Search Results

Search found 16894 results on 676 pages for 'private members'.

Page 19/676 | < Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >

  • in c# are methods private by default?

    - by Eli Perpinyal
    If I have a method that does not specify its Accessibility Level will it be Private by default? void Item_PropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e) { throw new NotImplementedException(); } Is the above method private?

    Read the article

  • How to make a private property?

    - by mystify
    I tried to make a private property in my *.m file: @interface MyClass (Private) @property (nonatomic, retain) NSMutableArray *stuff; @end @implementation MyClass @synthesize stuff; // not ok Compiler claims that there's no stuff property declared. But there's a stuff. Just in an anonymous category. Let me guess: Impossible. Other solutions?

    Read the article

  • Private API and SMS content URI's on Android

    - by Shadow
    Without accessing private API's to get Content URI's, etc. for SMS, how are we expected to query this data? I am currently in the process of writing my own SMS app and I want to stay as compatible as possible. Without storing the information myself in my own database (such that I can store the text messages so that other programs can access the data when/if they delete my app) and without using private API's how the heck are we suppose to query SMS data?

    Read the article

  • package private static member class vs. package private class

    - by Helper Method
    I was writing two implementations of a linked list for an assignment, a doubly linked list and a circular doubly linked list. Now as the class representing a Link within the linked list is the same in both implementations, I want to use it in both. Now I wonder which approach would be better: Implement the Link class as a package private static member class in the first implementation and then use this class in the second implementation or make the Link class a package private class.

    Read the article

  • Call super on private method

    - by opsb
    class A private def greet puts "hello!" end end class B < A def greet super end end B.new.greet # => Attempt to call private method because super isn't a method you can't use the usual send(:super). So how's it done?

    Read the article

  • How to make an private property?

    - by mystify
    I tried to make a private property in my *.m file: @interface MyClass (Private) @property (nonatomic, retain) NSMutableArray *stuff; @end @implementation MyClass @synthesize stuff; // not ok Compiler claims that there's no stuff property declared. But there's a stuff. Just in an anonymous category. Let me guess: Impossible. Other solutions?

    Read the article

  • iPhone dev: Get keys (public / private)

    - by Jonny
    I'm using another computer than normal to do iPhone dev. Now I'm trying to get my apps onto my iPhone, but fail with the certificates, keys and stuff. Refer to this thread: http://stackoverflow.com/questions/613719/iphone-provisioning-problem-public-private-key Actually I'm able to download my cert no problem from Apple's site, but how would I get at the keys needed? (private, public), I see no way of getting them...

    Read the article

  • How to I make private class constants in Ruby

    - by DMisener
    In Ruby how does one create a private class constant? (i.e one that is visible inside the class but not outside) class Person SECRET='xxx' # How to make class private?? def show_secret puts "Secret: #{SECRET}" end end Person.new.show_secret puts Person::SECRET # I'd like this to fail

    Read the article

  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

    Read the article

  • Is avoiding the private access specifier in PHP justified?

    - by Tifa
    I come from a Java background and I have been working with PHP for almost a year now. I have worked with WordPress, Zend and currently I'm using CakePHP. I was going through Cake's lib and I couldn't help notice that Cake goes a long way avoiding the "private" access specifier. Cake says Try to avoid private methods or variables, though, in favor of protected ones. The latter can be accessed or modified by subclasses, whereas private ones prevent extension or re-use. in this tutorial. Why does Cake overly shun the "private" access specifier while good OO design encourages its use i.e to apply the most restrictive visibility for a class member that is not intended to be part of its exported API? I'm willing to believe that "private" functions are difficult test, but is rest of the convention justified outside Cake? or perhaps it's just a Cake convention of OO design geared towards extensibility at the expense of being a stickler for stringent (or traditional?) OO design?

    Read the article

  • Is there any complications or side effects for changing final field access/visibility modifier from private to protected?

