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  • Printing entire array in C#

    - by DMan
    I have a simple 2D array: int[,] m = {{0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }; How can I print this out onto a text file or something? I want to print the entire array onto a file, not just the contents. For example, I don't want a bunch of zeroes all in a row: I want to see the {{0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }; in it.

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  • Javascript regex hangs (using v8)

    - by Engwan
    Im using this regex to get the contents of a tag in a file. var regex = new RegExp("<tag:main>((?:.|\\s)*)</tag:main>"); This causes the v8 engine to hang indefinitely. Now, if I use new RegExp("<tag:main>([\s\S]*)</tag:main>"), all is good. Anyone have an idea why the first one takes too long?

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  • VS2010 and local databases

    - by Darren
    Is it possible to connect to a local database (in the app_data folder) using the Data - Transact SQL Editor in Visual Studio 2010? When I launch the Transact SQL Editor from VS2010 I get the "Microsoft SQL Server 2008 RC" connect to server dialog. The options I have for Server type are "Database Engine" and "SQL Server Compact"

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  • Apache + Codeigniter + New Server + Unexpected Errors

    - by ngl5000
    Alright here is the situation: I use to have my codeigniter site at bluehost were I did not have root access, I have since moved that site to rackspace. I have not changed any of the PHP code yet there has been some unexpected behavior. Unexpected Behavior: http://mysite.com/robots.txt Both old and new resolve to the robots file http://mysite.com/robots.txt/ The old bluehost setup resolves to my codeigniter 404 error page. The rackspace config resolves to: Not Found The requested URL /robots.txt/ was not found on this server. **This instance leads me to believe that there could be a problem with my mod rewrites or lack there of. The first one produces the error correctly through php while it seems the second senario lets the server handle this error. The next instance of this problem is even more troubling: 'http://mysite.com/search/term/9 x 1-1%2F2 white/' New site results in: Bad Request Your browser sent a request that this server could not understand. Old site results in: The actual page being loaded and the search term being unencoded. I have to assume that this has something to do with the fact that when I went to the new server I went from root level htaccess file to httpd.conf file and virtual server default and default-ssl. Here they are: Default file: <VirtualHost *:80> ServerAdmin webmaster@localhost ServerName mysite.com DocumentRoot /var/www <Directory /> Options +FollowSymLinks AllowOverride None </Directory> <Directory /var/www> Options -Indexes +FollowSymLinks -MultiViews AllowOverride None Order allow,deny allow from all RewriteEngine On RewriteBase / # force no www. (also does the IP thing) RewriteCond %{HTTPS} !=on RewriteCond %{HTTP_HOST} !^mysite\.com [NC] RewriteRule ^(.*)$ http://mysite.com/$1 [R=301,L] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.+)\.(\d+)\.(js|css|png|jpg|gif)$ $1.$3 [L] # index.php remove any index.php parts RewriteCond %{THE_REQUEST} /index\.(php|html) RewriteRule (.*)index\.(php|html)(.*)$ /$1$3 [r=301,L] # codeigniter direct RewriteCond $0 !^(index\.php|assets|robots\.txt|sitemap\.xml|favicon\.ico) RewriteRule ^.*$ index.php [L] </Directory> ScriptAlias /cgi-bin/ /usr/lib/cgi-bin/ <Directory "/usr/lib/cgi-bin"> AllowOverride None Options +ExecCGI -MultiViews +SymLinksIfOwnerMatch Order allow,deny Allow from all </Directory> ErrorLog ${APACHE_LOG_DIR}/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog ${APACHE_LOG_DIR}/access.log combined Alias /doc/ "/usr/share/doc/" <Directory "/usr/share/doc/"> Options Indexes MultiViews FollowSymLinks AllowOverride None Order deny,allow Deny from all Allow from 127.0.0.0/255.0.0.0 ::1/128 </Directory> </VirtualHost> Default-ssl File <IfModule mod_ssl.c> <VirtualHost _default_:443> ServerAdmin webmaster@localhost ServerName mysite.com DocumentRoot /var/www <Directory /> Options +FollowSymLinks AllowOverride None </Directory> <Directory /var/www> Options -Indexes +FollowSymLinks -MultiViews AllowOverride None Order allow,deny allow from all RewriteEngine On RewriteBase / RewriteCond %{SERVER_PORT} !