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  • CultureManager issue

    - by Serge
    I have a bug I don't understand. While the following works fine: Resources.Classes.AFieldFormula.DirectFieldFormula this one throws an exception: new ResourceManager(typeof(Resources.Classes.AFieldFormula)).GetString("DirectFieldFormula"); Could not find any resources appropriate for the specified culture or the neutral culture. Make sure \"Resources.Classes.AFieldFormula.resources\" was correctly embedded or linked into assembly \"MygLogWeb\" at compile time, or that all the satellite assemblies required are loadable and fully signed. How comes? Resource designer.cs file: //------------------------------------------------------------------------------ // <auto-generated> // This code was generated by a tool. // Runtime Version:4.0.30319.18408 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //------------------------------------------------------------------------------ namespace Resources.Classes { using System; /// <summary> /// A strongly-typed resource class, for looking up localized strings, etc. /// </summary> // This class was auto-generated by the StronglyTypedResourceBuilder // class via a tool like ResGen or Visual Studio. // To add or remove a member, edit your .ResX file then rerun ResGen // with the /str option, or rebuild your VS project. [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")] [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] public class AFieldFormula { private static global::System.Resources.ResourceManager resourceMan; private static global::System.Globalization.CultureInfo resourceCulture; [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] internal AFieldFormula() { } /// <summary> /// Returns the cached ResourceManager instance used by this class. /// </summary> [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] public static global::System.Resources.ResourceManager ResourceManager { get { if (object.ReferenceEquals(resourceMan, null)) { global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("MygLogWeb.Classes.AFieldFormula", typeof(AFieldFormula).Assembly); resourceMan = temp; } return resourceMan; } } /// <summary> /// Overrides the current thread's CurrentUICulture property for all /// resource lookups using this strongly typed resource class. /// </summary> [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] public static global::System.Globalization.CultureInfo Culture { get { return resourceCulture; } set { resourceCulture = value; } } /// <summary> /// Looks up a localized string similar to Direct field. /// </summary> public static string DirectFieldFormula { get { return ResourceManager.GetString("DirectFieldFormula", resourceCulture); } } } }

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  • WCF App using Peer Chat app as example does not work.

    - by splate
    I converted a VB .Net 3.5 app to use peer to peer WCF using the available Microsoft example of the Chat app. I made sure that I copied the app.config file for the sample(modified the names for my app), added the appropriate references. I followed all the tutorials and added the appropriate tags and structure in my app code. Everything runs without any errors, but the clients only get messages from themselves and not from the other clients. The sample chat application does run just fine with multiple clients. The only difference I could find is that the server on the sample is targeting the framework 2.0, but I assume that is wrong and it is building it in at least 3.0 or the System.ServiceModel reference would break. Is there something that has to be registered that the sample is doing behind the scenes or is the sample a special project type? I am confused. My next step is to copy all my classes and logic from my app to the sample app, but that is likely a lot of work. Here is my Client App.config: <client><endpoint name="thldmEndPoint" address="net.p2p://thldmMesh/thldmServer" binding="netPeerTcpBinding" bindingConfiguration="PeerTcpConfig" contract="THLDM_Client.IGameService"></endpoint></client> <bindings><netPeerTcpBinding> <binding name="PeerTcpConfig" port="0"> <security mode="None"></security> <resolver mode="Custom"> <custom address="net.tcp://localhost/thldmServer" binding="netTcpBinding" bindingConfiguration="TcpConfig"></custom> </resolver> </binding></netPeerTcpBinding> <netTcpBinding> <binding name="TcpConfig"> <security mode="None"></security> </binding> </netTcpBinding> </bindings> Here is my server App.config: <services> <service name="System.ServiceModel.PeerResolvers.CustomPeerResolverService"> <host> <baseAddresses> <add baseAddress="net.tcp://localhost/thldmServer"/> </baseAddresses> </host> <endpoint address="net.tcp://localhost/thldmServer" binding="netTcpBinding" bindingConfiguration="TcpConfig" contract="System.ServiceModel.PeerResolvers.IPeerResolverContract"> </endpoint> </service> </services> <bindings> <netTcpBinding> <binding name="TcpConfig"> <security mode="None"></security> </binding> </netTcpBinding> </bindings> Thanks ahead of time.

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  • Windows API Programing....

    - by vs4vijay
    Hello There... Its me Vijay.. I m Trying to make a CrossHair(some kind of cursor) On The Screen while running a Game (Counter Strike)... so i did this... ############################# #include<iostream.h> #include<windows.h> #include<conio.h> #include<dos.h> #include<stdlib.h> #include<process.h> #include <time.h> int main() { HANDLE hl = OpenProcess(PROCESS_ALL_ACCESS,TRUE,pid); // Here pid is the process ID of the Game... HDC hDC = GetDC(NULL); //Here i pass NULL for Entire Screen... HBRUSH hb=CreateSolidBrush(RGB(0,255,255)); SelectObject(hDC,hb); POINT p; while(!kbhit()) { int x=1360/2,y=768/2; MoveToEx(hDC,x-20,y,&p); LineTo(hDC,x+20,y); SetPixel(hDC,x,y,RGB(255,0,0)); SetPixel(hDC,x-1,y-1,RGB(255,0,0)); SetPixel(hDC,x-1,y+1,RGB(255,0,0)); SetPixel(hDC,x+1,y+1,RGB(255,0,0)); SetPixel(hDC,x+1,y-1,RGB(255,0,0)); MoveToEx(hDC,x,y-20,&p); LineTo(hDC,x,y+20); } cin.get(); return 0; } #################################### it works fine....at desktop i see crosshair...but my problem is that when i run game...the cross here got disappeared.... so i think i did not handle the process of game... so i pass the HANDLE to the GetDC(hl)... But GetDC take only HWND(Handle To Window)... so i typecast it like this... HWND hl = (HWND)OpenProcess(PROCESS_ALL_ACCESS,TRUE,pid); and passed hl to the GetDC(hl)... but it doesnt work...Whats wrong with the code... plz tell me how do i make a simple shape at the screen on a process or game... PS : (My Compiler Is DevCPP and OS WinXP SP3....)