    - by Software Engeneering Learner
    I have a private final field in one class and then I want to address that field in a subclass. I want to change field access/visibility modifier from private to protected, so I don't have to call getField() method from subclass and I can instead address that field directly (which is more clear and cohessive). Will there be any side effects or complications if I change private to protected for a final field? UPDATE: from logical point of view, it's obvious that descendant should be able to directly access all predecessor fields, right? But there are certain constraints that are imposed on private final fields by JVM, like 100% initialization guarantee after construction phase(useful for concurrency) and so on. So I would like to know, by changing from private to protected, won't that or any other constraints be compromised?

    Read the article

  • Netbeans Java SE GUI Builder: private initComponents() problem

    - by maSnun
    When I build a GUI for my Java SE app with Netbeans GUI builder, it puts all the codes in the initComponents() method which is private. I could not change it to public. So, all the components are accessible only to the class containing the UI. I want to access those components from another class so that I can write custom event handlers and everything. Most importantly I want to separate my GUI code and non-GUI from each other. I can copy paste the GUI code and later make them public by hand to achieve what I want. But thats a pain. I have to handcraft a portion whenever I need to re-design the UI. What I tried to do: I used the variable identifier to make the text box public. Now how can I access the text box from the Main class? I think I need the component generated in a public method as well. I am new to Java. Any helps? Here's the sample classes: The UI (uiFrame.java) /* * To change this template, choose Tools | Templates * and open the template in the editor. */ /* * uiFrame.java * * Created on Jun 3, 2010, 9:33:15 PM */ package barcode; import java.util.logging.Level; import java.util.logging.Logger; import javax.swing.JFileChooser; import javax.swing.UIManager; import javax.swing.UnsupportedLookAndFeelException; import net.sourceforge.barbecue.output.OutputException; /** * * @author masnun */ public class uiFrame extends javax.swing.JFrame { /** Creates new form uiFrame */ public uiFrame() { try { try { // Set cross-platform Java L&F (also called "Metal") UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName()); } catch (ClassNotFoundException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } catch (InstantiationException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } catch (IllegalAccessException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } catch (UnsupportedLookAndFeelException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } } finally { } initComponents(); } /** This method is called from within the constructor to * initialize the form. * WARNING: Do NOT modify this code. The content of this method is * always regenerated by the Form Editor. */ @SuppressWarnings("unchecked") // <editor-fold defaultstate="collapsed" desc="Generated Code"> private void initComponents() { label1 = new javax.swing.JLabel(); textBox = new javax.swing.JTextField(); saveButton = new javax.swing.JButton(); setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); label1.setFont(label1.getFont().deriveFont(label1.getFont().getStyle() | java.awt.Font.BOLD, 13)); label1.setText("Type a text:"); label1.setName("label1"); // NOI18N saveButton.setText("Save"); saveButton.addMouseListener(new java.awt.event.MouseAdapter() { public void mousePressed(java.awt.event.MouseEvent evt) { saveButtonMousePressed(evt); } }); javax.swing.GroupLayout layout = new javax.swing.GroupLayout(getContentPane()); getContentPane().setLayout(layout); layout.setHorizontalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(56, 56, 56) .addComponent(textBox, javax.swing.GroupLayout.PREFERRED_SIZE, 272, javax.swing.GroupLayout.PREFERRED_SIZE) .addContainerGap(72, Short.MAX_VALUE)) .addGroup(javax.swing.GroupLayout.Alignment.TRAILING, layout.createSequentialGroup() .addContainerGap(154, Short.MAX_VALUE) .addComponent(saveButton, javax.swing.GroupLayout.PREFERRED_SIZE, 102, javax.swing.GroupLayout.PREFERRED_SIZE) .addGap(144, 144, 144)) .addGroup(javax.swing.GroupLayout.Alignment.TRAILING, layout.createSequentialGroup() .addContainerGap(140, Short.MAX_VALUE) .addComponent(label1, javax.swing.GroupLayout.PREFERRED_SIZE, 133, javax.swing.GroupLayout.PREFERRED_SIZE) .addGap(127, 127, 127)) ); layout.setVerticalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addContainerGap() .addComponent(label1, javax.swing.GroupLayout.PREFERRED_SIZE, 25, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(textBox, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.UNRELATED) .addComponent(saveButton) .addContainerGap(193, Short.MAX_VALUE)) ); pack(); }// </editor-fold> @SuppressWarnings("static-access") private void saveButtonMousePressed(java.awt.event.MouseEvent evt) { JFileChooser file = new JFileChooser(); file.showSaveDialog(null); String data = file.getSelectedFile().getAbsolutePath(); String text = textBox.getText(); BarcodeGenerator barcodeFactory = new BarcodeGenerator(); try { barcodeFactory.generateBarcode(text, data); } catch (OutputException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } } /** * @param args the command line arguments */ // Variables declaration - do not modify private javax.swing.JLabel label1; private javax.swing.JButton saveButton; public javax.swing.JTextField textBox; // End of variables declaration } The Main Class (Main.java) package barcode; import javax.swing.JFrame; public class Main { public static void main(String[] args) { JFrame ui = new uiFrame(); ui.pack(); ui.show(); } }

