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  • Visual Tree Enumeration

    - by codingbloke
    I feel compelled to post this blog because I find I’m repeatedly posting this same code in silverlight and windows-phone-7 answers in Stackoverflow. One common task that we feel we need to do is burrow into the visual tree in a Silverlight or Windows Phone 7 application (actually more recently I found myself doing this in WPF as well).  This allows access to details that aren’t exposed directly by some controls.  A good example of this sort of requirement is found in the “Restoring exact scroll position of a listbox in Windows Phone 7”  question on stackoverflow.  This required that the scroll position of the scroll viewer internal to a listbox be accessed. A caveat One caveat here is that we should seriously challenge the need for this burrowing since it may indicate that there is a design problem.  Burrowing into the visual tree or indeed burrowing out to containing ancestors could represent significant coupling between module boundaries and that generally isn’t a good idea. Why isn’t this idea just not cast aside as a no-no?  Well the whole concept of a “Templated Control”, which are in extensive use in these applications, opens the coupling between the content of the visual tree and the internal code of a control.   For example, I can completely change the appearance and positioning of elements that make up a ComboBox.  The ComboBox control relies on specific template parts having set names of a specified type being present in my template.  Rightly or wrongly this does kind of give license to writing code that has similar coupling. Hasn’t this been done already? Yes it has.  There are number of blogs already out there with similar solutions.  In fact if you are using Silverlight toolkit the VisualTreeExtensions class already provides this feature.  However I prefer my specific code because of the simplicity principle I hold to.  Only write the minimum code necessary to give all the features needed.  In this case I add just two extension methods Ancestors and Descendents, note I don’t bother with “Get” or “Visual” prefixes.  Also I haven’t added Parent or Children methods nor additional “AndSelf” methods because all but Children is achievable with the addition of some other Linq methods.  I decided to give Descendents an additional overload for depth hence a depth of 1 is equivalent to Children but this overload is a little more flexible than simply Children. So here is the code:- VisualTreeEnumeration public static class VisualTreeEnumeration {     public static IEnumerable<DependencyObject> Descendents(this DependencyObject root, int depth)     {         int count = VisualTreeHelper.GetChildrenCount(root);         for (int i = 0; i < count; i++)         {             var child = VisualTreeHelper.GetChild(root, i);             yield return child;             if (depth > 0)             {                 foreach (var descendent in Descendents(child, --depth))                     yield return descendent;             }         }     }     public static IEnumerable<DependencyObject> Descendents(this DependencyObject root)     {         return Descendents(root, Int32.MaxValue);     }     public static IEnumerable<DependencyObject> Ancestors(this DependencyObject root)     {         DependencyObject current = VisualTreeHelper.GetParent(root);         while (current != null)         {             yield return current;             current = VisualTreeHelper.GetParent(current);         }     } }   Usage examples The following are some examples of how to combine the above extension methods with Linq to generate the other axis scenarios that tree traversal code might require. Missing Axis Scenarios var parent = control.Ancestors().Take(1).FirstOrDefault(); var children = control.Descendents(1); var previousSiblings = control.Ancestors().Take(1)     .SelectMany(p => p.Descendents(1).TakeWhile(c => c != control)); var followingSiblings = control.Ancestors().Take(1)     .SelectMany(p => p.Descendents(1).SkipWhile(c => c != control).Skip(1)); var ancestorsAndSelf = Enumerable.Repeat((DependencyObject)control, 1)     .Concat(control.Ancestors()); var descendentsAndSelf = Enumerable.Repeat((DependencyObject)control, 1)     .Concat(control.Descendents()); You might ask why I don’t just include these in the VisualTreeEnumerator.  I don’t on the principle of only including code that is actually needed.  If you find that one or more of the above  is needed in your code then go ahead and create additional methods.  One of the downsides to Extension methods is that they can make finding the method you actually want in intellisense harder. Here are some real world usage scenarios for these methods:- Real World Scenarios //Gets the internal scrollviewer of a ListBox ScrollViewer sv = someListBox.Descendents().OfType<ScrollViewer>().FirstOrDefault(); // Get all text boxes in current UserControl:- var textBoxes = this.Descendents().OfType<TextBox>(); // All UIElement direct children of the layout root grid:- var topLevelElements = LayoutRoot.Descendents(0).OfType<UIElement>(); // Find the containing `ListBoxItem` for a UIElement:- var container = elem.Ancestors().OfType<ListBoxItem>().FirstOrDefault(); // Seek a button with the name "PinkElephants" even if outside of the current Namescope:- var pinkElephantsButton = this.Descendents()     .OfType<Button>()     .FirstOrDefault(b => b.Name == "PinkElephants"); //Clear all checkboxes with the name "Selector" in a Treeview foreach (CheckBox checkBox in elem.Descendents()     .OfType<CheckBox>().Where(c => c.Name == "Selector")) {     checkBox.IsChecked = false; }   The last couple of examples above demonstrate a common requirement of finding controls that have a specific name.  FindName will often not find these controls because they exist in a different namescope. Hope you find this useful, if not I’m just glad to be able to link to this blog in future stackoverflow answers.

