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  • Oracle Days 2013 in EMEA Are Coming Soon: Invite Your Customers!

    - by Javier Puerta
    Oracle Days will again be hosted across EMEA this October and November (schedule here). By attending an Oracle Day, your customers can: Hear the new announcements from Oracle OpenWorld See customer case studies showing innovation in practice. Discuss key issues for business and IT executives in cloud, mobile, social, big data, The Internet of Things Network with peers who are facing the same challenges Meet Oracle experts and watch live demos of new products  Promoting Oracle Day to Your Customers Follow the Oracle Day schedule in EMEA Direct your customers to the Oracle Day 2013 video on Oracle.com

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  • Can I split one ethernet line coming out of my wall into multiple separate lines?

    - by Burteçin 'Turk' Sapta
    Hi all and thanks in advance. I'll start with some background. I live in an apartment which provides internet service included in the rent. They use company called pavlov for the internet http://pavlovmedia.net/ wireless seems to be working fine but wired connection is at least %30 faster. Ethernet, cat5 outlet is built in the wall, and there is only 1 outlet in each room. I would like to take this 1 outlet coming out the wall and multiply it into 4 wires, for desktop, playstation, tv and laptop without loosing any internet bandwidth. i have absolutely no idea weather this line is coming from a switch or a router but i have been researching Ethernet splitter, routers, switches, hubs and haven't found a solid answer. what is the best solution for me? thank you once again! EDIT: ok this picture cleared few things http://www.home-network-help.com/images/home-network-expanded.jpg so seems that an ethernet switch is to ethernet as a USB hub is to USB. what is really 10/100Mbps Network Switch and what is the cap?

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  • What important aspects of Java should I know coming from Python?

    - by Macuser
    So, I've been browsing the job market, and it seems almost every programmer position requires either knowledge in the .NET, C#, or Java, and I'm looking to pick up Java, as I am not interesting very much with programming for Windows environments. So, what syntax differences should I look out for (except different class names), and any practices that I should avoid using in Java which is normally used in Python?

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  • Sending typedef struct containing void* by creating MPI drived datatype.

    - by hankol
    what I understand studying MPI specification is that an MPI send primitive refer to a memory location (or a send buffer) pointed by the data to be sent and take the data in that location which then passed as a message to the another Process. Though it is true that virtual address of a give process will be meaningless in another process memory address; It is ok to send data pointed by pointer such as void pointer as MPI will any way pass the data itself as a message For example the following works correctly: // Sender Side. int x = 100; void* snd; MPI_Send(snd,4,MPI_BYTE,1,0,MPI_COMM_WORLD); // Receiver Side. void* rcv; MPI_Recv(rcv, 4,MPI_BYTE,0,0,MPI_COMM_WORLD); but when I add void* snd in a struct and try to send the struct this will no succeed. I don't understand why the previous example work correctly but not the following. Here, I have defined a typedef struct and then create an MPI_DataType from it. With the same explanation of the above the following should also have succeed, unfortunately it is not working. here is the code: #include "mpi.h" #include<stdio.h> int main(int args, char *argv[]) { int rank, source =0, tag=1, dest=1; int bloackCount[2]; MPI_Init(&args, &argv); typedef struct { void* data; int tag; } data; data myData; MPI_Datatype structType, oldType[2]; MPI_Status stat; /* MPI_Aint type used to idetify byte displacement of each block (array)*/ MPI_Aint offsets[2], extent; MPI_Comm_rank(MPI_COMM_WORLD, &rank); offsets[0] = 0; oldType[0] = MPI_BYTE; bloackCount[0] = 1; MPI_Type_extent(MPI_INT, &extent); offsets[1] = 4 * extent; /*let say the MPI_BYTE will contain ineteger : size of int * extent */ oldType[1] = MPI_INT; bloackCount[1] = 1; MPI_Type_create_struct(2, bloackCount,offsets,oldType, &structType); MPI_Type_commit(&structType); if(rank == 0){ int x = 100; myData.data = &x; myData.tag = 99; MPI_Send(&myData,1,structType, dest, tag, MPI_COMM_WORLD); } if(rank == 1 ){ MPI_Recv(&myData, 1, structType, source, tag, MPI_COMM_WORLD, &stat); // with out this the following printf() will properly print the value 99 for // myData.tag int x = *(int *) myData.data; printf(" \n Process %d, Received : %d , %d \n\n", rank , myData.tag, x); } MPI_Type_free(&structType); MPI_Finalize(); } Error message running the code: [Looks like I am trying to access an invalid memory address space in the second process] [ubuntu:04123] *** Process received signal *** [ubuntu:04123] Signal: Segmentation fault (11) [ubuntu:04123] Signal code: Address not mapped (1) [ubuntu:04123] Failing at address: 0xbfe008bc [ubuntu:04123] [ 0] [0xb778240c] [ubuntu:04123] [ 1] GenericstructType(main+0x161) [0x8048935] [ubuntu:04123] [ 2] /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0xb750f4d3] [ubuntu:04123] [ 3] GenericstructType() [0x8048741] [ubuntu:04123] *** End of error message *** Can some please explain to me why it is not working. any advice will also be appreciated thanks,

