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  • J-Monkey subclass

    - by user2971104
    I'm new in java and J-monkey and I'm trying to make a java game so for the Menu I have made a enum so I can Switch between any of my State but I want to keep the main file shorter so it can be easily to read so I'm making subclass the problem is that when run the game it give me an error that say "Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main] NullPointerException" I think this problem has to be something whit the pipeline Here is the code of my main file: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.font.BitmapText; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; import com.jme3.scene.Geometry; import com.jme3.input.*; import com.jme3.input.controls.*; public class Main extends SimpleApplication { //GameStates enum GameState{Logo, Menu, Playing, Option}; GameState gameState = GameState.Logo; //Class Variables Logo logo; public Main() { logo = new Logo(); } public static void main(String[] args) { Main app = new Main(); app.start(); } public static void logo(String[] args) { Logo app = new Logo(); app.start(); } @Override public void simpleInitApp() { //Load flyCam.setMoveSpeed(20); if(gameState == GameState.Logo){ logo.simpleInitApp(); } } @Override public void simpleUpdate(float tpf) { } @Override public void simpleRender(RenderManager rm) { //TODO: add render code //Load if(gameState == GameState.Logo) { } } } And here is my Logo subclass: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; public class Logo extends SimpleApplication { @Override public void simpleInitApp() { Spatial Logo_Model = assetManager.loadModel("Models/Teapot/Logo.obj"); rootNode.attachChild(Logo_Model); } public void simpleRender(RenderManager rm) { //Load } }

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  • Enumeration trouble: redeclared as different kind of symbol

    - by Matt
    Hello all. I am writing a program that is supposed to help me learn about enumeration data types in C++. The current trouble is that the compiler doesn't like my enum usage when trying to use the new data type as I would other data types. I am getting the error "redeclared as different kind of symbol" when compiling my trangleShape function. Take a look at the relevant code. Any insight is appreciated! Thanks! (All functions are their own .cpp files.) header file #ifndef HEADER_H_INCLUDED #define HEADER_H_INCLUDED #include <iostream> #include <iomanip> using namespace std; enum triangleType {noTriangle, scalene, isoceles, equilateral}; //prototypes void extern input(float&, float&, float&); triangleType extern triangleShape(float, float, float); /*void extern output (float, float, float);*/ void extern myLabel(const char *, const char *); #endif // HEADER_H_INCLUDED main function //8.1 main // this progam... #include "header.h" int main() { float sideLength1, sideLength2, sideLength3; char response; do //main loop { input (sideLength1, sideLength2, sideLength3); triangleShape (sideLength1, sideLength2, sideLength3); //output (sideLength1, sideLength2, sideLength3); cout << "\nAny more triangles to analyze? (y,n) "; cin >> response; } while (response == 'Y' || response == 'y'); myLabel ("8.1", "2/11/2011"); return 0; } triangleShape shape # include "header.h" triangleType triangleShape(sideLenght1, sideLength2, sideLength3) { triangleType triangle; return triangle; }

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  • Java Enumeration of Musical Notes

    - by Crupler
    How would you create an enumeration of the musical notes in Java, with each notes having an octave and then a keyed variable? This is what I have so far... public enum Notes { c, cS, d, dS, e, f, fS, g, gS, a, aS, b; int octave; boolean isPlaying; } So when I access the enums in my code I write something like this... Notes.c.octave = 4; Notes.c.isPlaying = true; Now here is my question: How can I have an isPlaying boolean for each note in each octave? Like so: Notes.c.octave.isPlaying = true; Or would I have to go like: public enum Notes { c1, cS1, d1, dS1, e1, f1, fS1, g1, gS1, a1, aS1, b1 c2, cS2, d2, dS2, e2, f2, fS2, g2, gS2, a2, aS2, b2; etc... boolean isPlaying; } Thank you in advance for taking your time to answer this question!

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  • Is there a design pattern that expresses objects (an their operations) in various states?

    - by darren
    Hi I have a design question about the evolution of an object (and its state) after some sequence of methods complete. I'm having trouble articulating what I mean so I may need to clean up the question based on feedback. Consider an object called Classifier. It has the following methods: void initialise() void populateTrainingSet(TrainingSet t) void pupulateTestingSet(TestingSet t) void train() void test() Result predict(Instance i) My problem is that these methods need to be called in a certain order. Futher, some methods are invalid until a previous method is called, and some methods are invalid after a method has been called. For example, it would be invalid to call predict() before test() was called, and it would be invalid to call train() after test() was called. My approach so far has been to maintain a private enum that represents the current stateof the object: private static enum STATE{ NEW, TRAINED, TESTED, READY}; But this seems a bit cloogy. Is there a design pattern for such a problem type? Maybe something related to the template method.

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  • C++ Virtual Methods for Class-Specific Attributes or External Structure

    - by acanaday
    I have a set of classes which are all derived from a common base class. I want to use these classes polymorphically. The interface defines a set of getter methods whose return values are constant across a given derived class, but vary from one derived class to another. e.g.: enum AVal { A_VAL_ONE, A_VAL_TWO, A_VAL_THREE }; enum BVal { B_VAL_ONE, B_VAL_TWO, B_VAL_THREE }; class Base { //... virtual AVal getAVal() const = 0; virtual BVal getBVal() const = 0; //... }; class One : public Base { //... AVal getAVal() const { return A_VAL_ONE }; BVal getBVal() const { return B_VAL_ONE }; //... }; class Two : public Base { //... AVal getAVal() const { return A_VAL_TWO }; BVal getBVal() const { return B_VAL_TWO }; //... }; etc. Is this a common way of doing things? If performance is an important consideration, would I be better off pulling the attributes out into an external structure, e.g.: struct Vals { AVal a_val; VBal b_val; }; storing a Vals* in each instance, and rewriting Base as follows? class Base { //... public: AVal getAVal() const { return _vals->a_val; }; BVal getBVal() const { return _vals->b_val; }; //... private: Vals* _vals; }; Is the extra dereference essentially the same as the vtable lookup? What is the established idiom for this type of situation? Are both of these solutions dumb? Any insights are greatly appreciated

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  • Memory Management with returning char* function

    - by RageD
    Hello all, Today, without much thought, I wrote a simple function return to a char* based on a switch statement of given enum values. This, however, made me wonder how I could release that memory. What I did was something like this: char* func() { char* retval = new char; // Switch blah blah - will always return some value other than NULL since default: return retval; } I apologize if this is a naive question, but what is the best way to release the memory seeing as I cannot delete the memory after the return and, obviously, if I delete it before, I won't have a returned value. What I was thinking as a viable solution was something like this void func(char*& in) { // blah blah switch make it do something } int main() { char* val = new char; func(val); // Do whatever with func (normally func within a data structure with specific enum set so could run multiple times to change output) val = NULL; delete val; val = NULL; return 0; } Would anyone have anymore insight on this and/or explanation on which to use? Regards, Dennis M.

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  • Unusual "static" method declaration

    - by Jason
    public class Card { public enum Rank { DEUCE, THREE, FOUR, FIVE, SIX, SEVEN, EIGHT, NINE, TEN, JACK, QUEEN, KING, ACE } public enum Suit { CLUBS, DIAMONDS, HEARTS, SPADES } private final Rank rank; private final Suit suit; private Card(Rank rank, Suit suit) { this.rank = rank; this.suit = suit; } public Rank rank() { return rank; } public Suit suit() { return suit; } public String toString() { return rank + " of " + suit; } private static final List<Card> protoDeck = new ArrayList<Card>(); // Initialize prototype deck **static** { for (Suit suit : Suit.values()) for (Rank rank : Rank.values()) protoDeck.add(new Card(rank, suit)); } public static ArrayList<Card> newDeck() { return new ArrayList<Card>(protoDeck); // Return copy of prototype deck } } I have a quick question. The code block that starts right after the static keyword declaration, what type of method is that ? I haven't ever seen that before. If anyone could enlighten me, that would be greatly appreciated. Thanks.

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  • Bizarre static_cast trick?

    - by Rob
    While perusing the Qt source code I came across this gem: template <class T> inline T qgraphicsitem_cast(const QGraphicsItem *item) { return int(static_cast<T>(0)->Type) == int(QGraphicsItem::Type) || (item && int(static_cast<T>(0)->Type) == item->type()) ? static_cast<T>(item) : 0; } Notice the static_cast<T>(0)->Type? I've been using C++ for many years but have never seen 0 being used in a static_cast before. What is this code doing and is it safe? Background: If you derive from QGraphicsItem you are meant to declare an unique enum value called Type that and implement a virtual function called type that returns it, e.g.: class Item : public QGraphicsItem { public: enum { Type = MAGIC_NUMBER }; int type() const { return Type; } ... }; You can then do this: QGraphicsItem* item = new Item; ... Item* derivedItem = qgraphicsitem_cast<Item*>(item); This will probably help explain what that static_cast is trying to do.

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  • C++ and its type system: How to deal with data with multiple types?

    - by sub
    "Introduction" I'm relatively new to C++. I went through all the basic stuff and managed to build 2-3 simple interpreters for my programming languages. The first thing that gave and still gives me a headache: Implementing the type system of my language in C++ Think of that: Ruby, Python, PHP and Co. have a lot of built-in types which obviously are implemented in C. So what I first tried was to make it possible to give a value in my language three possible types: Int, String and Nil. I came up with this: enum ValueType { Int, String, Nil }; class Value { public: ValueType type; int intVal; string stringVal; }; Yeah, wow, I know. It was extremely slow to pass this class around as the string allocator had to be called all the time. Next time I've tried something similar to this: enum ValueType { Int, String, Nil }; extern string stringTable[255]; class Value { public: ValueType type; int index; }; I would store all strings in stringTable and write their position to index. If the type of Value was Int, I just stored the integer in index, it wouldn't make sense at all using an int index to access another int, or? Anyways, the above gave me a headache too. After some time, accessing the string from the table here, referencing it there and copying it over there grew over my head - I lost control. I had to put the interpreter draft down. Now: Okay, so C and C++ are statically typed. How do the main implementations of the languages mentioned above handle the different types in their programs (fixnums, bignums, nums, strings, arrays, resources,...)? What should I do to get maximum speed with many different available types? How do the solutions compare to my simplified versions above?

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  • How to add new filters to CAML queries in SharePoint 2007

    - by uruit
      Normal 0 21 false false false ES-UY X-NONE X-NONE /* 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-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; 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-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} One flexibility SharePoint has is CAML (Collaborative Application Markup Language). CAML it’s a markup language like html that allows developers to do queries against SharePoint lists, it’s syntax is very easy to understand and it allows to add logical conditions like Where, Contains, And, Or, etc, just like a SQL Query. For one of our projects we have the need to do a filter on SharePoint views, the problem here is that the view it’s a list containing a CAML Query with the filters the view may have, so in order to filter the view that’s already been filtered before, we need to append our filters to the existing CAML Query. That’s not a trivial task because the where statement in a CAML Query it’s like this: <Where>   <And>     <Filter1 />     <Filter2 />   </And> </Where> If we want to add a new logical operator, like an OR it’s not just as simple as to append the OR expression like the following example: <Where>   <And>     <Filter1 />     <Filter2 />   </And>   <Or>     <Filter3 />   </Or> </Where> But instead the correct query would be: <Where>   <Or>     <And>       <Filter1 />       <Filter2 />     </And>     <Filter3 />   </Or> </Where> Notice that the <Filter# /> tags are for explanation purpose only. In order to solve this problem we created a simple component, it has a method that receives the current query (could be an empty query also) and appends the expression you want to that query. Example: string currentQuery = @“ <Where>    <And>     <Contains><FieldRef Name='Title' /><Value Type='Text'>A</Value></Contains>     <Contains><FieldRef Name='Title' /><Value Type='Text'>B</Value></Contains>   </And> </Where>”; currentQuery = CAMLQueryBuilder.AppendQuery(     currentQuery,     “<Contains><FieldRef Name='Title' /><Value Type='Text'>C</Value></Contains>”,     CAMLQueryBuilder.Operators.Or); The fist parameter this function receives it’s the actual query, the second it’s the filter you want to add, and the third it’s the logical operator, so basically in this query we want all the items that the title contains: the character A and B or the ones that contains the character C. The result query is: <Where>   <Or>      <And>       <Contains><FieldRef Name='Title' /><Value Type='Text'>A</Value></Contains>       <Contains><FieldRef Name='Title' /><Value Type='Text'>B</Value></Contains>     </And>     <Contains><FieldRef Name='Title' /><Value Type='Text'>C</Value></Contains>   </Or> </Where>             The code:   First of all we have an enumerator inside the CAMLQueryBuilder class that has the two possible Options And, Or. public enum Operators { And, Or }   Then we have the main method that’s the one that performs the append of the filters. public static string AppendQuery(string containerQuery, string logicalExpression, Operators logicalOperator){   In this method the first we do is create a new XmlDocument and wrap the current query (that may be empty) with a “<Query></Query>” tag, because the query that comes with the view doesn’t have a root element and the XmlDocument must be a well formatted xml.   XmlDocument queryDoc = new XmlDocument(); queryDoc.LoadXml("<Query>" + containerQuery + "</Query>");   The next step is to create a new XmlDocument containing the logical expression that has the filter needed.   XmlDocument logicalExpressionDoc = new XmlDocument(); logicalExpressionDoc.LoadXml("<root>" + logicalExpression + "</root>"); In these next four lines we extract the expression from the recently created XmlDocument and create an XmlElement.                  XmlElement expressionElTemp = (XmlElement)logicalExpressionDoc.SelectSingleNode("/root/*"); XmlElement expressionEl = queryDoc.CreateElement(expressionElTemp.Name); expressionEl.InnerXml = expressionElTemp.InnerXml;   Below are the main steps in the component logic. The first “if” checks if the actual query doesn’t contains a “Where” clause. In case there’s no “Where” we add it and append the expression.   In case that there’s already a “Where” clause, we get the entire statement that’s inside the “Where” and reorder the query removing and appending elements to form the correct query, that will finally filter the list.   XmlElement whereEl; if (!containerQuery.Contains("Where")) { queryDoc.FirstChild.AppendChild(queryDoc.CreateElement("Where")); queryDoc.SelectSingleNode("/Query/Where").AppendChild(expressionEl); } else { whereEl = (XmlElement)queryDoc.SelectSingleNode("/Query/Where"); if (!containerQuery.Contains("<And>") &&                 !containerQuery.Contains("<Or>"))        {              XmlElement operatorEl = queryDoc.CreateElement(GetName(logicalOperator)); XmlElement existingExpression = (XmlElement)whereEl.SelectSingleNode("/Query/Where/*"); whereEl.RemoveChild(existingExpression);                 operatorEl.AppendChild(existingExpression);               operatorEl.AppendChild(expressionEl);                 whereEl.AppendChild(operatorEl);        }        else        {              XmlElement operatorEl = queryDoc.CreateElement(GetName(logicalOperator)); XmlElement existingOperator = (XmlElement)whereEl.SelectSingleNode("/Query/Where/*");                 whereEl.RemoveChild(existingOperator);               operatorEl.AppendChild(existingOperator);               operatorEl.AppendChild(expressionEl);                 whereEl.AppendChild(operatorEl);         }  }  return queryDoc.FirstChild.InnerXml }     Finally the GetName method converts the Enum option to his string equivalent.   private static string GetName(Operators logicalOperator) {       return Enum.GetName(typeof(Operators), logicalOperator); }        This component helped our team a lot using SharePoint 2007 and modifying the queries, but now in SharePoint 2010; that wouldn’t be needed because of the incorporation of LINQ to SharePoint. This new feature enables the developers to do typed queries against SharePoint lists without the need of writing any CAML code.   Normal 0 21 false false false ES-UY X-NONE X-NONE /* 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-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; 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-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} Post written by Sebastian Rodriguez - Portals and Collaboration Solutions @ UruIT  

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  • How to add new filters to CAML queries in SharePoint 2007

    - by uruit
    Normal 0 21 false false false ES-UY X-NONE X-NONE /* 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-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; 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-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} One flexibility SharePoint has is CAML (Collaborative Application Markup Language). CAML it’s a markup language like html that allows developers to do queries against SharePoint lists, it’s syntax is very easy to understand and it allows to add logical conditions like Where, Contains, And, Or, etc, just like a SQL Query. For one of our projects we have the need to do a filter on SharePoint views, the problem here is that the view it’s a list containing a CAML Query with the filters the view may have, so in order to filter the view that’s already been filtered before, we need to append our filters to the existing CAML Query. That’s not a trivial task because the where statement in a CAML Query it’s like this: <Where>   <And>     <Filter1 />     <Filter2 />   </And> </Where> If we want to add a new logical operator, like an OR it’s not just as simple as to append the OR expression like the following example: <Where>   <And>     <Filter1 />     <Filter2 />   </And>   <Or>     <Filter3 />   </Or> </Where> But instead the correct query would be: <Where>   <Or>     <And>       <Filter1 />       <Filter2 />     </And>     <Filter3 />   </Or> </Where> Notice that the <Filter# /> tags are for explanation purpose only. In order to solve this problem we created a simple component, it has a method that receives the current query (could be an empty query also) and appends the expression you want to that query. Example: string currentQuery = @“ <Where>    <And>     <Contains><FieldRef Name='Title' /><Value Type='Text'>A</Value></Contains>     <Contains><FieldRef Name='Title' /><Value Type='Text'>B</Value></Contains>   </And> </Where>”; currentQuery = CAMLQueryBuilder.AppendQuery(     currentQuery,     “<Contains><FieldRef Name='Title' /><Value Type='Text'>C</Value></Contains>”,     CAMLQueryBuilder.Operators.Or); The fist parameter this function receives it’s the actual query, the second it’s the filter you want to add, and the third it’s the logical operator, so basically in this query we want all the items that the title contains: the character A and B or the ones that contains the character C. The result query is: <Where>   <Or>      <And>       <Contains><FieldRef Name='Title' /><Value Type='Text'>A</Value></Contains>       <Contains><FieldRef Name='Title' /><Value Type='Text'>B</Value></Contains>     </And>     <Contains><FieldRef Name='Title' /><Value Type='Text'>C</Value></Contains>   </Or> </Where>     The code:   First of all we have an enumerator inside the CAMLQueryBuilder class that has the two possible Options And, Or. public enum Operators { And, Or }   Then we have the main method that’s the one that performs the append of the filters. public static string AppendQuery(string containerQuery, string logicalExpression, Operators logicalOperator){   In this method the first we do is create a new XmlDocument and wrap the current query (that may be empty) with a “<Query></Query>” tag, because the query that comes with the view doesn’t have a root element and the XmlDocument must be a well formatted xml.   XmlDocument queryDoc = new XmlDocument(); queryDoc.LoadXml("<Query>" + containerQuery + "</Query>");   The next step is to create a new XmlDocument containing the logical expression that has the filter needed.   XmlDocument logicalExpressionDoc = new XmlDocument(); logicalExpressionDoc.LoadXml("<root>" + logicalExpression + "</root>"); In these next four lines we extract the expression from the recently created XmlDocument and create an XmlElement.                  XmlElement expressionElTemp = (XmlElement)logicalExpressionDoc.SelectSingleNode("/root/*"); XmlElement expressionEl = queryDoc.CreateElement(expressionElTemp.Name); expressionEl.InnerXml = expressionElTemp.InnerXml;   Below are the main steps in the component logic. The first “if” checks if the actual query doesn’t contains a “Where” clause. In case there’s no “Where” we add it and append the expression.   In case that there’s already a “Where” clause, we get the entire statement that’s inside the “Where” and reorder the query removing and appending elements to form the correct query, that will finally filter the list.   XmlElement whereEl; if (!containerQuery.Contains("Where")) { queryDoc.FirstChild.AppendChild(queryDoc.CreateElement("Where")); queryDoc.SelectSingleNode("/Query/Where").AppendChild(expressionEl); } else { whereEl = (XmlElement)queryDoc.SelectSingleNode("/Query/Where"); if (!containerQuery.Contains("<And>") &&                 !containerQuery.Contains("<Or>"))        {              XmlElement operatorEl = queryDoc.CreateElement(GetName(logicalOperator)); XmlElement existingExpression = (XmlElement)whereEl.SelectSingleNode("/Query/Where/*"); whereEl.RemoveChild(existingExpression);                 operatorEl.AppendChild(existingExpression);               operatorEl.AppendChild(expressionEl);                 whereEl.AppendChild(operatorEl);        }        else        {              XmlElement operatorEl = queryDoc.CreateElement(GetName(logicalOperator)); XmlElement existingOperator = (XmlElement)whereEl.SelectSingleNode("/Query/Where/*");                 whereEl.RemoveChild(existingOperator);               operatorEl.AppendChild(existingOperator);               operatorEl.AppendChild(expressionEl);                 whereEl.AppendChild(operatorEl);         }  }  return queryDoc.FirstChild.InnerXml }     Finally the GetName method converts the Enum option to his string equivalent.   private static string GetName(Operators logicalOperator) {       return Enum.GetName(typeof(Operators), logicalOperator); }        Normal 0 21 false false false ES-UY X-NONE X-NONE /* 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-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; 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-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Normal 0 21 false false false ES-UY X-NONE X-NONE /* 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-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; 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-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} This component helped our team a lot using SharePoint 2007 and modifying the queries, but now in SharePoint 2010; that wouldn’t be needed because of the incorporation of LINQ to SharePoint. This new feature enables the developers to do typed queries against SharePoint lists without the need of writing any CAML code.  But there is still much development to the 2007 version, so I hope this information is useful for other members.  Post Normal 0 21 false false false ES-UY X-NONE X-NONE /* 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-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; 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-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} written by Sebastian Rodriguez - Portals and Collaboration Solutions @ UruIT

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • OS X: Finder error -36 when using SMB shares on a Samba server bound to AD

    - by Frenchie
    We're looking at deploying SMB homes on Debian (5.0.3) for our mac clients rather than purchasing four new Xserves. We've got our test servers built and functioning properly. Windows clients behave perfectly, but we've run into an issue with OS X (10.6.x and 10.5.x). We're going this route instead of Windows file servers due to a whole bunch of other issues that arise when going that way. Specifically, when mounting a SMB share with unix extensions switched on and the remote server bound to AD, the finder cannot save files on the share, instead touching the file and then bombing out with a -36 IO error, folder creation is fine. Copying files in the terminal behaves fine and the problem seems to be limited to the finder. The issue arises (I think) as the remote UID/GID is passed across when using unix extensions. OS X uses its own winbind idmap (odsam) to work out the effective UID/GID from AD users and groups whilst we're using a rid map on the server. Consequently, there is a mismatch in ownership which the finder chooses to honour. How OS X appears to handle this is to use the remote uid and gid at the file permission level (see below) and then set an OS X acl granting the local uid/gid to have the appropriate permissions on the file. I think the finder touches the file (which the kernel allows because of the ACL) and then checks the filesystem perms and drops out with the IO error. On a Client fc-003353-d:homes2 root# ls -led test/ drwx------+ 2 135978 100513 16384 Feb 3 15:14 test/ 0: user:jfrench allow list,add_file,search,delete,add_subdirectory,delete_child,readattr,writeattr,readextattr,writeextattr,readsecurity,writesecurity,chown,file_inherit,directory_inherit 1: group:ARTS\domain users allow 2: group:everyone allow 3: group:owner allow list,add_file,search,delete,add_subdirectory,delete_child,readattr,writeattr,readextattr,writeextattr,readsecurity,writesecurity,chown,file_inherit,directory_inherit,only_inherit 4: group:group allow list,add_file,search,delete,add_subdirectory,delete_child,readattr,writeattr,readextattr,writeextattr,readsecurity,writesecurity,chown,file_inherit,directory_inherit,only_inherit 5: group:everyone allow list,add_file,search,delete,add_subdirectory,delete_child,readattr,writeattr,readextattr,writeextattr,readsecurity,writesecurity,chown,file_inherit,directory_inherit,only_inherit We've tried the following without any luck: Setting the Linux side file owner to match the OS X GID/UID Adding ACLs on the linux filesystem which grant the OS X GID/UID perms Disabling extended attributes Setting steams=no in /etc/nsmb.conf on the client We're currently running a workaround which is to just turn off unix extensions which forces the macs to just mount the share as the local user with u=rwx perms. This works for most things but is causing a few apps that expect certain perms to break in subtle ways. Worst case scenario is that we'll continue running in this way but we would like to have the unix extensions on. Regards. Relevant SMB config below: [global] workgroup = ARTS realm = *snip* security = ADS password server = *snip* unix extensions = yes panic action = /usr/share/panic-action %d idmap backend = rid:ARTS=100000-10000000 idmap uid = 100000-10000000 idmap gid = 100000-10000000 winbind enum users = Yes winbind enum groups = Yes veto files = /lost+found/aquota.*/ hide files = /desktop.ini/$RECYCLE.BIN/.*/AppData/Library/ ea support = yes store dos attributes = yes map system = no map archive = no map readonly = no

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  • Active directory integration not working properly with winbind and samba

    - by tubaguy50035
    I'm trying to get my linux box to use active directory authentication. I believe I have almost everything setup correctly. I'm able to issue wbinfo -g and wbinfo -u and see all the groups and users respectively. Brief intro to my setup: The username I use on my linux box to do admin things is nick. My active directory username is nwalke. They have two different passwords. I am able to log in to the box with nick and that user's password and I'm also able to login as nwalke with nwalke's password. The curious bit: Upon creating the active directory user's home directory, I run a script that requires root access. This is to setup some system wide things like a samba share for them. When I log in as nwalke, I enter my nwalke password and it succeeds. I'm then greeted with [sudo] password for nick:. If I enter my nwalke password here, it says Sorry, try again.. If I enter nick's password, it says Sorry, user nick is not allowed to execute scriptname as root. If I do groups as nwalke, I see that magically my user has been given the group nick. Now, I accidentally thought that nick had a UID of 100, not 1000. So originally in my smb.conf I had idmap uid 1000-10000. The only thing I can think of, is that I logged in with nwalke while that was still set and now I'm just being presented with a UID of 1000 forcing linux to think I'm nick. I'm not really sure where to go from here. Like I said, I'm fairly certain active directory is communicating with my server properly, but something must not be mapped right on the linux side. Any thoughts? Here is my smb.conf: [global] security = ads netbios name = hostname realm = COMPANY.COM password server = adshost.company.com workgroup = COMPANY idmap uid = 10000-90000 idmap gid = 10000-90000 winbind separator = + winbind enum users = no winbind enum groups = no winbind use default domain = yes template homedir = /home/%D/%U template shell = /bin/bash client use spnego = yes domain master = no load printers = no printing = bsd printcap name = /dev/null disable spoolss = yes Let me know if more information about something is required.

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  • System hangs after IncreaseUserVa change on Windows 7 64-bit

    - by imriss
    By mistake, I applied the IncreaseUserVa 3072 on a Windows 7 64-bit: BCDEDIT /set IncreaseUserva 3072 After that, the system is getting hanged when I start an intensive Matlab code. I tried to revert the change using both: BCDEDIT /set increaseUserva 2048 or BCDEDIT /deletevalue increaseUserva But, I get to the same problem when I run the Matlab code. When I check bcdedit/enum all, it does not contain increaseUserva, after /deletevalue command. Any idea?

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  • Server 2008/Windows 7/Samba Unspecified error 80004005

    - by ancillary
    I have a Samba share on a LAN with 2008 PDC/DNS. Smb authenticates with AD and I have several Win7 Machines that can connect fine. I recently added a couple of new computers to the LAN which were imaged the same way (same software, etc.; different hardware so different drivers) as the other machines and they have the same policies set. I can not get the new machines to connect to the samba share no matter what. I am always met with either Unspecified Error 0x80004005 or Network Path not found. I've turned off the firewall; set LANMAN auth to respond to NTLM only/send LM & NTLM responses/use NTLM session security if negotiated in Local Sec Policy SEcurity Options; tried both ip and hostname to connect. SMB log shows that authentication succeeds; but then connection is immediately killed by the client. tcpdump shows nothing remarkable except that when trying to connect from the client via hostname there is an unknown packet type error: ack 201 win 255 NBT Session Packet: Unknown packet type 0xABData: (41 bytes) Here's a couple of lines from that error: 11:18:37.964991 IP 001-client.domain.local.49372 > smb.domain.local.netbios-ssn: P 1670:2146(476) ack 201 win 255 NBT Session Packet: Unknown packet type 0xABData: (41 bytes) [000] AA 46 96 FA D5 99 33 75 0C C4 20 CE 26 42 F3 61 \252F\226\372\325\2313u \014\304 \316&B\363a [010] F0 8C FB 65 18 17 40 A5 DB 42 BB 94 37 53 92 EC \360\214\373e\030\027@\245 \333B\273\2247S\222\354 [020] 55 98 7F C4 AE 3D 6B 10 C4 U\230\177\304\256=k\020 \304 11:18:37.964998 IP smb.domain.local.netbios-ssn > 001-client.domain.local.49372: . ack 2146 win 100 Here's smb.conf just in case (though don't see how if other machines are working fine): [global] workgroup = MYDOMAIN realm = MYDOMAIN.LOCAL server string = domain|smb share interfaces = eth1 security = ADS password server = 192.168.1.3 log level = 2 log file = /var/log/samba/%m.log smb ports = 139 strict locking = no load printers = No local master = No domain master = No wins server = 192.168.1.3 wins support = Yes idmap uid = 500-10000000 idmap gid = 500-10000000 winbind separator = + winbind enum users = Yes winbind enum groups = Yes winbind use default domain = Yes [samba-share1] comment = SMB Share path = /home/share/smb/ valid users = @"MYDOMAIN+Domain Users" admin users = @"MYDOMAIN+Domain Admins" guest ok = no read only = No create mask = 0765 force directory mode = 0777 Any ideas what else I could try or look for? Or what might be the problem? Thanks.

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  • Calling AuditQuerySystemPolicy() (advapi32.dll) from C# returns "The parameter is incorrect"

    - by JCCyC
    The sequence is like follows: Open a policy handle with LsaOpenPolicy() (not shown) Call LsaQueryInformationPolicy() to get the number of categories; For each category: Call AuditLookupCategoryGuidFromCategoryId() to turn the enum value into a GUID; Call AuditEnumerateSubCategories() to get a list of the GUIDs of all subcategories; Call AuditQuerySystemPolicy() to get the audit policies for the subcategories. All of these work and return expected, sensible values except the last. Calling AuditQuerySystemPolicy() gets me a "The parameter is incorrect" error. I'm thinking there must be some subtle unmarshaling problem. I'm probably misinterpreting what exactly AuditEnumerateSubCategories() returns, but I'm stumped. You'll see (commented) I tried to dereference the return pointer from AuditEnumerateSubCategories() as a pointer. Doing or not doing that gives the same result. Code: #region LSA types public enum POLICY_INFORMATION_CLASS { PolicyAuditLogInformation = 1, PolicyAuditEventsInformation, PolicyPrimaryDomainInformation, PolicyPdAccountInformation, PolicyAccountDomainInformation, PolicyLsaServerRoleInformation, PolicyReplicaSourceInformation, PolicyDefaultQuotaInformation, PolicyModificationInformation, PolicyAuditFullSetInformation, PolicyAuditFullQueryInformation, PolicyDnsDomainInformation } public enum POLICY_AUDIT_EVENT_TYPE { AuditCategorySystem, AuditCategoryLogon, AuditCategoryObjectAccess, AuditCategoryPrivilegeUse, AuditCategoryDetailedTracking, AuditCategoryPolicyChange, AuditCategoryAccountManagement, AuditCategoryDirectoryServiceAccess, AuditCategoryAccountLogon } [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct POLICY_AUDIT_EVENTS_INFO { public bool AuditingMode; public IntPtr EventAuditingOptions; public UInt32 MaximumAuditEventCount; } [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct GUID { public UInt32 Data1; public UInt16 Data2; public UInt16 Data3; public Byte Data4a; public Byte Data4b; public Byte Data4c; public Byte Data4d; public Byte Data4e; public Byte Data4f; public Byte Data4g; public Byte Data4h; public override string ToString() { return Data1.ToString("x8") + "-" + Data2.ToString("x4") + "-" + Data3.ToString("x4") + "-" + Data4a.ToString("x2") + Data4b.ToString("x2") + "-" + Data4c.ToString("x2") + Data4d.ToString("x2") + Data4e.ToString("x2") + Data4f.ToString("x2") + Data4g.ToString("x2") + Data4h.ToString("x2"); } } #endregion #region LSA Imports [DllImport("kernel32.dll")] extern static int GetLastError(); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern UInt32 LsaNtStatusToWinError( long Status); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern long LsaOpenPolicy( ref LSA_UNICODE_STRING SystemName, ref LSA_OBJECT_ATTRIBUTES ObjectAttributes, Int32 DesiredAccess, out IntPtr PolicyHandle ); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern long LsaClose(IntPtr PolicyHandle); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern long LsaFreeMemory(IntPtr Buffer); [DllImport("advapi32.dll", CharSet = CharSet.Unicode, PreserveSig = true)] public static extern void AuditFree(IntPtr Buffer); [DllImport("advapi32.dll", SetLastError = true, PreserveSig = true)] public static extern long LsaQueryInformationPolicy( IntPtr PolicyHandle, POLICY_INFORMATION_CLASS InformationClass, out IntPtr Buffer); [DllImport("advapi32.dll", SetLastError = true, PreserveSig = true)] public static extern bool AuditLookupCategoryGuidFromCategoryId( POLICY_AUDIT_EVENT_TYPE AuditCategoryId, IntPtr pAuditCategoryGuid); [DllImport("advapi32.dll", SetLastError = true, PreserveSig = true)] public static extern bool AuditEnumerateSubCategories( IntPtr pAuditCategoryGuid, bool bRetrieveAllSubCategories, out IntPtr ppAuditSubCategoriesArray, out ulong pCountReturned); [DllImport("advapi32.dll", SetLastError = true, PreserveSig = true)] public static extern bool AuditQuerySystemPolicy( IntPtr pSubCategoryGuids, ulong PolicyCount, out IntPtr ppAuditPolicy); #endregion Dictionary<string, UInt32> retList = new Dictionary<string, UInt32>(); long lretVal; uint retVal; IntPtr pAuditEventsInfo; lretVal = LsaQueryInformationPolicy(policyHandle, POLICY_INFORMATION_CLASS.PolicyAuditEventsInformation, out pAuditEventsInfo); retVal = LsaNtStatusToWinError(lretVal); if (retVal != 0) { LsaClose(policyHandle); throw new System.ComponentModel.Win32Exception((int)retVal); } POLICY_AUDIT_EVENTS_INFO myAuditEventsInfo = new POLICY_AUDIT_EVENTS_INFO(); myAuditEventsInfo = (POLICY_AUDIT_EVENTS_INFO)Marshal.PtrToStructure(pAuditEventsInfo, myAuditEventsInfo.GetType()); IntPtr subCats = IntPtr.Zero; ulong nSubCats = 0; for (int audCat = 0; audCat < myAuditEventsInfo.MaximumAuditEventCount; audCat++) { GUID audCatGuid = new GUID(); if (!AuditLookupCategoryGuidFromCategoryId((POLICY_AUDIT_EVENT_TYPE)audCat, new IntPtr(&audCatGuid))) { int causingError = GetLastError(); LsaFreeMemory(pAuditEventsInfo); LsaClose(policyHandle); throw new System.ComponentModel.Win32Exception(causingError); } if (!AuditEnumerateSubCategories(new IntPtr(&audCatGuid), true, out subCats, out nSubCats)) { int causingError = GetLastError(); LsaFreeMemory(pAuditEventsInfo); LsaClose(policyHandle); throw new System.ComponentModel.Win32Exception(causingError); } // Dereference the first pointer-to-pointer to point to the first subcategory // subCats = (IntPtr)Marshal.PtrToStructure(subCats, subCats.GetType()); if (nSubCats > 0) { IntPtr audPolicies = IntPtr.Zero; if (!AuditQuerySystemPolicy(subCats, nSubCats, out audPolicies)) { int causingError = GetLastError(); if (subCats != IntPtr.Zero) AuditFree(subCats); LsaFreeMemory(pAuditEventsInfo); LsaClose(policyHandle); throw