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  • SFINAE and detecting if a C++ function object returns void.

    - by Tom Swirly
    I've read the various authorities on this, include Dewhurst and yet haven't managed to get anywhere with this seemingly simple question. What I want to do is to call a C++ function object, (basically, anything you can call, a pure function or a class with ()), and return its value, if that is not void, or "true" otherwise. #include <stdio.h> struct Foo { void operator()() {} }; struct Bar { bool operator()() { return false; } }; Foo foo; Bar bar; bool baz() { return false; } void bang() {} const char* print(bool b) { printf(b ? "true, " : "false, "); } template <typename Functor> bool magicCallFunction(Functor f) { return true; // lots of template magic occurs here... } int main(int argc, char** argv) { print(magicCallFunction(foo)); print(magicCallFunction(bar)); print(magicCallFunction(baz)); print(magicCallFunction(bang)); printf("\n"); }

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  • When to save a mongoose model

    - by kentcdodds
    This is an architectural question. I have models like this: var foo = new mongoose.Schema({ name: String, bars: [{type: ObjectId, ref: 'Bar'}] }); var FooModel = mongoose.model('Foo', foo); var bar = new mongoose.Schema({ foobar: String }); var BarModel = mongoose.model('Bar', bar); Then I want to implement a convenience method like this: BarModel.methods.addFoo = function(foo) { foo.bars = foo.bars || []; // Side note, is this something I should check here? foo.bars.push(this.id); // Here's the line I'm wondering about... Should I include the line below? foo.save(); } The biggest con I see about this is that if I did include foo.save() then I should pass in a callback to addFoo so I avoid issues with the async operation. I'm thinking this is not preferable. But I also think it would be nice to include because addFoo hasn't really "addedFoo" until it's been saved... Am I breaking any design best practices doing it either way?

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  • Coding the R-ight way - avoiding the for loop

    - by mropa
    I am going through one of my .R files and by cleaning it up a little bit I am trying to get more familiar with writing the code the r-ight way. As a beginner, one of my favorite starting points is to get rid of the for() loops and try to transform the expression into a functional programming form. So here is the scenario: I am assembling a bunch of data.frames into a list for later usage. dataList <- list (dataA, dataB, dataC, dataD, dataE ) Now I like to take a look at each data.frame's column names and substitute certain character strings. Eg I like to substitute each "foo" and "bar" with "baz". At the moment I am getting the job done with a for() loop which looks a bit awkward. colnames(dataList[[1]]) [1] "foo" "code" "lp15" "bar" "lh15" colnames(dataList[[2]]) [1] "a" "code" "lp50" "ls50" "foo" matchVec <- c("foo", "bar") for (i in seq(dataList)) { for (j in seq(matchVec)) { colnames (dataList[[i]])[grep(pattern=matchVec[j], x=colnames (dataList[[i]]))] <- c("baz") } } Since I am working here with a list I thought about the lapply function. My attempts handling the job with the lapply function all seem to look alright but only at first sight. If I write f <- function(i, xList) { gsub(pattern=c("foo"), replacement=c("baz"), x=colnames(xList[[i]])) } lapply(seq(dataList), f, xList=dataList) the last line prints out almost what I am looking for. However, if i take another look at the actual names of the data.frames in dataList: lapply (dataList, colnames) I see that no changes have been made to the initial character strings. So how can I rewrite the for() loop and transform it into a functional programming form? And how do I substitute both strings, "foo" and "bar", in an efficient way? Since the gsub() function takes as its pattern argument only a character vector of length one.

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  • Concatenate an each loop inside another

    - by Lothar
    I want to to concatenate the results of a jquery each loop inside of another but am not getting the results I expect. $.each(data, function () { counter++; var i = 0; var singlebar; var that = this; tableRow = '<tr>' + '<td>' + this.foo + '</td>' + $.each(this.bar, function(){ singlebar = '<td>' + that.bar[i].baz + '</td>'; tableRow + singlebar; }); '</tr>'; return tableRow; }); The portion inside the nested each does not get added to the string that is returned. I can console.log(singlebar) and get the expected results in the console but I cannot concatenate those results inside the primary each loop. I have also tried: $.each(this.bar, function(){ tableRow += '<td>' + that.bar[i].baz + '</td>'; }); Which also does not add the desired content. How do I iterate over this nested data and add it in the midst of the table that the primary each statement is building?

