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  • yui datatable inline cell editor problem

    - by Eli
    Hi, When using inline cell editor in my datatable I want to round value to 10 multiple This is my code : mydatatable.subscribe("cellDblclickEvent",datatable_DetailsCommande.onEventShowCellEditor); var onCellEdit = function(oArgs) { var oColumn=oArgs.editor.getColumn(); var column=oColumn.getKey(); var oRecord = oArgs.editor.getRecord(); var newValue=oRecord.getData(column); var row = this.getRecord(oArgs.target); // calculate the modulo n = newValue % 10; if(n!=0) { newValue=parseInt(newValue); oRecord.setData(column,eval(newValue+(10-n))); } } mydatatable.subscribe("editorSaveEvent", onCellEdit); Function result : After double clicking in cell I change value to 17 for example and I click save, I want then to have 20 in my datatable cell but I got 17. After second time double clicking in my datatable cell I obtain 20 in the inline cell editor. How to put the rounded value in my datatable cell? regards,

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  • How to customize a many-to-many inline model in django admin

    - by Jonathan
    I'm using the admin interface to view invoices and products. To make things easy, I've set the products as inline to invoices, so I will see the related products in the invoice's form. As you can see I'm using a many-to-many relationship. In models.py: class Product(models.Model): name = models.TextField() price = models.DecimalField(max_digits=10,decimal_places=2) class Invoice(models.Model): company = models.ForeignKey(Company) customer = models.ForeignKey(Customer) products = models.ManyToManyField(Product) In admin.py: class ProductInline(admin.StackedInline): model = Invoice.products.through class InvoiceAdmin(admin.ModelAdmin): inlines = [FilteredApartmentInline,] admin.site.register(Product, ProductAdmin) The problem is that django presents the products as a table of drop down menus (one per associated product). Each drop down contains all the products listed. So if I have 5000 products and 300 are associated with a certain invoice, django actually loads 300x5000 product names. Also the table is not aesthetic. How can I change it so that it'll just display the product's name in the inline table? Which form should I override, and how?

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  • Inline-editing: onBlur prevents onClick from being triggered (jQuery)

    - by codethief
    Hello StackOverflow community! I'm currently working on my own jQuery plugin for inline-editing as those that already exist don't fit my needs. Anyway, I'd like to give the user the following (boolean) options concerning the way editing is supposed to work: submit_button reset_on_blur Let's say the user would like to have a submit button (submit_button = true) and wants the inline input element to be removed as soon as it loses focus (reset_on_blur = true). This leads to an onClick handler being registered for the button and an onBlur handler being registered for the input element. Every time the user clicks the button, however, the onBlur handler is also triggered and results in the edit mode being left, i.e. before the onClick event occurs. This makes submitting impossible. FYI, the HTML in edit mode looks like this: <td><input type="text" class="ie-input" value="Current value" /><div class="ie-content-backup" style="display: none;">Backup Value</div><input type="submit" class="ie-button-submit" value="Save" /></td> So, is there any way I could check in the onBlur handler if the focus was lost while activating the submit button, so that edit mode isn't left before the submit button's onClick event is triggered? I've also tried to register a $('body').click() handler to simulate blur and to be able to trace back which element has been clicked, but that didn't work either and resulted in rather strange bugs: $('html').click(function(e) { // body doesn't span over full page height, use html instead // Don't reset if the submit button, the input element itself or the element to be edited inline was clicked. if(!$(e.target).hasClass('ie-button-submit') && !$(e.target).hasClass('ie-input') && $(e.target).get(0) != element.get(0)) { cancel(element); } }); jEditable uses the following piece of code. I don't like this approach, though, because of the delay. Let alone I don't even understand why this works. ;) input.blur(function(e) { /* prevent canceling if submit was clicked */ t = setTimeout(function() { reset.apply(form, [settings, self]); }, 500); }); Thanks in advance!

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  • OpenMP timer doesn't work on inline assembly code?

