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  • Array of Arrays - writing to File problem

    - by iFloh
    Hi, and again my array of arrays ... I try to improve my app performance by buffering arrays on file for later reuse. I have an NSMutableArray that contains about 30 NSMutableArrays with NSNumber, NSDate and NSString Objects. I try to write the file using this call: bool result = [myArray writeToFile:[fileMethods getFullPath:[NSString stringWithFormat:@"iEts%@.arr", [aDate shortDateString]]] atomically:NO]; = result = FALSE. The Path method is: + (NSString *) getFullPath:(NSString *)forFileName { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; return [documentsDirectory stringByAppendingPathComponent:forFileName]; } and the aDate call returns a shortDateString with ddMMyy. The NSLog NSLog(@"%@", [fileMethods getFullPath:[NSString stringWithFormat:@"iEts%@.arr", [aDate shortDateString]]]); on the path generation returns: /Users/me/Library/Application Support/iPhone Simulator/User/Applications/86729620-EC1D-4C10-A799-0C638BB27933/Documents/iEts010510.arr FURTHER: It must have something to do with the Array of Arrays, since I also write 3 further simple arrays (containing NSStrings) that all succeed. The Array of Arrays gets generated using the addObject method Any ideas what could cause the trouble?

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  • Help: List contents of iPhone application bundle subpath??

    - by bluepill
    Hi, I am trying to get a listing of the directories contained within a subpath of my application bundle. I've done some searching and this is what I have come up with - (void) contents { NSArray *contents = [[NSBundle mainBundle] pathsForResourcesOfType:nil inDirectory:@"DataDir"]; if (contents = nil) { NSLog(@"Failed: path doesn't exist or error!"); } else { NSString *bundlePathName = [[NSBundle mainBundle] bundlePath]; NSString *dataPathName = [bundlePathName stringByAppendingPathComponent: @"DataDir"]; NSFileManager *fileManager = [NSFileManager defaultManager]; NSMutableArray *directories = [[NSMutableArray alloc] init]; for (NSString *entityName in contents) { NSString *fullEntityName = [dataPathName stringByAppendingPathComponent:entityName]; NSLog(@"entity = %@", fullEntityName); BOOL isDir = NO; [fileManager fileExistsAtPath:fullEntityName isDirectory:(&isDir)]; if (isDir) { [directories addObject:fullEntityName]; NSLog(@" is a directory"); } else { NSLog(@" is not a directory"); } } NSLog(@"Directories = %@", directories); [directories release]; } } As you can see I am trying to get a listing of directories in the app bundle's DataDir subpath. The problem is that I get no strings in my contents NSArray. note: - I am using the simulator - When I manually look in the .app file I can see DataDir and the contents therein - The contents of DataDir are png files and directories that contain png files - The application logic needs to discover the contents of DataDir at runtime - I have also tried using NSArray *contents = [fileManager contentsOfDirectoryAtPath:DataDirPathName error:nil]; and I still get no entries in my contents array Any suggestions/alternative approaches? Thanks.

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  • Improving File Read Performance (single file, C++, Windows)

    - by david
    I have large (hundreds of MB or more) files that I need to read blocks from using C++ on Windows. Currently the relevant functions are: errorType LargeFile::read( void* data_out, __int64 start_position, __int64 size_bytes ) const { if( !m_open ) { // return error } else { seekPosition( start_position ); DWORD bytes_read; BOOL result = ReadFile( m_file, data_out, DWORD( size_bytes ), &bytes_read, NULL ); if( size_bytes != bytes_read || result != TRUE ) { // return error } } // return no error } void LargeFile::seekPosition( __int64 position ) const { LARGE_INTEGER target; target.QuadPart = LONGLONG( position ); SetFilePointerEx( m_file, target, NULL, FILE_BEGIN ); } The performance of the above does not seem to be very good. Reads are on 4K blocks of the file. Some reads are coherent, most are not. A couple questions: Is there a good way to profile the reads? What things might improve the performance? For example, would sector-aligning the data be useful? I'm relatively new to file i/o optimization, so suggestions or pointers to articles/tutorials would be helpful.