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  • Prevent coersion to a single type in unlist() or c(); passing arguments to wrapper functions

    - by Leo Alekseyev
    Is there a simple way to flatten a list while retaining the original types of list constituents?.. Is there a way to programmatically construct a heterogeneous list?.. For instance, I want to create a simple wrapper for functions like png(filename,width,height) that would take device name, file name, and a list of options. The naive approach would be something like my.wrapper <- function(dev,name,opts) { do.call(dev,c(filename=name,opts)) } or similar code with unlist(list(...)). This doesn't work because opts gets coerced to character, and the resulting call is e.g. png(filename,width="500",height="500"). If there's no straightforward way to create heterogeneous lists like that, is there a standard idiomatic way to splice arguments into functions without naming them explicitly (e.g. do.call(dev,list(filename=name,width=opts["width"]))? -- Edit -- Gavin Simpson answered both questions below in his discussion about constructing wrapper functions. Let me give a summary of the answer to the title question: It is possible to construct a heterogeneous list with c() provided the arguments to c() are lists. To wit: > foo <- c("a","b"); bar <- 1:3 > c(foo,bar) [1] "a" "b" "1" "2" "3" > c(list(foo),list(bar)) [[1]] [1] "a" "b" [[2]] [1] 1 2 3 > c(as.list(foo),as.list(bar)) ## this creates a flattened heterogeneous list [[1]] [1] "a" [[2]] [1] "b" [[3]] [1] 1 [[4]] [1] 2 [[5]] [1] 3

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  • Best way to design a class in python

    - by Fraz
    So, this is more like a philosophical question for someone who is trying to understand classes. Most of time, how i use class is actually a very bad way to use it. I think of a lot of functions and after a time just indent the code and makes it a class and replacing few stuff with self.variable if a variable is repeated a lot. (I know its bad practise) But anyways... What i am asking is: class FooBar: def __init__(self,foo,bar): self._foo = foo self._bar = bar self.ans = self.__execute() def __execute(self): return something(self._foo, self._bar) Now there are many ways to do this: class FooBar: def __init__(self,foo): self._foo = foo def execute(self,bar): return something(self._foo, bar) Can you suggest which one is bad and which one is worse? or any other way to do this. This is just a toy example (offcourse). I mean, there is no need to have a class here if there is one function.. but lets say in __execute something() calls a whole set of other methods.. ?? Thanks

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  • Is it possible to cancel function override in parent class and use function from top level parent

    - by Anatoliy Gusarov
    class TopParent { protected function foo() { $this->bar(); } private function bar() { echo 'Bar'; } } class MidParent extends TopParent { protected function foo() { $this->midMethod(); parent::foo(); } public function midMethod() { echo 'Mid'; } public function generalMethod() { echo 'General'; } } Now the question is if I have a class, that extends MidParent because I need to call class Target extends MidParent { //How to override this method to return TopParent::foo(); ? protected function foo() { } } So I need to do this: $mid = new MidParent(); $mid->foo(); // MidBar $taget = new Target(); $target->generalMethod(); // General $target->foo(); // Bar UPDATE Top parent is ActiveRecord class, mid is my model object. I want to use model in yii ConsoleApplication. I use 'user' module in this model, and console app doesn't support this module. So I need to override method afterFind, where user module is called. So the Target class is the class that overrides some methods from model which uses some modules that console application doesn't support.

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  • Processing data from an AJAX request

