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  • Trying to make a plugin system in C++/Qt

    - by Pirate for Profit
    I'm making a task-based program that needs to have plugins. Tasks need to have properties which can be easily edited, I think this can be done with Qt's Meta-Object Compiler reflection capabilities (I could be wrong, but I should be able to stick this in a QtPropertyBrowser?) So here's the base: class Task : public QObject { Q_OBJECT public: explicit Task(QObject *parent = 0) : QObject(parent){} virtual void run() = 0; signals: void taskFinished(bool success = true); } Then a plugin might have this task: class PrinterTask : public Task { Q_OBJECT public: explicit PrinterTask(QObject *parent = 0) : Task(parent) {} void run() { Printer::getInstance()->Print(this->getData()); // fictional emit taskFinished(true); } inline const QString &getData() const; inline void setData(QString data); Q_PROPERTY(QString data READ getData WRITE setData) // for reflection } In a nutshell, here's what I want to do: // load plugin // find all the Tasks interface implementations in it // have user able to choose a Task and edit its specific Q_PROPERTY's // run the TASK It's important that one .dll has multiple tasks, because I want them to be associated by their module. For instance, "FileTasks.dll" could have tasks for deleting files, making files, etc. The only problem with Qt's plugin setup is I want to store X amount of Tasks in one .dll module. As far as I can tell, you can only load one interface per plugin (I could be wrong?). If so, the only possible way to do accomplish what I want is to create a FactoryInterface with string based keys which return the objects (as in Qt's Plug-And-Paint example), which is a terrible boilerplate that I would like to avoid. Anyone know a cleaner C++ plugin architecture than Qt's to do what I want? Also, am I safely assuming Qt's reflection capabilities will do what I want (i.e. able to edit an unknown dynamically loaded tasks' properties with the QtPropertyBrowser before dispatching)?

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  • Unit testing a Grails custom taglib based on built-in Grails taglib

    - by dipess
    I've an app based on Grails 1.3.7. And I need to write a unit test for a custom taglib that is based on the built-in taglib, <g:select /> to be specific. I checked out the solution on this previous SO post but the solution stated is not working in my case (some properties are not being prooperly mocked up). The other solution that I found was this. Using this approach, I get most of the properties of FormTagLib mocked up except for the grailsApplication property that select requires. The actual error that I get is Cannot invoke method getArtefact() on null object. How can I properly write the unit test in such a case? Edit Here are my test class and the full stacktrace. Line #45 on the stacktrace is the call to the g.select from my custom taglib. My custom taglib is something like def clientSpecificQueues = {attrs-> def queueList = taskService.getClientSpecificQueues(session.clientName) def queueLabel = "Some String" if (queueList.size() > 0){ out << queueLabel else out << g.select(name:'queueId', from: queueList, optionKey: 'id', optionValue: 'name') }

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  • Using JavaMail to send a mail containing Unicode characters

    - by NoozNooz42
    I'm successfully sending emails through GMail's SMTP servers using the following piece of code: Properties props = new Properties(); props.put("mail.smtp.host", "smtp.gmail.com"); props.put("mail.smtp.socketFactory.port", "465"); props.put("mail.smtp.socketFactory.class","javax.net.ssl.SSLSocketFactory"); props.put("mail.smtp.auth", "true"); props.put("mail.smtp.port", "465"); props.put("mail.smtp.ssl", "true"); props.put("mail.smtp.starttls.enable","true"); props.put("mail.smtp.timeout", "5000"); props.put("mail.smtp.connectiontimeout", "5000"); // Do NOT use Session.getDefaultInstance but Session.getInstance // See: http://forums.sun.com/thread.jspa?threadID=5301696 final Session session = Session.getInstance( props, new javax.mail.Authenticator() { protected PasswordAuthentication getPasswordAuthentication() { return new PasswordAuthentication( USER, PWD ); } }); try { final Message message = new MimeMessage(session); message.setFrom( new InternetAddress( USER ) ); message.setRecipients( Message.RecipientType.TO, InternetAddress.parse( TO ) ); message.setSubject( emailSubject ); message.setText( emailContent ); Transport.send(message); emailSent = true; } catch ( final MessagingException e ) { e.printStackTrace(); } where emailContent is a String that does contain Unicode characters (like the euro symbol). When the email arrives (in another GMail account), the euro symbol has been converted to the ASCII '?' question mark. I don't know much about emails: can email use any character encoding? What should I modify in the code above so that an encoding allowing Unicode characters is used?