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  • Any pitfalls using char* instead of void* when writing cross platform code?

    - by UberMongoose
    Is there any pitfalls when using char*'s to write cross platform code that does memory access? I'm working on a play memory allocator to better understand how to debug memmory issues. I have come to believe char*'s are preferable because of the ability to do pointer arithmetic and derefernce them over void*'s, is that true? Do the following assumptions always hold true on different common platforms? sizeof(char) == 1 sizeof(char*) == sizeof(void*) sizeof(char*) == sizeof(size_t)

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  • Where is the used memory in Task Manager & Resource Monitor coming from?

    - by Sam Adams
    On a Windows 7, the working set memory usage plus private memory does not add up to the total used memory in Task Manager and Windows 7 Resource Monitor. How do you find out where the used memory is coming from? The cached memory can't be part of it because sometimes the total cache is greater than the total in use. The commit memory plus the working set also doesn't add up to the total in use - but even that shouldn't be significant if it did, since commit is virtual.

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  • How can I do a "Coming Soon" redirect on IIS6 for everyone except a couple specific IPs?

    - by colinodell
    We're about to do some major maintanence on an IIS 6 / ASP (Classic) website. We want all visitors to be redirected to a "Coming Soon" page (or something similar). This should NOT apply to our dev team (operating remotely), so we'd want to specify certain IPs that should have access to the under-construction site. How can this be accomplished in IIS 6? (Using classic ASP if needed)

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  • How do I grab and use a variables coming back through ValueList from an AJAX call?

    - by Mel
    I'm trying the following code to execute a search and it's not working. On the search.cfm page, the only value coming back is the value I input into the search field (even if I click an autosuggest value, it's not coming back; only the letters I actually type myself come back). <cfform class="titleSearchForm" id="searchForm" action="search.cfm?GameID=#cfautosuggestvalue.GameID#" method="post"> <fieldset> <cfinput type="text" class="titleSearchField" name="TitleName" onChange="form.submit()" autosuggest="cfc:gz.cfcomp.search.AutoSuggestSearch({cfautosuggestvalue})"> <input type="button" class="titleSearchButton" value=" " /> </fieldset> </cfform> Query in CFC: <cfquery name="SearchResult" datasource="myDSN"> SELECT CONCAT(titles.TitleName, ' on ', platforms.PlatformAbbreviation) AS sResult, games.GameID FROM games Inner Join platforms ON games.PlatformID = platforms.PlatformID Inner Join titles ON titles.TitleID = games.TitleID WHERE UCase(titleName) LIKE Ucase('#ARGUMENTS.SearchString#%') ORDER BY titleName ASC; </cfquery> Two things: First of all, I would like to get the GameID back to the page making the AJAX request; I know why it is not coming back: Because I'm only returning sResult var, which does not include the GameID. Is there a way to return the GameID value without displaying it? The second thing: How to I grab a value from the auto-suggest once it is returned? Say I want to grab the GameID, or if I can't do that, the "TitleName" to use that in my query? I tried passing it to the form this way: action="search.cfm?GameID=#cfautosuggestvalue.GameID#" - but that does not work. How do I reference the autosuggestionvalue varaibles for use? Thanks

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • How to send a direccion to the void using the Hosts file and without using 127.0.0.1?

