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  • 1360x768x32 Resolution in Windows 8 in VirtualBox

    - by mbcrump
    My Lenovo ThinkPad's built-in screen maxes at 1366x768x32. I wanted to use that same resolution with Windows 8 Developer Preview inside of VirtualBox. So, what did I do? Downloaded the latest build of VirtualBox v4.1.6 (because it supports Windows 8 x64) Installed Windows 8 Developer Preview in VirtualBox as I did earlier this year. Installed Guest Additions. Ran the CustomVideoMode described in this blog post. …and quickly found out that I didn’t have the option to use 1366x768x32 inside of VirtualBox despite using the following command: VBoxManage.exe setextradata  "[Virtual Machine Name]" CustomVideoMode1 1920x1080x32   So how do you fix it? If you do a little research on this resolution, then you will find it is a non-standard resolution. Even if you run the command: VBoxManage.exe setextradata "[Virtual Machine Name]" CustomVideoMode1 1366x768x32 It will still not show that resolution inside of VirtualBox. You can fix this easily by using the following command as shown below: VBoxManage.exe setextradata "[Virtual Machine Name]" CustomVideoMode1 1360x768x32 I hope that you noticed the command used the resolution of 1360 instead of 1366. Now if you go to your display option for Windows 8 inside of Virtualbox then you can select that resolution. Anyways, I hope this helps someone with a similar problem. I created this blog partially for myself but it is always nice to help my fellow developer.  Thanks for reading. Subscribe to my feed

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • Windows 7 – Fun with VHD

    - by guybarrette
    I’m teaching about TFS 2008 next week and I wanted to use TFS in a virtualized environment so I downloaded the TFS + Team Suite VPC image from Microsoft’s Website.  Working with Windows 7, I opened the VM with the built-in Windows Virtual PC.  The VM loads fine but the problems started when I tried to install the VM additions: I simply couldn’t get them to install properly. I then looked at VMware and found that they have a product called VMware Player that can load Virtual PC VMs.  Tried that but VMware Player failed in converting the VHD. I then looked at VirtualBox.  Created a new VM, attached the VHD and bingo!  Worked like a charm.  The only real caveat is that the guest Windows will ask for the OS CDs to install new drivers so you must have either the CD/DVD or the ISO file (sweet!) to proceed. OK, I got it working in VirtualBox but I’m curious why I couldn’t install the additions from Windows 7 Virtual PC onto a Windows Server 2003 VM.  Anyone has a clue? BTW, thanks to Rolly Perreaux who pointed my to his blog where he goes into great details explaining how to use VM images with VirtualBox.  Good stuff! var addthis_pub="guybarrette";

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  • Override methods should call base method?

    - by Trevor Pilley
    I'm just running NDepend against some code that I have written and one of the warnings is Overrides of Method() should call base.Method(). The places this occurs are where I have a base class which has virtual properties and methods with default behaviour but which can be overridden by a class which inherits from the base class and doesn't call the overridden method. For example, in the base class I have a property defined like this: protected virtual char CloseQuote { get { return '"'; } } And then in an inheriting class which uses a different close quote: protected override char CloseQuote { get { return ']'; } } Not all classes which inherit from the base class use different quote characters hence my initial design. The alternatives I thought of were have get/set properties in the base class with the defaults set in the constructor: protected BaseClass() { this.CloseQuote = '"'; } protected char CloseQuote { get; set; } public InheritingClass() { this.CloseQuote = ']'; } Or make the base class require the values as constructor args: protected BaseClass(char closeQuote, ...) { this.CloseQuote = '"'; } protected char CloseQuote { get; private set; } public InheritingClass() base (closeQuote: ']', ...) { } Should I use virtual in a scenario where the base implementation may be replaced instead of extended or should I opt for one of the alternatives I thought of? If so, which would be preferable and why?

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  • Mobile web app, styling in percentages; I can't get height to work [migrated]

    - by Mick79
    I am building a mobile app for a band and obviously want it to display well in all the plethora of handsets out there today. I built it at first for my own device and it looks and works great, so now I am reworking it in percentages so that it works in all devices. I have a slider (jquerytools) going on and if i set width to 100% then it is perfectly wide in my iphone and my ipad... success, however I am not having any luck with height. It seems to only accept a height in px. If i set a height in percent it just doesn't display. any ideas? #header{ width:100%; height:198px; position:relative; z-index: 20; box-shadow: 0 0 10px white; } .scrollable { /* required settings */ position:relative; overflow:hidden; width: 100%; height:100%; box-shadow: 0 0 20px purple; z-index: 20; } .scrollable .items { /* this cannot be too large */ width:500%; height:100%; position:absolute; clear:both; box-shadow: 0 0 30px green; } .items div { float:left; width:20%; height:100%; } /* single scrollable item */ .scrollable img { float:left; width:100%; height:100%; /* height:198px; */ } /* active item */ .scrollable .active { border:2px solid #000; position:relative; cursor:default; } `

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  • JQueryMobile - Problems with dialog boxes [closed]

