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  • Which workflow engine should I chose for implementing a dynamic reconfiguration of workflows?

    - by Raya
    I want to be able to interrupt a running workflow instance, say when a new activity is about to be invoked, and extract information both about the structure of the workflow and the data in the particular instance. Then I will consult with an external system and according to its response I will possibly alter the behaviour of the workflow. The options I would like to have are addition/removal of activities and altering parameters for the activities to be invoked. I am currently struggling with the engine it's best to go with. I have looked at WWF, Apache ODE, Oracle Workflow and Active BPEL and as far as I understand they can all provide me with the options I need. I would really appreciate any recommendations on which one will be the easiest to work with for my purpose and any restrictions either of the above might have that would prevent me from reaching my goal. Thanks

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  • How do I escape a string for a shell command in nodejs (V8 Javascript engine)?

    - by Maciek
    In nodejs, the only way to execute external commands is via sys.exec(cmd). I'd like to call an external command and give it data via stdin. In nodejs there does yet not appear to be a way to open a command and then push data to it (only to exec and receive its standard+error outputs), so it appears the only way I've got to do this right now is via a single string command such as: var dangerStr = "bad stuff here"; sys.exec("echo '" + dangerStr + "' | somecommand"); Most answers to questions like this have focused on either regex which doesn't work for me in nodejs (which uses Google's V8 Javascript engine) or native features from other languages like Python. I'd like to escape dangerStr so that it's safe to compose an exec string like the one above. If it helps, dangerStr will contain JSON data.

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  • How to create your own advert engine for an Android App?

    - by Richard Green
    I have an Android App and I would like to start putting non-intrusive advert into the app. However, I have the benefit of knowing exactly what products I would like to put in these adverts (which will basically be amazon "similar products" type things and a few other suppliers). Is there any ad-engine out there that will allow me to do this? The ones I see already just put what they think are suitable. I have scoured and I can't find an example of this... Any ideas? Should I just bite the bullet and write my own classes to do this ?

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  • How do I add a toolbar to a region with ExtJS