    - by magallanes
    I have some name address that i want to send straight to the void using the HOSTS file but i don't want to use the 127.0.0.1. How can i do that?. Why?, I want to speed up some proccess but 127.0.0.1 is serving a webserver, so if i use 127.0.0.1 then this process will call my webserver, consuming resources and may be delaying the process. Right now, i am using 0.0.0.0 instead of 127.0.0.1 but i am not sure if it is correct. 0.0.0.0 crl.microsoft.com

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  • Multiple constructors in C

    - by meepz
    Hello, I am making a string class in C as a homework and I was wondering how I can make multiple constructors with the same name given the parameter. The commented out area is what I tried to do with results from a few searches but that gives me errors. Pretty much I have some cases where I want to create my new string without any parameter then in other cases create a string with a pointer to character. Here is mystring.h #include <stdio.h> #include <stdlib.h> typedef struct mystring { char * c; int length; int (*sLength)(void * s); char (*charAt)(void * s, int i); int (*compareTo)(void * s1, void * s2); struct mystring * (*concat)(void * s1, void * s2); struct mystring * (*subString)(void * s, int begin, int end); void (*printS)(void * s); } string_t; typedef string_t * String; String newString(char * c); String newString2(); int slength(void * s); char charat(void * S, int i); int compareto(void * s1, void * s2); String concat(void * s1, void * s2); String substring(void * S, int begin, int end); void printstring(void * s); And here is mystring.c #include "mystring.h" String newString(){ } String newString(char * input){ //String newString::newString(char * input) { String s; s = (string_t *) malloc(sizeof(string_t)); s->c = (char *) malloc(sizeof(char) * 20); int i = 0; if (input == NULL){ s->c[0] = '\0'; return s; } while (input[i] != '\0') { s->c[i] = input[i]; i++; } //functions s->sLength = slength; s->charAt = charat; s->compareTo = compareto; s->concat = concat; s->subString = substring; s->printS = printstring; return s; }

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  • Linked List Design

    - by Jim Scott
    The other day in a local .NET group I attend the following question came up: "Is it a valid interview question to ask about Linked Lists when hiring someone for a .NET development position?" Not having a computer sciense degree and being a self taught developer my response was that I did not feel it was appropriate as I in 5 years of developer with .NET had never been exposed to linked lists and did not hear any compeling reason for a use for one. However the person commented that it is a very common interview question so I decided when I left that I would do some reasearch on linked lists and see what I might be missing. I have read a number of posts on stack overflow and various google searches and decided the best way to learn about them was to write my own .NET classes to see how they worked from the inside out. Here is my class structure Single Linked List Constructor public SingleLinkedList(object value) Public Properties public bool IsTail public bool IsHead public object Value public int Index public int Count private fields not exposed to a property private SingleNode firstNode; private SingleNode lastNode; private SingleNode currentNode; Methods public void MoveToFirst() public void MoveToLast() public void Next() public void MoveTo(int index) public void Add(object value) public void InsertAt(int index, object value) public void Remove(object value) public void RemoveAt(int index) Questions I have: What are typical methods you would expect in a linked list? What is typical behaviour when adding new records? For example if I have 4 nodes and I am currently positioned in the second node and perform Add() should it be added after or before the current node? Or should it be added to the end of the list? Some of the designs I have seen explaining things seem to expose outside of the LinkedList class the Node object. In my design you simply add, get, remove values and know nothing about any node object. Should the Head and Tail be placeholder objects that are only used to define the head/tail of the list? I require my Linked List be instantiated with a value which creates the first node of the list which is essentially the head and tail of the list. Would you change that ? What should the rules be when it comes to removing nodes. Should someone be able to remove all nodes? Here is my Double Linked List Constructor public DoubleLinkedList(object value) Properties public bool IsHead public bool IsTail public object Value public int Index public int Count Private fields not exposed via property private DoubleNode currentNode; Methods public void AddFirst(object value) public void AddLast(object value) public void AddBefore(object existingValue, object value) public void AddAfter(object existingValue, object value) public void Add(int index, object value) public void Add(object value) public void Remove(int index) public void Next() public void Previous() public void MoveTo(int index)

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  • Explain this C# code: byte* p = (byte*) (void*) Scan0;

