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  • Can't see anything wrong with simple code

    - by melee
    Here is my implementation file: using namespace std; #include <iostream> #include <iomanip> #include <string> #include <stack> //line 5 #include "proj05.canvas.h" //----------------Constructor----------------// Canvas::Canvas() //line 10 { Title = ""; Nrow = 0; Ncol = 0; image[][]; // line 15 PixelCoordinates.r = 0; PixelCoordinates.c = 0; } //-------------------Paint------------------// line 20 void Canvas::Paint(int R, int C, char Color) { cout << "Paint to be implemented" << endl; } The errors I'm getting are these: proj05.canvas.cpp: In function 'std::istream& operator>>(std::istream&, Canvas&)': proj05.canvas.cpp:11: error: expected `;' before '{' token proj05.canvas.cpp:22: error: a function-definition is not allowed here before '{' token proj05.canvas.cpp:24: error: expected `}' at end of input proj05.canvas.cpp:24: error: expected `}' at end of input These seem like simple syntax errors, but I am not sure what's wrong. Could someone decode these for me? I'd really appreciate it, thanks for your time!

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  • What to throw in a C++ class wrapping a C library ?

    - by ereOn
    I have to create a set of wrapping C++ classes around an existing C library. For many objects of the C library, the construction is done by calling something like britney_spears* create_britney_spears() and the opposite function void free_britney_spears(britney_spears* brit). If the allocation of a britney_spears fails, create_britney_spears() returns NULL. This is, as far as I know, a very common pattern. Now I want to wrap this inside a C++ class. //britney_spears.hpp class BritneySpears { public: BritneySpears(); private: boost::shared_ptr<britney_spears> m_britney_spears; }; And here is the implementation: // britney_spears.cpp BritneySpears::BritneySpears() : m_britney_spears(create_britney_spears(), free_britney_spears) { if (!m_britney_spears) { // Here I should throw something to abort the construction, but what ??! } } So the question is in the code sample: What should I throw to abort the constructor ? I know I can throw almost anything, but I want to know what is usually done. I have no other information about why the allocation failed. Should I create my own exception class ? Is there a std exception for such cases ? Many thanks.

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  • Dynamic Array of Objects Sans Vector Class

    - by Connor Black
    I am doing a homework assignment for my summer OO class and we need to write two classes. One is called Sale and the other is called Register. I've written my Sale class; here's the .h file: enum ItemType {BOOK, DVD, SOFTWARE, CREDIT}; class Sale { public: Sale(); // default constructor, // sets numerical member data to 0 void MakeSale(ItemType x, double amt); ItemType Item(); // Returns the type of item in the sale double Price(); // Returns the price of the sale double Tax(); // Returns the amount of tax on the sale double Total(); // Returns the total price of the sale void Display(); // outputs sale info private: double price; // price of item or amount of credit double tax; // amount of sales tax double total; // final price once tax is added in. ItemType item; // transaction type }; For the Register class we need to include a dynamic array of Sale objects in our member data. We cannot use the vector class. How is this done? Here's my 'Register' '.h' class Register{ public: Register(int ident, int amount); ~Register(); int GetID(){return identification;} int GetAmount(){return amountMoney;} void RingUpSale(ItemType item, int basePrice); void ShowLast(); void ShowAll(); void Cancel(); int SalesTax(int n); private: int identification; int amountMoney; };

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  • Thread-Safe lazy instantiating using MEF

    - by Xaqron
    // Member Variable private static readonly object _syncLock = new object(); // Now inside a static method foreach (var lazyObject in plugins) { if ((string)lazyObject.Metadata["key"] = "something") { lock (_syncLock) { // It seems the `IsValueCreated` is not up-to-date if (!lazyObject.IsValueCreated) lazyObject.value.DoSomething(); } return lazyObject.value; } } Here I need synchronized access per loop. There are many threads iterating this loop and based on the key they are looking for, a lazy instance is created and returned. lazyObject should not be created more that one time. Although Lazy class is for doing so and despite of the used lock, under high threading I have more than one instance created (I track this with a Interlocked.Increment on a volatile static int and log it somewhere). The problem is I don't have access to definition of Lazy and MEF defines how the Lazy class create objects. I should notice the CompositionContainer has a thread-safe option in constructor which is already used. My questions: 1) Why the lock doesn't work ? 2) Should I use an array of locks instead of one lock for performance improvement ?