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  • Create a Color Picker, similar to Photoshop's, using Javascript and HTML Canvas

    - by André Alçada Padez
    I am not at all versed in Computer Graphics and am in need of creating a color picker as a javascript tool to embed in an HTML page. First, and looking at Photoshop's one, i thought of the RGB palette as a three-dimensional matrix. My first attempt envolved: <script type="text/javascript"> var rgCanvas = document.createElement('canvas'); rgCanvas.width = 256; rgCanvas.height = 256; rgCanvas.style.border = '3px solid black'; for (g = 0; g < 256; g++){ for (r = 0; r < 256; r++){ var context = rgCanvas.getContext('2d'); context.beginPath(); context.moveTo(r,g); context.strokeStyle = 'rgb(' + r + ', ' + g + ', 0)'; context.lineTo(r+1,g+1); context.stroke(); context.closePath(); } } var bCanvas = document.createElement('canvas'); bCanvas.width = 20; bCanvas.height = 256; bCanvas.style.border = '3px solid black'; for (b = 0; b < 256; b++){ var context = bCanvas.getContext('2d'); context.beginPath(); context.moveTo(0,b); context.strokeStyle = 'rgb(' + 0 + ', ' + 0 + ', ' + b + ')'; context.lineTo(20, b); context.stroke(); context.closePath(); } document.body.appendChild(rgCanvas); document.body.appendChild(bCanvas); </script> this results in something like My thought is this is too linear, comparing to the ones i see in Photoshop and on the web. I would like to know the logic behind the color mapping in a picker like this: I don't really need the algorythms itself, i'm mainly trying to understand the logic. Thanks

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  • Passing enums to functions in C++

    - by rocknroll
    Hi all, I have a header file with all the enums listed (#ifndef #define #endif construct has been used to avoid multiple inclusion of the file) that I use in multiple cpp files in my application.One of the enums in the files is enum StatusSubsystem {ENABLED,INCORRECT_FRAME,INVALID_DATA,DISABLED}; There are functions in the application delcared as ShowStatus(const StatusSubsystem&); Earlier in the application when I made calls to the above function like ShowStatus(INCORRECT_FRAME); my application used to compile perfectly. But after some code was added The compilation halts giving the following error: File.cpp:71: error: invalid conversion from `int' to `StatusSubsystem' File.cpp:71: error: initializing argument 1 of `void Class::ShowStatus(const StatusSubsystem&) I checked the code for any conflicting enums in the new code and it looked fine. My Question is what is wrong with the function call that compiler shows as erroneous? For your reference the function definition is: void Class::ShowStatus(const StatusSubsystem& eStatus) { QPalette palette; mStatus=eStatus;//store current Communication status of system if(eStatus==DISABLED) { //select red color for label, if it is to be shown disabled palette.setColor(QPalette::Window,QColor(Qt::red)); mLabel->setText("SYSTEM"); } else if(eStatus==ENABLED) { //select green color for label,if it is to be shown enabled palette.setColor(QPalette::Window,QColor(Qt::green)); mLabel->setText("SYSTEM"); } else if(eStatus==INCORRECT_FRAME) { //select yellow color for label,to show that it is sending incorrect frames palette.setColor(QPalette::Window,QColor(Qt::yellow)); mLabel->setText("SYSTEM(I)"); } //Set the color on the Label mLabel->setPalette(palette); } A strange side effect of this situation is it compiles when I cast all the calls to ShowStatus() as ShowStatus((StatusSubsystem)INCORRECT_FRAME); Though this removes any compilation error, but a strange thing happens. Though I make call to INCORRECT_FRAME above but in function definition it matches with ENABLED. How on earth is that possible? Its like while passing INCORRECT_FRAME by reference, it magically converts to ENABLED, which should be impossible. This is driving me nuts. Can you find any flaw in what I am doing? or is it something else? The application is made using C++,Qt-4.2.1 on RHEL4. Thanks.

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  • C++ segmentation error when first parameter is null in comparison operator overload

    - by user1774515
    I am writing a class called Word, that handles a c string and overloads the <, , <=, = operators. word.h: friend bool operator<(const Word &a, const Word &b); word.cc: bool operator<(const Word &a, const Word &b) { if(a == NULL && b == NULL) return false; if(a == NULL) return true; if(b == NULL) return false; return a.wd < b.wd; //wd is a valid c string } main: char* temp = NULL; //EDIT: i was mistaken, temp is a char pointer Word a("blah"); //a.wd = [b,l,a,h] cout << (temp<a); i get a segmentation error before the first line of the operator< method after the last line in the main. I can correct the problem by writing cout << (a>temp); where the operator> is similarly defined and i get no errors. but my assignment requires (temp < a) to work so this is where i ask for help. EDIT: i made a mistake the first time and i said temp was of type Word, but it is actually of type char*. so i assume that the compiler converts temp to a Word using one of my constructors. i dont know which one it would use and why this would work since the first parameter is not Word. here is the constructor i think is being used to make the Word using temp: Word::Word(char* c, char* delimeters=NULL) { char *temporary = "\0"; if(c == NULL) c = temporary; check(stoppers!=NULL, "(Word(char*,char*))NULL pointer"); //exits the program if the expression is false if(strlen(c) == 0) size = DEFAULT_SIZE; //10 else size = strlen(c) + 1 + DEFAULT_SIZE; wd = new char[size]; check(wd!=NULL, "Word(char*,char*))heap overflow"); delimiters = new char[strlen(stoppers) + 1]; //EDIT: changed to [] check(delimiters!=NULL,"Word(char*,char*))heap overflow"); strcpy(wd,c); strcpy(delimiters,stoppers); count = strlen(wd); } wd is of type char* thanks for looking at this big question and trying to help. let me know if you need more code to look at

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  • How do make dependency generation work for C? (Also..decode this sed/make statement!)