    - by Brett
    I'm trying to compare some code samples for speed, and I decided to use the OpenMP timer since I'll eventually be multi threading the code. The timer works great on two of my four code snippets, but not on the other two start=omp_get_wtime(); /*code here*/ finish = omp_get_wtime() - start_time; The four code here sections are serial code, xmmintrin.h code, and two inline assembly codes. The serial and xmminstrin.h code are able to be timed, but the inline assembly codes returns -1.#IND00 for a time. I can't seem to figure out why this is? Thanks for any help or suggestions!

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  • IE and Content-disposition inline vs. extension-token

    - by pinkgothic
    Preamble So IE does Mime-Type sniffing. That part's old news. Suggestions of how to combat it tend to be along the lines of 'supply a content-type IE trusts' (i.e. anything that isn't text/plain or application/octet-stream) or 'add extraneous data at the start of the file that is definitely of the type you're serving'. Now, I'm working on an application that has to allow message attachments (like in e-mails), and we want to close up XSS vectors. IE's mime sniffing is one of those vectors - a text/plain file with html content will trigger as html. Recoding isn't an option at this point, changing the attachments the user has provided can only happen if there is absolutely no doubt about the maliciousness of the file - and someone might want to send HTML as text. Now, Microsoft's MSDN article implies the situation might be easier to fix than advertised: If Internet Explorer knows the Content-Type specified and there is no Content-Disposition data, Internet Explorer performs a "MIME sniff," [...] Great! Except I don't have IE nor current means to reliably install it (I realise this is a fairly sad state for a webdeveloper to be in, I hope to fix this soon) and this is grey theory that I can't quite seem to get confirmed one way or the other. Local sources say that line is hogwash - IE will mime sniff anything that is Content-Disposition: inline / <default> and not specific enough for its tastes in -Type. But what about x-* ('extension-token' in the RFC)? Trying to google for how browsers handle Content-Disposition: <extension-token> hasn't yielded anything (though I may just be doing it wrong, my understanding of Google is seriously slipping lately). I found one question that looked promising, but turned out to be a misunderstanding on side of the thread author, meaning that the train of thought was never actually addressed there. Question(s) Does IE really Mime sniff if you expressly pass Content-Disposition: inline? If so: Does anyone here know how browsers handle Content-Disposition: <extension-token>? If they do this in a way that is for my purposes benign, by presuming it to be synonymous with the default (effectively 'inline', though I hear it's not defined anywhere?), is it specific enough for IE not to Mime sniff? Or am I actually shooting myself in the foot by thinking of pursuing this avenue?

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  • Trying to get these list items to display inline

    - by Joel
    I have several unordered lists that I want to display like this: <ul> <li><img></li> <li><p></li> //inline </ul> //linebreak <ul> <li><img></li> <li><p></li> //inline </ul> ...etc I'm not able to get the li items to be inline with eachother. They are stacking vertically. I have stripped away most styling but still can't figure out what I'm doing wrong: html: <ul class="instrument"> <li class="imagebox"><img src="/images/matepe.jpg" width="247" height="228" alt="Matepe" /></li> <li class="textbox"><p>The matepe is a 24 key instrument that is played by the Kore-Kore people in North-Eastern Zimbabwe and Mozambique. It utilizes four fingers-each playing an individual melody. These melodies also interwieve to create resultant melodies that can be manipulated thru accenting different fingers. The matepe is used in Rattletree as the bridge from the physical world to the spirit world. The matepe is used in the Kore-Kore culture to summon the Mhondoro spirits which are thought to be able to communicate directly with Mwari (God) without the need of an intermediary.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/soprano_little.jpg" border="0" width="247" height="170" alt="Soprano" /></li> <li class="textbox"><p>The highest voice of the Rattletree Marimba orchestra is the Soprano marimba. The soprano is used to whip up the energy on the dancefloor and help people reach ecstatic state with it's high and clear singing voice. The range of these sopranos goes much lower than 'typical' Zimbabwean style sopranos. The sopranos play the range of the right hand of the matepe and go two notes higher and five notes lower. Rattletree uses two sopranos.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/bari_little.jpg" border="0" width="247" height="170" alt="Baritone" /></li> <li class="textbox"><p>The Baritone is the next lower voice in the orchestra. The bari is where the funk is. Generally bubbling over the Bass line, the baritone creates the syncopations and polyrhythms that messes with the 'minds' of the dancers and helps seperate the listener from the physical realm of thought. The range of the baritone covers the full range of the left hand side of the matepe.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/darren_littlebass.jpg" border="0" width="247" height="195" alt="Bass"/><strong>Bass Marimba</strong></li> <li class="textbox"><p>The towering Bass Marimba is the foundation of the Rattletree Marimba sound. Putting out frequencies as low as 22hZ, the bass creates the drive that gets the dancefloor moving. It is 5.5' tall, 9' long, and 4' deep. It is played by standing on a platform and struck with mallets that have lacross-ball size heads (they are actually made with rubber dog balls). The Bass marimba's range covers the lowest five notes of the matepe and goes another five notes lower.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/wayne_little.jpg" border="0" width="247" height="177" alt="Drums"/><strong>Drumset</strong></li> <li class="textbox"><p>All the intricate polyrhythms are held together tastefully with the drumset. The drums provides the consistancy and grounding that the dancers need to keep going all night. While the steady kick and high-hat provide that grounding function, the toms and snare and allowed to be another voice in the poylrhythmic texture-helping the dancers abandon the concept of a "one" within this cyclical music.</p></li> </ul> css: ul.instrument { text-align:left; display:inline; } ul.instrument li { list-style-type: none; } li.imagebox { } li.textbox { } li.textbox p{ width: 247px; }