^443 RewriteRule ^ https://mysite.com%{REQUEST_URI} [R=301,L] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.+)\.(\d+)\.(js|css|png|jpg|gif)$ $1.$3 [L] # index.php remove any index.php parts RewriteCond %{THE_REQUEST} /index\.(php|html) RewriteRule (.*)index\.(php|html)(.*)$ /$1$3 [r=301,L] # codeigniter direct RewriteCond $0 !^(index\.php|assets|robots\.txt|sitemap\.xml|favicon\.ico) RewriteRule ^.*$ index.php [L] </Directory> ScriptAlias /cgi-bin/ /usr/lib/cgi-bin/ <Directory "/usr/lib/cgi-bin"> AllowOverride None Options +ExecCGI -MultiViews +SymLinksIfOwnerMatch Order allow,deny Allow from all </Directory> ErrorLog ${APACHE_LOG_DIR}/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog ${APACHE_LOG_DIR}/ssl_access.log combined Alias /doc/ "/usr/share/doc/" <Directory "/usr/share/doc/"> Options Indexes MultiViews FollowSymLinks AllowOverride None Order deny,allow Deny from all Allow from 127.0.0.0/255.0.0.0 ::1/128 </Directory> # SSL Engine Switch: # Enable/Disable SSL for this virtual host. SSLEngine on # Use our self-signed certificate by default SSLCertificateFile /etc/apache2/ssl/certs/www.mysite.com.crt SSLCertificateKeyFile /etc/apache2/ssl/private/www.mysite.com.key # A self-signed (snakeoil) certificate can be created by installing # the ssl-cert package. See # /usr/share/doc/apache2.2-common/README.Debian.gz for more info. # If both key and certificate are stored in the same file, only the # SSLCertificateFile directive is needed. # SSLCertificateFile /etc/ssl/certs/ssl-cert-snakeoil.pem # SSLCertificateKeyFile /etc/ssl/private/ssl-cert-snakeoil.key # Server Certificate Chain: # Point SSLCertificateChainFile at a file containing the # concatenation of PEM encoded CA certificates which form the # certificate chain for the server certificate. Alternatively # the referenced file can be the same as SSLCertificateFile # when the CA certificates are directly appended to the server # certificate for convinience. #SSLCertificateChainFile /etc/apache2/ssl.crt/server-ca.crt # Certificate Authority (CA): # Set the CA certificate verification path where to find CA # certificates for client authentication or alternatively one # huge file containing all of them (file must be PEM encoded) # Note: Inside SSLCACertificatePath you need hash symlinks # to point to the certificate files. Use the provided # Makefile to update the hash symlinks after changes. #SSLCACertificatePath /etc/ssl/certs/ #SSLCACertificateFile /etc/apache2/ssl.crt/ca-bundle.crt # Certificate Revocation Lists (CRL): # Set the CA revocation path where to find CA CRLs for client # authentication or alternatively one huge file containing all # of them (file must be PEM encoded) # Note: Inside SSLCARevocationPath you need hash symlinks # to point to the certificate files. Use the provided # Makefile to update the hash symlinks after changes. #SSLCARevocationPath /etc/apache2/ssl.crl/ #SSLCARevocationFile /etc/apache2/ssl.crl/ca-bundle.crl # Client Authentication (Type): # Client certificate verification type and depth. Types are # none, optional, require and optional_no_ca. Depth is a # number which specifies how deeply to verify the certificate # issuer chain before deciding the certificate is not valid. #SSLVerifyClient require #SSLVerifyDepth 10 # Access Control: # With SSLRequire you can do per-directory access control based # on arbitrary complex boolean expressions containing server # variable checks and other lookup directives. The syntax is a # mixture between C and Perl. See the mod_ssl documentation # for more details. #<Location /> #SSLRequire ( %{SSL_CIPHER} !~ m/^(EXP|NULL)/ \ # and %{SSL_CLIENT_S_DN_O} eq "Snake Oil, Ltd." \ # and %{SSL_CLIENT_S_DN_OU} in {"Staff", "CA", "Dev"} \ # and %{TIME_WDAY} >= 1 and %{TIME_WDAY} <= 5 \ # and %{TIME_HOUR} >= 8 and %{TIME_HOUR} <= 20 ) \ # or %{REMOTE_ADDR} =~ m/^192\.76\.162\.[0-9]+$/ #</Location> # SSL Engine Options: # Set various options for the SSL engine. # o FakeBasicAuth: # Translate the client X.509 into a Basic Authorisation. This means that # the standard Auth/DBMAuth methods can be used for access control. The # user name is the `one line' version of the client's X.509 certificate. # Note that no password is obtained from the user. Every entry in the user # file needs this password: `xxj31ZMTZzkVA'. # o ExportCertData: # This exports two additional environment variables: SSL_CLIENT_CERT and # SSL_SERVER_CERT. These contain the PEM-encoded certificates of the # server (always existing) and the client (only existing when client # authentication is used). This can be used to import the certificates # into CGI scripts. # o StdEnvVars: # This exports the standard SSL/TLS related `SSL_*' environment variables. # Per default this exportation is switched off for performance reasons, # because the extraction step is an expensive operation and is usually # useless for serving static content. So one usually enables the # exportation for CGI and SSI requests only. # o StrictRequire: # This denies access when "SSLRequireSSL" or "SSLRequire" applied even # under a "Satisfy any" situation, i.e. when it applies access is denied # and no other module can change it. # o OptRenegotiate: # This enables optimized SSL connection renegotiation handling when SSL # directives are used in per-directory context. #SSLOptions +FakeBasicAuth +ExportCertData +StrictRequire <FilesMatch "\.(cgi|shtml|phtml|php)$"> SSLOptions +StdEnvVars </FilesMatch> <Directory /usr/lib/cgi-bin> SSLOptions +StdEnvVars </Directory> # SSL Protocol Adjustments: # The safe and default but still SSL/TLS standard compliant shutdown # approach is that mod_ssl sends the close notify alert but doesn't wait for # the close notify alert from client. When you need a different shutdown # approach you can use one of the following variables: # o ssl-unclean-shutdown: # This forces an unclean shutdown when the connection is closed, i.e. no # SSL close notify alert is send or allowed to received. This violates # the SSL/TLS standard but is needed for some brain-dead browsers. Use # this when you receive I/O errors because of the standard approach where # mod_ssl sends the close notify alert. # o ssl-accurate-shutdown: # This forces an accurate shutdown when the connection is closed, i.e. a # SSL close notify alert is send and mod_ssl waits for the close notify # alert of the client. This is 100% SSL/TLS standard compliant, but in # practice often causes hanging connections with brain-dead browsers. Use # this only for browsers where you know that their SSL implementation # works correctly. # Notice: Most problems of broken clients are also related to the HTTP # keep-alive facility, so you usually additionally want to disable # keep-alive for those clients, too. Use variable "nokeepalive" for this. # Similarly, one has to force some clients to use HTTP/1.0 to workaround # their broken HTTP/1.1 implementation. Use variables "downgrade-1.0" and # "force-response-1.0" for this. BrowserMatch "MSIE [2-6]" \ nokeepalive ssl-unclean-shutdown \ downgrade-1.0 force-response-1.0 # MSIE 7 and newer should be able to use keepalive BrowserMatch "MSIE [17-9]" ssl-unclean-shutdown httpd.conf File Just a lot of stuff from html5 boiler plate, I will post it if need be Old htaccess file <IfModule mod_rewrite.c> # index.php remove any index.php parts RewriteCond %{THE_REQUEST} /index\.(php|html) RewriteRule (.*)index\.(php|html)(.*)$ /$1$3 [r=301,L] RewriteCond $1 !^(index\.php|assets|robots\.txt|sitemap\.xml|favicon\.ico) RewriteRule ^(.*)/$ /$1 [r=301,L] # codeigniter direct RewriteCond $1 !^(index\.php|assets|robots\.txt|sitemap\.xml|favicon\.ico) RewriteRule ^(.*)$ /index.php/$1 [L] </IfModule> Any Help would be hugely appreciated!!

