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  • Get result type of function

    - by Robert
    I want to specialize a template function declared as: template<typename Type> Type read(std::istream& is); I then have a lot of static implementations static int read_integer(std::istream& is); a.s.o. Now I'd like to do a macro so that specialization of read is as simple as: SPECIALIZE_READ(read_integer) So I figured I'd go the boost::function_traits way and declare SPECIALIZE_READ as: #define SPECIALIZE_READ(read_function) \ template<> boost::function_traits<read_function>::result_type read(std::istream& is) { \ return read_function(is); \ } but VC++ (2008) compiler complains with: 'boost::function_traits' : 'read_integer' is not a valid template type argument for parameter 'Function' Ideas ?

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  • Object is not a function on call to dialog() function

    - by coffeeaddict
    I keep getting "dialogDiv.dialog is not a function". I'm simply trying to invoke the jQueryUI dialog off my reference to the div. So incoming is the divID, for example "myDiv". Then I set it to a variable and wrap it in $("#" + myDiv); so that now I have a reference to it in a nice clear variable. Then I try to invoke the dialog function and get that error. not sure why and it's driving me nuts. function showDialog(divID) { // Get reference to the div element var dialogDiv = $("#" + divID); alert("dialogDiv:" + dialogDiv); dialogDiv.dialog ( { bgiframe: true, modal: true, autoOpen: false, show: 'blind' } ) dialogDiv.dialog("open"); }

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • sorting dynamic table created by form inputs [migrated]

    - by mille
    i am having problems with sorting can someone help to sort this table not just by its form entry id but onclick with some other columns i tried a lot of plugins but cant get anything to work and i dont know what to do i am new at this i sorry for my english thanks. here is the js: var Animals ={ index: window.localStorage.getItem("Animals:index"), $table: document.getElementById("animals-table"), $form: document.getElementById("animals-form"), $button_save: document.getElementById("animals-save"), $button_discard: document.getElementById("animals-discard"), init: function() { if (!Animals.index) { window.localStorage.setItem("Animals:index", Animals.index = 1); } Animals.$form.reset(); Animals.$button_discard.addEventListener("click", function(event) { Animals.$form.reset(); Animals.$form.id_entry.value = 0; }, true); Animals.$form.addEventListener("submit", function(event) { var entry = { id: parseInt(this.id_entry.value), animal_id:this.animal_id.value, animal_name: this.animal_name.value, animal_type: this.animal_type.value, bday: this.bday.value, animal_sex: this.animal_sex.value, mother_name: this.mother_name.value, farm_name: this.farm_name.value, money: this.money.value, weight: this.weight.value, purchase_partner: this.purchase_partner.value }; if (entry.id === 0) { Animals.storeAdd(entry); Animals.tableAdd(entry); } else { // edit Animals.storeEdit(entry); Animals.tableEdit(entry); } this.reset(); this.id_entry.value = 0; event.preventDefault(); }, true); if (window.localStorage.length - 1) { var animals_list = [], i, key; for (i = 0; i < window.localStorage.length; i++) { key = window.localStorage.key(i); if (/Animals:\d+/.test(key)) { animals_list.push(JSON.parse(window.localStorage.getItem(key))); } } if (animals_list.length) { animals_list.sort(function(a, b) {return a.id < b.id ? -1 : (a.id > b.id ? 1 : 0);}) .forEach(Animals.tableAdd);} Animals.$table.addEventListener("click", function(event) { var op = event.target.getAttribute("data-op"); if (/edit|remove/.test(op)) { var entry = JSON.parse(window.localStorage.getItem("Animals:"+ event.target.getAttribute("data- id"))); if (op == "edit") { Animals.$form.id_entry.value = entry.id; Animals.$form.animal_id.value = entry.animal_id; Animals.$form.animal_name.value = entry.animal_name; Animals.$form.animal_type.value = entry.animal_type; Animals.$form.bday.value = entry.bday; Animals.$form.animal_sex.value = entry.animal_sex; Animals.$form.mother_name.value = entry.mother_name; Animals.$form.farm_name.value = entry.farm_name; Animals.$form.money.value = entry.money; Animals.$form.weight.value = entry.weight; Animals.$form.purchase_partner.value = entry.purchase_partner; } else if (op == "remove") { if (confirm('Are you sure you want to remove this animal from your list?' )) { Animals.storeRemove(entry); Animals.tableRemove(entry); } } event.preventDefault(); } }, true); }, storeAdd: function(entry) { entry.id = Animals.index; window.localStorage.setItem("Animals:index", ++Animals.index); window.localStorage.setItem("Animals:"+ entry.id, JSON.stringify(entry)); }, storeEdit: function(entry) { window.localStorage.setItem("Animals:"+ entry.id, JSON.stringify(entry)); }, storeRemove: function(entry) { window.localStorage.removeItem("Animals:"+ entry.id); }, tableAdd: function(entry) { var $tr = document.createElement("tr"), $td, key; for (key in entry) { if (entry.hasOwnProperty(key)) { $td = document.createElement("td"); $td.appendChild(document.createTextNode(entry[key])); $tr.appendChild($td); } } $td = document.createElement("td"); $td.innerHTML = '<a data-op="edit" data-id="'+ entry.id +'">Edit</a> | <a data-op="remove" data-id="'+ entry.id +'">Remove</a>'; $tr.appendChild($td); $tr.setAttribute("id", "entry-"+ entry.id); Animals.$table.appendChild($tr); }, tableEdit: function(entry) { var $tr = document.getElementById("entry-"+ entry.id), $td, key; $tr.innerHTML = ""; for (key in entry) { if (entry.hasOwnProperty(key)) { $td = document.createElement("td"); $td.appendChild(document.createTextNode(entry[key])); $tr.appendChild($td); } } $td = document.createElement("td"); $td.innerHTML = '<a data-op="edit" data-id="'+ entry.id +'">Edit</a> | <a data-op="remove" data-id="'+ entry.id +'">Remove</a>'; $tr.appendChild($td); }, tableRemove: function(entry) { Animals.$table.removeChild(document.getElementById("entry-"+ entry.id)); } }; Animals.init();