    - by Derek
    Hi all. I have a make build system that I am trying to decipher that someone else wrote. I am getting an error when I run it on a redhat system, but not when I run it on my solaris system. The versions of gmake are the same major revision (one off on minor revision). This is for building a C project, and the make system has a global Makefile.global that is inherited by each directory's local Makefile The Makefile.global has all the targets in it, starting with all: $(LIB) $(BIN) where LIB builds libs and BIN builds binaries. jumping down the targets I have $(LIB) : $(GEN_LIB) $(GEN_LIB) : $(GEN_DEPS) $(GEN_OBJS) $(AR) $(ARFLAGS) $(GEN_LIB) $(GEN_OBJS) $(GEN_DEPS) : @set -e; rm -f $@; \ $(CC) $(CDEP_FLAG) $(CFLAGS) $(INCDIRS) `basename $@ | sed 's/\.d/\.c/' | sed 's,^,$(HOME_SRC)/,'` | sed 's,\(.*\)\.o: ,$(GEN_OBJDIR)/\1.o $@ :,g' > [email protected] ; \ cat [email protected] > $@ ; \ cat [email protected] | cut -d: -f2 | grep '\.h' | sed 's,\.h,.h :,g' >> $@ ; \ rm [email protected] $(GEN_OBJS) : $(CC) $(CFLAGS) $(INCDIRS) -c $(*F).c -lmpi -o $@ I think these are all the relevant targets I need to include to answer my question. Definitions of those variables: CC = icc CDEP_FLAG = -M CFLAGS = various compiler flags ifdef type flags INCDIRS = include directory where all .h files are GEN_OBJDIR = /lib/objs HOME_SRC = . GEN_LIB = lib/$(LIB) GEN_DEPDIR=/lib/deps GEN_DEPS = $(addprefix $(GEN_DEPDIR)/,$(addsuffix .d,$(basename $(OBJS)))) I think this has everything covered you need. Basically self explanatory from the names. Now as best I can tell, this is generating in /lib/deps a .d file that has the object and source dependencies in it. In other words, for the utilities.a library, I will get a utils.o and utils.c dependency stack, all in the file utils.d There is some syntax error that is being generated in that file I think, because I get the following error: ../lib/deps/util.d:25: *** target pattern contains no '%'. Stop. gmake[2]: *** [all] Error 2 gmake[1]: *** [all] Error 2 gmake: *** [all] Error 2 I am not sure if my error is in the dependency generation, or some further down part, like the object generation target? If you need further info, let me know, I will add to post

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  • Custom cell in list in Flash AS3

    - by Stian Flatby
    I am no expert in Flash, and I need some quick help here, without needing to learn everything from scratch. Short story, I have to make a list where each cell contains an image, two labels, and a button. List/Cell example: img - label - label - button img - label - label - button As a Java-programmer, I have tried to quicly learn the syntax and visualness of Flash and AS3, but with no luck so far. I have fairly understood the basics of movie clips etc. I saw a tutorial on how to add a list, and add some text to it. So I dragged in a list, and in the code went list.addItem({label:"hello"}); , and that worked ofc. So i thought if I double-clicked the MC of the list, i would get to tweak some things. In there I have been wandering around different halls of cell-renderers etc. I have now come to the point that I entered the CellRenderer_skinUp or something, and customized it to my liking. When this was done, I expected i could use list.addItem(); and get an empty "version" of my cell, with the img, labels and the button. But AS3 expects an input in addItem. From my object-oriented view, I am thinking that i have to create an object of the cell i have made, but i have no luck reaching it.. I tried to go var test:CellRenderer = list.listItem; list.addItem(test); ..But with no luck. This is just for funsies, but I really want to make this work, however not so much that I am willing to read up on ALOT of Flash and AS3. I felt that I was closing in on the prize, but the compiler expected a semicolon after the variable (list.addItem({test:something});). Note: If possible, I do NOT want this: list.addItem({image:"src",label:"text",label"text",button:"text"}); Well.. It actually is what I want, but I would really like to custom-draw everything. Does anyone get what I am trying to do, and has any answers for me? Am I approaching this the wrong way? I have searched the interwebs for custom list-cells, but with no luck. Please, any guiding here is appreciated! Sti

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  • How to get Augmented Reality: A Practical Guide examples working?

    - by Glen
    I recently bought the book: Augmented Reality: A Practical Guide (http://pragprog.com/titles/cfar/augmented-reality). It has example code that it says runs on Windows, MacOS and Linux. But I can't get the binaries to run. Has anyone got this book and got the binaries to run on ubuntu? I also can't figure out how to compile the examples in Ubuntu. How would I do this? Here is what it says to do: Compiling for Linux Refreshingly, there are no changes required to get the programs in this chapter to compile for Linux, but as with Windows, you’ll first have to find your GL and GLUT files. This may mean you’ll have to download the correct version of GLUT for your machine. You need to link in the GL, GLU, and GLUT libraries and provide a path to the GLUT header file and the files it includes. See whether there is a glut.h file in the /usr/include/GL directory; otherwise, look elsewhere for it—you could use the command find / -name "glut.h" to search your entire machine, or you could use the locate command (locate glut.h). You may need to customize the paths, but here is an example of the compile command: gcc -o opengl_template opengl_template.cpp -I /usr/include/GL -I /usr/include -lGL -lGLU -lglut gcc is a C/C++ compiler that should be present on your Linux or Unix machine. The -I /usr/include/GL command-line argument tells gcc to look in /usr/include/GL for the include files. In this case, you’ll find glut.h and what it includes. When linking in libraries with gcc, you use the -lX switch—where X is the name of your library and there is a correspond- ing libX.a file somewhere in your path. For this example, you want to link in the library files libGL.a, libGLU.a, and libglut.a, so you will use the gcc arguments -lGL -lGLU -lglut. These three files are found in the default directory /usr/lib/, so you don’t need to specify their location as you did with glut.h. If you did need to specify the library path, you would add -L to the path. To run your compiled program, type ./opengl_template or, if the current directory is in your shell’s paths, just opengl_template. When working in Linux, it’s important to know that you may need to keep your texture files to a maximum of 256 by 256 pixels or find the settings in your system to raise this limit. Often an OpenGL program will work in Windows but produce a blank white texture in Linux until the texture size is reduced. The above instructions make no sense to me. Do I have to use gcc to compile or can I use eclipse? If I use either eclipse or gcc what do I need to do to compile and run the program?

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  • What is GC holes?

