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  • How can I get jquery to toggle-fade a flashcard div open and closed on click?

    - by Edward Tanguay
    What do I have to change to the code below in order for the user to click on a flashcard header to open and close the flashcard answer? I couldn't get toggle() to work with fadein/fadeout the version below doesn't respond to the click code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <script type="text/javascript" src="http://www.google.com/jsapi"></script> <script type="text/javascript"> google.load("jquery", "1.4.1"); google.setOnLoadCallback(function() { $("div > div.question").click(function() { if($(this).next().is(":hidden") { $(this).next().fadeIn("slow"); } else { $(this).next().fadeOut("slow"); } }); }); </script> <style> div.flashcard { margin: 0 10px 10px 0; } div.flashcard div.question { background-color:#ddd; width: 400px; padding: 5px; cursor: hand; cursor: pointer; } div.flashcard div.answer { background-color:#eee; width: 400px; padding: 5px; display: none; } </style> </head> <body> <div id="1" class="flashcard"> <div class="question">Who was Wagner?</div> <div class="answer">German composer, conductor, theatre director and essayist, primarily known for his operas (or "music dramas", as they were later called). Unlike most other opera composers, Wagner wrote both the music and libretto for every one of his works.</div> </div> <div id="2" class="flashcard"> <div class="question">Who was Thalberg?</div> <div class="answer">a composer and one of the most distinguished virtuoso pianists of the 19th century.</div> </div> </body> </html>

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  • HTML: order of divs and a tags for href

    - by user2962389
    I'm busy with HTML and CSS and got stuck with this. I have created a button with :hover and :active options, which is centered on the page. Clicking on this button needs to lead to a website. My HTML is: <div> <a href="website"><div id="button">Text</div></a> </div> The CSS is: body, html { height: 100%; } a { text-decoration: none; } #button { text-transform: uppercase; font-size: 18px; text-align: center; padding: 1em 0.5em 0.8em; background-color: white; font-family: Myriad Pro, Source Sans Pro, Helvetica, Arial, sans-serif; color: #ff4700; cursor: pointer; width: 150px; -webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px; border: 1px solid #ff4700; margin-left: auto; margin-right: auto; margin-bottom: 50px; -webkit-transition: all .1s ease; -moz-transition: all .1s ease; -ms-transition: all .1s ease; -o-transition: all .1s ease; transition: all .1s ease; } #button:hover { background-color: #ff4700; color: white; border: 1px solid white; } #button:active { background-color: #cc3900; } The problem lies in the fact that the whole width of the page is clickable at the height of the button and not only the button itself that is 150px wide and is centered on the page. I think I have my divs mixed up and it needs other formatting and precedence, but I'm not sure. Thanks for your help! P.S. First time on StackOverflow, sorry if I formatted something wrong.

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  • Flash caroussel xml parse html link

    - by Marvin
    Hello I am trying to modify a carousel script I have in flash. Its normal function is making some icons rotate and when clicked they zoom in, fade all others and display a little text. On that text I would like to have a link like a "read more". If I use CDATA it wont display a thing, if I use alt char like &#60;a href=&#34;www.google.com&#34;&#62; Read more + &#60;/a&#62; It just displays the text as: <a href="www.google.com"> Read more + </a>. The flash dynamic text box wont render it as html. I dont enough as2 to figure out how to add this. My code: var xml:XML = new XML(); xml.ignoreWhite = true; //definições do xml xml.onLoad = function() { var nodes = this.firstChild.childNodes; numOfItems = nodes.length; for(var i=0;i<numOfItems;i++) { var t = home.attachMovie("item","item"+i,i+1); t.angle = i * ((Math.PI*2)/numOfItems); t.onEnterFrame = mover; t.toolText = nodes[i].attributes.tooltip; t.content = nodes[i].attributes.content; t.icon.inner.loadMovie(nodes[i].attributes.image); t.r.inner.loadMovie(nodes[i].attributes.image); t.icon.onRollOver = over; t.icon.onRollOut = out; t.icon.onRelease = released; } } And the xml: <?xml version="1.0" encoding="UTF-8"?> <icons> <icon image="images/product.swf" tooltip="Product" content="Hello this is some random text &#60;a href=&#34;www.google.com&#34;&#62; Read More + &#60;/a&#62; "/> </icons> Any suggestions? Thanks.

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  • A better way to delete a list of elements from multiple tables

    - by manyxcxi
    I know this looks like a 'please write the code' request, but some basic pointer/principles for doing this the right way should be enough to get me going. I have the following stored procedure: CREATE PROCEDURE `TAA`.`runClean` (IN idlist varchar(1000)) BEGIN DECLARE EXIT HANDLER FOR NOT FOUND ROLLBACK; DECLARE EXIT HANDLER FOR SQLEXCEPTION ROLLBACK; DECLARE EXIT HANDLER FOR SQLWARNING ROLLBACK; START TRANSACTION; DELETE FROM RunningReports WHERE run_id IN (idlist); DELETE FROM TMD_INDATA_INVOICE WHERE run_id IN (idlist); DELETE FROM TMD_INDATA_LINE WHERE run_id IN (idlist); DELETE FROM TMD_OUTDATA_INVOICE WHERE run_id IN (idlist); DELETE FROM TMD_OUTDATA_LINE WHERE run_id IN (idlist); DELETE FROM TMD_TEST WHERE run_id IN (idlist); DELETE FROM RunHistory WHERE id IN (idlist); COMMIT; END $$ It is called by a PHP script to clean out old run history. It is not particularly efficient as you can see and I would like to speed it up. The PHP script gathers the ids to remove from the tables with the following query: $query = "SELECT id, stop_time FROM RunHistory WHERE config_id = $configId AND save = 0 AND NOT(stop_time IS NULL) ORDER BY stop_time"; It keeps the last five run entries and deletes all the rest. So using this query to bring back all the IDs, it determines which ones to delete and keeps the 'newest' five. After gathering the IDs it sends them to the stored procedure to remove them from the associated tables. I'm not very good with SQL, but I ASSUME that using an IN statement and not joining these tables together is probably the least efficient way I can do this, but I don't know enough to ask anything but "how do I do this better?" If possible, I would like to do this all in my stored procedure using a query to gather all the IDs except for the five 'newest', then delete them. Another twist, run entries can be marked save (save = 1) and should not be deleted. The RunHistory table looks like this: CREATE TABLE `TAA`.`RunHistory` ( `id` int(11) NOT NULL auto_increment, `start_time` datetime default NULL, `stop_time` datetime default NULL, `config_id` int(11) NOT NULL, [...] `save` tinyint(1) NOT NULL default '0', PRIMARY KEY (`id`) ) ENGINE=InnoDB AUTO_INCREMENT=0 DEFAULT CHARSET=utf8;

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  • Should I add try/catch around when casting on an attribute of JSP implicit object?

