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  • C++ pointer to functions, Beginner Question...

    - by BobAlmond
    Hi all, I want to ask about pointer in C++ I have some simple code: int add(int a, int b){ return a+b; } int runner(int x,int y, int (*functocall)(int, int)){ return (*functocall)(x,y); } now, suppose I call those functions using this way : cout<<runner(2,5,&add); or maybe cout<<runner(2,5,add); is there any difference? because when I tried, the result is the same and with no error. Thanks a lot

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  • Functions without arguments, with unit as argument in scala

    - by scout
    def foo(x:Int, f:Unit=>Int) = println(f()) foo(2, {Unit => 3+4} //case1 def loop:Int = 7 foo(2, loop) //does not compile changing loop to //case 2 def loop():Int = 7 foo(2, loop) // does not compile changing loop to //case 3 def loop(x:Unit): Int = 7 //changing according to Don's Comments foo(2,loop) // compiles and works fine should'nt case 1 and case 2 also work? why are they not working? defining foo as def foo(x:Int, y:()=>Int) then case 2 works but not case 1. Arent they all supposed to work, defining the functions either way. //also i think ()=Int in foo is a bad style, y:=Int does not work, comments??

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  • Old functions return 'undefined' error once I add a jquery reference

    - by Lapa
    Disregard this question: I've simply confused <script src="..."></script> tag and <script> [some functions] </scipt> tags. I have this function function OnLoad() { ShowHideConfirmAnswers(); return true; } triggered by onload event: <body onload=OnLoad()> It works fine until I add src="jquery-1.4.2.js" to the script element. From this moment I get "OnLoad is not defined" error, and the same happens to every other javascript function.

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  • [PHP] Variables loaded from a separate script are not defined within functions

    - by Goro
    Hello, I use settings.php to store general settings for my application. When I load this settings file, I can use the variables defined in settings.php in the script itself, but not within any functions I define in it. For example, in my class definition, myclass.php: <?php $preIP = dirname(__FILE__); require_once( "preIP/settings.php" ); class MyClass { ... public function foo() { echo $variable_from_settings; } } The code in the function foo() will not work (the variable will not be defined). The settings.php file looks like this: $variable_from_settings = "bar"; Thanks,

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  • Lua not producing table of functions (IO API)

    - by ArtOfCode
    I'm working on a basic project in Lua. I've been trying to get data from files using the IO API (as defined here), but when I open a file and give it a handle, it doesn't seem to return a table of functions. The (erroneous bit of) code: local unread = fs.list("email/"..from.."/") local send = "" for _,file in ipairs(unread) do local handle = io.open(file,"r") local text = handle:read("*a") send = send .. text .. "\n" handle.close() fs.delete(file) end The fs you see on the first line is a professional filesystem wrapper round the IO API, not my work and perfectly error-free, so that's not the problem. However, when I try to read the file (handle:read()), it throws "attempt to index nil". Tracing it, it turns out that handle itself is nil. Any ideas?

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  • Find and list all functions/methods in a set of JavaScript files

    - by Dan Milstein
    Is there a way to read a set of JavaScript files, and output a description of where every function/method is defined? I realize that this is likely impossible in full generality, due to the extreme dynamic nature of the language. What I'm imagining is something which gets the (relatively) straightforward cases. Ideally, I'd want it figure out where, e.g. some method got attached to string or hash or some other fundamental class (and also just let you find all the classes/functions that get defined once in one place). Does such a tool exist?

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  • [javascript]Where are all functions in IE?

    - by user339865
    If i want to take all functions and variables declared in my program in firefox i just iterate 'window' object. For example if i have var a=function() {}; i can use a(); or window.a(); in firefox, but not in IE. I have function iterating window object and writing all function names declared in program like that: for (smthng in window) { document.write(smthng); } works in FF, in IE there are some stuff but nothing i declare before. Any ideas?