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  • Is it safe to use a boolean flag to stop a thread from running in C#

    - by Lirik
    My main concern is with the boolean flag... is it safe to use it without any synchronization? I've read in several places that it's atomic. class MyTask { private ManualResetEvent startSignal; private CountDownLatch latch; private bool running; MyTask(CountDownLatch latch) { running = false; this.latch = latch; startSignal = new ManualResetEvent(false); } // A method which runs in a thread public void Run() { startSignal.WaitOne(); while(running) { startSignal.WaitOne(); //... some code } latch.Signal(); } public void Stop() { running = false; startSignal.Set(); } public void Start() { running = true; startSignal.Set(); } public void Pause() { startSignal.Reset(); } public void Resume() { startSignal.Set(); } } Is this a safe way to design a task? Any suggestions, improvements, comments? Note: I wrote my custom CountDownLatch class in case you're wondering where I'm getting it from.

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  • Tree iterator, can you optimize this any further?

    - by Ron
    As a follow up to my original question about a small piece of this code I decided to ask a follow up to see if you can do better then what we came up with so far. The code below iterates over a binary tree (left/right = child/next ). I do believe there is room for one less conditional in here (the down boolean). The fastest answer wins! The cnt statement can be multiple statements so lets make sure this appears only once The child() and next() member functions are about 30x as slow as the hasChild() and hasNext() operations. Keep it iterative <-- dropped this requirement as the recursive solution presented was faster. This is C++ code visit order of the nodes must stay as they are in the example below. ( hit parents first then the children then the 'next' nodes). BaseNodePtr is a boost::shared_ptr as thus assignments are slow, avoid any temporary BaseNodePtr variables. Currently this code takes 5897ms to visit 62200000 nodes in a test tree, calling this function 200,000 times. void processTree (BaseNodePtr current, unsigned int & cnt ) { bool down = true; while ( true ) { if ( down ) { while (true) { cnt++; // this can/will be multiple statesments if (!current->hasChild()) break; current = current->child(); } } if ( current->hasNext() ) { down = true; current = current->next(); } else { down = false; current = current->parent(); if (!current) return; // done. } } }

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  • How to backup using backup API's in c++

    - by user1603185
    I am writing an application that used to backup some specified file, therefore using the backup API calls i.e CreateFile BackupRead and WriteFile API's. getting errors Access violation reading location. I have attached code below. #include <windows.h> int main() { HANDLE hInput, hOutput; //m_filename is a variable holding the file path to read from hInput = CreateFile(L"C:\\Key.txt", GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_FLAG_BACKUP_SEMANTICS, NULL); //strLocation contains the path of the file I want to create. hOutput= CreateFile(L"C:\\tmp\\", GENERIC_WRITE, NULL, NULL, CREATE_ALWAYS, NULL, NULL); DWORD dwBytesToRead = 1024 * 1024 * 10; BYTE *buffer; buffer = new BYTE[dwBytesToRead]; BOOL bReadSuccess = false,bWriteSuccess = false; DWORD dwBytesRead,dwBytesWritten; LPVOID lpContext; //Now comes the important bit: do { bReadSuccess = BackupRead(hInput, buffer, sizeof(BYTE) *dwBytesToRead, &dwBytesRead, false, true, &lpContext); bWriteSuccess= WriteFile(hOutput, buffer, sizeof(BYTE) *dwBytesRead, &dwBytesWritten, NULL); }while(dwBytesRead == dwBytesToRead); return 0; } Any one suggest me how to use these API's? Thanks.

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  • Should this work?

    - by Noah Roberts
    I am trying to specialize a metafunction upon a type that has a function pointer as one of its parameters. The code compiles just fine but it will simply not match the type. #include <iostream> #include <boost/mpl/bool.hpp> #include <boost/mpl/identity.hpp> template < typename CONT, typename NAME, typename TYPE, TYPE (CONT::*getter)() const, void (CONT::*setter)(TYPE const&) > struct metafield_fun {}; struct test_field {}; struct test { int testing() const { return 5; } void testing(int const&) {} }; template < typename T > struct field_writable : boost::mpl::identity<T> {}; template < typename CONT, typename NAME, typename TYPE, TYPE (CONT::*getter)() const > struct field_writable< metafield_fun<CONT,NAME,TYPE,getter,0> > : boost::mpl::false_ {}; typedef metafield_fun<test, test_field, int, &test::testing, 0> unwritable; int main() { std::cout << typeid(field_writable<unwritable>::type).name() << std::endl; std::cin.get(); } Output is always the type passed in, never bool_.