new System.ComponentModel.Win32Exception(causingError); } AUDIT_POLICY_INFORMATION myAudPol = new AUDIT_POLICY_INFORMATION(); for (ulong audSubCat = 0; audSubCat < nSubCats; audSubCat++) { // Process audPolicies[audSubCat], turn GUIDs into names, fill retList. // http://msdn.microsoft.com/en-us/library/aa373931%28VS.85%29.aspx // http://msdn.microsoft.com/en-us/library/bb648638%28VS.85%29.aspx IntPtr itemAddr = IntPtr.Zero; IntPtr itemAddrAddr = new IntPtr(audPolicies.ToInt64() + (long)(audSubCat * (ulong)Marshal.SizeOf(itemAddr))); itemAddr = (IntPtr)Marshal.PtrToStructure(itemAddrAddr, itemAddr.GetType()); myAudPol = (AUDIT_POLICY_INFORMATION)Marshal.PtrToStructure(itemAddr, myAudPol.GetType()); retList[myAudPol.AuditSubCategoryGuid.ToString()] = myAudPol.AuditingInformation; } if (audPolicies != IntPtr.Zero) AuditFree(audPolicies); } if (subCats != IntPtr.Zero) AuditFree(subCats); subCats = IntPtr.Zero; nSubCats = 0; } lretVal = LsaFreeMemory(pAuditEventsInfo); retVal = LsaNtStatusToWinError(lretVal); if (retVal != 0) throw new System.ComponentModel.Win32Exception((int)retVal); lretVal = LsaClose(policyHandle); retVal = LsaNtStatusToWinError(lretVal); if (retVal != 0) throw new System.ComponentModel.Win32Exception((int)retVal);

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  • wglCreateContext in C# failing but not in managed C++

    - by SeeR
    I'm trying to use opengl in C#. I have following code which fails with error 2000 ERROR_INVALID_PIXEL_FORMAT First definitions: [DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)] public static extern IntPtr GetDC(IntPtr hWnd); [StructLayout(LayoutKind.Sequential)] public struct PIXELFORMATDESCRIPTOR { public void Init() { nSize = (ushort) Marshal.SizeOf(typeof (PIXELFORMATDESCRIPTOR)); nVersion = 1; dwFlags = PFD_FLAGS.PFD_DRAW_TO_WINDOW | PFD_FLAGS.PFD_SUPPORT_OPENGL | PFD_FLAGS.PFD_DOUBLEBUFFER | PFD_FLAGS.PFD_SUPPORT_COMPOSITION; iPixelType = PFD_PIXEL_TYPE.PFD_TYPE_RGBA; cColorBits = 24; cRedBits = cRedShift = cGreenBits = cGreenShift = cBlueBits = cBlueShift = 0; cAlphaBits = cAlphaShift = 0; cAccumBits = cAccumRedBits = cAccumGreenBits = cAccumBlueBits = cAccumAlphaBits = 0; cDepthBits = 32; cStencilBits = cAuxBuffers = 0; iLayerType = PFD_LAYER_TYPES.PFD_MAIN_PLANE; bReserved = 0; dwLayerMask = dwVisibleMask = dwDamageMask = 0; } ushort nSize; ushort nVersion; PFD_FLAGS dwFlags; PFD_PIXEL_TYPE iPixelType; byte cColorBits; byte cRedBits; byte cRedShift; byte cGreenBits; byte cGreenShift; byte cBlueBits; byte cBlueShift; byte cAlphaBits; byte cAlphaShift; byte cAccumBits; byte cAccumRedBits; byte cAccumGreenBits; byte cAccumBlueBits; byte cAccumAlphaBits; byte cDepthBits; byte cStencilBits; byte cAuxBuffers; PFD_LAYER_TYPES iLayerType; byte bReserved; uint dwLayerMask; uint dwVisibleMask; uint dwDamageMask; } [Flags] public enum PFD_FLAGS : uint { PFD_DOUBLEBUFFER = 0x00000001, PFD_STEREO = 0x00000002, PFD_DRAW_TO_WINDOW = 0x00000004, PFD_DRAW_TO_BITMAP = 0x00000008, PFD_SUPPORT_GDI = 0x00000010, PFD_SUPPORT_OPENGL = 0x00000020, PFD_GENERIC_FORMAT = 0x00000040, PFD_NEED_PALETTE = 0x00000080, PFD_NEED_SYSTEM_PALETTE = 0x00000100, PFD_SWAP_EXCHANGE = 0x00000200, PFD_SWAP_COPY = 0x00000400, PFD_SWAP_LAYER_BUFFERS = 0x00000800, PFD_GENERIC_ACCELERATED = 0x00001000, PFD_SUPPORT_DIRECTDRAW = 0x00002000, PFD_DIRECT3D_ACCELERATED = 0x00004000, PFD_SUPPORT_COMPOSITION = 0x00008000, PFD_DEPTH_DONTCARE = 0x20000000, PFD_DOUBLEBUFFER_DONTCARE = 0x40000000, PFD_STEREO_DONTCARE = 0x80000000 } public enum PFD_LAYER_TYPES : byte { PFD_MAIN_PLANE = 0, PFD_OVERLAY_PLANE = 1, PFD_UNDERLAY_PLANE = 255 } public enum PFD_PIXEL_TYPE : byte { PFD_TYPE_RGBA = 0, PFD_TYPE_COLORINDEX = 1 } [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)] public static extern int ChoosePixelFormat(IntPtr hdc, [In] ref PIXELFORMATDESCRIPTOR ppfd); [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)] public static extern bool SetPixelFormat(IntPtr hdc, int iPixelFormat, ref PIXELFORMATDESCRIPTOR ppfd); [DllImport("opengl32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)] public static extern IntPtr wglCreateContext(IntPtr hDC); And now the code that fails: IntPtr dc = Win.GetDC(hwnd); var pixelformatdescriptor = new GL.PIXELFORMATDESCRIPTOR(); pixelformatdescriptor.Init(); var pixelFormat = GL.ChoosePixelFormat(dc, ref pixelformatdescriptor); if(!GL.SetPixelFormat(dc, pixelFormat, ref pixelformatdescriptor)) throw new Win32Exception(Marshal.GetLastWin32Error()); IntPtr hglrc; if((hglrc = GL.wglCreateContext(dc)) == IntPtr.Zero) throw new Win32Exception(Marshal.GetLastWin32Error()); //<----- here I have exception the same code in managed C++ is working HDC dc = GetDC(hWnd); PIXELFORMATDESCRIPTOR pf; pf.nSize = sizeof(PIXELFORMATDESCRIPTOR); pf.nVersion = 1; pf.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_SUPPORT_COMPOSITION; pf.cColorBits = 24; pf.cRedBits = pf.cRedShift = pf.cGreenBits = pf.cGreenShift = pf.cBlueBits = pf.cBlueShift = 0; pf.cAlphaBits = pf.cAlphaShift = 0; pf.cAccumBits = pf.cAccumRedBits = pf.cAccumGreenBits = pf.cAccumBlueBits = pf.cAccumAlphaBits = 0; pf.cDepthBits = 32; pf.cStencilBits = pf.cAuxBuffers = 0; pf.iLayerType = PFD_MAIN_PLANE; pf.bReserved = 0; pf.dwLayerMask = pf.dwVisibleMask = pf.dwDamageMask = 0; int ipf = ChoosePixelFormat(dc, &pf); SetPixelFormat(dc, ipf, &pf); HGLRC hglrc = wglCreateContext(dc); I've tried it on VIsta 64-bit with ATI graphic card and on Windows XP 32-bit with Nvidia with the same result in both cases. Also I want to mention that I don't want to use any already written framework for it. Can anyone show me where is the bug in C# code that is causing the exception?