    - by Michael Mao
    Hi all: Basically what I mean is like this: List<String[]> routes = (List<String[]>)application.getAttribute("routes"); For the above code, it tries to get an attribute named "routes" from the JSP implicit object - application. But as everyone knows, after this line of code, routes may very well contains a null - which means this application hasn't got an attribute named "routes". Is this "casting on null" good programming practice in Java or not? Basically I try to avoid exceptions such as java.io.InvalidCastException I reckon things like this are more as "heritage" of Java 1.4 when generic types were not introduced to this language. So I guess everything stored in application attributes as Objects (Similar to traditional ArrayList). And when you do "downcast", there might be invalid casts. What would you do in this case? Update: Just found that although in the implicit object application I did store a List of String arrays, when I do this : List<double[]> routes = (List<double[]>)application.getAttribute("routes"); It doesn't produce any error... And I felt not comfortable already... And even with this code: out.print(routes.get(0)); It does print out something strange : [Ljava.lang.String;@18b352f Am I printing a "pointer to String"? I can finally get an exception like this: out.print(routes.get(0)[1]); with error : java.lang.ClassCastException: [Ljava.lang.String; Because it was me to add the application attribute, I know which type should it be cast to. I feel this is not "good enough", what if I forget the exact type? I know there are still some cases where this sort of thing would happen, such as in JSP/Servlet when you do casting on session attributes. Is there a better way to do this? Before you say:"OMG, why you don't use Servlets???", I should justify my reason as this: - because my uni sucks, its server can only work with Servlets generated by JSP, and I don't really want to learn how to fix issues like that. look at my previous question on this , and this is uni homework, so I've got no other choice, forget all about war, WEB-INF,etc, but "code everything directly into JSP" - because the professors do that too. :)

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  • C++ program Telephone Directory from a file

    - by Stacy Doyle
    I am writing a program for a phone directory. The user inputs a name and the program searches the file and either outputs the number or an error because the persons name is not in the file. The program should also ask the user if they would like to continue using the program and look up another number. So far runs and asks for the name and then prints the error message that I put in place saying that the name is not in the database. I am guessing that I must not really be having my program look in the file but not sure what to do also don't know how to get the program to run again if the user chooses to continue. #include <iostream> #include <fstream> #include <string> #include <iomanip> using namespace std; char chr; int main() { string first; string last; string number; string firstfile; string lastfile; string numberfile; int cont; ifstream infile; infile.open("name and numbers.dat"); //opening the file infile>>firstfile>>lastfile>>numberfile; cout<<"Enter a first and last name."<<endl; //Asking user for the input cin>>first>>last; //input the data { if(first==firstfile && last==lastfile) //if the entered information matches the information in the file cout<<first<<" "<<last<<"'s number is "<<numberfile<<endl; //this is printed else cout<<"Sorry that is not in our database."<<endl; //if the information doesn't match this is printed } cout<<"Would you like to search for another name? Y or N"<<endl; //user is asked if they would like to continue cin>>cont; infile.close(); //close file cin>>chr; return 0; }

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  • Efficient list compacting

    - by Patrik
    Suppose you have a list of unsigned ints. Suppose some elements are equal to 0 and you want to push them back. Currently I use this code (list is a pointer to a list of unsigned ints of size n for (i = 0; i < n; ++i) { if (list[i]) continue; int j; for (j = i + 1; j < n && !list[j]; ++j); int z; for (z = j + 1; z < n && list[z]; ++z); if (j == n) break; memmove(&(list[i]), &(list[j]), sizeof(unsigned int) * (z - j))); int s = z - j + i; for(j = s; j < z; ++j) list[j] = 0; i = s - 1; } Can you think of a more efficient way to perform this task? The snippet is purely theoretical, in the production code, each element of list is a 64 bytes struct EDIT: I'll post my solution. Many thanks to Jonathan Leffler. void RemoveDeadParticles(int * list, int * n) { int i, j = *n - 1; for (; j >= 0 && list[j] == 0; --j); for (i = 0; i < j; ++i) { if (list[i]) continue; memcpy(&(list[i]), &(list[j]), sizeof(int)); list[j] = 0; for (; j >= 0 && list[j] == 0; --j); if (i == j) break; } *n = i + 1; }

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  • Windows splash screen using GDI+

    - by Luther
    The eventual aim of this is to have a splash screen in windows that uses transparency but that's not what I'm stuck on at the moment. In order to create a transparent window, I'm first trying to composite the splash screen and text on an off screen buffer using GDI+. At the moment I'm just trying to composite the buffer and display it in response to a 'WM_PAINT' message. This isn't working out at the moment; all I see is a black window. I imagine I've misunderstood something with regards to setting up render targets in GDI+ and then rendering them (I'm trying to render the screen using straight forward GDI blit) Anyway, here's the code so far: //my window initialisation code void MyWindow::create_hwnd(HINSTANCE instance, const SIZE &dim) { DWORD ex_style = WS_EX_LAYERED ; //eventually I'll be making use of this layerd flag m_hwnd = CreateWindowEx( ex_style, szFloatingWindowClass , L"", WS_POPUP , 0, 0, dim.cx, dim.cy, null, null, instance, null); SetWindowLongPtr(m_hwnd ,0, (__int3264)(LONG_PTR)this); m_display_dc = GetDC(NULL); //This was sanity check test code - just loading a standard HBITMAP and displaying it in WM_PAINT. It worked fine //HANDLE handle= LoadImage(NULL , L"c:\\test_image2.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); m_gdip_offscreen_bm = new Gdiplus::Bitmap(dim.cx, dim.cy); m_gdi_dc = Gdiplus::Graphics::FromImage(m_gdip_offscreen_bm);//new Gdiplus::Graphics(m_splash_dc );//window_dc ;m_splash_dc //this draws the conents of my splash screen - this works if I create a GDI+ context for the window, rather than for an offscreen bitmap. //For all I know, it might actually be working but when I try to display the contents on screen, it shows a black image draw_all(); //this is just to show that drawing something simple on the offscreen bit map seems to have no effect Gdiplus::Pen pen(Gdiplus::Color(255, 0, 0, 255)); m_gdi_dc->DrawLine(&pen, 0,0,100,100); DWORD last_error = GetLastError(); //returns '0' at this stage } And here's the snipit that handles the WM_PAINT message: ---8<----------------------- //Paint message snippit case WM_PAINT: { BITMAP bm; PAINTSTRUCT ps; HDC hdc = BeginPaint(vg->m_hwnd, &ps); //get the HWNDs DC HDC hdcMem = vg->m_gdi_dc->GetHDC(); //get the HDC from our offscreen GDI+ object unsigned int width = vg->m_gdip_offscreen_bm->GetWidth(); //width and height seem fine at this point unsigned int height = vg->m_gdip_offscreen_bm->GetHeight(); BitBlt(hdc, 0, 0, width, height, hdcMem, 0, 0, SRCCOPY); //this blits a black rectangle DWORD last_error = GetLastError(); //this was '0' vg->m_gdi_dc->ReleaseHDC(hdcMem); EndPaint(vg->m_hwnd, &ps); //end paint return 1; } ---8<----------------------- My apologies for the long post. Does anybody know what I'm not quite understanding regarding how you write to an offscreen buffer using GDI+ (or GDI for that matter)and then display this on screen? Thank you for reading.