    Read the article

  • OutOfMemoryException, large Private Data

    - by Captain Comic
    Hello, In previous series: http://stackoverflow.com/questions/2543648/outofmemoryexception-stack-size-is-huge-large-number-of-threads I have a .net windows service that consumes a lot of memory. The GC heap is not big. Also the stack size is not big. What is big is something called a private data. Also I can see in task manager that my application consumes a lot something that taskmanager calls a handle. My application consumes 2326 handles. I believe that these handles are some windows handles that occupy private data. I can see that this private data is occupied by blocks marked as Thread Environment Block. What is that? Screenshot of my application memory usage by VMMap Screenshot of my application memory usage by Task Manager UPDATE I run ProcessExplorer. I have two instances of my service running at the moment. I can see that they consume a lot of virtual memory for Gen2 GC. This look suspicios. Also total reserved for GC Heap size is the same for two processes.

    Read the article

  • PHP CURL Google Calendar using Private URL

    - by MooCow
    I'm trying to get an array of events from Google Calendar using the Private URL. I read the Google API document but I want to try doing this without using the ZEND library since I have no idea what the eventual server file structure is and avoid having other people edit the codes. I also did a search before posting and ran into the same condition where PHP CURL_EXEC returns false with the URL but I get a JSON file if the URL is open using a web browser. Since I'm using the Private URL, do I really need to authenticate against the Google server using ZEND? I'm trying to have PHP clean up the array before encoding it for Flash. $URL = <string of the private URL from Google Calendar> $ch = curl_init($URL); curl_setopt($ch, CURLOPT_RETURNTRANSFER, 1); $data = curl_exec($ch); curl_close($ch); $result = json_decode($data); print '<pre>'.var_export($data,1).'</pre>'; Screen output >>> false

    Read the article

  • How to have struct members accessible in different ways

    - by Paul J. Lucas
    I want to have a structure token that has start/end pairs for position, sentence, and paragraph information. I also want the members to be accessible in two different ways: as a start/end pair and individually. Given: struct token { struct start_end { int start; int end; }; start_end pos; start_end sent; start_end para; typedef start_end token::*start_end_ptr; }; I can write a function, say distance(), that computes the distance between any of the three start/end pairs like: int distance( token const &i, token const &j, token::start_end_ptr mbr ) { return (j.*mbr).start - (i.*mbr).end; } and call it like: token i, j; int d = distance( i, j, &token::pos ); that will return the distance of the pos pair. But I can also pass &token::sent or &token::para and it does what I want. Hence, the function is flexible. However, now I also want to write a function, say max(), that computes the maximum value of all the pos.start or all the pos.end or all the sent.start, etc. If I add: typedef int token::start_end::*int_ptr; I can write the function like: int max( list<token> const &l, token::int_ptr p ) { int m = numeric_limits<int>::min(); for ( list<token>::const_iterator i = l.begin(); i != l.end(); ++i ) { int n = (*i).pos.*p; // NOT WHAT I WANT: It hard-codes 'pos' if ( n > m ) m = n; } return m; } and call it like: list<token> l; l.push_back( i ); l.push_back( j ); int m = max( l, &token::start_end::start ); However, as indicated in the comment above, I do not want to hard-code pos. I want the flexibility of accessible the start or end of any of pos, sent, or para that will be passed as a parameter to max(). I've tried several things to get this to work (tried using unions, anonymous unions, etc.) but I can't come up with a data structure that allows the flexibility both ways while having each value stored only once. Any ideas how to organize the token struct so I can have what I want? Attempt at clarification Given struct of pairs of integers, I want to be able to "slice" the data in two distinct ways: By passing a pointer-to-member of a particular start/end pair so that the called function operates on any pair without knowing which pair. The caller decides which pair. By passing a pointer-to-member of a particular int (i.e., only one int of any pair) so that the called function operates on any int without knowing either which int or which pair said int is from. The caller decides which int of which pair. Another example for the latter would be to sum, say, all para.end or all sent.start. Also, and importantly: for #2 above, I'd ideally like to pass only a single pointer-to-member to reduce the burden on the caller. Hence, me trying to figure something out using unions.

    Read the article

  • Private member vector of vector dynamic memory allocation

    - by Geoffroy
    Hello, I'm new to C++ (I learned programming with Fortran), and I would like to allocate dynamically the memory for a multidimensional table. This table is a private member variable : class theclass{ public: void setdim(void); private: std::vector < std::vector <int> > thetable; } I would like to set the dimension of thetable with the function setdim(). void theclass::setdim(void){ this->thetable.assign(1000,std::vector <int> (2000)); } I have no problem compiling this program, but as I execute it, I've got a segmentation fault. The strange thing for me is that this piece (see under) of code does exactly what I want, except that it doesn't uses the private member variable of my class : std::vector < std::vector < int > > thetable; thetable.assign(1000,std::vector <int> (2000)); By the way, I have no trouble if thetable is a 1D vector. In theclass : std::vector < int > thetable; and if in setdim : this->thetable.assign(1000,2); So my question is : why is there such a difference with "assign" between thetable and this-thetable for a 2D vector? And how should I do to do what I want? Thank-you for your help, Best regards, -- Geoffroy

    Read the article

  • ADO program to list members of a large group.

    - by AlexGomez
    Hi everyone, I'm attempting to list all the members in a Active Directory group using ADO. The problem I have is that many of these groups have over 1500 members and ADSI cannot handle more than 1500 items in a multi-valued attribute. Fortunately I came across Richard Muller's wonderful VBScript that handles more than 1500 members at http://www.rlmueller.net/DocumentLargeGroup.htm I modified his code as shown below so that I can list ALL the groups and its memberships in a certain OU. However, I'm keeping getting the exception shown below: "ADODB.Recordset: Item cannot be found in the collection corresponding to the requested name or ordinal." My program appears to get stuck at: strPath = adoRecordset.Fields("ADsPath").Value Set objGroup = GetObject(strPath) All I am doing above is issuing the query to get back a recordset consisting of the ADsPath for each group in the OU. It then walks through the recordset and grabs the ADsPath for the first group and store its in a variable named strPath; we then use the value of that variable to bind to the group account for that group. It really should work! Any idea why the code below doesn't work for me? Any pointers will be great appreciated. Thanks. Option Explicit Dim objRootDSE, strDNSDomain, adoCommand Dim adoConnection, strBase, strAttributes Dim strFilter, strQuery, adoRecordset Dim strDN, intCount, blnLast, intLowRange Dim intHighRange, intRangeStep, objField Dim objGroup, objMember, strName ' Determine DNS domain name. Set objRootDSE = GetObject("LDAP://RootDSE") 'strDNSDomain = objRootDSE.Get("DefaultNamingContext") strDNSDomain = "XXXXXXXX" ' Use ADO to search Active Directory. Set adoCommand = CreateObject("ADODB.Command") Set adoConnection = CreateObject("ADODB.Connection") adoConnection.Provider = "ADsDSOObject" adoConnection.Open = "Active Directory Provider" adoCommand.ActiveConnection = adoConnection adoCommand.Properties("Page Size") = 100 adoCommand.Properties("Timeout") = 30 adoCommand.Properties("Cache Results") = False ' Specify base of search. strBase = "<LDAP://" & strDNSDomain & ">" ' Specify the attribute values to retrieve. strAttributes = "member" ' Filter on objects of class "group" strFilter = "(&(objectClass=group)(samAccountName=*))" ' Enumerate direct group members. ' Use range limits to handle more than 1000/1500 members. ' Setup to retrieve 1000 members at a time. blnLast = False intRangeStep = 999 intLowRange = 0 IntHighRange = intLowRange + intRangeStep Do While True If (blnLast = True) Then ' If last query, retrieve remaining members. strQuery = strBase & ";" & strFilter & ";" _ & strAttributes & ";range=" & intLowRange _ & "-*;subtree" Else ' If not last query, retrieve 1000 members. strQuery = strBase & ";" & strFilter & ";" _ & strAttributes & ";range=" & intLowRange & "-" _ & intHighRange & ";subtree" End If adoCommand.CommandText = strQuery Set adoRecordset = adoCommand.Execute adoRecordset.MoveFirst intCount = 0 Do Until adoRecordset.EOF strPath = adoRecordset.Fields("ADsPath").Value Set objGroup = GetObject(strPath) For Each objField In adoRecordset.Fields If (VarType(objField) = (vbArray + vbVariant)) _ Then For Each strDN In objField.Value ' Escape any forward slash characters, "/", with the backslash ' escape character. All other characters that should be escaped are. strDN = Replace(strDN, "/", "\/") ' Check dictionary object for duplicates. 'If (objGroupList.Exists(strDN) = False) Then ' Add to dictionary object. 'objGroupList.Add strDN, True ' Bind to each group member, to find member's samAccountName Set objMember = GetObject("LDAP://" & strDN) ' Output group cn, group samaAccountName and group member's samAccountName. Wscript.Echo objMember.samAccountName intCount = intCount + 1 'End if Next End If Next adoRecordset.MoveNext Loop adoRecordset.Close ' If this is the last query, exit the Do While loop. If (blnLast = True) Then Exit Do End If ' If the previous query returned no members, then the previous ' query for the next 1000 members failed. Perform one more ' query to retrieve remaining members (less than 1000). If (intCount = 0) Then blnLast = True Else ' Setup to retrieve next 1000 members. intLowRange = intHighRange + 1 intHighRange = intLowRange + intRangeStep End If Loop

    Read the article

  • connecting to secure database on private network from website host

    - by jim
    Hello all, I've got a requirement to both read and write data via a .net webservice to a sqlserver database that's on a private network. this database is currently accessed via a vpn connection by remote client software (on standard desktop machines) to get latest product prices and to upload product stock sales. I've been tasked with finding a way to centralise this access from a webservice that the clients then access, rather than them using the vpn route to connect directly to the database. My question is related to my .net service's relationship to the sqlserver database. What are the options for connecting to a private network vpn from a domain host in order to achive the functionality of allowing the webservice to both read and write data to the database. For now, I'm not too concerned about the client connectivity and security (tho i appreciate that this will have to be worked out too), I'm really just interested in discovering the options available in order to allow my .net webservice to connect to the private network in as painless and transparent a way as posible. [edit] the webservice will also be available to the retail website in order for it to lookup product info as well as allocate stock transfers to the same sqlserver db. it will therefore be located on the same domain as the retail site The option of switching the database onto public hosting is not feasible, so I have to work with the scenario as described above for now, unless there's a compelling rationale presented to do otherwise. thanks all... jim