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  • file doesn't open, running outside of debugger results in seg fault (c++)

    - by misterich
    Hello (and thanks in advance) I'm in a bit of a quandry, I cant seem to figure out why I'm seg faulting. A couple of notes: It's for a course -- and sadly I am required to use use C-strings instead of std::string. Please dont fix my code (I wont learn that way and I will keep bugging you). please just point out the flaws in my logic and suggest a different function/way. platform: gcc version 4.4.1 on Suse Linux 11.2 (2.6.31 kernel) Here's the code main.cpp: // /////////////////////////////////////////////////////////////////////////////////// // INCLUDES (C/C++ Std Library) #include <cstdlib> /// EXIT_SUCCESS, EXIT_FAILURE #include <iostream> /// cin, cout, ifstream #include <cassert> /// assert // /////////////////////////////////////////////////////////////////////////////////// // DEPENDENCIES (custom header files) #include "dict.h" /// Header for the dictionary class // /////////////////////////////////////////////////////////////////////////////////// // PRE-PROCESSOR CONSTANTS #define ENTER '\n' /// Used to accept new lines, quit program. #define SPACE ' ' /// One way to end the program // /////////////////////////////////////////////////////////////////////////////////// // CUSTOM DATA TYPES /// File Namespace -- keep it local namespace { /// Possible program prompts to display for the user. enum FNS_Prompts { fileName_, /// prints out the name of the file noFile_, /// no file was passed to the program tooMany_, /// more than one file was passed to the program noMemory_, /// Not enough memory to use the program usage_, /// how to use the program word_, /// ask the user to define a word. notFound_, /// the word is not in the dictionary done_, /// the program is closing normally }; } // /////////////////////////////////////////////////////////////////////////////////// // Namespace using namespace std; /// Nothing special in the way of namespaces // /////////////////////////////////////////////////////////////////////////////////// // FUNCTIONS /** prompt() prompts the user to do something, uses enum Prompts for parameter. */ void prompt(FNS_Prompts msg /** determines the prompt to use*/) { switch(msg) { case fileName_ : { cout << ENTER << ENTER << "The file name is: "; break; } case noFile_ : { cout << ENTER << ENTER << "...Sorry, a dictionary file is needed. Try again." << endl; break; } case tooMany_ : { cout << ENTER << ENTER << "...Sorry, you can only specify one dictionary file. Try again." << endl; break; } case noMemory_ : { cout << ENTER << ENTER << "...Sorry, there isn't enough memory available to run this program." << endl; break; } case usage_ : { cout << "USAGE:" << endl << " lookup.exe [dictionary file name]" << endl << endl; break; } case done_ : { cout << ENTER << ENTER << "like Master P says, \"Word.\"" << ENTER << endl; break; } case word_ : { cout << ENTER << ENTER << "Enter a word in the dictionary to get it's definition." << ENTER << "Enter \"?\" to get a sorted list of all words in the dictionary." << ENTER << "... Press the Enter key to quit the program: "; break; } case notFound_ : { cout << ENTER << ENTER << "...Sorry, that word is not in the dictionary." << endl; break; } default : { cout << ENTER << ENTER << "something passed an invalid enum to prompt(). " << endl; assert(false); /// something passed in an invalid enum } } } /** useDictionary() uses the dictionary created by createDictionary * - prompts user to lookup a word * - ends when the user enters an empty word */ void useDictionary(Dictionary &d) { char *userEntry = new char; /// user's input on the command line if( !userEntry ) // check the pointer to the heap { cout << ENTER << MEM_ERR_MSG << endl; exit(EXIT_FAILURE); } do { prompt(word_); // test code cout << endl << "----------------------------------------" << endl << "Enter something: "; cin.getline(userEntry, INPUT_LINE_MAX_LEN, ENTER); cout << ENTER << userEntry << endl; }while ( userEntry[0] != NIL && userEntry[0] != SPACE ); // GARBAGE COLLECTION delete[] userEntry; } /** Program Entry * Reads in the required, single file from the command prompt. * - If there is no file, state such and error out. * - If there is more than one file, state such and error out. * - If there is a single file: * - Create the database object * - Populate the database object * - Prompt the user for entry * main() will return EXIT_SUCCESS upon termination. */ int main(int argc, /// the number of files being passed into the program char *argv[] /// pointer to the filename being passed into tthe program ) { // EXECUTE /* Testing code * / char tempFile[INPUT_LINE_MAX_LEN] = {NIL}; cout << "enter filename: "; cin.getline(tempFile, INPUT_LINE_MAX_LEN, '\n'); */ // uncomment after successful debugging if(argc <= 1) { prompt(noFile_); prompt(usage_); return EXIT_FAILURE; /// no file was passed to the program } else if(argc > 2) { prompt(tooMany_); prompt(usage_); return EXIT_FAILURE; /// more than one file was passed to the program } else { prompt(fileName_); cout << argv[1]; // print out name of dictionary file if( !argv[1] ) { prompt(noFile_); prompt(usage_); return EXIT_FAILURE; /// file does not exist } /* file.open( argv[1] ); // open file numEntries >> in.getline(file); // determine number of dictionary objects to create file.close(); // close file Dictionary[ numEntries ](argv[1]); // create the dictionary object */ // TEMPORARY FILE FOR TESTING!!!! //Dictionary scrabble(tempFile); Dictionary scrabble(argv[1]); // creaate the dicitonary object //*/ useDictionary(scrabble); // prompt the user, use the dictionary } // exit return EXIT_SUCCESS; /// terminate program. } Dict.h/.cpp #ifndef DICT_H #define DICT_H // /////////////////////////////////////////////////////////////////////////////////// // DEPENDENCIES (Custom header files) #include "entry.h" /// class for dictionary entries // /////////////////////////////////////////////////////////////////////////////////// // PRE-PROCESSOR MACROS #define INPUT_LINE_MAX_LEN 256 /// Maximum length of each line in the dictionary file class Dictionary { public : // // Do NOT modify the public section of this class // typedef void (*WordDefFunc)(const char *word, const char *definition); Dictionary( const char *filename ); ~Dictionary(); const char *lookupDefinition( const char *word ); void forEach( WordDefFunc func ); private : // // You get to provide the private members // // VARIABLES int m_numEntries; /// stores the number of entries in the dictionary Entry *m_DictEntry_ptr; /// points to an array of class Entry // Private Functions }; #endif ----------------------------------- // /////////////////////////////////////////////////////////////////////////////////// // INCLUDES (C/C++ Std Library) #include <iostream> /// cout, getline #include <fstream> // ifstream #include <cstring> /// strchr // /////////////////////////////////////////////////////////////////////////////////// // DEPENDENCIES (custom header files) #include "dict.h" /// Header file required by assignment //#include "entry.h" /// Dicitonary Entry Class // /////////////////////////////////////////////////////////////////////////////////// // PRE-PROCESSOR MACROS #define COMMA ',' /// Delimiter for file #define ENTER '\n' /// Carriage return character #define FILE_ERR_MSG "The data file could not be opened. Program will now terminate." #pragma warning(disable : 4996) /// turn off MS compiler warning about strcpy() // /////////////////////////////////////////////////////////////////////////////////// // Namespace reference using namespace std; // /////////////////////////////////////////////////////////////////////////////////// // PRIVATE MEMBER FUNCTIONS /** * Sorts the dictionary entries. */ /* static void sortDictionary(?) { // sort through the words using qsort } */ /** NO LONGER NEEDED?? * parses out the length of the first cell in a delimited cell * / int getWordLength(char *str /// string of data to parse ) { return strcspn(str, COMMA); } */ // /////////////////////////////////////////////////////////////////////////////////// // PUBLIC MEMBER FUNCTIONS /** constructor for the class * - opens/reads in file * - creates initializes the array of member vars * - creates pointers to entry objects * - stores pointers to entry objects in member var * - ? sort now or later? */ Dictionary::Dictionary( const char *filename ) { // Create a filestream, open the file to be read in ifstream dataFile(filename, ios::in ); /* if( dataFile.fail() ) { cout << FILE_ERR_MSG << endl; exit(EXIT_FAILURE); } */ if( dataFile.is_open() ) { // read first line of data // TEST CODE in.getline(dataFile, INPUT_LINE_MAX_LEN) >> m_numEntries; // TEST CODE char temp[INPUT_LINE_MAX_LEN] = {NIL}; // TEST CODE dataFile.getline(temp,INPUT_LINE_MAX_LEN,'\n'); dataFile >> m_numEntries; /** Number of terms in the dictionary file * \todo find out how many lines in the file, subtract one, ingore first line */ //create the array of entries m_DictEntry_ptr = new Entry[m_numEntries]; // check for valid memory allocation if( !m_DictEntry_ptr ) { cout << MEM_ERR_MSG << endl; exit(EXIT_FAILURE); } // loop thru each line of the file, parsing words/def's and populating entry objects for(int EntryIdx = 0; EntryIdx < m_numEntries; ++EntryIdx) { // VARIABLES char *tempW_ptr; /// points to a temporary word char *tempD_ptr; /// points to a temporary def char *w_ptr; /// points to the word in the Entry object char *d_ptr; /// points to the definition in the Entry int tempWLen; /// length of the temp word string int tempDLen; /// length of the temp def string char tempLine[INPUT_LINE_MAX_LEN] = {NIL}; /// stores a single line from the file // EXECUTE // getline(dataFile, tempLine) // get a "word,def" line from the file dataFile.getline(tempLine, INPUT_LINE_MAX_LEN); // get a "word,def" line from the file // Parse the string tempW_ptr = tempLine; // point the temp word pointer at the first char in the line tempD_ptr = strchr(tempLine, COMMA); // point the def pointer at the comma *tempD_ptr = NIL; // replace the comma with a NIL ++tempD_ptr; // increment the temp def pointer // find the string lengths... +1 to account for terminator tempWLen = strlen(tempW_ptr) + 1; tempDLen = strlen(tempD_ptr) + 1; // Allocate heap memory for the term and defnition w_ptr = new char[ tempWLen ]; d_ptr = new char[ tempDLen ]; // check memory allocation if( !w_ptr && !d_ptr ) { cout << MEM_ERR_MSG << endl; exit(EXIT_FAILURE); } // copy the temp word, def into the newly allocated memory and terminate the strings strcpy(w_ptr,tempW_ptr); w_ptr[tempWLen] = NIL; strcpy(d_ptr,tempD_ptr); d_ptr[tempDLen] = NIL; // set the pointers for the entry objects m_DictEntry_ptr[ EntryIdx ].setWordPtr(w_ptr); m_DictEntry_ptr[ EntryIdx ].setDefPtr(d_ptr); } // close the file dataFile.close(); } else { cout << ENTER << FILE_ERR_MSG << endl; exit(EXIT_FAILURE); } } /** * cleans up dynamic memory */ Dictionary::~Dictionary() { delete[] m_DictEntry_ptr; /// thou shalt not have memory leaks. } /** * Looks up definition */ /* const char *lookupDefinition( const char *word ) { // print out the word ---- definition } */ /** * prints out the entire dictionary in sorted order */ /* void forEach( WordDefFunc func ) { // to sort before or now.... that is the question } */ Entry.h/cpp #ifndef ENTRY_H #define ENTRY_H // /////////////////////////////////////////////////////////////////////////////////// // INCLUDES (C++ Std lib) #include <cstdlib> /// EXIT_SUCCESS, NULL // /////////////////////////////////////////////////////////////////////////////////// // PRE-PROCESSOR MACROS #define NIL '\0' /// C-String terminator #define MEM_ERR_MSG "Memory allocation has failed. Program will now terminate." // /////////////////////////////////////////////////////////////////////////////////// // CLASS DEFINITION class Entry { public: Entry(void) : m_word_ptr(NULL), m_def_ptr(NULL) { /* default constructor */ }; void setWordPtr(char *w_ptr); /// sets the pointer to the word - only if the pointer is empty void setDefPtr(char *d_ptr); /// sets the ponter to the definition - only if the pointer is empty /// returns what is pointed to by the word pointer char getWord(void) const { return *m_word_ptr; } /// returns what is pointed to by the definition pointer char getDef(void) const { return *m_def_ptr; } private: char *m_word_ptr; /** points to a dictionary word */ char *m_def_ptr; /** points to a dictionary definition */ }; #endif -------------------------------------------------- // /////////////////////////////////////////////////////////////////////////////////// // DEPENDENCIES (custom header files) #include "entry.h" /// class header file // /////////////////////////////////////////////////////////////////////////////////// // PUBLIC FUNCTIONS /* * only change the word member var if it is in its initial state */ void Entry::setWordPtr(char *w_ptr) { if(m_word_ptr == NULL) { m_word_ptr = w_ptr; } } /* * only change the def member var if it is in its initial state */ void Entry::setDefPtr(char *d_ptr) { if(m_def_ptr == NULL) { m_word_ptr = d_ptr; } }

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  • Sublime text 2 syntax highlighter?