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  • MVC2 Modelbinder for List of derived objects

    - by user250773
    I want a list of different (derived) object types working with the Default Modelbinder in Asp.net MVC 2. I have the following ViewModel: public class ItemFormModel { [Required(ErrorMessage = "Required Field")] public string Name { get; set; } public string Description { get; set; } [ScaffoldColumn(true)] //public List<Core.Object> Objects { get; set; } public ArrayList Objects { get; set; } } And the list contains objects of diffent derived types, e.g. public class TextObject : Core.Object { public string Text { get; set; } } public class BoolObject : Core.Object { public bool Value { get; set; } } It doesn't matter if I use the List or the ArrayList implementation, everything get's nicely scaffolded in the form, but the modelbinder doesn't resolve the derived object type properties for me when posting back to the ActionResult. What could be a good solution for the Viewmodel structure to get a list of different object types handled? Having an extra list for every object type (e.g. List, List etc.) seems to be not a good solution for me, since this is a lot of overhead both in building the viewmodel and mapping it back to the domain model. Thinking about the other approach of binding all properties in a custom model binder, how can I make use the data annotations approach here (validating required attributes etc.) without a lot of overhead?

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  • UITableView superClass for delegate?

    - by fuzzygoat
    A quick question, I am setting a delegate for UITableView and I have a question regarding setting the delegate and dataSource properties. I have noticed that the properties for delegate and dataSource are not available, I was thinking that adopting the protocols would make them available. But I am now thinking that I maybe have the superclass for my delegate class wrong. Currently I have: -(void)viewDidLoad { TestDelegate *tempDelegate = [[TestDelegate alloc] init]; [self setMyDelegate:tempDelegate]; // setDelegate // setDataSource [tempDelegate release]; [super viewDidLoad]; } My interface for TestDelegate looks like: @interface TestDelegate : NSObject <UITableViewDelegate, UITableViewDataSource> { NSArray *listData; int myCounter; } Can I ask if the above should be: @interface TestDelegate : UITableView <UITableViewDelegate, UITableViewDataSource> { NSArray *listData; int myCounter; } gary EDIT: I think it might be right as NSObject, I have a viewtableView in IB, thats what I will need to connect my delegate class to. I added to tableView in IB so maybe I just need to make it available in Xcode.

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  • How to create a platform ontop of CSLA? <-- if in case it make sense

    - by Peejay
    Hi all! here is the senario, i'm developing an application using csla 3.8 / c#.net, the application will have different modules. its like an ERP, it will have accounting, daily time record, recruitment etc as modules. Now the requirement is to check for common entities per module and build a "platform" (<- the boss calls it that way) from it. for example, DTR will have an entity "employee", Recruitment will have "Applicant" so one common entity that you can derive from both that can be put in the platform is "Person". "Person" will contain typical info like name, address, contact info etc. I know it sounds like OOP 101. the thing is, i dont know how i am to go about it. how i wish it was just a simple inheritance but the requirement is like to create an API of some sort to be used by the modules using CSLA. in csla you create smart objects right, inheriting from the base classes of csla like businessListbase, readonlylistbase etc. right? what if for example i created a businessbase Applicant class, it will have properties like salary demand, availability date etc. now for the personal info i will need the "Person" from the "platform" and implement it to the applicant class. so in summary i have several questions: how to create such platform? if such platform is possible, how will it be implemented on each module's entities? (im already inheriting from base clases of csla) if incase 1 and 2 are possible, does it have advantages on development and maintenace of the app? the reason why i'm asking #3 is because the way i see it, even if i am able to create a platform for that, i will be needing to define properties of the platform entity on my module entities so to have validation and all. im sorry if i'm typing nonesense i'm really confused. hope someone could enlighten me. thank you all!