    - by Josh K
    I have a PHP API I'm working with that outputs everything as JSON. I need to call one of the API methods and parse it out using an AJAX request. I am using jQuery (though it shouldn't matter). When I make the request it errors out with a "parsererror" as the textStatus and a "Syntax Error: invalid label" when I make the request. Simplified code: $.ajax ({ type: "POST", url: "http://mydomain.com/api/get/userlist/"+mid, dataType: "json", dataFilter: function(data, type) { /* Here we assume and pray */ users = eval(data); alert(users[1].id); }, success: function(data, textStatus, XMLHttpRequest) { alert(data.length); // Should be an array, yet is undefined. }, error: function(XMLHttpRequest, textStatus, errorThrown) { alert(textStatus); alert(errorThrown); }, complete: function(XMLHttpRequest, textStatus) { alert("Done"); } }); If I leave off the eval(data) then everything works fine. Well, except for data still being undefined in success. Note that I'm taking an array of objects in PHP and then passing them out through json_encode. Would that make any difference? There has been no progress made on this. I'm willing to throw more code up if someone believes they can help. Here is the PHP side of things private function _get_user_colors($id) { $u = new User(); $u->get_where(array('id' => $id)); $bar = array(); $bar['user'] = $u->stored; foreach($user->colors as $color) { $bar['colors'][] = $color; } echo(json_encode($bar)); } I have had zero issues using this with other PHP based scripts. I don't know why Javascript would take issue with it.

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  • Utility App with Navigation Controller and Table View on FlipSide.

    - by wdt
    Hi All. I am relatively new to the whole MVC way of looking at things. I have an application that is based on the "Utility" Application template. Everything in the MainView and FlipsideView is working great but now I need to add a TableView and Navigation Controller to the flipside. Without the navigation bar being on the MainView. So only once the user has tapped the info light button will the nav bar display on the flipside with a table view. I have been able to impliment the Table View on the side and populate it with data from an array. I am now struggling to link in a navigation controller so that the tableview can become interactive. When I place the nav bar code into the app delegate it appears on the MainView and not the flipside view. Where do I place the navigation bar code so that it will display on the flipsideview. I cannt seem to get the code in the right place. Also I am not sure I have the right code, do I put the UINavigationController code in the FlipSideViewController.m ? I am not grasping the concept of the naivgation controller fully I think . . . Here is the code to bring up the FlipView - (IBAction)showInfo { TableViewController *controller = [[TableViewController alloc] initWithNibName:@"TableViewController" bundle:nil]; controller.delegate = self; controller.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:controller animated:YES]; [controller release]; } Now I need to get the TableViewController to have a navigation controller and a table view Thanks in advance.

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  • Using Moq to Validate Separate Invocations with Distinct Arguments

    - by Thermite
    I'm trying to validate the values of arguments passed to subsequent mocked method invocations (of the same method), but cannot figure out a valid approach. A generic example follows: public class Foo { [Dependency] public Bar SomeBar { get; set; } public void SomeMethod() { this.SomeBar.SomeOtherMethod("baz"); this.SomeBar.SomeOtherMethod("bag"); } } public class Bar { public void SomeOtherMethod(string input) { } } public class MoqTest { [TestMethod] public void RunTest() { Mock<Bar> mock = new Mock<Bar>(); Foo f = new Foo(); mock.Setup(m => m.SomeOtherMethod(It.Is<string>("baz"))); mock.Setup(m => m.SomeOtherMethod(It.Is<string>("bag"))); // this of course overrides the first call f.SomeMethod(); mock.VerifyAll(); } } Using a Function in the Setup might be an option, but then it seems I'd be reduced to some sort of global variable to know which argument/iteration I'm verifying. Maybe I'm overlooking the obvious within the Moq framework?

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • WebDriver with firefox-x11 on Mac