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  • What are some reasonable stylistic limits on type inference?

    - by Jon Purdy
    C++0x adds pretty darn comprehensive type inference support. I'm sorely tempted to use it everywhere possible to avoid undue repetition, but I'm wondering if removing explicit type information all over the place is such a good idea. Consider this rather contrived example: Foo.h: #include <set> class Foo { private: static std::set<Foo*> instances; public: Foo(); ~Foo(); // What does it return? Who cares! Just forward it! static decltype(instances.begin()) begin() { return instances.begin(); } static decltype(instances.end()) end() { return instances.end(); } }; Foo.cpp: #include <Foo.h> #include <Bar.h> // The type need only be specified in one location! // But I do have to open the header to find out what it actually is. decltype(Foo::instances) Foo::instances; Foo() { // What is the type of x? auto x = Bar::get_something(); // What does do_something() return? auto y = x.do_something(*this); // Well, it's convertible to bool somehow... if (!y) throw "a constant, old school"; instances.insert(this); } ~Foo() { instances.erase(this); } Would you say this is reasonable, or is it completely ridiculous? After all, especially if you're used to developing in a dynamic language, you don't really need to care all that much about the types of things, and can trust that the compiler will catch any egregious abuses of the type system. But for those of you that rely on editor support for method signatures, you're out of luck, so using this style in a library interface is probably really bad practice. I find that writing things with all possible types implicit actually makes my code a lot easier for me to follow, because it removes nearly all of the usual clutter of C++. Your mileage may, of course, vary, and that's what I'm interested in hearing about. What are the specific advantages and disadvantages to radical use of type inference?

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  • IDirect3DDevice9Ex and D3DPOOL_MANAGED?

    - by bluescrn
    So I wanted to switch to IDirect3DDevice9Ex, purely for the SetFrameLatency function, as fullscreen vsynced D3D seemed to produce noticable input lag. But then it tells me 'ha ha ha! now you can't use D3DPOOL_MANAGED!': Direct3D9: (ERROR) :D3DPOOL_MANAGED is not valid with IDirect3DDevice9Ex Is this really as unpleasant as it looks (when you're relying quite heavily on managed resources) - or is there a simple solution? If it really does mean manual management of everything (reloading all static textures, VBs, and IBs on a device reset), is it worth the hassle, will IDirect3DDevice9Ex bring enough benefit to make it worth writing a new resource manager? Starting to think I must be doing something wrong, due to this: Direct3D9: (ERROR) :Lock is not supported for textures allocated with POOL_DEFAULT unless they are marked D3DUSAGE_DYNAMIC. So if I put my (static) textures in POOL_DEFAULT, they need flagging as D3DUSAGE_DYNAMIC, just because I lock them once to load the data in?

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  • How do I make this rendering thread run together with the main one?

    - by funk
    I'm developing an Android game and need to show an animation of an exploding bomb. It's a spritesheet with 1 row and 13 different images. Each image should be displayed in sequence, 200 ms apart. There is one Thread running for the entire game: package com.android.testgame; import android.graphics.Canvas; public class GameLoopThread extends Thread { static final long FPS = 10; // 10 Frames per Second private final GameView view; private boolean running = false; public GameLoopThread(GameView view) { this.view = view; } public void setRunning(boolean run) { running = run; } @Override public void run() { long ticksPS = 1000 / FPS; long startTime; long sleepTime; while (running) { Canvas c = null; startTime = System.currentTimeMillis(); try { c = view.getHolder().lockCanvas(); synchronized (view.getHolder()) { view.onDraw(c); } } finally { if (c != null) { view.getHolder().unlockCanvasAndPost(c); } } sleepTime = ticksPS - (System.currentTimeMillis() - startTime); try { if (sleepTime > 0) { sleep(sleepTime); } else { sleep(10); } } catch (Exception e) {} } } } As far as I know I would have to create a second Thread for the bomb. package com.android.testgame; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Bomb { private final Bitmap bmp; private final int width; private final int height; private int currentFrame = 0; private static final int BMPROWS = 1; private static final int BMPCOLUMNS = 13; private int x = 0; private int y = 0; public Bomb(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMPCOLUMNS; this.height = bmp.getHeight() / BMPROWS; this.bmp = bmp; x = 250; y = 250; } private void update() { currentFrame++; new BombThread().start(); } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } class BombThread extends Thread { @Override public void run() { try { sleep(200); } catch(InterruptedException e){ } } } } The Threads would then have to run simultaneously. How do I do this?