    - by gargantaun
    I have a border layout in ExtJS, The north region contains some HTML, but also needs to contain a toolbar like this... So i've managed to get the border layout set up, added the html to the North Region of the layout, but I can't find any workable examples of how to implement a tool bar. I have found lot's of examples of toolbars on their own, but I've not got the luxury or learning ExtJs thoroughly so it's all greek to me. I suspect there's a way to define a tool bar outside of the cumbersome JSON style flow of creating a layout and somehow attaching it to the region, and I'm hoping it's relativley simple to do. If someone can explain how I'd do this, it would really help. Here's the code so far... //make sure YOUR path is correct to this image!! Ext.BLANK_IMAGE_URL = '../../ext-2.0.2/resources/images/default/s.gif'; //this runs on DOM load - you can access all the good stuff now. Ext.onReady(function(){ var viewport = new Ext.Viewport({ layout: "border", border: false, renderTo: Ext.getBody(), items: [ // ------------------------------------------------------------------ { region: "north", id : "toolbar-area", xtype: 'panel', html: [ "<div id=\"html-header\">", "<div id=\"council-logo\"></div>", "<ul id=\"ancillary-menu\">", "<li><a href=\"#\">Logout</a></li>", "<li><a href=\"#\">Gazeteer Home</a></li>", "<li>Hello Rachel</li>", "</ul>", "<img id=\"inteligent-logo\" src=\"applied-images/logos/inteligent.gif\">", "</div>" ], /* ++++++++++++++++++++++++++++++++++++++++++++ */ /* The toolbar needs to go around here.... */ /* ++++++++++++++++++++++++++++++++++++++++++++ */ height: 100 }, // ------------------------------------------------------------------ // WEST // ------------------------------------------------------------------ { region: 'west', xtype: 'panel', split: true, resizeable: false, maxWidth : 350, minWidth : 349, collapsible: true, title: 'Gazetteer Explorer', width: 350, minSize: 150, // -------------------------------------------------------------- title: 'Nested Layout', layout: 'border', border: false, id: "west", items: [ { // *********************************************** // Search Form // *********************************************** region : "north", height: 300, split : true, id : "left-form-panel", items : [{ xtype : "form", id : "search-form", items : [ // Authority combo box // =============================== { xtype : "combo", fieldLabel : "Authority", name : "authority", hiddenName : "authority", id : "authority-combo" }, // =============================== // Search Fieldset // =============================== { xtype : "fieldset", autoHeight : true, title : "Search by...", id : "search-fieldset", items : [ // Ref Number text Box // %%%%%%%%%%%%%%%% { xtype : "textfield", name : "ref-number", fieldLabel : "Ref. Number", id : "ref-number-textfield" }, // %%%%%%%%%%%%%%%% // Streetname Combo // %%%%%%%%%%%%%%% { xtype : "combo", name : "street-name", hiddenName : "street-name", fieldLabel : "Street Name", id : "street-name-combo" }, // %%%%%%%%%%%%%%%% // Postcode Combo // %%%%%%%%%%%%%%%% { xtype : "combo", name : "postcode", hiddenName : "postcode", fieldLabel : "Postcode", id : "postcode-combo" }, // %%%%%%%%%%%%%%%% // Postcode Combo // %%%%%%%%%%%%%%%% { xtype : "combo", name : "town", hiddenName : "town", fieldLabel : "Town", id : "towm-combo" }, // %%%%%%%%%%%%%%%% // Postcode Combo // %%%%%%%%%%%%%%%% { xtype : "combo", name : "locality", hiddenName : "locality", fieldLabel : "Locality", id : "locality-combo" }, // %%%%%%%%%%%%%%% // Search Button // %%%%%%%%%%%%%%%% { xtype : "button", text : "Search", id : "search-button" }, // Reset Button // %%%%%%%%%%%%%%% { xtype : "button", text : "Reset", id : "reset-button" } ] }, // ======================= ] }] // ********************************************* }, { region: 'center', html: 'Tree view goes here' } ] }, // ------------------------------------------------------------------ { region: 'center', xtype: 'panel', // -------------------------------------------------------------- layout: 'border', border: false, items: [ { region: 'center', height: 200, split: true, html: 'Map goes here' }, { region: 'south', title: "Selection", split: true, height: 200, collapsible: true, html: 'Nested Center' } ] }, // ------------------------------------------------------------------ { region: 'east', }, // ------------------------------------------------------------------ { region: 'south', }] }); }); Sorry there's so much code, but ExtJS makes me scared to touch anything that's working.

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  • error C2440: 'initializing' : cannot convert from 'const wchar_t [9]' to 'LPCSTR'

    - by numerical25
    When I add the following to my code. // Define the input layout D3D10_INPUT_ELEMENT_DESC layout[] = { { L"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = sizeof(layout)/sizeof(layout[0]); I get the following error 1>c:\users\numerical25\desktop\intro todirectx\msdntutorials\tutorial0\tutorial\tutorial\main.cpp(43) : error C2440: 'initializing' : cannot convert from 'const wchar_t [9]' to 'LPCSTR' The error points straight to that line of code. if i remove the code, everything compiles correctly.

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Dataflow in Controllers & Layouts in Zend Framework

    - by favo
    I use a basic setup which uses a layout.phtml for the HTML Layout and view scripts for the content part. I want to control some variables in the layout in my controllers, i.e. the title of my site. How can I access my layout to output variables from within the controller? Thanks for your feedback!

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  • UIView using Quartz rendering engine to display PDF has poor quality compared to original.

    - by Josh Kerr
    I'm using the quartz rendering engine to display a PDF file on the iphone using the 3.0 SDK. The result is a bit blurry compared to a PDF being shown in a UIWebView. How can I improve the quality in the UIView so that I don't need to rewrite my app to use the UIWebView. I'm using pretty much close to the example code that Apple provides. Here is some of my sample code: CGContextRef gc = UIGraphicsGetCurrentContext(); CGContextSaveGState(gc); CGContextTranslateCTM(gc, 0.0, rect.size.height); CGContextScaleCTM(gc, 1.0, -1.0); CGAffineTransform m = CGPDFPageGetDrawingTransform(page, kCGPDFCropBox, rect, 0, false); CGContextConcatCTM(gc, m); CGContextSetGrayFillColor(gc, 1.0, 1.0); CGContextFillRect(gc, rect); CGContextDrawPDFPage(gc, page); CGContextRestoreGState(gc); Apple's tutorial code actually results in a blurry PDF view as well. If you drop the same PDF into a UIWebView you'll see it is actually sharper. Anyone have any ideas? This one issue is holding a two year development project from launching. :(

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  • Implementing eval and load functions inside a scripting engine with Flex and Bison.