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  • Multiplying matrices: error: expected primary-expression before 'struct'

    - by justin
    I am trying to write a program that is supposed to multiply matrices using threads. I am supposed to fill the matrices using random numbers in a thread. I am compiling in g++ and using PTHREADS. I have also created a struct to pass the data from my command line input to the thread so it can generate the matrix of random numbers. The sizes of the two matrices are also passed in the command line as well. I keep getting: main.cpp:7: error: expected primary-expression before 'struct' my code @ line 7 =: struct a{ int Arow; int Acol; int low; int high; }; My inpust are : Sizes of two matrices ( 4 arguments) high and low ranges in which o generate the random numbers between. Complete code: [headers] using namespace std; void *matrixACreate(struct *); void *status; int main(int argc, char * argv[]) { int Arow = atoi(argv[1]); // Matrix A int Acol = atoi(argv[2]); // WxX int Brow = atoi(argv[3]); // Matrix B int Bcol = atoi(argv[4]); // XxZ, int low = atoi(argv[5]); // Range low int high = atoi(argv[6]); struct a{ int Arow; // Matrix A int Acol; // WxX int low; // Range low int high; }; pthread_t matrixAthread; //pthread_t matrixBthread; pthread_t runner; int error, retValue; if (Acol != Brow) { cout << " This matrix cannot be multiplied. FAIL" << endl; return 0; } error = pthread_create(&matrixAthread, NULL, matrixACreate, struct *a); //error = pthread_create(&matrixAthread, NULL, matrixBCreate, sendB); retValue = pthread_join(matrixAthread, &status); //retValue = pthread_join(matrixBthread, &status); return 0; } void matrixACreate(struct * a) { struct a *data = (struct a *) malloc(sizeof(struct a)); data->Arow = Arow; data->Acol = Acol; data->low = low; data->high = high; int range = ((high - low) + 1); cout << Arow << endl<< Acol << endl; }// just trying to print to see if I am in the thread

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  • Monitoring UDP socket in glib(mm) eats up CPU time

    - by Gyorgy Szekely
    Hi, I have a GTKmm Windows application (built with MinGW) that receives UDP packets (no sending). The socket is native winsock and I use glibmm IOChannel to connect it to the application main loop. The socket is read with recvfrom. My problem is: this setup eats 25% percent CPU time on a 3GHz workstation. Can somebody tell me why? The application is idle in this case, and if I remove the UDP code, CPU usage drops down to almost zero. As the application has to perform some CPU intensive tasks, I could image better ways to spend that 25% Here are some code excerpts: (sorry for the printf's ;) ) /* bind */ void UDPInterface::bindToPort(unsigned short port) { struct sockaddr_in target; WSADATA wsaData; target.sin_family = AF_INET; target.sin_port = htons(port); target.sin_addr.s_addr = 0; if ( WSAStartup ( 0x0202, &wsaData ) ) { printf("WSAStartup failed!\n"); exit(0); // :) WSACleanup(); } sock = socket( AF_INET, SOCK_DGRAM, 0 ); if (sock == INVALID_SOCKET) { printf("invalid socket!\n"); exit(0); } if (bind(sock,(struct sockaddr*) &target, sizeof(struct sockaddr_in) ) == SOCKET_ERROR) { printf("failed to bind to port!\n"); exit(0); } printf("[UDPInterface::bindToPort] listening on port %i\n", port); } /* read */ bool UDPInterface::UDPEvent(Glib::IOCondition io_condition) { recvfrom(sock, (char*)buf, BUF_SIZE*4, 0, NULL, NULL); /* process packet... */ } /* glibmm connect */ Glib::RefPtr channel = Glib::IOChannel::create_from_win32_socket(udp.sock); Glib::signal_io().connect( sigc::mem_fun(udp, &UDPInterface::UDPEvent), channel, Glib::IO_IN ); I've read here in some other question, and also in glib docs (g_io_channel_win32_new_socket()) that the socket is put into nonblocking mode, and it's "a side-effect of the implementation and unavoidable". Does this explain the CPU effect, it's not clear to me? Whether or not I use glib to access the socket or call recvfrom() directly doesn't seem to make much difference, since CPU is used up before any packet arrives and the read handler gets invoked. Also glibmm docs state that it's ok to call recvfrom() even if the socket is polled (Glib::IOChannel::create_from_win32_socket()) I've tried compiling the program with -pg and created a per function cpu usage report with gprof. This wasn't usefull because the time is not spent in my program, but in some external glib/glibmm dll.

