Search Results

Search found 8818 results on 353 pages for 'undefined behavior'.

Page 4/353 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

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

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

    Read the article

  • Undefined reference to 'glib'

    - by dali1985
    I would like to parse a config file using glib in Codeblocks which I use. So I want to do exactly the example which is described here first. I have a file named myconfig.cfg and and a code programming.c. I just copy and paste the code to see if glib works but unfortunately it does not work. I did the installation of glib2.0 using sudo apt-get, I found where are the libs in glibs using pkg-config --cflags --libs glib-2.0 and in this path project->Build Options->Compiler Settings-> Other Options I added -I/usr/include/glib-2.0 -I/usr/lib/arm-linuxgnuebihf/glib-2.0/include When I build and run the programming.c I have these errors -------------- Build: Debug in programming --------------- gcc -Wall -g -I/usr/include/glib-2.0 -I/usr/lib/arm-linux-gnueabihf/glib-2.0/include -std=c99 -c /home/pi/Desktop/programming/main.c -o obj/Debug/main.o g++ -o bin/Debug/programming obj/Debug/main.o /usr/lib/libmysqlclient.so.16 obj/Debug/main.o: In function `main': /home/pi/Desktop/programming/main.c:22: undefined reference to `g_key_file_new' /home/pi/Desktop/programming/main.c:26: undefined reference to `g_key_file_load_from_file' /home/pi/Desktop/programming/main.c:28: undefined reference to `g_log' /home/pi/Desktop/programming/main.c:34: undefined reference to `g_slice_alloc' /home/pi/Desktop/programming/main.c:37: undefined reference to `g_key_file_get_string' /home/pi/Desktop/programming/main.c:39: undefined reference to `g_key_file_get_locale_string' /home/pi/Desktop/programming/main.c:41: undefined reference to `g_key_file_get_boolean_list' /home/pi/Desktop/programming/main.c:43: undefined reference to `g_key_file_get_integer_list' /home/pi/Desktop/programming/main.c:45: undefined reference to `g_key_file_get_string_list' /home/pi/Desktop/programming/main.c:47: undefined reference to `g_key_file_get_integer' /home/pi/Desktop/programming/main.c:49: undefined reference to `g_key_file_get_double_list' collect2: ld returned 1 exit status Process terminated with status 1 (0 minutes, 6 seconds) 11 errors, 0 warnings Am I missing something? I tried also to do in the same way with libconfig but again I have undefined reference. Is the problem the path?