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  • Is it okay to violate the principle that collection properties should be readonly for performance?

    - by uriDium
    I used FxCop to analyze some code I had written. I had exposed a collection via a setter. I understand why this is not good. Changing the backing store when I don't expect it is a very bad idea. Here is my problem though. I retrieve a list of business objects from a Data Access Object. I then need to add that collection to another business class and I was doing it with the setter method. The reason I did this was that it is going to be faster to make an assignment than to insert hundreds of thousands of objects one at a time to the collection again via another addElement method. Is it okay to have a getter for a collection in some scenarios? I though of rather having a constructor which takes a collection? I thought maybe I could pass the object in to the Dao and let the Dao populate it directly? Are there any other better ideas?

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  • NHibernate Performance Optimization | Suggestions invited!!!

    - by user336749
    Hi, I’m facing an issue with NHibernate performance and can you please suggest me some optimizations? Below mentioned is a small summary of my application architecture I have a windows service which is listening to a messaging bus. On receiving a message the service creates an object out of which a property is the received xml snippet and saves the message to the DB (uses NH). There is a WPF UI with a readonly connection to the DB, and on refresh of the UI it displays the objects on the screen. While the UI does a refresh, it retrieves the xml and deserializes it , from which the object’s properties are derived and binded to the screen. For example assume an xml XXX is received by the service, it deserializes the xml , creates the book object and save it to the DB and a property/column is SCHEMA which contains the xml snippet. The UI while refreshed searches all book objects by ID and creates the book objects out of the xml which is being saved (yes, the xml is the constructor param). Now my issue is that the refresh takes more than 2 minutes to display say 50 book objects. I analyzed it using the NHibernate profiler, and found that the time spend within the DB is negligible, however time spent to create the entities is proportionally huge(10ms:1990 ms).I guess it’s due to the fairly huge size of xml snippet and it’s deserialization. My question is, how can I improve the performance. I dispose sessions after every refresh and is not lazy loading (please note that the time spend in DB is negligible). On every refresh it’s possible that all objects are updated by some downstream systems or maybe one of them are updated.Can I implement some sort of caching mechanism in this case? Thanks in advance for any suggestions. Regards, -Mike

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  • Vector Usage in MPI(C++)

    - by lsk1985
    I am new to MPI programming,stiil learning , i was successful till creating the Derived data-types by defining the structures . Now i want to include Vector in my structure and want to send the data across the Process. for ex: struct Structure{ //Constructor Structure(): X(nodes),mass(nodes),ac(nodes) { //code to calculate the mass and accelerations } //Destructor Structure() {} //Variables double radius; double volume; vector<double> mass; vector<double> area; //and some other variables //Methods to calculate some physical properties Now using MPI i want to sent the data in the structure across the processes. Is it possible for me to create the MPI_type_struct vectors included and send the data? I tried reading through forums, but i am not able to get the clear picture from the responses given there. Hope i would be able to get a clear idea or approach to send the data PS: i can send the data individually , but its an overhead of sending the data using may MPI_Send/Recieve if we consider the domain very large(say 10000*10000)

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  • Determining an object's variable name dynamically?

    - by ZenBlender
    Let's say I have some objects: ArrayList<SomeObject> list = new ArrayList<SomeObject>(); SomeObject A = new SomeObject(); SomeObject B = new SomeObject(); SomeObject C = new SomeObject(); SomeObject D = new SomeObject(); These constructors automatically add each object to the ArrayList so I can iterate over them but still maintain the variable names for direct access: public SomeObject(){ // init stuff here list.add(this); } But then, let's say I want to output some debug info, and iterate through list and print out the NAME of each object? How can I do that? Essentially, when "SomeObject A = new SomeObject();" is executed, I want to use reflection (if possible) to determine that this variable's name is "A" (a String) and either store that in the object when the constructor executes, or determine it dynamically through reflection when referencing this object with the variable named "A". Does that make sense? How can I do this? Thanks!