    - by qulzam
    I found the code from the net in which i cant understand this line:- byte* p = (byte*)(void*)Scan0; There Scan0 is System.IntPtr. It is code of C#.Net. Plz Explain the above line. The complete code is given below. this is code to convert a image in grayscale. public static Image GrayScale(Bitmap b) { BitmapData bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb); int stride = bmData.Stride; System.IntPtr Scan0 = bmData.Scan0; unsafe { byte* p = (byte*)(void*)Scan0; int nOffset = stride - b.Width * 3; byte red, green, blue; for (int y = 0; y < b.Height; ++y) { for (int x = 0; x < b.Width; ++x) { blue = p[0]; green = p[1]; red = p[2]; p[0] = p[1] = p[2] = (byte)(.299 * red + .587 * green + .114 * blue); p += 3; } p += nOffset; } } b.UnlockBits(bmData); return (Image)b; } I understand all the code but only have the problem on this line. byte* p = (byte*)(void*)Scan0;

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

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

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  • 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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  • How to prevent dial up networking connection window from coming up on Windows 7?

    - by Tom
    I have PPP over Ethernet connection at home, so I have a dial up connection set up which comes up every time when I log in, so I can connect to the net by clicking on it. This works fine, but now I got a router which does the connection automatically, so there is no need for the dial up networking connecting window to come up. Nevertheless it comes up everytime when I log in regardless of the living net connection already established by the router. It does not cause any error I only have to cancel the dialog, but it's a nuisance and I can't find any setting to make it stop. Of course, I could remove the networking connection altogether, but I'd rather keep it, so I don't have to create it again if sometimes I need to connect to the net directly without the router. Is there a way to stop the connection dialog from coming up without removing the networking connection?

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  • C# How to output to GUI when data is coming via an interface via MarshalByRefObject?

    - by Tom
    Hey, can someone please show me how i can write the output of OnCreateFile to a GUI? I thought the GUI would have to be declared at the bottom in the main function, so how do i then refer to it within OnCreateFile? using System; using System.Collections.Generic; using System.Runtime.Remoting; using System.Text; using System.Diagnostics; using System.IO; using EasyHook; using System.Drawing; using System.Windows.Forms; namespace FileMon { public class FileMonInterface : MarshalByRefObject { public void IsInstalled(Int32 InClientPID) { //Console.WriteLine("FileMon has been installed in target {0}.\r\n", InClientPID); } public void OnCreateFile(Int32 InClientPID, String[] InFileNames) { for (int i = 0; i < InFileNames.Length; i++) { String[] s = InFileNames[i].ToString().Split('\t'); if (s[0].ToString().Contains("ROpen")) { //Console.WriteLine(DateTime.Now.Hour+":"+DateTime.Now.Minute+":"+DateTime.Now.Second+"."+DateTime.Now.Millisecond + "\t" + s[0] + "\t" + getProcessName(int.Parse(s[1])) + "\t" + getRootHive(s[2])); Program.ff.enterText(DateTime.Now.Hour + ":" + DateTime.Now.Minute + ":" + DateTime.Now.Second + "." + DateTime.Now.Millisecond + "\t" + s[0] + "\t" + getProcessName(int.Parse(s[1])) + "\t" + getRootHive(s[2])); } else if (s[0].ToString().Contains("RQuery")) { Console.WriteLine(DateTime.Now.Hour + ":" + DateTime.Now.Minute + ":" + DateTime.Now.Second + "." + DateTime.Now.Millisecond + "\t" + s[0] + "\t" + getProcessName(int.Parse(s[1])) + "\t" + getRootHive(s[2])); } else if (s[0].ToString().Contains("RDelete")) { Console.WriteLine(DateTime.Now.Hour + ":" + DateTime.Now.Minute + ":" + DateTime.Now.Second + "." + DateTime.Now.Millisecond + "\t" + s[0] + "\t" + getProcessName(int.Parse(s[0])) + "\t" + getRootHive(s[1])); } else if (s[0].ToString().Contains("FCreate")) { //Console.WriteLine(DateTime.Now.Hour+":"+DateTime.Now.Minute+":"+DateTime.Now.Second+"."+DateTime.Now.Millisecond + "\t" + s[0] + "\t" + getProcessName(int.Parse(s[1])) + "\t" + s[2]); } } } public void ReportException(Exception InInfo) { Console.WriteLine("The target process has reported an error:\r\n" + InInfo.ToString()); } public void Ping() { } public String getProcessName(int ID) { String name = ""; Process[] process = Process.GetProcesses(); for (int i = 0; i < process.Length; i++) { if (process[i].Id == ID) { name = process[i].ProcessName; } } return name; } public String getRootHive(String hKey) { int r = hKey.CompareTo("2147483648"); int r1 = hKey.CompareTo("2147483649"); int r2 = hKey.CompareTo("2147483650"); int r3 = hKey.CompareTo("2147483651"); int r4 = hKey.CompareTo("2147483653"); if (r == 0) { return "HKEY_CLASSES_ROOT"; } else if (r1 == 0) { return "HKEY_CURRENT_USER"; } else if (r2 == 0) { return "HKEY_LOCAL_MACHINE"; } else if (r3 == 0) { return "HKEY_USERS"; } else if (r4 == 0) { return "HKEY_CURRENT_CONFIG"; } else return hKey.ToString(); } } class Program : System.Windows.Forms.Form { static String ChannelName = null; public static Form1 ff; Program() // ADD THIS CONSTRUCTOR { InitializeComponent(); } static void Main() { try { Config.Register("A FileMon like demo application.", "FileMon.exe", "FileMonInject.dll"); RemoteHooking.IpcCreateServer<FileMonInterface>(ref ChannelName, WellKnownObjectMode.SingleCall); Process[] p = Process.GetProcesses(); for (int i = 0; i < p.Length; i++) { try { RemoteHooking.Inject(p[i].Id, "FileMonInject.dll", "FileMonInject.dll", ChannelName); } catch (Exception e) { } } } catch (Exception ExtInfo) { Console.WriteLine("There was an error while connecting to target:\r\n{0}", ExtInfo.ToString()); } } } }