    - by BigSack
    I have coded my first custom syntax highlighter for sublime text 2, but i don't know how to install it. It is based on notepad++ highlighter found here https://70995658-a-62cb3a1a-s-sites.googlegroups.com/site/lohanplus/files/smali_npp.xml?attachauth=ANoY7criVTO9bDmIGrXwhZLQ_oagJzKKJTlbNDGRzMDVpFkO5i0N6hk_rWptvoQC1tBlNqcqFDD5NutD_2vHZx1J7hcRLyg1jruSjebHIeKdS9x0JCNrsRivgs6DWNhDSXSohkP1ZApXw0iQ0MgqcXjdp7CkJJ6pY_k5Orny9TfK8UWn_HKFsmPcpp967NMPtUnd--ad-BImtkEi-fox2tjs7zc5LabkDQ%3D%3D&attredirects=0&d=1 <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>fileTypes</key> <array> <string>smali</string> </array> <dict> <key>Word1</key> <string>add-double add-double/2addr add-float add-float/2addr add-int add-int/2addr add-int/lit16 add-int/lit8 add-long add-long/2addr aget aget-boolean aget-byte aget-char aget-object aget-short aget-wide and-int and-int/2addr and-int/lit16 and-int/lit8 and-long and-long/2addr aput aput-boolean aput-byte aput-char aput-object aput-short aput-wide array-length check-cast cmp-long cmpg-double cmpg-float cmpl-double cmpl-float const const-class const-string const-string-jumbo const-wide const-wide/16 const-wide/32 const-wide/high16 const/16 const/4 const/high16 div-double div-double/2addr div-float div-float/2addr div-int div-int/2addr div-int/lit16 div-int/lit8 div-long div-long/2addr double-to-float double-to-int double-to-long execute-inline fill-array-data filled-new-array filled-new-array/range float-to-double float-to-int float-to-long goto goto/16 goto/32 if-eq if-eqz if-ge if-gez if-gt if-gtz if-le if-lez if-lt if-ltz if-ne if-nez iget iget-boolean iget-byte iget-char iget-object iget-object-quick iget-quick iget-short iget-wide iget-wide-quick instance-of int-to-byte int-to-char int-to-double int-to-float int-to-long int-to-short invoke-direct invoke-direct-empty invoke-direct/range invoke-interface invoke-interface/range invoke-static invoke-static/range invoke-super invoke-super-quick invoke-super-quick/range invoke-super/range invoke-virtual invoke-virtual-quick invoke-virtual-quick/range invoke-virtual/range iput iput-boolean iput-byte iput-char iput-object iput-object-quick iput-quick iput-short iput-wide iput-wide-quick long-to-double long-to-float long-to-int monitor-enter monitor-exit move move-exception move-object move-object/16 move-object/from16 move-result move-result-object move-result-wide move-wide move-wide/16 move-wide/from16 move/16 move/from16 mul-double mul-double/2addr mul-float mul-float/2addr mul-int mul-int/2addr mul-int/lit8 mul-int/lit16 mul-long mul-long/2addr neg-double neg-float neg-int neg-long new-array new-instance nop not-int not-long or-int or-int/2addr or-int/lit16 or-int/lit8 or-long or-long/2addr rem-double rem-double/2addr rem-float rem-float/2addr rem-int rem-int/2addr rem-int/lit16 rem-int/lit8 rem-long rem-long/2addr return return-object return-void return-wide rsub-int rsub-int/lit8 sget sget-boolean sget-byte sget-char sget-object sget-short sget-wide shl-int shl-int/2addr shl-int/lit8 shl-long shl-long/2addr shr-int shr-int/2addr shr-int/lit8 shr-long shr-long/2addr sparse-switch sput sput-boolean sput-byte sput-char sput-object sput-short sput-wide sub-double sub-double/2addr sub-float sub-float/2addr sub-int sub-int/2addr sub-int/lit16 sub-int/lit8 sub-long sub-long/2addr throw throw-verification-error ushr-int ushr-int/2addr ushr-int/lit8 ushr-long ushr-long/2addr xor-int xor-int/2addr xor-int/lit16 xor-int/lit8 xor-long xor-long/2addr</string> </dict> <dict> <key>Word2</key> <string>v0 v1 v2 v3 v4 v5 v6 v7 v8 v9 v10 v11 v12 v13 v14 v15 v16 v17 v18 v19 v20 v21 v22 v23 v24 v25 v26 v27 v28 v29 v30 v31 v32 v33 v34 v35 v36 v37 v38 v39 v40 v41 v42 v43 v44 v45 v46 v47 v48 v49 v50 p0 p1 p2 p3 p4 p5 p6 p7 p8 p9 p10 p11 p12 p13 p14 p15 p16 p17 p18 p19 p20 p21 p22 p23 p24 p25 p26 p27 p28 p29 p30</string> </dict> <dict> <key>Word3</key> <string>array-data .catch .catchall .class .end .end\ local .enum .epilogue .field .implements .line .local .locals .parameter .prologue .registers .restart .restart\ local .source .subannotation .super</string> </dict> <dict> <key>Word4</key> <string>abstract bridge constructor declared-synchronized enum final interface native private protected public static strictfp synchronized synthetic system transient varargs volatile</string> </dict> <dict> <key>Word4</key> <string>(&quot;0)&quot;0</string> </dict> <dict> <key>Word5</key> <string>.method .annotation .sparse-switch .packed-switch</string> </dict> <dict> <key>word6</key> <string>.end\ method .end\ annotation .end\ sparse-switch .end\ packed-switch</string> </dict> <dict> <key>word7</key> <string>&quot; ( ) , ; { } &gt;</string> </dict> <key>uuid</key> <string>27798CC6-6B1D-11D9-B8FA-000D93589AF6</string> </dict> </plist>

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  • C#/.NET Little Wonders: A Redux

    - by James Michael Hare
    I gave my Little Wonders presentation to the Topeka Dot Net Users' Group today, so re-posting the links to all the previous posts for them. The Presentation: C#/.NET Little Wonders: A Presentation The Original Trilogy: C#/.NET Five Little Wonders (part 1) C#/.NET Five More Little Wonders (part 2) C#/.NET Five Final Little Wonders (part 3) The Subsequent Sequels: C#/.NET Little Wonders: ToDictionary() and ToList() C#/.NET Little Wonders: DateTime is Packed With Goodies C#/.NET Little Wonders: Fun With Enum Methods C#/.NET Little Wonders: Cross-Calling Constructors C#/.NET Little Wonders: Constraining Generics With Where Clause C#/.NET Little Wonders: Comparer<T>.Default C#/.NET Little Wonders: The Useful (But Overlooked) Sets The Concurrent Wonders: C#/.NET Little Wonders: The Concurrent Collections (1 of 3) - ConcurrentQueue and ConcurrentStack C#/.NET Little Wonders: The Concurrent Collections (2 of 3) - ConcurrentDictionary Tweet   Technorati Tags: .NET,C#,Little Wonders

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  • Playing with aspx page cycle using JustMock

    In this post , I will cover a test code that will mock the various elements needed to complete a HTTP page request and  assert the expected page cycle steps. To begin, i have a simple enumeration that has my predefined page steps: public enum PageStep {     PreInit,     Load,     PreRender,     UnLoad } Once doing so, i  first...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Central Exception Handler

    - by J-unior
    Recently I've been thinking about a general ExceptionHandler, that I could initialize once in my app context and inject it everywhere. The idea that it will have quite simple interface with just public void handle(Exception ex), and then according to exception type it should decide what to do, maybe just log it, or show an alert message to the user, or maybe kill the whole app. The question is, what is the prettiest way to write such handler without lots of instanceofs? Unfortunately googling gives me only the default exception handler for RuntimeException that was introduced in Java 5. My first idea is to create an enum, that will have Class field for exception type and it will return the appropriate execution point, for example a concrete exception handler that also implements the interface public void handle(Exception ex), but with the required casting already.

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  • Fighting Game and input buffering

    - by Pilispring
    In fighting game, there is an important thing called input buffering. When your character is doing an action, you can input the next action that will activate as soon as possible (the buffer is 5-10 frames). Is anyone had already done it or knows the most efficient way to do this? I thought of things like that: Enum list moves (a list of all my moves) if (moves = fireball) { if (Mycharacterisidle) { Do the fireball } else if (MycharacterisMoving) { if (lastspriteisnotfinished) { InputBuffer++; } else if(spriteisfinished && InputBuffer < 5) { Do the fireball } } } Any better ideas? Thx.

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  • Is using MultiMaps code smell? If so what alternative data structures fit my needs?

    - by Pureferret
    I'm trying to model nWoD characters for a roleplaying game in a character builder program. The crux is I want to support saving too and loading from yaml documents. One aspect of the character's is their set of skills. Skills are split between exactly three 'types': Mental, Physical, and Social. Each type has a list of skills under if. My Yaml looks like this: PHYSICAL: Athletics: 0 Brawl: 3 MENTAL: Academics: 2 Computers My initial thought was to use a Multimap of some sort, and have the skill type as an Enum, and key to my map. Each Skill is an element in the collection that backs the multimap. However, I've been struggling to get the yaml to work. On explaining this to a colleague outside of work they said this was probably a sign of code smell, and he's never seen it used 'well'. Are multiMaps really code smell? If so what alternate data structures would suit my goals?

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