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  • Implementing Skip List in C++

    - by trikker
    [SOLVED] So I decided to try and create a sorted doubly linked skip list... I'm pretty sure I have a good grasp of how it works. When you insert x the program searches the base list for the appropriate place to put x (since it is sorted), (conceptually) flips a coin, and if the "coin" lands on a then that element is added to the list above it(or a new list is created with element in it), linked to the element below it, and the coin is flipped again, etc. If the "coin" lands on b at anytime then the insertion is over. You must also have a -infinite stored in every list as the starting point so that it isn't possible to insert a value that is less than the starting point (meaning that it could never be found.) To search for x, you start at the "top-left" (highest list lowest value) and "move right" to the next element. If the value is less than x than you continue to the next element, etc. until you have "gone too far" and the value is greater than x. In this case you go back to the last element and move down a level, continuing this chain until you either find x or x is never found. To delete x you simply search x and delete it every time it comes up in the lists. For now, I'm simply going to make a skip list that stores numbers. I don't think there is anything in the STL that can assist me, so I will need to create a class List that holds an integer value and has member functions, search, delete, and insert. The problem I'm having is dealing with links. I'm pretty sure I could create a class to handle the "horizontal" links with a pointer to the previous element and the element in front, but I'm not sure how to deal with the "vertical" links (point to corresponding element in other list?) If any of my logic is flawed please tell me, but my main questions are: How to deal with vertical links and whether my link idea is correct Now that I read my class List idea I'm thinking that a List should hold a vector of integers rather than a single integer. In fact I'm pretty positive, but would just like some validation. I'm assuming the coin flip would simply call int function where rand()%2 returns a value of 0 or 1 and if it's 0 then a the value "levels up" and if it's 0 then the insert is over. Is this incorrect? How to store a value similar to -infinite? Edit: I've started writing some code and am considering how to handle the List constructor....I'm guessing that on its construction, the "-infinite" value should be stored in the vectorname[0] element and I can just call insert on it after its creation to put the x in the appropriate place.

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  • Few doubts regarding Bitmaps , Images & `using` blocks

    - by imageWorker
    I caught up in this problem. http://stackoverflow.com/questions/2559826/garbage-collector-not-doing-its-job-memory-consumption-1-5gb-outofmemory-exc I feel that there is something wrong in my understanding. Please clarify these things. Destructor & IDisposable.Dispose are two methods for freeing resources that are not not under the control of .NET. Which means, everything except memory. right? using blocks are just better way of calling IDisposable.Dispose() method of an object. This is the main code I'm referring to. class someclass { static someMethod(Bitmap img) { Bitmap bmp = new Bitmap(img); //statement1 // some code here and return } } here is class I'm using for testing: class someotherClass { public static voide Main() { foreach (string imagePath in imagePathsArray) { using (Bitmap img1 = new Bitmap(imagePath)) { someclass.someMethod(img1); // does some more processing on `img1` } } } } Is there any memory leak with statement1? Question1: If each image size is say 10MB. Then does this bmp object occupy atleast 10MB? What I mean is, will it make completely new copy of entire image? or just refer to it? Question2:should I or should I not put the statement1 in using block? My Argument: We should not. Because using is not for freeing memory but for freeing the resources (file handle in this case). If I use it in using block. It closes file handle here encapsulated by this bmp object. It means we are also closing filehandle for the caller's img1 object. Which is not correct? As of the memory leak. No there is no scope of memory leak here. Because reference bmp is destroyed when this method is returned. Which leaves memory it refered without any pointer. So, its garbage collected. Am I right? Edit: class someclass { static Bitmap someMethod(Bitmap img) { Bitmap bmp = new Bitmap(img); //can I use `using` block on this enclosing `return bmp`; ??? // do some processing on bmp here return bmp; } }

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  • CMake: Mac OS X: ld: unknown option: -soname

    - by Alex Ivasyuv
    I try to build my app with CMake on Mac OS X, I get the following error: Linking CXX shared library libsml.so ld: unknown option: -soname collect2: ld returned 1 exit status make[2]: *** [libsml.so] Error 1 make[1]: *** [CMakeFiles/sml.dir/all] Error 2 make: *** [all] Error 2 This is strange, as Mac has .dylib extension instead of .so. There's my CMakeLists.txt: cmake_minimum_required(VERSION 2.6) PROJECT (SilentMedia) SET(SourcePath src/libsml) IF (DEFINED OSS) SET(OSS_src ${SourcePath}/Media/Audio/SoundSystem/OSS/DSP/DSP.cpp ${SourcePath}/Media/Audio/SoundSystem/OSS/Mixer/Mixer.cpp ) ENDIF(DEFINED OSS) IF (DEFINED ALSA) SET(ALSA_src ${SourcePath}/Media/Audio/SoundSystem/ALSA/DSP/DSP.cpp ${SourcePath}/Media/Audio/SoundSystem/ALSA/Mixer/Mixer.cpp ) ENDIF(DEFINED ALSA) SET(SilentMedia_src ${SourcePath}/Utils/Base64/Base64.cpp ${SourcePath}/Utils/String/String.cpp ${SourcePath}/Utils/Random/Random.cpp ${SourcePath}/Media/Container/FileLoader.cpp ${SourcePath}/Media/Container/OGG/OGG.cpp ${SourcePath}/Media/PlayList/XSPF/XSPF.cpp ${SourcePath}/Media/PlayList/XSPF/libXSPF.cpp ${SourcePath}/Media/PlayList/PlayList.cpp ${OSS_src} ${ALSA_src} ${SourcePath}/Media/Audio/Audio.cpp ${SourcePath}/Media/Audio/AudioInfo.cpp ${SourcePath}/Media/Audio/AudioProxy.cpp ${SourcePath}/Media/Audio/SoundSystem/SoundSystem.cpp ${SourcePath}/Media/Audio/SoundSystem/libao/AO.cpp ${SourcePath}/Media/Audio/Codec/WAV/WAV.cpp ${SourcePath}/Media/Audio/Codec/Vorbis/Vorbis.cpp ${SourcePath}/Media/Audio/Codec/WavPack/WavPack.cpp ${SourcePath}/Media/Audio/Codec/FLAC/FLAC.cpp ) SET(SilentMedia_LINKED_LIBRARY sml vorbisfile FLAC++ wavpack ao #asound boost_thread-mt boost_filesystem-mt xspf gtest ) INCLUDE_DIRECTORIES( /usr/include /usr/local/include /usr/include/c++/4.4 /Users/alex/Downloads/boost_1_45_0 ${SilentMedia_SOURCE_DIR}/src ${SilentMedia_SOURCE_DIR}/${SourcePath} ) #link_directories( # /usr/lib # /usr/local/lib # /Users/alex/Downloads/boost_1_45_0/stage/lib #) IF(LibraryType STREQUAL "static") ADD_LIBRARY(sml-static STATIC ${SilentMedia_src}) # rename library from libsml-static.a => libsml.a SET_TARGET_PROPERTIES(sml-static PROPERTIES OUTPUT_NAME "sml") SET_TARGET_PROPERTIES(sml-static PROPERTIES CLEAN_DIRECT_OUTPUT 1) ELSEIF(LibraryType STREQUAL "shared") ADD_LIBRARY(sml SHARED ${SilentMedia_src}) # change compile optimization/debug flags # -Werror -pedantic IF(BuildType STREQUAL "Debug") SET_TARGET_PROPERTIES(sml PROPERTIES COMPILE_FLAGS "-pipe -Wall -W -ggdb") ELSEIF(BuildType STREQUAL "Release") SET_TARGET_PROPERTIES(sml PROPERTIES COMPILE_FLAGS "-pipe -Wall -W -O3 -fomit-frame-pointer") ENDIF() SET_TARGET_PROPERTIES(sml PROPERTIES CLEAN_DIRECT_OUTPUT 1) ENDIF() ### TEST ### IF(Test STREQUAL "true") ADD_EXECUTABLE (bin/TestXSPF ${SourcePath}/Test/Media/PlayLists/XSPF/TestXSPF.cpp) TARGET_LINK_LIBRARIES (bin/TestXSPF ${SilentMedia_LINKED_LIBRARY}) ADD_EXECUTABLE (bin/test1 ${SourcePath}/Test/test.cpp) TARGET_LINK_LIBRARIES (bin/test1 ${SilentMedia_LINKED_LIBRARY}) ADD_EXECUTABLE (bin/TestFileLoader ${SourcePath}/Test/Media/Container/FileLoader/TestFileLoader.cpp) TARGET_LINK_LIBRARIES (bin/TestFileLoader ${SilentMedia_LINKED_LIBRARY}) ADD_EXECUTABLE (bin/testMixer ${SourcePath}/Test/testMixer.cpp) TARGET_LINK_LIBRARIES (bin/testMixer ${SilentMedia_LINKED_LIBRARY}) ENDIF (Test STREQUAL "true") ### TEST ### ADD_CUSTOM_TARGET(doc COMMAND doxygen ${SilentMedia_SOURCE_DIR}/doc/Doxyfile) There was no error on Linux. Build process: cmake -D BuildType=Debug -D LibraryType=shared . make I found, that incorrect command generate in CMakeFiles/sml.dir/link.txt. But why, as the goal of CMake is cross-platforming.. How to fix it?