    - by Simone Margaritelli
    Hy guys, i'm developing a scripting engine with flex and bison and now i'm implementing the eval and load functions for this language. Just to give you an example, the syntax is like : import std.*; load( "some_script.hy" ); eval( "foo = 123;" ); println( foo ); So, in my lexer i've implemented the function : void hyb_parse_string( const char *str ){ extern int yyparse(void); YY_BUFFER_STATE prev, next; /* * Save current buffer. */ prev = YY_CURRENT_BUFFER; /* * yy_scan_string will call yy_switch_to_buffer. */ next = yy_scan_string( str ); /* * Do actual parsing (yyparse calls yylex). */ yyparse(); /* * Restore previous buffer. */ yy_switch_to_buffer(prev); } But it does not seem to work. Well, it does but when the string (loaded from a file or directly evaluated) is finished, i get a sigsegv : Program received signal SIGSEGV, Segmentation fault. 0xb7f2b801 in yylex () at src/lexer.cpp:1658 1658 if ( YY_CURRENT_BUFFER_LVALUE->yy_buffer_status == YY_BUFFER_NEW ) As you may notice, the sigsegv is generated by the flex/bison code, not mine ... any hints, or at least any example on how to implement those kind of functions? PS: I've succesfully implemented the include directive, but i need eval and load to work not at parsing time but execution time (kind of PHP's include/require directives).

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  • Am I a discoverer of a bug in the WPF engine?

    - by bitbonk
    We have a MFC 8 application compiled with /CLR that contains a larger amount of Windows Forms UserControls wich again contain WPF user controls using ElementHost. Due to the architecture of our software we can not use HwndHost directly. We observed an extremely strange behavior here that we can not make any sense of: When the CPU load is very high during startup of the application and there are a lot live of ElementHost instances, the whole property engine completely stops working. For example animations that usually just work fine now never update the values of the bound properties, they just stay at some random value after startup. When I set a property that is not bound to anything the value is correctly stored in the dependency property (calling the getter returns the new value) but the visual representation never reflects that. I set the background to red but the background color does not change. We tested this on a lot of different machines all running Windows XP SP2 and it is pretty reproducible. The funny thing here is, that there is in fact one situation where the bound properties actually pickup a new value from the animation and the visual gets updated based on the property values. It is when I resize the ElementHost or when I hide and reshow the parent native control. As soon as I do this, properties that are bound to an animation pickup a new value and the visuals rerender based on the new property values - but just once - if I want to see another update I have to resize the ElementHost. Do you have any explanation of what could be happening here or how I could approach this problem to find it out? What can I do to debug this? Is there a way I can get more information about what WPF actually does or where WPF might have crashed? To me it currently seems like a bug in WPF itself since it only happens at high CPU load at startup.

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  • Looking for an email template engine for end-users ...

    - by RizwanK
    We have a number of customers that we have to send monthly invoices too. Right now, I'm managing a codebase that does SQL queries against our customer database and billing database and places that data into emails - and sends it. I grow weary of maintaining this every time we want to include a new promotion or change our customer service phone numbers. So, I'm looking for a replacement to move more of this into the hands of those requesting the changes. In my ideal world, I need : A WYSIWYG (man, does anyone even say that anymore?) email editor that generates templates based upon the output from a Database Query. The ability to drag and drop various fields from the database query into the email template. Display of sample email results with the database query. Web application, preferably not requiring IIS. Involve as little code as possible for the end-user, but allow basic functionality (i.e. arrays/for loops) Either comes with it's own email delivery engine, or writes output in a way that I can easily write a Python script to deliver the email. Support for generic Database Connectors. (I need MSSQL and MySQL) F/OSS So ... can anyone suggest a project like this, or some tools that'd be useful for rolling my own? (My current alternative idea is using something like ERB or Tenjin, having them write the code, but not having live-preview for the editor would suck...)