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  • Android -- SDK/IDE Layout Bug (w/Custom Layouts)??

    - by borg17of20
    Hello all, Can someone tell me if this is a bug in the SDK/IDE: Any custom or extended layout I add to my layout XML causes the IDE to ignore the fact that there are any child views of that layout (they just disappear from the outline view/window), thus making them uneditable via the properties view/window. (I need to extend a layout to make onSetAlpha() public) FYI: I'm developing for Android 1.5 and up, using all the latest plug-ins/updates in Eclipse Here is a simple example of a layout XML and the extended Layout that causes this error. [Extended Layout] package com.test; public class CustomLinearLayout extends LinearLayout { public CustomLinearLayout(Context context, AttributeSet attrs) { super(context, attrs); } public CustomLinearLayout(Context context) { super(context); } } [Simple layout XML] <?xml version="1.0" encoding="utf-8"?> <com.test.CustomLinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:id="@+id/ImageView01" android:layout_width="wrap_content" android:layout_height="wrap_content"></ImageView> </com.test.CustomLinearLayout> ImageView01 is not visible or editable in the properties or outline views/windows. Thanks.

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  • Detaching all entities of T to get fresh data

    - by Goran
    Lets take an example where there are two type of entites loaded: Product and Category, Product.CategoryId - Category.Id. We have available CRUD operations on products (not Categories). If on another screen Categories are updated (or from another user in the network), we would like to be able to reload the Categories, while preserving the context we currently use, since we could be in the middle of editing data, and we do not want changes to be lost (and we cannot depend on saving, since we have incomplete data). Since there is no easy way to tell EF to get fresh data (added, removed and modified), we thought of twp possible ways: 1) Getting products attached to context, and categories detached from context. This would mean that we loose the ability to access Product.Category.Name, which we do sometimes require, so we would need to manually resolve it (example when printing data). 2) detaching / attaching all Categories from current context. Context.ChangeTracker.Entries().Where(x => x.Entity.GetType() == typeof(T)).ForEach(x => x.State = EntityState.Detached); And then reload the categories, which will get fresh data. Do you find any problem with this second approach? We understand that this will require all constraints to be put on foreign keys, and not navigation properties, since when detaching all Categories, Product.Category navigation properties would be reset to null also. Also, there could be a potential performance problem, which we did not test, since there could be couple of thousand products loaded, and all would need to resolve navigation property when reloading. Which of the two do you prefer, and is there a better way (EF6 + .NET 4.0)?

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  • Where clause on joined table used for user defined key/value pairs

    - by Steve Wright
    Our application allows administrators to add “User Properties” in order for them to be able to tailor the system to match their own HR systems. For example, if your company has departments, you can define “Departments” in the Properties table and then add values that correspond to “Departments” such as “Jewelry”, “Electronics” etc… You are then able to assign a department to users. Here is the schema: In this schema, a User can have only one UserPropertyValue per Property, but doesn’t have to have a value for the property. I am trying to build a query that will be used in SSRS 2005 and also have it use the PropertyValues as the filter for users. My query looks like this: SELECT UserLogin, FirstName, LastName FROM Users U LEFT OUTER JOIN UserPropertyValues UPV ON U.ID = UPV.UserID WHERE UPV.PropertyValueID IN (1, 5) When I run this, if the user has ANY of the property values, they are returned. What I would like to have is where this query will return users that have values BY PROPERTY. So if PropertyValueID = 1 is of Department (Jewelry), and PropertyValueID = 5 is of EmploymentType (Full Time), I want to return all users that are in Department Jewelry that are EmployeeType of Full Time, can this be done? Here's a full data example: User A has Department(Jewelry value = 1) and EmploymentType(FullTime value = 5)User B has Department(Electronics value = 2) and EmploymentType(FullTime value = 5)User C has Department(Jewelry value = 1) and EmployementType(PartTime value = 6) My query should only return User A using the above query UPDATE: I should state that this query is used as a dataset in SSRS, so the parameter passed to the query will be @PropertyIDs and it is defined as a multi-value parameter in SSRS. WHERE UPV.PropertyValueID IN (@PropertyIDs)

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  • `DesignMode` in subcontrols is not set correctly?