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  • Still failing a function, not sure why...ideas on test cases to run?

    - by igor
    I've been trying to get this Sudoku game working, and I am still failing some of the individual functions. All together the game works, but when I run it through an "autograder", some test cases fail.. Currently I am stuck on the following function, placeValue, failing. I do have the output that I get vs. what the correct one should be, but am confused..what is something going on? EDIT: I do not know what input/calls they make to the function. What happens is that "invalid row" is outputted after every placeValue call, and I can't trace why.. Here is the output (mine + correct one) if it's at all helpful: http://pastebin.com/Wd3P3nDA Here is placeValue, and following is getCoords that placeValue calls.. void placeValue(Square board[BOARD_SIZE][BOARD_SIZE]) { int x,y,value; if(getCoords(x,y)) { cin>>value; if(board[x][y].permanent) { cout<< endl << "That location cannot be changed"; } else if(!(value>=1 && value<=9)) { cout << "Invalid number"<< endl; clearInput(); } else if(validMove(board, x, y, value)) { board[x][y].number=value; } } } bool getCoords(int & x, int & y) { char row; y=0; cin>>row>>y; x = static_cast<int>(toupper(row)); if (isalpha(row) && (x >= 'A' && x <= 'I') && y >= 1 && y <= 9) { x = x - 'A'; // converts x from a letter to corresponding index in matrix y = y - 1; // converts y to corresponding index in matrix return (true); } else if (!(x >= 'A' && x <= 'I')) { cout<<"Invalid row"<<endl; clearInput(); return false; } else { cout<<"Invalid column"<<endl; clearInput(); return false; } }

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  • How can I prevent segmentation faults in my program?

    - by worlds-apart89
    I have a C assignment. It is a lot longer than the code shown below, and we are given the function prototypes and instructions only. I have done my best at writing code, but I am stuck with segmentation faults. When I compile and run the program below on Linux, at "735 NaN" it will terminate, indicating a segfault occurred. Why? What am I doing wrong? Basically, the program does not let me access table-list_array[735]-value and table-list_array[735]-key. This is of course the first segfault. There might be more following index 735. #include <stdio.h> #include <stdlib.h> typedef struct list_node list_node_t; struct list_node { char *key; int value; list_node_t *next; }; typedef struct count_table count_table_t; struct count_table { int size; list_node_t **list_array; }; count_table_t* table_allocate(int size) { count_table_t *ptr = malloc(sizeof(count_table_t)); ptr->size = size; list_node_t *nodes[size]; int k; for(k=0; k<size; k++){ nodes[k] = NULL; } ptr->list_array = nodes; return ptr; } void table_addvalue(count_table_t *table) { int i; for(i=0; i<table->size; i++) { table->list_array[i] = malloc(sizeof(list_node_t)); table->list_array[i]->value = i; table->list_array[i]->key = "NaN"; table->list_array[i]->next = NULL; } } int main() { count_table_t *table = table_allocate(1000); table_addvalue(table); int i; for(i=0; i<table->size; i++) printf("%d %s\n", table->list_array[i]->value, table->list_array[i]->key); return 0; }

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  • JSF 2.0: Preserving component state across multiple views

    - by tlind
    The web application I am developing using MyFaces 2.0.3 / PrimeFaces 2.2RC2 is divided into a content and a navigation area. In the navigation area, which is included into multiple pages using templating (i.e. <ui:define>), there are some widgets (e.g. a navigation tree, collapsible panels etc.) of which I want to preserve the component state across views. For example, let's say I am on the home page. When I navigate to a product details page by clicking on a product in the navigation tree, my Java code triggers a redirect using navigationHandler.handleNavigation(context, null, "/detailspage.jsf?faces-redirect=true") Another way of getting to that details page would be by directly clicking on a product teaser that is shown on the home page. The corresponding <h:link> would lead us to the details page. In both cases, the expansion state of my navigation tree (a PrimeFaces tree component) and my collapsible panels is lost. I understand this is because the redirect / h:link results in the creation of a new view. What is the best way of dealing with this? I am already using MyFaces Orchestra in my project along with its conversation scope, but I am not sure if this is of any help here (since I'd have to bind the expansion/collapsed state of the widgets to a backing bean... but as far as I know, this is not possible). Is there a way of telling JSF which component states to propagate to the next view, assuming that the same component exists in that view? I guess I could need a pointer into the right direction here. Thanks! Update 1: I just tried binding the panels and the tree to a session-scoped bean, but this seems to have no effect. Also, I guess I would have to bind all child components (if any) manually, so this doesn't seem like the way to go. Update 2: Binding UI components to non-request scoped beans is not a good idea (see link I posted in a comment below). If there is no easier approach, I might have to proceed as follows: When a panel is collapsed or the tree is expanded, save the current state in a session-scoped backing bean (!= the UI component itself) The components' states are stored in a map. The map key is the component's (hopefully) unique, relative ID. I cannot use the whole absolute component path here, since the IDs of the parent naming containers might change if the view changes, assuming these IDs are generated programmatically. As soon as a new view gets constructed, retrieve the components' states from the map and apply them to the components. For example, in case of the panels, I can set the collapsed attribute to a value retrieved from my session-scoped backing bean.