    - by binil
    I am trying to run a headless test for a web application using WebDriver on Mac OS X 10.6.3. My plan is to run firefox-x11 with Xvfb, but WebDriver is unable to launch firefox-x11. My code is: System.setProperty("webdriver.firefox.bin", "/opt/local/bin/firefox-x11-devel-standalone"); WebDriver browser = new FirefoxDriver(); try { browser.get("http://google.com"); } finally { browser.close(); } but this fails with: org.openqa.selenium.WebDriverException: Unable to start firefox cleanly. Exit value: 1 Ran from: [/opt/local/bin/firefox-x11-devel-standalone, --verbose, -silent] System info: os.name: 'Mac OS X', os.arch: 'x86_64', os.version: '10.6.3', java.version: '1.6.0_17' Driver info: driver.version: firefox at org.openqa.selenium.firefox.FirefoxBinary.copeWithTheStrangenessOfTheMac(FirefoxBinary.java:200) at org.openqa.selenium.firefox.FirefoxBinary.startProfile(FirefoxBinary.java:83) at org.openqa.selenium.firefox.FirefoxBinary.clean(FirefoxBinary.java:264) at org.openqa.selenium.firefox.FirefoxLauncher.startProfile(FirefoxLauncher.java:66) at org.openqa.selenium.firefox.internal.NewProfileExtensionConnection.<init>(NewProfileExtensionConnection.java:45) at org.openqa.selenium.firefox.internal.ExtensionConnectionFactory.connectTo(ExtensionConnectionFactory.java:44) When I manually launch /opt/local/bin/firefox-x11-devel-standalone from the terminal, it seems to work fine despite some harmless errors shown. So, I tried to patch the org.openqa.selenium.firefox.FirefoxBinary.copeWithTheStrangenessOfTheMac(ProcessBuilder) method to ignore the errors and exit value of 1. Now it proceeds further, but fails with: Caused by: org.openqa.selenium.WebDriverException: Failed to connect to binary FirefoxBinary(/opt/local/bin/firefox-x11-devel-standalone) on port 7055; process output follows: Xlib: extension "RANDR" missing on display "/tmp/launch-tElCRZ/org.x:0". Dynamic session lookup supported but failed: launchd did not provide a socket path, verify that org.freedesktop.dbus-session.plist is loaded! (firefox-bin:88837): Gtk-CRITICAL **: gtk_widget_has_screen: assertion `GTK_IS_WIDGET (widget)' failed ?Xlib: extension "RANDR" missing on display "/tmp/launch-tElCRZ/org.x:0". Dynamic session lookup supported but failed: launchd did not provide a socket path, verify that org.freedesktop.dbus-session.plist is loaded! (firefox-bin:88877): Gtk-CRITICAL **: gtk_widget_has_screen: assertion `GTK_IS_WIDGET (widget)' failed ? System info: os.name: 'Mac OS X', os.arch: 'x86_64', os.version: '10.6.3', java.version: '1.6.0_17' Driver info: driver.version: firefox at org.openqa.selenium.firefox.internal.NewProfileExtensionConnection.connectToBrowser(NewProfileExtensionConnection.java:60) at org.openqa.selenium.firefox.internal.NewProfileExtensionConnection.<init>(NewProfileExtensionConnection.java:49) at org.openqa.selenium.firefox.internal.ExtensionConnectionFactory.connectTo(ExtensionConnectionFactory.java:44) ... 4 more Caused by: org.openqa.selenium.firefox.NotConnectedException: Failed to start up socket within 45000 at org.openqa.selenium.firefox.internal.AbstractExtensionConnection.connectToBrowser(AbstractExtensionConnection.java:143) at org.openqa.selenium.firefox.internal.NewProfileExtensionConnection.connectToBrowser(NewProfileExtensionConnection.java:58) ... 6 more Has anyone got WebDriver to work with firefox-x11? This post seems to suggest that one person had got it working, but it does not contain much details.

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  • Flex: replace all spaces with comma

    - by Treby
    im new with regexp, so can i ask for some assistance Using string.replace function what code that can replace spaces with comma Input:The quick brown fox jumps over the lazy dog. Output:The,quick,brown,fox,jumps,over,the,lazy dog. Thanks

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  • In Objective C, what's the best way to extract multiple substrings of text around multiple patterns?

    - by Matt
    For one NSString, I have N pattern strings. I'd like to extract substrings "around" the pattern matches. So, if i have "the quick brown fox jumped over the lazy dog" and my patterns are "brown" and "lazy" i would like to get "quick brown fox" and "the lazy dog." However, the substrings don't necessarily need to be delimited by whitespace. I have a hunch that there's a very easy solution to this, but I admit a disturbing lack of knowledge of Objective C string functions.

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  • python webbrowser.open(url)

    - by Gert Cuykens
    httpd = make_server('', 80, server) webbrowser.open(url) httpd.serve_forever() This works cross platform except when I launch it on a putty ssh terminal. How can i trick the console in opening the w3m browser in a separate process so it can continue to launch the server? Or if it is not possible to skip webbrowser.open when running on a shell without x?