    - by affan
    I have a compound control contains nested controls. The problem i am facing is that control read properties from a global setting class which is static and intern read from setting file. To stop individual control from accessing configuration in design mode i added check in each control. If(!DesignMode){ ... //Initialize properties e.g. prop = AppConfig.GetProperty("prop1"); } The problem is that individual control work fine when open in VS. But when i open top control containing nested control i get error by VS designer. The error is that in a nested control DesignMode=false for some reason. I also created a test app and created a simple control within another control to test if there is a problem with VS but it seem to work correctly for any depth of controls. I dont even know how to debug this. For now i comment out the property initializing code and build it and then open designer and there uncomment it and build it again to run it. Did anyone came across this problem or is there any way to fix it.

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  • C++ converting back and forth from derived and base classes

    - by user127817
    I was wondering if there is a way in C++ to accomplish the following: I have a base class called ResultBase and two class that are Derived from it, Variable and Expression. I have a few methods that do work on vector<ResultBase> . I want to be able to pass in vectors of Variable and Expression into these methods. I can achieve this by creating a vector<ResultBase> and using static_cast to fill it with the members from my vector of Variable/Expression. However, once the vector has run through the methods, I want to be able to get it back as the vector of Result/Expression. I'll know for sure which one I want back. static_cast won't work here as there isn't a method to reconstruct a Variable/Expression from a ResultBase, and more importantly I wouldn't have the original properties of the Variables/Expressions The methods modify some of the properties of the ResultBase and I need those changes to be reflected in the original vectors. (i.e. ResultBase has a property called IsLive, and one of the methods will modify this property. I want this IsLive value to be reflected in the derived class used to create the ResultBase Whats the easiest way to accomplish this?

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  • Spring MVC: should service layer be returning operation specific DTO's ?

    - by arrages
    In my Spring MVC application I am using DTO in the presentation layer in order to encapsulate the domain model in the service layer. The DTO's are being used as the spring form backing objects. hence my services look something like this: userService.storeUser(NewUserRequestDTO req); The service layer will translate DTO - Domain object and do the rest of the work. Now my problem is that when I want to retrieve a DTO from the service to perform say an Update or Display I can't seem to find a better way to do it then to have multiple methods for the lookup that return different DTO's like... EditUserRequestDTO userService.loadUserForEdit(int id); DisplayUserDTO userService.loadUserForDisplay(int id); but something does not feel right about this approach. The reason do have separate DTO's is that DisplayUserDTO is strongly typed to be read only and also there are many properties of user that are entities from a lookup table in the db (like city and state) so the DisplayUserDTO would have the string description of the properties while the EditUserRequestDTO will have the id's that will back the select drop down lists in the forms. What do you think? thanks

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Regarding the ViewModel

    - by mizipzor
    Im struggling to understand the ViewModel part of the MVVM pattern. My current approach is to have a class, with no logic whatsoever (important), except that it implements INotifyPropertyChanged. The class is just a collection of properties, a struct if you like, describing an as small part of the data as possible. I consider this my Model. Most of the WPF code I write are settings dialogs that configure said Model. The code-behind of the dialog exposes a property which returns an instance of the Model. In the XAML code I bind to subproperties of that property, thereby binding directly to the Model's properties. Which works quite well since it implements the INotifyPropertyChanged. I consider this settings dialog the View. However, I havent really been able to figure out what in all this is the ViewModel. The articles Ive read suggests that the ViewModel should tie the View and the Model together, providing the logic the Model lacks but is still to complex to go directly into the View. Is this correct? Would, in my example, the code-behind of the settings dialog be considered the ViewModel? I just feel a bit lost and would like my peers to debunk some of my assumptions. Am I completely off track here?