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  • Inline Form Validation in Django

    - by allanhenderson
    Newbie request that seems difficult to implement. I would like to make an entire inline formset within an admin change form compulsory.. so in my current scenario when I hit save on an Invoice form (in Admin) the inline Order form is blank. I'd like to stop people creating invoices with no orders associated. Anyone know an easy way to do that? Normal validation like (required=True) on the model field doesn't appear to work in this instance. Thanks!!

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  • JQuery: Specify placement of error messages inline using Metadata and Validate plugins

    - by jalperin
    I'm doing form validation using JQuery with the validate and metadata plugins. I'm using the metadata plugin so I can specify the rules and messages inline in the html form instead of in the javascript in the page . I'm getting an error when I try to specify the location of the error message using errorPlacement. (If I specify it in the section it works fine, but not if I specify it inline.) Here's what my html looks like: <input name="list" id="list1" type="checkbox" validate="{required:true, minlength:1, messages:{required:'Please select at least one newsletter.', minlength:'Please select at least one newsletter.'}, errorPlacement: function(error, element) { error.appendTo('#listserror');} }"> As reported by the validate debug function, the error is: "error.appendTo is not a function." It works fine if I specify it in the section like this: $().ready(function() { $("#subscribeForm").validate({ errorPlacement: function(error, element) { if (element.attr("name") == "list" ) error.appendTo("#listserror"); else error.insertAfter(element); } }); });

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  • Convert inline image tags like [image:123:title:size] into HTML img tags

    - by Jacques Joubert
    I am looking for help with regular expression $pattern to convert inline image tags like [image:123:title:size] into HTML img tags. here is the code: //[image:ID:caption:size] $content = '[image:38:title:800x900]'; preg_match_all( '/\[image:(\d+)(:?)([^\]]*)\]/i', $content, $images ); if( !empty( $images[0] ) ) { // There are image inline tags in the content foreach( $images[0] as $i => $tag ) { $link_ID = (int)$images[1][$i]; $caption = empty( $images[2][$i] ) ? '#' : $images[3][$i]; $size = empty( $images[4][$i] ) ? '#' : $images[4][$i]; } echo '<br />'; echo 'ID: '.$link_ID.'<br />'; echo 'Tag: '.$caption.'<br />'; echo 'size: '.$size.'<br />'; } which outputs: ID: 12 Tag: caption:size size: # Any help would be great!

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  • Why is display:inline killing IE 8.0 performance?