    Read the article

  • Creating Custom Ajax Control Toolkit Controls

    - by Stephen Walther
    The goal of this blog entry is to explain how you can extend the Ajax Control Toolkit with custom Ajax Control Toolkit controls. I describe how you can create the two halves of an Ajax Control Toolkit control: the server-side control extender and the client-side control behavior. Finally, I explain how you can use the new Ajax Control Toolkit control in a Web Forms page. At the end of this blog entry, there is a link to download a Visual Studio 2010 solution which contains the code for two Ajax Control Toolkit controls: SampleExtender and PopupHelpExtender. The SampleExtender contains the minimum skeleton for creating a new Ajax Control Toolkit control. You can use the SampleExtender as a starting point for your custom Ajax Control Toolkit controls. The PopupHelpExtender control is a super simple custom Ajax Control Toolkit control. This control extender displays a help message when you start typing into a TextBox control. The animated GIF below demonstrates what happens when you click into a TextBox which has been extended with the PopupHelp extender. Here’s a sample of a Web Forms page which uses the control: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="ShowPopupHelp.aspx.cs" Inherits="MyACTControls.Web.Default" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html > <head runat="server"> <title>Show Popup Help</title> </head> <body> <form id="form1" runat="server"> <div> <act:ToolkitScriptManager ID="tsm" runat="server" /> <%-- Social Security Number --%> <asp:Label ID="lblSSN" Text="SSN:" AssociatedControlID="txtSSN" runat="server" /> <asp:TextBox ID="txtSSN" runat="server" /> <act:PopupHelpExtender id="ph1" TargetControlID="txtSSN" HelpText="Please enter your social security number." runat="server" /> <%-- Social Security Number --%> <asp:Label ID="lblPhone" Text="Phone Number:" AssociatedControlID="txtPhone" runat="server" /> <asp:TextBox ID="txtPhone" runat="server" /> <act:PopupHelpExtender id="ph2" TargetControlID="txtPhone" HelpText="Please enter your phone number." runat="server" /> </div> </form> </body> </html> In the page above, the PopupHelp extender is used to extend the functionality of the two TextBox controls. When focus is given to a TextBox control, the popup help message is displayed. An Ajax Control Toolkit control extender consists of two parts: a server-side control extender and a client-side behavior. For example, the PopupHelp extender consists of a server-side PopupHelpExtender control (PopupHelpExtender.cs) and a client-side PopupHelp behavior JavaScript script (PopupHelpBehavior.js). Over the course of this blog entry, I describe how you can create both the server-side extender and the client-side behavior. Writing the Server-Side Code Creating a Control Extender You create a control extender by creating a class that inherits from the abstract ExtenderControlBase class. For example, the PopupHelpExtender control is declared like this: public class PopupHelpExtender: ExtenderControlBase { } The ExtenderControlBase class is part of the Ajax Control Toolkit. This base class contains all of the common server properties and methods of every Ajax Control Toolkit extender control. The ExtenderControlBase class inherits from the ExtenderControl class. The ExtenderControl class is a standard class in the ASP.NET framework located in the System.Web.UI namespace. This class is responsible for generating a client-side behavior. The class generates a call to the Microsoft Ajax Library $create() method which looks like this: <script type="text/javascript"> $create(MyACTControls.PopupHelpBehavior, {"HelpText":"Please enter your social security number.","id":"ph1"}, null, null, $get("txtSSN")); }); </script> The JavaScript $create() method is part of the Microsoft Ajax Library. The reference for this method can be found here: http://msdn.microsoft.com/en-us/library/bb397487.aspx This method accepts the following parameters: type – The type of client behavior to create. The $create() method above creates a client PopupHelpBehavior. Properties – Enables you to pass initial values for the properties of the client behavior. For example, the initial value of the HelpText property. This is how server property values are passed to the client. Events – Enables you to pass client-side event handlers to the client behavior. References – Enables you to pass references to other client components. Element – The DOM element associated with the client behavior. This will be the DOM element associated with the control being extended such as the txtSSN TextBox. The $create() method is generated for you automatically. You just need to focus on writing the server-side control extender class. Specifying the Target Control All Ajax Control Toolkit extenders inherit a TargetControlID property from the ExtenderControlBase class. This property, the TargetControlID property, points at the control that the extender control extends. For example, the Ajax Control Toolkit TextBoxWatermark control extends a TextBox, the ConfirmButton control extends a Button, and the Calendar control extends a TextBox. You must indicate the type of control which your extender is extending. You indicate the type of control by adding a [TargetControlType] attribute to your control. For example, the PopupHelp extender is declared like this: [TargetControlType(typeof(TextBox))] public class PopupHelpExtender: ExtenderControlBase { } The PopupHelp extender can be used to extend a TextBox control. If you try to use the PopupHelp extender with another type of control then an exception is thrown. If you want to create an extender control which can be used with any type of ASP.NET control (Button, DataView, TextBox or whatever) then use the following attribute: [TargetControlType(typeof(Control))] Decorating Properties with Attributes If you decorate a server-side property with the [ExtenderControlProperty] attribute then the value of the property gets passed to the control’s client-side behavior. The value of the property gets passed to the client through the $create() method discussed above. The PopupHelp control contains the following HelpText property: [ExtenderControlProperty] [RequiredProperty] public string HelpText { get { return GetPropertyValue("HelpText", "Help Text"); } set { SetPropertyValue("HelpText", value); } } The HelpText property determines the help text which pops up when you start typing into a TextBox control. Because the HelpText property is decorated with the [ExtenderControlProperty] attribute, any value assigned to this property on the server is passed to the client automatically. For example, if you declare the PopupHelp extender in a Web Form page like this: <asp:TextBox ID="txtSSN" runat="server" /> <act:PopupHelpExtender id="ph1" TargetControlID="txtSSN" HelpText="Please enter your social security number." runat="server" />   Then the PopupHelpExtender renders the call to the the following Microsoft Ajax Library $create() method: $create(MyACTControls.PopupHelpBehavior, {"HelpText":"Please enter your social security number.","id":"ph1"}, null, null, $get("txtSSN")); You can see this call to the JavaScript $create() method by selecting View Source in your browser. This call to the $create() method calls a method named set_HelpText() automatically and passes the value “Please enter your social security number”. There are several attributes which you can use to decorate server-side properties including: ExtenderControlProperty – When a property is marked with this attribute, the value of the property is passed to the client automatically. ExtenderControlEvent – When a property is marked with this attribute, the property represents a client event handler. Required – When a value is not assigned to this property