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  • Cannot redeploy to remote tomcat 7 with using cargo-maven-plugin

    - by rottmanj
    I am attempting to build and redeploy to a remote tomcat 7 server using the cargo-maven plugin. I have been able to successfully deploy to the remote server, but all other actions fail. Here is the pluging settings in my pom.xml <plugin> <groupId>org.codehaus.cargo</groupId> <artifactId>cargo-maven2-plugin</artifactId> <version>1.1.1</version> <configuration> <!-- Container configuration --> <container> <containerId>tomcat7x</containerId> <type>remote</type> </container> <configuration> <type>runtime</type> <properties> <cargo.remote.username>tomcat</cargo.remote.username> <cargo.remote.password>tomcat</cargo.remote.password> <cargo.remote.uri>http://devserver:8080/manager/html</cargo.remote.uri> </properties> </configuration> </configuration> </plugin> This is the error I am seeing within eclipse, when I attempt to deploy. I posted it to pastebin so it is easier to read. Error link. Any help with this is greatly appreciated.

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  • WPF CollectionViewSource Grouping

    - by Miles
    I'm using a Collection View Source to group my data. In my data, I have Property1 and Property2 that I'm needing to group on. The only stipulation is that I don't want sub-groups of another group. So, when I group by these two properties, I don't want to have it so that Property2 because a subgroup of Property1's group. The reason why I'm wanting this is because I'm wanting to have a header that shows the following information: Header: <TextBlock.Text> <MultiBinding StringFormat="Property1: {0}, Property2: {1}"> <Binding Path="Property1"/> <Binding Path="Property2"/> </MultiBinding> </TextBlock.Text> I've tried this with my CollectionViewSource but was not able to "combine" the group and subgroup together: <CollectionViewSource x:Key="myKey" Source="{Binding myDataSource}"> <CollectionViewSource.GroupDescriptions> <PropertyGroupDescription PropertyName="Property1" /> <PropertyGroupDescription PropertyName="Property2" /> </CollectionViewSource.GroupDescriptions> </CollectionViewSource> Is it possible to group two properties together? Something like below? <CollectionViewSource x:Key="myKey" Source="{Binding myDataSource}"> <CollectionViewSource.GroupDescriptions> <PropertyGroupDescription PropertyName="Property1,Property2" /> </CollectionViewSource.GroupDescriptions> </CollectionViewSource>

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  • Diff/Merge functionality for objects (not files!)

    - by gehho
    I have a collection of objects of the same type, let's call it DataItem. The user can view and edit these items in an editor. It should also be possible to compare and merge different items, i.e. some sort of diff/merge for DataItem instances. The DIFF functionality should compare all (relevant) properties/fields of the items and detect possible differences. The MERGE functionality should then be able to merge two instances by applying selected differences to one of the items. For example (pseudo objects): DataItem1 { DataItem2 { Prop1 = 10 Prop1 = 10 Prop2 = 25 Prop2 = 13 Prop3 = 0 Prop3 = 5 Coll = { 7, 4, 8 } Coll = { 7, 4, 8, 12 } } } Now, the user should be provided with a list of differences (i.e. Prop2, Prop3, and Coll) and he should be able to select which differences he wants to eliminate by assigning the value from one item to the other. He should also be able to choose if he wants to assign the value from DataItem1 to DataItem2 or vice versa. Are there common practices which should be used to implement this functionality? Since the same editor should also provide undo/redo functionality (using the Command pattern), I was thinking about reusing the ICommand implementations because both scenarios basically handle with property assignments, collection changes, and so on... My idea was to create Difference objects with ICommand properties which can be used to perform a merge operation for this specific Difference. Btw: The programming language will be C# with .NET 3.5SP1/4.0. However, I think this is more of a language-independent question. Any design pattern/idea/whatsoever is welcome!

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  • C# wrapper for objects

    - by Haggai
    I'm looking for a way to create a generic wrapper for any object. The wrapper object will behave just like the class it wraps, but will be able to have more properties, variable, methods etc., for e.g. object counting, caching etc. Say the wrapper class be called Wrapper, and the class to be wrapped be called Square and has the constructor Square(double edge_len) and the properties/methods EdgeLength and Area, I would like to use it as follows: Wrapper<Square> mySquare = new Wrapper<Square>(2.5); /* or */ new Square(2.5); Console.Write("Edge {0} -> Area {1}", mySquare.EdgeLength, mySquare.Area); Obviously I can create such a wrapper class for each class I want to wrap, but I'm looking for a general solution, i.e. Wrapper<T> which can handle both primitive and compound types (although in my current situation I would be happy with just wrapping my own classes). Suggestions? Thanks.

