: A = 75, limit = 250, number of terms = 3 Case 4: A = 27, limit = 2147483647, number of terms = 112 Case 5: A = 101, limit = 304, number of terms = 26 Case 6: A = 101, limit = 303, number of terms = 1 The thing is this has to execute within 3sec time interval otherwise your question won't be accepted as solution, here is with what I've come up so far, its working as it should just the execution time is not within 3 seconds, here is code : import java.util.Scanner; class Main { public static void main(String[] args) { Scanner stdin = new Scanner(System.in); int start; int limit; int terms; int a = 0; while (stdin.hasNext()) { start = stdin.nextInt(); limit = stdin.nextInt(); if (start > 0) { terms = getLength(start, limit); a++; } else { break; } System.out.println("Case "+a+": A = "+start+", limit = "+limit+", number of terms = "+terms); } } public static int getLength(int x, int y) { int length = 1; while (x != 1) { if (x <= y) { if ( x % 2 == 0) { x = x / 2; length++; }else{ x = x * 3 + 1; length++; } } else { length--; break; } } return length; } } And yes here is how its meant to be solved : An algorithm given by Lothar Collatz produces sequences of integers, and is described as follows: Step 1: Choose an arbitrary positive integer A as the first item in the sequence. Step 2: If A = 1 then stop. Step 3: If A is even, then replace A by A / 2 and go to step 2. Step 4: If A is odd, then replace A by 3 * A + 1 and go to step 2. And yes my question is how can I make it work inside 3 seconds time interval?

    Read the article

< Previous Page | 110 111 112 113 114 115 116 117 118 119 120 121  | Next Page >