    - by tianyi
    I wrote a long TCP connection socket server in C#. Spike in memory in my server happens. I used dotNet Memory Profiler(a tool) to detect where the memory leaks. Memory Profiler indicates the private heap is huge, and the memory is something like below(the number is not real,what I want to show is the GC0 and GC2's Holes are very very huge, the data size is normal): Managed heaps - 1,500,000KB Normal heap - 1400,000KB Generation #0 - 600,000KB Data - 100,000KB "Holes" - 500,000KB Generation #1 - xxKB Data - 0KB "Holes" - xKB Generation #2 - xxxxxxxxxxxxxKB Data - 100,000KB "Holes" - 700,000KB Large heap - 131072KB Large heap - 83KB Overhead/unused - 130989KB Overhead - 0KB Howerver, what is GC hole? I read an article about the hole: http://kaushalp.blogspot.com/2007/04/what-is-gc-hole-and-how-to-create-gc.html The author said : The code snippet below is the simplest way to introduce a GC hole into the system. //OBJECTREF is a typedef for Object*. { PointerTable *pTBL = o_pObjectClass->GetPointerTable(); OBJECTREF aObj = AllocateObjectMemory(pTBL); OBJECTREF bObj = AllocateObjectMemory(pTBL); //WRONG!!! “aObj” may point to garbage if the second //“AllocateObjectMemory” triggered a GC. DoSomething (aOb, bObj); } All it does is allocate two managed objects, and then does something with them both. This code compiles fine, and if you run simple pre-checkin tests, it will probably “work.” But this code will crash eventually. Why? If the second call to “AllocateObjectMemory” triggers a GC, that GC discards the object instance you just assigned to “aObj”. This code, like all C++ code inside the CLR, is compiled by a non-managed compiler and the GC cannot know that “aObj” holds a root reference to an object you want kept live. ======================================================================== I can't understand what he explained. Does the sample mean aObj becomes a wild pointer after GC? Is it mean { aObj = (*aObj)malloc(sizeof(object)); free(aObj); function(aObj);? } ? I hope somebody can explain it.

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  • C++ include statement required if defining a map in a headerfile.

    - by Justin
    I was doing a project for computer course on programming concepts. This project was to be completed in C++ using Object Oriented designs we learned throughout the course. Anyhow, I have two files symboltable.h and symboltable.cpp. I want to use a map as the data structure so I define it in the private section of the header file. I #include <map> in the cpp file before I #include "symboltable.h". I get several errors from the compiler (MS VS 2008 Pro) when I go to debug/run the program the first of which is: Error 1 error C2146: syntax error : missing ';' before identifier 'table' c:\users\jsmith\documents\visual studio 2008\projects\project2\project2\symboltable.h 22 Project2 To fix this I had to #include <map> in the header file, which to me seems strange. Here are the relevant code files: // symboltable.h #include <map> class SymbolTable { public: SymbolTable() {} void insert(string variable, double value); double lookUp(string variable); void init(); // Added as part of the spec given in the conference area. private: map<string, double> table; // Our container for variables and their values. }; and // symboltable.cpp #include <map> #include <string> #include <iostream> using namespace std; #include "symboltable.h" void SymbolTable::insert(string variable, double value) { table[variable] = value; // Creates a new map entry, if variable name already exist it overwrites last value. } double SymbolTable::lookUp(string variable) { if(table.find(variable) == table.end()) // Search for the variable, find() returns a position, if thats the end then we didnt find it. throw exception("Error: Uninitialized variable"); else return table[variable]; } void SymbolTable::init() { table.clear(); // Clears the map, removes all elements. }

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  • C++ class member functions instantiated by traits

    - by Jive Dadson
    I am reluctant to say I can't figure this out, but I can't figure this out. I've googled and searched Stack Overflow, and come up empty. The abstract, and possibly overly vague form of the question is, how can I use the traits-pattern to instantiate non-virtual member functions? The question came up while modernizing a set of multivariate function optimizers that I wrote more than 10 years ago. The optimizers all operate by selecting a straight-line path through the parameter space away from the current best point (the "update"), then finding a better point on that line (the "line search"), then testing for the "done" condition, and if not done, iterating. There are different methods for doing the update, the line-search, and conceivably for the done test, and other things. Mix and match. Different update formulae require different state-variable data. For example, the LMQN update requires a vector, and the BFGS update requires a matrix. If evaluating gradients is cheap, the line-search should do so. If not, it should use function evaluations only. Some methods require more accurate line-searches than others. Those are just some examples. The original version instantiates several of the combinations by means of virtual functions. Some traits are selected by setting mode bits that are tested at runtime. Yuck. It would be trivial to define the traits with #define's and the member functions with #ifdef's and macros. But that's so twenty years ago. It bugs me that I cannot figure out a whiz-bang modern way. If there were only one trait that varied, I could use the curiously recurring template pattern. But I see no way to extend that to arbitrary combinations of traits. I tried doing it using boost::enable_if, etc.. The specialized state information was easy. I managed to get the functions done, but only by resorting to non-friend external functions that have the this-pointer as a parameter. I never even figured out how to make the functions friends, much less member functions. The compiler (VC++ 2008) always complained that things didn't match. I would yell, "SFINAE, you moron!" but the moron is probably me. Perhaps tag-dispatch is the key. I haven't gotten very deeply into that. Surely it's possible, right? If so, what is best practice?

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  • This code appears to achieve the return of a null reference in C++

    - by Chuck
    Hi folks, My C++ knowledge is somewhat piecemeal. I was reworking some code at work. I changed a function to return a reference to a type. Inside, I look up an object based on an identifier passed in, then return a reference to the object if found. Of course I ran into the issue of what to return if I don't find the object, and in looking around the web, many people claim that returning a "null reference" in C++ is impossible. Based on this advice, I tried the trick of returning a success/fail boolean, and making the object reference an out parameter. However, I ran into the roadblock of needing to initialize the references I would pass as actual parameters, and of course there is no way to do this. I retreated to the usual approach of just returning a pointer. I asked a colleague about it. He uses the following trick quite often, which is accepted by both a recent version of the Sun compiler and by gcc: MyType& someFunc(int id) { // successful case here: // ... // fail case: return *static_cast<MyType*>(0); } // Use: ... MyType& mt = somefunc(myIdNum); if (&mt) // test for "null reference" { // whatever } ... I have been maintaining this code base for a while, but I find that I don't have as much time to look up the small details about the language as I would like. I've been digging through my reference book but the answer to this one eludes me. Now, I had a C++ course a few years ago, and therein we emphasized that in C++ everything is types, so I try to keep that in mind when thinking things through. Deconstructing the expression: "*static_cast(0);", it indeed seems to me that we take a literal zero, cast it to a pointer to MyType (which makes it a null pointer), and then apply the dereferencing operator in the context of assigning to a reference type (the return type), which should give me a reference to the same object pointed to by the pointer. This sure looks like returning a null reference to me. Any advice in explaining why this works (or why it shouldn't) would be greatly appreciated. Thanks, Chuck

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  • Creating and Saving an Excel File

    - by Kris
    I have the following code that creates a new Excel file in my C# code behind. When I attempt to save the file I would like the user to select the location of the save. In Method #1, I can save the file my using the workbook SaveCopyAs without prompting the user for a location. This saves one file to the C:\Temp directory. Method #2 will save the file in my Users\Documents folder, then prompt the user to select the location and save a second copy. How can I eliminate the first copy from saving in the Users\Documents folder? Excel.Application oXL; Excel._Workbook oWB; Excel._Worksheet oSheet; Excel.Range oRng; try { //Start Excel and get Application object. oXL = new Excel.Application(); oXL.Visible = false; //Get a new workbook. oWB = (Excel._Workbook)(oXL.Workbooks.Add(Missing.Value)); oSheet = (Excel._Worksheet)oWB.ActiveSheet; // ***** oSheet.Cells[2, 6] = "Ship To:"; oSheet.get_Range("F2", "F2").Font.Bold = true; oSheet.Cells[2, 7] = sShipToName; oSheet.Cells[3, 7] = sAddress; oSheet.Cells[4, 7] = sCityStateZip; oSheet.Cells[5, 7] = sContactName; oSheet.Cells[6, 7] = sContactPhone; oSheet.Cells[9, 1] = "Shipment No:"; oSheet.get_Range("A9", "A9").Font.Bold = true; oSheet.Cells[9, 2] = sJobNumber; oSheet.Cells[9, 6] = "Courier:"; oSheet.get_Range("F9", "F9").Font.Bold = true; oSheet.Cells[9, 7] = sCarrierName; oSheet.Cells[11, 1] = "Requested Delivery Date:"; oSheet.get_Range("A11", "A11").Font.Bold = true; oSheet.Cells[11, 2] = sRequestDeliveryDate; oSheet.Cells[11, 6] = "Courier Acct No:"; oSheet.get_Range("F11", "F11").Font.Bold = true; oSheet.Cells[11, 7] = sCarrierAcctNum; // ***** Method #1 //oWB.SaveCopyAs(@"C:\Temp\" + sJobNumber +".xls"); Method #2 oXL.SaveWorkspace(sJobNumber + ".xls"); } catch (Exception theException) { String errorMessage; errorMessage = "Error: "; errorMessage = String.Concat(errorMessage, theException.Message); errorMessage = String.Concat(errorMessage, " Line: "); errorMessage = String.Concat(errorMessage, theException.Source); }

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  • Directly Jump to another C++ function

    - by maligree
    I'm porting a small academic OS from TriCore to ARM Cortex (Thumb-2 instruction set). For the scheduler to work, I sometimes need to JUMP directly to another function without modifying the stack nor the link register. On TriCore (or, rather, on tricore-g++), this wrapper template (for any three-argument-function) works: template< class A1, class A2, class A3 > inline void __attribute__((always_inline)) JUMP3( void (*func)( A1, A2, A3), A1 a1, A2 a2, A3 a3 ) { typedef void (* __attribute__((interrupt_handler)) Jump3)( A1, A2, A3); ( (Jump3)func )( a1, a2, a3 ); } //example for using the template: JUMP3( superDispatch, this, me, next ); This would generate the assembler instruction J (a.k.a. JUMP) instead of CALL, leaving the stack and CSAs unchanged when jumping to the (otherwise normal) C++ function superDispatch(SchedulerImplementation* obj, Task::Id from, Task::Id to). Now I need an equivalent behaviour on ARM Cortex (or, rather, for arm-none-linux-gnueabi-g++), i.e. generate a B (a.k.a. BRANCH) instruction instead of BLX (a.k.a. BRANCH with link and exchange). But there is no interrupt_handler attribute for arm-g++ and I could not find any equivalent attribute. So I tried to resort to asm volatile and writing the asm code directly: template< class A1, class A2, class A3 > inline void __attribute__((always_inline)) JUMP3( void (*func)( A1, A2, A3), A1 a1, A2 a2, A3 a3 ) { asm volatile ( "mov.w r0, %1;" "mov.w r1, %2;" "mov.w r2, %3;" "b %0;" : : "r"(func), "r"(a1), "r"(a2), "r"(a3) : "r0", "r1", "r2" ); } So far, so good, in my theory, at least. Thumb-2 requires function arguments to be passed in the registers, i.e. r0..r2 in this case, so it should work. But then the linker dies with undefined reference to `r6' on the closing bracket of the asm statement ... and I don't know what to make of it. OK, I'm not the expert in C++, and the asm syntax is not very straightforward... so has anybody got a hint for me? A hint to the correct __attribute__ for arm-g++ would be one way, a hint to fix the asm code would be another. Another way maybe would be to tell the compiler that a1..a3 should already be in the registers r0..r2 when the asm statement is entered (I looked into that a bit, but did not find any hint).

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  • WP7 databinding displays int but not string?

    - by user1794106
    Whenever I test my app.. it binds the data from Note class and displays it if it isn't a string. But for the string variables it wont bind. What am I doing wrong? Inside my main: <Grid x:Name="ContentPanel" Grid.Row="1" Margin="12,0,12,0"> <ListBox x:Name="Listbox" SelectionChanged="listbox_SelectionChanged" ItemsSource="{Binding}"> <ListBox.ItemTemplate> <DataTemplate> <Border Width="800" MinHeight="60"> <StackPanel> <TextBlock x:Name="Title" VerticalAlignment="Center" FontSize="{Binding TextSize}" Text="{Binding Name}"/> <TextBlock x:Name="Date" VerticalAlignment="Center" FontSize="{Binding TextSize}" Text="{Binding Modified}"/> </StackPanel> </Border> </DataTemplate> </ListBox.ItemTemplate> </ListBox> </Grid> </Grid> in code behind: protected override void OnNavigatedTo(System.Windows.Navigation.NavigationEventArgs e) { MessageBox.Show("enters onNav Main"); DataContext = null; DataContext = Settings.NotesList; Settings.CurrentNoteIndex = -1; Listbox.SelectedIndex = -1; if (Settings.NotesList != null) { if (Settings.NotesList.Count == 0) { Notes.Text = "No Notes"; } else { Notes.Text = ""; } } } and public static class Settings { public static ObservableCollection<Note> NotesList; static IsolatedStorageSettings settings; private static int currentNoteIndex; static Settings() { NotesList = new ObservableCollection<Note>(); settings = IsolatedStorageSettings.ApplicationSettings; MessageBox.Show("enters constructor settings"); } notes class: public class Note { public DateTimeOffset Modified { get; set; } public string Title { get; set; } public string Content { get; set; } public int TextSize { get; set; } public Note() { MessageBox.Show("enters Note Constructor"); Modified = DateTimeOffset.Now; Title = "test"; Content = "test"; TextSize = 32; } }

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  • Messing with the stack in assembly and c++

    - by user246100
    I want to do the following: I have a function that is not mine (it really doesn't matter here but just to say that I don't have control over it) and that I want to patch so that it calls a function of mine, preserving the arguments list (jumping is not an option). What I'm trying to do is, to put the stack pointer as it was before that function is called and then call mine (like going back and do again the same thing but with a different function). This doesn't work straight because the stack becomes messed up. I believe that when I do the call it replaces the return address. So, I did a step to preserve the return address saving it in a globally variable and it works but this is not ok because I want it to resist to recursitivy and you know what I mean. Anyway, i'm a newbie in assembly so that's why I'm here. Please, don't tell me about already made software to do this because I want to make things my way. Of course, this code has to be compiler and optimization independent. My code (If it is bigger than what is acceptable please tell me how to post it): // A function that is not mine but to which I have access and want to patch so that it calls a function of mine with its original arguments void real(int a,int b,int c,int d) { } // A function that I want to be called, receiving the original arguments void receiver(int a,int b,int c,int d) { printf("Arguments %d %d %d %d\n",a,b,c,d); } long helper; // A patch to apply in the "real" function and on which I will call "receiver" with the same arguments that "real" received. __declspec( naked ) void patch() { _asm { // This first two instructions save the return address in a global variable // If I don't save and restore, the program won't work correctly. // I want to do this without having to use a global variable mov eax, [ebp+4] mov helper,eax push ebp mov ebp, esp // Make that the stack becomes as it were before the real function was called add esp, 8 // Calls our receiver call receiver mov esp, ebp pop ebp // Restores the return address previously saved mov eax, helper mov [ebp+4],eax ret } } int _tmain(int argc, _TCHAR* argv[]) { FlushInstructionCache(GetCurrentProcess(),&real,5); DWORD oldProtection; VirtualProtect(&real,5,PAGE_EXECUTE_READWRITE,&oldProtection); // Patching the real function to go to my patch ((unsigned char*)real)[0] = 0xE9; *((long*)((long)(real) + sizeof(unsigned char))) = (char*)patch - (char*)real - 5; // calling real function (I'm just calling it with inline assembly because otherwise it seems to works as if it were un patched // that is strange but irrelevant for this _asm { push 666 push 1337 push 69 push 100 call real add esp, 16 } return 0; }

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  • Undefined template methods trick ?

    - by Matthieu M.
    A colleague of mine told me about a little piece of design he has used with his team that sent my mind boiling. It's a kind of traits class that they can specialize in an extremely decoupled way. I've had a hard time understanding how it could possibly work, and I am still unsure of the idea I have, so I thought I would ask for help here. We are talking g++ here, specifically the versions 3.4.2 and 4.3.2 (it seems to work with both). The idea is quite simple: 1- Define the interface // interface.h template <class T> struct Interface { void foo(); // the method is not implemented, it could not work if it was }; // // I do not think it is necessary // but they prefer free-standing methods with templates // because of the automatic argument deduction // template <class T> void foo(Interface<T>& interface) { interface.foo(); } 2- Define a class, and in the source file specialize the interface for this class (defining its methods) // special.h class Special {}; // special.cpp #include "interface.h" #include "special.h" // // Note that this specialization is not visible outside of this translation unit // template <> struct Interface<Special> { void foo() { std::cout << "Special" << std::endl; } }; 3- To use, it's simple too: // main.cpp #include "interface.h" class Special; // yes, it only costs a forward declaration // which helps much in term of dependencies int main(int argc, char* argv[]) { Interface<Special> special; foo(special); return 0; }; It's an undefined symbol if no translation unit defined a specialization of Interface for Special. Now, I would have thought this would require the export keyword, which to my knowledge has never been implemented in g++ (and only implemented once in a C++ compiler, with its authors advising anyone not to, given the time and effort it took them). I suspect it's got something to do with the linker resolving the templates methods... Do you have ever met anything like this before ? Does it conform to the standard or do you think it's a fortunate coincidence it works ? I must admit I am quite puzzled by the construct...

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  • Is there a Silverlight equivalent to "Application.OpenForms"?