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  • Uniquing with Existing Core Data Entities

    - by warrenm
    I'm using Core Data to store a lot (1000s) of items. A pair of properties on each item are used to determine uniqueness, so when a new item comes in, I compare it against the existing items before inserting it. Since the incoming data is in the form of an RSS feed, there are often many duplicates, and the cost of the uniquing step is O(N^2), which has become significant. Right now, I create a set of existing items before iterating over the list of (possible) new items. My theory is that on the first iteration, all the items will be faulted in, and assuming we aren't pressed for memory, most of those items will remain resident over the course of the iteration. I see my options thusly: Use string comparison for uniquing, iterating over all "new" items and comparing to all existing items (Current approach) Use a predicate to filter the set of existing items against the properties of the "new" items. Use a predicate with Core Data to determine uniqueness of each "new" item (without retrieving the set of existing items). Is option 3 likely to be faster than my current approach? Do you know of a better way?

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  • Can ScalaCheck/Specs warnings safely be ignored when using SBT with ScalaTest?

    - by pdbartlett
    I have a simple FunSuite-based ScalaTest: package pdbartlett.hello_sbt import org.scalatest.FunSuite class SanityTest extends FunSuite { test("a simple test") { assert(true) } test("a very slightly more complicated test - purposely fails") { assert(42 === (6 * 9)) } } Which I'm running with the following SBT project config: import sbt._ class HelloSbtProject(info: ProjectInfo) extends DefaultProject(info) { // Dummy action, just to show config working OK. lazy val solveQ = task { println("42"); None } // Managed dependencies val scalatest = "org.scalatest" % "scalatest" % "1.0" % "test" } However, when I runsbt test I get the following warnings: ... [info] == test-compile == [info] Source analysis: 0 new/modified, 0 indirectly invalidated, 0 removed. [info] Compiling test sources... [info] Nothing to compile. [warn] Could not load superclass 'org.scalacheck.Properties' : java.lang.ClassNotFoundException: org.scalacheck.Properties [warn] Could not load superclass 'org.specs.Specification' : java.lang.ClassNotFoundException: org.specs.Specification [warn] Could not load superclass 'org.specs.Specification' : java.lang.ClassNotFoundException: org.specs.Specification [info] Post-analysis: 3 classes. [info] == test-compile == For the moment I'm assuming these are just "noise" (caused by the unified test interface?) and that I can safely ignore them. But it is slightly annoying to some inner OCD part of me (though not so annoying that I'm prepared to add dependencies for the other frameworks). Is this a correct assumption, or are there subtle errors in my test/config code? If it is safe to ignore, is there any other way to suppress these errors, or do people routinely include all three frameworks so they can pick and choose the best approach for different tests? TIA, Paul. (ADDED: scala v2.7.7 and sbt v0.7.4)

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  • Trying to make a plugin system in C++

    - by Pirate for Profit
    I'm making a task-based program that needs to have plugins. Tasks need to have properties which can be easily edited, I think this can be done with Qt's Meta-Object Compiler reflection capabilities (I could be wrong, but I should be able to stick this in a QtPropertyBrowser?) So here's the base: class Task : public QObject { Q_OBJECT public: explicit Task(QObject *parent = 0) : QObject(parent){} virtual void run() = 0; signals: void taskFinished(bool success = true); } Then a plugin might have this task: class PrinterTask : public Task { Q_OBJECT public: explicit PrinterTask(QObject *parent = 0) : Task(parent) {} void run() { Printer::getInstance()->Print(this->getData()); // fictional emit taskFinished(true); } inline const QString &getData() const; inline void setData(QString data); Q_PROPERTY(QString data READ getData WRITE setData) // for reflection } In a nutshell, here's what I want to do: // load plugin // find all the Tasks interface implementations in it // have user able to choose a Task and edit its specific Q_PROPERTY's // run the TASK It's important that one .dll has multiple tasks, because I want them to be associated by their module. For instance, "FileTasks.dll" could have tasks for deleting files, making files, etc. The only problem with Qt's plugin setup is I want to store X amount of Tasks in one .dll module. As far as I can tell, you can only load one interface per plugin (I could be wrong?). If so, the only possible way to do accomplish what I want is to create a FactoryInterface with string based keys which return the objects (as in Qt's Plug-And-Paint example), which is a terrible boilerplate that I would like to avoid. Anyone know a cleaner C++ plugin architecture than Qt's to do what I want? Also, am I safely assuming Qt's reflection capabilities will do what I want (i.e. able to edit an unknown dynamically loaded tasks' properties with the QtPropertyBrowser before dispatching)?