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  • How can I create a rules engine without using eval() or exec()?

    - by Angela
    I have a simple rules/conditions table in my database which is used to generate alerts for one of our systems. I want to create a rules engine or a domain specific language. A simple rule stored in this table would be..(omitting the relationships here) if temp > 40 send email Please note there would be many more such rules. A script runs once daily to evaluate these rules and perform the necessary actions. At the beginning, there was only one rule, so we had the script in place to only support that rule. However we now need to make it more scalable to support different conditions/rules. I have looked into rules engines , but I hope to achieve this in some simple pythonic way. At the moment, I have only come up with eval/exec and I know that is not the most recommended approach. So, what would be the best way to accomplish this?? ( The rules are stored as data in database so each object like "temperature", condition like "/=..etc" , value like "40,50..etc" and action like "email, sms, etc.." are stored in the database, i retrieve this to form the condition...if temp 50 send email, that was my idea to then use exec or eval on them to make it live code..but not sure if this is the right approach )

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  • Looking for an email/report templating engine with database backend - for end-users ...

    - by RizwanK
    We have a number of customers that we have to send monthly invoices too. Right now, I'm managing a codebase that does SQL queries against our customer database and billing database and places that data into emails - and sends it. I grow weary of maintaining this every time we want to include a new promotion or change our customer service phone numbers. So, I'm looking for a replacement to move more of this into the hands of those requesting the changes. In my ideal world, I need : A WYSIWYG (man, does anyone even say that anymore?) email editor that generates templates based upon the output from a Database Query. The ability to drag and drop various fields from the database query into the email template. Display of sample email results with the database query. Web application, preferably not requiring IIS. Involve as little code as possible for the end-user, but allow basic functionality (i.e. arrays/for loops) Either comes with it's own email delivery engine, or writes output in a way that I can easily write a Python script to deliver the email. Support for generic Database Connectors. (I need MSSQL and MySQL) F/OSS So ... can anyone suggest a project like this, or some tools that'd be useful for rolling my own? (My current alternative idea is using something like ERB or Tenjin, having them write the code, but not having live-preview for the editor would suck...)

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  • mysql server upgrade problem from 5.0 to 5.1

    - by Avinash
    Hi I have upgraded my mysql server from 5.0 to 5.1. But i am having a problem related to tables for InnoDB storage Engine. My default engine is InnoDB, So it is enabled in my server. But tables with InneDB engine are not displaying in phpmyadmin. Tables with MyISAM are displaying properly. and also i can't fire a query on the table with InnoDB Engine. Thanks Avinash

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  • Unknown Apache2 + PHP5 FastCGI 500 error .. caused by search engine bots?

    - by rdjurovich
    My Ubuntu server is configured with Apache 2.2.8 and PHP 5.2.4-2ubuntu5.18 in FastCGI mode. Everything works well, except I am seeing 500 errors that only seem to come from bots accessing the server.. for example (access.log): x.125.71.104 - - [16/Nov/2011:10:27:39 +1100] "GET / HTTP/1.1" 500 41377 "-" "Mozilla/5.0 (compatible; Baiduspider/2.0; +http://www.baidu.com/search/spider.html)" x.40.103.239 - - [16/Nov/2011:11:05:56 +1100] "GET / HTTP/1.0" 500 14717 "-" "Mozilla/5.0 (compatible; mon.itor.us - free monitoring service; http://mon.itor.us)" x.249.67.114 - - [14/Nov/2011:20:57:17 +1100] "GET / HTTP/1.1" 500 101 "-" "Mozilla/5.0 (compatible; Googlebot/2.1; +http://www.google.com/bot.html)" x.55.39.85 - - [14/Nov/2011:19:31:06 +1100] "GET / HTTP/1.1" 500 7032 "-" "msnbot/2.0b (+http://search.msn.com/msnbot.htm)._" It is my understanding that a 500 error will be thrown when the PHP process fails to respond to Apache, which could be caused by a fatal PHP error or if PHP runs out of processes.. so my assumption is that either the bots are hitting the server too hard, killing the PHP processes, or something in the request header from bots is causing a fatal error in my PHP script? If anyone can offer advice on this it would be greatly appreciated! Ryan