    - by monstermensch
    I have an image gallery based on this jQuery plugin: http://jqueryfordesigners.com/demo/slider-gallery.html This works really well in Firefox, Chrome and even IE 7.0, but when I try it with more than 50 images in IE 8.0 the performance is incredible slow. Just hovering over the thumbnail brings the CPU load to 100%. At first I thought it's a Javascript problem, so I used the IE profiler, but the results were normal. Next I checked the CSS and finally found the cause: .sliderGallery UL LI { display: inline; } This gets the thumbnails to align horizontally. If I chance it to display:block, performance is fine and the scroller is still working but obviously it looks funny, because the thumbs are aligned vertically. My questions: Why does IE 8 have this problem with many display:inline elements What can I do to solve it I'll gladly provide more information if necessary.

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  • jQuery colorbox plugin isn't loading inline content

    - by Summer
    Hi, I'm trying to use the jQuery colorbox plugin to show a little warning when a warning icon is clicked. Check out the problem: - Go to http://dev.imagineelection.com/browse/zip/10011 - Click on one of the warning icons (scroll down to see one). See how the colorbox that pops up is empty? I've tried to isolate the problem: - If you click "View Source" -- the div id="address-alert" is in there - If you click "View Generated Source" (for example, with Firefox Web Developer plugin) -- the div id="address-alert" has been taken out, but it has not been replaced inside the new div id="cboxCurrent" that colorbox has put at the top of the page The jQuery call I'm doing is: if (jQuery().colorbox) { $(".warning-class").colorbox({width:"50%", inline:true, href:"#address-alert"}); } What is going on? Why won't the inline content work?

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  • use MACRO __FUNCTION__ with inline function

    - by Kurzack
    Hi all, I want to add debug message in kmalloc function in linux kernel. So my goal is to print all functions that call kmalloc. I tried to add printk("caller : %s size : %d",FUNCTION, size); in kmalloc function in slab.h but, the result of FUNCTION is kmalloc itself. I realised that MACRO is processed first before inline function (fyi, kmalloc is an inline function). Now, my question is, what is the simplest way to add debug message to kmalloc? Thanks in advance guys.

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  • Port to use CentOS init.d functions

    - by jcalfee314
    What are good equivalent centos commands using functions in /etc/init.d/functions such as daemon to perform the following tasks? STARTCMD='start-stop-daemon --start --exec /usr/sbin/swapspace --quiet --pidfile /var/run/swapspace.pid -- -d -p' STOPCMD='start-stop-daemon --stop --oknodo --quiet --pidfile /var/run/swapspace.pid' It looks like daemon will work for the start command and killproc is used for the stop command. . /etc/init.d/functions pushd /usr/sbin daemon --pidfile /var/run/swapspace.pid /usr/sbin/swapspace . /etc/init.d/functions killproc -p $(cat /var/run/swapspace.pid) Would the --oknodo be needed in the CentOS env (the swap file is really only boot-time)? "oknodo - Return exit status 0 instead of 1 if no actions are (would be) taken." I don't see quiet in daemon or killproc, I can't imagine that it would matter though. The original start-stop-daemon for swapspace seems to have both -p and --pidfile (the same command). That must be an error. Did I miss anything? Any idea why daemon not create the pid file?

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  • Are there any tools that can inline css?

    - by Todd R
    Because some email clients don't properly render external stylesheets (or even styles within the of an html email message), inlining css is a common approach to try to maintain consistent look and feel between a website and emails. But manually inlining styles is painful and error prone. I'm looking for a way to let users create messages using the same stylesheet as their website uses, but then converts the text to a more email appropriate format prior to sending. While it's certainly possible to write a tool that reads styles and the DOM, injecting the correct inline style for each element, I'm hoping there's already a tool available that does this. Unfortunately, my googling hasn't yielded any useful results. Do you know of any tools that can inline css styles? I'm not picky about the language, though if it's not open source, I'll probably just write my own.