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  • How to hadle a tags inside another tags in NSXMLParser

    - by SimpleMan
    I have a file: <xml> <component>something <system>somethingDeeper <value>somethingDeepest</value> </system> </component> <component>somethinfDifferent <value>somethingDifferentDeeper</value> </component> <value>somethingNew</value> </xml> So i want to distinguish what is inside another tag (ex. <system>) what is not. How to do this with NSXMLParser ? I currently use BOOL ivar's but this is a lot of tags and this is not as elegant as i want it to be. I know that NSXMLParser is a SAX parser and i understand that. In above example I will be enter to didEndElement method three times with: elementName equal value Is there a more elegant way to distinguish what entry was from <component> tag above what not?

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  • Print UITableView that has content off screen?

    - by Daniel
    Hi I have an iOS app that has the ability to print a UITableView. However, only th part of the tableview that is shown is printed. Is there a way to print the whole tableview, even if it has not been drawn yet? Here is the code I am using to print: UIGraphicsBeginImageContext(self.mainTableView.contentSize); [self.mainTableView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIPrintInteractionController *printer = [UIPrintInteractionController sharedPrintController]; printer.printingItem = viewImage; UIPrintInfo *info = [UIPrintInfo printInfo]; printer.printInfo = info; UIPrintInteractionCompletionHandler completionHandler = ^(UIPrintInteractionController *pic, BOOL completed, NSError *error) { if (!completed && error) NSLog(@"FAILED! due to error in domain %@ with error code %u: %@", error.domain, error.code, [error localizedDescription]); }; UIButton * printButton = (UIButton *)sender; if(UIUserInterfaceIdiomPad == [[UIDevice currentDevice] userInterfaceIdiom]){ [printer presentFromRect:printButton.frame inView:self.view animated:YES completionHandler:completionHandler]; } else { [printer presentAnimated:YES completionHandler:completionHandler]; }

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Will C++0x support __stdcall or extern "C" capture-nothing lambdas?

    - by Daniel Trebbien
    Yesterday I was thinking about whether it would be possible to use the convenience of C++0x lambda functions to write callbacks for Windows API functions. For example, what if I wanted to use a lambda as an EnumChildProc with EnumChildWindows? Something like: EnumChildWindows(hTrayWnd, CALLBACK [](HWND hWnd, LPARAM lParam) { // ... return static_cast<BOOL>(TRUE); // continue enumerating }, reinterpret_cast<LPARAM>(&myData)); Another use would be to write extern "C" callbacks for C routines. E.g.: my_class *pRes = static_cast<my_class*>(bsearch(&key, myClassObjectsArr, myClassObjectsArr_size, sizeof(my_class), extern "C" [](const void *pV1, const void *pV2) { const my_class& o1 = *static_cast<const my_class*>(pV1); const my_class& o2 = *static_cast<const my_class*>(pV2); int res; // ... return res; })); Is this possible? I can understand that lambdas that capture variables will never be compatible with C, but it at least seems possible to me that capture-nothing lambdas can be compatible.

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  • How to Bind a Command in WPF

    - by MegaMind
    Sometimes we used complex ways so many times, we forgot the simplest ways to do the task. I know how to do command binding, but i always use same approach. Create a class that implements ICommand interface and from the view model i create new instance of that class and binding works like a charm. This is the code that i used for command binding public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); DataContext = this; testCommand = new MeCommand(processor); } ICommand testCommand; public ICommand test { get { return testCommand; } } public void processor() { MessageBox.Show("hello world"); } } public class MeCommand : ICommand { public delegate void ExecuteMethod(); private ExecuteMethod meth; public MeCommand(ExecuteMethod exec) { meth = exec; } public bool CanExecute(object parameter) { return false; } public event EventHandler CanExecuteChanged; public void Execute(object parameter) { meth(); } } But i want to know the basic way to do this, no third party dll no new class creation. Do this simple command binding using a single class. Actual class implements from ICommand interface and do the work.