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  • Plugin 'InnoDB' registration as a STORAGE ENGINE failed. On win 7

    - by NimChimpsky
    I have had to reinstall MySQL, however the service is failing to start with the above cause listed in evnt viewer. One solution is apparently to delete a couple of files prefixed with 'ib_logfile' which represent any old databases. However I do not have these files, and my service is still failing to start ... ? When I say I don't have these files I did a search using the windows search with zero results, and they are definitely not present in my mysql install directory. And I don't have the "documents and setting/appilcation data' folder referenced in link. In fact I only have only one mysql install directory, I know where that is - what do I need to delete/change ? The instance is configured OK, I ran that as administrator and it is listed in services, but the service itself fails to start Any tips, other than going over to postgresql ?

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  • How can I set up a load balancer to direct all Search Engine Bot traffic to one server?

    - by Ryan
    We have a simple load balancer set up on Rackspace to 3 web server nodes. After reviewing our traffic and expenses, the largest bandwidth hog is Google Bot. Since on Rackspace we pay for bandwidth by the byte, we'd like to direct all traffic from GoogleBot to another host (MediaTemple) with unlimited bandwidth. We think this would cut our hosting bill several thousand dollars a month. Is this possible? Advisable?

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  • How to troubleshoot a Highcharts script that's not rendering data when date is added and hanging the JS engine with large datasets?

    - by ylluminate
    I have a Highchart JS graph that I'm building in Rails (although I don't think Ruby has real bearing on this problem unless it's the Date output format) to which I'm adding the timestamp of each datapoint. Presently the array of floats is rendering fine without timestamps, however when I add the timestamp to the series it fails to rend. What's worse is that when the series has hundreds of entries all sorts of problems arise, not the least of which is the browser entirely hanging and requiring a force quit / kill. I'm using the following to build the array of arrays data series: series1 = readings.map{|row| [(row.date.to_i * 1000), (row.data1.to_f if BigDecimal(row.data1) != BigDecimal("-1000.0"))] } This yields a result like this: series: [{"name":"Data 1","data":[[1326262980000,1.79e-09],[1326262920000,1.29e-09],[1326262860000,1.22e-09],[1326262800000,1.42e-09],[1326262740000,1.29e-09],[1326262680000,1.34e-09],[1326262620000,1.31e-09],[1326262560000,1.51e-09],[1326262500000,1.24e-09],[1326262440000,1.7e-09],[1326262380000,1.24e-09],[1326262320000,1.29e-09],[1326262260000,1.53e-09],[1326262200000,1.23e-09],[1326262140000,1.21e-09]],"color":"blue"}] Yet nothing appears on the graph as noted. Notwithstanding, when I compare the data series in one of their very similar examples here: http://www.highcharts.com/demo/spline-irregular-time It appears that really the data series are formatted identically (except in mine I use the timestamp vs date method). This leads me to think I've got a problem with the timestamp output, but I'm just not able to figure out where / how as I'm converting the date output to an integer multipled by 1000 to convert it to milliseconds as per explained in a similar Railscasts tutorial. I would very much appreciate it if someone could point me in the right direction here as to what I may be doing wrong. What could cause no data to appear on the graph in smaller sized sets (<100 points) and when into the hundreds causes an apparent hang in the javascript engine in this case? Perhaps ultimately the key lies here as this is the entire js that's being generated and not rendering: jQuery(function() { // 1. Define JSON options var options = { chart: {"defaultSeriesType":"spline","renderTo":"chart_name"}, title: {"text":"Title"}, legend: {"layout":"vertical","style":{}}, xAxis: {"title":{"text":"UTC Time"},"type":"datetime"}, yAxis: [{"title":{"text":"Left Title","margin":10}},{"title":{"text":"Right Groups Title"},"opposite":true}], tooltip: {"enabled":true}, credits: {"enabled":false}, plotOptions: {"areaspline":{}}, series: [{"name":"Data 1","data":[[1326262980000,1.79e-08],[1326262920000,1.69e-08],[1326262860000,1.62e-08],[1326262800000,1.42e-08],[1326262740000,1.29e-08],[1326262680000,1.34e-08],[1326262620000,1.31e-08],[1326262560000,1.51e-08],[1326262500000,1.64e-08],[1326262440000,1.7e-08],[1326262380000,1.64e-08],[1326262320000,1.69e-08],[1326262260000,1.53e-08],[1326262200000,1.23e-08],[1326262140000,1.21e-08]],"color":"blue"},{"name":"Data 2","data":[[1326262980000,9.79e-09],[1326262920000,9.78e-09],[1326262860000,9.8e-09],[1326262800000,9.82e-09],[1326262740000,9.88e-09],[1326262680000,9.89e-09],[1326262620000,1.3e-06],[1326262560000,1.32e-06],[1326262500000,1.33e-06],[1326262440000,1.33e-06],[1326262380000,1.34e-06],[1326262320000,1.33e-06],[1326262260000,1.32e-06],[1326262200000,1.32e-06],[1326262140000,1.32e-06]],"color":"red"}], subtitle: {} }; // 2. Add callbacks (non-JSON compliant) // 3. Build the chart var chart = new Highcharts.StockChart(options); });