on the server, an error is displayed. DefaultValue – The default value of the property passed to the client. ClientPropertyName – The name of the corresponding property in the JavaScript behavior. For example, the server-side property is named ID (uppercase) and the client-side property is named id (lower-case). IDReferenceProperty – Applied to properties which refer to the IDs of other controls. URLProperty – Calls ResolveClientURL() to convert from a server-side URL to a URL which can be used on the client. ElementReference – Returns a reference to a DOM element by performing a client $get(). The WebResource, ClientResource, and the RequiredScript Attributes The PopupHelp extender uses three embedded resources named PopupHelpBehavior.js, PopupHelpBehavior.debug.js, and PopupHelpBehavior.css. The first two files are JavaScript files and the final file is a Cascading Style sheet file. These files are compiled as embedded resources. You don’t need to mark them as embedded resources in your Visual Studio solution because they get added to the assembly when the assembly is compiled by a build task. You can see that these files get embedded into the MyACTControls assembly by using Red Gate’s .NET Reflector tool: In order to use these files with the PopupHelp extender, you need to work with both the WebResource and the ClientScriptResource attributes. The PopupHelp extender includes the following three WebResource attributes. [assembly: WebResource("PopupHelp.PopupHelpBehavior.js", "text/javascript")] [assembly: WebResource("PopupHelp.PopupHelpBehavior.debug.js", "text/javascript")] [assembly: WebResource("PopupHelp.PopupHelpBehavior.css", "text/css", PerformSubstitution = true)] These WebResource attributes expose the embedded resource from the assembly so that they can be accessed by using the ScriptResource.axd or WebResource.axd handlers. The first parameter passed to the WebResource attribute is the name of the embedded resource and the second parameter is the content type of the embedded resource. The PopupHelp extender also includes the following ClientScriptResource and ClientCssResource attributes: [ClientScriptResource("MyACTControls.PopupHelpBehavior", "PopupHelp.PopupHelpBehavior.js")] [ClientCssResource("PopupHelp.PopupHelpBehavior.css")] Including these attributes causes the PopupHelp extender to request these resources when you add the PopupHelp extender to a page. If you open View Source in a browser which uses the PopupHelp extender then you will see the following link for the Cascading Style Sheet file: <link href="/WebResource.axd?d=0uONMsWXUuEDG-pbJHAC1kuKiIMteQFkYLmZdkgv7X54TObqYoqVzU4mxvaa4zpn5H9ch0RDwRYKwtO8zM5mKgO6C4WbrbkWWidKR07LD1d4n4i_uNB1mHEvXdZu2Ae5mDdVNDV53znnBojzCzwvSw2&amp;t=634417392021676003" type="text/css" rel="stylesheet" /> You also will see the following script include for the JavaScript file: <script src="/ScriptResource.axd?d=pIS7xcGaqvNLFBvExMBQSp_0xR3mpDfS0QVmmyu1aqDUjF06TrW1jVDyXNDMtBHxpRggLYDvgFTWOsrszflZEDqAcQCg-hDXjun7ON0Ol7EXPQIdOe1GLMceIDv3OeX658-tTq2LGdwXhC1-dE7_6g2&amp;t=ffffffff88a33b59" type="text/javascript"></script> The JavaScrpt file returned by this request to ScriptResource.axd contains the combined scripts for any and all Ajax Control Toolkit controls in a page. By default, the Ajax Control Toolkit combines all of the JavaScript files required by a page into a single JavaScript file. Combining files in this way really speeds up how quickly all of the JavaScript files get delivered from the web server to the browser. So, by default, there will be only one ScriptResource.axd include for all of the JavaScript files required by a page. If you want to disable Script Combining, and create separate links, then disable Script Combining like this: <act:ToolkitScriptManager ID="tsm" runat="server" CombineScripts="false" /> There is one more important attribute used by Ajax Control Toolkit extenders. The PopupHelp behavior uses the following two RequirdScript attributes to load the JavaScript files which are required by the PopupHelp behavior: [RequiredScript(typeof(CommonToolkitScripts), 0)] [RequiredScript(typeof(PopupExtender), 1)] The first parameter of the RequiredScript attribute represents either the string name of a JavaScript file or the type of an Ajax Control Toolkit control. The second parameter represents the order in which the JavaScript files are loaded (This second parameter is needed because .NET attributes are intrinsically unordered). In this case, the RequiredScript attribute will load the JavaScript files associated with the CommonToolkitScripts type and the JavaScript files associated with the PopupExtender in that order. The PopupHelp behavior depends on these JavaScript files. Writing the Client-Side Code The PopupHelp extender uses a client-side behavior written with the Microsoft Ajax Library. Here is the complete code for the client-side behavior: (function () { // The unique name of the script registered with the // client script loader var scriptName = "PopupHelpBehavior"; function execute() { Type.registerNamespace('MyACTControls'); MyACTControls.PopupHelpBehavior = function (element) { /// <summary> /// A behavior which displays popup help for a textbox /// </summmary> /// <param name="element" type="Sys.UI.DomElement">The element to attach to</param> MyACTControls.PopupHelpBehavior.initializeBase(this, [element]); this._textbox = Sys.Extended.UI.TextBoxWrapper.get_Wrapper(element); this._cssClass = "ajax__popupHelp"; this._popupBehavior = null; this._popupPosition = Sys.Extended.UI.PositioningMode.BottomLeft; this._popupDiv = null; this._helpText = "Help Text"; this._element$delegates = { focus: Function.createDelegate(this, this._element_onfocus), blur: Function.createDelegate(this, this._element_onblur) }; } MyACTControls.PopupHelpBehavior.prototype = { initialize: function () { MyACTControls.PopupHelpBehavior.callBaseMethod(this, 'initialize'); // Add event handlers for focus and blur var element = this.get_element(); $addHandlers(element, this._element$delegates); }, _ensurePopup: function () { if (!this._popupDiv) { var element = this.get_element(); var id = this.get_id(); this._popupDiv = $common.createElementFromTemplate({ nodeName: "div", properties: { id: id + "_popupDiv" }, cssClasses: ["ajax__popupHelp"] }, element.parentNode); this._popupBehavior = new $create(Sys.Extended.UI.PopupBehavior, { parentElement: element }, {}, {}, this._popupDiv); this._popupBehavior.set_positioningMode(this._popupPosition); } }, get_HelpText: function () { return this._helpText; }, set_HelpText: function (value) { if (this._HelpText != value) { this._helpText = value; this._ensurePopup(); this._popupDiv.innerHTML = value; this.raisePropertyChanged("Text") } }, _element_onfocus: function (e) { this.show(); }, _element_onblur: function (e) { this.hide(); }, show: function () { this._popupBehavior.show(); }, hide: function () { if (this._popupBehavior) { this._popupBehavior.hide(); } }, dispose: function() { var element = this.get_element(); $clearHandlers(element); if (this._popupBehavior) { this._popupBehavior.dispose(); this._popupBehavior = null; } } }; MyACTControls.PopupHelpBehavior.registerClass('MyACTControls.PopupHelpBehavior', Sys.Extended.UI.BehaviorBase); Sys.registerComponent(MyACTControls.PopupHelpBehavior, { name: "popupHelp" }); } // execute if (window.Sys && Sys.loader) { Sys.loader.registerScript(scriptName, ["ExtendedBase", "ExtendedCommon"], execute); } else { execute(); } })();   In the following sections, we’ll discuss how this client-side behavior works. Wrapping the Behavior for the Script Loader The behavior is wrapped with the following script: (function () { // The unique name of the script registered with the // client script loader var scriptName = "PopupHelpBehavior"; function execute() { // Behavior Content } // execute if (window.Sys && Sys.loader) { Sys.loader.registerScript(scriptName, ["ExtendedBase", "ExtendedCommon"], execute); } else { execute(); } })(); This code is required by the Microsoft Ajax Library Script Loader. You need this code if you plan to use a behavior directly from client-side code and you want to use the Script Loader. If you plan to only use your code in the context of the Ajax Control Toolkit then you can leave out this code. Registering a JavaScript Namespace The PopupHelp behavior is declared within a namespace named MyACTControls. In the code above, this namespace is created with the following registerNamespace() method: Type.registerNamespace('MyACTControls'); JavaScript does not have any built-in way of creating namespaces to prevent naming conflicts. The Microsoft Ajax Library extends JavaScript with support for namespaces. You can learn more about the registerNamespace() method here: http://msdn.microsoft.com/en-us/library/bb397723.aspx Creating the Behavior The actual Popup behavior is created with the following code. MyACTControls.PopupHelpBehavior = function (element) { /// <summary> /// A behavior which displays popup help for a textbox /// </summmary> /// <param name="element" type="Sys.UI.DomElement">The element to attach to</param> MyACTControls.PopupHelpBehavior.initializeBase(this, [element]); this._textbox = Sys.Extended.UI.TextBoxWrapper.get_Wrapper(element); this._cssClass = "ajax__popupHelp"; this._popupBehavior = null; this._popupPosition = Sys.Extended.UI.PositioningMode.BottomLeft; this._popupDiv = null; this._helpText = "Help Text"; this._element$delegates = { focus: Function.createDelegate(this, this._element_onfocus), blur: Function.createDelegate(this, this._element_onblur) }; } MyACTControls.PopupHelpBehavior.prototype = { initialize: function () { MyACTControls.PopupHelpBehavior.callBaseMethod(this, 'initialize'); // Add event handlers for focus and blur var element = this.get_element(); $addHandlers(element, this._element$delegates); }, _ensurePopup: function () { if (!this._popupDiv) { var element = this.get_element(); var id = this.get_id(); this._popupDiv = $common.createElementFromTemplate({ nodeName: "div", properties: { id: id + "_popupDiv" }, cssClasses: ["ajax__popupHelp"] }, element.parentNode); this._popupBehavior = new $create(Sys.Extended.UI.PopupBehavior, { parentElement: element }, {}, {}, this._popupDiv); this._popupBehavior.set_positioningMode(this._popupPosition); } }, get_HelpText: function () { return this._helpText; }, set_HelpText: function (value) { if (this._HelpText != value) { this._helpText = value; this._ensurePopup(); this._popupDiv.innerHTML = value; this.raisePropertyChanged("Text") } }, _element_onfocus: function (e) { this.show(); }, _element_onblur: function (e) { this.hide(); }, show: function () { this._popupBehavior.show(); }, hide: function () { if (this._popupBehavior) { this._popupBehavior.hide(); } }, dispose: function() { var element = this.get_element(); $clearHandlers(element); if (this._popupBehavior) { this._popupBehavior.dispose(); this._popupBehavior = null; } } }; The code above has two parts. The first part of the code is used to define the constructor function for the PopupHelp behavior. This is a factory method which returns an instance of a PopupHelp behavior: MyACTControls.PopupHelpBehavior = function (element) { } The second part of the code modified the prototype for the PopupHelp behavior: MyACTControls.PopupHelpBehavior.prototype = { } Any code which is particular to a single instance of the PopupHelp behavior should be placed in the constructor function. For example, the default value of the _helpText field is assigned in the constructor function: this._helpText = "Help Text"; Any code which is shared among all instances of the PopupHelp behavior should be added to the PopupHelp behavior’s prototype. For example, the public HelpText property is added to the prototype: get_HelpText: function () { return this._helpText; }, set_HelpText: function (value) { if (this._HelpText != value) { this._helpText = value; this._ensurePopup(); this._popupDiv.innerHTML = value; this.raisePropertyChanged("Text") } }, Registering a JavaScript Class After you create the PopupHelp behavior, you must register the behavior as a class by using the Microsoft Ajax registerClass() method like this: MyACTControls.PopupHelpBehavior.registerClass('MyACTControls.PopupHelpBehavior', Sys.Extended.UI.BehaviorBase); This call to registerClass() registers PopupHelp behavior as a class which derives from the base Sys.Extended.UI.BehaviorBase class. Like the ExtenderControlBase class on the server side, the BehaviorBase class on the client side contains method used by every behavior. The documentation for the BehaviorBase class can be found here: http://msdn.microsoft.com/en-us/library/bb311020.aspx The most important methods and properties of the BehaviorBase class are the following: dispose() – Use this method to clean up all resources used by your behavior. In the case of the PopupHelp behavior, the dispose() method is used to remote the event handlers created by the behavior and disposed the Popup behavior. get_element() -- Use this property to get the DOM element associated with the behavior. In other words, the DOM element which the behavior extends. get_id() – Use this property to the ID of the current behavior. initialize() – Use this method to initialize the behavior. This method is called after all of the properties are set by the $create() method. Creating Debug and Release Scripts You might have noticed that the PopupHelp behavior uses two scripts named PopupHelpBehavior.js and PopupHelpBehavior.debug.js. However, you never create these two scripts. Instead, you only create a single script named PopupHelpBehavior.pre.js. The pre in PopupHelpBehavior.pre.js stands for preprocessor. When you build the Ajax Control Toolkit (or the sample Visual Studio Solution at the end of this blog entry), a build task named JSBuild generates the PopupHelpBehavior.js release script and PopupHelpBehavior.debug.js debug script automatically. The JSBuild preprocessor supports the following directives: #IF #ELSE #ENDIF #INCLUDE #LOCALIZE #DEFINE #UNDEFINE The preprocessor directives are used to mark code which should only appear in the debug version of the script. The directives are used extensively in the Microsoft Ajax Library. For example, the Microsoft Ajax Library Array.contains() method is created like this: $type.contains = function Array$contains(array, item) { //#if DEBUG var e = Function._validateParams(arguments, [ {name: "array", type: Array, elementMayBeNull: true}, {name: "item", mayBeNull: true} ]); if (e) throw e; //#endif return (indexOf(array, item) >= 0); } Notice that you add each of the preprocessor directives inside a JavaScript comment. The comment prevents Visual Studio from getting confused with its Intellisense. The release version, but not the debug version, of the PopupHelpBehavior script is also minified automatically by the Microsoft Ajax Minifier. The minifier is invoked by a build step in the project file. Conclusion The goal of this blog entry was to explain how you can create custom AJAX Control Toolkit controls. In the first part of this blog entry, you learned how to create the server-side portion of an Ajax Control Toolkit control. You learned how to derive a new control from the ExtenderControlBase class and decorate its properties with the necessary attributes. Next, in the second part of this blog entry, you learned how to create the client-side portion of an Ajax Control Toolkit control by creating a client-side behavior with JavaScript. You learned how to use the methods of the Microsoft Ajax Library to extend your client behavior from the BehaviorBase class. Download the Custom ACT Starter Solution