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  • problem with task switcher and ccsm

    - by user2427
    I'm trying to make a simpler task switcher work, instead of the default with unity. I installed ccsm, and then the extras to be able to access to static task switcher. The problem right now is that I can enable static task switcher but only if I run ccsm as sudo. When I try to enable running ccsm without sudo it doesn't let me enable anything. All the checkboxes are disabled. And enabling as sudo doesn't make the task switcher work. Does anyone know how to make this work?

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  • Missing return statement when using .charAt [migrated]

    - by Timothy Butters
    I need to write a code that returns the number of vowels in a word, I keep getting an error in my code asking for a missing return statement. Any solutions please? :3 import java.util.*; public class vowels { public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.println("Please type your name."); String name = input.nextLine(); System.out.println("Congratulations, your name has "+ countVowels(name) +" vowels."); } public static int countVowels(String str) { int count = 0; for (int i=0; i < str.length(); i++) { // char c = str.charAt(i); if (str.charAt(i) == 'a' || str.charAt(i) == 'e' || str.charAt(i) == 'o' || str.charAt(i) == 'i' || str.charAt(i) == 'u') count = count + 1; } } }

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  • setup dhcp server - "Job failed to start"

    - by jdicarreira
    I have an eth0 and eth1, eth0 has dynamic ip and on eth1 i setup static ip: auto lo iface lo inet loopback auto eth0 iface eth0 inet dhcp auto eth1 iface eth1 inet static address 10.10.0.1 netmask 255.0.0.0 gateway 10.10.0.1 ` and then i setup the "isc-dhcp-server" with the fowling command: INTERFACES="eth1" Finally... I went to this one "dhcpd.conf", with the fowling comand: default-lease-time 650; max-lease-time 79520; option subnet-mask 255.0.0.0; option broadcast-address 10.10.0.255; option routers 10.10.0.2; subnet 10.10.0.0 netmask 255.0.0.0 { range 10.10.0.10 10.10.0.250; } When I try to "sudo /etc/init.d/isc-dhcp-server start", I get "start: Job failed to start" Anyone knows whats wrong? :/

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  • Deploying a very simple application

    - by vanna
    I have a very simple working console application written in C++ linked with a light static library. It is just for testing purposes. Now that the coding part is done, I would like to know the process of actually deploying the program. I wrote a very basic CMakeLists.txt that create makefiles or VS projects to build the sources. I also have a program that calls the static library in order to make some google tests. To me, the distribution of this application goes like this : to developpers : the src directory with the CMakeLists.txt file (multi-platform distribution) with a README.txt and an INSTALL.txt to users : the executable and a README.txt git repo : everything mentionned above plus the sources for testing and the gtest external lib A this point : considering the complexity of my application, am I doing it right ? Is there any reference that would formalize this deployment process so I can get better and go further ? Say I would like to add dynamic libraries that can be updated, external libraries like boost : how should I package this to deploy it in a professionnal way ?

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  • How do you test an ICF based connector using Connector Facade Standalone?