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  • How to make Spring accept fluent (non-void) setters?

    - by Chris
    Hi, I have an API which I am turning into an internal DSL. As such, most methods in my PoJos return a reference to this so that I can chain methods together declaratively as such (syntactic sugar). myComponent .setID("MyId") .setProperty("One") .setProperty2("Two") .setAssociation(anotherComponent) .execute(); My API does not depend on Spring but I wish to make it 'Spring-Friendly' by being PoJo friendly with zero argument constructors, getters and setters. The problem is that Spring seems to not detect my setter methods when I have a non-void return type. The return type of this is very convenient when chaining together my commands so I don't want to destroy my programmatic API just be to compatible with Spring injection. Is there a setting in Spring to allow me to use non-void setters? Chris

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  • Can Response.Redirect work in a private void MVC 2 Function?

    - by user54197
    I have a private void function set for some validation. Should my validation fail, I would like to redirect to another ActionResult and kill the process for the ActionResult that was being used. Response.Redirect("controllerName") does not help. Any ideas? [Accept(HttpVerbs.Post)] public ActionResult NerdDinner(string Name) { testName(Name); ... Return RedirectToAction("ActionResultAAA"); } private void testName(string name) { if(name == null) { //Response.Redirect("ActionResultBBB"); } }

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  • Calling a void async. - Event based pattern, or another method?

    - by alex
    I have a class that basically stores files in amazon s3. Here is what it looks like (simplified) public class S3FileStore { public void PutFile(string ID, Stream content) { //do stuff } } In my client app, I want to be able to call: var s3 = new() S3FileStore(); s3.PutFile ("myId", File.OpenRead(@"C:\myFile1")); s3.PutFile ("myId", File.OpenRead(@"C:\myFile2")); s3.PutFile ("myId", File.OpenRead(@"C:\myFile3")); I want this to be an asynchronous operation - I want the S3FileStore to handle this (i don't want my caller to have to execute PutFile asynchronously so to speak) but, i want to be able to trap exceptions / tell if the operation completed for each file. I've looked at event based async calls, especially this: http://blogs.windowsclient.net/rendle/archive/2008/11/04/functional-shortcuts-2-event-based-asynchronous-pattern.aspx However, I can't see how to call my PutFile (void) method? Are there any better examples?

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