    - by Richard van Hees
    I'm programming in JQueryMobile, but I can't seem to get some things as I want. First it's good to tell I am mostly programming in a multi-page template. I have a login function in the web based app. The idea is that the user sees he's not logged in and the user can click on the button to log in. A dialog box pops up, in which the user can enter his credentials. This dialog box is in front of the previous page, in my case just index.php. The page for profile is at profile.php#profile. In this case the url for the dialog box is index.php#profile&ui-state=dialog. Don't ask me why, that's how JQueryMobile works, I guess. Anyway, after the user clicks on 'Login' in the pop-up, I want a new dialog to pop-up in which it says you are logged in and I want the content of the page behind it (index.php#profile) to refresh. Of course I want this all to move very smooth and no refreshing of the whole page, to prevent loading time and thus a blank screen for a second. In short: User not logged in Clicks on login Dialog pops up with form Clicks login New dialog pops up with 'success' (or whatever) in the same style as the previous dialog Clicks ok Page behind the dialogues has been refreshed without user noticing Also another thing that doesn't really work out for me: I can't seem to get a dialog to pop up, triggered by an action in another dialog. It just appears as a normal page.

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  • Latest (5 June 14) Updates t0 10.04 Causing Multiple Problems

    - by user291780
    Apologies, the questions are very short, but the bkg isn't. I rec'd a routine notification from the update mgr a few days ago (I believe, June 5th). I took a look and there was lots of linux stuff, headers, etc., nothing obviously unusual. I'd rec'd and updated w/a more extensive pkg set, kernel and all a few weeks ago, no problem. On June 6, I pushed the upgrade button on the June 5th batch, nothing usual, needed a reboot, which I did after a full power down, it came up fine. Gedit worked, the calculator worked, started up firefox, it came up, selected the BookMarks menu, and blam, it hesitated and then greyed out, when I tried to close it, got the "process not responding" msg. Undaunted, I tried to fire up Google Chrome....nothing on the screen or process bar. I fired up the system monitor and indeed there were some "sleeping" chrome processes "running". Powered down several times, but the same problems persist. Similar but worse story when I tried to fire up one of my virtual machines, VirtualBox came up fine, but when I tried to start one of my virtual machines I got a progress popup that I'd never seen before which showed that we were making no progress past 20%. Uninstalled Oracle VirtualBox, reinstalled the latest and greatest, same result. Also, unable to logout, or shutdown once the virtual machine exhibited this behavior. Powered down manually, end of story. Never saw such a bad result after an update. I'm running Ubuntu 10.04 LTS (Lucid Lynx) as I have been for a number of years. Please don't reply with why don't you run some other version of Ubuntu, that doesn't answer the questions below. Questions: Will their be a subsequent update that fixes this, and if so, when? If not, is there a way for me to get back to where I was before this disaster?

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  • Pros and Cons of Facebook's React vs. Web Components (Polymer)

    - by CletusW
    What are the main benefits of Facebook's React over the upcoming Web Components spec and vice versa (or perhaps a more apples-to-apples comparison would be to Google's Polymer library)? According to this JSConf EU talk and the React homepage, the main benefits of React are: Decoupling and increased cohesion using a component model Abstraction, Composition and Expressivity Virtual DOM & Synthetic events (which basically means they completely re-implemented the DOM and its event system) Enables modern HTML5 event stuff on IE 8 Server-side rendering Testability Bindings to SVG, VML, and <canvas> Almost everything mentioned is being integrated into browsers natively through Web Components except this virtual DOM concept (obviously). I can see how the virtual DOM and synthetic events can be beneficial today to support old browsers, but isn't throwing away a huge chunk of native browser code kind of like shooting yourself in the foot in the long term? As far as modern browsers are concerned, isn't that a lot of unnecessary overhead/reinventing of the wheel? Here are some things I think React is missing that Web Components will care of. Correct me if I'm wrong. Native browser support (read "guaranteed to be faster") Write script in a scripting language, write styles in a styling language, write markup in a markup language. Style encapsulation using Shadow DOM React instead has this, which requires writing CSS in JavaScript. Not pretty. Two-way binding

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  • How should a team share/store game content during development?

    - by irwinb
    Other than Dropbox, what out there has been especially useful for storing and sharing game content like images during development (similar feature set to Dropbox like working offline, automatic syncing and support for windows/osx)? We are looking into hosting our own SharePoint server but it seems to be really focused on documents... Maybe Box.net would work? EDIT For code, we are using Git. To be more precise, I was looking for an easy, automatic way for content produced by artists/audio engineers to be available to everyone. Features like approvals of assets don't hurt either. Following the answer linked by Tetrad, Alienbrain looked pretty interesting but..is way out of our budget (may be something to invest in in the future). What ended up doing... We were going to go with Box.net but downloading the sync apps for desktop use required us to wait to be contacted by them for some reason. We did not have much time to wait so we ended up going with Dropbox Teams. Box.net has a nice feature set but we never really felt held back without them. Thanks for the help :).