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  • How to make the selected testcript is run in selenium grid

    - by Yui
    Hi, I can launch some remote control by using: ant launch-remote-control but I dont know how my script connect to hub? I set up ant, selenium-grid on the same computer. I have an grid.dll which is written by C# and run through NUnit. The test data is read from xml file (ValidData.xml) The example code is below : using System.Collections.Generic; using System.Linq; using System.Text; using System; using System.Xml; using System.Text.RegularExpressions; using System.Threading; using NUnit.Framework; using Selenium; namespace Grid { public class Class1 { //User defined private string strURL = "http://gmail.com/"; private string[] strBrowser = new string[3] { "*iehta", "*firefox", "*safari" }; string hubAddress = "192.168.20.131"; // IP of my computer // System defined private ISelenium selenium; private StringBuilder verificationErrors; [SetUp] public void SetupTest() { selenium = new DefaultSelenium(hubAddress, 4444, this.strBrowser[1], this.strURL);// do i need to identify browser when I defined it when launching a remote control selenium.Start(); verificationErrors = new StringBuilder(); } [TearDown] public void TeardownTest() { try { selenium.Stop(); } catch (Exception) { // Ignore errors if unable to close the browser } Assert.AreEqual("", verificationErrors.ToString()); } private string[] name; [Test] public void LoginPassedTest() { try { XmlDocument doc = new XmlDocument(); XmlNode docNode; doc.Load("ValidData.xml"); docNode = doc["TestCase"]; foreach (XmlNode node in docNode) { selenium.Open("/"); selenium.WaitForPageToLoad("50000"); selenium.Type("Email", node["username"].InnerText); selenium.Type("Passwd", node["password"].InnerText); selenium.Click("signIn"); selenium.WaitForPageToLoad("100000"); name = (selenium.GetText("//div[@id='guser']/nobr/b").Split('@')); try { Assert.AreEqual(node["username"].InnerText, name[0]); Assert.AreEqual("Sign out", selenium.GetText(":r6")); } catch (AssertionException e) { verificationErrors.Append(e.Message); } selenium.Click(":r6"); } } catch (AssertionException e) { verificationErrors.Append(e.Message); } } } } Step I run this script: 1.I build that script into DLL 2.I start hub by using command "ant lauch-hub" 3.I start 2 remote controls by using command : ant -Dport=5566 -Denvironment="*chrome" launch-remote-control ant -Dport=5577 -Denvironment="*iexplore" launch-remote-control 4.Then I open Nunit and load DLL (code above) and run 5.The NUNit doesnot respond anything. I think there are some missing things but I dont know. How can the test script (DLL) know which is sequence of remote control is selected to run the test???? Please help me!! Thank you so much Yui.

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  • Class member functions instantiated by traits [policies, actually]