    Read the article

  • Division by zero: Undefined Behavior or Implementation Defined in C and/or C++ ?

    - by SiegeX
    Regarding division by zero, the standards say: C99 6.5.5p5 - The result of the / operator is the quotient from the division of the first operand by the second; the result of the % operator is the remainder. In both operations, if the value of the second operand is zero, the behavior is undefined. C++03 5.6.4 - The binary / operator yields the quotient, and the binary % operator yields the remainder from the division of the first expression by the second. If the second operand of / or % is zero the behavior is undefined. If we were to take the above paragraphs at face value, the answer is clearly Undefined Behavior for both languages. However, if we look further down in the C99 standard we see the following paragraph which appears to be contradictory(1): C99 7.12p4 - The macro INFINITY expands to a constant expression of type float representing positive or unsigned infinity, if available; Do the standards have some sort of golden rule where Undefined Behavior cannot be superseded by a (potentially) contradictory statement? Barring that, I don't think it's unreasonable to conclude that if your implementation defines the INFINITY macro, division by zero is defined to be such. However, if your implementation does not define such a macro, the behavior is Undefined. I'm curious what the consensus on this matter for each of the two languages. Would the answer change if we are talking about integer division int i = 1 / 0 versus floating point division float i = 1.0 / 0.0 ? Note (1) The C++03 standard talks about the library which includes the INFINITY macro.

    Read the article

  • Compiling Ubuntu server: "libQtGui.so: undefined reference to png functions" errors

    - by Kowalikus
    I want to compile wkhtmltopdf on Ubuntu Server, but I have a problem with following errors: /usr/lib/libQtGui.so: undefined reference to `png_read_info@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_gAMA@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_PLTE@PNG12_0' ... /usr/lib/libQtGui.so: undefined reference to `png_create_info_struct@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_bgr@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_get_valid@PNG12_0' What can I do? in /usr/lib lrwxrwxrwx 1 17 2010-02-17 15:00 libQtGui.so -> libQtGui.so.4.5.2 lrwxrwxrwx 1 17 2010-02-17 14:59 libQtGui.so.4 -> libQtGui.so.4.5.2 lrwxrwxrwx 1 17 2010-02-17 14:59 libQtGui.so.4.5 -> libQtGui.so.4.5.2 -rw-r--r-- 1 10071604 2009-10-14 23:34 libQtGui.so.4.5.2

    Read the article

  • Compiling Ubuntu server: "libQtGui.so: undefined reference to png functions" errors

    - by Kowalikus
    I want to compile wkhtmltopdf on Ubuntu Server, but I have a problem with following errors: /usr/lib/libQtGui.so: undefined reference to `png_read_info@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_gAMA@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_PLTE@PNG12_0' ... /usr/lib/libQtGui.so: undefined reference to `png_create_info_struct@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_bgr@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_get_valid@PNG12_0' What can I do? in /usr/lib lrwxrwxrwx 1 17 2010-02-17 15:00 libQtGui.so -> libQtGui.so.4.5.2 lrwxrwxrwx 1 17 2010-02-17 14:59 libQtGui.so.4 -> libQtGui.so.4.5.2 lrwxrwxrwx 1 17 2010-02-17 14:59 libQtGui.so.4.5 -> libQtGui.so.4.5.2 -rw-r--r-- 1 10071604 2009-10-14 23:34 libQtGui.so.4.5.2

    Read the article

  • Visual Studio 2010 JavaScript Intellisense Behavior

    After I installed Visual Studio 2010 I was having a difficult time editing .js files in Visual Studio. I habitually type the "(" character as soon as the function I want to call is highlighted in the Intellisense window, but in 2010 this behavior was no longer auto-completing the function name. At first I thought this behavior was due to the new "suggestion mode" in Intellisense, but no amount of toggling with CTRL+ALT+SPACE would bring back the auto-complete behavior. It turns out the two...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Setting a variable to undefined

    - by AJ
    Hello, I'm a bit confused about Javascript undefined & null. Firstly what does if (!testvar) actually do? Does it test for undefined and null or just undefined? Secondly, once a variable is defined can I clear it back to undefined (therefore deleting the variable). Thirdly, can I pass undefined as a parameter? e.g: function test(var1, var2, var3) { } test("value1", undefined, "value2") Thanks, AJ

    Read the article

  • Is there a config option in PHP to prevent undefined constants from being interpreted as strings?

    - by mrbinky3000
    This is from the php manual: http://us.php.net/manual/en/language.constants.syntax.php If you use an undefined constant, PHP assumes that you mean the name of the constant itself, just as if you called it as a string (CONSTANT vs "CONSTANT"). An error of level E_NOTICE will be issued when this happens. I really don't like this behavior. If I have failed to define a required constant, I would rather the script fail so that I am forced define it. Is there any way to force PHP to crash the script if it tries to use an undefined constant? For example. Both of these scripts do the same thing. <?php define('DEBUG',1); if (DEBUG) echo('Yo!'); ?> and <?php if(DEBUG) echo('Yo!'); ?> I would rather the second script DIE and declare that it tried to use an undefined constant DEBUG.