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  • Server Setups for Agencies [closed]

    - by styks1987
    We are considering consolidating our server administration by cutting down on the number of systems we currently use to manage all our websites(~65 websites). Currently we have a testing server and 3 production servers. (2 - cherokee(linode), 1 - apache (mt)) We don't have a dedicated server admin, so I am stuck with managing all these servers, and as a developer, I don't want to deal with all the server hassle. So my main goal is to cut down on the time spent messing with the servers. We have looked at Pagoda Box and AppFog as possibilities. I am not sure if Pagoda Box would be cost effective. With 65+ websites we may end up paying anywhere from 0 to $50+ per website per month. Right now we page about $250 per month for the 4 VPS servers mentioned above. We already use Capistrano for deployment. I have the opportunity to completely overhaul the entire setup and I would like some feedback on where you found your information for large scale server management or how you currently do it. Articles are welcome. In summary: What is new (past 2 years) in simple server management arena? If you work at an agency or have had agency experience, how do/did you manage your sites? a. What is the level of effort for SSL, new site setup, database management, and extension management. b. How did you handle datacenter outages. Anyone with Pagoda Box experience, do you like it and did you have problems with Wordpress, Cakephp, Drupal, Expression Engine or Magento? a. Is it expensive for you? b. How has server uptime been? Your direction and comments are greatly appreciated.

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Unique ID Defined by Most-Derived Class accessible through Base Class

    - by Narfanator
    Okay, so, the idea is that I have a map of "components", which inherit from componentBase, and are keyed on an ID unique to the most-derived*. Only, I can't think of a good way to get this to work. I tried it with the constructor, but that doesn't work (Maybe I did it wrong). The problem with any virtual, etc, inheritance tricks are that the user has to impliment them at the bottom, which can be forgotten and makes it less... clean. *Right phrase? If - is inheritance; foo is most-derived: foo-foo1-foo2-componentBase Here's some code showing the problem, and why CRTP can't cut it: (No, it's not legit code, but I'm trying to get my thoughts down) #include<map> class componentBase { public: virtual static char idFunction() = 0; }; template <class T> class component : public virtual componentBase { public: static char idFunction(){ return reinterpret_cast<char>(&idFunction); } }; class intermediateDerivations1 : public virtual component<intermediateDerivations1> { }; class intermediateDerivations2 : public virtual component<intermediateDerivations2> { }; class derived1 : public intermediateDerivations1 { }; class derived2 : public intermediateDerivations1 { }; //How the unique ID gets used (more or less) std::map<char, componentBase*> TheMap; template<class T> void addToMap(componentBase * c) { TheMap[T::idFunction()] = c; } template<class T> T * getFromMap() { return TheMap[T::idFunction()]; } int main() { //In each case, the key needs to be different. //For these, the CRTP should do it: getFromMap<intermediateDerivations1>(); getFromMap<intermediateDerivations2>(); //But not for these. getFromMap<derived1>(); getFromMap<derived2>(); return 0; } More or less, I need something that is always there, no matter what the user does, and has a sortable value that's unique to the most-derived class. Also, I realize this isn't the best-asked question, I'm actually having some unexpected difficultly wrapping my head around it in words, so ask questions if/when you need clarification.

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  • IE8 rendering of local-files is wrong

    - by Eric
    It appears that IE8 is not rendering properly a local file: Consider this simple webpage: http://sayang.free.fr/ie8render.html (html code below) extracted from a w3c tutorial on opacity. Save it locally and display it again: the local file has no opacity! That's very annoying, especially when one wants to design complex pages on prototypes placed in local files. Do you have a solution to that ? <html> <head> <title>IE8 Local File</title> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1" /> <meta http-equiv="pragma" content="no-cache" /> <meta http-equiv="cache-control" content="no-cache" /> <meta http-equiv="expires" content="-1" /> <style type="text/css"> div.background { width: 500px; height: 250px; background: url(http://www.w3schools.com/css/klematis.jpg) repeat; border: 2px solid black; } div.transbox { width: 400px; height: 180px; margin: 30px 50px; background-color: #ffffff; border: 1px solid black; /* for IE */ filter:alpha(opacity=60); /* CSS3 standard */ opacity:0.6; } div.transbox p { margin: 30px 40px; font-weight: bold; color: #000000; } </style> </head> <body> <h2>Save this file locally and open it to see the difference</h2> <div class="background"> <div class="transbox"> <p>This is some text that is placed in the transparent box. This is some text that is placed in the transparent box. This is some text that is placed in the transparent box. This is some text that is placed in the transparent box. This is some text that is placed in the transparent box.</p> </div> </div> </body> </html>

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  • Who calls the Destructor of the class when operator delete is used in multiple inheritance.

    - by dicaprio-leonard
    This question may sound too silly, however , I don't find concrete answer any where else. With little knowledge on how late binding works and virtual keyword used in inheritance. As in the code sample, when in case of inheritance where a base class pointer pointing to a derived class object created on heap and delete operator is used to deallocate the memory , the destructor of the of the derived and base will be called in order only when the base destructor is declared virtual function. Now my question is : 1) When the destructor of base is not virtual, why the problem of not calling derived dtor occur only when in case of using "delete" operator , why not in the case given below: derived drvd; base *bPtr; bPtr = &drvd; //DTOR called in proper order when goes out of scope. 2) When "delete" operator is used, who is reponsible to call the destructor of the class? The operator delete will have an implementation to call the DTOR ? or complier writes some extra stuff ? If the operator has the implementation then how does it looks like , [I need sample code how this would have been implemented]. 3) If virtual keyword is used in this example, how does operator delete now know which DTOR to call? Fundamentaly i want to know who calls the dtor of the class when delete is used. Sample Code class base { public: base() { cout<<"Base CTOR called"<<endl; } virtual ~base() { cout<<"Base DTOR called"<<endl; } }; class derived:public base { public: derived() { cout<<"Derived CTOR called"<<endl; } ~derived() { cout<<"Derived DTOR called"<<endl; } }; I'm not sure if this is a duplicate, I couldn't find in search. int main() { base *bPtr = new derived(); delete bPtr;// only when you explicitly try to delete an object return 0; }

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  • C# Select clause returns system exception instead of relevant object

    - by Kashif
    I am trying to use the select clause to pick out an object which matches a specified name field from a database query as follows: objectQuery = from obj in objectList where obj.Equals(objectName) select obj; In the results view of my query, I get: base {System.SystemException} = {"Boolean Equals(System.Object)"} Where I should be expecting something like a Car, Make, or Model Would someone please explain what I am doing wrong here? The method in question can be seen here: // this function searches the database's table for a single object that matches the 'Name' property with 'objectName' public static T Read<T>(string objectName) where T : IEquatable<T> { using (ISession session = NHibernateHelper.OpenSession()) { IQueryable<T> objectList = session.Query<T>(); // pull (query) all the objects from the table in the database int count = objectList.Count(); // return the number of objects in the table // alternative: int count = makeList.Count<T>(); IQueryable<T> objectQuery = null; // create a reference for our queryable list of objects T foundObject = default(T); // create an object reference for our found object if (count > 0) { // give me all objects that have a name that matches 'objectName' and store them in 'objectQuery' objectQuery = from obj in objectList where obj.Equals(objectName) select obj; // make sure that 'objectQuery' has only one object in it try { foundObject = (T)objectQuery.Single(); } catch { return default(T); } // output some information to the console (output screen) Console.WriteLine("Read Make: " + foundObject.ToString()); } // pass the reference of the found object on to whoever asked for it return foundObject; } } Note that I am using the interface "IQuatable<T>" in my method descriptor. An example of the classes I am trying to pull from the database is: public class Make: IEquatable<Make> { public virtual int Id { get; set; } public virtual string Name { get; set; } public virtual IList<Model> Models { get; set; } public Make() { // this public no-argument constructor is required for NHibernate } public Make(string makeName) { this.Name = makeName; } public override string ToString() { return Name; } // Implementation of IEquatable<T> interface public virtual bool Equals(Make make) { if (this.Id == make.Id) { return true; } else { return false; } } // Implementation of IEquatable<T> interface public virtual bool Equals(String name) { if (this.Name.Equals(name)) { return true; } else { return false; } } } And the interface is described simply as: public interface IEquatable<T> { bool Equals(T obj); }

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  • how to delete fk children in nhibernate

    - by frosty
    I would like to delete the ICollection PriceBreaks from Product. I'm using the following method. However they dont seem to delete. What am i missing. When i step thru. i notice that "product.PriceBreaks.Clear();" doesn't actually clear the items. Do i need to flush or something? public void RemovePriceBreak(int productId) { using (ISession session = EStore.Domain.Helpers.NHibernateHelper.OpenSession()) using (ITransaction transaction = session.BeginTransaction()) { var product = session.Get<Product>(productId); product.PriceBreaks.Clear(); session.SaveOrUpdate(product); transaction.Commit(); } } Here are my hbm files <class name="Product" table="Products"> <id name="Id" type="Int32" column="Id" unsaved-value="0"> <generator class="identity"/> </id> <property name="CompanyId" column="CompanyId" type="Int32" not-null="true" /> <property name="Name" column="Name"/> <set name="PriceBreaks" table="PriceBreaks" generic="true" cascade="all-delete-orphan" inverse="true" > <key column="ProductId" /> <one-to-many class="EStore.Domain.Model.PriceBreak, EStore.Domain" /> </set> </class> <class name="PriceBreak" table="PriceBreaks"> <id name="Id" type="Int32" column="Id" unsaved-value="0"> <generator class="identity"/> </id> <many-to-one name="Product" column="ProductId" not-null="true" cascade="all" class="EStore.Domain.Model.Product, EStore.Domain" /> </class> My Entities public class Product { public virtual int Id { get; set; } public virtual ICollection<PriceBreak> PriceBreaks { get; set; } public virtual void AddPriceBreak(PriceBreak priceBreak) { priceBreak.Product = this; PriceBreaks.Add(priceBreak); } } public class PriceBreak { public virtual int Id { get; set; } public virtual Product Product { get; set; } }

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  • C++ - Breaking code implementation into different parts

    - by Kotti
    Hi! The question plot (a bit abstract, but answering this question will help me in my real app): So, I have some abstract superclass for objects that can be rendered on the screen. Let's call it IRenderable. struct IRenderable { // (...) virtual void Render(RenderingInterface& ri) = 0; virtual ~IRenderable() { } }; And suppose I also have some other objects that derive from IRenderable, e.g. Cat and Dog. So far so good. I add some Cat and Dog specific methods, like SeekForWhiskas(...) and Bark(...). After that I add specific Render(...) method for them, so my code looks this way: class Cat : public IRenderable { public: void SeekForWhiskas(...) { // Implementation could be here or moved // to a source file (depends on me wanting // to inline it or not) } virtual void Render(...) { // Here comes the rendering routine, that // is specific for cats SomehowDrawAppropriateCat(...); } }; class Dog : public IRenderable { public: void Bark(...) { // Same as for 'SeekForWhiskas(...)' } virtual void Render(...) { // Here comes the rendering routine, that // is specific for dogs DrawMadDog(...); } }; And then somewhere else I can do drawing the way that an appropriate rendering routine is called: IRenderable* dog = new Dog(); dog->Render(...); My question is about logical wrapping of such kind of code. I want to break apart the code, that corresponds to rendering of the current object and it's own methods (Render and Bark in this example), so that my class implementation doesn't turn into a mess (imagine that I have 10 methods like Bark and of course my Render method doesn't fit in their company and would be hard to find). Two ways of making what I want to (as far as I know) are: Making appropriate routines that look like RenderCat(Cat& cat, RenderInterface* ri), joining them to render namespace and then the functions inside a class would look like virtual void Render(...) { RenderCat(*this, ...); }, but this is plain stupid, because I'll lose access to Cat's private members and friending these functions looks like a total design disaster. Using visitor pattern, but this would also mean I have to rebuild my app's design and looks like an inadequate way to make my code complicated from the very beginning. Any brilliant ideas? :)

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  • How do I Print a dynamically created Flex component/chart that is not being displayed on the screen?

    - by Adam Jones
    I have a several chart components that I have created in Flex. Basically I have set up a special UI that allows the user to select which of these charts they want to print. When they press the print button each of the selected charts is created dynamically then added to a container. Then I send this container off to FlexPrintJob. i.e. private function prePrint():void { var printSelection:Box = new Box(); printSelection.percentHeight = 100; printSelection.percentWidth = 100; printSelection.visible = true; if (this.chkMyChart1.selected) { var rptMyChart1:Chart1Panel = new Chart1Panel(); rptMyChart1.percentHeight = 100; rptMyChart1.percentWidth = 100; rptMyChart1.visible = true; printSelection.addChild(rptMyChart1); } print(printSelection); } private function print(container:Box):void { var job:FlexPrintJob; job = new FlexPrintJob(); if (job.start()) { job.addObject(container, FlexPrintJobScaleType.MATCH_WIDTH); job.send(); } } This code works fine if the chart is actually displayed somewhere on the page but adding it dynamically as shown above does not. The print dialog will appear but nothing happens when I press OK. So I really have two questions: Is it possible to print flex components/charts when they are not visible on the screen? If so, how do I do it / what am I doing wrong? UPDATE: Well, at least one thing wrong is my use of the percentages in the width and height. Using percentages doesn't really make sense when the Box is not contained in another object. Changing the height and width to fixed values actually allows the printing to progress and solves my initial problem. printSelection.height = 100; printSelection.width = 100; But a new problem arises in that instead of seeing my chart, I see a black box instead. I have previously resolved this issue by setting the background colour of the chart to #FFFFFF but this doesn't seem to be working this time. UPDATE 2: I have seen some examples on the adobe site that add the container to the application but don't include it in the layout. This looks like the way to go. i.e. printSelection.includeInLayout = false; addChild(printSelection);

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  • Best practices for displaying large number of images as thumbnails in c#

    - by andySF
    I got to a point where it's very difficult to get answers by debugging and tracing object, so i need some help. What I'm trying to do: A history form for my screen capture pet project. The history must list all images as thumbnails (ex: picasa). What I've done: I created a HistoryItem:UserControl. This history item has a few buttons, a check box, a label and a picture box. The buttons are for delete/edit/copy image. The check box is used for selecting one or more images and the label is for some info text. The picture box is getting the image from a public property that is a path and a method creates a proportional thumbnail to display it when the control has been loaded. This user control has two public events. One for deleting the image and one for bubbling the events for mouse enter and mouse leave trough all controls. For this I use EventBroadcastProvider. The bubbling is useful because wherever I move the mouse over the control, the buttons appear. The dispose method has been extended and I manually remove the events. All images are loaded by looping a xml file that contains the path of all images. For each image in this XML I create a new HitoryItem that is added (after a little coding to sort and limit the amount of images loaded) to a flow layout panel. The problem: When I lunch the history form, and the flow layout panel is populated with my HistoryItem custom control, my memory usage increases drastically.From 14Mb to around 100MB with 100 images loaded. By closing the history form and disposing whatever I could dispose and even trying to call GC.Collect() the memory increase remain. I search for any object that could not be disposed properly like an image or event but wherever I used them they are disposed. The problem seams to be from multiple sources. One is that the events for bubbling are not disposing properly, and the other is from the picture box itself. All of this i could see by commenting all the code to a limited version when only the custom control without any image processing and even events is loaded. Without the events the memory consumption is reduced by axiomatically 20%. So my real question is if this logic, flow layout panels and custom controls with picture boxes, is the best solution for displaying large amounts of images as thumbnails. Thank you!

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  • New to MVC. Actionscript 3.0 Appreciate your help.

    - by Combustion007
    Hello Everyone, I am new to design patterns and am trying to learn the MVC implementation. I have written four classes: DataModel DataView DataController Main Main serves as the application facade. The main FLA is called HelloWorld. I have a symbol called "Box" in HelloWorld. I just would like to add an instance of the "Box" on the stage. Eventually I would like to place a button and when the button is clicked, the Box instance color will be changed. I would appreciate any help, please help me figure out what am I doing wrong. Here are my Classes: DATAMODEL CLASS: package { import flash.events.*; public class DataModel extends EventDispatcher { public static const UPDATE:String = "modelUpdate"; private var _color:Number = (Math.round(Math.random()* 0xffffff)); public function DataModel() { trace("DATA MODEL INIT"); } public function get color():Number { return _color; } public function set color(p:Number):void { _color = p; notifyObserver(); } public function notifyObserver():void { dispatchEvent(new Event(DataModel.UPDATE)); } } } //DATACONTROLLER CLASS: package { import flash.events.; import flash.display.; import flash.errors.*; public class DataController { private var _model:DataModel; public function DataController(m:DataModel) { trace("DATACONTROLLER INIT"); _model = m; } } } DATAVIEW CLASS: package { import flash.events.; import flash.display.; import flash.errors.*; public class DataView extends Sprite { private var _model:DataModel; private var _controller:DataController; private var b:Box; public function DataView(m:DataModel, c:DataController) { _model = m; _controller = c; b = new Box(); b.x = b.y = 100; addChild(b); } } } And Finally THE FACADE: package { import flash.display.; import flash.events.; import flash.text.; import flash.errors.; public class Main extends Sprite { private var _model:DataModel; private var _controller:DataController; private var _view:DataView; public function Main(m:DataModel, c:DataController, v:DataView) { _model = m; _controller = c; _view = v; addChild(v); } } } When I test the movie: I get this error: ArgumentError: Error #1063: Argument count mismatch on Main(). Expected 3, got 0. Thanks alot.

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  • How to reflect over T to build an expression tree for a query?

    - by Alex
    Hi all, I'm trying to build a generic class to work with entities from EF. This class talks to repositories, but it's this class that creates the expressions sent to the repositories. Anyway, I'm just trying to implement one virtual method that will act as a base for common querying. Specifically, it will accept a an int and it only needs to perform a query over the primary key of the entity in question. I've been screwing around with it and I've built a reflection which may or may not work. I say that because I get a NotSupportedException with a message of LINQ to Entities does not recognize the method 'System.Object GetValue(System.Object, System.Object[])' method, and this method cannot be translated into a store expression. So then I tried another approach and it produced the same exception but with the error of The LINQ expression node type 'ArrayIndex' is not supported in LINQ to Entities. I know it's because EF will not parse the expression the way L2S will. Anyway, I'm hopping someone with a bit more experience can point me into the right direction on this. I'm posting the entire class with both attempts I've made. public class Provider<T> where T : class { protected readonly Repository<T> Repository = null; private readonly string TEntityName = typeof(T).Name; [Inject] public Provider( Repository<T> Repository) { this.Repository = Repository; } public virtual void Add( T TEntity) { this.Repository.Insert(TEntity); } public virtual T Get( int PrimaryKey) { // The LINQ expression node type 'ArrayIndex' is not supported in // LINQ to Entities. return this.Repository.Select( t => (((int)(t as EntityObject).EntityKey.EntityKeyValues[0].Value) == PrimaryKey)).Single(); // LINQ to Entities does not recognize the method // 'System.Object GetValue(System.Object, System.Object[])' method, // and this method cannot be translated into a store expression. return this.Repository.Select( t => (((int)t.GetType().GetProperties().Single( p => (p.Name == (this.TEntityName + "Id"))).GetValue(t, null)) == PrimaryKey)).Single(); } public virtual IList<T> GetAll() { return this.Repository.Select().ToList(); } protected virtual void Save() { this.Repository.Update(); } }

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  • C++ dynamic type construction and detection

    - by KneLL
    There was an interesting problem in C++, but it concerns more likely architecture. There are many (10, 20, 40, etc) classes that describe some characteristics (mix-in classes), for exmaple: struct Base { virtual ~Base() {} }; struct A : virtual public Base { int size; }; struct B : virtual public Base { float x, y; }; struct C : virtual public Base { bool some_bool_state; }; struct D : virtual public Base { string str; } // .... Primary module declares and exports a function (for simplicity just function declarations without classes): // .h file void operate(Base *pBase); // .cpp file void operate(Base *pBase) { // .... } Any other module can has a code like this: #include "mixins.h" #include "primary.h" class obj1_t : public A, public C, public D {}; class obj2_t : public B, public D {}; // ... void Pass() { obj1_t obj1; obj2_t obj2; operate(&obj1); operate(&obj2); } The question is how to know what the real type of given object in operate() without dynamic_cast and any type information in classes (constants, etc)? Function operate() is used with big array of objects in small time periods and dynamic_cast is too slow for it. And I don't want to include constants (enum obj_type { ... }) because this is not OOP-way. // module operate.cpp void some_operate(Base *pBase) { processA(pBase); processB(pBase); } void processA(A *pA) { } void processB(B *pB) { } I cannot directly pass a pBase to these functions. And it's impossible to have all possible combinations of classes, because I can add new classes just by including new .h files. As one of solutions that comed to mind, in editor application I can use a composite container: struct CompositeObject { vector<Base *pBase> parts; }; But editor does not need a time optimization and can use dynamic_cast for parts to determine the exact type. In operate() I cannot use this solution. So, is it possible to not use a dynamic_cast and type information to solve this problem? Or maybe I should use another architecture?

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  • How to bridge Debian guest VM to VPN via Cisco AnyConnect Client running on Windows Vista host

    - by bgoodr
    I am running Cisco Anyconnect VPN Client version 2.5.3054 on a laptop running Windows Vista Home Premium (version 6.0.6002) Service Pack 2. I am running the VMware Player version 4.0.2 build-591240. The host operating system running under VMware Player is Debian 6.0.2.1 i386. The laptop is connected to a wireless connection, and I can browse the web from Windows Vista using Firefox just fine. I am able to boot into the Debian VM and open up a browser and access websites on the WAN from within the VM just fine. I can ping real Linux hosts on my LAN via: ping <lan_system>.local where <lan_system> is the hostname returned from uname -a on that system on my LAN. From a DOS CMD shell, I am able to ping hosts that exist on the remote network served by the Cisco AnyConnect Client's VPN network (and without the .local suffix applied as above): ping <remote_system> However, from within the Debian VM, I expect to be able to also ping those same remote hosts (<remote_system>) that are tunnelled over the VPN set up by Cisco AnyConnect Client. Let's say that I can ping a <remote_system> called flubber from a DOS CMD prompt just fine. When I execute Linux ping command from inside the Debian VM via: ping flubber It returns immediately with this output: ping: unknown host flubber For reference since I suspect it will be useful, here is the output of the route print command from the DOS CMD prompt: route print =========================================================================== Interface List 30 ...00 05 9a 3c 7a 00 ...... Cisco AnyConnect VPN Virtual Miniport Adapter for Windows 11 ...00 1b 9e c4 de e5 ...... Atheros AR5007EG Wireless Network Adapter 26 ...00 50 56 c0 00 01 ...... VMware Virtual Ethernet Adapter for VMnet1 28 ...00 50 56 c0 00 08 ...... VMware Virtual Ethernet Adapter for VMnet8 1 ........................... Software Loopback Interface 1 12 ...02 00 54 55 4e 01 ...... Teredo Tunneling Pseudo-Interface 13 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #3 32 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #4 27 ...00 00 00 00 00 00 00 e0 isatap.{E5292CF6-4FBB-4320-806D-A6B366769255} 17 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #2 20 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #8 22 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #10 24 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #11 25 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #12 29 ...00 00 00 00 00 00 00 e0 isatap.{C3852986-5053-4E2E-BE60-52EA2FCF5899} 41 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #14 =========================================================================== At the top window border of the VM, clicking on Virtual Machine, then clicking on Virtual Machine Settings, then clicking on Network Adapter, I have these two options checked: [X] Bridged: Connected directly to the physical Network [X] Replicate physical network connection state [ ] NAT: used to share the hosts's IP address [ ] Host-only: A private network shared with the host [ ] LAN segment: [ ] <LAN Segments...> <Advanced> I've toyed with the other options such as NAT and Host-only but that had no effect. Is there some way to allow the VM to access those <remote_system>'s?

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  • Exchange 2003-Exchange 2010 post migration GAL/OAB problem

