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  • C#: Inheritance, Overriding, and Hiding

    - by Rosarch
    I'm having difficulty with an architectural decision for my C# XNA game. The basic entity in the world, such as a tree, zombie, or the player, is represented as a GameObject. Each GameObject is composed of at least a GameObjectController, GameObjectModel, and GameObjectView. These three are enough for simple entities, like inanimate trees or rocks. However, as I try to keep the functionality as factored out as possible, the inheritance begins to feel unwieldy. Syntactically, I'm not even sure how best to accomplish my goals. Here is the GameObjectController: public class GameObjectController { protected GameObjectModel model; protected GameObjectView view; public GameObjectController(GameObjectManager gameObjectManager) { this.gameObjectManager = gameObjectManager; model = new GameObjectModel(this); view = new GameObjectView(this); } public GameObjectManager GameObjectManager { get { return gameObjectManager; } } public virtual GameObjectView View { get { return view; } } public virtual GameObjectModel Model { get { return model; } } public virtual void Update(long tick) { } } I want to specify that each subclass of GameObjectController will have accessible at least a GameObjectView and GameObjectModel. If subclasses are fine using those classes, but perhaps are overriding for a more sophisticated Update() method, I don't want them to have to duplicate the code to produce those dependencies. So, the GameObjectController constructor sets those objects up. However, some objects do want to override the model and view. This is where the trouble comes in. Some objects need to fight, so they are CombatantGameObjects: public class CombatantGameObject : GameObjectController { protected new readonly CombatantGameModel model; public new virtual CombatantGameModel Model { get { return model; } } protected readonly CombatEngine combatEngine; public CombatantGameObject(GameObjectManager gameObjectManager, CombatEngine combatEngine) : base(gameObjectManager) { model = new CombatantGameModel(this); this.combatEngine = combatEngine; } public override void Update(long tick) { if (model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); } base.Update(tick); } } Still pretty simple. Is my use of new to hide instance variables correct? Note that I'm assigning CombatantObjectController.model here, even though GameObjectController.Model was already set. And, combatants don't need any special view functionality, so they leave GameObjectController.View alone. Then I get down to the PlayerController, at which a bug is found. public class PlayerController : CombatantGameObject { private readonly IInputReader inputReader; private new readonly PlayerModel model; public new PlayerModel Model { get { return model; } } private float lastInventoryIndexAt; private float lastThrowAt; public PlayerController(GameObjectManager gameObjectManager, IInputReader inputReader, CombatEngine combatEngine) : base(gameObjectManager, combatEngine) { this.inputReader = inputReader; model = new PlayerModel(this); Model.Health = Constants.PLAYER_HEALTH; } public override void Update(long tick) { if (Model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); for (int i = 0; i < 10; i++) { Debug.WriteLine("YOU DEAD SON!!!"); } return; } UpdateFromInput(tick); // .... } } The first time that this line is executed, I get a null reference exception: model.Body.ApplyImpulse(movementImpulse, model.Position); model.Position looks at model.Body, which is null. This is a function that initializes GameObjects before they are deployed into the world: public void Initialize(GameObjectController controller, IDictionary<string, string> data, WorldState worldState) { controller.View.read(data); controller.View.createSpriteAnimations(data, _assets); controller.Model.read(data); SetUpPhysics(controller, worldState, controller.Model.BoundingCircleRadius, Single.Parse(data["x"]), Single.Parse(data["y"]), bool.Parse(data["isBullet"])); } Every object is passed as a GameObjectController. Does that mean that if the object is really a PlayerController, controller.Model will refer to the base's GameObjectModel and not the PlayerController's overriden PlayerObjectModel? In response to rh: This means that now for a PlayerModel p, p.Model is not equivalent to ((CombatantGameObject)p).Model, and also not equivalent to ((GameObjectController)p).Model. That is exactly what I do not want. I want: PlayerController p; p.Model == ((CombatantGameObject)p).Model p.Model == ((GameObjectController)p).Model How can I do this? override?

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  • Should Application_End fire on an automatic App Pool Recycle?

    - by Laramie
    I have read this, this, this and this plus a dozen other posts/blogs. I have an ASP.Net app in shared hosting that is frequently recycling. We use NLog and have the following code in global.asax void Application_Start(object sender, EventArgs e) { NLog.Logger logger = NLog.LogManager.GetCurrentClassLogger(); logger.Debug("\r\n\r\nAPPLICATION STARTING\r\n\r\n"); } protected void Application_OnEnd(Object sender, EventArgs e) { NLog.Logger logger = NLog.LogManager.GetCurrentClassLogger(); logger.Debug("\r\n\r\nAPPLICATION_OnEnd\r\n\r\n"); } void Application_End(object sender, EventArgs e) { HttpRuntime runtime = (HttpRuntime)typeof(System.Web.HttpRuntime).InvokeMember("_theRuntime", BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.GetField, null, null, null); if (runtime == null) return; string shutDownMessage = (string)runtime.GetType().InvokeMember("_shutDownMessage", BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.GetField, null, runtime, null); string shutDownStack = (string)runtime.GetType().InvokeMember("_shutDownStack", BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.GetField, null, runtime, null); ApplicationShutdownReason shutdownReason = System.Web.Hosting.HostingEnvironment.ShutdownReason; NLog.Logger logger = NLog.LogManager.GetCurrentClassLogger(); logger.Debug(String.Format("\r\n\r\nAPPLICATION END\r\n\r\n_shutDownReason = {2}\r\n\r\n _shutDownMessage = {0}\r\n\r\n_shutDownStack = {1}\r\n\r\n", shutDownMessage, shutDownStack, shutdownReason)); } void Application_Error(object sender, EventArgs e) { NLog.Logger logger = NLog.LogManager.GetCurrentClassLogger(); logger.Debug("\r\n\r\nApplication_Error\r\n\r\n"); } Our log file is littered with "APPLICATION STARTING" entries, but neither Application_OnEnd, Application_End, nor Application_Error are ever fired during these spontaneous restarts. I know they are working because there are entries for touching the web.config or /bin files. We also ran a memory overload test and can trigger an OutOfMemoryException which is caught in Application_Error. We are trying to determine whether the virtual memory limit is causing the recycling. We have added GC.GetTotalMemory(false) throughout the code, but this is for all of .Net, not just our App´s pool, correct? We've also tried var oPerfCounter = new PerformanceCounter(); oPerfCounter.CategoryName = "Process"; oPerfCounter.CounterName = "Virtual Bytes"; oPerfCounter.InstanceName = "iisExpress"; logger.Debug("Virtual Bytes: " + oPerfCounter.RawValue + " bytes"); but don't have permission in shared hosting. I've monitored the app on a dev server with the same requests that caused the recycles in production with ANTS Memory Profiler attached and can't seem to find a culprit. We have also run it with a debugger attached in dev to check for uncaught exceptions in spawned threads that might cause the app to abort. My questions are these: How can I effectively monitor memory usage in shared hosting to tell how much my application is consuming prior to an application recycle? Why are the Application_[End/OnEnd/Error] handlers in global.asax not being called? How else can I determine what is causing these recycles? Thanks.