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  • Disallow taking pointer/reference to const to a temporary object in C++ (no C++0X)

    - by KRao
    Hi, I am faced with the following issue. Consider the following class: //Will be similar to bost::reference_wrapper template<class T> class Ref { public: explicit Ref(T& t) : m_ptr(&t) {} private: T* m_ptr; }; and this function returning a double double fun() {return 1.0;} If we now have double x = 1.0; const double xc = 1.0; Ref<double> ref1(x); //OK Ref<const double> refc1(cx); //OK good so far, however: //Ref<double> ref2( fun() ); //Fails as I want it to Ref<const double> refc2( fun() ); //Works but I would like it not to Is there a way to modify Ref (the way you prefer) but not the function fun, so that the last line returns a compile-time error? Please notice you can modify the constructor signature (as long as I am able to initialise the Ref as intended). Thank you in advance for your help!

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  • Another thread safe queue implementation

    - by jensph
    I have a class, Queue, that I tried to make thread safe. It has these three member variables: std::queue<T> m_queue; pthread_mutex_t m_mutex; pthread_cond_t m_condition; and a push and pop implemented as: template<class T> void Queue<T>::push(T value) { pthread_mutex_lock( &m_mutex ); m_queue.push(value); if( !m_queue.empty() ) { pthread_cond_signal( &m_condition ); } pthread_mutex_unlock( &m_mutex ); } template<class T> bool Queue<T>::pop(T& value, bool block) { bool rtn = false; pthread_mutex_lock( &m_mutex ); if( block ) { while( m_queue.empty() ) { pthread_cond_wait( &m_condition, &m_mutex ); } } if( !m_queue.empty() ) { value = m_queue.front(); m_queue.pop(); rtn = true; } pthread_mutex_unlock( &m_mutex ); return rtn; } Unfortunately there are occasional issues that may be the fault of this code. That is, there are two threads and sometimes thread 1 never comes out of push() and at other times thread 2 never comes out of pop() (the block parameter is true) though the queue isn't empty. I understand there are other implementations available, but I'd like to try to fix this code, if needed. Anyone see any issues? The constructor has the appropriate initializations: Queue() { pthread_mutex_init( &mMutex, NULL ); pthread_cond_init( &mCondition, NULL ); } and the destructor, the corresponding 'destroy' calls.

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  • C++ Inheritance and Constructors

    - by DizzyDoo
    Hello, trying to work out how to use constructors with an inherited class. I know this is very much wrong, I've been writing C++ for about three days now, but here's my code anyway: clientData.h, two classes, ClientData extends Entity : #pragma once class Entity { public: int x, y, width, height, leftX, rightX, topY, bottomY; Entity(int x, int y, int width, int height); ~Entity(); }; class ClientData : public Entity { public: ClientData(); ~ClientData(); }; and clientData.cpp, which contains the functions: #include <iostream> #include "clientData.h" using namespace std; Entity::Entity(int x, int y, int width, int height) { this->x = x; this->y = y; this->width = width; this->height = height; this->leftX = x - (width/2); this->rightX = x + (width/2); this->topY = y - (height/2); this-bottomY = y + (height/2); } Entity::~Entity() { cout << "Destructing.\n"; } ClientData::ClientData() { cout << "Client constructed."; } ClientData::~ClientData() { cout << "Destructing.\n"; } and finally, I'm creating a new ClientData with: ClientData * Data = new ClientData(32,32,32,16); Now, I'm not surprised my compiler shouts errors at me, so how do I pass the arguments to the right classes? The first error (from MVC2008) is error C2661: 'ClientData::ClientData' : no overloaded function takes 4 arguments and the second, which pops up whatever changes I seem to make is error C2512: 'Entity' : no appropriate default constructor available Thanks.