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  • calling a function from static function

    - by iSight
    Hi, how can i call a function which computes with input parameters from an another static function. say, class X { static void xyz(); static int pqr(int, int); }; static X::void xyz() { ...pqr(10,20); } int X::pqr(int t1, int t2) { return t1*t2; }

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  • Add if else function in Ajax Jquery function

    - by Naga Botak
    Is it possible to add other else function in my JS like this: ? if response == success redirect to home if response == failed redirect to failed $.ajax({ type: "POST", url: action, data: form_data, success: function(response) { if(response == 'success') window.location.replace("home"); else $("#message").html("<div class='error_log'><p class='error'>Invalid username and/or password.</p></div>"); } });

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  • quick [php function] -> [javascript function] question

    - by Haroldo
    if anyone fancies doing me a really quick favour, it would be really appreciated: static function make_url_safe($z){ $z = strtolower($z); $z = preg_replace('/[^a-zA-Z0-9\s] /i', '', $z); $z = str_ireplace(' ', '-', $z); return $z; } what js functions should i be looking at to convert this function to javascript?

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  • function not working R

    - by user3722828
    I've never programmed before and am trying to learn. I'm following that "coursera" course that I've seen other people post about — a course offered by Johns Hopkins on R programming. Anyway, this was supposed to be my first function. Yet, it doesn't work! But when I type out all the steps individually, it runs just fine... Can anyone tell me why? > pollutantmean <- function(directory, pollutant, id = 1:332){ + x<- list.files("/Users/mike******/Desktop/directory", full.names=TRUE) + y<- lapply(x, read.csv) + z<- do.call(rbind.data.frame, y[id]) + + mean(z$pollutant, na.rm=TRUE) + } > pollutantmean(specdata,nitrate,1:10) [1] NA Warning message: In mean.default(z$pollutant, na.rm = TRUE) : argument is not numeric or logical: returning NA #### > x<- list.files("/Users/mike******/Desktop/specdata",full.names=TRUE) > y<- lapply(x,read.csv) > z<- do.call(rbind.data.frame,y[1:10]) > mean(z$nitrate,na.rm=TRUE) [1] 0.7976266

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  • Python: some newbie questions on sys.stderr and using function as argument