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • SQL SERVER – Introduction to PERCENTILE_CONT() – Analytic Functions Introduced in SQL Server 2012

    - by pinaldave
    SQL Server 2012 introduces new analytical function PERCENTILE_CONT(). The book online gives following definition of this function: Computes a specific percentile for sorted values in an entire rowset or within distinct partitions of a rowset in Microsoft SQL Server 2012 Release Candidate 0 (RC 0). For a given percentile value P, PERCENTILE_DISC sorts the values of the expression in the ORDER BY clause and returns the value with the smallest CUME_DIST value (with respect to the same sort specification) that is greater than or equal to P. If you are clear with understanding of the function – no need to read further. If you got lost here is the same in simple words – it is lot like finding median with percentile value. Now let’s have fun following query: USE AdventureWorks GO SELECT SalesOrderID, OrderQty, ProductID, PERCENTILE_CONT(0.5) WITHIN GROUP (ORDER BY ProductID) OVER (PARTITION BY SalesOrderID) AS MedianCont FROM Sales.SalesOrderDetail WHERE SalesOrderID IN (43670, 43669, 43667, 43663) ORDER BY SalesOrderID DESC GO The above query will give us the following result: You can see that I have used PERCENTILE_COUNT(0.5) in query, which is similar to finding median. Let me explain above diagram with little more explanation. The defination of median is as following: In case of Even Number of elements = In ordered list add the two digits from the middle and devide by 2 In case of Odd Numbers of elements = In ordered list select the digits from the middle I hope this example gives clear idea how PERCENTILE_CONT() works. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Function, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • System Variables, Stored Procedures or Functions for Meta Data

    - by BuckWoody
    Whenever you want to know something about SQL Server’s configuration, whether that’s the Instance itself or a database, you have a few options. If you want to know “dynamic” data, such as how much memory or CPU is consumed or what a particular query is doing, you should be using the Dynamic Management Views (DMVs) that you can read about here: http://msdn.microsoft.com/en-us/library/ms188754.aspx  But if you’re looking for how much memory is installed on the server, the version of the Instance, the drive letters of the backups and so on, you have other choices. The first of these are system variables. You access these with a SELECT statement, and they are useful when you need a discrete value for use, say in another query or to put into a table. You can read more about those here: http://msdn.microsoft.com/en-us/library/ms173823.aspx You also have a few stored procedures you can use. These often bring back a lot more data, pre-formatted for the screen. You access these with the EXECUTE syntax. It is a bit more difficult to take the data they return and get a single value or place the results in another table, but it is possible. You can read more about those here: http://msdn.microsoft.com/en-us/library/ms187961.aspx Yet another option is to use a system function, which you access with a SELECT statement, which also brings back a discrete value that you can use in a test or to place in another table. You can read about those here: http://msdn.microsoft.com/en-us/library/ms187812.aspx  By the way, many of these constructs simply query from tables in the master or msdb databases for the Instance or the system tables in a user database. You can get much of the information there as well, and there are even system views in each database to show you the meta-data dealing with structure – more on that here: http://msdn.microsoft.com/en-us/library/ms186778.aspx  Some of these choices are the only way to get at a certain piece of data. But others overlap – you can use one or the other, they both come back with the same data. So, like many Microsoft products, you have multiple ways to do the same thing. And that’s OK – just research what each is used for and how it’s intended to be used, and you’ll be able to select (pun intended) the right choice. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Gathering all data in single iteration vs using functions for readable code

    - by user828584
    Say I have an array of runners with which I need to find the tallest runner, the fastest runner, and the lightest runner. It seems like the most readable solution would be: runners = getRunners(); tallestRunner = getTallestRunner(runners); fastestRunner = getFastestRunner(runners); lightestRunner = getLightestRunner(runners); ..where each function iterates over the runners and keeps track of the largest height, greatest speed, and lowest weight. Iterating over the array three times, however, doesn't seem like a very good idea. It would instead be better to do: int greatestHeght, greatestSpeed, leastWeight; Runner tallestRunner, fastestRunner, lightestRunner; for(runner in runners){ if(runner.height > greatestHeight) { greatestHeight = runner.height; tallestRunner = runner; } if(runner.speed > ... } While this isn't too unreadable, it can get messy when there is more logic for each piece of information being extracted in the iteration. What's the middle ground here? How can I use only a single iteration while still keeping the code divided into logical units?

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  • My PowerShell functions do not appear to be used

    - by Frank
    Hi there, I have a ps1 script in which I define 2 functions as such: function Invoke-Sql([string]$query) { Invoke-Sqlcmd -ServerInstance $Server -Database $DB -User $User -Password $Password -Query $query } function Get-Queued { Invoke-Sql "Select * From Comment where AwaitsModeration = 1" } I then call the ps1 file by typing it in (it's in a folder in the path, and autocompletion works) However, I cannot start using the functions. I am confused, because when I copy / paste the functions into the console, all is fine and they work. I also have a function defined in my profile, and it works. Where am I thinking wrong, why doesn't it work what I'm trying to do?