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  • different thread accessing MemoryStream

    - by Wayne
    There's a bit of code which writes data to a MemoryStream object directly into it's data buffer by calling GetBuffer(). It also uses and updates the Position and SetLength() properties appropriately. This code works purposes 99.9999% of the time. Literally. Only every so many 100,000's of iterations it will barf. The specific problem is that the memory.Position property suddenly returns zero instead of the appropriate value. However, code was added that checks for the 0 and throws an exception which include log of the MemoryStream properties like Position and Length in a separate method. Those return the correct value. Further addition shows that when this rare condition occurs, the memory.Position only has zero inside this particular method. Okay. Obviously, this must be a threading issue. But this code is well locked. However, the nature of this software is that it's organized by "tasks" with a scheduler and so any one of several actual O/S thread may run this code at any give time--but never more than one at a time. So it's my guess that ordinarily it so happens that the same thread keeps getting used for this method and then on a rare occasion a different thread get used. Then due to compiler optimizations, the different thread never gets the correct value. It gets a "stale" value. Ordinarily in a situation like this I would apply a "volatile" keyword to the variable in question. But that (those) variables are inside the MemoryStream object. Does anyone have any other idea? Or does this mean we have to implement our own MemoryStream object? (Just like we end up having to do with practically every collection in .NET?) It's a shame to have such an awesome platform as .NET and have virtually the entire system useless as-is for seriously parallelized applications. If I'm wrong or you have other ideas, please advise. Sincerely, Wayne

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  • Strange behaviour of CheckBox and TwoWay bound property

    - by walkor
    Hello, everyone. I fell in the following situation: I have a main UserControl with a DataGrid (which contains List). I need to show different panels depending on properties of the selected row(object). So i've created 2 controls and included them into this main control. Main control has 2 public properties - public List<ComplexObject> SourceList { get; set; } and public ComplexObject CurrentObject { get; set; } Pseudo-code: <UserControl x:Name="Main"> <DataGrid ItemsSource="{Binding SourceList}" SelectedItem="{Binding CurrentObject, Mode=TwoWay}"/> <Controls:RightPanelFirst Visibility="condition2"/> <Controls:RightPanelSecond Visibility="condition2"/> </UserControl> RightPanelFirst and RightPanelSecond have the following xaml: <UserControl> <... content here...> <CheckBox IsChecked="{Binding CurrentObject.ComplexProperty.SimpleProperty1, Mode=TwoWay}"> <CheckBox IsChecked="{Binding CurrentObject.ComplexProperty.SimpleProperty2, Mode=TwoWay}" x:Name="cbSecond"> <TextBox IsEnabled="{Binding IsChecked, ElementName=cbSecond}"/> </UserControl> So, my actual steps: Check both checkboxes (object values are set to true) Make other actions in code behind which modify CurrentObject. Then i want UI to reflect the changes, so I call NotifyPropertyChanged("CurrentObject"); SimpleProperty1 remains the same, but SimpleProperty2 resets to false I have no idea why this happens, can anyone help me please? Silverlight drives me mad.