    - by Cawas
    I'm just starting on Python and maybe I'm worrying too much too soon, but anyways... log = "/tmp/trefnoc.log" def logThis (text, display=""): msg = str(now.strftime("%Y-%m-%d %H:%M")) + " TREfNOC: " + text if display != None: print msg + display logfile = open(log, "a") logfile.write(msg + "\n") logfile.close() return msg def logThisAndExit (text, display=""): msg = logThis(text, display=None) sys.exit(msg + display) That is working, but I don't like how it looks. Is there a better way to write this (maybe with just 1 function) and is there any other thing I should be concerned under exiting? Now to some background... Sometimes I will call logThis just to log and display. Other times I want to call it and exit. Initially I was doing this: logThis ("ERROR. EXITING") sys.exit() Then I figured that wouldn't properly set the stderr, thus the current code shown on the top. My first idea was actually passing "sys.exit" as an argument, and defining just logThis ("ERROR. EXITING", call=sys.exit) defined as following (showing just the relevant differenced part): def logThis (text, display="", call=print): msg = str(now.strftime("%Y-%m-%d %H:%M")) + " TREfNOC: " + text call msg + display But that obviously didn't work. I think Python doesn't store functions inside variables. I couldn't (quickly) find anywhere if Python can have variables taking functions or not! Maybe using an eval function? I really always try to avoid them, tho. Sure I thought of using if instead of another def, but that wouldn't be any better or worst. Anyway, any thoughts?

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  • Does this mimic perfectly a function template specialization?

    - by zeroes00
    Since the function template in the following code is a member of a class template, it can't be specialized without specializing the enclosing class. But if the compiler's full optimizations are on (assume Visual Studio 2010), will the if-else-statement in the following code get optimized out? And if it does, wouldn't it mean that for all practical purposes this IS a function template specialization without any performance cost? template<typename T> struct Holder { T data; template<int Number> void saveReciprocalOf(); }; template<typename T> template<int Number> void Holder<T>::saveReciprocalOf() { //Will this if-else-statement get completely optimized out if(Number == 0) data = (T)0; else data = (T)1 / Number; } //----------------------------------- void main() { Holder<float> holder; holder.saveReciprocalOf<2>(); cout << holder.data << endl; }

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  • F# Inline Function Specialization

    - by Ben
    Hi, My current project involves lexing and parsing script code, and as such I'm using fslex and fsyacc. Fslex LexBuffers can come in either LexBuffer<char> and LexBuffer<byte> varieties, and I'd like to have the option to use both. In order to user both, I need a lexeme function of type ^buf - string. Thus far, my attempts at specialization have looked like: let inline lexeme (lexbuf: ^buf) : ^buf -> string where ^buf : (member Lexeme: char array) = new System.String(lexbuf.Lexeme) let inline lexeme (lexbuf: ^buf) : ^buf -> string where ^buf : (member Lexeme: byte array) = System.Text.Encoding.UTF8.GetString(lexbuf.Lexeme) I'm getting a type error stating that the function body should be of type ^buf -> string, but the inferred type is just string. Clearly, I'm doing something (majorly?) wrong. Is what I'm attempting even possible in F#? If so, can someone point me to the proper path? Thanks!

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  • Function pointers in Objective-C

    - by Stefan Klumpp
    I have the following scenario: Class_A - method_U - method_V - method_X - method_Y Class_B - method_M - method_N HttpClass - startRequest - didReceiveResponse // is a callback Now I want to realize these three flows (actually there are many more, but these are enough to demonstrate my question): Class_A :: method_X -> HttpClass :: startRequest:params -> ... wait, wait, wait ... -> HttpClass :: didReceiveResponse -> Class_A :: method_Y:result and: Class_A :: method_U -> HttpClass :: startRequest:params -> ... wait, wait, wait ... -> HttpClass :: didReceiveResponse -> Class_A :: method_V:result and the last one: Class_B :: method_M -> HttpClass :: startRequest:params -> ... wait, wait, wait ... -> HttpClass :: didReceiveResponse -> Class_B :: method_N:result Please note, that the methods in Class_A and Class_B have different names and functionality, they just make us of the same HttpClass. My solution now would be to pass a C function pointer to startRequest, store it in the HttpClass and when didReceiveResponse gets called I invoke the function pointer and pass the result (which will always be a JSON Dictionary). Now I'm wondering if there can be any problems using plain C or if there are better solutions doing it in a more Objective-C way. Any ideas?

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  • Problem with function calls [javascript]

    - by Samuel
    <script language="javascript"> function toggle(id) { alert('call'); if (document.getElementById(id).style.display == "none") { alert('now visible'); document.getElementById(id).style.display = ""; } else { alert('now invisible'); document.getElementById(id).style.display = "none"; } } </script> </head> <body onload="toggle('image1');alert('test_body');toggle('image2')"> <script language="javascript"> alert('test_pre_function'); toggle('image1'); alert('test_after_function'); toggle('image2'); </script> Looks like a lot of code but it's pretty simple so i think most of you won't have troubles with it. toggle() should toggle the display status of divs containing images. When the user enters the site the divs should hide, when everything is loaded the divs should show up. (onload) Strangely enough, the funtion in the body (not in the body tag) only work half, i get and alert 'test_pre_function' and i get an alert 'call' (out of the function), but that's it. The code in the body tag runs just fine. I find this weird because it's supposed to do exactly the same twice and one time it runs, another time not, so i guess i must have made some stupid mistake. Thanks for any help!

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  • Undeclared - 'first use in function'

    - by Ragunath Jawahar
    I'm new to Objective-C, though I have a very good hand in Android. I'm trying to make a call to a method but it gives me 'first use in function'. I know I'm making a silly mistake but experts could figure it out easily. RootViewController.h #import <UIKit/UIKit.h> #import "ContentViewController.h" @interface RootViewController : UITableViewController { ContentViewController *contentViewController; } @property (nonatomic, retain) ContentViewController *contentViewController; - (NSString*)getContentFileName:(NSString*)title; //<--- This function declartion @end RootViewController.m #import "RootViewController.h" #import "HAWATAppDelegate.h" #import "ContentViewController.h" @implementation RootViewController @synthesize contentViewController; ... more methods ... #pragma mark - #pragma mark Table view delegate - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { HAWATAppDelegate *appDelegate = (HAWATAppDelegate *)[[UIApplication sharedApplication] delegate]; NSString *title = (NSString *) [appDelegate.titles objectAtIndex:indexPath.row]; NSString *fileName = getContentFileName:title; //<--- Here is the error ... } - (NSString*) getContentFileName:(NSString*)title { return [title lowercaseString]; } @end There must be a simple thing I'm missing. Please let me know. Thanks in advance.

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  • C vs C++ function questions

    - by james
    I am learning C, and after starting out learning C++ as my first compiled language, I decided to "go back to basics" and learn C. There are two questions that I have concerning the ways each language deals with functions. Firstly, why does C "not care" about the scope that functions are defined in, whereas C++ does? For example, int main() { donothing(); return 0; } void donothing() { } the above will not compile in a C++ compiler, whereas it will compile in a C compiler. Why is this? Isn't C++ mostly just an extension on C, and should be mostly "backward compatible"? Secondly, the book that I found (Link to pdf) does not seem to state a return type for the main function. I check around and found other books and websites and these also commonly do not specify return types for the main function. If I try to compile a program that does not specify a return type for main, it compiles fine (although with some warnings) in a C compiler, but it doesn't compile in a C++ compiler. Again, why is that? Is it better style to always specify the return type as an integer rather than leaving it out? Thanks for any help, and just as a side note, if anyone can suggest a better book that I should buy that would be great!

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  • A ToDynamic() Extension Method For Fluent Reflection

    - by Dixin
    Recently I needed to demonstrate some code with reflection, but I felt it inconvenient and tedious. To simplify the reflection coding, I created a ToDynamic() extension method. The source code can be downloaded from here. Problem One example for complex reflection is in LINQ to SQL. The DataContext class has a property Privider, and this Provider has an Execute() method, which executes the query expression and returns the result. Assume this Execute() needs to be invoked to query SQL Server database, then the following code will be expected: using (NorthwindDataContext database = new NorthwindDataContext()) { // Constructs the query. IQueryable<Product> query = database.Products.Where(product => product.ProductID > 0) .OrderBy(product => product.ProductName) .Take(2); // Executes the query. Here reflection is required, // because Provider, Execute(), and ReturnValue are not public members. IEnumerable<Product> results = database.Provider.Execute(query.Expression).ReturnValue; // Processes the results. foreach (Product product in results) { Console.WriteLine("{0}, {1}", product.ProductID, product.ProductName); } } Of course, this code cannot compile. And, no one wants to write code like this. Again, this is just an example of complex reflection. using (NorthwindDataContext database = new NorthwindDataContext()) { // Constructs the query. IQueryable<Product> query = database.Products.Where(product => product.ProductID > 0) .OrderBy(product => product.ProductName) .Take(2); // database.Provider PropertyInfo providerProperty = database.GetType().GetProperty( "Provider", BindingFlags.NonPublic | BindingFlags.GetProperty | BindingFlags.Instance); object provider = providerProperty.GetValue(database, null); // database.Provider.Execute(query.Expression) // Here GetMethod() cannot be directly used, // because Execute() is a explicitly implemented interface method. Assembly assembly = Assembly.Load("System.Data.Linq"); Type providerType = assembly.GetTypes().SingleOrDefault( type => type.FullName == "System.Data.Linq.Provider.IProvider"); InterfaceMapping mapping = provider.GetType().GetInterfaceMap(providerType); MethodInfo executeMethod = mapping.InterfaceMethods.Single(method => method.Name == "Execute"); IExecuteResult executeResult = executeMethod.Invoke(provider, new object[] { query.Expression }) as IExecuteResult; // database.Provider.Execute(query.Expression).ReturnValue IEnumerable<Product> results = executeResult.ReturnValue as IEnumerable<Product>; // Processes the results. foreach (Product product in results) { Console.WriteLine("{0}, {1}", product.ProductID, product.ProductName); } } This may be not straight forward enough. So here a solution will implement fluent reflection with a ToDynamic() extension method: IEnumerable<Product> results = database.ToDynamic() // Starts fluent reflection. .Provider.Execute(query.Expression).ReturnValue; C# 4.0 dynamic In this kind of scenarios, it is easy to have dynamic in mind, which enables developer to write whatever code after a dot: using (NorthwindDataContext database = new NorthwindDataContext()) { // Constructs the query. IQueryable<Product> query = database.Products.Where(product => product.ProductID > 0) .OrderBy(product => product.ProductName) .Take(2); // database.Provider dynamic dynamicDatabase = database; dynamic results = dynamicDatabase.Provider.Execute(query).ReturnValue; } This throws a RuntimeBinderException at runtime: 'System.Data.Linq.DataContext.Provider' is inaccessible due to its protection level. Here dynamic is able find the specified member. So the next thing is just writing some custom code to access the found member. .NET 4.0 DynamicObject, and DynamicWrapper<T> Where to put the custom code for dynamic? The answer is DynamicObject’s derived class. I first heard of DynamicObject from Anders Hejlsberg's video in PDC2008. It is very powerful, providing useful virtual methods to be overridden, like: TryGetMember() TrySetMember() TryInvokeMember() etc.  (In 2008 they are called GetMember, SetMember, etc., with different signature.) For example, if dynamicDatabase is a DynamicObject, then the following code: dynamicDatabase.Provider will invoke dynamicDatabase.TryGetMember() to do the actual work, where custom code can be put into. Now create a type to inherit DynamicObject: public class DynamicWrapper<T> : DynamicObject { private readonly bool _isValueType; private readonly Type _type; private T _value; // Not readonly, for value type scenarios. public DynamicWrapper(ref T value) // Uses ref in case of value type. { if (value == null) { throw new ArgumentNullException("value"); } this._value = value; this._type = value.GetType(); this._isValueType = this._type.IsValueType; } public override bool TryGetMember(GetMemberBinder binder, out object result) { // Searches in current type's public and non-public properties. PropertyInfo property = this._type.GetTypeProperty(binder.Name); if (property != null) { result = property.GetValue(this._value, null).ToDynamic(); return true; } // Searches in explicitly implemented properties for interface. MethodInfo method = this._type.GetInterfaceMethod(string.Concat("get_", binder.Name), null); if (method != null) { result = method.Invoke(this._value, null).ToDynamic(); return true; } // Searches in current type's public and non-public fields. FieldInfo field = this._type.GetTypeField(binder.Name); if (field != null) { result = field.GetValue(this._value).ToDynamic(); return true; } // Searches in base type's public and non-public properties. property = this._type.GetBaseProperty(binder.Name); if (property != null) { result = property.GetValue(this._value, null).ToDynamic(); return true; } // Searches in base type's public and non-public fields. field = this._type.GetBaseField(binder.Name); if (field != null) { result = field.GetValue(this._value).ToDynamic(); return true; } // The specified member is not found. result = null; return false; } // Other overridden methods are not listed. } In the above code, GetTypeProperty(), GetInterfaceMethod(), GetTypeField(), GetBaseProperty(), and GetBaseField() are extension methods for Type class. For example: internal static class TypeExtensions { internal static FieldInfo GetBaseField(this Type type, string name) { Type @base = type.BaseType; if (@base == null) { return null; } return @base.GetTypeField(name) ?? @base.GetBaseField(name); } internal static PropertyInfo GetBaseProperty(this Type type, string name) { Type @base = type.BaseType; if (@base == null) { return null; } return @base.GetTypeProperty(name) ?? @base.GetBaseProperty(name); } internal static MethodInfo GetInterfaceMethod(this Type type, string name, params object[] args) { return type.GetInterfaces().Select(type.GetInterfaceMap).SelectMany(mapping => mapping.TargetMethods) .FirstOrDefault( method => method.Name.Split('.').Last().Equals(name, StringComparison.Ordinal) && method.GetParameters().Count() == args.Length && method.GetParameters().Select( (parameter, index) => parameter.ParameterType.IsAssignableFrom(args[index].GetType())).Aggregate( true, (a, b) => a && b)); } internal static FieldInfo GetTypeField(this Type type, string name) { return type.GetFields( BindingFlags.GetField | BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic).FirstOrDefault( field => field.Name.Equals(name, StringComparison.Ordinal)); } internal static PropertyInfo GetTypeProperty(this Type type, string name) { return type.GetProperties( BindingFlags.GetProperty | BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic).FirstOrDefault( property => property.Name.Equals(name, StringComparison.Ordinal)); } // Other extension methods are not listed. } So now, when invoked, TryGetMember() searches the specified member and invoke it. The code can be written like this: dynamic dynamicDatabase = new DynamicWrapper<NorthwindDataContext>(ref database); dynamic dynamicReturnValue = dynamicDatabase.Provider.Execute(query.Expression).ReturnValue; This greatly simplified reflection. ToDynamic() and fluent reflection To make it even more straight forward, A ToDynamic() method is provided: public static class DynamicWrapperExtensions { public static dynamic ToDynamic<T>(this T value) { return new DynamicWrapper<T>(ref value); } } and a ToStatic() method is provided to unwrap the value: public class DynamicWrapper<T> : DynamicObject { public T ToStatic() { return this._value; } } In the above TryGetMember() method, please notice it does not output the member’s value, but output a wrapped member value (that is, memberValue.ToDynamic()). This is very important to make the reflection fluent. Now the code becomes: IEnumerable<Product> results = database.ToDynamic() // Here starts fluent reflection. .Provider.Execute(query.Expression).ReturnValue .ToStatic(); // Unwraps to get the static value. With the help of TryConvert(): public class DynamicWrapper<T> : DynamicObject { public override bool TryConvert(ConvertBinder binder, out object result) { result = this._value; return true; } } ToStatic() can be omitted: IEnumerable<Product> results = database.ToDynamic() .Provider.Execute(query.Expression).ReturnValue; // Automatically converts to expected static value. Take a look at the reflection code at the beginning of this post again. Now it is much much simplified! Special scenarios In 90% of the scenarios ToDynamic() is enough. But there are some special scenarios. Access static members Using extension method ToDynamic() for accessing static members does not make sense. Instead, DynamicWrapper<T> has a parameterless constructor to handle these scenarios: public class DynamicWrapper<T> : DynamicObject { public DynamicWrapper() // For static. { this._type = typeof(T); this._isValueType = this._type.IsValueType; } } The reflection code should be like this: dynamic wrapper = new DynamicWrapper<StaticClass>(); int value = wrapper._value; int result = wrapper.PrivateMethod(); So accessing static member is also simple, and fluent of course. Change instances of value types Value type is much more complex. The main problem is, value type is copied when passing to a method as a parameter. This is why ref keyword is used for the constructor. That is, if a value type instance is passed to DynamicWrapper<T>, the instance itself will be stored in this._value of DynamicWrapper<T>. Without the ref keyword, when this._value is changed, the value type instance itself does not change. Consider FieldInfo.SetValue(). In the value type scenarios, invoking FieldInfo.SetValue(this._value, value) does not change this._value, because it changes the copy of this._value. I searched the Web and found a solution for setting the value of field: internal static class FieldInfoExtensions { internal static void SetValue<T>(this FieldInfo field, ref T obj, object value) { if (typeof(T).IsValueType) { field.SetValueDirect(__makeref(obj), value); // For value type. } else { field.SetValue(obj, value); // For reference type. } } } Here __makeref is a undocumented keyword of C#. But method invocation has problem. This is the source code of TryInvokeMember(): public override bool TryInvokeMember(InvokeMemberBinder binder, object[] args, out object result) { if (binder == null) { throw new ArgumentNullException("binder"); } MethodInfo method = this._type.GetTypeMethod(binder.Name, args) ?? this._type.GetInterfaceMethod(binder.Name, args) ?? this._type.GetBaseMethod(binder.Name, args); if (method != null) { // Oops! // If the returnValue is a struct, it is copied to heap. object resultValue = method.Invoke(this._value, args); // And result is a wrapper of that copied struct. result = new DynamicWrapper<object>(ref resultValue); return true; } result = null; return false; } If the returned value is of value type, it will definitely copied, because MethodInfo.Invoke() does return object. If changing the value of the result, the copied struct is changed instead of the original struct. And so is the property and index accessing. They are both actually method invocation. For less confusion, setting property and index are not allowed on struct. Conclusions The DynamicWrapper<T> provides a simplified solution for reflection programming. It works for normal classes (reference types), accessing both instance and static members. In most of the scenarios, just remember to invoke ToDynamic() method, and access whatever you want: StaticType result = someValue.ToDynamic()._field.Method().Property[index]; In some special scenarios which requires changing the value of a struct (value type), this DynamicWrapper<T> does not work perfectly. Only changing struct’s field value is supported. The source code can be downloaded from here, including a few unit test code.

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  • Why friend function is preferred to member function for operator<<

    - by skydoor
    When you are going to print an object, a friend operator<< is used. Can we use member function for operator<< ? class A { public: void operator<<(ostream& i) { i<<"Member function";} friend ostream& operator<<(ostream& i, A& a) { i<<"operator<<"; return i;} }; int main () { A a; A b; A c; cout<<a<<b<<c<<endl; a<<cout; return 0; } One point is that friend function enable us to use it like this cout<<a<<b<<c What other reasons?

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  • Static member function pointer to hold non static member function

    - by user1425406
    This has defeated me. I want to have a static class variable which is a pointer to a (non-static) member function. I've tried all sorts of ways, but with no luck (including using typedefs, which just seemed to give me a different set of errors). In the code below I have the static class function pointer funcptr, and I can call it successfully from outside the class, but not from within the member function CallFuncptr - which is what I want to do. Any suggestions? #include <stdio.h> class A { public: static int (A::*funcptr)(); int Four() { return 4;}; int CallFuncptr() { return (this->*funcptr)(); } // doesn't link - undefined reference to `A::funcptr' }; int (A::*funcptr)() = &A::Four; int main() { A fred; printf("four? %d\n", (fred.*funcptr)()); // This works printf("four? %d\n", fred.CallFuncptr()); // But this is the way I want to call it }

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  • Best Practices - Dynamic Reconfiguration

    - by jsavit
    This post is one of a series of "best practices" notes for Oracle VM Server for SPARC (formerly named Logical Domains) Overview of dynamic Reconfiguration Oracle VM Server for SPARC supports Dynamic Reconfiguration (DR), making it possible to add or remove resources to or from a domain (virtual machine) while it is running. This is extremely useful because resources can be shifted to or from virtual machines in response to load conditions without having to reboot or interrupt running applications. For example, if an application requires more CPU capacity, you can add CPUs to improve performance, and remove them when they are no longer needed. You can use even use Dynamic Resource Management (DRM) policies that automatically add and remove CPUs to domains based on load. How it works (in broad general terms) Dynamic Reconfiguration is done in coordination with Solaris, which recognises a hypervisor request to change its virtual machine configuration and responds appropriately. In essence, Solaris receives a message saying "you now have 16 more CPUs numbered 16 to 31" or "8GB more RAM starting at address X" or "here's a new network or disk device - have fun with it". These actions take very little time. Solaris then can start using the new resource. In the case of added CPUs, that means dispatching processes and potentially binding interrupts to the new CPUs. For memory, Solaris adds the new memory pages to its "free" list and starts using them. Comparable actions occur with network and disk devices: they are recognised by Solaris and then used. Removing is the reverse process: after receiving the DR message to free specific CPUs, Solaris unbinds interrupts assigned to the CPUs and stops dispatching process threads. That takes very little time. primary # ldm list NAME STATE FLAGS CONS VCPU MEMORY UTIL UPTIME primary active -n-cv- SP 16 4G 1.0% 6d 22h 29m ldom1 active -n---- 5000 16 8G 0.9% 6h 59m primary # ldm set-core 5 ldom1 primary # ldm list NAME STATE FLAGS CONS VCPU MEMORY UTIL UPTIME primary active -n-cv- SP 16 4G 0.2% 6d 22h 29m ldom1 active -n---- 5000 40 8G 0.1% 6h 59m primary # ldm set-core 2 ldom1 primary # ldm list NAME STATE FLAGS CONS VCPU MEMORY UTIL UPTIME primary active -n-cv- SP 16 4G 1.0% 6d 22h 29m ldom1 active -n---- 5000 16 8G 0.9% 6h 59m Memory pages are vacated by copying their contents to other memory locations and wiping them clean. Solaris may have to swap memory contents to disk if the remaining RAM isn't enough to hold all the contents. For this reason, deallocating memory can take longer on a loaded system. Even on a lightly loaded system it took several 7 or 8 seconds to switch the domain below between 8GB and 24GB of RAM. primary # ldm set-mem 24g ldom1 primary # ldm list NAME STATE FLAGS CONS VCPU MEMORY UTIL UPTIME primary active -n-cv- SP 16 4G 0.1% 6d 22h 36m ldom1 active -n---- 5000 16 24G 0.2% 7h 6m primary # ldm set-mem 8g ldom1 primary # ldm list NAME STATE FLAGS CONS VCPU MEMORY UTIL UPTIME primary active -n-cv- SP 16 4G 0.7% 6d 22h 37m ldom1 active -n---- 5000 16 8G 0.3% 7h 7m What if the device is in use? (this is the anecdote that inspired this blog post) If CPU or memory is being removed, releasing it pretty straightforward, using the method described above. The resources are released, and Solaris continues with less capacity. It's not as simple with a network or I/O device: you don't want to yank a device out from underneath an application that might be using it. In the following example, I've added a virtual network device to ldom1 and want to take it away, even though it's been plumbed. primary # ldm rm-vnet vnet19 ldom1 Guest LDom returned the following reason for failing the operation: Resource Information ---------------------------------------------------------- ----------------------- /devices/virtual-devices@100/channel-devices@200/network@1 Network interface net1 VIO operation failed because device is being used in LDom ldom1 Failed to remove VNET instance That's what I call a helpful error message - telling me exactly what was wrong. In this case the problem is easily solved. I know this NIC is seen in the guest as net1 so: ldom1 # ifconfig net1 down unplumb Now I can dispose of it, and even the virtual switch I had created for it: primary # ldm rm-vnet vnet19 ldom1 primary # ldm rm-vsw primary-vsw9 If I had to take away the device disruptively, I could have used ldm rm-vnet -f but that could disrupt whoever was using it. It's better if that can be avoided. Summary Oracle VM Server for SPARC provides dynamic reconfiguration, which lets you modify a guest domain's CPU, memory and I/O configuration on the fly without reboot. You can add and remove resources as needed, and even automate this for CPUs by setting up resource policies. Taking things away can be more complicated than giving, especially for devices like disks and networks that may contain application and system state or be involved in a transaction. LDoms and Solaris cooperative work together to coordinate resource allocation and de-allocation in a safe and effective way. For best practices, use dynamic reconfiguration to make the best use of your system's resources.

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  • Efficiently representing a dynamic transform hierarchy

    - by Mattia
    I'm looking for a way to represent a dynamic transform hierarchy (i.e. one where nodes can be inserted and removed arbitrarily) that's a bit more efficient than using a standard tree of pointers . I saw the answers to this question ( Efficient structure for representing a transform hierarchy. ), but as far as I can determine the tree-as-array approach only works for static hierarchies or dynamic ones where nodes have a fixed number of children (both deal-breakers for me). I'm probably wrong about that but could anyone point out how? If I'm not wrong are there other alternatives that work for dynamic hierarchies?

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  • How To Pass Class As Params to Function

    - by Asim Sajjad
    How can I pass the Parameter to a function. for example public void GridViewColumns(params ClassName[] pinputparamter) { } and Class is as given below public Class ClassName { public string Name{get;set;} public int RecordID{get;set;} } can anyone has idea?

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  • jquery callback function

    - by kusanagi
    i use recaptcha Recaptcha.create("xxx", "recaptcha", { theme: 'clean', tabindex: 0, callback: $("#id").focus }); i want to use callback to focus some field, but it doesn't work, only callback: f works function f() { $("#FIO").focus(); } what is the problem?

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