    - by user68726
    I am very new to Exchange so forgive my newbie-ness. I've exhausted Google trying to find a way to solve my problem so I'm hoping some of you gurus can shed some light on my next steps. Please forgive my bungling around through this. The problem I cannot download/update the Global Address List (GAL) and Offline Address Book (OAB) on my Outlook 2010 clients. I get: Task 'emailaddress' reported error (0x8004010F) : 'The operation failed. An object cannot be found.' ---- error. I'm using cached exchange mode, which if I turn off Outlook hangs completely from the moment I start it up. (Note I've replaced my actual email address with 'emailaddress') Background information I migrated mailboxes, public store, etc. from a Small Business Server 2003 with Exchange 2003 box to a Server 2008 R2 with Exchange 2010 based primarily on an experts exchange how to article. The exchange server is up and running as an internet facing exchange server with all of the roles necessary to send and receive mail and in that capacity is working fine. I "thought" I had successfully migrated everything from the SBS03 box, and due to huge amounts of errors in everything from AD to the Exchange install itself I removed the reference to the SBS03 server in adsiedit. I've still got access to the old SBS03 box, but as I said the number of errors in everything is preventing even the uninstall of Exchange (or the starting of the Exchange Information Store service), so I'm quite content to leave that box completely out of the picture while trying to solve my problem. After research I discovered this is most likely because I failed to run the “update-globaladdresslist” (or get / update) command from the Exchange shell before I removed the Exchange 2003 server from adsiedit (and the network). If I run the command now it gives me: WARNING: The recipient "domainname.com/Microsoft Exchange System Objects/Offline Address Book - first administrative group" is invalid and couldn't be updated. WARNING: The recipient "domainname.com/Microsoft Exchange System Objects/Schedule+ Free Busy Information – first administrative group" is invalid and couldn't be updated. WARNING: The recipient "domainname.com/Microsoft Exchange System Objects/ContainernameArchive" is invalid and couldn't be updated. WARNING: The recipient "domainname.com/Microsoft Exchange System Objects/ContainernameContacts" is invalid and couldn't be updated. (Note that I’ve replaced my domain with “domainname.com” and my organization name with “containername”) What I’ve tried I don’t want to use the old OAB, or GAL, I don’t care about either, our GAL and distribution lists needed to be organized anyway, so at this point I really just want to get rid of the old reference to the “first administrative group” and move on. I’ve tried to create a new GAL and tell Exchange 2010 to use that GAL instead of the old GAL, but I'm obviously missing some of the commands or something dumb I need to do to start over with a blank slate/GAL/OAB. I'm very tempted to completely delete the entire "first administrative group" tree from adsiedit and see if that gets rid of the ridiculous reference that no longer exists but I dont want to break something else. Commands run to try to create a new GAL and tell exch10 to use that GAL: New-globaladdresslist –name NAMEOFNEWGAL Set-globaladdresslist GUID –name NAMEOFNEWGAL This did nothing for me except now when I run get-globaladdresslist or with the | FL pipe I see two GALs listed, the “default global address list” and the “NAMEOFNEWGAL” that I created. After a little more research this morning it looks like you can't change/delete/remove the default address list, and the only way to do what I'm trying to do would be to maybe remove the default address list via adsiedit and recreate with a command something like new-GlobalAddressList -Name "Default Global Address List" -IncludedRecipients AllRecipients. This would be acceptable but I've searched and searched and can't find instructions or a breakdown of where exactly the default GAL lives in AD, and if I'd have to remove multiple child references/records. ** Of interest** I'm getting an event ID 9337 in my application log OALGen did not find any recipients in address list ‘\Global Address List. This offline address list will not be generated. -\NAMEOFMYOAB --------- on my Exchange 2010 box, which pretty much to me seems to confirm my suspicion that the empty GAL/OAB is what's causing the Outlook client 0x8004010F error. Help please!

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  • How can I tell Firefox to ignore unprintable characters?

    - by BrianH
    Edit: Summary Apparently the intended character to display in this case is an "en-dash". This page has a table half way down that shows that for the &ndash;, some software will convert the correct hex code of 2013 to 0096. (look at the first row in the table). This answer on Stackoverflow explains that somehow this is a mixup between Windows-1252 and UTF-8 This blog article enforces this: Character 150 (0x96) is the unicode character "START OF GUARDED AREA" in the non-displayed C1 control character range, but in the Windows-1252 encoding it's mapped to to the displayable character 0x2013 "en-dash" (a short dash). Others have struggled with this when producing content, as this answer on Stackoverflow shows how to replace 0x0096 with 0x2013. Google must realize this, because as stated in my original question below, Google's cached version of the Amazon page has &ndash; so it seems they are automatically correcting these mistakes on pages they cache. I have tried setting my encoding to Windows-1252 but that does not help. So now I guess my question is, how can I tell Firefox to ignore unprintable characters like these? Original content below: (Firefox 3.6.13 on Windows XP) Every once in a while I notice an odd character on certain web pages when browsing the web. It is a outline of a box with a 4-digit number inside. And example of a page that has these characters is: http://aws.amazon.com/ec2/#highlights After each section heading (Elastic, Completely Controlled, ...) I see a box with the number "0096" inside. I looked at the cached version on Google, and google has &ndash; in it's place, so I'm guessing I should be seeing a dash there instead of the box with the numbers in it. I have tried changing the character encoding in Firefox but haven't been able to find one that shows these characters correctly. Is there a way to allow Firefox to view these characters? Thanks in advance! Edit - adding a screen shot of the "special" characters: Edit #2 - tried in Ubuntu - new screenshots I logged into my Ubuntu desktop and browsed to the amazon page in Chrome and Firefox. Chrome completely ignores character, even if I inspect or view page source. Firefox in Unbutu displays the character exactly like Firefox on my Windows XP box. I copied the character and played around with it at the command line - here is a screenshot of the results: It looks like I can paste the character into this post as well: `` It is definitely not isolated to Windows XP. I tried setting the character encoding for my terminal to Windows 1252 (from Dennis' comment below), but then it just displays this character as a question mark. I pulled the webpage down with wget and with curl, and both outputs show this characters as: <96> It makes me wonder if this character renders correctly for anyone? It appears webkit just ignores it, my IE6 ignores it, Firefox displays the box with the numbers in it. I would have to imagine the design team at Amazon can see it correctly? It's not a huge deal to get these characters displaying correctly, but it would be nice to know if there is a solution to this.

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