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  • Simplest database implementation

    - by MaX
    I am looking for a really simple database implementation; basically one with no complex parsing SQL engine. What I am looking for is something demonstrating B+ trees and ACID storage (Suitable for educational purposes). What I have found up-till now form my current searches was hamster-db. I am looking for something even simpler with a smaller code-base. If there is any such opensource project in your knowledge please let me know.

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  • Single Instance Storage layers

    - by Moo
    Hi, I have a data storage requirement which is an excellent candidate for single instance storage and deduplication. Can anyone suggest any .Net compatible libraries or systems which handles SIS and deduplication, either with SQL Server as an actual back end or its own high performance storage engine? What have peoples experiences been with such engines, and are there any pit falls to watch out for? Regards Moo

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  • Metric 3d reconstruction

    - by srand
    I'm trying to reconstruct 3D points from 2D image correspondences. My camera is calibrated. The test images are of a checkered cube and correspondences are hand picked. Radial distortion is removed. After triangulation the construction seems to be wrong however. The X and Y values seem to be correct, but the Z values are about the same and do not differentiate along the cube. The 3D points look like as if the points were flattened along the Z-axis. What is going wrong in the Z values? Do the points need to be normalized or changed from image coordinates at any point, say before the fundamental matrix is computed? (If this is too vague I can explain my general process or elaborate on parts)

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  • Configuring Quercus to talk to JavaDB

    - by Dan Williams
    I am trying to get the Quercus PHP engine to connect with the JavaDB. I have successfully deployed Quercus in Glassfish, but I can't get Quercus to successfully connect with my database in JavaDB. Can anyone point me to an article or tutorial that treats this subject?

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  • Is Ogre's use of Exceptions a good way of using them?

    - by identitycrisisuk
    I've managed to get through my C++ game programming career so far virtually never touching exceptions but recently I've been working on a project with the Ogre engine and I'm trying to learn properly. I've found a lot of good questions and answers here on the general usage of C++ exceptions but I'd like to get some outside opinions from here on whether Ogre's usage is good and how best to work with them. To start with, quoting from Ogre's documentation of it's own Exception class: OGRE never uses return values to indicate errors. Instead, if an error occurs, an exception is thrown, and this is the object that encapsulates the detail of the problem. The application using OGRE should always ensure that the exceptions are caught, so all OGRE engine functions should occur within a try{} catch(Ogre::Exception& e) {} block. Really? Every single Ogre function could throw an exception and be wrapped in a try/catch block? At present this is handled in our usage of it by a try/catch in main that will show a message box with the exception description before exiting. This can be a bit awkward for debugging though as you don't get a stack trace, just the function that threw the error - more important is the function from our code that called the Ogre function. If it was an assert in Ogre code then it would go straight to the code in the debugger and I'd be able to find out what's going on much easier - I don't know if I'm missing something that would allow me to debug exceptions already? I'm starting to add a few more try/catch blocks in our code now, generally thinking about whether it matters if the Ogre function throws an exception. If it's something that will stop everything working then let the main try/catch handle it and exit the program. If it's not of great importance then catch it just after the function call and let the program continue. One recent example of this was building up a vector of the vertex/fragment program parameters for materials applied to an entity - if a material didn't have any parameters then it would throw an exception, which I caught and then ignored as it didn't need to add to my list of parameters. Does this seem like a reasonable way of dealing with things? Any specific advice for working with Ogre is much appreciated.