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  • How would I compare two Lists(Of <CustomClass>) in VB?

    - by Kumba
    I'm working on implementing the equality operator = for a custom class of mine. The class has one property, Value, which is itself a List(Of OtherClass), where OtherClass is yet another custom class in my project. I've already implemented the IComparer, IComparable, IEqualityComparer, and IEquatable interfaces, the operators =, <>, bool and not, and overriden Equals and GetHashCode for OtherClass. This should give me all the tools I need to compare these objects, and various tests comparing two singular instances of these objects so far checks out. However, I'm not sure how to approach this when they are in a List. I don't care about the list order. Given: Dim x As New List(Of OtherClass) From {New OtherClass("foo"), New OtherClass("bar"), New OtherClass("baz")} Dim y As New List(Of OtherClass) From {New OtherClass("baz"), New OtherClass("foo"), New OtherClass("bar")} Then (x = y).ToString should print out True. I need to compare the same (not distinct) set of objects in this list. The list shouldn't support dupes of OtherClass, but I'll have to figure out how to add that in later as an exception. Not interested in using LINQ. It looks nice, but in the few examples I've played with, adds a performance overhead in that bugs me. Loops are ugly, but they are fast :) A straight code answer is fine, but I'd like to understand the logic needed for such a comparison as well. I'm probably going to have to implement said logic more than a few times down the road.

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  • C++, Ifstream opens local file but not file on HTTP Server

    - by fammi
    Hi, I am using ifstream to open a file and then read from it. My program works fine when i give location of the local file on my system. for eg /root/Desktop/abc.xxx works fine But once the location is on the http server the file fails to open. for eg http://192.168.0.10/abc.xxx fails to open. Is there any alternate for ifstream when using a URL address? thanks. part of the code where having problem: bool readTillEof = (endIndex == -1) ? true : false; // Open the file in binary mode and seek to the end to determine file size ifstream file ( fileName.c_str ( ), ios::in|ios::ate|ios::binary ); if ( file.is_open ( ) ) { long size = (long) file.tellg ( ); long numBytesRead; if ( readTillEof ) { numBytesRead = size - startIndex; } else { numBytesRead = endIndex - startIndex + 1; } // Allocate a new buffer ptr to read in the file data BufferSptr buf (new Buffer ( numBytesRead ) ); mpStreamingClientEngine->SetResponseBuffer ( nextRequest, buf ); // Seek to the start index of the byte range // and read the data file.seekg ( startIndex, ios::beg ); file.read ( (char *)buf->GetData(), numBytesRead ); // Pass on the data to the SCE // and signal completion of request mpStreamingClientEngine->HandleDataReceived( nextRequest, numBytesRead); mpStreamingClientEngine->MarkRequestCompleted( nextRequest ); // Close the file file.close ( ); } else { // Report error to the Streaming Client Engine // as unable to open file AHS_ERROR ( ConnectionManager, " Error while opening file \"%s\"\n", fileName.c_str ( ) ); mpStreamingClientEngine->HandleRequestFailed( nextRequest, CONNECTION_FAILED ); } }

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  • iPhone and iPad : Doing a "select * from something" query in a SQLite database