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  • A better UPDATE method in LINQ to SQL

    - by Refracted Paladin
    The below is a typical, for me, Update method in L2S. I am still fairly new to a lot of this(L2S & business app development) but this just FEELs wrong. Like there MUST be a smarter way of doing this. Unfortunately, I am having trouble visualizing it and am hoping someone can provide an example or point me in the right direction. To take a stab in the dark, would I have a Person Object that has all these fields as Properties? Then what, though? Is that redundant since L2S already mapped my Person Table to a Class? Is this just 'how it goes', that you eventually end up passing 30 parameters(or MORE) to an UPDATE statement at some point? For reference, this is a business app using C#, WinForms, .Net 3.5, and L2S over SQL 2005 Standard. Here is a typical Update Call for me. This is in a file(BLLConnect.cs) with other CRUD methods. Connect is the name of the DB that holds tblPerson When a user clicks save() this is what is eventually called with all of these fields having, potentially, been updated-- public static void UpdatePerson(int personID, string userID, string titleID, string firstName, string middleName, string lastName, string suffixID, string ssn, char gender, DateTime? birthDate, DateTime? deathDate, string driversLicenseNumber, string driversLicenseStateID, string primaryRaceID, string secondaryRaceID, bool hispanicOrigin, bool citizenFlag, bool veteranFlag, short ? residencyCountyID, short? responsibilityCountyID, string emailAddress, string maritalStatusID) { using (var context = ConnectDataContext.Create()) { var personToUpdate = (from person in context.tblPersons where person.PersonID == personID select person).Single(); personToUpdate.TitleID = titleID; personToUpdate.FirstName = firstName; personToUpdate.MiddleName = middleName; personToUpdate.LastName = lastName; personToUpdate.SuffixID = suffixID; personToUpdate.SSN = ssn; personToUpdate.Gender = gender; personToUpdate.BirthDate = birthDate; personToUpdate.DeathDate = deathDate; personToUpdate.DriversLicenseNumber = driversLicenseNumber; personToUpdate.DriversLicenseStateID = driversLicenseStateID; personToUpdate.PrimaryRaceID = primaryRaceID; personToUpdate.SecondaryRaceID = secondaryRaceID; personToUpdate.HispanicOriginFlag = hispanicOrigin; personToUpdate.CitizenFlag = citizenFlag; personToUpdate.VeteranFlag = veteranFlag; personToUpdate.ResidencyCountyID = residencyCountyID; personToUpdate.ResponsibilityCountyID = responsibilityCountyID; personToUpdate.EmailAddress = emailAddress; personToUpdate.MaritalStatusID = maritalStatusID; personToUpdate.UpdateUserID = userID; personToUpdate.UpdateDateTime = DateTime.Now; context.SubmitChanges(); } }

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  • Polymorphic :has_many, :through as module in Rails 3.1 plugin

    - by JohnMetta
    I've search everywhere for a pointer to this, but can't find one. Basically, I want to do what everyone else wants to do when they create a polymorphic relationship in a :has_many, :through way… but I want to do it in a module. I keep getting stuck and think I must be overlooking something simple. To wit: module ActsPermissive module PermissiveUser def self.included(base) base.extend ClassMethods end module ClassMethods def acts_permissive has_many :ownables has_many :owned_circles, :through => :ownables end end end class PermissiveCircle < ActiveRecord::Base belongs_to :ownable, :polymorphic => true end end With a migration that looks like this: create_table :permissive_circles do |t| t.string :ownable_type t.integer :ownable_id t.timestamps end The idea, of course, is that whatever loads acts_permissive will be able to have a list of circles that it owns. For simple tests, I have it "should have a list of circles" do user = Factory :user user.owned_circles.should be_an_instance_of Array end which fails with: Failure/Error: @user.circles.should be_an_instance_of Array NameError: uninitialized constant User::Ownable I've tried: using :class_name => 'ActsPermissive::PermissiveCircle' on the has_many :ownables line, which fails with: Failure/Error: @user.circles.should be_an_instance_of Array ActiveRecord::HasManyThroughSourceAssociationNotFoundError: Could not find the source association(s) :owned_circle or :owned_circles in model ActsPermissive::PermissiveCircle. Try 'has_many :owned_circles, :through => :ownables, :source => <name>'. Is it one of :ownable? while following the suggestion and setting :source => :ownable fails with Failure/Error: @user.circles.should be_an_instance_of Array ActiveRecord::HasManyThroughAssociationPolymorphicSourceError: Cannot have a has_many :through association 'User#owned_circles' on the polymorphic object 'Ownable#ownable' Which seems to suggest that doing things with a non-polymorphic-through is necessary. So I added a circle_owner class similar to the setup here: module ActsPermissive class CircleOwner < ActiveRecord::Base belongs_to :permissive_circle belongs_to :ownable, :polymorphic => true end module PermissiveUser def self.included(base) base.extend ClassMethods end module ClassMethods def acts_permissive has_many :circle_owners, :as => :ownable has_many :circles, :through => :circle_owners, :source => :ownable, :class_name => 'ActsPermissive::PermissiveCircle' end end class PermissiveCircle < ActiveRecord::Base has_many :circle_owners end end With a migration: create_table :permissive_circles do |t| t.string :name t.string :guid t.timestamps end create_table :circle_owner do |t| t.string :ownable_type t.string :ownable_id t.integer :permissive_circle_id end which still fails with: Failure/Error: @user.circles.should be_an_instance_of Array NameError: uninitialized constant User::CircleOwner Which brings us back to the beginning. How can I do what seems to be a rather common polymorphic :has_many, :through on a module? Alternatively, is there a good way to allow an object to be collected by arbitrary objects in a similar way that will work with a module?

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  • Multi-threaded Pooled Allocators

    - by Darren Engwirda
    I'm having some issues using pooled memory allocators for std::list objects in a multi-threaded application. The part of the code I'm concerned with runs each thread function in isolation (i.e. there is no communication or synchronization between threads) and therefore I'd like to setup separate memory pools for each thread, where each pool is not thread-safe (and hence fast). I've tried using a shared thread-safe singleton memory pool and found the performance to be poor, as expected. This is a heavily simplified version of the type of thing I'm trying to do. A lot has been included in a pseudo-code kind of way, sorry if it's confusing. /* The thread functor - one instance of MAKE_QUADTREE created for each thread */ class make_quadtree { private: /* A non-thread-safe memory pool for int linked list items, let's say that it's * something along the lines of BOOST::OBJECT_POOL */ pooled_allocator<int> item_pool; /* The problem! - a local class that would be constructed within each std::list as the * allocator but really just delegates to ITEM_POOL */ class local_alloc { public : //!! I understand that I can't access ITEM_POOL from within a nested class like //!! this, that's really my question - can I get something along these lines to //!! work?? pointer allocate (size_t n) { return ( item_pool.allocate(n) ); } }; public : make_quadtree (): item_pool() // only construct 1 instance of ITEM_POOL per // MAKE_QUADTREE object { /* The kind of data structures - vectors of linked lists * The idea is that all of the linked lists should share a local pooled allocator */ std::vector<std::list<int, local_alloc>> lists; /* The actual operations - too complicated to show, but in general: * * - The vector LISTS is grown as a quadtree is built, it's size is the number of * quadtree "boxes" * * - Each element of LISTS (each linked list) represents the ID's of items * contained within each quadtree box (say they're xy points), as the quadtree * is grown a lot of ID pop/push-ing between lists occurs, hence the memory pool * is important for performance */ } }; So really my problem is that I'd like to have one memory pool instance per thread functor instance, but within each thread functor share the pool between multiple std::list objects.

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  • jQuery fadeIn is not working in Internet Explorer

    - by Nazaf
    I have the following HTML DIV which does not work using FadeIn in IE: $(".tip").fadeIn("slow"); /* Is not working in IE. */ $(".tip").show(); /* Works well in IE, that's weird. */ <div class="tip" style="width: 220px; display: none;"> <div class="tip-header"> <span><b>Title</b></span> <div class="right close"><a href="javascript:void(0);">close</a> <img alt="" src="/Images/close-normal.png"/></div> </div> <div class="tip-content">EBody comes here.</div> </div> .tip { display: block; z-index: 99999; position: fixed; background-color: #ffffff; -moz-box-shadow: 2px 2px 10px 2px rgba(0, 0, 0, 0.6); -webkit-box-shadow: 2px 2px 10px 2px rgba(0, 0, 0, 0.6); border:solid 1px #82C2FA; -moz-border-radius: 8px; -webkit-border-radius: 8px; } .tip-header { padding: 8px; min-height: 10px; -moz-border-radius-topleft: 8px; -moz-border-radius-topright: 8px; -webkit-border-radius-topright: 8px; -webkit-border-radius-topleft: 8px; background-color: #CFE6FD; border-bottom: 1px solid #82C2FA; } .tip-header span { font-size: 14px; color: #666666; } .tip-content { padding: 8px; text-align: left; font-size: 12px; } .close, .whats-this { cursor: pointer; } .close a { color: #085FBC; text-decoration: none; } .close img { vertical-align: bottom; }

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  • Java: Preventing array going out of bounds.

    - by Troy
    I'm working on a game of checkers, if you want to read more about you can view it here; http://minnie.tuhs.org/I2P/Assessment/assig2.html When I am doing my test to see if the player is able to get to a certain square on the grid (i.e. +1 +1, +1 -1 .etc) from it's current location, I get an java.lang.ArrayIndexOutOfBoundsException error. This is the code I am using to make the move; public static String makeMove(String move, int playerNumber) { // variables to contain the starting and destination coordinates, subtracting 1 to match array size int colStart = move.charAt(1) - FIRSTCOLREF - 1; int rowStart = move.charAt(0) - FIRSTROWREF - 1; int colEnd = move.charAt(4) - FIRSTCOLREF - 1; int rowEnd = move.charAt(3) - FIRSTROWREF - 1; // variable to contain which player is which char player, enemy; if (playerNumber==1) { player= WHITEPIECE; enemy= BLACKPIECE; } else { player= BLACKPIECE; enemy= WHITEPIECE; } // check that the starting square contains a player piece if (grid [ colStart ] [ rowStart ] == player) { // check that the player is making a diagonal move if (grid [ colEnd ] [ rowEnd ] == grid [ (colStart++) ] [ (rowEnd++) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart--) ] [ (rowEnd++) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart++) ] [ (rowEnd--) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart--) ] [ (rowEnd--) ]) { // check that the destination square is free if (grid [ colEnd ] [ rowEnd ] == BLANK) { grid [ colStart ] [ rowStart ] = BLANK; grid [ colEnd ] [ rowEnd ] = player; } } // check if player is jumping over a piece else if (grid [ colEnd ] [ rowEnd ] == grid [ (colStart+2) ] [ (rowEnd+2) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart-2) ] [ (rowEnd+2) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart+2) ] [ (rowEnd-2) ] && grid [ colEnd ] [ rowEnd ] == grid [ (colStart-2) ] [ (rowEnd-2) ]) { // check that the piece in between contains an enemy if ((grid [ (colStart++) ] [ (rowEnd++) ] == enemy ) && (grid [ (colStart--) ] [ (rowEnd++) ] == enemy ) && (grid [ (colStart++) ] [ (rowEnd--) ] == enemy ) && (grid [ (colStart--) ] [ (rowEnd--) ] == enemy )) { // check that the destination is free if (grid [ colEnd ] [ rowEnd ] == BLANK) { grid [ colStart ] [ rowStart ] = BLANK; grid [ colEnd ] [ rowEnd ] = player; } } } } I'm not sure how I can prevent the error from happening, what do you recommend?

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  • jQuery to hide and show divs with an indicator

    - by songdogtech
    Using the jQuery below to toggle the hiding and showing of divs of text: how would I add some sort of indicator - like an up and down arrow as a graphic - to the titles when the divs are either open and closed? What's the best way to do that? Two images? A CSS sprite? And most importantly: how would that be integrated into the JS? I've looked at other jQuery that assigns a random number to each div and then determines which are open and which are closed and toggles one of two images. But I'm using php in a WordPress loop to show a posts, and that gives problems with incrementing in the loop, so there must be an easier way that doesn't require changes in the name of the title div. Thanks.... This JS fires the showing and hiding. Each div can be expanded and collapsed independently. $(document).ready(function() { $('div.demo-show:eq(0)> div').hide(); $('div.demo-show:eq(0)> h3').click(function() { $(this).next().slideToggle('fast'); }); }); This is the HTML it works with: <div class="collapser"> <p class="title">Header-1 </p> <div class="contents">Lorem ipsum</div> <p class="title">Header-2</p> <div class="contents">Lorem ipsum </div> <p class="title">Header-3</p> <div class="contents">Lorem ipsum</div> </div> The CSS is arbitrary: .collapser { margin: 0; padding: 0; width: 500px; } .title { margin: 1px; color: #fff; padding: 3px 10px; cursor: pointer; position: relative; background-color:#c30; } .contents { padding: 5px 10px; background-color:#fafafa; }

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  • Where are the function literals in c++?

    - by academicRobot
    First of all, maybe literals is not the right term for this concept, but its the closest I could think of (not literals in the sense of functions as first class citizens). The idea is that when you make a conventional function call, it compiles to something like this: callq <immediate address> But if you make a function call using a function pointer, it compiles to something like this: mov <memory location>,%rax callq *%rax Which is all well and good. However, what if I'm writing a template library that requires a callback of some sort with a specified argument list and the user of the library is expected to know what function they want to call at compile time? Then I would like to write my template to accept a function literal as a template parameter. So, similar to template <int int_literal> struct my_template {...};` I'd like to write template <func_literal_t func_literal> struct my_template {...}; and have calls to func_literal within my_template compile to callq <immediate address>. Is there a facility in C++ for this, or a work around to achieve the same effect? If not, why not (e.g. some cataclysmic side effects)? How about C++0x or another language? Solutions that are not portable are fine. Solutions that include the use of member function pointers would be ideal. I'm not particularly interested in being told "You are a <socially unacceptable term for a person of low IQ>, just use function pointers/functors." This is a curiosity based question, and it seems that it might be useful in some (albeit limited) applications. It seems like this should be possible since function names are just placeholders for a (relative) memory address, so why not allow more liberal use (e.g. aliasing) of this placeholder. p.s. I use function pointers and functions objects all the the time and they are great. But this post got me thinking about the don't pay for what you don't use principle in relation to function calls, and it seems like forcing the use of function pointers or similar facility when the function is known at compile time is a violation of this principle, though a small one.

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  • How to obtain the first cluster of the directory's data in FAT using C# (or at least C++) and Win32A

    - by DarkWalker
    So I have a FAT drive, lets say H: and a directory 'work' (full path 'H:\work'). I need to get the NUMBER of the first cluster of that directory. The number of the first cluster is 2-bytes value, that is stored in the 26th and 27th bytes of the folder enty (wich is 32 bytes). Lets say I am doing it with file, NOT a directory. I can use code like this: static public string GetDirectoryPtr(string dir) { IntPtr ptr = CreateFile(@"H:\Work\dover.docx", GENERIC_READ, FILE_SHARE_READ | FILE_SHARE_WRITE, IntPtr.Zero, OPEN_EXISTING, 0,//FILE_FLAG_BACKUP_SEMANTICS, IntPtr.Zero); try { const uint bytesToRead = 2; byte[] readbuffer = new byte[bytesToRead]; if (ptr.ToInt32() == -1) return String.Format("Error: cannot open direcotory {0}", dir); if (SetFilePointer(ptr, 26, 0, 0) == -1) return String.Format("Error: unable to set file pointer on file {0}", ptr); uint read = 0; // real count of read bytes if (!ReadFile(ptr, readbuffer, bytesToRead, out read, 0)) return String.Format("cant read from file {0}. Error #{1}", ptr, Marshal.GetLastWin32Error()); int result = readbuffer[0] + 16 * 16 * readbuffer[1]; return result.ToString();//ASCIIEncoding.ASCII.GetString(readbuffer); } finally { CloseHandle(ptr); } } And it will return some number, like 19 (quite real to me, this is the only file on the disk). But I DONT need a file, I need a folder. So I am puttin FILE_FLAG_BACKUP_SEMANTICS param for CreateFile call... and dont know what to do next =) msdn is very clear on this issue http://msdn.microsoft.com/en-us/library/aa365258(v=VS.85).aspx It sounds to me like: "There is no way you can get a number of the folder's first cluster". The most desperate thing is that my tutor said smth like "You are going to obtain this or you wont pass this course". The true reason why he is so sure this is possible is because for 10 years (or may be more) he recieved the folder's first cluster number as a HASH of the folder's addres (and I was stupid enough to point this to him, so now I cant do it the same way) PS: This is the most spupid task I have ever had!!! This value is not really used anythere in program, it is only fcking pointless integer.

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  • bad file descriptor with close() socket (c++)

    - by user321246
    hi everybody! I'm running out of file descriptors when my program can't connect another host. The close() system call doesn't work, the number of open sockets increases. I can se it with cat /proc/sys/fs/file-nr Print from console: connect: No route to host close: Bad file descriptor connect: No route to host close: Bad file descriptor .. Code: #include <stdio.h> #include <stdlib.h> #include <sys/socket.h> #include <netinet/in.h> #include <netdb.h> #include <string.h> #include <iostream> using namespace std; #define PORT 1238 #define MESSAGE "Yow!!! Are we having fun yet?!?" #define SERVERHOST "192.168.9.101" void write_to_server (int filedes) { int nbytes; nbytes = write (filedes, MESSAGE, strlen (MESSAGE) + 1); if (nbytes < 0) { perror ("write"); } } void init_sockaddr (struct sockaddr_in *name, const char *hostname, uint16_t port) { struct hostent *hostinfo; name->sin_family = AF_INET; name->sin_port = htons (port); hostinfo = gethostbyname (hostname); if (hostinfo == NULL) { fprintf (stderr, "Unknown host %s.\n", hostname); } name->sin_addr = *(struct in_addr *) hostinfo->h_addr; } int main() { for (;;) { sleep(1); int sock; struct sockaddr_in servername; /* Create the socket. */ sock = socket (PF_INET, SOCK_STREAM, 0); if (sock < 0) { perror ("socket (client)"); } /* Connect to the server. */ init_sockaddr (&servername, SERVERHOST, PORT); if (0 > connect (sock, (struct sockaddr *) &servername, sizeof (servername))) { perror ("connect"); sock = -1; } /* Send data to the server. */ if (sock > -1) write_to_server (sock); if (close (sock) != 0) perror("close"); } return 0; }

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