    Read the article

  • LLVM-3.1 libLLVMSupport.a undefined reference to `dladdr'

    - by user91387
    I'm trying to compile using the llvm-3.1 package. I'm running 12.04 x64 (3.2.0-26 kernel) && 12.10 (3.5.0-4) x64 backported llvm-3.1 from quantal, then debian experimental. Next I tried 12.10 with the native ubuntu llvm-3.1 package; this failed as well. user@system:/tmp/llvm-test# make compiling cpp yacc file: decaf-llvm.y output file: decaf-llvm bison -b decaf-llvm -d decaf-llvm.y /bin/mv -f decaf-llvm.tab.c decaf-llvm.tab.cc flex -odecaf-llvm.lex.cc decaf-llvm.lex g++ -o ./decaf-llvm decaf-llvm.tab.cc decaf-llvm.lex.cc decaf-stdlib.c `llvm-config --cppflags --ldflags --libs core jit native` -ly -ll /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x6c): undefined reference to `dladdr' /usr/lib/llvm-3.1/lib/libLLVMSupport.a(Signals.o): In function `PrintStackTrace(void*)': (.text+0x18f): undefined reference to `dladdr' collect2: error: ld returned 1 exit status make: *** [decaf-llvm] Error 1 I know the code works as I've run it in centos fine using llvm-3.1-6.fc18(rpm) Google was a bit helpful with this: "On some systems, incluning Ubuntu 11.10, linking may fail with message that libLLVMSupport.a in function PrintStackTrace(void*) has undefined reference to dladdr." "Workaround is to compile LLVM with cmake specifying the following variable: -DCMAKE_EXE_LINKER_FLAGS=-ldl" http://svn.dsource.org/projects/bindings/trunk/llvm-3.0/Readme I double checked y ldflags and everything seems ok. user@system:/llvm-config --ldflags -L/usr/lib/llvm-3.1/lib -lpthread -lffi -ldl -lm I'm unclear of what to do next; any suggestions?

    Read the article

  • Why is x=x++ undefined?

    - by ugoren
    It's undefined because the it modifies x twice between sequence points. The standard says it's undefined, therefore it's undefined. That much I know. But why? My understanding is that forbidding this allows compilers to optimize better. This could have made sense when C was invented, but now seems like a weak argument. If we were to reinvent C today, would we do it this way, or can it be done better? Or maybe there's a deeper problem, that makes it hard to define consistent rules for such expressions, so it's best to forbid them? So suppose we were to reinvent C today. I'd like to suggest simple rules for expressions such as x=x++, which seem to me to work better than the existing rules. I'd like to get your opinion on the suggested rules compared to the existing ones, or other suggestions. Suggested Rules: Between sequence points, order of evaluation is unspecified. Side effects take place immediately. There's no undefined behavior involved. Expressions evaluate to this value or that, but surely won't format your hard disk (strangely, I've never seen an implementation where x=x++ formats the hard disk). Example Expressions x=x++ - Well defined, doesn't change x. First, x is incremented (immediately when x++ is evaluated), then it's old value is stored in x. x++ + ++x - Increments x twice, evaluates to 2*x+2. Though either side may be evaluated first, the result is either x + (x+2) (left side first) or (x+1) + (x+1) (right side first). x = x + (x=3) - Unspecified, x set to either x+3 or 6. If the right side is evaluated first, it's x+3. It's also possible that x=3 is evaluated first, so it's 3+3. In either case, the x=3 assignment happens immediately when x=3 is evaluated, so the value stored is overwritten by the other assignment. x+=(x=3) - Well defined, sets x to 6. You could argue that this is just shorthand for the expression above. But I'd say that += must be executed after x=3, and not in two parts (read x, evaluate x=3, add and store new value). What's the Advantage? Some comments raised this good point. It's not that I'm after the pleasure of using x=x++ in my code. It's a strange and misleading expression. What I want is to be able to understand complicated expressions. Normally, a complicated expression is no more than the sum of its parts. If you understand the parts and the operators combining them, you can understand the whole. C's current behavior seems to deviate from this principle. One assignment plus another assignment suddenly doesn't make two assignments. Today, when I look at x=x++, I can't say what it does. With my suggested rules, I can, by simply examining its components and their relations.

    Read the article

  • Is there a way to catch assignments to or reads from an undefined property in the Spider-Monkey Java

    - by avri
    The Spider-Monkey JavaScript engine implements the noSuchMethod callback function for JavaScript Objects. This function is called whenever JavaScript tries to execute an undefined method of an Object. I would like to set a callback function to an Object that will be called whenever an undefined property in the Object is accessed or assigned to. I haven't found a noSuchProperty function implemented for JavaScript Objects and I am curios if there is any workaround that will achieve the same result.

    Read the article

  • Is there a way to catch assignments to or reads from an undefined property in JavaScript?

    - by avri
    JavaScript implements the noSuchMethod callback function for JavaScript Objects. This function is called whenever JavaScript tries to execute an undefined method of an Object. I would like to set a callback function to an Object that will be called whenever an undefined property in the Object is accessed or assigned to. I haven't found a noSuchProperty function implemented for JavaScript Objects and I am curios if there is any workaround that will achieve the same result.

    Read the article

  • What are some ways of making manageable complex AI?

    - by Tetrad
    In the past I've used simple systems like finite state machines (FSMs) or hierarchical FSMs to control AI behavior. For any complex system, this pattern falls apart very quickly. I've heard about behavior trees and it seems like that's the next obvious step, but haven't seen a working implementation or really tried going down that route yet. Are there any other patterns to making manageable yet complex AI behaviors?

    Read the article

  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

    Read the article

  • Better way to do AI Behavior in AS3/Flixel

    - by joon
    I'm making a game in Flixel and I need to program an NPC. It's rapidly turning more complex than I expected. I was wondering if there are any best practices, tutorials or examples that you can refer me to, to see how this is done. I can probably hack it together, which is what I always do, but it would be nice if I can make it maintanable and can add stuff later on. Here's screenshot to give you an idea: The butler will be an NPC that will follow you, or guide you, and talk to you the whole time. EDIT: More specifically: What I have now is a long list of IF statements in the update loop of the butler (about 8 different cases), and all I have covered is his walking behavior. I want him to comment on things and sometimes switch his main behavior to be more aggresive or distant,... Is there any way to keep track of this, or is complex code with many many nested if statements the way to go?