    - by Shashidhar Malyala
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} The following code helps in writing a standalone java program to test an ICF based connector. The sample code in this example takes into account an ICF based flatfile connector. It is possible to test various operations like create, update, delete, search etc... It is also possible to set values to the connector configuration parameters, add/remove attributes and their values. public class FlatFile { private static final java.lang.String BUNDLE_NAME = "<PACKAGE_NAME>"; //Ex: org.info.icf.flatfile private static final java.lang.String BUNDLE_VERSION = "1.0.0"; private static final java.lang.String CONNECTOR_NAME = "org.info.icf.flatfile.FlatFileConnector"; // Name of connector class i.e. the class implemting the connector SPI operations public ConnectorFacade getFacade() throws IOException { ConnectorInfoManagerFactory fact = ConnectorInfoManagerFactory .getInstance(); File bundleDirectory = new File("<BUNDLE_LOCATION>"); //Ex: /usr/oracle/connector_bundles/ URL url = IOUtil.makeURL(bundleDirectory, "org.info.icf.flatfile-1.0.0.jar"); ConnectorInfoManager manager = fact.getLocalManager(url); ConnectorKey key = new ConnectorKey(BUNDLE_NAME, BUNDLE_VERSION, CONNECTOR_NAME); ConnectorInfo info = manager.findConnectorInfo(key); // From the ConnectorInfo object, create the default APIConfiguration. APIConfiguration apiConfig = info.createDefaultAPIConfiguration(); // From the default APIConfiguration, retrieve the // ConfigurationProperties. ConfigurationProperties properties = apiConfig .getConfigurationProperties(); // Print out what the properties are (not necessary) List propertyNames = properties.getPropertyNames(); for (String propName : propertyNames) { ConfigurationProperty prop = properties.getProperty(propName); System.out.println("Property Name: " + prop.getName() + "\tProperty Type: " + prop.getType()); } properties .setPropertyValue("fileLocation", "/usr/oracle/accounts.csv"); // Set all of the ConfigurationProperties needed by the connector. // properties.setPropertyValue("host", FOOBAR_HOST); // properties.setPropertyValue("adminName", FOOBAR_ADMIN); // properties.setPropertyValue("adminPassword", FOOBAR_PASSWORD); // properties.setPropertyValue("useSSL", false); // Use the ConnectorFacadeFactory's newInstance() method to get a new // connector. ConnectorFacade connFacade = ConnectorFacadeFactory.getInstance() .newInstance(apiConfig); // Make sure we have set up the Configuration properly connFacade.validate(); return connFacade; } public static void main(String[] args) throws IOException { FlatFile file = new FlatFile(); ConnectorFacade cfac = file.getFacade(); Set attrSet = new HashSet(); attrSet.add(AttributeBuilder.build(Name.NAME, "Test01")); attrSet.add(AttributeBuilder.build("FIRST_NAME", "Test_First")); attrSet.add(AttributeBuilder.build("LAST_NAME", "Test_Last")); //Create Uid uid = cfac.create(ObjectClass.ACCOUNT, attrSet, null); //Delete Uid uidP = new Uid("Test01"); cfac.delete(ObjectClass.ACCOUNT, uidP, null); } }

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  • Unknown error XNA cannot detect importer for "program.cs"

    - by Evan Kohilas
    I am not too sure what I have done to cause this, but even after undoing all my edits, this error still appears Error 1 Cannot autodetect which importer to use for "Program.cs". There are no importers which handle this file type. Specify the importer that handles this file type in your project. (filepath)\Advanced Pong\AdvancedPongContent\Program.cs Advanced Pong After receiving this error, everything between #if and #endif in the program.cs fades grey using System; namespace Advanced_Pong { #if WINDOWS || XBOX static class Program { /// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } } } #endif } I have searched this and could not find a solution anywhere. Any help is appreciated.

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  • VPS Server OS differences

    - by silvercover
    I have two VPS servers. one of them is running Linux and the other is Windows one. I've uploaded same file to their public_html folders and could see them in my browser via static IP address of each one like http://178.63.165.178/getorder/file.xml and http://178.63.165.178/getorder/file.xml. On the other side there is a device called SMSPrinter that configured to read those XML files using GPRS and need static IP address to reach destination server. unfortunately this device can only read file from windows server and could not reach the file on Linux server. There is no note in this device manual suggesting Windows server or specific OS! I've also set file permission on Linux server to 777 to have no limitation. what could be the cause of our problem? Thanks.

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  • Issue with setting up multiple IP addresses on ubuntu server installation

    - by varunyellina
    I want to setup two ip addresses on my system for access through lan. This is my config on my other system. Desktop Installation My desktop installation runs with multiple IP's added through networkmanager both through lan and wifi. Server Installation On my server install I've edited /etc/network/interfaces to the following. auto eth0 auto eth0:1 # IP-1 iface eth0 inet static address 172.16.35.35 network 172.16.34.1 netmask 255.255.254.0 broadcast 172.166.35.255 dns-nameservers 172.16.100.221 8.8.8.8 # IP-2 iface eth0:1 inet static address 172.16.34.34 network 172.16.34.1 netmask 255.255.254.0 gateway 172.16.34.1 broadcast 172.16.35.255 After restarting through "/etc/init.d/networking restart" I recieve "Failed to bring up eth0:1" What am I doing wrong? Thankyou.

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • CDN virtual subdomain causes duplicated content

    - by user3474818
    I have created a subdomain and a CNAME record which points to the domain root. The subdomain www.static.example.com is actually a copy of the entire website www.example.com and it is supposed to act as an CDN and serve static content in order to improve speed. However, all of my content can be accessed via subdomain aswell, so Google has indexed it all and now I am dealing with duplicated content. How could I deny access to crawlers for the subdomain baring in mind that I do not have different subfolder for subdomain, so I can't create a separate robots.txt file?