    Read the article

  • accessing private variable from member function in PHP

    - by Carson Myers
    I have derived a class from Exception, basically like so: class MyException extends Exception { private $_type; public function type() { return $this->_type; //line 74 } public function __toString() { include "sometemplate.php"; return ""; } } Then, I derived from MyException like so: class SpecialException extends MyException { private $_type = "superspecial"; } If I throw new SpecialException("bla") from a function, catch it, and go echo $e, then the __toString function should load a template, display that, and then not actually return anything to echo. This is basically what's in the template file <div class="<?php echo $this->type(); ?>class"> <p> <?php echo $this->message; ?> </p> </div> in my mind, this should definitely work. However, I get the following error when an exception is thrown and I try to display it: Fatal error: Cannot access private property SpecialException::$_type in C:\path\to\exceptions.php on line 74 Can anyone explain why I am breaking the rules here? Am I doing something horribly witty with this code? Is there a much more idiomatic way to handle this situation? The point of the $_type variable is (as shown) that I want a different div class to be used depending on the type of exception caught.

    Read the article

  • Random number generation in MVC applications

    - by SlimShaggy
    What is the correct way of generating random numbers in an ASP.NET MVC application if I need exactly one number per request? According to MSDN, in order to get randomness of sufficient quality, it is necessary to generate multiple numbers using a single System.Random object, created once. Since a new instance of a controller class is created for each request in MVC, I cannot use a private field initialized in the controller's constructor for the Random object. So in what part of the MVC app should I create and store the Random object? Currently I store it in a static field of the controller class and lazily initialize it in the action method that uses it: public class HomeController : Controller { ... private static Random random; ... public ActionResult Download() { ... if (random == null) random = new Random(); ... } } Since the "random" field can be accessed by multiple instances of the controller class, is it possible for its value to become corrupted if two instances attempt to initialize it simultaneously? And one more question: I know that the lifetime of statics is the lifetime of the application, but in case of an MVC app what is it? Is it from IIS startup till IIS shutdown?

    Read the article

  • Is private method in spring service implement class thread safe

    - by Roger Ray
    I got a service in an project using Spring framework. public class MyServiceImpl implements IMyService { public MyObject foo(SomeObject obj) { MyObject myobj = this.mapToMyObject(obj); myobj.setLastUpdatedDate(new Date()); return myobj; } private MyObject mapToMyObject(SomeObject obj){ MyObject myojb = new MyObject(); ConvertUtils.register(new MyNullConvertor(), String.class); ConvertUtils.register(new StringConvertorForDateType(), Date.class); BeanUtils.copyProperties(myojb , obj); ConvertUtils.deregister(Date.class); return myojb; } } Then I got a class to call foo() in multi-thread; There goes the problem. In some of the threads, I got error when calling BeanUtils.copyProperties(myojb , obj); saying Cannot invoke com.my.MyObject.setStartDate - java.lang.ClassCastException@2da93171 obviously, this is caused by ConvertUtils.deregister(Date.class) which is supposed to be called after BeanUtils.copyProperties(myojb , obj);. It looks like one of the threads deregistered the Date class out while another thread was just about to call BeanUtils.copyProperties(myojb , obj);. So My question is how do I make the private method mapToMyObject() thread safe? Or simply make the BeanUtils thread safe when it's used in a private method. And will the problem still be there if I keep the code this way but instead I call this foo() method in sevlet? If many sevlets call at the same time, would this be a multi-thread case as well?

    Read the article

< Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >