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  • supress warning for generated c# code

    - by soren.enemaerke
    I have turned on "Treat warnings as errors" for my VS project which mean that I get errors for missing documentation (nice reminder for this particular project). However, part of the code is generated by a custom tool which does not insert xml documentation so I'm looking for away to ignore the missing xml documentation for the generated code only, not for the entire project. I have no influence on the actual file generated and cannot really insert anything in the file (as it is regenerated frequently by the tool) so I looking for something existing outside the generated file (the classes that are generated are partial, if that helps)

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  • Need html code of GridView within C# code.

    - by IrfanRaza
    Hello friends, I am having an aspx page with a user control in it. The usercontrol contains the GridView. At some place within this usercontrol i need html code of GridView. Can anybody provide help on how i can get html code of GridView. Thanks for sharing your time.

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  • Source Code to Image Converter

    - by Alix Axel
    I want to display some dozens of highlighted snippets (of code) on a presentation, I though of pasting the relevant snippets in a editor, capturing the screen and cropping the image to the code. Is there an easier way to do this? An editor? Maybe a Pastie-like website that can export direclty to PNG? Thanks in advance!

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  • Convert inline image tags like [image:123:title:size] into HTML img tags

    - by Jacques Joubert
    I am looking for help with regular expression $pattern to convert inline image tags like [image:123:title:size] into HTML img tags. here is the code: //[image:ID:caption:size] $content = '[image:38:title:800x900]'; preg_match_all( '/\[image:(\d+)(:?)([^\]]*)\]/i', $content, $images ); if( !empty( $images[0] ) ) { // There are image inline tags in the content foreach( $images[0] as $i => $tag ) { $link_ID = (int)$images[1][$i]; $caption = empty( $images[2][$i] ) ? '#' : $images[3][$i]; $size = empty( $images[4][$i] ) ? '#' : $images[4][$i]; } echo '<br />'; echo 'ID: '.$link_ID.'<br />'; echo 'Tag: '.$caption.'<br />'; echo 'size: '.$size.'<br />'; } which outputs: ID: 12 Tag: caption:size size: # Any help would be great!

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  • Create, sort, and print a list of 100 random ints in the fewest chars of code

    - by TheSoftwareJedi
    What is the least amount of code you can write to create, sort (ascending), and print a list of 100 random positive integers? By least amount of code I mean characters contained in the entire source file, so get to minifying. I'm interested in seeing the answers using any and all programming languages. Let's try to keep one answer per language, edit the previous to correct or simplify. If you can't edit, comment?

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  • Why is display:inline killing IE 8.0 performance?

    - by monstermensch
    I have an image gallery based on this jQuery plugin: http://jqueryfordesigners.com/demo/slider-gallery.html This works really well in Firefox, Chrome and even IE 7.0, but when I try it with more than 50 images in IE 8.0 the performance is incredible slow. Just hovering over the thumbnail brings the CPU load to 100%. At first I thought it's a Javascript problem, so I used the IE profiler, but the results were normal. Next I checked the CSS and finally found the cause: .sliderGallery UL LI { display: inline; } This gets the thumbnails to align horizontally. If I chance it to display:block, performance is fine and the scroller is still working but obviously it looks funny, because the thumbs are aligned vertically. My questions: Why does IE 8 have this problem with many display:inline elements What can I do to solve it I'll gladly provide more information if necessary.

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  • Code Colorer Being Used

    - by Sarfraz
    Hello, I visited this site and i really liked the code colorer used by it (apart from that CSS3 article on speech bubbles). I went through the source code of that page but could not find which syntax highlighter is being used there. Does any one have an idea?

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  • Setting the first two bytes of a block of memory

    - by idealistikz
    Suppose I have a block of memory as such: void *block = malloc(sizeof(void *) + size); How do I set the first two bytes of the block as NULL or have it point somewhere? I do not want to simply assign 'block' to NULL or to another pointer because I want to access the rest of the memory I malloc'ed.

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  • Protecing Code and Licencing

    - by Phil Jackson
    Hi, I have been creating a cross browser compatible ( = ie 6 + standards complaint browsers ) Online Instant Messenger What I would like to know is what licensing would I need to protect my code? how would i go about getting a license and where from? My code is in PHP, and jQuery. Regards, Phil

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  • jQuery colorbox plugin isn't loading inline content

    - by Summer
    Hi, I'm trying to use the jQuery colorbox plugin to show a little warning when a warning icon is clicked. Check out the problem: - Go to http://dev.imagineelection.com/browse/zip/10011 - Click on one of the warning icons (scroll down to see one). See how the colorbox that pops up is empty? I've tried to isolate the problem: - If you click "View Source" -- the div id="address-alert" is in there - If you click "View Generated Source" (for example, with Firefox Web Developer plugin) -- the div id="address-alert" has been taken out, but it has not been replaced inside the new div id="cboxCurrent" that colorbox has put at the top of the page The jQuery call I'm doing is: if (jQuery().colorbox) { $(".warning-class").colorbox({width:"50%", inline:true, href:"#address-alert"}); } What is going on? Why won't the inline content work?

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  • use MACRO __FUNCTION__ with inline function

    - by Kurzack
    Hi all, I want to add debug message in kmalloc function in linux kernel. So my goal is to print all functions that call kmalloc. I tried to add printk("caller : %s size : %d",FUNCTION, size); in kmalloc function in slab.h but, the result of FUNCTION is kmalloc itself. I realised that MACRO is processed first before inline function (fyi, kmalloc is an inline function). Now, my question is, what is the simplest way to add debug message to kmalloc? Thanks in advance guys.

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  • VB6 - View Code will not display code

    - by zSysop
    Hi all, This is probably a really dumb question but i'll ask anyway. I was wondering if there was any reason as to why a form wouldn't display its code when i click "view code" from the right click context menu in vb6? It was working awhile ago so i'm kind of stumped. Thanks

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  • Documenting auto-generated code

    - by Diadistis
    Hello, I use code-generation for my data access layer and Doxygen for documentation. My problem is that I can't add Xml comments on the generated classes since they will be overwritten as soon as I re-generate the code. To be more precise I can add Xml comments to my custom methods (which are in a separate file as partial classes) but I can't do it on data properties. Any suggestions?

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  • Are there any tools that can inline css?

    - by Todd R
    Because some email clients don't properly render external stylesheets (or even styles within the of an html email message), inlining css is a common approach to try to maintain consistent look and feel between a website and emails. But manually inlining styles is painful and error prone. I'm looking for a way to let users create messages using the same stylesheet as their website uses, but then converts the text to a more email appropriate format prior to sending. While it's certainly possible to write a tool that reads styles and the DOM, injecting the correct inline style for each element, I'm hoping there's already a tool available that does this. Unfortunately, my googling hasn't yielded any useful results. Do you know of any tools that can inline css styles? I'm not picky about the language, though if it's not open source, I'll probably just write my own.

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  • Using VS Code Snippets with Resharper

    - by devoured elysium
    I am trying to use Code Contract's Code Snippets but since I turned Resharper back on it doesn't recognize them. On the other hand, it is recognizing some snippets I've implemented myself in the past. Any ideia of what might be the problem? I'm specifically trying to use cr and ce, which I think, don't collide with any other snippets (at least from what I see in the intellisense). I'm using R# 5 with VS 2010 Thanks

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  • What is a good program for storing “chunks” of commonly used source code

    - by Rob Wiley
    I've looked at CodeLocker (poorly styled and relatively unflexible, but free) and Source Code Library (Overzone software - very nicely styled, looks flexible, but very expensive - $80). Ideally, I'm looking for a relatively simple, inexpensive program (not an online website) that I can save text data (source code) with a title and keywords, maybe even a description. It would also have some type of search functionality.

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  • Can i Convert VB code to C++ code

    - by shubu
    Can I convert my VB code to C++? How can I do it? This is my VB code: Dim OpenFileDialog1 As New OpenFileDialog With OpenFileDialog1 .CheckFileExists = True .ShowReadOnly = False .Filter = "All Files|*.*|Bitmap Files (*)|*.bmp;*.gif;*.jpg" .FilterIndex = 2 If .ShowDialog = DialogResult.OK Then ' Load the specified file into a PictureBox control. PictureBox1.Image = Image.FromFile(.FileName) End If End With

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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