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  • Mutable Records in F#

    - by MarkPearl
    I’m loving my expert F# book – today I thought I would give a post on using mutable records as covered in Chapter 4 of Expert F#. So as they explain the simplest mutable data structures in F# are mutable records. The whole concept of things by default being immutable is a new one for me from my C# background. Anyhow… lets look at some C# code first. using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace MutableRecords { public class DiscreteEventCounter { public int Total { get; set; } public int Positive { get; set; } public string Name { get; private set; } public DiscreteEventCounter(string name) { Name = name; } } class Program { private static void recordEvent(DiscreteEventCounter s, bool isPositive) { s.Total += 1; if (isPositive) s.Positive += 1; } private static void reportStatus (DiscreteEventCounter s) { Console.WriteLine("We have {0} {1} out of {2}", s.Positive, s.Name, s.Total); } static void Main(string[] args) { var longCounter = new DiscreteEventCounter("My Discrete Counter"); recordEvent(longCounter, true); recordEvent(longCounter, true); reportStatus(longCounter); Console.ReadLine(); } } } Quite simple, we have a class that has a few values. We instantiate an instance of the class and perform increments etc on the instance. Now lets look at an equivalent F# sample. namespace EncapsulationNS module Module1 = open System type DiscreteEventCounter = { mutable Total : int mutable Positive : int Name : string } let recordEvent (s: DiscreteEventCounter) isPositive = s.Total <- s.Total+1 if isPositive then s.Positive <- s.Positive+1 let reportStatus (s: DiscreteEventCounter) = printfn "We have %d %s out of %d" s.Positive s.Name s.Total let newCounter nm = { Total = 0; Positive = 0; Name = nm } // // Using it... // let longCounter = newCounter "My Discrete Counter" recordEvent longCounter (true) recordEvent longCounter (true) reportStatus longCounter System.Console.ReadLine() Notice in the type declaration of the DiscreteEventCounter we had to explicitly declare that the total and positive value holders were mutable. And that’s it – a very simple example of mutable types.

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  • Image first loaded, then it isn't? (XNA)

    - by M0rgenstern
    I am very confused at the Moment. I have the following Class: (Just a part of the class): public class GUIWindow { #region Static Fields //The standard image for windows. public static IngameImage StandardBackgroundImage; #endregion } IngameImage is just one of my own classes, but actually it contains a Texture2D (and some other things). In another class I load a list of GUIButtons by deserializing a XML file. public static GUI Initializazion(string pXMLPath, ContentManager pConMan) { GUI myGUI = pConMan.Load<GUI>(pXMLPath); GUIWindow.StandardBackgroundImage = new IngameImage(pConMan.Load<Texture2D>(myGUI.WindowStandardBackgroundImagePath), Vector2.Zero, 1024, 600, 1, 0, Color.White, 1.0f, true, false, false); System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); myGUI.Windows = pConMan.Load<List<GUIWindow>>(myGUI.GUIFormatXMLPath); System.Console.WriteLine("Windows loaded"); return myGUI; } Here this line: System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Prints "true". To load the GUIWindows I need an "empty" constructor, which looks like that: public GUIWindow() { Name = ""; Buttons = new List<Button>(); ImagePath = ""; System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); //Image = new IngameImage(StandardBackgroundImage); //System.Console.WriteLine( //Image.IsActive = false; SelectedButton = null; IsActive = false; } As you can see, I commented lines out in the constructor. Because: Otherwise this would crash. Here the line System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Doesn't print anything, it just crashes with the following errormessage: Building content threw NullReferenceException: Object reference not set to an object instance. Why does this happen? Before the program wants to load the List, it prints "true". But in the constructor, so in the loading of the list it prints "false". Can anybody please tell me why this happens and how to fix it?

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  • Any way to edit Warcraft MDX or MDL Animated models?

    - by Aralox
    I have been searching for a while for a way to get an animated mdl or mdx model into any 3D animating software (such as Blender), but so far have not had any success. I found a few methods of getting textured static mdx or mdl models into Blender/Milkshape/Hexagon, but no one seems to have written an importer that deals with the mdl/mdx model's keyframe animation. On that note, if anyone knows of a way of importing a keyframe-animated 3DS model into Blender, me and alot of people would appreciate it if you could let us know. Thanks for any help! :) PS: For anyone curious about static MDL or MDX - Blender, see here: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/WarCraft_MDL

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  • SPF record doesn't work (not sure which DNS server to tweak)

    - by Ion
    Problem: Google (and perhaps others) marks our emails as SPF neutral. Let me give you some background about the setup: initially got a dedicated server (Hetzner) with Plesk installed to host a domain/web application, let's say: bigjaws.com. Plesk automatically creates a DNS zone for it with some records for the various services it provides out of the box, e.g. webmail.bigjaws.com as a CNAME to bigjaws.com to provide Horde/whatever, etc. Let me point out four relevant of these records (where XXX.XXX.XXX.158 is our dedicated IP): bigjaws.com. A XXX.XXX.XXX.158 mail.bigjaws.com. A XXX.XXX.XXX.158 bigjaws.com MX (10) mail.bigjaws.com. bigjaws.com. TXT v=spf1 +a +mx -all The above records are not(?) valid anymore though, because after using this dedicated server for a while, our site got bigger and bigger so we decided to move our operations over to AWS (EC2, RDS, ELB, etc), but we retained the mail functionality as is, i.e. emails from [email protected] are sent by connecting to our dedicated server where Plesk takes care of things. This was decided in order not to setup anything from scratch. Of course for all DNS-related things we now use Route53. In Route53 I have the following records: mail.schoox.com. A XXX.XXX.XXX.158 bigjaws.com. MX (10) mail.bigjaws.com bigjaws.com. SPF "v=spf1 +ip4:XXX.XXX.XXX.158 +mx ~all" From my understanding of SPF, the SPF status should have been passed: I designate that all email being sent by bigjaws.com from XXX.XXX.XXX.158 are valid/not spam (I added +mx there but I'm not sure if needed). When a mail server receives an email, doesn't it lookup the SPF record of the domain and checks against the IP it got the email from? Checking with spfquery: root@box:~# spfquery -ip XXX.XXX.XXX.158 -sender [email protected] -rcpt-to [email protected] StartError Context: Failed to query MAIL-FROM ErrorCode: (2) Could not find a valid SPF record Error: No DNS data for 'bigjaws.com'. EndError noneneutral Please see http://www.openspf.org/Why?id=employee1%40bigjaws.com&ip=XXX.XXX.XXX.158&receiver=spfquery : Reason: default spfquery: XXX.XXX.XXX.158 is neither permitted nor denied by domain of bigjaws.com Received-SPF: neutral (spfquery: XXX.XXX.XXX.158 is neither permitted nor denied by domain of bigjaws.com) client-ip=XXX.XXX.XXX.158; [email protected]; If I go to the address listed above (openspf.org) it tells me that the message should have been accepted(!): spfquery rejected a message that claimed an envelope sender address of [email protected]. spfquery received a message from static.158.XXX.XXX.XXX.clients.your-server.de (XXX.XXX.XXX.158) that claimed an envelope sender address of [email protected]. The domain bigjaws.com has authorized static.158.XXX.XXX.XXX.clients.your-server.de (XXX.XXX.XXX.158) to send mail on its behalf, so the message should have been accepted. It is impossible for us to say why it was rejected. What should I do? If the problem persists, contact the bigjaws.com postmaster. Also, here are some headers from an email sent by one of our [email protected] addresses to a gmail.com address (by the way, bigjaws.de listed in the "Received: from" field was the initial domain hosted on the dedicated server before adding the .com one -- both are still listed as separate subscriptions under Plesk). Delivered-To: [email protected] Received: by 10.14.177.70 with SMTP id c46csp289656eem; Wed, 23 Oct 2013 01:11:00 -0700 (PDT) X-Received: by 10.14.102.66 with SMTP id c42mr306186eeg.47.1382515860386; Wed, 23 Oct 2013 01:11:00 -0700 (PDT) Return-Path: <[email protected]> Received: from bigjaws.de (static.158.XXX.XXX.XXX.clients.your-server.de. [XXX.XXX.XXX.158]) by mx.google.com with ESMTPS id l4si19438578eew.161.2013.10.23.01.10.59 for <[email protected]> (version=TLSv1 cipher=RC4-SHA bits=128/128); Wed, 23 Oct 2013 01:10:59 -0700 (PDT) Received-SPF: neutral (google.com: XXX.XXX.XXX.158 is neither permitted nor denied by best guess record for domain of [email protected]) client-ip=XXX.XXX.XXX.158; Authentication-Results: mx.google.com; spf=neutral (google.com: XXX.XXX.XXX.158 is neither permitted nor denied by best guess record for domain of [email protected]) [email protected] DomainKey-Signature: a=rsa-sha1; q=dns; c=nofws; s=default; d=bigjaws.com; b=WwRAS0WKjp9lO17iMluYPXOHzqRcOueiQT4rPdvy3WFf0QzoXiy6rLfxU/Ra53jL1vlPbwlLNa5gjoJBi7ZwKfUcvs3s02hJI7b3ozl0fEgJtTPKoCfnwl4bLPbtXNFu; h=Received:Received:Message-ID:Date:From:User-Agent:MIME-Version:To:Subject:Content-Type:Content-Transfer-Encoding; Received: (qmail 22722 invoked from network); 23 Oct 2013 10:10:59 +0200 Received: from hostname.static.ISP.com (HELO ?192.168.1.60?) (YYY.YYY.ISP.IP) by static.158.XXX.XXX.XXX.clients.your-server.de. with ESMTPSA (DHE-RSA-AES256-SHA encrypted, authenticated); 23 Oct 2013 10:10:59 +0200 Message-ID: <[email protected]> Date: Wed, 23 Oct 2013 11:11:00 +0300 From: BigJaws Employee <[email protected]> User-Agent: Mozilla/5.0 (Windows NT 6.2; WOW64; rv:24.0) Gecko/20100101 Thunderbird/24.0.1 MIME-Version: 1.0 To: [email protected] Subject: test SPF Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit test SPF Any ideas why SPF is not working correctly? Also, are there any DNS settings that are not needed anymore and create a problem?