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  • Is it possible to make a MS-SQL Scalar function do this?

    - by Hokken
    I have a 3rd party application that can call a MS-SQL scalar function to return some summary information from a table. I was able to return the summary values with a table-valued function, but the application won't utilize table-valued functions, so I'm kind of stuck. Here's a sample from the table: trackingNumber, projTaskAward, expenditureType, amount 1122, 12345-67-89, Supplies, 100 1122, 12345-67-89, Supplies, 150 1122, 12345-67-89, Supplies, 250 1122, 12345-67-89, Misc, 50 1122, 12345-67-89, Misc, 100 1122, 98765-43-21, General, 200 1122, 98765-43-21, Conference, 500 1122, 98765-43-21, Misc, 300 1122, 98765-43-21, Misc, 100 1122, 98765-43-21, Misc, 100 I want to summarize the amounts by projTaskAward & expenditureType, based on the trackingNumber. Here is the output I'm looking for: Proj/Task/Award: 12345-67-89 Expenditure Type: Supplies Total: 500 Proj/Task/Award: 12345-67-89 Expenditure Type: Misc Total: 150 Proj/Task/Award: 98765-43-21 Expenditure Type: General Total: 200 Proj/Task/Award: 98765-43-21 Expenditure Type: Conference Total: 500 Proj/Task/Award: 98765-43-21 Expenditure Type: Misc Total: 500 I'd appreciate any help anyone can give in steering me in the right direction.

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  • My PowerShell functions do not appear to be registered

    - by Frank
    Hi there, I have a ps1 script in which I define 2 functions as such: function Invoke-Sql([string]$query) { Invoke-Sqlcmd -ServerInstance $Server -Database $DB -User $User -Password $Password -Query $query } function Get-Queued { Invoke-Sql "Select * From Comment where AwaitsModeration = 1" } I then call the ps1 file by typing it in (it's in a folder in the path, and autocompletion works) However, I cannot start using the functions. I am confused, because when I copy / paste the functions into the console, all is fine and they work. I also have a function defined in my profile, and it works. Where am I thinking wrong, why doesn't it work what I'm trying to do?

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  • SQL SERVER – Using RAND() in User Defined Functions (UDF)

    - by pinaldave
    Here is the question I received in email. “Pinal, I am writing a function where we need to generate random password. While writing T-SQL I faced following issue. Everytime I tried to use RAND() function in my User Defined Function I am getting following error: Msg 443, Level 16, State 1, Procedure RandFn, Line 7 Invalid use of a side-effecting operator ‘rand’ within a function. Here is the simplified T-SQL code of the function which I am using: CREATE FUNCTION RandFn() RETURNS INT AS BEGIN DECLARE @rndValue INT SET @rndValue = RAND() RETURN @rndValue END GO I must use UDF so is there any workaround to use RAND function in UDF.” Here is the workaround how RAND() can be used in UDF. The scope of the blog post is not to discuss the advantages or disadvantages of the function or random function here but just to show how RAND() function can be used in UDF. RAND() function is directly not allowed to use in the UDF so we have to find alternate way to use the same function. This can be achieved by creating a VIEW which is using RAND() function and use the same VIEW in the UDF. Here is the step by step instructions. Create a VIEW using RAND function. CREATE VIEW rndView AS SELECT RAND() rndResult GO Create a UDF using the same VIEW. CREATE FUNCTION RandFn() RETURNS DECIMAL(18,18) AS BEGIN DECLARE @rndValue DECIMAL(18,18) SELECT @rndValue = rndResult FROM rndView RETURN @rndValue END GO Now execute the UDF and it will just work fine and return random result. SELECT dbo.RandFn() GO In T-SQL world, I have noticed that there are more than one solution to every problem. Is there any better solution to this question? Please post that question as a comment and I will include it with due credit. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Function, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: technology

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