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  • Spring Webflow: cannot get flow execution url at action phase of portlet

    - by tabdulin
    The following exception is thrown: Caused by: java.lang.IllegalStateException: A flow execution action URL can only be obtained in a RenderRequest using a RenderResponse at org.springframework.webflow.context.portlet.PortletExternalContext.getFlowExecutionUrl(PortletExternalContext.java:2 06) at org.springframework.webflow.engine.impl.RequestControlContextImpl.getFlowExecutionUrl(RequestControlContextImpl.java :178) at org.springframework.webflow.mvc.view.AbstractMvcView.render(AbstractMvcView.java:172) at org.springframework.webflow.engine.ViewState.render(ViewState.java:282) at org.springframework.webflow.engine.ViewState.refresh(ViewState.java:241) at org.springframework.webflow.engine.ViewState.resume(ViewState.java:219) at org.springframework.webflow.engine.Flow.resume(Flow.java:545) at org.springframework.webflow.engine.impl.FlowExecutionImpl.resume(FlowExecutionImpl.java:259) ... 62 more It seems for me like resuming execution of flow at action phase tries to do render phase's stuff. Any ideas?

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  • BlackBerry - TouchEvent on multiple managers

    - by rupesh
    Hi all i am new to blackberry application development here is my question i am using two verticalfieldmanager "layout" and "manager" in my application. layout has three custom button field and layout is inside manager. i am not able to implement touch event , here is my code: public class MenuScreen extends MainScreen { public MenuScreen() { super(Screen.DEFAULT_CLOSE); Bitmap menuBackgroundImage = Bitmap .getBitmapResource("com/greetings/Images/MenuBackground.jpg"); final VerticalFieldManager layout = new VerticalFieldManager() { public boolean touchEvent(TouchEvent message) { int x = message.getGlobalX(1); int y = message.getGlobalY(1); if (getExtent().contains(x, y)) { int fieldI = getFieldAtLocation(x, y); Field field = getField(fieldI); field.setFocus(); return super.touchEvent(message); } return false; } }; ButtonField categories = new ButtonField("Categories") { public void run() { Dialog.alert("one"); } public boolean touchEvent(TouchEvent message) { int x = message.getX(1); int y = message.getY(1); int w = getWidth(); int h = getHeight(); if (x >= 0 && x <= w && y >= 0 && y <= h) { switch (message.getEvent()) { case TouchEvent.DOWN: setFocus(); return true; case TouchEvent.UNCLICK: run(); return true; } } return false; } }; ButtonField help = new ButtonField("Help") { public void run() { Dialog.alert("help"); } public boolean touchEvent(TouchEvent message) { int x = message.getX(1); int y = message.getY(1); int w = getWidth(); int h = getHeight(); if (x >= 0 && x <= w && y >= 0 && y <= h) { switch (message.getEvent()) { case TouchEvent.DOWN: setFocus(); return true; case TouchEvent.UNCLICK: run(); return true; } } return false; } }; ButtonField developer = new ButtonField("Developer") { public void run() { Dialog.alert("Developer"); } public boolean touchEvent(TouchEvent message) { int x = message.getX(1); int y = message.getY(1); int w = getWidth(); int h = getHeight(); if (x >= 0 && x <= w && y >= 0 && y <= h) { switch (message.getEvent()) { case TouchEvent.DOWN: setFocus(); return true; case TouchEvent.UNCLICK: run(); return true; } } return false; } }; layout.add(categories); layout.add(help); layout.add(developer); VerticalFieldManager manager = new VerticalFieldManager() { protected void sublayout(int width, int height) { width = Display.getWidth(); height = Display.getHeight(); super.sublayout(width, height); setPositionChild(layout, width - 245, height - 350); setExtent(width, height); } }; manager.setBackground(BackgroundFactory .createBitmapBackground(menuBackgroundImage)); manager.add(layout); add(manager); } }