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  • Weird generics compile error.

    - by Jouke van der Maas
    I have two classes, a base class and a child class. In the base class i define a generic virtual method: protected virtual Bar Foo<T() where T : Bar {} Then in my child class i try to do this: protected override BarChild Foo() // BarChild inherits Bar { return base.Bar<T as BarChild() } Visual studio gives this weird error: The type 'T' cannot be used as type parameter 'T' in the generic type or method 'Foo()'. There is no boxing conversion or type parameter conversion from 'T' to 'Bar'. Repeating the where clause on the child's override also gives an error: Constraints for override and explicit interface implementation methods are inherited from the base method, so they cannot be specified directly So what am i doing wrong here?

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  • Syncing data between devel/live databases in Django

    - by T. Stone
    With Django's new multi-db functionality in the development version, I've been trying to work on creating a management command that let's me synchronize the data from the live site down to a developer machine for extended testing. (Having actual data, particularly user-entered data, allows me to test a broader range of inputs.) Right now I've got a "mostly" working command. It can sync "simple" model data but the problem I'm having is that it ignores ManyToMany fields which I don't see any reason for it do so. Anyone have any ideas of either how to fix that or a better want to handle this? Should I be exporting that first query to a fixture first and then re-importing it? from django.core.management.base import LabelCommand from django.db.utils import IntegrityError from django.db import models from django.conf import settings LIVE_DATABASE_KEY = 'live' class Command(LabelCommand): help = ("Synchronizes the data between the local machine and the live server") args = "APP_NAME" label = 'application name' requires_model_validation = False can_import_settings = True def handle_label(self, label, **options): # Make sure we're running the command on a developer machine and that we've got the right settings db_settings = getattr(settings, 'DATABASES', {}) if not LIVE_DATABASE_KEY in db_settings: print 'Could not find "%s" in database settings.' % LIVE_DATABASE_KEY return if db_settings.get('default') == db_settings.get(LIVE_DATABASE_KEY): print 'Data cannot synchronize with self. This command must be run on a non-production server.' return # Fetch all models for the given app try: app = models.get_app(label) app_models = models.get_models(app) except: print "The app '%s' could not be found or models could not be loaded for it." % label for model in app_models: print 'Syncing %s.%s ...' % (model._meta.app_label, model._meta.object_name) # Query each model from the live site qs = model.objects.all().using(LIVE_DATABASE_KEY) # ...and save it to the local database for record in qs: try: record.save(using='default') except IntegrityError: # Skip as the record probably already exists pass

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  • System.InvalidOperationException in Output Window

