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  • nHibernate query looking for the related object's related object

    - by code-zoop
    I have an nHibernate querie issue that looks quite straight forward, but I can't seem to get my head around it! I am creating some simple example classes to illustrate my problem: public class Car { public int Id { get; set; } public IList<Interior> InteriorParts { get; set; } } public class Interior { public int Id { get; set; } public InteriorProducer Producer { get; set; } } public class InteriorProducer { public int Id { get; set; } } Now to the query: I have the id of the InteriorProducer, but need to get a list of Cars where the interior have been produced by the interior producer. So in a simple, pseudo SQL, it looks something like this: select cars where car.InteriorParts.Producer.Id = Id I have a really hard time getting my head around this to create an nHibernate query. Any Ideas? Thanks

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  • Inserting an element within jQuery Validation plugin's error template

    - by simshaun
    I'm utilizing the jQuery Validation plugin for my form. It lets you change the errorElement and wrap the errorElement using with the wrapper option. But, I want to insert an element within errorElement like this: <label class="error"><em></em>Error message goes here</label> Is there an easy way to accomplish inserting the em tag? I've tried prepending the em tag using the errorPlacement option (see below), but it seems the plugin is replacing the contents of errorElement afterwards. $.validator.setDefaults({ errorPlacement: function(error, element) { error.prepend('<em/>'); error.insertBefore(element); } }); I've also tried prepending the em tag using the showErrors option (see below). Again, it seems the plugin is replacing the contents of errorElement afterwards. $.validator.setDefaults({ showErrors: function(errorMap, errorList) { for (var i = 0; i < errorList.length; i++) { var error = errorList[i], $label = this.errorsFor(error.element), $element = $(error.element); if ($label.length && $label.find('em').length == 0) { $label.prepend('<em/>'); } } this.defaultShowErrors(); } }); I've also tried modifying the plugin so that when the error element is generated, the <em> tag is prepended. That works until I focus on a form element that has an error, after which the em tag is removed. (It's doing this because jQuery validation is constantly updating the contents of the error element as I focus and/or type in the field, therefore erasing my em tag added at error-element creation.)

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  • CSS/JS: Evenly spreading elements across multiple lines

    - by David Lawson
    How would you go about evenly spreading elements across multiple lines, for example: wrapper div: <div style="text-align: center"> elements inside: <div style="display: inline-block; padding-left: 10px; padding-right: 10px;">Element</div> Instead of only having one element on the next line (wrapped): Element 1 Element 2 Element 3 Element 4 Element 5 Element 6 It does this, spreading out the elements: Element 1 Element 2 Element 3 Element 4 Element 5 Element 6

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  • DOMNode reference doesn't work anymore after appending it to another element twice

    - by Robbie Groenewoudt
    Hi, I'm using the a wrapper around the PHP5-class DOMDocument to generate my HTML. This makes it easy to modify the HTML by using the DOM. An example is creating element #1 and adding it to the element #2 and still be able to modify element #1 directly. A problem arises however with the following: Element #1 is added to element #2 Element #2 is added to element #3 Element #1 is modified but no changes are visible in the DOM of element #3 (which contains #1 and #2) A simplified sample code: <?php $doc1 = new DOMDocument(); $el1 = $doc1->createElement('h1', 'Hello'); $doc1->appendChild($el1); $doc2 = new DOMDocument(); $el2 = $doc2->createElement('h2', 'World'); $doc2->appendChild($el2); $doc3 = new DOMDocument(); $el3 = $doc3->createElement('h3', 'Today'); $doc3->appendChild($el3); // Import el1 into el2 $el1 = $doc2->importNode($el1, true); $el2->appendChild( $el1 ); $doc1 = $doc2; // Import el2 into el3 $el2 = $doc3->importNode($el2, true); //$el1 = $doc3->importNode($el1, true); Necessary? $el3->appendChild($el2); $doc2 = $doc3; // Modify el1 $el1->nodeValue = "Boo"; // This doesn't work? //$el2->nodeValue = "Boo"; // Changing element2 or 3 works... // Display result echo $doc3->saveHTML(); ?>` Any idea's on why modifying $el1 won't work? (While $el2 works fine) Or an easy way to set $el1 to the right element?

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  • Convert Google results object (pure js) to Python object

    - by colwilson
    So I'm trying to use Google Map suggest API to request place name suggestions. Unfortunately I can't find the docs for this bit. Here is an example URI: http://maps.google.com/maps/suggest?q=lon&cp=3&ll=55.0,-3.5&spn=11.9,1.2&hl=en&gl=uk&v=2 which returns: {suggestion:[{query:"London",... I want to use this in python (2.5). Now in proper JSON there would have been quotations around the keys like so: {"suggestion":[{"query":"London",... and I could have used simplejson or something, but as it is I'm a bit stuck. There are two possible solutions here; either I can get to the API code and find an option to return proper JSON, or I do that in python. Any ideas please.

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  • release object of a return method object c

    - by Piero
    in run the app with the analyze build, and Xcode found me a lot of memory leak and there is one in particular that i don't know how solve here it is: - (UIView *) tableView:(UITableView *)tableView viewForHeaderInSection:(NSInteger)section { UIImageView *sectionImage = [[UIImageView alloc] init]; if (section == 0)sectionImage.image = [UIImage imageNamed:@"myImage.png"]; return sectionImage; } so my question is, how i can release this sectionImage? if is the return of the method? EDIT: i have another question, analyze give me another memory leak, i have this: .h @property (nonatomic, retain) NSIndexPath *directCellPath; .m @synthesize directCellPath = _directCellPath; - (id)init{ if ((self = [super initWithNibName:@"MyViewController" bundle:nil])) { self.directCellPath = [[NSIndexPath alloc] init]; } return self; } then in the code i use it and finally in the dealloc i do this: - (void)dealloc { [_directCellPath release]; [super dealloc]; } and give me a memory leak on this line: self.directCellPath = [[NSIndexPath alloc] init]; why if i have deallocated it in the dealloc?

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  • deleting object with template for int and object

    - by Yokhen
    Alright so Say I have a class with all its definition, bla bla bla... template <class DT> class Foo{ private: DT* _data; //other stuff; public: Foo(DT* data){ _data = data } virtual ~Foo(){ delete _data } //other methods }; And then I have in the main method: int main(){ int number = 12; Foo<anyRandomClass>* noPrimitiveDataObject = new Foo<anyRandomClass>(new anyRandomClass()); Foo<int>* intObject = new Foo<int>(number); delete noPrimitiveDataObject; //Everything goes just fine. delete intObject; //It messes up here, I think because primitive data types such as int are allocated in a different way. return 0; } My question is: What could I do to have both delete statements in the main method work just fine? P.S.: Although I have not actually compiled/tested this specific code, I have reviewed it extensively (as well as indented. You're welcome.), so if you find a mistake, please be nice. Thank you.

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  • xml error: Object reference not set to an instance of an object after SelectSingleNode

    - by every_answer_gets_a_point
    here's my code: XmlDocument doc = new XmlDocument(); foreach (string c in colorList) { doc.Load(@"http://whoisxmlapi.com/whoisserver/WhoisService?domainName=" + c + @"&username=user&password=pass"); textBox1.Text += doc.SelectSingleNode("WhoisRecord/registrant/email").InnerText + ","; } for the second line of code (textbox1...) is generating this error what am i doing wrong?

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  • create XSD for element with same name

    - by aaa
    how to make xsd for element with same names that only identifyed by attribute value example :- <a> <b n="structure one"> <c n="inner element 1"/> <c n="inner element 2"/> <c n="inner element 3"/> </b> <b n="structure two"> <c n="inner element 1 for structure two"/> <c n="inner element 2 for structure two"/> <c n="inner element 3 for structure two"/> </b> </a> notice that from the XML i have to mention specific value that belong to the inner element same for structure

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  • Declaring and creating an object then adding to collection VS Adding object to collection using new

    - by ZeeMan
    Ok so the title may have been confusing so i have posted 2 code snippets to illustrate what i mean. NOTE: allUsers is just a collection. RegularUser regUser = new RegularUser(userName, password, name, emailAddress); allUsers.Add(regUser); VS allUsers.Add(new RegularUser(userName, password, name, emailAddress)); Which snippet A or B is better and why? What are the advantages or disadvantages? The example i wrote was C# but does the language (C#, Java etc) make a difference?

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  • save object associate to another object automatically

    - by Luca Romagnoli
    Hi i have these classes: class Core < ActiveRecord::Base belongs_to :resource, :polymorphic => true belongs_to :image, :class_name => 'Multimedia', :foreign_key => 'image_id' end class Place < ActiveRecord::Base has_one :core, :as => :resource end If i try do launch this: a = Place.find(5) a.name ="a" a.core.image_id = 24 a.save name is saved. image_id no i want save automatically all changes in records in relationship with place class at a.save command. is possible? thanks

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  • expand floating object when floating object within expands

    - by Scarface
    Hey guys, quick question, I have a link when clicked drops down a list. This list is floated to the right to position it properly. This list is in another box that has been floated. My problem is that when the list expands, the box does not and the list comes out of the container box, unless the list is not floated. However floating it seems like the only way to get it to the position I want. If anyone has any ideas on how to solve this problem I would appreciate it. .container-box { margin-top:0px; float:left; padding-left:5px; position:relative; } #box-within { float:right; font-weight:bold; max-height:250px; display: none; background-color:#fff; overflow: auto; width:325px; padding:5px; position:relative; }

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  • Objective-C: alloc of object within init of another object (memory management)

    - by Stefan Klumpp
    In my .h file I have: NSMutableArray *myArray; @property (nonatomic, retain) NSMutableArray *myArray; My .m file looks basically like this: @synthesize myArray; - (id) init { self = [super init]; if (self != nil) { self.myArray = .... ? // here I want to create an empty array } return self; } - (void) dealloc { [self.myArray release]; [super dealloc]; } What I'm not sure about is what do to in the init. 1) self.myArray = [[NSMutableArray alloc] init]; 2) NSMutableArray *tmp = [[NSMutableArray alloc] init]; self.myArray = tmp; [tmp release]; Solution 1 doesn't seem right to me, because of my @property (retain) setting I automatically increase the retain counter when setting self.myArray, but additionally I have already a "+1 retain" due to the [NSMutableArray alloc]. Thus the second solution seems more correct to me, even though it is cumbersome. Also am I wondering if self.myArray = ... is actually the same as [self setMyArray:...] and thus does increase the retain count.

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  • ruby hash to object - Parsing data from JSON object

    - by Leddo
    Hi all, I'm just starting to dabble in consuming a JSON webservice, and I am having a little trouble working out the best way to get to the actual data elements. I am receiving a response which has been converted into a ruby hash using the JSON.parse method. The hash looks like this: {"response"=>{"code"=>2002, "payload"=>{"topic"=>[{"name"=>"Topic Name", "url"=>"http://www.something.com/topic", "hero_image"=>{"image_id"=>"05rfbwV0Nggp8", "hero_image_id"=>"0d600BZ7MZgLJ", "hero_image_url"=>"http://img.something.com/imageserve/0d600BZ7MZgLJ/60x60.jpg"}, "type"=>"PERSON", "search_score"=>10.0, "topic_id"=>"0eG10W4e3Aapo"}]}, "message"=>"Success"}} What I would like to know, is what is the easiest way to get to the "topic" data so I can do something like: topic.name = json_resp.name topic.img = jsob_resp.hero_image_url etc Many thanks for any help you can offer. Regards Chris

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  • C++ Type error with Object versus Object reference

    - by muddybruin
    I have the following function (which worked in Visual Studio): bool Plane::contains(Vector& point){ return normalVector.dotProduct(point - position) < -doubleResolution; } When I compile it using g++ version 4.1.2 , I get the following error: Plane.cpp: In member function âvirtual bool Plane::contains(Vector&)â: Plane.cpp:36: error: no matching function for call to âVector::dotProduct(Vector)â Vector.h:19: note: candidates are: double Vector::dotProduct(Vector&) So as you can see, the compiler thinks (point-position) is a Vector but it's expecting Vector&. What's the best way to fix this? I verified that this works: Vector temp = point-position; return normalVector.dotProduct(temp) < -doubleResolution; But I was hoping for something a little bit cleaner. I heard a suggestion that adding a copy constructor might help. So I added a copy constructor to Vector (see below), but it didn't help. Vector.h: Vector(const Vector& other); Vector.cpp: Vector::Vector(const Vector& other) :x(other.x), y(other.y), z(other.z), homogenous(other.homogenous) { }

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  • How should an object that uses composition set its composed components?

    - by Casey
    After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I determined that this is a horrible idea: //Class intended to be inherited by all objects. Engine uses Objects exclusively. class Object : public IUpdatable, public IDrawable { public: Object(); Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; virtual void SetBody(const RigidBodyDef& body); virtual const RigidBody* GetBody() const; virtual RigidBody* GetBody(); //Inherited from IUpdatable virtual void Update(double deltaTime); //Inherited from IDrawable virtual void Draw(BITMAP* dest); protected: private: }; I'm attempting to refactor it into a more manageable system. Mr. Nystrom uses the constructor to set the individual components; CHANGING these components at run-time is impossible. It's intended to be derived and be used in derivative classes or factory methods where their constructors do not change at run-time. i.e. his Bjorne object is just a call to a factory method with a specific call to the GameObject constructor. Is this a good idea? Should the object have a default constructor and setters to facilitate run-time changes or no default constructor without setters and instead use a factory method? Given: class Object { public: //...See below for constructor implementation concerns. Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; //See below for Setter concerns IUpdatable* GetUpdater(); IDrawable* GetRenderer(); protected: IUpdatable* _updater; IDrawable* _renderer; private: }; Should the components be read-only and passed in to the constructor via: class Object { public: //No default constructor. Object(IUpdatable* updater, IDrawable* renderer); //...remainder is same as above... }; or Should a default constructor be provided and then the components can be set at run-time? class Object { public: Object(); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... }; or both? class Object { public: Object(); Object(IUpdater* updater, IDrawable* renderer); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... };

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  • How do I handle specific tile/object collisions?

    - by Thomas William Cannady
    What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to that collision? I have a small object, and test for collisions against the tiles that each corner of it is on. Here's my current code, which I run for each of those (up to) four tiles: // get the bounding box of the object, in world space objectBounds = object->bounds + object->position; if ( (objectBounds.right >= tileBounds.left) && (objectBounds.left <= tileBounds.right) && (objectBounds.top >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) { // perform specific test to see if it's a left, top , bottom // or right collision. If so, I check to see the nature of it // and where I need to place the object to respond to that collision... // [THIS IS THE PART THAT NEEDS WORK] // if( lastkey==keydown[right] && ((objectBounds.right >= tileBounds.left) && (objectBounds.right <= tileBounds.right) && (objectBounds.bottom >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) ) { object->position.x = tileBounds.left - objectBounds.width; } // etc.

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  • Find an element in a JavaScript array

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2014/08/22/find-an-element-in-a-javascript-array.aspxI needed a C# Dictionary like data structure in JavaScript and then a way to find that object by a key. I had forgotten how to do this, so did some searching and talked to a colleague and came up with this JsFiddle. See the code in my jsFiddle or below: var processingProgressTimeoutIds = []; var file = { name: 'test', timeId: 1 }; var file2 = { name: 'test2', timeId: 2 }; var file3 = { name: 'test3', timeId: 3 }; processingProgressTimeoutIds.push({ name: file.name, timerId: file.id }); processingProgressTimeoutIds.push({ name: file2.name, timerId: file2.id }); processingProgressTimeoutIds.push({ name: file3.name, timerId: file3.id }); console.log(JSON.stringify(processingProgressTimeoutIds)); var keyName = 'test'; var match = processingProgressTimeoutIds.filter(function (item) { return item.name === keyName; })[0]; console.log(JSON.stringify(match)); // optimization var match2 = processingProgressTimeoutIds.some(function (element, index, array) { return element.name === keyName; }); console.log(JSON.stringify(match2)); // if you have the full object var match3 = processingProgressTimeoutIds.indexOf(file); console.log(JSON.stringify(match3)); // http://jsperf.com/array-find-equal – from Dave // indexOf is faster, but I need to find it by the key, so I can’t use it here //ES6 will rock though, array comprehension! – also from Dave // var ys = [x of xs if x == 3]; // var y = ys[0]; Here’s a good blog post on Array comprehension.

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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