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  • When to use typedef?

    - by futlib
    I'm a bit confused about if and when I should use typedef in C++. I feel it's a balancing act between readability and clarity. Here's a code sample without any typedefs: int sum(std::vector<int>::const_iterator first, std::vector<int>::const_iterator last) { static std::map<std::tuple<std::vector<int>::const_iterator, std::vector<int>::const_iterator>, int> lookup_table; std::map<std::tuple<std::vector<int>::const_iterator, std::vector<int>::const_iterator>, int>::iterator lookup_it = lookup_table.find(lookup_key); if (lookup_it != lookup_table.end()) return lookup_it->second; ... } Pretty ugly IMO. So I'll add some typedefs within the function to make it look nicer: int sum(std::vector<int>::const_iterator first, std::vector<int>::const_iterator last) { typedef std::tuple<std::vector<int>::const_iterator, std::vector<int>::const_iterator> Lookup_key; typedef std::map<Lookup_key, int> Lookup_table; static Lookup_table lookup_table; Lookup_table::iterator lookup_it = lookup_table.find(lookup_key); if (lookup_it != lookup_table.end()) return lookup_it->second; ... } The code is still a bit clumsy, but I get rid of most nightmare material. But there's still the int vector iterators, this variant gets rid of those: typedef std::vector<int>::const_iterator Input_iterator; int sum(Input_iterator first, Input_iterator last) { typedef std::tuple<Input_iterator, Input_iterator> Lookup_key; typedef std::map<Lookup_key, int> Lookup_table; static Lookup_table lookup_table; Lookup_table::iterator lookup_it = lookup_table.find(lookup_key); if (lookup_it != lookup_table.end()) return lookup_it->second; ... } This looks clean, but is it still readable? When should I use a typedef? As soon as I have a nightmare type? As soon as it occurs more than once? Where should I put them? Should I use them in function signatures or keep them to the implementation?

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  • How can a collection class instantiate many objects with one database call?

    - by Buttle Butkus
    I have a baseClass where I do not want public setters. I have a load($id) method that will retrieve the data for that object from the db. I have been using static class methods like getBy($property,$values) to return multiple class objects using a single database call. But some people say that static methods are not OOP. So now I'm trying to create a baseClassCollection that can do the same thing. But it can't, because it cannot access protected setters. I don't want everyone to be able to set the object's data. But it seems that it is an all-or-nothing proposition. I cannot give just the collection class access to the setters. I've seen a solution using debug_backtrace() but that seems inelegant. I'm moving toward just making the setters public. Are there any other solutions? Or should I even be looking for other solutions?

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  • Why can't the Unity panel be hidden?

    - by newboldrob
    I am a light Linux user. I have Natty installed on my netbook and used to have it dual-booted on my Windows 7 PC. After a total refresh of my notebook off came Ubuntu and I'm back to basics over there. But HERE (I'm running Natty on a HP-Mini) I've decided to poke around a bit to get the best user experience on this little thing. I really like the Unity interface but really hate the static Unity Panel. I have no clue why it's even necessary to be on globally. After all, in the classic interface, both panels can autohide or get filed aside with buttons on either side of the bar. On a 10" screen, real estate is at a premium. What intrinsic purpose does the static unity panel hold for the OS? There has to be a great reason for this thing to HAVE to be here. It ONLY goes away in fullscreen apps and I can't use everything fullscreen Why can the unity panel not be hidden?

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  • Can coding style cause or influence memory fragmentation?

    - by Robert Dailey
    As the title states, I'd like to know if coding style can cause or influence memory fragmentation in a native application, specifically one written using C++. If it does, I'd like to know how. An example of what I mean by coding style is using std::string to represent strings (even static strings) and perform operations on them instead of using the C Library (such as strcmp, strlen, and so on) which can work both on dynamic strings and static strings (the latter point is beneficial since it does not require an additional allocation to access string functions, which is not the case with std::string). A "forward-looking" attitude I have with C++ is to not use the CRT, since to do so would, in a way, be a step backwards. However, such a style results in more dynamic allocations, and especially for a long living application like a server, this causes some speculation that memory fragmentation might become a problem.