    - by user318068
    I constantly get the following message in my output/debug windows. The app doesn't crash but I was wondering what the deal with it is: A first chance exception of type 'System.InvalidOperationException' occurred in System.dll my code :sol.cs using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { class Sol { public LinkedList<int> tower1 = new LinkedList<int>(); public LinkedList<int> tower2 = new LinkedList<int>(); public LinkedList<int> tower3 = new LinkedList<int>(); public static LinkedList<string> BFS = new LinkedList<string>(); public static LinkedList<string> DFS = new LinkedList<string>(); public static LinkedList<string> IDS = new LinkedList<string>(); public int depth; public LinkedList<Sol> neighbors; public Sol() { } public Sol(LinkedList<int> tower1, LinkedList<int> tower2, LinkedList<int> tower3) { this.tower1 = tower1; this.tower2 = tower2; this.tower3 = tower3; neighbors = new LinkedList<Sol>(); } public virtual void getneighbors() { Sol temp = this.copy(); Sol neighbor1 = this.copy(); Sol neighbor2 = this.copy(); Sol neighbor3 = this.copy(); Sol neighbor4 = this.copy(); Sol neighbor5 = this.copy(); Sol neighbor6 = this.copy(); if (temp.tower1.Count != 0) { if (neighbor1.tower2.Count != 0) { if (neighbor1.tower1.First.Value < neighbor1.tower2.First.Value) { neighbor1.tower2.AddFirst(neighbor1.tower1.First); neighbor1.tower1.RemoveFirst(); neighbors.AddLast(neighbor1); } } else { neighbor1.tower2.AddFirst(neighbor1.tower1.First); neighbor1.tower1.RemoveFirst(); neighbors.AddLast(neighbor1); } if (neighbor2.tower3.Count != 0) { if (neighbor2.tower1.First.Value < neighbor2.tower3.First.Value) { neighbor2.tower3.AddFirst(neighbor2.tower1.First); neighbor2.tower1.RemoveFirst(); neighbors.AddLast(neighbor2); } } else { neighbor2.tower3.AddFirst(neighbor2.tower1.First); neighbor2.tower1.RemoveFirst(); neighbors.AddLast(neighbor2); } } //------------- if (temp.tower2.Count != 0) { if (neighbor3.tower1.Count != 0) { if (neighbor3.tower2.First.Value < neighbor3.tower1.First.Value) { neighbor3.tower1.AddFirst(neighbor3.tower2.First); neighbor3.tower2.RemoveFirst(); neighbors.AddLast(neighbor3); } } else { neighbor3.tower1.AddFirst(neighbor3.tower2.First); neighbor3.tower2.RemoveFirst(); neighbors.AddLast(neighbor3); } if (neighbor4.tower3.Count != 0) { if (neighbor4.tower2.First.Value < neighbor4.tower3.First.Value) { neighbor4.tower3.AddFirst(neighbor4.tower2.First); neighbor4.tower2.RemoveFirst(); neighbors.AddLast(neighbor4); } } else { neighbor4.tower3.AddFirst(neighbor4.tower2.First); neighbor4.tower2.RemoveFirst(); neighbors.AddLast(neighbor4); } } //------------------------ if (temp.tower3.Count() != 0) { if (neighbor5.tower1.Count() != 0) { if (neighbor5.tower3.ElementAtOrDefault(0) < neighbor5.tower1.ElementAtOrDefault(0)) { neighbor5.tower1.AddFirst(neighbor5.tower3.First); neighbor5.tower3.RemoveFirst(); neighbors.AddLast(neighbor5); } } else { neighbor5.tower1.AddFirst(neighbor5.tower3.First); neighbor5.tower3.RemoveFirst(); neighbors.AddLast(neighbor5); } if (neighbor6.tower2.Count() != 0) { if (neighbor6.tower3.ElementAtOrDefault(0) < neighbor6.tower2.ElementAtOrDefault(0)) { neighbor6.tower2.AddFirst(neighbor6.tower3.First); neighbor6.tower3.RemoveFirst(); neighbors.AddLast(neighbor6); } } else { neighbor6.tower2.AddFirst(neighbor6.tower3.First); neighbor6.tower3.RemoveFirst(); neighbors.AddLast(neighbor6); } } } public override string ToString() { string str; str = "tower1" + tower1.ToString() + " tower2" + tower2.ToString() + " tower3" + tower3.ToString(); return str; } public Sol copy() { Sol So; LinkedList<int> l1 = new LinkedList<int>(); LinkedList<int> l2 = new LinkedList<int>(); LinkedList<int> l3 = new LinkedList<int>(); for (int i = 0; i <= this.tower1.Count() - 1; i++) { l1.AddLast(tower1.ElementAt(i)); } for (int i = 0; i <= this.tower2.Count - 1; i++) { l2.AddLast(tower2.ElementAt(i)); } for (int i = 0; i <= this.tower3.Count - 1; i++) { l3.AddLast(tower3.ElementAt(i)); } So = new Sol(l1, l2, l3); return So; } public bool Equals(Sol sol) { if (this.tower1.Equals(sol.tower1) & this.tower2.Equals(sol.tower2) & this.tower3.Equals(sol.tower3)) return true; return false; } public virtual bool containedin(Stack<Sol> vec) { bool found = false; for (int i = 0; i <= vec.Count - 1; i++) { if (vec.ElementAt(i).tower1.Equals(this.tower1) && vec.ElementAt(i).tower2.Equals(this.tower2) && vec.ElementAt(i).tower3.Equals(this.tower3)) { found = true; break; } } return found; } public virtual bool breadthFirst(Sol start, Sol goal) { Stack<Sol> nextStack = new Stack<Sol>(); Stack<Sol> traversed = new Stack<Sol>(); bool found = false; start.depth = 0; nextStack.Push(start); while (nextStack.Count != 0) { Sol sol = nextStack.Pop(); BFS.AddFirst("poped State:" + sol.ToString() + "level " + sol.depth); traversed.Push(sol); if (sol.Equals(goal)) { found = true; BFS.AddFirst("Goal:" + sol.ToString()); break; } else { sol.getneighbors(); foreach (Sol neighbor in sol.neighbors) { if (!neighbor.containedin(traversed) && !neighbor.containedin(nextStack)) { neighbor.depth = (sol.depth + 1); nextStack.Push(neighbor); } } } } return found; } public virtual bool depthFirst(Sol start, Sol goal) { Stack<Sol> nextStack = new Stack<Sol>(); Stack<Sol> traversed = new Stack<Sol>(); bool found = false; start.depth = 0; nextStack.Push(start); while (nextStack.Count != 0) { //Dequeue next State for comparison //And add it 2 list of traversed States Sol sol = nextStack.Pop(); DFS.AddFirst("poped State:" + sol.ToString() + "level " + sol.depth); traversed.Push(sol); if (sol.Equals(goal)) { found = true; DFS.AddFirst("Goal:" + sol.ToString()); break; } else { sol.getneighbors(); foreach (Sol neighbor in sol.neighbors) { if (!neighbor.containedin(traversed) && !neighbor.containedin(nextStack)) { neighbor.depth = sol.depth + 1; nextStack.Push(neighbor); } } } } return found; } public virtual bool iterativedeepening(Sol start, Sol goal) { bool found = false; for (int level = 0; ; level++) { Stack<Sol> nextStack = new Stack<Sol>(); Stack<Sol> traversed = new Stack<Sol>(); start.depth = 0; nextStack.Push(start); while (nextStack.Count != 0) { Sol sol = nextStack.Pop(); IDS.AddFirst("poped State:" + sol.ToString() + "Level" + sol.depth); traversed.Push(sol); if (sol.Equals(goal)) { found = true; IDS.AddFirst("Goal:" + sol.ToString()); break; } else if (sol.depth < level) { sol.getneighbors(); foreach (Sol neighbor in sol.neighbors) { if (!neighbor.containedin(traversed) && !neighbor.containedin(nextStack)) { neighbor.depth = sol.depth + 1; nextStack.Push(neighbor); } //end if } //end for each } //end else if } // end while if (found == true) break; } // end for return found; } } } Just wondering if I may be doing something wrong somewhere or something.