    - by Jive Dadson
    I am reluctant to say I can't figure this out, but I can't figure this out. I've googled and searched Stack Overflow, and come up empty. The abstract, and possibly overly vague form of the question is, how can I use the traits-pattern to instantiate member functions? [Update: I used the wrong term here. It should be "policies" rather than "traits." Traits describe existing classes. Policies prescribe synthetic classes.] The question came up while modernizing a set of multivariate function optimizers that I wrote more than 10 years ago. The optimizers all operate by selecting a straight-line path through the parameter space away from the current best point (the "update"), then finding a better point on that line (the "line search"), then testing for the "done" condition, and if not done, iterating. There are different methods for doing the update, the line-search, and conceivably for the done test, and other things. Mix and match. Different update formulae require different state-variable data. For example, the LMQN update requires a vector, and the BFGS update requires a matrix. If evaluating gradients is cheap, the line-search should do so. If not, it should use function evaluations only. Some methods require more accurate line-searches than others. Those are just some examples. The original version instantiates several of the combinations by means of virtual functions. Some traits are selected by setting mode bits that are tested at runtime. Yuck. It would be trivial to define the traits with #define's and the member functions with #ifdef's and macros. But that's so twenty years ago. It bugs me that I cannot figure out a whiz-bang modern way. If there were only one trait that varied, I could use the curiously recurring template pattern. But I see no way to extend that to arbitrary combinations of traits. I tried doing it using boost::enable_if, etc.. The specialized state information was easy. I managed to get the functions done, but only by resorting to non-friend external functions that have the this-pointer as a parameter. I never even figured out how to make the functions friends, much less member functions. The compiler (VC++ 2008) always complained that things didn't match. I would yell, "SFINAE, you moron!" but the moron is probably me. Perhaps tag-dispatch is the key. I haven't gotten very deeply into that. Surely it's possible, right? If so, what is best practice? UPDATE: Here's another try at explaining it. I want the user to be able to fill out an order (manifest) for a custom optimizer, something like ordering off of a Chinese menu - one from column A, one from column B, etc.. Waiter, from column A (updaters), I'll have the BFGS update with Cholesky-decompositon sauce. From column B (line-searchers), I'll have the cubic interpolation line-search with an eta of 0.4 and a rho of 1e-4, please. Etc... UPDATE: Okay, okay. Here's the playing-around that I've done. I offer it reluctantly, because I suspect it's a completely wrong-headed approach. It runs okay under vc++ 2008. #include <boost/utility.hpp> #include <boost/type_traits/integral_constant.hpp> namespace dj { struct CBFGS { void bar() {printf("CBFGS::bar %d\n", data);} CBFGS(): data(1234){} int data; }; template<class T> struct is_CBFGS: boost::false_type{}; template<> struct is_CBFGS<CBFGS>: boost::true_type{}; struct LMQN {LMQN(): data(54.321){} void bar() {printf("LMQN::bar %lf\n", data);} double data; }; template<class T> struct is_LMQN: boost::false_type{}; template<> struct is_LMQN<LMQN> : boost::true_type{}; // "Order form" struct default_optimizer_traits { typedef CBFGS update_type; // Selection from column A - updaters }; template<class traits> class Optimizer; template<class traits> void foo(typename boost::enable_if<is_LMQN<typename traits::update_type>, Optimizer<traits> >::type& self) { printf(" LMQN %lf\n", self.data); } template<class traits> void foo(typename boost::enable_if<is_CBFGS<typename traits::update_type>, Optimizer<traits> >::type& self) { printf("CBFGS %d\n", self.data); } template<class traits = default_optimizer_traits> class Optimizer{ friend typename traits::update_type; //friend void dj::foo<traits>(typename Optimizer<traits> & self); // How? public: //void foo(void); // How??? void foo() { dj::foo<traits>(*this); } void bar() { data.bar(); } //protected: // How? typedef typename traits::update_type update_type; update_type data; }; } // namespace dj int main() { dj::Optimizer<> opt; opt.foo(); opt.bar(); std::getchar(); return 0; }

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  • junit4 test runner

    - by lamisse
    hello how could we uses junir related methods? could we launch setuponce from each java test? if in my test I launch the appli by calling setuponce, is it correct ?

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  • Emulator problem in Android

    - by AMANDEEP SINGH
    When I launch the emulator I face many problems (Errors):- HttpConnectionApp]emulator-5554 disconnected! Cancelling 'net.paxcel.http.HttpConnectionApp activity launch'! Emulator]emulator: ERROR: the user data image is used by another emulator. aborting Each time I have to re-run it but all in vain. How can I improve this so that I can re-run the application on same AVD?

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  • Equinox config.ini generated

    - by asrijaal
    Hi there, I've got some osgi plugin development going on. I've created a launch configuration in my eclipse IDE, which adds all required bundles to my runtime. Is there any possibilty to export/convert the eclipse launch config to a config.ini which I can use on my standalone equinox env?

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  • Launching matlab remotely on windows via ssh? Impossible?

    - by Bob E.
    Howdy, I am trying to run matlab remotely on windows via OpenSSH installed with Cygwin, but launching matlab in windows without the GUI seems to be impossible. If i am logged in locally, I can launch matlab -nodesktop -nodisplay -r script, and matlab will launch up a stripped down GUI and do the command. However, this is impossible to do remotely via ssh, as, matlab needs to display the GUI. Does anyone have any suggestions or work arounds? Thanks, Bob

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  • Custom URL Scheme from settings.bundle

    - by S-T-R-E-G-A
    Is it possible to set a custom URL scheme to launch my app from a link but make this a user defined setting? My app relies on a user defined server url and I would like to be able to set a URL scheme to launch my app using the users custom URL from lets say an email link. I noticed the info.plist has these references ${EXECUTABLE_NAME} can I define my own custom reference maybe?

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