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  • Creating classed in JavaScript

    - by Renso
    Goal:Creating class instances in JavaScript is not available since you define "classes" in js with object literals. In order to create classical classes like you would in c#, ruby, java, etc, with inheritance and instances.Rather than typical class definitions using object literals, js has a constructor function and the NEW operator that will allow you to new-up a class and optionally provide initial properties to initialize the new object with.The new operator changes the function's context and behavior of the return statement.var Person = function(name) {   this.name = name;};   //Init the personvar dude= new Person("renso");//Validate the instanceassert(dude instanceof Person);When a constructor function is called with the new keyword, the context changes from global window to a new and empty context specific to the instance; "this" will refer in this case to the "dude" context.Here is class pattern that you will need to define your own CLASS emulation library:var Class = function() {   var _class = function() {      this.init.apply(this, arguments);   };   _class.prototype.init = function(){};   return _class;}var Person a new Class();Person.prototype.init = function() {};var person = new Person;In order for the class emulator to support adding functions and properties to static classes as well as object instances of People, change the emulator:var Class = function() {   var _class = function() {      this.init.apply(this, arguments);   };   _class.prototype.init = function(){};   _class.fn = _class.prototype;   _class.fn.parent = _class;   //adding class properties   _class.extend = function(obj) {      var extended = obj.extended;      for(var i in obj) {         _class[i] = obj[i];      };      if(extended) extended(_class);   };   //adding new instances   _class.include = function(obj) {      var included = obj.included;      for(var i in obj) {         _class.fn[i] = obj[i];      };      if(included) included(_class);   };   return _class;}Now you can use it to create and extend your own object instances://adding static functions to the class Personvar Person = new Class();Person.extend({   find: function(name) {/*....*/},      delete: function(id) {/*....*/},});//calling static function findvar person = Person.find('renso');   //adding properties and functions to the class' prototype so that they are available on instances of the class Personvar Person = new Class;Person.extend({   save: function(name) {/*....*/},   delete: function(id) {/*....*/}});var dude = new Person;//calling instance functiondude.save('renso');

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  • Should accessible members of an internal class be internal too?

    - by Jeff Mercado
    I'm designing a set of APIs for some applications I'm working on. I want to keep the code style consistent in all the classes I write but I've found that there are a few inconsistencies that I'm introducing and I don't know what the best way to resolve them is. My example here is specific to C# but this would apply to any language with similar mechanisms. There are a few classes that I need for implementation purposes that I don't necessarily want to expose in the API so I make them internal whereever needed. Generally what I would do is design the class as I normally would (e.g., make members public/protected/private where necessary) and change the visibility level of the class itself to internal. So I might have a few classes that look like this: internal interface IMyItem { ItemSet AddTo(ItemSet set); } internal class _SmallItem : IMyItem { private readonly /* parameters */; public _SmallItem(/* small item parameters */) { /* ... */ } public ItemSet AddTo(ItemSet set) { /* ... */ } } internal abstract class _CompositeItem: IMyItem { private readonly /* parameters */; public _CompositeItem(/* composite item parameters */) { /* ... */ } public abstract object UsefulInformation { get; } protected void HelperMethod(/* parameters */) { /* ... */ } } internal class _BigItem : _CompositeItem { private readonly /* parameters */; public _BigItem(/* big item parameters */) { /* ... */ } public override object UsefulInformation { get { /* ... */ } } public ItemSet AddTo(ItemSet set) { /* ... */ } } In another generated class (part of a parser/scanner), there is a structure that contains fields for all possible values it can represent. The class generated is internal too but I have control over the visibility of the members and decided to make them internal as well. internal partial struct ValueType { internal string String; internal ItemSet ItemSet; internal IMyItem MyItem; } internal class TokenValue { internal static int EQ(ItemSetScanner scanner) { /* ... */ } internal static int NAME(ItemSetScanner scanner, string value) { /* ... */ } internal static int VALUE(ItemSetScanner scanner, string value) { /* ... */ } //... } To me, this feels odd because the first set of classes, I didn't necessarily have to make some members public, they very well could have been made internal. internal members of an internal type can only be accessed internally anyway so why make them public? I just don't like the idea that the way I write my classes has to change drastically (i.e., change all uses of public to internal) just because the class is internal. Any thoughts on what I should do here? It makes sense to me that I might want to make some members of a class declared public, internal. But it's less clear to me when the class is declared internal.

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  • How to export a C++ class library to C# using a dll?

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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