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  • FluentNhibernate many-to-many mapping - resolving record is not inserted

    - by Dmitriy Nagirnyak
    Hi, I have a many-to-many mapping defined (only relevant fields included): // MODEL: public class User : IPersistentObject { public User() { Permissions = new HashedSet<Permission>(); } public virtual int Id { get; protected set; } public virtual ISet<Permission> Permissions { get; set; } } public class Permission : IPersistentObject { public Permission() { } public virtual int Id { get; set; } } // MAPPING: public class UserMap : ClassMap<User> { public UserMap() { Id(x => x.Id); HasManyToMany(x => x.Permissions).Cascade.All().AsSet(); } } public class PermissionMap : ClassMap<Permission> { public PermissionMap() { Id(x => x.Id).GeneratedBy.Assigned(); Map(x => x.Description); } } The following test fails as there is no record inserted into User_Permission table: [Test] public void AddingANewUserPrivilegeShouldSaveIt() { var p1 = new Permission { Id = 123, Description = "p1" }; Session.Save(p1); var u = new User { Email = "[email protected]" }; u.Permissions.Add(p1); Session.Save(u); var userId = u.Id; Session.Evict(u); Session.Get<User>(userId).Permissions.Should().Not.Be.Empty(); } The SQL executed is (SQLite): INSERT INTO "Permission" (Description, Id) VALUES (@p0, @p1);@p0 = 'p1', @p1 = 1 INSERT INTO "User" (Email) VALUES (@p0); select last_insert_rowid();@p0 = '[email protected]' SELECT user0_.Id as Id2_0_, user0_.Email as Email2_0_ FROM "User" user0_ WHERE user0_.Id=@p0;@p0 = 1 SELECT permission0_.UserId as UserId1_, permission0_.PermissionId as Permissi2_1_, permission1_.Id as Id4_0_, permission1_.Description as Descript2_4_0_ FROM User_Permissions permission0_ left outer join "Permission" permission1_ on permission0_.PermissionId=permission1_.Id WHERE permission0_.UserId=@p0;@p0 = 1 We can clearly see that there is no record inserted into the User_Permissions table where it should be. Not sure what I am doing wrong and need an advice. So can you please help me to pass this test. Thanks, Dmitriy.

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  • How to set the build.xml for the Groovy Antbuilder?

    - by Jan
    I want to execute a build.xml (Ant buildfile) from using GMaven (Maven Plugin for inline executing of Groovy in a POM). Since I have to execute the buildfile several times using the maven-antrun-plugin is not an option at the moment. I take a list of properties (environment and machine names) from an xml file and want to execute ant builds for each of those machines. I found the executeTarget method in the javadocs but not how to set the location of the buildfile. How can I do that - and is this enough? What I have looks as follows: <plugin> <groupId>org.codehaus.groovy.maven</groupId> <artifactId>gmaven-plugin</artifactId> <executions> <execution> <id>some ant builds</id> <phase>process-sources</phase> <goals> <goal>execute</goal> </goals> <configuration> <source> def ant = new AntBuilder() def machines = new XmlParser().parse(new File(project.build.outputDirectory + '/MachineList.xml')); machines.children().each { log.info('Creating machine description for ' + it.Id.text() + ' / ' + it.Environment.text()); ant.project.setProperty('Environment',it.Environment.text()); ant.project.setProperty('Machine',it.Id.text()); // What's missing? ant.project.executeTarget('Tailoring'); } log.info('Ant has finished.') </source> </configuration> </execution> </executions> </plugin>

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  • How to keep a trace of a record inside a nested repeater?

    - by Amokrane
    Hi, I have the following implementation: As you can see I have a repeater (listing the Machines) and a nested repeater (listing the WindowsServices inside each Machine). For each Windows Service I can perform an action using a button. However, to perform this action I need to know which Machine and which WindowsService are concerned. This is my code: protected void Page_Init(object sender, EventArgs e) { rptMachine.ItemDataBound += new RepeaterItemEventHandler(rptMachine_ItemDataBound); } protected void Page_Load(object sender, EventArgs e) { // bind the Machine repeater rptMachine.DataSource = _monitoringService.Machines; rptMachine.DataBind(); } protected void rptMachine_ItemDataBound(object sender, RepeaterItemEventArgs e) { if (e.Item.ItemType == ListItemType.Item || e.Item.ItemType == ListItemType.AlternatingItem) { Repeater nestedRepeater = (Repeater) e.Item.FindControl("rptWindowsService"); nestedRepeater.DataSource = ((IMachine) e.Item.DataItem).WindowsServices; nestedRepeater.DataBind(); Button btnActionInner = null; // bind the action button situated inside the nested repeater foreach(RepeaterItem ri in nestedRepeater.Items) { if((Button)ri.FindControl("btnAction") != null) { btnActionInner = (Button) ri.FindControl("btnAction"); btnActionInner.CommandName = "ActionState"; btnActionInner.CommandArgument = strWindowsService; } } } } protected void rptWindowsService_ItemCommand(object source, RepeaterCommandEventArgs e) { // do the specific action stop/run for the windows service if (e.CommandName == "ActionState") { if(((Button)(e.CommandSource)).Text.Equals("Stop")) { } else if(((Button)(e.CommandSource)).Text.Equals("Run")) { } } } } } So basically I need to know (inside rptWindowsService_ItemCommand) what is the pair that is concerned by the operation. What's the best way to do that? Don't hesitate to ask for more clarifications! Thanks

