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  • An important question on iPhone file writing

    - by Kyle
    I use the NSHomeDirectory() function to get the app's home folder, and write to the Documents directory within that. I'm curious, though, what happens when the user downloads an update for the app in the appstore? Will it all be deleted? When I delete the app on the device, then reinstall it, its wiped out. So, I'm curious to know what will happen with an update. I can't find this in the documentation at all. Thanks alot for reading. I really tried to find this asked somewhere else first, but couldn't. Hopefully this page will be informative to guys like me who are confused on the subject.

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  • When I make a database change, how do I know what needs to be removed and readded to the LinqToSql O

    - by Michael Maddox
    For example, I alter a column in a table to be not null from null. I need to then delete and readd the table. That part is pretty clear. What about views, functions, and stored procedures that access the table, especially that column in the table? I've tried running diffs against the files generated by SQLMetal with some limited success, but even with that it's fairly unclear. I know there is at least one commercial tool out there that claims to address this problem, but I am looking for something free. How are people dealing with this issue?

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  • GAC behaviour

    - by pkolodziej
    I put signed dll into GAC. I delete this dll from folder where other applications could reach it. I try to run client app, which used that dll. Dll is immidiately put back to the original folder. How does it happen? I am guessing that GAC is monitoring folder and when it detects that dll is missing it puts the latest version back to the folder where other applications could reach it. If I am correct please tell me if GAC will automatically backup dll again if it will be rebuild.

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  • asp.net search application index update help

    - by srinivasan
    hi im developing a simple search application( ASP.Net VB.Net) the index table is actually a hash table ll be stored in my file system. the search page ll open this in read mode n copy this to a hash table object n perform search. other update n delete functions will open this in write mode n update it. what should i ve to do to make this app correct that there shud not be any execption when multiple user accessing these things at the same time. wat do i ve to do to make this robust and error free. i want multiple users to access search page without any problem n the index updation also in a parallel manner thanks srinivasan

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  • Offtopic : how can I see my deleted question? Why it was deleted, but not closed?

    - by Tom
    I know it is offtopic and I will delete my question as soon as I get any answer, but somebody deleted my question. The question was opened for the whole day, but when I got 3 reopens and edited my question for asking for 2 more reopens to reopen my question, somebody deleted my question. It was about efficiency during the programming. Why somebody deleted my question and didn't let to be it closed? I found there many good answers although it was closed and now I can see absolutely nothing so I suppose it was deleted. Can somebody tell me smth?

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  • VirtualTreeView add roots with Threads

    - by Benjamin Weiss
    I would like to add roots to a VirtualTreeView http://www.delphi-gems.com/index.php/controls/virtual-treeview with a thread like this: function AddRoot ( p : TForm1 ) : Integer; stdcall; begin p.VirtualStringTree1.AddChild(NIL); end; var Dummy : DWORD; i : Integer; begin for i := 0 to 2000 do begin CloseHandle(CreateThread(NIL,0, @ADDROOT, Self,0, Dummy)); end; end; The reason for this is that I want to add all connections from my INDY Server to the TreeView. Indy's onexecute/onconnect get's called as a thread. So if 3+ connections come in at the same time the app crashes due to the TreeView. Same is if a client gets disconnected and I want to delete the Node. I am using Delphi7 and Indy9 Any Idea how to fix that?

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  • how can retrieve a checked list of objects from ObjectListView c#?

    - by Sidaoui Mejdi
    I'm using ObjectListView with checkboxes, I would like to run a function on selected items to delete them. So i tried this Method but it not working: private List<Matricule> matrs; private void button1_Click(object sender, EventArgs e) { //List<Song> s = this.olvSongs.CheckedObjects.Count; //MessageBox.Show(this.olvSongs.CheckedItems.Count + " " + this.olvSongs.CheckedObjects.Count); string s = ""; foreach (var item in olvMatrs.SelectedItems) { matrs.Remove((Matricule)item); } this.olvSongs.SetObjects(matrs); } how can i do this task.

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  • Sync a WinForm with DatagridView

    - by Ruben Trancoso
    I have a Form with a DataGridView which DataSource is a BindingSource to a table. This view will have a single row selection and a button to delete, edit the current selected row in a popup Form and a insert button that will use the same Form as well. My question is how can I sync the pop Form with the current row? I tryied to use the RowStateChanged event to get and store the current selected Row to be used in the Form but I coudnt. After the event I get the row that was selected before. Other thing I dont understand yet in C# how to have a single recordSet and know wich is the current record even if its a new being inserted in a way that once in the Form all data being entered will show up at the same time in the DataGridView.

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  • How to use DAOs with hibernate/jpa?

    - by Ari
    Assuming the DAO structure and component interaction described below, how should DAOs be used with persistence layers like hibernate and toplink? What methods should/shouldn't they contain? Would it be bad practice to move the code from the DAO directly to the service? For example, let's say that for every model we have a DAO (that may or may not implement a base interface) that looks something like the following: public class BasicDao<T> { public List<T> list() { ... } public <T> retrieve() { ... } public void save() { ... } public void delete() { ... } } Component interaction pattern is -- service DAO model

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  • backing up a remote vps?

    - by ajsie
    i am using a vps at a hosting company. i can access it through ssh and i have set up webdav. i asked them if they backup the vps and they told me they are making a backup every day. but i wonder if i should backup my important files in my vps to my local computer of mine? cause it seems unsafe to upload all my important files and then delete them from my local machine. not knowing if they are backed up properly or not. if i should make backup, how and how often should i do it? what program could i use to do this? best practices i should know about? thanks!

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  • resource acquisition is initialization "RAII"

    - by hitech
    in the example below class X{ int *r; public: X(){cout<< X is created ; r new int[10]; } ~X(){cout<< X is destroyed ; delete [] r; } }; class Y { public: Y(){ X x; throw 44; } ~Y(){cout<< Y is destroyed ;} }; I got this example of RAII from one site and ave some doubts. please help. in the contructor of x we are not considering the scenation "if the memory allocation fails" . Here for the destructor of Y is safe as in y construcotr is not allocating any memory. what if we need to do some memory allocation also in y constructor?

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  • Best way to fetch data from a single database table with multiple threads?

    - by Ravi Bhatt
    Hi, we have a system where we collect data every second on user activity on multiple web sites. we dump that data into a database X (say MS SQL Server). we now need to fetch data from this single table from daatbase X and insert into database Y (say mySql). we want to fetch time based data from database X through multiple threads so that we fetch as fast as we can. Once fetched and stored in database Y, we will delete data from database X. Are there any best practices on this sort of design? any specific things to take care on table design like sharing or something? Are there any other things that we need to take care to make sure we fetch it as fast as we can from threads running on multiple machines? Thanks in advance! Ravi

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  • Create a many to many relationship in Entity Framework skipping extra data in the link table.

    - by Paul Smith
    I would like to model the following many to many relationship. Table A ID Field1 Field2 Table B ID Field1 Field2 LinkTable A_ID B_ID Field_I_want_to_ignore As I understand it, if LinkTable.Field_I_want_to_ignore was not present, the Entity Model Designer would automatically create a Many to Many relationship between entity A and entity B. However, because this field exists in the database the designer won't do it for me. I can delete the Field_I_want_to_ignore from the LinkTable Entity that the designer created for me, but how do I eliminate the LinkTable entity altogether and create the many to many relationship I want? I'm not averse to digging through the XML, just at the moment I can't see how to achieve what I want.

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  • amCharts issue with Flex

    - by Conor Higgins
    HI I am working with amCharts at the moment and was wondering if somebody could give me some sort of guidance on the matter. I am using Flex to call a server side php file which then returns some xml data. This works perfectly and efficiently. I then add this data to the chart will also works quite well. However as I try to use the scroll bar on the chart, it seems to zoom out and delete all my data. I cant figure this out at all. The same thing happens when i click the show all button.

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  • Fixtures and inheritance in Symfony

    - by Tere
    Hi! I have a database schema in Symfony like this: Persona: actAs: { Timestampable: ~ } columns: primer_nombre: { type: string(255), notnull: true } segundo_nombre: { type: string(255) } apellido: { type: string(255), notnull: true } rut: { type: string(255) } email: { type: string(255) } email2: { type: string(255) } direccion: { type: string(400) } ciudad: { type: string(255) } region: { type: string(255) } pais: { type: string(255) } telefono: { type: string(255) } telefono2: { type: string(255) } fecha_nacimiento: { type: date } Alumno: inheritance: type: concrete extends: Persona columns: comentario: { type: string(255) } estado_pago: { type: string(255) } Alumno_Beca: columns: persona_id: { type: integer, primary: true } beca_id: { type: integer, primary: true } relations: Alumno: { onDelete: CASCADE, local: persona_id, foreign: id } Beca: { onDelete: CASCADE, local: beca_id, foreign: id } Beca: columns: nombre: { type: string(255) } monto: { type: double } porcentaje: { type: double } descripcion: { type: string(5000) } As you see, "alumno" has a concrete inheritance from "persona". Now I'm trying to create fixtures for this two tables, and I can't make Doctrine to load them. It gives me this error: SQLSTATE[23000]: Integrity constraint violation: 1452 Cannot add or update a child row: a foreign key constraint fails (eat/alumno__beca, CONSTRAINT alumno__beca_persona_id_alumno_id FOREIGN KEY (persona_id) REFERENCES alumno (id) ON DELETE CASCADE) Does someone know how to write a fixture for a table inherited from another? Thanks!

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  • Native (non-jqueryui) way to set prompt() input field inline.

    - by Anthony
    I might just be using the wrong keywords on Google, but what I have in mind is: -------------------------------- | What is your mailbox? | | | | [ ]@mail.example.org | | | | [OK] [Cancel] | -------------------------------- The idea being that the input field is followed right behind by the mail server name, to help avoid instances where: If I don't make it follow right behind, the user puts in the whole thing, If I default it to "[email protected]" they delete the server name. In either case, it's not too big a deal, as I will know that if the returned value does have the server, to remove it and if doesn't, I know what server it belongs to, but I think this visual aid will be a better user experience and lower the amount of validation worries I tend to get.

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  • How can I get this code involving unique_ptr to compile?!

    - by Neil G
    #include <vector> #include <memory> using namespace std; class A { public: A(): i(new int) {} A(A const& a) = delete; A(A &&a): i(move(a.i)) {} unique_ptr<int> i; }; class AGroup { public: void AddA(A &&a) { a_.emplace_back(move(a)); } vector<A> a_; }; int main() { AGroup ag; ag.AddA(A()); return 0; } does not compile... (says that unique_ptr's copy constructor is deleted) I tried replacing move with forward. Not sure if I did it right, but it didn't work for me.

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  • bjam wih visual studio 2010

    - by ra170
    ok, so I ran into problems with Boost under visual studio 2010, so I decided to rebuild it with bjam: such as: bjam --toolset=msvc-10.0 --build-type=complete After running bjam (successfully?) it created a new directory under boost_1_42_0 called: bin.v2 Inside bin.v2 is directory called: libs. Two issues: 1. there's lot less libs under that new directory (about 13), the old directory libs has 88. Is it supposed to be like that or did something fail? 2. the structure is somewhat different too. What do I do with this exactly? Meaning, do I copy it over to the original libs, delete the old libs, try rebulding it with different flags?

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  • How do laziness and I/O work together in Haskell?

    - by Bill
    I'm trying to get a deeper understanding of laziness in Haskell. I was imagining the following snippet today: data Image = Image { name :: String, pixels :: String } image :: String -> IO Image image path = Image path <$> readFile path The appeal here is that I could simply create an Image instance and pass it around; if I need the image data it would be read lazily - if not, the time and memory cost of reading the file would be avoided: main = do image <- image "file" putStrLn $ length $ pixels image But is that how it actually works? How is laziness compatible with IO? Will readFile be called regardless of whether I access pixels image or will the runtime leave that thunk unevaluated if I never refer to it? If the image is indeed read lazily, then isn't it possible I/O actions could occur out of order? For example, what if immediately after calling image I delete the file? Now the putStrLn call will find nothing when it tries to read.