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  • Automatic conversion between methods and functions in Scala

    - by fikovnik
    I would like to understand the rules when can Scala automatically convert methods into functions. For example, if I have following two methods: def d1(a: Int, b: Int) {} def r[A, B](delegate: (A, B) ? Unit) {} I can do this: r(d1) But, when overloading r it will no longer work: def r[A, B, C](delegate: (A, B, C) ? Unit) {} r(d1) // no longer compiles and I have to explicitly convert method into partially applied function: r(d1 _) Is there any way to accomplish following with the explicit conversion? def r[A, B](delegate: (A, B) ? Unit) {} def r[A, B, C](delegate: (A, B, C) ? Unit) {} def d1(a: Int, b: Int) {} def d2(a: Int, b: Int, c: Int) {} r(d1) // only compiles with r(d1 _) r(d2) // only compiles with r(d2 _) There is somewhat similar question, but it is not fully explained.

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  • what's this jquery syntax?

    - by all-R
    I see that quite often in some Jquery plugins $('#foo').myPlugin({ foo: 'bar', bar: 'foo' }); I'm talking about the {} in the .myPlugin() part. I see quite often anonymous functions like .click(function(){ }); but the above syntax looks different thanks for your help!

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  • Is it possible to configure TMG to impersonate a domain user for anonymous requests to a website?

    - by Daniel Root
    I would like to configure Forefront Threat Management Gateway (formerly ISA server) to impersonate a specific domain user for any anonymous request to a particular listener. For example, for any anonymous request to http://www.mycompany.com, I would like to serve up http://myinternal as though MYDOMAIN/GuestAccount were accessing the site. Is this even possible in ISA/TMG? If so, where do I go to configure this?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Sesame update du jour: SL 4, OOB, Azure, and proxy support

    - by Fabrice Marguerie
    I've just published a new version of Sesame Data Browser. Here's what's new this time: Upgraded to Silverlight 4 Can run out-of-browser (OOB), with elevated permissions. This gives you an icon on your desktop and enables new scenarios. Note: The application is unsigned for the moment. Support for Windows Azure authentication Support for SQL Azure authentication If you are behind a proxy that requires authentication, just give Sesame a new try after clicking on "If you are behind a proxy that requires authentication, please click here" An icon and a button for closing connections are now displayed on connection tabsSome less visible improvements Here is the connection view with anonymous access: If you want to access Windows Azure tables as OData, all you have to do is use your table storage endpoint as the URL, and provide your access key: A Windows Azure table storage address looks like this: http://<your account>.table.core.windows.net/ If you want to browse your SQL Azure databases with Sesame, you have to enable OData support for them at https://www.sqlazurelabs.com/ConfigOData.aspx. I won't show how it works because it's already been done in several places over the Web. Here are pointers: OData.org: Got SQL Azure? Then you've got OData OakLeaf Systems: Enabling and Using the OData Protocol with SQL Azure Patrick Verbruggen: Creating an OData feed for your Azure databases Shawn Wildermuth: SQL Azure's OData Support Jack Greenfield: How to Use OData for SQL Azure with AppFabric Access Control You can choose to enable anonymous access or not. When you don't enable anonymous access, you have to provide an Issuer name and a Secret key, and optionally an Security Token Service (STS) endpoint: Excerpt from Jack Greenfield's blog: To enable OData access to the currently selected database, check the box labeled "Enable OData". When OData access is enabled, database user mapping information is displayed at the bottom of the form.Use the drop down list labeled "Anonymous Access User" to select an anonymous access user. If an anonymous access user is selected, then all queries against the database presented without credentials will execute by impersonating that user. You can access the database as the anonymous user by clicking on the link provided at the bottom of the page. If no anonymous access user is selected, then the OData Service will not allow anonymous access to the database.Click the link labeled "Add User" to add a user for authenticated access. In the pop up panel, select the user from the drop down list. Leave the issuer name empty for simple authentication, or provide the name of a trusted Security Token Service (STS) for federated authentication. For example, to federate with another ACS based STS, provide the base URI for the STS endpoint displayed by the Windows Azure AppFabric Portal for the STS.Click the "OK" button to complete the configuration process and dismiss the pop up panel. When one or more authenticated access users are added, the OData Service will impersonate them when appropriate credentials are presented. You can designate as many authenticated access users as you like. The OData Service will decide which one to impersonate for each query by inspecting the credentials presented with the query.Next time I'll give an overview of how Sesame Data Browser is built.In the meantime, happy data browsing!

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  • Include in service layer all the application's functions or only the reusable ones?