    - by lightmeetsdark
    Basically, I'm trying to take information entered by the user on one page and print it out to another page via a "printer friendly" version, or report, of something. I have a MainPage.xaml that is, as the name suggests, my main page, but in a window there is the subpage AdCalculator.xaml where the user enters the information and PrintEstimate.xaml that is navigated to via a button on AdCalculator. I would like to be able to transfer the information entered in the textboxes from AdCalculator and print it out via text blocks in PrintEstimate. So in order to do that I have the following code: Views.AdCalculator AdCalc = new Views.AdCalculator(); string PrintCompanyName = AdCalc.CompanyName; string PrintContactName = AdCalc.txt_CustomerName.Text; string PrintBillingAddress1 = AdCalc.txt_BillingAddress.Text; string PrintBillingAddress2 = AdCalc.txt_BillingAddressLine2.Text; string PrintPhoneNumber = AdCalc.txt_PhoneNumber.Text; string PrintNumOfAds = AdCalc.txt_NumofAds.Text; string PrintRateOfPlay = AdCalc.Cmb_Rate.SelectedValue.ToString(); string PrintNumOfMonths = AdCalc.txt_NumofMonths.Text; string PrintTotalDue = AdCalc.txt_InvoiceSummary_TotalDue.Text; PrintEstimate PrintEstimatePage = new PrintEstimate(); PrintEstimatePage.txt_CompanyName.Text = PrintCompanyName; PrintEstimatePage.txt_CustomerName.Text = PrintContactName; PrintEstimatePage.txt_BillingAddress.Text = PrintBillingAddress1; PrintEstimatePage.txt_BillingAddressLine2.Text = PrintBillingAddress2; PrintEstimatePage.txt_PhoneNumber.Text = PrintPhoneNumber; PrintEstimatePage.txt_InvoiceSummary_NumofAds.Text = PrintNumOfAds; PrintEstimatePage.txt_InvoiceSummary_RateofPlay.Text = PrintRateOfPlay; PrintEstimatePage.txt_InvoiceSummary_NumOfMonths.Text = PrintNumOfMonths; PrintEstimatePage.txt_EstimateTotal.Text = PrintTotalDue; Only problem is, when I instantiate the new AdCalculator page, it clears the values, so nothing is actually retained as far as user-input goes. Following a lead from a colleague, I believe all I need to do is change the line Views.AdCalculator AdCalc = new Views.AdCalculator(); to Views.AdCalculator AdCalc = (AdCalculator)Application.OpenForms["AdCalculator"]; except the "Apllication.OpenForms" doesn't register. I know there are a lot of differences in the way C# code-behind is laid out for silverlight applications, so I didn't know if there was an equivalent that anyone knew about to "Application.OpenForms" that would help solve my issue or if there was any other way to go about getting my task done. Thank you very much!

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  • Form graphics not set when form loads

    - by Jimmy
    My form has a group box which contains two overlapping rectangles. The form's other controls are two sets of four numeric up down controls to set the rectangles' colors. (nudF1,2,3 and 4 set the rectangle that's in front, and nudB1,2,3 and 4 set the rectangle that's behind.) Everything works fine, except that the rectangles do not display the colors set in the numeric up downs when the form first loads. The numeric up down controls' ChangeValue events all call the ShowColors() method. The form's Load event calls the csColorsForm_Load() method. Any suggestions? namespace csColors { public partial class csColorsForm : Form { public csColorsForm() { InitializeComponent(); } private void csColorsForm_Load(object sender, EventArgs e) { this.BackColor = System.Drawing.Color.DarkBlue; SetColors(sender, e); } private void SetColors(object sender, EventArgs e) { Control control = (Control)sender; String ctrlName = control.Name; Graphics objGraphics; Rectangle rect1, rect2; int colorBack, colorFore; objGraphics = this.grpColor.CreateGraphics(); // If calling control is not a forecolor control, paint backcolor rectangle if (ctrlName.Substring(0,4)!="nudF") { colorBack = int.Parse(SetColorsB("nudB"), NumberStyles.HexNumber); SolidBrush BrushB = new SolidBrush(Color.FromArgb(colorBack)); rect1 = new Rectangle(this.grpColor.Left, this.grpColor.Top, this.grpColor.Width, this.grpColor.Height); objGraphics.FillRectangle(BrushB, rect1); } // Always paint forecolor rectangle colorFore = int.Parse(SetColorsB("nudF"), NumberStyles.HexNumber); SolidBrush BrushF = new SolidBrush(Color.FromArgb(colorFore)); rect2 = new Rectangle(this.grpColor.Left, this.grpColor.Top, this.grpColor.Width, this.grpColor.Height); objGraphics.FillRectangle(BrushF, rect2); objGraphics.Dispose(); } private string SetColorsB(string nam) { string txt=""; for (int n = 1; n <= 4; ++n) { var ud = Controls[nam + n] as NumericUpDown; int hex = (int)ud.Value; txt += hex.ToString("X2"); } return txt; } private void btnClose_Click(object sender, EventArgs e) { this.Close(); } } }

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  • Achieving C# "readonly" behavior in C++

    - by Tommy Fisk
    Hi guys, this is my first question on stack overflow, so be gentle. Let me first explain the exact behavior I would like to see. If you are familiar with C# then you know that declaring a variable as "readonly" allows a programmer to assign some value to that variable exactly once. Further attempts to modify the variable will result in an error. What I am after: I want to make sure that any and all single-ton classes I define can be predictably instantiated exactly once in my program (more details at the bottom). My approach to realizing my goal is to use extern to declare a global reference to the single-ton (which I will later instantiate at a time I choose. What I have sort of looks like this, namespace Global { extern Singleton& mainInstance; // not defined yet, but it will be later! } int main() { // now that the program has started, go ahead and create the singleton object Singleton& Global::mainInstance = Singleton::GetInstance(); // invalid use of qualified name Global::mainInstance = Singleton::GetInstance(); // doesn't work either :( } class Singleton { /* Some details ommited */ public: Singleton& GetInstance() { static Singleton instance; // exists once for the whole program return instance; } } However this does not really work, and I don't know where to go from here. Some details about what I'm up against: I'm concerned about threading as I am working on code that will deal with game logic while communicating with several third-party processes and other processes I will create. Eventually I would have to implement some kind of synchronization so multiple threads could access the information in the Singleton class without worry. Because I don't know what kinds of optimizations I might like to do, or exactly what threading entails (never done a real project using it), I was thinking that being able to predictably control when Singletons were instantiated would be a Good Thing. Imagine if Process A creates Process B, where B contains several Singletons distributed against multiple files and/or libraries. It could be a real nightmare if I can not reliably ensure the order these singleton objects are instantiated (because they could depend on each other, and calling methods on a NULL object is generally a Bad Thing). If I were in C# I would just use the readonly keyword, but is there any way I can implement this (compiler supported) behavior in C++? Is this even a good idea? Thanks for any feedback.