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  • Looking for some thoughts on an image printing app

    - by Alex
    Hey All, Im looking for thoughts/advice. I have an upcoming project (all .net) that will require the following: pulls data once a day from an online service provider based on certain criteria. saves data locally for reference and reporting the data thats pulled will be used to create gift cards. So after the data is loaded, a process will run to generate "virtual cards" and send them to a network printer. Once printed, the system will updated the local data recording a successful or failed print. My initial thought was to create a windows service to pull the data...but then I couldnt decide how I was going to put a "virtual card" together and get it to print. Then I considered doing it as a WPF app. I figure that will give me access to the graphics and printing ability. Maybe neither of these are the right direction....Any ideas or thoughts would be greatly appreciated. Alex

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  • compiler warning at C++ template base class

    - by eike
    I get a compiler warning, that I don't understand in that context, when I compile the "Child.cpp" from the following code. (Don't wonder: I stripped off my class declarations to the bare minuum, so the content will not make much sense, but you will see the problem quicker). I get the warning with VS2003 and VS2008 on the highest warning level. The code AbstractClass.h : #include <iostream> template<typename T> class AbstractClass { public: virtual void Cancel(); // { std::cout << "Abstract Cancel" << std::endl; }; virtual void Process() = 0; }; //outside definition. if I comment out this and take the inline //definition like above (currently commented out), I don't get //a compiler warning template<typename T> void AbstractClass<T>::Cancel() { std::cout << "Abstract Cancel" << std::endl; } Child.h : #include "AbstractClass.h" class Child : public AbstractClass<int> { public: virtual void Process(); }; Child.cpp : #include "Child.h" #include <iostream> void Child::Process() { std::cout << "Process" << std::endl; } The warning The class "Child" is derived from "AbstractClass". In "AbstractClass" there's the public method "AbstractClass::Cancel()". If I define the method outside of the class body (like in the code you see), I get the compiler warning... AbstractClass.h(7) : warning C4505: 'AbstractClass::Cancel' : unreferenced local function has been removed with [T=int] ...when I compile "Child.cpp". I do not understand this, because this is a public function and the compiler can't know if I later reference this method or not. And, in the end, I reference this method, because I call it in main.cpp and despite this compiler warning, this method works if I compile and link all files and execute the program: //main.cpp #include <iostream> #include "Child.h" int main() { Child child; child.Cancel(); //works, despite the warning } If I do define the Cancel() function as inline (you see it as out commented code in AbstractClass.h), then I don't get the compiler warning. Of course my program works, but I want to understand this warning or is this just a compiler mistake? Furthermore, if do not implement AbsctractClass as a template class (just for a test purpose in this case) I also don't get the compiler warning...?

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  • Flash CS4 compiler Error 1120 when embedding pngs into class instance variables.

    - by theolagendijk
    I have a Flash CS4 (Flash 9 ActionScript 3.0) project that compiles and runs perfectly on my machine. However it is part of a big batch of fla's that I want to compile on another (faster) machine. When I copy the project (the fla and all actionscripts and assets files) to the faster machine, it's Flash CS4 compiler gives me compiler error 1120 "Access of undefined property ButtonPause_PauseNormal". The property "PauseNormal" is an embedded png. The PNG is available. No transcoder errors. Here's the ActionScript for class "ButtonPause"; package nl.platipus.NissanESM.buttons { import flash.display.*; import flash.events.*; public class ButtonPause extends Sprite { [Embed(source="../../../../player/pause.png")] private var PauseNormal:Class; [Embed(source="../../../../player/pause_mo.png")] private var PauseMouseOver:Class; private var stateNormal:Bitmap; private var stateMouseOver:Bitmap; public function ButtonPause() { stateNormal = new PauseNormal(); stateNormal.width = 29; stateNormal.height = 14; stateNormal.alpha = 1; addChild(stateNormal); stateMouseOver = new PauseMouseOver(); stateMouseOver.width = 29; stateMouseOver.height = 14; stateMouseOver.alpha = 0; addChild(stateMouseOver); width = 29; height = 14; addEventListener(MouseEvent.MOUSE_OVER, handleMouseOver); addEventListener(MouseEvent.MOUSE_OUT, handleMouseOut ); } private function handleMouseOver(evt:MouseEvent):void { stateNormal.alpha = 0; stateMouseOver.alpha = 1; } private function handleMouseOut(evt:MouseEvent):void { stateNormal.alpha = 1; stateMouseOver.alpha = 0; } } } (Both machines run the exact same Flash CS4 Profesional Version 10.0.2 installation and both have the exact same publish settings and ActionScript 3.0 settings.) What's going on?