    Read the article

  • Arrive steering behavior

    - by dbostream
    I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after oscillating less and less for awhile they finally come to a stop at the target position. Does anyone have any idea why this oscillating behavior occur? Since the examples accompanying the book are written in C++ I had to rewrite the code into C#. Below is the relevant parts of the steering behavior: private enum Deceleration { Fast = 1, Normal = 2, Slow = 3 } public MovingEntity Entity { get; private set; } public Vector2 SteeringForce { get; private set; } public Vector2 Target { get; set; } public Vector2 Calculate() { SteeringForce.Zero(); SteeringForce = SumForces(); SteeringForce.Truncate(Entity.MaxForce); return SteeringForce; } private Vector2 SumForces() { Vector2 force = new Vector2(); if (Activated(BehaviorTypes.Arrive)) { force += Arrive(Target, Deceleration.Slow); if (!AccumulateForce(force)) return SteeringForce; } return SteeringForce; } private Vector2 Arrive(Vector2 target, Deceleration deceleration) { Vector2 toTarget = target - Entity.Position; double distance = toTarget.Length(); if (distance > 0) { //because Deceleration is enumerated as an int, this value is required //to provide fine tweaking of the deceleration.. double decelerationTweaker = 0.3; double speed = distance / ((double)deceleration * decelerationTweaker); speed = Math.Min(speed, Entity.MaxSpeed); Vector2 desiredVelocity = toTarget * speed / distance; return desiredVelocity - Entity.Velocity; } return new Vector2(); } private bool AccumulateForce(Vector2 forceToAdd) { double magnitudeRemaining = Entity.MaxForce - SteeringForce.Length(); if (magnitudeRemaining <= 0) return false; double magnitudeToAdd = forceToAdd.Length(); if (magnitudeToAdd > magnitudeRemaining) magnitudeToAdd = magnitudeRemaining; SteeringForce += Vector2.NormalizeRet(forceToAdd) * magnitudeToAdd; return true; } This is the update method of my objects: public void Update(double deltaTime) { Vector2 steeringForce = Steering.Calculate(); Vector2 acceleration = steeringForce / Mass; Velocity = Velocity + acceleration * deltaTime; Velocity.Truncate(MaxSpeed); Position = Position + Velocity * deltaTime; } If you want to see the problem with your own eyes you can download a minimal example here. Thanks in advance.

    Read the article

  • program "is not up to date" execution error in wedit lcc-win32

    - by Rowhawn
    I'm attempting to compile a simple hello world program in c with lcc-win32/wedit, and i'm a little unfamiliar with windows c programming. #include int main(void){ printf("hellow\n"); return 0; } When I compile the program the console output is Wedit output window build: Tue Jun 15 09:13:17 2010 c:\lcc\lib\lcccrt0.obj .text: undefined reference to '_RtlUnwind@16' c:\lcc\lib\lcccrt0.obj .text: undefined reference to '_signal' c:\lcc\lib\lcccrt0.obj .text: undefined reference to '_raise' c:\lcc\lib\lcccrt0.obj .text: undefined reference to '_exit' asctoq.obj .text: undefined reference to '_strnicmp' defaulttrap.obj .text: undefined reference to 'imp_iob' defaulttrap.obj .text: undefined reference to '_fwrite' defaulttrap.obj .text: undefined reference to '_itoa' defaulttrap.obj .text: undefined reference to '_strcat' defaulttrap.obj .text: undefined reference to '_MessageBoxA@16' defaulttrap.obj .text: undefined reference to '_abort' powlasm.obj .text: undefined reference to '_pow' qfloat.obj .text: undefined reference to '_memset' qfloat.obj .text: undefined reference to '_strchr' qfloat.obj .text: undefined reference to '_memmove' strlcpy.obj .text: undefined reference to '_memcpy' xprintf.obj .text: undefined reference to '_localeconv' xprintf.obj .text: undefined reference to '_strtol' xprintf.obj .text: undefined reference to '_wcslen' xprintf.obj .text: undefined reference to '_wctomb' xprintf.obj .text: undefined reference to '_fputc' search Compilation + link time:0.1 sec, Return code: 60 when I attempt to execute the program within wedit i get a dialog box that says "hello.exe is not up-to-date. Rebuild?" If I click yes, nothing happens. If I click no, a dos window pops up saying "C:\lcc\projects\lcc2\hello.exe" Return code -1 Execution time 0.001 seconds Press any key to continue... This continues to happen no matter how many times i compile/rebuild. Any ideas?

    Read the article

  • Undefined behaviour with non-virtual destructors - is it a real-world issue?

    - by Roddy
    Consider the following code: class A { public: A() {} ~A() {} }; class B: public A { B() {} ~B() {} }; A* b = new B; delete b; // undefined behaviour My understanding is that the C++ standard says that deleting b is undefined behaviour - ie, anything could happen. But, in the real world, my experience is that ~A() is always invoked, and the memory is correctly freed. if B introduces any class members with their own destructors, they won't get invoked, but I'm only interested in the simple kind of case above, where inheritance is used maybe to fix a bug in one class method for which source code is unavailable. Obviously this isn't going to be what you want in non-trivial cases, but it is at least consistent. Are you aware of any C++ implementation where the above does NOT happen, for the code shown?

    Read the article

  • Is context inheritance, as shown by Head First Design Patterns' Duck example, irrelevant to strategy pattern?