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  • Perfect Forwarding to async lambda

    - by Alexander Kondratskiy
    I have a function template, where I want to do perfect forwarding into a lambda that I run on another thread. Here is a minimal test case which you can directly compile: #include <thread> #include <future> #include <utility> #include <iostream> #include <vector> /** * Function template that does perfect forwarding to a lambda inside an * async call (or at least tries to). I want both instantiations of the * function to work (one for lvalue references T&, and rvalue reference T&&). * However, I cannot get the code to compile when calling it with an lvalue. * See main() below. */ template <typename T> std::string accessValueAsync(T&& obj) { std::future<std::string> fut = std::async(std::launch::async, [](T&& vec) mutable { return vec[0]; }, std::forward<T>(obj)); return fut.get(); } int main(int argc, char const *argv[]) { std::vector<std::string> lvalue{"Testing"}; // calling with what I assume is an lvalue reference does NOT compile std::cout << accessValueAsync(lvalue) << std::endl; // calling with rvalue reference compiles std::cout << accessValueAsync(std::move(lvalue)) << std::endl; // I want both to compile. return 0; } For the non-compiling case, here is the last line of the error message which is intelligible: main.cpp|13 col 29| note: no known conversion for argument 1 from ‘std::vector<std::basic_string<char> >’ to ‘std::vector<std::basic_string<char> >&’ I have a feeling it may have something to do with how T&& is deduced, but I can't pinpoint the exact point of failure and fix it. Any suggestions? Thank you! EDIT: I am using gcc 4.7.0 just in case this could be a compiler issue (probably not)

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  • Write to text file using ArrayList

    - by Ugochukwutubelum Chiemenam
    The program is basically about reading from a text file, storing the current data into an ArrayList, then writing data (from user input) into the same text file. Kindly let me know where I am going wrong in this sub-part? The data inside the text file is as follows: abc t1 1900 xyz t2 1700 The compiler is showing an error at the line output.format("%s%s%s%n", public class justTesting { private Scanner input; private Formatter output; private ArrayList<Student> tk = new ArrayList<Student>(); public static void main(String[] args) { justTesting app = new justTesting(); app.create(); app.writeToFile(); } public void create() { Text entry = new Text(); Scanner input = new Scanner(System.in); System.out.printf("%s\n", "Please enter your name, ID, and year: "); while (input.hasNext()) { try { entry.setName(input.next()); entry.setTelNumber(input.next()); entry.setDOB(input.next()); for (int i = 0; i < tk.size(); i++) { output.format("%s%s%s%n", tk.get(i).getName(), tk.get(i) .getTelNumber(), tk.get(i).getDOB()); } } catch (FormatterClosedException fce) { System.err.println("Error writing to file."); return; } catch (NoSuchElementException nsee) { System.err.println("Invalid input. Try again: "); input.nextLine(); } System.out.printf("%s\n", "Please enter your name, ID, and year: "); } } public void writeToFile() { try { output = new Formatter("testing.txt"); } catch (SecurityException se) { System.err .println("You do not have write access permission to this file."); System.exit(1); } catch (FileNotFoundException fnfe) { System.err.println("Error opening or creating file."); System.exit(1); } } }

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  • Collision Detection probelm (intersection with plane)

    - by Demi
    I'm doing a scene using openGL (a house). I want to do some collision detection, mainly with the walls in the house. I have tried the following code: // a plane is represented with a normal and a position in space Vector planeNor(0,0,1); Vector position(0,0,-10); Plane p(planeNor,position); Vector vel(0,0,-1); double lamda; // this is the intersection point Vector pNormal; // the normal of the intersection // this method is from Nehe's Lesson 30 coll= p.TestIntersionPlane(vel,Z,lamda,pNormal); glPushMatrix(); glBegin(GL_QUADS); if(coll) glColor3f(1,0,0); else glColor3f(1,1,1); glVertex3d(0,0,-10); glVertex3d(3,0,-10); glVertex3d(3,3,-10); glVertex3d(0,3,-10); glEnd(); glPopMatrix(); Nehe's method: #define EPSILON 1.0e-8 #define ZERO EPSILON bool Plane::TestIntersionPlane(const Vector3 & position,const Vector3 & direction, double& lamda, Vector3 & pNormal) { double DotProduct=direction.scalarProduct(normal); // Dot Product Between Plane Normal And Ray Direction double l2; // Determine If Ray Parallel To Plane if ((DotProduct<ZERO)&&(DotProduct>-ZERO)) return false; l2=(normal.scalarProduct(position))/DotProduct; // Find Distance To Collision Point if (l2<-ZERO) // Test If Collision Behind Start return false; pNormal= normal; lamda=l2; return true; } Z is initially (0,0,0) and every time I move the camera towards the plane, I reduce its z component by 0.1 (i.e. Z.z-=0.1 ). I know that the problem is with the vel vector, but I can't figure out what the right value should be. Can anyone please help me?

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  • JPanel's child components paint/layout problem

    - by Tom Brito
    I'm having a problem that when my frame is shown (after a login dialog) the buttons are not on correct position, then in some miliseconds they go to the right position (the center of the panel with border layout). When I make a SSCCE, it works correct, but when I run my whole code I have this fast-miliseconds delay to the buttons to go to the correct place. Unfortunately, I can't post the whole code, but the method that shows the frame is: public void login(JComponent userView) { centerPanel.removeAll(); centerPanel.add(userView); centerPanel.revalidate(); centerPanel.repaint(); frame.setVisible(true); } What would cause this delay to the panel layout? (I'm running everything in the EDT) -- update In my machine, this SSCCE shows the layout problem in 2 of 10 times I run it: import java.awt.BorderLayout; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.SwingUtilities; public class TEST { public static void main(String[] args) throws Exception { SwingUtilities.invokeAndWait(new Runnable() { @Override public void run() { System.out.println("Debug test..."); JPanel btnPnl = new JPanel(); btnPnl.add(new JButton("TEST")); JFrame f = new JFrame("TEST"); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.getContentPane().setLayout(new BorderLayout()); f.getContentPane().add(btnPnl); f.pack(); f.setSize(800, 600); f.setVisible(true); System.out.println("End debug test!"); } }); } } The button first appers in the up-left, and then it goes to the center. Please, note that I'm understand, not just correct. Is it a java bug? --update OK, so the SSCCE don't show the problem with you that tried till now. Maybe it's my computer performance problem. But this don't answer the question, I still think Java Swing is creating new threads for make the layout behind the scenes.

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