    - by BornToCode
    Background: I need to build a main application with some operations (CRUD and more) (-in winforms), I need to make another application which will re-use some of the functions of the main application (-in webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • How to generalize a method call in Java (to avoid code duplication)

    - by dln385
    I have a process that needs to call a method and return its value. However, there are several different methods that this process may need to call, depending on the situation. If I could pass the method and its arguments to the process (like in Python), then this would be no problem. However, I don't know of any way to do this in Java. Here's a concrete example. (This example uses Apache ZooKeeper, but you don't need to know anything about ZooKeeper to understand the example.) The ZooKeeper object has several methods that will fail if the network goes down. In this case, I always want to retry the method. To make this easy, I made a "BetterZooKeeper" class that inherits the ZooKeeper class, and all of its methods automatically retry on failure. This is what the code looked like: public class BetterZooKeeper extends ZooKeeper { private void waitForReconnect() { // logic } @Override public Stat exists(String path, Watcher watcher) { while (true) { try { return super.exists(path, watcher); } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } @Override public byte[] getData(String path, boolean watch, Stat stat) { while (true) { try { return super.getData(path, watch, stat); } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } @Override public void delete(String path, int version) { while (true) { try { super.delete(path, version); return; } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } } (In the actual program there is much more logic and many more methods that I took out of the example for simplicity.) We can see that I'm using the same retry logic, but the arguments, method call, and return type are all different for each of the methods. Here's what I did to eliminate the duplication of code: public class BetterZooKeeper extends ZooKeeper { private void waitForReconnect() { // logic } @Override public Stat exists(final String path, final Watcher watcher) { return new RetryableZooKeeperAction<Stat>() { @Override public Stat action() { return BetterZooKeeper.super.exists(path, watcher); } }.run(); } @Override public byte[] getData(final String path, final boolean watch, final Stat stat) { return new RetryableZooKeeperAction<byte[]>() { @Override public byte[] action() { return BetterZooKeeper.super.getData(path, watch, stat); } }.run(); } @Override public void delete(final String path, final int version) { new RetryableZooKeeperAction<Object>() { @Override public Object action() { BetterZooKeeper.super.delete(path, version); return null; } }.run(); return; } private abstract class RetryableZooKeeperAction<T> { public abstract T action(); public final T run() { while (true) { try { return action(); } catch (KeeperException e) { // We will retry. } waitForReconnect(); } } } } The RetryableZooKeeperAction is parameterized with the return type of the function. The run() method holds the retry logic, and the action() method is a placeholder for whichever ZooKeeper method needs to be run. Each of the public methods of BetterZooKeeper instantiates an anonymous inner class that is a subclass of the RetryableZooKeeperAction inner class, and it overrides the action() method. The local variables are (strangely enough) implicitly passed to the action() method, which is possible because they are final. In the end, this approach does work and it does eliminate the duplication of the retry logic. However, it has two major drawbacks: (1) it creates a new object every time a method is called, and (2) it's ugly and hardly readable. Also I had to workaround the 'delete' method which has a void return value. So, here is my question: is there a better way to do this in Java? This can't be a totally uncommon task, and other languages (like Python) make it easier by allowing methods to be passed. I suspect there might be a way to do this through reflection, but I haven't been able to wrap my head around it.

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  • Safely defining variables for public callback functions in javascript

    - by djreed
    I am working with the YouTube iFrame API to embed a number of videos on a page. Documentation here: https://developers.google.com/youtube/iframe_api_reference#Requirements In summary, you load the API asynchronously using the following snippet: var tag = document.createElement('script'); tag.src = "http://www.youtube.com/player_api"; var firstScriptTag = document.getElementsByTagName('script')[0]; firstScriptTag.parentNode.insertBefore(tag, firstScriptTag); Once loaded, the API fires the predefined callback function onYouTubePlayerAPIReady. For additional context: I am defining a library file for this in Google Closure. I am providing a namespace: goog.provide('yt.video'); I then use goog.exportSymbol so that the API can find the function. That all works fine. My challenge is that I would like to pass 2 variables to the callback function. Is there any way to do this without defining these 2 variables in the context of the window object? goog.provide('yt.video'); goog.require('goog.dom'); yt.video = function(videos, locales) { this.videos = videos; this.captionLocales = locales; this.init(); }; yt.video.prototype.init = function() { var tag = document.createElement('script'); tag.src = "http://www.youtube.com/player_api"; var firstScriptTag = document.getElementsByTagName('script')[0]; firstScriptTag.parentNode.insertBefore(tag, firstScriptTag); }; /* * Callback function fired when YT API is ready * This is exported using goog.exportSymbol in another file and * is being fired by the API properly. */ yt.video.prototype.onPlayerReady = function(videos, locales) { window.console.log('this :' + this); //logs window window.console.log('this.videos : ' + this.videos); //logs undefined /* * Video settings from Django variable */ for(i=0; i<this.videos.length; i++) { var playerEvents = {}; var embedVars = {}; var el = this.videos[i].el; var playerVid = this.videos[i].vid; var playerWidth = this.videos[i].width; var playerHeight = this.videos[i].height; var captionLocales = this.videos[i].locales; if(this.videos[i].playerVars) var embedVars = this.videos[i].playerVars; } if(this.videos[i].events) { var playerEvents = this.videos[i].events; } /* * Show captions by default */ if(goog.array.indexOf(captionLocales, 'es') >= 0) { embedVars.cc_load_policy = 1; }; new YT.Player(el, { height: playerHeight, width: playerWidth, videoId: playerVid, events: playerEvents, playerVars: embedVars }); }; }; To intialize this, I am currently using the following within a self-executing anonymous function: var videos = [ {"vid": "video_id", "el": "player-1", "width": 640, "height": 390, "locales": ["es", "fr"], "events": {"onStateChange": stateChanged}}, {"vid": "video_id", "el": "player-2", "locales": ["es", "fr"], "width": 640, "height": 390} ]; var locales = ['es']; var videoTemplate = new yt.video(videos, locales);

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  • Call functions in AutoIt DLL using Python ctypes

    - by Josh
    I want to call functions from an AutoIt dll, that I found at C:\Program Files (x86)\AutoIt3\AutoItX\AutoItX3.dll using Python. I know I could use win32com.client.Dispatch("AutoItX3.Control") but I can't install the application or register anything in the system. So far, this is where I am: from ctypes import * path = r"C:\Program Files (x86)\AutoIt3\AutoItX\AutoItX3.dll" autoit = windll.LoadLibrary(path) Here are the methods that works: autoit.AU3_WinMinimizeAll() # windows were successfully minimized. autoit.AU3_Sleep(1000) # sleeps 1 sec. Here is my problem, python is crashing when I call other methods like this one. I get python.exe has stopped working from windows... autoit.AU3_WinGetHandle('Untitled - Notepad', '') And some other methods are not crashing python but are just not working. This one doesn't close the window and return 0: autoit.AU3_WinClose('Untitled - Notepad', '') And this other one return 1 but the window is still minimized: autoit.AU3_WinActivate('Untitled - Notepad', '') I've tested the examples with with Dispatch("AutoItX3.Control") and everything is working like expected. It seems like methods that should return something other than a string are crashing python. But still, others like WinClose are not even working... Thank you in advance for your help! EDIT: These methods are now working when using unicode strings: autoit.AU3_WinClose(u'Untitled - Notepad', u'') autoit.AU3_WinActivate(u'Untitled - Notepad', u'') And I found the prototype for AU3_WinGetHandle: AU3_API void WINAPI AU3_WinGetHandle(const char szTitle, /[in,defaultvalue("")]*/const char *szText, char *szRetText, int nBufSize); Now I see that I should get the handle from szRetText but I am not sure how... I tried the following without success: from ctypes.wintypes import LPCWSTR, INT, POINTER AU3_WinGetHandle.argtypes = (LPCWSTR, LPCWSTR, POINTER(LPCWSTR), INT) s = c_wchar_p() print AU3_WinGetHandle(u'Untitled - Notepad', u'', byref(s), 100) # prints 1 print s # prints c_wchar_p(u'') Any idea how to retrive the handle from szRetText?

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  • Invoking WCF functions using Reflection

    - by Jankhana
    I am pretty new to WCF applications. I have a WCF application that is using NetTcpBinding. I wanted to invoke the functions in WCF service using the System.Reflection's Methodbase Invoke method. I mean I wanted to Dynamically call the Function by passing the String as the Function name. Reflection works great for Web Service or a Windows application or any dll or class. So their is certain way to do this for WCF also but I am not able to find that. I am getting the Assembly Name than it's type everything fine but as we cannot create an instance of the Interface class I tried to open the WCF connection using the binding and tried to pass that object but it's throwing the exception as : "Object does not match target type." I have opened the connection and passed the object and type is of interface only. I don't know whether I'm trying wrong thing or in wrong way. Any idea how shall I accomplish this??? The NetTCPBinding all are properly given while opening the connection. And one more thing I am using WCF as a Windows Service using NETTCPBinding.

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  • Missing functions in ruby 1.8

    - by Adrian
    I have a ruby gem that I developed with ruby 1.9, and it works. With ruby 1.8, though, it says this when I try to run it: dyld: lazy symbol binding failed: Symbol not found: _RBIGNUM_SIGN Referenced from: /Users/Adrian/Desktop/num_to_bytes/ext/num_to_bytes/num_to_bytes.bundle Expected in: flat namespace dyld: Symbol not found: _RBIGNUM_SIGN Referenced from: /Users/Adrian/Desktop/num_to_bytes/ext/num_to_bytes/num_to_bytes.bundle Expected in: flat namespace Trace/BPT trap If I comment out the line that uses RBIGNUM_SIGN, it complains about other functions like rb_big_modulo. Some things work, like NUM2LONG. Here are some things I have tried: In http://github.com/ruby/ruby/blob/ruby_1_8_7/ruby.h, RBIGNUM_SIGN is defined. But in all versions of ruby I have tried, it is not there. I guessed that maybe it was defined in a different .h file. Knowing that Hpricot works with 1.8, I looked at http://github.com/hpricot/hpricot/blob/master/ext/hpricot_scan/hpricot_scan.h. It doesn't include any other files that #define it. Putting things like extern VALUE rb_big_modulo(VALUE x); at the beginning of my extension don't help. Using a brand new Ubuntu installation, I apt-getted ruby, tried to install the gem, and it didn't work either. Putting have_library 'ruby', 'rb_big_modulo' in my extconf.rb didn't work. As you can probably see, I am getting desperate (after weeks of trying things!). So, how can I get this to work? Here is the gem: http://rubygems.org/gems/num_to_bytes Here is the source: http://gist.github.com/404584

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  • script to search and replace deprecated functions

    - by user573881
    Hi, I am using the following script to search and replace the deprecated functions in a file with the newer ones. 5 for strFile in `ls deprecated_functions_search_and_replace.txt ` 6 do 7 sed "s/ereg_replace[^\(]*(\([^,]*\),/preg_replace\1('#'.\2.'#',/g" $strFile > temp_file 8 mv $strFile $strFile".bakup" 9 mv temp_file $strFile 10 11 sed "s/eregi[^\(]*(\([^,]*\),/preg_match\1('#'.\2.'#i',/g" $strFile > temp_file 12 mv $strFile $strFile".bakup" 13 mv temp_file $strFile 14 15 sed "s/ereg[^\(]*(\([^,]*\),/preg_match\1('#'.\2.'#',/g" $strFile > temp_file 16 mv $strFile $strFile".bakup" 17 mv temp_file $strFile 18 19 sed "s/split[^\(]*(\([^,]*\),/preg_split\1('#'.\2.'#',/g" $strFile > temp_file 20 mv $strFile $strFile".bakup" 21 mv temp_file $strFile 22 23 sed "s/mysql_escape_string/mysql_real_escape_string/g" $strFile > temp_file 24 mv $strFile $strFile".bakup" 25 mv temp_file $strFile 26 27 sed "s/set_magic_quotes_runtime(0)/\/\/set_magic_quotes_runtime(0)/g" $strFile > temp_file 28 mv $strFile $strFile".bakup" 29 mv temp_file $strFile 30 31 sed "s/ini_get('safe_mode')/false/g" $strFile > temp_file 32 mv $strFile $strFile".bakup" 33 mv temp_file $strFile 34 35 sed "s/session_register('\(.*\)')/$_SESSION['\1']=$\1/g" $strFile > temp_file 36 mv $strFile $strFile".bakup" 37 mv temp_file $strFile 38 39 sed "s/session_unregister('\(.*\)')/$_SESSION['\1']=''/g" $strFile > temp_file 40 mv $strFile $strFile".bakup" 41 mv temp_file $strFile 42 43 done However, when I run this script I am getting an error saying: sed: -e expression #1, char 60: invalid reference \2 on `s' command's RHS sed: -e expression #1, char 52: invalid reference \2 on `s' command's RHS sed: -e expression #1, char 50: invalid reference \2 on `s' command's RHS sed: -e expression #1, char 51: invalid reference \2 on `s' command's RHS I am unable to figure out whats going wrong. Someone please help me. Regards.