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  • Magic behind R.java file

    - by LambergaR
    Hi! Recently I have been having quite some problems with R.java file. Now I have decided to do a backup and delete the file to see what happens. Nothing happened, so I created an empty R.java file and hopped for the best. Now Eclipse seems to figure out that the file was tempered with and even issues a warning: R.java was modified manually! Reverting to generated version! And that's all there is. I tried building it manually but got no results. So, I have two questions: 1. what should I do to force Eclipse to generate the file 2. what is happening here? How is the file created, where is the code that is generating the file? I would appreciate any help. As usual the problem occurred just a few days before the deadline :)

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

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

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  • Visualize the depth buffer

    - by Thanatos
    I'm attempting to visualize the depth buffer for debugging purposes, by drawing it on top of the actual rendering when a key is pressed. It's mostly working, but the resulting image appears to be zoomed in. (It's not just the original image, in an odd grayscale) Why is it not the same size as the color buffer? This is what I'm using the view the depth buffer: void get_gl_size(int &width, int &height) { int iv[4]; glGetIntegerv(GL_VIEWPORT, iv); width = iv[2]; height = iv[3]; } void visualize_depth_buffer() { int width, height; get_gl_size(width, height); float *data = new float[width * height]; glReadPixels(0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, data); glDrawPixels(width, height, GL_LUMINANCE, GL_FLOAT, data); delete [] data; }

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  • Most common C# bitwise operations

    - by steffenj
    For the life of me, I can't remember how to set, delete, toggle or test a bit in a bitfield. Either I'm unsure or I mix them up because I rarely need these. So a "bit-cheat-sheet" would be nice to have. For example: flags = flags | FlagsEnum.Bit4; // Set bit 4. or if ((flags == FlagsEnum.Bit4)) == FlagsEnum.Bit4) // Is there a less verbose way? Can you give examples of all the other common operations, preferably in C# syntax using a [Flags] enum?

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  • Do FormViews not respond to commands issued from an ImageButton?

    - by Duke
    I am using ImageButtons in place of LinkButtons in a FormView to issue New/Edit/Delete/Cancel commands, but they don't seem to have an effect on the FormView. The ImageButtons will cause a postback but the FormView mode doesn't change from the current mode. I'm sure the ImageButtons were working at one point, but I've been busy with other pages for a while. The only thing that's changed between now and then are some patches I installed in Visual Studio. I haven't been able to find any information related to this issue other than this: http://www.codeproject.com/KB/webforms/TamingTheFormView.aspx In that article there's an onclick method for an ImageButton that's used to change the FormView mode. Would that be the only way to use ImageButtons instead of LinkButtons in a FormView?

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  • Memory Efficient file append

    - by lboregard
    i have several files whose content need to be merged into a single file. i have the following code that does this ... but it seems rather inefficient in terms of memory usage ... would you suggest a better way to do it ? the Util.MoveFile function simply accounts for moving files across volumes private void Compose(string[] files) { string inFile = ""; string outFile = "c:\final.txt"; using (FileStream fsOut = new FileStream(outFile + ".tmp", FileMode.Create)) { foreach (string inFile in files) { if (!File.Exists(inFile)) { continue; } byte[] bytes; using (FileStream fsIn = new FileStream(inFile, FileMode.Open)) { bytes = new byte[fsIn.Length]; fsIn.Read(bytes, 0, bytes.Length); } //using (StreamReader sr = new StreamReader(inFile)) //{ // text = sr.ReadToEnd(); //} // write the segment to final file fsOut.Write(bytes, 0, bytes.Length); File.Delete(inFile); } } Util.MoveFile(outFile + ".tmp", outFile); }

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