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  • Android: Custom ListAdapter extending BaseAdapter crashes on application launch.

    - by Danny
    Data being pulled from a local DB, then mapped using a cursor. Custom Adapter displays data similar to a ListView. As items are added/deleted from the DB, the adapter is supposed to refresh. The solution attempted below crashes the application at launch. Any suggestions? Thanks in advance, -D @Override public View getView(int position, View convertView, ViewGroup parent) { View v = convertView; ViewGroup p = parent; if (v == null) { LayoutInflater vi = (LayoutInflater)context.getSystemService(Context.LAYOUT_INFLATER_SERVICE); v = vi.inflate(R.layout.items_row, p); } int size = mAdapter.getCount(); Log.d(TAG, "position " + position + " Size " + size); if(size != 0){ if(position < size) return mAdapter.getView(position, v, p); Log.d(TAG, "-position " + position + " Size " + size); } return null; } Errors: 03-23 00:14:10.392: ERROR/AndroidRuntime(718): java.lang.UnsupportedOperationException: addView(View, LayoutParams) is not supported in AdapterView 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.AdapterView.addView(AdapterView.java:461) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.LayoutInflater.inflate(LayoutInflater.java:415) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.LayoutInflater.inflate(LayoutInflater.java:320) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.LayoutInflater.inflate(LayoutInflater.java:276) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at com.xyz.abc.CustomSeparatedListAdapter.getView(CustomSeparatedListAdapter.java:90) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.AbsListView.obtainView(AbsListView.java:1273) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.makeAndAddView(ListView.java:1658) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.fillDown(ListView.java:637) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.fillFromTop(ListView.java:694) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.layoutChildren(ListView.java:1516) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.AbsListView.onLayout(AbsListView.java:1112) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:998) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.LinearLayout.onLayout(LinearLayout.java:918) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.ViewRoot.performTraversals(ViewRoot.java:979) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.ViewRoot.handleMessage(ViewRoot.java:1613) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.os.Handler.dispatchMessage(Handler.java:99) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.os.Looper.loop(Looper.java:123) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.app.ActivityThread.main(ActivityThread.java:4203) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at java.lang.reflect.Method.invokeNative(Native Method) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at java.lang.reflect.Method.invoke(Method.java:521) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at dalvik.system.NativeStart.main(Native Method)

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  • How to use Private Inheritence aka C++ in C# and Why not it is present in C#

    - by Vijay
    I know that private inheritance is supported in C++ and only public inheritance is supported in C#. I also came across an article which says that private inheritance usually defines a HAS-A relationship and kind of an aggregation relationship between the classes. EDIT: C++ code for private inheritance: The "Car has-a Engine" relationship can also be expressed using private inheritance: class Car : private Engine { // Car has-a Engine public: Car() : Engine(8) { } // Initializes this Car with 8 cylinders using Engine::start; // Start this Car by starting its Engine }; Now, Is there a way to create a HAS-A relationship between C# classes which is one of the thing that I would like to know - HOW? Another curious question is why doesn't C# support the private (and also protected) inheritance ? - Is not supporting multiple implementation inheritance a valid reason or any other? Is private (and protected) inheritance planned for future versions of C#? Will supporting the private (and protected) inheritance in C# make it a better and widely used language?

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