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  • codeigniter and OOP general question regarding calling functions, and the parent constuctor

    - by thrice801
    Ok so I have some gaps in my understanding of PHP OOP, classes and functions specifically, this whole constructor class deal. I use both Zend and CI but right now Im trying to figure this out in CI as it is less complicated. So all Im trying to do is understand how to call a function from a view page in code igniter. I understand that might go against MVC but Im working with an api and search results not from my database, so basically, I want to define a function in my class that I am able to call in one of my view pages.. and I keep getting "Fatal error: Call to undefined function functionname" error no matter what I try. I thought I just had to declare public function testing() { echo "testing testing 123; } but calling that from the view I get that error. Then I read something about having to go parent::Controller(); in the index of the class where the testing function also resides? But that didnt work either. Anyways, ya, can someone explain what I need to do in order to call the "testing()" function on one of my view pages? and clarification on the constructor class and what exactly parent::Controller() even does, would be much appreciated as well.

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  • The ORDER BY clause is invalid in views, inline functions, derived tables, subqueries, and common ta

    - by zurna
    I get "The ORDER BY clause is invalid in views, inline functions, derived tables, subqueries, and common table expressions, unless TOP or FOR XML is also specified." error with the following code. I initially had two tables, ADSAREAS & CATEGORIES. I started receiving this error when I removed CATEGORIES table. Select Case SIDX Case "ID" : SQLCONT1 = " AdsAreasID" Case "Page" : SQLCONT1 = " AdsAreasName" Case Else : SQLCONT1 = " AdsAreasID" End Select Select Case SORD Case "asc" : SQLCONT2 = " ASC" Case "desc" : SQLCONT2 = " DESC" Case Else : SQLCONT2 = " ASC" End Select ''# search feature ---> Select Case SEARCHFIELD Case "ID" : SQLSFIELD = "AND AdsAreasID" Case "Ads Areas" : SQLSFIELD = "AND AdsAreasName" Case Else : SQLSFIELD = "" End Select Select Case SEARCHOPER Case "eq" : SQLSOPER = " = " & SEARCHSTRING Case "ne" : SQLSOPER = " <> " & SEARCHSTRING Case "lt" : SQLSOPER = " <" & SEARCHSTRING Case "le" : SQLSOPER = " <= " & SEARCHSTRING Case "gt" : SQLSOPER = " >" & SEARCHSTRING Case "ge" : SQLSOPER = " >= " & SEARCHSTRING Case "bw" : SQLSOPER = " LIKE '" & SEARCHSTRING & "%' " Case "ew" : SQLSOPER = " LIKE '%" & SEARCHSTRING & "' " Case "cn" : SQLSOPER = " LIKE '%" & SEARCHSTRING & "%' " Case Else : SQLSOPER = "" End Select ''# search feature ---> SQL = "SELECT * FROM ( SELECT A.AdsAreasID, A.AdsAreasName, ROW_NUMBER() OVER (ORDER BY A.AdsAreasID) As Row" SQL = SQL & " FROM ADSAREAS A" SQL = SQL & " WHERE Row > ("& RecordsPageSize - RecordsPerPage &") AND Row <= ("& RecordsPageSize &") ORDER BY" & SQLCONT1 & SQLCONT2 Set objXML = objConn.Execute(SQL)

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  • Adding Functions to an Implementation of Vector

    - by Meursault
    I have this implementation of vector that I've been working on for a few days using examples from a textbook: #include <iostream> #include <string> #include <cassert> #include <algorithm> #include <cstring> // Vector.h using namespace std; template <class T> class Vector { public: typedef T * iterator; Vector(); Vector(unsigned int size); Vector(unsigned int size, const T & initial); Vector(const Vector<T> & v); // copy constructor ~Vector(); unsigned int capacity() const; // return capacity of vector (in elements) unsigned int size() const; // return the number of elements in the vector bool empty() const; iterator begin(); // return an iterator pointing to the first element iterator end(); // return an iterator pointing to one past the last element T & front(); // return a reference to the first element T & back(); // return a reference to the last element void push_back(const T & value); // add a new element void pop_back(); // remove the last element void reserve(unsigned int capacity); // adjust capacity void resize(unsigned int size); // adjust size void erase(unsigned int size); // deletes an element from the vector T & operator[](unsigned int index); // return reference to numbered element Vector<T> & operator=(const Vector<T> &); private: unsigned int my_size; unsigned int my_capacity; T * buffer; }; template<class T>// Vector<T>::Vector() { my_capacity = 0; my_size = 0; buffer = 0; } template<class T> Vector<T>::Vector(const Vector<T> & v) { my_size = v.my_size; my_capacity = v.my_capacity; buffer = new T[my_size]; for (int i = 0; i < my_size; i++) buffer[i] = v.buffer[i]; } template<class T>// Vector<T>::Vector(unsigned int size) { my_capacity = size; my_size = size; buffer = new T[size]; } template<class T>// Vector<T>::Vector(unsigned int size, const T & initial) { my_size = size; //added = size my_capacity = size; buffer = new T [size]; for (int i = 0; i < size; i++) buffer[i] = initial; } template<class T>// Vector<T> & Vector<T>::operator = (const Vector<T> & v) { delete[ ] buffer; my_size = v.my_size; my_capacity = v.my_capacity; buffer = new T [my_size]; for (int i = 0; i < my_size; i++) buffer[i] = v.buffer[i]; return *this; } template<class T>// typename Vector<T>::iterator Vector<T>::begin() { return buffer; } template<class T>// typename Vector<T>::iterator Vector<T>::end() { return buffer + size(); } template<class T>// T& Vector<T>::Vector<T>::front() { return buffer[0]; } template<class T>// T& Vector<T>::Vector<T>::back() { return buffer[size - 1]; } template<class T> void Vector<T>::push_back(const T & v) { if (my_size >= my_capacity) reserve(my_capacity +5); buffer [my_size++] = v; } template<class T>// void Vector<T>::pop_back() { my_size--; } template<class T>// void Vector<T>::reserve(unsigned int capacity) { if(buffer == 0) { my_size = 0; my_capacity = 0; } if (capacity <= my_capacity) return; T * new_buffer = new T [capacity]; assert(new_buffer); copy (buffer, buffer + my_size, new_buffer); my_capacity = capacity; delete[] buffer; buffer = new_buffer; } template<class T>// unsigned int Vector<T>::size()const { return my_size; } template<class T>// void Vector<T>::resize(unsigned int size) { reserve(size); my_size = size; } template<class T>// T& Vector<T>::operator[](unsigned int index) { return buffer[index]; } template<class T>// unsigned int Vector<T>::capacity()const { return my_capacity; } template<class T>// Vector<T>::~Vector() { delete[]buffer; } template<class T> void Vector<T>::erase(unsigned int size) { } int main() { Vector<int> v; v.reserve(2); assert(v.capacity() == 2); Vector<string> v1(2); assert(v1.capacity() == 2); assert(v1.size() == 2); assert(v1[0] == ""); assert(v1[1] == ""); v1[0] = "hi"; assert(v1[0] == "hi"); Vector<int> v2(2, 7); assert(v2[1] == 7); Vector<int> v10(v2); assert(v10[1] == 7); Vector<string> v3(2, "hello"); assert(v3.size() == 2); assert(v3.capacity() == 2); assert(v3[0] == "hello"); assert(v3[1] == "hello"); v3.resize(1); assert(v3.size() == 1); assert(v3[0] == "hello"); Vector<string> v4 = v3; assert(v4.size() == 1); assert(v4[0] == v3[0]); v3[0] = "test"; assert(v4[0] != v3[0]); assert(v4[0] == "hello"); v3.pop_back(); assert(v3.size() == 0); Vector<int> v5(7, 9); Vector<int>::iterator it = v5.begin(); while (it != v5.end()) { assert(*it == 9); ++it; } Vector<int> v6; v6.push_back(100); assert(v6.size() == 1); assert(v6[0] == 100); v6.push_back(101); assert(v6.size() == 2); assert(v6[0] == 100); v6.push_back(101); cout << "SUCCESS\n"; } So far it works pretty well, but I want to add a couple of functions to it that I can't find examples for, a SWAP function that would look at two elements of the vector and switch their values and and an ERASE function that would delete a specific value or range of values in the vector. How should I begin implementing the two extra functions?