    - by Abramodj
    Hi folks, i'm trying to use the SQLite data base in my iPad app, and here's my function to make a query: - (void)executeQuery:(char*)query { NSString *file = [self getWritableDBPath]; NSFileManager *fileManager = [NSFileManager defaultManager]; BOOL success = [fileManager fileExistsAtPath:file]; // If its not a local copy set it to the bundle copy if(!success) { //file = [[NSBundle mainBundle] pathForResource:DATABASE_TITLE ofType:@"db"]; [self createEditableCopyOfDatabaseIfNeeded]; } dataArray = NULL; dataArray = [NSMutableArray array]; sqlite3 *database = NULL; if (sqlite3_open([file UTF8String], &database) == SQLITE_OK) { sqlite3_exec(database, query, loadTimesCallback, dataArray, NULL); } sqlite3_close(database); [self logResults]; } if I call [self executeQuery:"select name from table1"]; everything is working fine. But if i call [self executeQuery:"select * from cars"]; the app crashes telling me that the NSMutableArray dataArray is not the right kind of variable where to set the query results. So, how can i do a "select * form table1" query, and store the results? Thanks! EDIT: Here's my loadTimesCallback method: static int loadTimesCallback(void *context, int count, char **values, char **columns) { NSMutableArray *times = (NSMutableArray *)context; for (int i=0; i < count; i++) { const char *nameCString = values[i]; [times addObject:[NSString stringWithUTF8String:nameCString]]; } return SQLITE_OK; }

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  • Is it advisable to have an interface as the return type?

    - by wb
    I have a set of classes with the same functions but with different logic. However, each class function can return a number of objects. It is safe to set the return type as the interface? Each class (all using the same interface) is doing this with different business logic. protected IMessage validateReturnType; <-- This is in an abstract class public bool IsValid() <-- This is in an abstract class { return (validateReturnType.GetType() == typeof(Success)); } public IMessage Validate() { if (name.Length < 5) { validateReturnType = new Error("Name must be 5 characters or greater."); } else { validateReturnType = new Success("Name is valid."); } return validateReturnType; } Are there any pitfalls with unit testing the return type of an function? Also, is it considered bad design to have functions needing to be run in order for them to succeed? In this example, Validate() would have to be run before IsValid() or else IsValid() would always return false. Thank you.

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  • Problem in calling a function from different class using protocols-iphone

    - by Muniraj
    I use cocos2d for my game. In which I play a movie and have a separate overlay view for controls.The touches are detected in the overlay view. Now when the touches are detected the function in the game code has to be invoked. But the function is not detected and there is no error. I dont know what has gone wrong. Someone please help me. The code are as follows The protocol part is @protocol Protocol @required -(void) transition1:(id) sender; @end The function which is to be invoked in the game code is (void) transition1:(id) sender { [[Director sharedDirector] replaceScene: [ [Scene node] addChild: [Layer4 node] z:0] ]; } The code in the overlay view in MovieOverlayViewController.h import "Protocol.h" @interface MovieOverlayViewController : UIViewController { UIImageView *overlay; NSObject <Protocol> *transfer; } @end The code in the overlay view in MovieOverlayViewController.m @implementation MovieOverlayViewController (id)init { if ((self = [super init])) self.view = [[[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]] autorelease]; return self; } -(void) viewWillAppear:(BOOL)animated { overlay = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"overlay.png"]] autorelease]; [self.view addSubview:overlay]; } (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint point = [touch locationInView:self.view]; NSLog(@"pointx: %f pointy:%f", point.x, point.y); if (CGRectContainsPoint(CGRectMake(1, 440, 106, 40), point)) { // the function is called here [transfer transition1: nil]; } else if (CGRectContainsPoint(CGRectMake(107, 440, 106, 40), point)) NSLog(@"tab 2 touched"); } (void)dealloc { [overlay release]; [super dealloc]; } @end

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  • What data stucture should I use for BigInt class

    - by user1086004
    I would like to implement a BigInt class which will be able to handle really big numbers. I want only to add and multiply numbers, however the class should also handle negative numbers. I wanted to represent the number as a string, but there is a big overhead with converting string to int and back for adding. I want to implement addition as on the high school, add corresponding order and if the result is bigger than 10, add the carry to next order. Then I thought that it would be better to handle it as a array of unsigned long long int and keep the sign separated by bool. With this I'm afraid of size of the int, as C++ standard as far as I know guarantees only that int < float < double. Correct me if I'm wrong. So when I reach some number I should move in array forward and start adding number to the next array position. Is there any data structure that is appropriate or better for this? Thanks in advance.