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  • ViewData.* and TModel in asp.net MVC

    - by Quintin Par
    After a week of asp.net mvc2, I still haven’t understood the advantages of ViewData.model or rather how I can properly utilize Viewdata. Can some teach me how to use Viewdata properly? Also what’s TModel that’s associated with viewdata? How does one utilize TModel? The viewdata explanation in spark view engine talks about TModel and I couldn’t get a clue of how I can use it in my projects. Can someone help me?

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  • Ensure exclusive access to webservice

    - by Henrik P. Hessel
    Just to be on the safe side, what's the best practice to ensure that only my application has access to my webservice, which is hosted on a public server? Should I implement I shared key or something? My webservice is hosted on Googles App Engine and my Application runs on iPhones and iPads. If you need further information, just ask. Thanks, Henrik

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  • getting started with nosql

    - by radi
    hi , i am new to nosql world i know sql and rdbms very well , i want to get start with nosql so i need to know : where i can start read about nosql (books , online tutorials )? what is the most simple nosql engine i can start with (i am using java)? thanks .

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  • Microsoft.ACE.OLEDB.12.0 has not been Registered" Error

    - by brohjoe
    I'm getting a "The OLE DB provider "Microsoft.ACE.OLEDB.12.0 has not been registered" error. I have the data objects library downloaded and I have "Microsoft Office 12.0 Access database engine Object Library" selected. I'm running the Windows Vista 32-bit operating system. Any ideas would be greatly appreciated.

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  • how to search media file in our system by c#?

    - by Lalit
    Hi, I want to search the media files situated in my system by c#. means I want to create the search engine that will scan all drives (again small question here , how to get the drives on our system by c# code ? )and search the media files like .mp3,.mp4,...etc . How can i do that by c# desktop application?

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  • Simplex noise vs Perlin noise

    - by raRaRa
    I would like to know why Perlin noise is still so popular today after Simplex came out. Simplex noise was made by Ken Perlin himself and it was suppose to take over his old algorithm which was slow for higher dimensions and with better quality (no visible artifacts). Simplex noise came out in 2001 and over those 10 years I've only seen people talk of Perlin noise when it comes to generating heightmaps for terrains, creating procedural textures, et cetera. Could anyone help me out, is there some downside of Simplex noise? I heard rumors that Perlin noise is faster when it comes to 1D and 2D noise, but I don't know if it's true or not. Thanks!

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  • Windows RPC vs XML-RPC

    - by Y.Z
    Is there any benchmark about encoding/decoding certain common typed data in Microsoft RPC NDR engine (DCE 1.1) in comparison with that in XML-RPC-C/C++ in the de-facto C/C++ implementation in XML-RPC? Actually I have to choose between Windows RPC and XML-RPC-C/C++ to implement my own common object infrastructure for High Performance Computing on Windows. Any recommandation about which with regard to their performance? Thank you. Best Regards, Yang

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  • Why "import javax.jdo.* "caused error ?

    - by Frank
    I have a class uses the following lines, it works fine in a Google App Engine project: import javax.jdo.annotations.IdGeneratorStrategy; import javax.jdo.annotations.IdentityType; import javax.jdo.annotations.PersistenceCapable; import javax.jdo.annotations.Persistent; import javax.jdo.annotations.PrimaryKey; But when I included this class in another project, it cause error : package javax.jdo.annotations does not exist What should I do to find javax.jdo.* ? Frank

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.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(); } // 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 } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #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) { 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(handleClear())); buttonRow->addWidget(clearButton); // 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(handleStart())); 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())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); 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++) { 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() { 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() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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  • Difficulties getting GraphViz working as a library in C++

    - by DistortedLojik
    Am working on a program that will allow a graph of nodes to be displayed and then updated visually as the nodes themselves are updated. I am fairly new to Visual Studio 2010 and am following the GraphViz guide located at http://www.graphviz.org/pdf/libguide.pdf in order to get GraphViz working as a library. I have the following code which is taken straight from the pdf linked above. #include <graphviz\gvc.h> #include <graphviz\cdt.h> #include <graphviz\graph.h> #include <graphviz\pathplan.h> using namespace std; int main(int argc, char **argv) { Agraph_t *g; Agnode_t *n, *m; Agedge_t *e; Agsym_t *a; GVC_t *gvc; /* set up a graphviz context */ gvc = gvContext(); /* parse command line args - minimally argv[0] sets layout engine */ gvParseArgs(gvc, argc, argv); /* Create a simple digraph */ g = agopen("g", AGDIGRAPH); n = agnode(g, "n"); m = agnode(g, "m"); e = agedge(g, n, m); /* Set an attribute - in this case one that affects the visible rendering */ agsafeset(n, "color", "red", ""); /* Compute a layout using layout engine from command line args */ gvLayoutJobs(gvc, g); /* Write the graph according to -T and -o options */ gvRenderJobs(gvc, g); /* Free layout data */ gvFreeLayout(gvc, g); /* Free graph structures */ agclose(g); /* close output file, free context, and return number of errors */ return (gvFreeContext(gvc)); } After compiling I get the following errors which indicate that I do not have it correctly linked. 1>main.obj : error LNK2019: unresolved external symbol _gvFreeContext referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _agclose referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _gvFreeLayout referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _gvRenderJobs referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _gvLayoutJobs referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _agsafeset referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _agedge referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _agnode referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _agopen referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _gvParseArgs referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _gvContext referenced in function _main Within the VC++ Directories I have C:\Program Files (x86)\Graphviz2.26.3\include in the Include Directories and C:\Program Files (x86)\Graphviz2.26.3\lib\release\lib in the Library Directories Any help would be greatly appreciated to help get this working. Thank you.

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  • How to programmatically alpha fade a textured object in OpenGL ES 1.1 (iPhone)

    - by PewterSoft
    I've been using OpenGL ES 1.1 on the iPhone for 10 months, and in that time there is one seemingly simple task I have been unable to do: programmatically fade a textured object. To keep it simple: how can I alpha fade, under code control, a simple 2D triangle that has a texture (with alpha) applied to it. I would like to fade it in/out while it is over a scene, not a simple colored background. So far the only technique I have to do this is to create a texture with multiple pre-faded copies of the texture on it. (Yuck) As an example, I am unable to do this using Apple's GLSprite sample code as a starting point. It already textures a quad with a texture that has its own alpha. I would like to fade that object in and out.

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  • How can I encode four unsigned bytes (0-255) to a float and back again using HLSL?

    - by Statement
    Hello! I am facing a task where one of my hlsl shaders require multiple texture lookups per pixel. My 2d textures are fixed to 256*256, so two bytes should be sufficient to address any given texel given this constraint. My idea is then to put two xy-coordinates in each float, giving me eight xy-coordinates in pixel space when packed in a Vector4 format image. These eight coordinates are then used to sample another texture(s). The reason for doing this is to save graphics memory and an attempt to optimize processing time, since then I don't require multiple texture lookups. By the way: Does anyone know if encoding/decoding 16 bytes from/to 4 floats using 1 sampling is slower than 4 samplings with unencoded data?

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  • similarity match

    - by csetzkorn
    Many search engine have the 'did you mean' functionality. Is there a simple way to use (N)Hibernate (e.g. ICriteria) to find an entity (e.g. keyword) based on similarity. Please note that I do not mean Expression.Like or something like this. I hope this question makes sense. Thanks. Christian

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  • object array mobile development

    - by mixm
    Im currently creating a tile-based game for android. Using java via dalvik JVM. im fretting over a decision to represent objects in a particular map. should i use an id based map (2 dimensional integer array) and place game logic in a separate function in the game engine, or create an object array (2 dimensional array of game objects) and store game logic within the class methods. i am thinking about the cost of object creation and garbage collection vs extensibility.

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  • Pintura OR Perserve 2.0 - Production Ready?

    - by Scott
    I'm very interested in this framework, coupled with a NoSQL backend like MongoDB. Basically, my blue-sky vision is this: ExtJS/Pintura/MongoDB. I would probably plug in Rhino as the js engine. Is there anybody here using Pintura in a production environment? What are the pitfalls? What is your general experience? Thanks.

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