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  • NoClassDefFoundError when trying to reference external jar files

    - by opike
    I have some 3rd party jar files that I want to reference in my tomcat web application. I added this line to catalina.properties: shared.loader=/home/ollie/dev/java/googleapi_samples/gdata/java/lib/*.jar but I'm still getting this error: org.apache.jasper.JasperException: javax.servlet.ServletException: java.lang.NoClassDefFoundError: com/google/gdata/util/ServiceException org.apache.jasper.servlet.JspServletWrapper.handleJspException(JspServletWrapper.java:491) org.apache.jasper.servlet.JspServletWrapper.service(JspServletWrapper.java:401) org.apache.jasper.servlet.JspServlet.serviceJspFile(JspServlet.java:313) org.apache.jasper.servlet.JspServlet.service(JspServlet.java:260) javax.servlet.http.HttpServlet.service(HttpServlet.java:717) I verified that the com.google.gdata.util.ServiceException is in the gdata-core-1.0.jar file which is in the directory: /home/ollie/dev/java/googleapi_samples/gdata/java/lib I did bounce tomcat after I modified catalina.properties. Update 1: I tried copying the gdata-core-1.0.jar file into /var/lib/tomcat6/webapp/examples/WEB-INF/lib as a test but that didn't fix the problem either. Update 2: It actually does work when I copy the jar file directly into the WEB-INF/lib directory. There was a permissions issue that I had to resolve. But it's still not working when I use the shared.loader setting. I reconfirmed that the path is correct.

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  • Different approaches for finding users within Active Directory

    - by EvilDr
    I'm a newbie to AD programming, but after a couple of weeks of research have found the following three ways to search for users in Active Directory using the account name as the search parameter: Option 1 - FindByIdentity Dim ctx As New PrincipalContext(ContextType.Domain, Environment.MachineName) Dim u As UserPrincipal = UserPrincipal.FindByIdentity(ctx, IdentityType.SamAccountName, "MYDOMAIN\Administrator") If u Is Nothing Then Trace.Warn("No user found.") Else Trace.Warn("Name=" & u.Name) Trace.Warn("DisplayName=" & u.DisplayName) Trace.Warn("DistinguishedName=" & u.DistinguishedName) Trace.Warn("EmployeeId=" & u.EmployeeId) Trace.Warn("EmailAddress=" & u.EmailAddress) End If Option 2 - DirectorySearcher Dim connPath As String = "LDAP://" & Environment.MachineName Dim de As New DirectoryEntry(connPath) Dim ds As New DirectorySearcher(de) ds.Filter = String.Format("(&(objectClass=user)(anr={0}))", Split(User.Identity.Name, "\")(1)) ds.PropertiesToLoad.Add("name") ds.PropertiesToLoad.Add("displayName") ds.PropertiesToLoad.Add("distinguishedName") ds.PropertiesToLoad.Add("employeeId") ds.PropertiesToLoad.Add("mail") Dim src As SearchResult = ds.FindOne() If src Is Nothing Then Trace.Warn("No user found.") Else For Each propertyKey As String In src.Properties.PropertyNames Dim valueCollection As ResultPropertyValueCollection = src.Properties(propertyKey) For Each propertyValue As Object In valueCollection Trace.Warn(propertyKey & "=" & propertyValue.ToString) Next Next End If Option 3 - PrincipalSearcher Dim ctx2 As New PrincipalContext(ContextType.Domain, Environment.MachineName) Dim sp As New UserPrincipal(ctx2) sp.SamAccountName = "MYDOMAIN\Administrator" Dim s As New PrincipalSearcher s.QueryFilter = sp Dim p2 As UserPrincipal = s.FindOne() If p2 Is Nothing Then Trace.Warn("No user found.") Else Trace.Warn(p2.Name) Trace.Warn(p2.DisplayName) Trace.Warn(p2.DistinguishedName) Trace.Warn(p2.EmployeeId) Trace.Warn(p2.EmailAddress) End If All three of these methods return the same results, but I was wondering if any particular method is better or worse than the others? Option 1 or 3 seem to be the best as they provide strongly-typed property names, but I might be wrong? My overall objective is to find a single user within AD based on the user principal value passed via the web browser when using Windows Authentication on a site (e.g. "MYDOMAIN\MyUserAccountName")

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