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  • const pod and std::vector

    - by Baz
    To get this code to compile: std::vector<Foo> factory() { std::vector<Foo> data; return data; } I have to define my POD like this: struct Foo { const int i; const int j; Foo(const int _i, const int _j): i(_i), j(_j) {} Foo(Foo& foo): i(foo.i), j(foo.j){} Foo operator=(Foo& foo) { Foo f(foo.i, foo.j); return f; } }; Is this the correct approach for defining a pod where I'm not interested in changing the pod members after creation? Why am I forced to define a copy constructor and overload the assignment operator? Is this compatible for different platform implementations of std::vector? Is it wrong in your opinion to have const PODS like this? Should I just leave them as non-const?

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  • C# / this. and List<T>

    - by user3533030
    I am having trouble understanding how to initialize a List of objects and use it with methods inside of a class. I understand the mechanics of the List, but not how to initialize it inside a method and use it later. For example, I want to have a class that creates the List when it is constructed. Then, I want to use a method of that class to add elements to the list. The elements in the list are objects defined by the SolidWorks API. So, to construct the List, I used... public class ExportPoints : Exporter { public List<SldWorks.SketchPoint> listOfSketchPoints; public ExportPoints(SldWorks.SldWorks swApp, string nameSuffix) : base(swApp, nameSuffix) { List<SldWorks.SketchPoint> listOfSketchPoints = new List<SldWorks.SketchPoint>(); } public void createListOfFreePoints() { try { [imagine more code here] this.listOfSketchPoints.Add(pointTest); } catch (Exception e) { Debug.Print(e.ToString()); return; } } This fails during execution as if the listOfSketchPoints was never initialized as a List. So, I tried a hack and this worked: public ExportPoints(SldWorks.SldWorks swApp, string nameSuffix) : base(swApp, nameSuffix) { List<SldWorks.SketchPoint> listOfSketchPoints = new List<SldWorks.SketchPoint>(); this.listOfSketchPoints = listOfSketchPoints; } This approach creates the behavior that I want. However, it seems that I lack some understanding as to why this is necessary. Shouldn't it be possible to "initialize" a List that is a property of your object with a constructor? Why would you need to create the list, then assign the pointer of that new List to your property?

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  • C# XNA: What can cause SpriteBatch.End() to throw a NPE?

    - by Rosarch
    I don't understand what I'm doing wrong here: public void Draw(GameTime gameTime) // in ScreenManager { SpriteBatch.Begin(SpriteBlendMode.AlphaBlend); for (int i = 0; i < Screens.Count; i++) { if (Screens[i].State == Screen.ScreenState.HIDDEN) continue; Screens[i].Draw(gameTime); } SpriteBatch.End(); // null ref exception } SpriteBatch itself is not null. Some more context: public class MasterEngine : Microsoft.Xna.Framework.Game { public MasterEngine() { graphicsDeviceManager = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); // ... spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); screenManager = new ScreenManager(assets, gameEngine, graphicsDeviceManager.GraphicsDevice, spriteBatch); } //... protected override void Draw(GameTime gameTime) { screenManager.Draw(gameTime); // calls the problematic method base.Draw(gameTime); } } Am I failing to initialize something properly? UPDATE: As an experiment, I tried this to the constructor of MasterEngine: spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); spriteBatch.Begin(); spriteBatch.DrawString(assets.GetAsset<SpriteFont>("calibri"), "ftw", new Vector2(), Color.White); spriteBatch.End(); This does not cause a NRE. hmm....

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  • Passing array of pointers to another class

    - by user310153
    Hi, I am trying to do the following: in main.cpp: // Create an array of pointers to Block objects Block *blk[64]; for (i=0; i<8; i++) { for (j=0; j<8; j++) { int x_low = i*80; int y_low = j*45; blk[j*8+i] = new Block(30, x_low+40.0f, y_low+7.5f, &b); } } And then I am trying to pass it to the graphics object I have created: Graphics g(640, 480, &b, &p, blk[0], number_of_blocks); the graphics constructor looks like: Graphics::Graphics(int width, int height, Ball *b, Paddle *p, Block *blk, int number_of_blocks) { if I look at what is contained in the array from the graphics object, only the first item exists and then all the other items are in hyperspace: for (int i=0; i<64; i++) { printf("for block %d, %f, %f ", i, (_blk+(sizeof(_blk)*i))->_x_low, (_blk+(sizeof(_blk)*i))->_y_low); printf("blah %d\n", (_blk+(sizeof(_blk)*i))); } and if I look at the addresses, they are different (6956552 rather than 2280520 when I examine the addresses in the main class using: printf(" blah %d\n", &blk[j*8*i]); I am sure there must be something subtle I am doing wrong as its like I have copied the first item from the blk array to a new address when passed to the graphics object. Does this make sense? Any ideas? Cheers, Scott

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  • Singleton pattern in C++

    - by skydoor
    I have a question about the singleton pattern. I saw two cases concerning the static member in the singleton class. First it is an object, like this class CMySingleton { public: static CMySingleton& Instance() { static CMySingleton singleton; return singleton; } // Other non-static member functions private: CMySingleton() {} // Private constructor ~CMySingleton() {} CMySingleton(const CMySingleton&); // Prevent copy-construction CMySingleton& operator=(const CMySingleton&); // Prevent assignment }; One is an pointer, like this class GlobalClass { int m_value; static GlobalClass *s_instance; GlobalClass(int v = 0) { m_value = v; } public: int get_value() { return m_value; } void set_value(int v) { m_value = v; } static GlobalClass *instance() { if (!s_instance) s_instance = new GlobalClass; return s_instance; } }; What's the difference between the two cases? Which one is correct?

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  • Flash automatically names objects on stage "instance#"

    - by meowMIX3R
    Hi, I have 2 TLF text boxes already placed on my main stage. In the property inspector window I give these the instance names: "txt1" and "txt2". I am trying to have a single mouseup event, and figure out which text box it occurred on. My document class has the following code: package { import flash.display.Sprite; import flash.events.KeyboardEvent; public class SingleEvent extends Sprite{ public function SingleEvent() { // constructor code root.addEventListener(KeyboardEvent.KEY_UP, textChanged,false,0,true); } private function textChanged(e:KeyboardEvent){ trace(e.target.name); trace(" " + e.target); switch(e.target){ case txt1: trace("txt1 is active"); break; case txt2: trace("txt2 is active"); break; default: break; } } } } Example output is: instance15 [object Sprite] instance21 [object Sprite] Since the objects are already on the stage, I am not sure how to get flash to recognize them as "txt1" and "txt2" instead of "instance#". I tried setting the .name property, but it had no effect. In the publish settings, I have "Automatically declare stage instances" checked. Also, is it possible to have a single change event for multiple slider components? The following never fires: root.addEventListener(SliderEvent.CHANGE, sliderChanged,false,0,true); Thanks for any tips

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  • destructor being called by subclass

    - by zero
    I'm currently learning more about php objects and constructors/destructors, but i've noticed in my code that the parent class's destructor is being called twice, I thought it was because i was extending the first class to my second class and that the second class was calling it, but this is what the php docs say about that: Like constructors, parent destructors will not be called implicitly by the engine. In order to run a parent destructor, one would have to explicitly call parent::__destruct() in the destructor body. so if it is not being called by the subclass then is it because by extended the first class that i've made a reference to the parent class making it call itself twice or I'm I way off base here? the code: <?php class test{ public $test1 = "this is a test of a pulic property"; private $test2 = "this is a test of a private property"; protected $test3 = "this is a test of a protected property"; const hello = 900000; function __construct($h){ //echo 'this is the constructor test '.$h; } function x($x2){ echo ' this is fn x'.$x2; } function y(){ print "this is fn y"; } } $obj = new test("this is an \"arg\" sent to instance of test"); class hey extends test{ function hey(){ $this->x('<br>from the host with the most'); echo ' <br>from hey class'.$this->test3; } } $obj2 = new hey(); echo $obj2::hello; ?>

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  • Difference between std::result_of and decltype

    - by Luc Touraille
    I have some trouble understanding the need for std::result_of in C++0x. If I understood correctly, result_of is used to obtain the resulting type of invoking a function object with certain types of parameters. For example: template <typename F, typename Arg> typename std::result_of<F(Arg)> invoke(F f, Arg a) { return f(a); } I don't really see the difference with the following code: template <typename F, typename Arg> auto invoke(F f, Arg a) -> decltype(f(a)) //uses the f parameter { return f(a); } or template <typename F, typename Arg> auto invoke(F f, Arg a) -> decltype(F()(a)); //"constructs" an F { return f(a); } The only problem I can see with these two solutions is that we need to either: have an instance of the functor to use it in the expression passed to decltype. know a defined constructor for the functor. Am I right in thinking that the only difference between decltype and result_of is that the first one needs an expression whereas the second does not?

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  • JNI Method not found

    - by Select Call
    I have been receiving this error for my JNI code while I tried find the method ,using GetMethodID, my Java method is in an Interface. Here is my interface public interface printReader { public printImg readerPrint(String selectedName) throws Exception; } Native code WprintImgIMPL.h class WprintImgIMPL: public IWprintReader { public: WprintImgIMPL(JNIEnv *env, jobject obj); ~WprintImgIMPL(void); virtual WprintImg readerPrint(char* readerName) ; ..... ..... private: JNIEnv *m_Env; jobject m_jObj; } WprintImgIMPL.cpp WprintImg WprintImgIMPL::readerPrint(char* readerName) { jclass cls = m_Env->GetObjectClass (m_jObj); jmethodID mid = m_Env->GetMethodID (cls, "readerPrint", "(Ljava/lang/String;)Lcom/site/name/printImg;"); ....... ....... } Java code public class printReaderIMPL implements printReader { static final String DEBUG_TAG = ""; android.net.wifi.WifiManager.MulticastLock lock; Context _context; public printReaderIMPL (Context context) { _context = context; } @Override public printImg readerPrint(String selectedName) throws Exception { Log.e(DEBUG_TAG, "readerPrint"); } } Constructor/destructor WprintImgIMPL(JNIEnv *env, jobject obj){ m_Env = env; m_jobj = env->NewGlobalRef(obj); } ~WprintImgIMPL(void) { m_Env->DeleteGlobalRef(m_jobj); } Error: GetMethodID: method not found: Lcom/site/name/NativeCode;.printImg:(Ljava/lang/String;)Lcom/site/name/printImg; Signature are checked twice , after failure I generated again using Javap tool . Thank you if you can input /comment and help in fixing this bug.

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  • Properties in User-Control Ctor are duplicated to the hosting form

    - by fortis
    An annoying behavior of Visual Studio (2008)'s designer is to duplicate any property of a control, which is set inside the control's constructor code to the InitializeComponent() method of the hosting form. For example, if I create a new user control and write the following line in its Ctor: this.Text = "Hard Coded Name"; then this same line will appear inside the InitializeComponent() method of any form hosting this control. As long as it's about this kind of properties, it's only annoying because if I were to change the Text property inside the control to: "Better Hard Coded Name", I'd have to go over all hosting controls and manually change the Text value over there too. The real problem is with ".Add(something)" properties - like if my control is a TableLayoutPanel and I want it to have a certain number of columns and rows. Any col or row style set inside the user control will be duplicated in the hosting form and we end up with having twice as wanted. The count (e.g. ColumnCount) will be as planned but if I were to add cols later on, things will get messy. Is there a way to signal VS's designer not to duplicate properties? What can I do to avoid this behavior?

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  • java class that simulates a simple database table

    - by ericso
    I have a collection of heterogenous data that I pull from a database table mtable. Then, for every unique value uv in column A, I compute a function of (SELECT * FROM mtable WHERE A=uv). Then I do the same for column B, and column C. There are rather a lot of unique values, so I don't want to hit the db repeatedly - I would rather have a class that replicates some of the functionality (most importantly some version of SELECT WHERE). Additionally, I would like to abstract the column names away from the class definition, if that makes any sense - the constructor should take a list of names as a parameter, and also, I suppose, a list of types (right now this is just a String[], which seems hacky). I'm getting the initial data from a RowSet. I've more or less done this by using a hashmap that maps Strings to lists/arrays of Objects, but I keep getting bogged down in comparisons and types, and am thinking that my current implementation really isn't as clean and clear as it could be. I'm pretty new to java, also, and am not sure if I'm not going down a completely incorrect path. Does anyone have any suggestions?

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  • Error with `Thread.Sleep` during automatic testing on TeamCity 5

    - by yeyeyerman
    Hello, I'm having some problems executing the tests of the application I'm developing. All the tests execute normally with ReSharper and in NCover. However, the execution of one of these tests in TeamCity is generating an error. This test initializes two objects, the object under test and a simulator of a real object. Both objects will communicate throug a serial link in a representation of the real scenario. ObjectSimulator r_simulator = new ObjectSimulator(...); ObjectDriver r_driver = new ObjectDriver(...); Assert.IsTrue(r_driver.Connect() == ErrorCode.Success); The simulator just do the following in the constructor public class ObjectSimulator { ... public ObjectSimulator() { // serial port configuration m_port = new SerialPort(); m_port.DataReceived += DataReceivedEvent; } ... } The main object has two threads. The main thread of the application and a timer to refresh a watchdog timer in the real object. public ErrorCode Connect() { ... StartSynchroTimer(); Thread.Sleep(4); // to check if the timer is working properly ... } The problem seems to be comming from the Thread.Sleep() call, as when I remove it everything works. The ObjectSimulator somehow doesn't execute the DataReceived event callback. How can I resolve this issue?

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  • FileInput Help/Advice

    - by user559142
    I have a fileinput class. It has a string parameter in the constructor to load the filename supplied. However it just exits if the file doesn't exist. I would like it to output a message if the file doesn't exist - but not sure how.... Here is the class: public class FileInput extends Input { /** * Construct <code>FileInput</code> object given a file name. */ public FileInput(final String fileName) { try { scanner = new Scanner(new FileInputStream(fileName)); } catch (FileNotFoundException e) { System.err.println("File " + fileName + " could not be found."); System.exit(1); } } /** * Construct <code>FileInput</code> object given a file name. */ public FileInput(final FileInputStream fileStream) { super(fileStream); } } And its implementation: private void loadFamilyTree() { out.print("Enter file name: "); String fileName = in.nextLine(); FileInput input = new FileInput(fileName); family.load(input); input.close(); }

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  • Static variable definition order in c++

    - by rafeeq
    Hi i have a class tools which has static variable std::vector m_tools. Can i insert the values into the static variable from Global scope of other classes defined in other files. Example: tools.h File class Tools { public: static std::vector<std::vector> m_tools; void print() { for(int i=0 i< m_tools.size() ; i++) std::cout<<"Tools initialized :"<< m_tools[i]; } } tools.cpp File std::vector<std::vector> Tools::m_tools; //Definition Using register class constructor for inserting the new string into static variable. class Register { public: Register(std::string str) { Tools::m_tools.pushback(str); } }; Different class which inserts the string to static variable in static variable first_tool.cpp //Global scope declare global register variable Register a("first_tool"); //////// second_tool.cpp //Global scope declare global register variable Register a("second_tool"); Main.cpp void main() { Tools abc; abc.print(); } Will this work? In the above example on only one string is getting inserted in to the static list. Problem look like "in Global scope it tries to insert the element before the definition is done" Please let me know is there any way to set the static definiton priority? Or is there any alternative way of doing the same.

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