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  • Do you catch expected exceptions in the controller or business service of your asp.net mvc application

    - by Pascal
    I am developing an asp.net mvc application where user1 could delete data records which were just loaded before by user2. User2 either changes this non-existent data record (Update) or is doing an insert with this data in another table that a foreign-key constraint is violated. Where do you catch such expected exceptions? In the Controller of your asp.net mvc application or in the business service? Just a sidenote: I only catch the SqlException here if its a ForeignKey constraint exception to tell the user that another user has deleted a certain parent record and therefore he can not create the testplan. But this code is not fully implemented yet! Controller:   public JsonResult CreateTestplan(Testplan testplan)   {    bool success = false;    string error = string.Empty;    try   {    success = testplanService.CreateTestplan(testplan);    }   catch (SqlException ex)    {    error = ex.Message;    }    return Json(new { success = success, error = error }, JsonRequestBehavior.AllowGet);   } OR Business service: public Result CreateTestplan(Testplan testplan) { Result result = new Result(); try { using (var con = new SqlConnection(_connectionString)) using (var trans = new TransactionScope()) { con.Open(); _testplanDataProvider.AddTestplan(testplan); _testplanDataProvider.CreateTeststepsForTestplan(testplan.Id, testplan.TemplateId); trans.Complete(); result.Success = true; } } catch (SqlException e) { result.Error = e.Message; } return result; } then in the Controller: public JsonResult CreateTestplan(Testplan testplan)   {    Result result = testplanService.CreateTestplan(testplan);       return Json(new { success = result.success, error = result.error }, JsonRequestBehavior.AllowGet);   }

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  • How do I authenticate an ADO.NET Data Service?

    - by lsb
    Hi! I've created an ADO.Net Data Service hosted in a Azure worker role. I want to pass credentials from a simple console client to the service then validate them using a QueryInterceptor. Unfortunately, the credentials don't seem to be making it over the wire. The following is a simplified version of the code I'm using, starting with the DataService on the server: using System; using System.Data.Services; using System.Linq.Expressions; using System.ServiceModel; using System.Web; namespace Oslo.Worker { [ServiceBehavior(AddressFilterMode = AddressFilterMode.Any)] public class AdminService : DataService<OsloEntities> { public static void InitializeService( IDataServiceConfiguration config) { config.SetEntitySetAccessRule("*", EntitySetRights.All); config.SetServiceOperationAccessRule("*", ServiceOperationRights.All); } [QueryInterceptor("Pairs")] public Expression<Func<Pair, bool>> OnQueryPairs() { // This doesn't work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! if (HttpContext.Current.User.Identity.Name != "ADMIN") throw new Exception("Ooops!"); return p => true; } } } Here's the AdminService I'm using to instantiate the AdminService in my Azure worker role: using System; using System.Data.Services; namespace Oslo.Worker { public class AdminHost : DataServiceHost { public AdminHost(Uri baseAddress) : base(typeof(AdminService), new Uri[] { baseAddress }) { } } } And finally, here's the client code. using System; using System.Data.Services.Client; using System.Net; using Oslo.Shared; namespace Oslo.ClientTest { public class AdminContext : DataServiceContext { public AdminContext(Uri serviceRoot, string userName, string password) : base(serviceRoot) { Credentials = new NetworkCredential(userName, password); } public DataServiceQuery<Order> Orders { get { return base.CreateQuery<Pair>("Orders"); } } } } I should mention that the code works great with the signal exception that the credentials are not being passed over the wire. Any help in this regard would be greatly appreciated! Thanks....

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  • Predicate usually used for array/list how about here?

    - by amit kohan
    In following code (Josh Smith's article on MVVM), can somebody give me some insight about return _canExecute == null ? true : _canExecute(parameter); ? it is a normal if/else statement but I'm not getting the last part of it. public class RelayCommand : ICommand { #region Fields readonly Action<object> _execute; readonly Predicate<object> _canExecute; #endregion // Fields #region Constructors public RelayCommand(Action<object> execute) : this(execute, null) { } public RelayCommand(Action<object> execute, Predicate<object> canExecute) { if (execute == null) throw new ArgumentNullException("execute"); _execute = execute; _canExecute = canExecute; } #endregion // Constructors #region ICommand Members [DebuggerStepThrough] public bool CanExecute(object parameter) { return _canExecute == null ? true : _canExecute(parameter); } public event EventHandler CanExecuteChanged { add { CommandManager.RequerySuggested += value; } remove { CommandManager.RequerySuggested -= value; } } public void Execute(object parameter) { _execute(parameter); } #endregion // ICommand Members } Thanks.

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  • What is a modern C++ approach to structures containing symbolic constants?

    - by Ken
    enum bool { FALSE = 0, TRUE = 1 }; I'm wondering how to translate this in a modern C++ approach and if there is a well suited container for that; i know that the enum are not really that appreciated, but i can't think about a real alternative in the C++ world. What if would like to associate the execution of a particular method with a state? Ok, this is the part where i will be more verbose. I would like to stress the fact that i'm asking about structures symbolic constants and not about TRUE and FALSE, i'm not that "needy". Suppose that i have a structure that can represent several states with their own constants enum semaphore { GREEN = 0, ORANGE = 1, RED = 2 }; this is C code, now my question is about how to do the same in C++ if there is a better way. My question continue when i ask about the possibility to do something like an automatic triggering when a change of state will occur, for example: int main{ ... semaphore = 1; ... } and without any extra statements this has to trigger a method() just because the semaphore is now orange. I hope that is more clear now.

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  • Measuring the CPU frequency scaling effect

    - by Bryan Fok
    Recently I am trying to measure the effect of the cpu scaling. Is it accurate if I use this clock to measure it? template<std::intmax_t clock_freq> struct rdtsc_clock { typedef unsigned long long rep; typedef std::ratio<1, clock_freq> period; typedef std::chrono::duration<rep, period> duration; typedef std::chrono::time_point<rdtsc_clock> time_point; static const bool is_steady = true; static time_point now() noexcept { unsigned lo, hi; asm volatile("rdtsc" : "=a" (lo), "=d" (hi)); return time_point(duration(static_cast<rep>(hi) << 32 | lo)); } }; Update: According to the comment from my another post, I believe redtsc cannot use for measure the effect of cpu frequency scaling because the counter from the redtsc does not affected by the CPU frequency, am i right?

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  • Do I need to using locking against integers in c++ threads

    - by Shane MacLaughlin
    The title says it all really. If I am accessing a single integer type (e.g. long, int, bool, etc...) in multiple threads, do I need to use a synchronisation mechanism such as a mutex to lock them. My understanding is that as atomic types, I don't need to lock access to a single thread, but I see a lot of code out there that does use locking. Profiling such code shows that there is a significant performance hit for using locks, so I'd rather not. So if the item I'm accessing corresponds to a bus width integer (e.g. 4 bytes on a 32 bit processor) do I need to lock access to it when it is being used across multiple threads? Put another way, if thread A is writing to integer variable X at the same time as thread B is reading from the same variable, is it possible that thread B could end up a few bytes of the previous value mixed in with a few bytes of the value being written? Is this architecture dependent, e.g. ok for 4 byte integers on 32 bit systems but unsafe on 8 byte integers on 64 bit systems? Edit: Just saw this related post which helps a fair bit.

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  • How to pick a specific object from a Linq Query using Distinct?

    - by Holli
    I have a list with two or more objects of class Agent. Name = "A" Priority = 0 ResultCount = 100 ; Name = "B" Priority = 1 ResultCount = 100 ; Both objects have the same ResultCount. In that case I only need one object and not two or more. I did this with a Linq Query with Distinct and an custom made Comparer. IEnumerable<Agent> distinctResultsAgents = (from agt in distinctUrlsAgents select agt).Distinct(comparerResultsCount); With this query I get only one object from the list but I never know which one. But I don't want just any object, I want object "B" because the Priority is higher then object "A". How can I do that? My custom Comparer is very simple and has a method like this: public bool Equals(Agent x, Agent y) { if (x == null || y == null) return false; if (x.ResultCount == y.ResultCount) return true; return false; }

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