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  • Two classes and inline functions

    - by klew
    I have two classes and both of them uses some of the other class, on example: // class1.h class Class1; #include "class2.h" class Class1 { public: static Class2 *C2; ... }; // class2.h class Class2; #include "class1.h" class Class2 { public: static Class1 *C1; ... }; And when I define it like in example above, it works (I also have some #ifndef to avoid infinite header recurency). But I also want to add some inline functions to my classes. And I read here that I should put definition of inline function in header file, because it won't work if I'll put them in cpp file and want to call them from other cpp file (when I do it I get undefined reference during linking). But the problem here is with something like this: // class1.h ... inline void Class1::Foo() { C2->Bar(); } I get error: invalid use of incomplete type ‘struct Class2’. So how can I do it?

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  • define javascript functions on iframe facebook app inside <fb:serverfbml> tag

    - by user233486
    Hi all, How we can define JS function on inside ? I tried to load file javascript on the end tag , but I still can't call the function from javascript file. Here the FBML tag <fb:serverfbml> <script type="text/fbml"> <fb:fbml> <a href="#" id="this" onclick="do_colors(this); return false">Hello World!</a> <script src="http://absolute.path.to/your/javascript/file.js"></script> </fb:fbml> </script> </fb:serverfbml> And here the javacript function on file.js function random_int(lo, hi) { return Math.floor((Math.random() * (hi - lo)) + lo) } function do_colors(obj) { var r = random_int(0, 255), b = random_int(0, 255), g = random_int(0, 255); obj.setStyle({background: 'rgb('+[r, g, b].join(',')+')', color: 'rgb('+[r<128?r+128:r-128, g<128?g+128:g-128, b<128?b+128:b-128].join(',')+')'}); } I use rails and facebooker to develop the application Any idea or suggestion for define javascript functions? Thanks,

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  • "Decompile" Javascript function? *ADVANCED*

    - by caesar2k
    [1] Ok, I don't even know how to call this, to be honest. So let me get some semi-pseudo code, to show what I'm trying to do. I'm using jquery to get an already existing script declared inside the page, inside a createDocument() element, from an AJAX call. GM_xmlhttprequest({ ... load:function(r){ var doc = document_from_string(r.responseText); script_content = $('body script:regex(html, local_xw_sig)', doc).html(); var scriptEl = document.createElement('script'); scriptEl.type = 'text/javascript'; scriptEl.innerHTML = script_content; // good till here (function(sc){ eval(sc.innerHTML); // not exactly like this, but you get the idea, errors alert('wont get here ' + local_xw_sig); // local_xw_sig is a global "var" inside the source })(scriptEl); } }); so far so good, the script indeed contains the source from the entire script block. Now, inside this "script_content", there are auto executing functions, like $(document).ready(function(){...}) that, everything I "eval" the innerHTML, it executes this code, halting my encapsulated script. like variables that doesn't exist, etc removing certain parts of the script using regex isn't really an option... what I really wanted is to "walk" inside the function. like do a (completely fictional): script = eval("function(){" + script_content + "};"); alert(script['local_xw_sig']); // a03ucc34095cw3495 is there any way to 'disassemble' the function, and be able to reach the "var"s inside of it? like this function: function hello(){ var message = "hello"; } alert(hello.message); // message = var inside the function is it possible at all? or I will have to hack my way using regex? ;P [2] also, is there any way I can access javascript inside a document created with "createDocument"?

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