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  • Using A Local file path in a Streamwriter object ASP.Net

    - by Nick LaMarca
    I am trying to create a csv file of some data. I have wrote a function that successfully does this.... Private Sub CreateCSVFile(ByVal dt As DataTable, ByVal strFilePath As String) Dim sw As New StreamWriter(strFilePath, False) ''# First we will write the headers. ''EDataTable dt = m_dsProducts.Tables[0]; Dim iColCount As Integer = dt.Columns.Count For i As Integer = 0 To iColCount - 1 sw.Write(dt.Columns(i)) If i < iColCount - 1 Then sw.Write(",") End If Next sw.Write(sw.NewLine) ''# Now write all the rows. For Each dr As DataRow In dt.Rows For i As Integer = 0 To iColCount - 1 If Not Convert.IsDBNull(dr(i)) Then sw.Write(dr(i).ToString()) End If If i < iColCount - 1 Then sw.Write(",") End If Next sw.Write(sw.NewLine) Next sw.Close() End Sub The problem is I am not using the streamwriter object correctly for what I trying to accomplish. Since this is an asp.net I need the user to pick a local filepath to put the file on. If I pass any path to this function its gonna try to write it to the directory specified on the server where the code is. I would like this to popup and let the user select a place on their local machine to put the file.... Dim exData As Byte() = File.ReadAllBytes(Server.MapPath(eio)) File.Delete(Server.MapPath(eio)) Response.AddHeader("content-disposition", String.Format("attachment; filename={0}", fn)) Response.ContentType = "application/x-msexcel" Response.BinaryWrite(exData) Response.Flush() Response.End() I am calling the first function in code like this... Dim emplTable As DataTable = SiteAccess.DownloadEmployee_H() CreateCSVFile(emplTable, "C:\\EmplTable.csv") Where I dont want to have specify the file loaction (because this will put the file on the server and not on a client machine) but rather let the user select the location on their client machine. Can someone help me put this together? Thanks in advance.

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  • C++ type-checking at compile-time

    - by Masterofpsi
    Hi, all. I'm pretty new to C++, and I'm writing a small library (mostly for my own projects) in C++. In the process of designing a type hierarchy, I've run into the problem of defining the assignment operator. I've taken the basic approach that was eventually reached in this article, which is that for every class MyClass in a hierarchy derived from a class Base you define two assignment operators like so: class MyClass: public Base { public: MyClass& operator =(MyClass const& rhs); virtual MyClass& operator =(Base const& rhs); }; // automatically gets defined, so we make it call the virtual function below MyClass& MyClass::operator =(MyClass const& rhs); { return (*this = static_cast<Base const&>(rhs)); } MyClass& MyClass::operator =(Base const& rhs); { assert(typeid(rhs) == typeid(*this)); // assigning to different types is a logical error MyClass const& casted_rhs = dynamic_cast<MyClass const&>(rhs); try { // allocate new variables Base::operator =(rhs); } catch(...) { // delete the allocated variables throw; } // assign to member variables } The part I'm concerned with is the assertion for type equality. Since I'm writing a library, where assertions will presumably be compiled out of the final result, this has led me to go with a scheme that looks more like this: class MyClass: public Base { public: operator =(MyClass const& rhs); // etc virtual inline MyClass& operator =(Base const& rhs) { assert(typeid(rhs) == typeid(*this)); return this->set(static_cast<Base const&>(rhs)); } private: MyClass& set(Base const& rhs); // same basic thing }; But I've been wondering if I could check the types at compile-time. I looked into Boost.TypeTraits, and I came close by doing BOOST_MPL_ASSERT((boost::is_same<BOOST_TYPEOF(*this), BOOST_TYPEOF(rhs)>));, but since rhs is declared as a reference to the parent class and not the derived class, it choked. Now that I think about it, my reasoning seems silly -- I was hoping that since the function was inline, it would be able to check the actual parameters themselves, but of course the preprocessor always gets run before the compiler. But I was wondering if anyone knew of any other way I could enforce this kind of check at compile-time.

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  • Firefox/vista not showing div tag

    - by flavour404
    Hi, I have a div tag which should be displayed at the bottom of a page given a set of circumstances. On my machine XP/IE, chrome, firefox, opera (all latest versions) the div shows up fine. But on my bosses machine, running vista with Firefox 3.6 for some reason the div tag is not showing up. However, if i go to another machine with vista and firefox the div tag shows up fine. My question is, what could have been set in firefox that would cause this div tag to now be displayed. It is there, if you resize the window then the tag flickers into view and then disappears again... <div id="savePane" style="position:absolute;left:0px;top:457px;width:100%;height:40px;border-top:#EFECDC 1px solid;padding:5px; visibility:visible;"> <table width="100%"> <tr> <td width="130" align="left"> Ad Description: </td> <td align="left"> <input type="text" id="adDescription" style="width: 270px" onfocus="skipcycle=true;loadThumbnail(<%=AdToSaveID%>);" onblur="skipcycle=false;"> </td> <td align="right"> <% 'onblur='skipcycle=false' onfocus='skipcycle=true' is needed to do not focus on SaveToFolder window when user enter data to that window but focus on that input box instead %> <input type="button" onclick="saveItemToSelectedFolder('<%=AdToSaveID%>', '<%=AdNumber%>', '<%=Sequencer%>', '<%=PageNumber%>', '<%=Section%>', '<%=Zone%>', '<%=RunDate%>', '<%=PublicationID%>')" value="Save" style="width: 70px; margin-right: 10px" /> </td> </tr> </table> Thanks, Ron.

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  • What is the reverse of GetVirtualPath for asp.net routing?

    - by Fredou
    From a virtualpath, I need to get his name. How can I do this? Since people think that I'm talking about file system here an example of what I need. With asp.net routing you can associate a name to a virtual file linked to a physical file. For an example, I can give the name homeEn to http://mysite.com/home which is linked to the physical file ~/homepage.aspx. What I need is from the virtual file http://mysite.com/home to get back homeEn name.

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  • How to convert an existing callback interface to use boost signals & slots

    - by the_mandrill
    I've currently got a class that can notify a number of other objects via callbacks: class Callback { virtual NodulesChanged() =0; virtual TurkiesTwisted() =0; }; class Notifier { std::vector<Callback*> m_Callbacks; void AddCallback(Callback* cb) {m_Callbacks.push(cb); } ... void ChangeNodules() { for (iterator it=m_Callbacks.begin(); it!=m_Callbacks.end(); it++) { (*it)->NodulesChanged(); } } }; I'm considering changing this to use boost's signals and slots as it would be beneficial to reduce the likelihood of dangling pointers when the callee gets deleted, among other things. However, as it stands boost's signals seems more oriented towards dealing with function objects. What would be the best way of adapting my code to still use the callback interface but use signals and slots to deal with the connection and notification aspects?

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  • operator+ overload returning object causing memory leaks, C++

    - by lampshade
    The problem i think is with returing an object when i overload the + operator. I tried returning a reference to the object, but doing so does not fix the memory leak. I can comment out the two statements: dObj = dObj + dObj2; and cObj = cObj + cObj2; to free the program of memory leaks. Somehow, the problem is with returning an object after overloading the + operator. #include <iostream> #include <vld.h> using namespace std; class Animal { public : Animal() {}; virtual void eat() = 0 {}; virtual void walk() = 0 {}; }; class Dog : public Animal { public : Dog(const char * name, const char * gender, int age); Dog() : name(NULL), gender(NULL), age(0) {}; virtual ~Dog(); Dog operator+(const Dog &dObj); private : char * name; char * gender; int age; }; class MyClass { public : MyClass() : action(NULL) {}; void setInstance(Animal &newInstance); void doSomething(); private : Animal * action; }; Dog::Dog(const char * name, const char * gender, int age) : // allocating here, for data passed in ctor name(new char[strlen(name)+1]), gender(new char[strlen(gender)+1]), age(age) { if (name) { size_t length = strlen(name) +1; strcpy_s(this->name, length, name); } else name = NULL; if (gender) { size_t length = strlen(gender) +1; strcpy_s(this->gender, length, gender); } else gender = NULL; if (age) { this->age = age; } } Dog::~Dog() { delete name; delete gender; age = 0; } Dog Dog::operator+(const Dog &dObj) { Dog d; d.age = age + dObj.age; return d; } void MyClass::setInstance(Animal &newInstance) { action = &newInstance; } void MyClass::doSomething() { action->walk(); action->eat(); } int main() { MyClass mObj; Dog dObj("Scruffy", "Male", 4); // passing data into ctor Dog dObj2("Scooby", "Male", 6); mObj.setInstance(dObj); // set the instance specific to the object. mObj.doSomething(); // something happens based on which object is passed in dObj = dObj + dObj2; // invoke the operator+ return 0; }

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  • Splitting build cross the network?

    - by Dandikas
    Is there a known solution for splitting build process cross the network machines? Use case: We are an average software development company. We own around 50 development workstations (Quad Core 2.66Ghz, 4 GB ram, 200 GB raid). No need to tell that at any single moment not every machine is loaded to the max. There are 5 to 15 projects running simultaneously at any single moment. Obviously all of them are continuously build on server, than deployed to proper environment. Single project build is taking from 3 to 15 minutes. The problem: Whenever we build 5 projects in a row the last project is going to be ready after around 25 - 50 minutes. Building in parallel does not solve the problem (build is only a part of the game, than you need to deploy, run tests etc.) YES the correct solution is to add another build server, but "That involves buying new Expensive hardware, and we already spent a lot!". Yea, right(damn them)! Anyway. What about splitting build among developers workstation? Lets say whenever we need to build project "A" we check 5 workstations and start build on all that are not overloaded. The build can be canceled by a developer if he really needs all the power of his machine as long as there is at least 1 machine that is still building. After build is finished deployment can be performed to a proper environment (hosted on some server, not on workstation :) ). The bigger the company the more this makes sense to me. Anyone tried something like this? Are there any good practices? Any helpful software? (90% of the projects are .net C#)

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  • Problem with load testing Web Service - VSTS 2008

    - by Carlos
    Hello, I have a webtest with makes a simple call to a WebService which looks like that: MyWebService webService = new MyWebService(); webService.Timeout = 180000; webService.myMethod(); I am not using ThinkTimes, also the Run Duration is set to 5 minutes. When I ran this test simulating only 1 user, I check the counters and I found something like that: Tests Total: 4500 Network Interface\Bytes sent (agent machine): 35,500 Then I ran the same tests, but this time simulating 2 users and I got something like that: Tests Total: 2225 Network Interface\Bytes sent (agent machine): 30,500 So when I increased the numbers of users the tests/sec was half than when I use only 1 user and the bytes sent by the agent was also lower. I think it is strange, because it doesn't seems I have a bottleneck in my agent machine since CPU is never higher than 30% and I have over 1.5GB of RAM free, also my network utilization is like 0.5% of its capacity. In order to troubleshot this I ran a test using Step Pattern, the simulated users went from 20 to 800 users. When I check the requests/sec it is practically constant through the whole test, so it is clear there is something in my test or my environment which is preventing the number of requests from gets higher. It would be a expected behavior if the "response time" was getting higher because it would tell me the requests wasn't been processed properly, but the strange thing is the response time is practically constant all the time and it is pretty low actually. I have no idea why my agent can't send more requests when I increase the numbers of users, any help/tip/guess would be really appreciate.

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  • How do I improve the efficiency of the queries executed by this generic Linq-to-SQL data access clas

    - by Lee D
    Hi all, I have a class which provides generic access to LINQ to SQL entities, for example: class LinqProvider<T> //where T is a L2S entity class { DataContext context; public virtual IEnumerable<T> GetAll() { return context.GetTable<T>(); } public virtual T Single(Func<T, bool> condition) { return context.GetTable<T>().SingleOrDefault(condition); } } From the front end, both of these methods appear to work as you would expect. However, when I run a trace in SQL profiler, the Single method is executing what amounts to a SELECT * FROM [Table], and then returning the single entity that meets the given condition. Obviously this is inefficient, and is being caused by GetTable() returning all rows. My question is, how do I get the query executed by the Single() method to take the form SELECT * FROM [Table] WHERE [condition], rather than selecting all rows then filtering out all but one? Is it possible in this context? Any help appreciated, Lee

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  • Return an empty collection when Linq where returns nothing

    - by ahsteele
    I am using the below statement with the intent of getting all of the machine objects from the MachineList collection (type IEnumerable) that have a MachineStatus of i. The MachineList collection will not always contain machines with a status of i. At times when no machines have a MachineStatus of i I'd like to return an empty collection. My call to ActiveMachines (which is used first) works but InactiveMachines does not. public IEnumerable<Machine> ActiveMachines { get { return Customer.MachineList .Where(m => m.MachineStatus == "a"); } } public IEnumerable<Machine> InactiveMachines { get { return Customer.MachineList .Where(m => m.MachineStatus == "i"); } } Edit Upon further examination it appears that any enumeration of MachineList will cause subsequent enumerations of MachineList to throw an exeception: Object reference not set to an instance of an object. Therefore, it doesn't matter if a call is made to ActiveMachines or InactiveMachines as its an issue with the MachineList collection. This is especially troubling because I can break calls to MachineList simply by enumerating it in a Watch before it is called in code. At its lowest level MachineList implements NHibernate.IQuery being returned as an IEnumerable. What's causing MachineList to lose its contents after an initial enumeration?

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  • Fluent nHibernate and mapping IDictionary<DaysOfWeek,IDictionay<int, decimal>> how to?

    - by JS Future Software
    Hello, I have problem with making mapping of classes with propert of type Dictionary and value in it of type Dictionary too, like this: public class Class1 { public virtual int Id { get; set; } public virtual IDictionary<DayOfWeek, IDictionary<int, decimal>> Class1Dictionary { get; set; } } My mapping looks like this: Id(i => i.Id); HasMany(m => m.Class1Dictionary); This doesn't work. The important thing I want have everything in one table not in two. WHet I had maked class from this second IDictionary I heve bigger problem. But first I can try like it is now.

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  • generated service mock: everything but RhinoMocks fails?

    - by hko
    I have the "quest" to search for the next Mocking Framework for my company, and basically it's down to NSubstitute (simplest syntax, but no strict mocks), FakeItEasy(best reviews, Roy Osherove bonus, and slightly better lib support than NSubstitute), Moq (best "other libs support", biggest featureset, downside: mock.Object). We definitely want to move on from RhinoMocks, e.g. because of the unusefull interactiontest error messages (it should tell me what the parameter was instead, when a verification fails). So I was pretty surprised the other day (that was yesterday) when I found out RhinoMocks could do a thing where every other mock framework fails at: Mocking an autogenerated SomethingService (a typical VS autogenerated service with a default construtor in a partial class). Please don't argue about the design.. I intend to write lightweight integration tests (and some unit tests), and I can't mess around with the service, the product is installed on too many customers system. See this code: // here the NSubstitute and FakeItEasy equivalents throw an exception.. see below TicketStoreService fakeTicketStoreService = MockRepository.GenerateMock<TicketStoreService>(); fakeTicketStoreService.Expect(service => service.DoSomething(Arg.Is(new Guid())).Return(new Guid()); fakeTicketStoreService.DoSomething(Arg.Is(new Guid())); fakeTicketStoreService.VerifyAllExpectations(); Note that DoSomething is a non-virtual methodcall in an autogenerated class. So it shouldn't work, according to common knowledge. But it does. Problem is that it's the only (non commercial) framework that can do this: Rhino.Mocks works, and verification works too FakeItEasy says it doesn't find a default constructor (probably just wrong exception message): No default constructor was found on the type SomeNamespace.TicketStoreService Moq gives something sane and understandable: Invalid setup on a non-virtual (overridable in VB) member: service=> service.DoSomething Nsubstitute gives a message System.NotSupportedException: Cannot serialize member System.ComponentModel.Component.Site of type System.ComponentModel.ISite because it is an interface. I'm really wondering what's going on here with the frameworks, except Moq. The "fancy new" frameworks seem to have an initial perf hit too, probably preparing some Type cache and serializing stuff, whilst RhinoMocks somehow manages to create a very "slim" mock without recursion. I have to admit I didn't like RhinoMocks very well, but here it shines.. unfortunately. So, is there a way to get that to work with newer (non-commercial!) mocking frameworks, or somehow get a sane error message out of Rhino.Mocks? And why can Rhino.Mocks achieve this, when clearly every Mocking framework states it can only work with virtual methods when given a concrete class? Let's not derail the discussion by talking about alternative approaches like Extract&Override or runtime-proxy Mocking frameworks like JustMock/TypeMock/Moles or the new Fakes framework, I know these, but that would be less ideal solutions, for reasons beyond this topic. Any help appreciated..

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  • Can LINQ expression classes implement the observer pattern instead of deferred execution?

    - by Tormod
    Hi. We have issues within an application using a state machine. The application is implemented as a windows service and is iteration based (it "foreaches" itself through everything) and there are myriads of instances being processed by the state machine. As I'm reading the MEAP version of Jon Skeets book "C# in Depth, 2nd ed", I'm wondering if I can change the whole thing to use linq expression instances so that guards and conditions are represented using expression trees. We are building many applications on this state machine engine and would probably greatly benefit from the new Expression tree visualizer in VS 2010 Now, simple example. If I have an expression tree where there is an OR Expression condition with two sub nodes, is there any way that these can implement the observer pattern so that the expression tree becomes event driven? If a condition change, it should notify its parent node (the OR node). Since the OR node then changes from "false" to "true", then it should notify ITS parent and so on. I love the declarative model of expression trees, but the deferred execution model works in opposite direction of the control flow if you want event based "live" conditions. Am I off on a wild goose chase here? Or is there some concept in the BCL that may help me achieve this?

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