    - by Korey Hinton
    In Head First Design Patterns it teaches the strategy pattern by using a Duck example where different subclasses of Duck can be assigned a particular behavior at runtime. From my understanding the purpose of the strategy pattern is to change an object's behavior at runtime. Emphasis on "an" meaning one. Could I further simplify this example by just having a Duck class (no derived classes)? Then when implementing one duck object it can be assigned different behaviors based on certain circumstances that aren't dependent on its own object type. For example: FlyBehavior changes based on the weather or QuackBehavior changes based on the time of day or how hungry a duck is. Would my example above constitute the strategy pattern as well? Is context inheritance (Duck) irrelevant to the strategy pattern or is that the reason for the strategy pattern? Here is the UML diagram from the Head First book:

    Read the article

  • When does invoking a member function on a null instance result in undefined behavior?

    - by GMan
    This question arose in the comments of a now-deleted answer to this other question. Our question was asked in the comments by STingRaySC as: Where exactly do we invoke UB? Is it calling a member function through an invalid pointer? Or is it calling a member function that accesses member data through an invalid pointer? With the answer deleted I figured we might as well make it it's own question. Consider the following code: #include <iostream> struct foo { void bar(void) { std::cout << "gman was here" << std::endl; } void baz(void) { x = 5; } int x; }; int main(void) { foo* f = 0; f->bar(); // (a) f->baz(); // (b) } We expect (b) to crash, because there is no corresponding member x for the null pointer. In practice, (a) doesn't crash because the this pointer is never used. Because (b) dereferences the this pointer (this->x = 5;), and this is null, the program enters undefined behavior. Does (a) result in undefined behavior? What about if both functions are static?

    Read the article

  • Function parameters evaluation order: is undefined behaviour if we pass reference?

    - by bolov
    This is undefined behaviour: void feedMeValue(int x, int a) { cout << x << " " << a << endl; } int main() { int a = 2; int &ra = a; feedMeValue(ra = 3, a); return 0; } because depending on what parameter gets evaluated first we could call (3, 2) or (3, 3). However this: void feedMeReference(int x, int const &ref) { cout << x << " " << ref << endl; } int main() { int a = 2; int &ra = a; feedMeReference(ra = 3, a); return 0; } will always output 3 3 since the second parameter is a reference and all parameters have been evaluated before the function call, so even if the second parameter is evaluated before of after ra = 3, the function received a reference to a wich will have a value of 2 or 3 at the time of the evaluation, but will always have the value 3 at the time of the function call. Is the second example UB? It is important to know because the compiler is free to do anything if he detects undefined behaviour, even if I know it would always yield the same results. *Note: I think that feedMeReference(a = 3, a) is the exact same situation as feedMeReference(ra = 3, a). However it seems not everybody agrees, in the addition to having 2 completely different answers.

    Read the article

  • Is it undefined behavior in the case of the private functions call in the initializer list?

    - by Alexey Malistov
    Consider the following code: struct Calc { Calc(const Arg1 & arg1, const Arg2 & arg2, /* */ const ArgN & argn) : arg1(arg1), arg2(arg2), /* */ argn(argn), coef1(get_coef1()), coef2(get_coef2()) { } int Calc1(); int Calc2(); int Calc3(); private: const Arg1 & arg1; const Arg2 & arg2; // ... const ArgN & argn; const int coef1; // I want to use const because const int coef2; // no modification is needed. int get_coef1() const { // calc coef1 using arg1, arg2, ..., argn; // undefined behavior? } int get_coef2() const { // calc coef2 using arg1, arg2, ..., argn and coef1; // undefined behavior? } }; struct Calc is not completely defined when I call get_coef1 and get_coef2 Is this code valid? Can I get UB?

    Read the article

  • Deal with undefined values in code or in the template?

    - by David
    I'm writing a web application (in Python, not that it matters). One of the features is that people can leave comments on things. I have a class for comments, basically like so: class Comment: user = ... # other stuff where user is an instance of another class, class User: name = ... # other stuff And of course in my template, I have <div>${comment.user.name}</div> Problem: Let's say I allow people to post comments anonymously. In that case comment.user is None (undefined), and of course accessing comment.user.name is going to raise an error. What's the best way to deal with that? I see three possibilities: Use a conditional in the template to test for that case and display something different. This is the most versatile solution, since I can change the way anonymous comments are displayed to, say, "Posted anonymously" (instead of "Posted by ..."), but I've often been told that templates should be mindless display machines and not include logic like that. Also, other people might wind up writing alternate templates for the same application, and I feel like I should be making things as easy as possible for the template writer. Implement an accessor method for the user property of a Comment that returns a dummy user object when the real user is undefined. This dummy object would have user.name = 'Anonymous' or something like that and so the template could access it and print its name with no error. Put an actual record in my database corresponding to a user with user.name = Anonymous (or something like that), and just assign that user to any comment posted when nobody's logged in. I know I've seen some real-world systems that operate this way. (phpBB?) Is there a prevailing wisdom among people who write these sorts of systems about which of these (or some other solution) is the best? Any pitfalls I should watch out for if I go one way vs. another? Whoever gives the best explanation gets the checkmark.

    Read the article

  • Flash compiler error 1061: Call to a possibly undefined method run... but run exists!

    - by Zane Geiger
    So I've been working on making a game in Processing but I think Flash would be a better way to get more people playing it, so I've decided to learn Flash. The problem is that I keep getting really stupid errors on incredibly simple things. For instance, I want to make a 'Block' object to use in a platform game. So I make a new .as file, name it Block.as, and define the Block class within it like so: package { public class Block { public function Block() { // constructor code } public function run() { } } } I don't want to add the code yet, I just want to ensure that this works. So in my main timeline code, I try to create an instance of the Block object and execute its run method: var block1:Block = new Block(); block1.run(); Every time it gives me this inane error: Scene 1, Layer 'Layer 1', Frame 1, Line 2 1061: Call to a possibly undefined method run through a reference with static type Block. What undefined method!? It's defined RIGHT THERE in Block.as. The class file is even in the same folder and everything. I'm getting REALLY annoyed at how poorly Flash handles such a ridiculously simple project. Does anyone know why Flash hates me?

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >