Search Results

Search found 27946 results on 1118 pages for 'output buffer empty'.

Page 412/1118 | < Previous Page | 408 409 410 411 412 413 414 415 416 417 418 419  | Next Page >

  • Audio -- How much performance improvement can I expect from from reducing function calls by using bu

    - by morgancodes
    I'm working on an audio-intensive app for the iPhone. I'm currently calling a number of different functions for each sample I need to calculate. For example, I have an envelope class. When I calculate a sample, I do something like: sampleValue = oscilator->tic() * envelope->tic(); But I could also do something like: for(int i = 0; i < bufferLength; i++){ buffer[i] = oscilatorBuffer[i] * evelopeBuffer[i]; } I know the second will be more efficient, but don't know by how much. Are function calls expensive enough that I'd be crazy not to use buffers if I care event a tiny bit about performance?

    Read the article

  • are deleted entries counted in the load factor of a hash table using open addressing

    - by Dr. Monkey
    When calculating the load factor of a hashtable with an open-addressing array implementation I am using: numberOfKeysInArray/sizeOfArray however it occurred to me that since deleted entries must be marked as such (to distinguish them from empty spaces), it might make sense to include these in the number of keys. My thinking is that as far as estimating the average number of probes to find an entry, deleted entries should count towards the load factor, but as far as inserting a new key they should not. Which is the proper calculation: including deleted keys or not?

    Read the article

  • Windows console

    - by b-gen-jack-o-neill
    Hello. Well, I have a simple question, at least I hope its simple. I was interested in win32 console for a while. Our teacher told us, that windows console is just for DOS and real mode emulation purposes. Well, I know it is not true, becouse DOS applications are runned by emulator which only uses console to display output. Another thing I learned is that console is built into Windows since NT. Well. But what I could not find is, how actually are console programs written to use console. I use Visual C++ for programming (well, for learning). So, the only thing I need to do for using console is select console project. I first thought that windows decides wheather it run app in console or tries to run app in window mode. So I created win32 program and tried printf(). Well, I could not compile it. I know that by definition printf() prints text or variables to stdout. I also found that stdout is the console interface for output. But, I could not find what actually stdout is. So, basicly what I want to ask is, where is the difference between console app and win32 app. I thought that windows starts console when it gets command from "console-family" functions. But obvisously it does not, so there must be some code that actually commands windows to create console interface. And the second question is, when the console is created, how does windows recognize which console terminal is used for what app? I mean, what actually is stdout? Is it a area in memory , or some windows routine that is called? Thanks.

    Read the article

  • Incorrect XML produced by SUDS

    - by Ben
    Hi, I am trying to talk to a SOAP web service using SUDS and Python. After lots of messing around learning Python (yes I am new to this) and working out how to use SUDS I have come across a problem. The signature of the web method I am calling, according to suds, is (FWTCaseCreate){ ClassificationEventCode = None Priority = None Title = None Description = None Queue = None DueDate = None AssociatedObject = (FWTObjectBriefDetails){ ObjectID = (FWTObjectID){ ObjectType = None ObjectReference[] = <empty> } ObjectDescription = None Details = None Category = None } Form = (FWTCaseForm){ FormField[] = <empty> FormName = None FormKey = None } Internal = None InteractionID = None XCoord = None YCoord = None } So I use SUDS to create the classes that I want and send it to the method. However I get an error. So I turned logging on and I can see that the XML that is being sent is not correct which is causing a deserialize error. The SOAP package looks like the following <?xml version="1.0" encoding="UTF-8"?> <SOAP-ENV:Envelope xmlns:ns0="http://www.lagan.com/wsdl/FLTypes" xmlns:ns1="http://schemas.xmlsoap.org/soap/envelope/" xmlns:wsse="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-secext-1.0.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:SOAP-ENV="http://schemas.xmlsoap.org/soap/envelope/"> <SOAP-ENV:Header> <wsse:Security> <wsse:BinarySecurityToken>eaadf1ddff99a8</wsse:BinarySecurityToken> </wsse:Security> </SOAP-ENV:Header> <ns1:Body> <ns0:FWTCaseCreate> <ClassificationEventCode> <ClassificationEventCode>2000023</ClassificationEventCode> <Priority>1</Priority> <Title>testing</Title> <Description>testing</Description> <Queue/> <Internal>True</Internal> <XCoord>356570</XCoord> <YCoord>168708</YCoord> </ClassificationEventCode> </ns0:FWTCaseCreate> </ns1:Body> As you can see there is a 'ClassificationEventCode' element around all the other elements, this should not be there. If I cut and paste this xml into SOAPUI and first remove this element and then post it directly to the web service it works successfully. Does anyone have any ideas why this is happening? I guess SUDS thinks that it should be there based on the WSDL. Thanks.

    Read the article

  • Why doesn't Perl file glob() work outside of a loop in scalar context?

    - by Rob
    According to the Perl documentation on file globbing, the <*> operator or glob() function, when used in a scalar context, should iterate through the list of files matching the specified pattern, returning the next file name each time it is called or undef when there are no more files. But, the iterating process only seems to work from within a loop. If it isn't in a loop, then it seems to start over immediately before all values have been read. From the Perl docs: In scalar context, glob iterates through such filename expansions, returning undef when the list is exhausted. http://perldoc.perl.org/functions/glob.html However, in scalar context the operator returns the next value each time it's called, or undef when the list has run out. http://perldoc.perl.org/perlop.html#I/O-Operators Example code: use warnings; use strict; my $filename; # in scalar context, <*> should return the next file name # each time it is called or undef when the list has run out $filename = <*>; print "$filename\n"; $filename = <*>; # doesn't work as documented, starts over and print "$filename\n"; # always returns the same file name $filename = <*>; print "$filename\n"; print "\n"; print "$filename\n" while $filename = <*>; # works in a loop, returns next file # each time it is called In a directory with 3 files...file1.txt, file2.txt, and file3.txt, the above code will output: file1.txt file1.txt file1.txt file1.txt file2.txt file3.txt Note: The actual perl script should be outside the test directory, or you will see the file name of the script in the output as well. Am I doing something wrong here, or is this how it is supposed to work?

    Read the article

  • How to invalidate the OutputCache in a webfarm?

    - by Pure.Krome
    Hi folks, i've got a website that uses OutputCache attribute to cache pages. Works great. Now, I'm in the middle of R&D'ing scaling up this site to be in a web farm. Along with the usual suspects for webfarm pain ... I've noticed (pretty quickly/obviously) that the OutputCache from Server_A doesn't invalidate the OutputCache from Server_B .. if a try and invalidate a single server's OutputCache. This makes total sense - how can S_A 'tell' S_B to invalidate when they are physically 2 seperate machines, etc? So - what are our options? Velocity? I understand this will move the caching to a different layer .. which means that the final result (output) will always be required to be determined .. as opposed to the OutputCache whic remembers the final output content (yes, varby gives different versions, etc.. which is totally fine). So even though the poco or business objects are all sync'd, there's still that last rendering effort required (even if it's tiny .. compared to the effort to generate/sync business objects). So yeah .. not sure of the options here and what other people do?

    Read the article

  • Flash gets XML but the values are wrong, as3

    - by VideoDnd
    Flash receives the XML, but the values are wrong. How do I fix this? Problem I can see the XML loaded with no errors, but my output is way off. It's as though it's not receiving any values. Numbers in the output window and animation move rapidly. The Flash file runs as if it's variables where set to zero. I changed the order of my code, but that didn't help with this. Please explain how I can correct this. SWF //load xml var myXML:XML; var myLoader:URLLoader = new URLLoader(); myLoader.load(new URLRequest("xml.xml")); myLoader.addEventListener(Event.COMPLETE, processXML); //parse XML function processXML(e:Event):void { myXML = new XML(e.target.data); trace(myXML); //receive values from XML delay = parseInt(myXML.DELAY.text()); trace(delay); repeat = parseInt(myXML.REPEAT.text()); trace(repeat); } //variables var delay:uint = 0; var repeat:uint = 0; //timer and event var timer:Timer = new Timer(uint(delay),uint(repeat)); timer.addEventListener(TimerEvent.TIMER, countdown); //counter function countdown(event:TimerEvent) { myText.text = String(0 + timer.currentCount); trace(0 + timer.currentCount); } timer.start(); XML <?xml version="1.0" encoding="utf-8"?> <SESSION> <DELAY TITLE="starting position">1000</DELAY> <REPEAT TITLE="starting position">60</REPEAT> </SESSION>

    Read the article

  • disable Alert view button

    - by shishir.bobby
    HI all, i hv an alert view for twitter posting. Alert view has 2 button and a textfeild send and cancel i want to disable send button,until user fills the message box(i.e textfeild). like,empty field kind of validation. so,how can i disable send button?? regards shishir

    Read the article

  • strange behaviour of git

    - by Alexey Poimtsev
    Hi, i have strange behaviour of git - push is working, but clone is not :( alec$ git clone git://host/repo.git Initialized empty Git repository in /Users/alec/Temp/repo/.git/ host[0: x.x.x.x]: errno=Connection refused fatal: unable to connect a socket (Connection refused) whats wrong?

    Read the article

  • Get nodes value one by one in xslt

    - by Audy
    I am using XSl file in which I am reading values from xml node and creating another xml file. Following is the part of input xml from which I want to read value node one by one. Input Xml: <RoomsInvs> <RoomInv> <ProvisionalId Id="13-0000000007">13-0000000007</ProvisionalId> </RoomInv> <RoomInv> <ProvisionalId Id="13-0000000008">13-0000000008</ProvisionalId> </RoomInv> </RoomsInvs> Xsl Applied: <values> <xsl:apply-templates select="//RoomsInvs/RoomInv" /> </values> <xsl:template match="RoomInv" > <tempID> <xsl:value-of select="ProvisionalId[position()]"/> </tempID> </xsl:template> Output Getting: <values> <tempID>13-0000000007</tempID> <tempID>13-0000000007</tempID> </values> Output I want: <values> <tempID>13-0000000007</tempID> <tempID>13-0000000008</tempID> </values>

    Read the article

  • Adding S3 metadata using jets3t

    - by billintx
    I'm just starting to use the jets3t API for S3, using version 0.7.2 I can't seem to save metadata with the S3Objects I'm creating. What am I doing wrong? The object is successfully saved when I putObject, but I don't see the metadata after I get the object. S3Service s3Service = new RestS3Service(awsCredentials); S3Bucket bucket = s3Service.getBucket(BUCKET_NAME); String key = "/1783c05a/p1"; String data = "This is test data at key " + key; S3Object object = new S3Object(key,data); object.addMetadata("color", "green"); for (Iterator iterator = object.getMetadataMap().keySet() .iterator(); iterator.hasNext();) { String type = (String) iterator.next(); System.out.println(type + "==" + object.getMetadataMap().get(type)); } s3Service.putObject(bucket, object); S3Object retreivedObject = s3Service.getObject(bucket, key); for (Iterator iterator = object.getMetadataMap().keySet() .iterator(); iterator.hasNext();) { String type = (String) iterator.next(); System.out.println(type + "==" + object.getMetadataMap().get(type)); } Here's the output before putObject Content-Length==37 color==green Content-MD5==AOdkk23V6k+rLEV03171UA== Content-Type==text/plain; charset=utf-8 md5-hash==00e764936dd5ea4fab2c4574df5ef550 Here's the output after putObject/getObject Content-Length==37 ETag=="00e764936dd5ea4fab2c4574df5ef550" request-id==9ED1633672C0BAE9 Date==Wed Mar 24 09:51:44 CDT 2010 Content-MD5==AOdkk23V6k+rLEV03171UA== Content-Type==text/plain; charset=utf-8

    Read the article

  • Yet another Python Windows CMD mklink problem ... can't get it to work!

    - by Felix Dombek
    OK I have just posted another question which outlined my program but the specific problem was different. Now, my program just stops working without any message whatsoever. I'd be grateful if someone could help me here. I want to create symlinks for each file in a directory structure, all in one large flat folder, and have the following code by now: # loop over directory structure: # for all items in current directory, # if item is directory, recurse into it; # else it's a file, then create a symlink for it def makelinks(folder, targetfolder, cmdprocess = None): if not cmdprocess: cmdprocess = subprocess.Popen("cmd", stdin = subprocess.PIPE, stdout = subprocess.PIPE, stderr = subprocess.PIPE) print(folder) for name in os.listdir(folder): fullname = os.path.join(folder, name) if os.path.isdir(fullname): makelinks(fullname, targetfolder, cmdprocess) else: makelink(fullname, targetfolder, cmdprocess) #for a given file, create one symlink in the target folder def makelink(fullname, targetfolder, cmdprocess): linkname = os.path.join(targetfolder, re.sub(r"[\/\\\:\*\?\"\<\>\|]", "-", fullname)) if not os.path.exists(linkname): try: os.remove(linkname) print("Invalid symlink removed:", linkname) except: pass if not os.path.exists(linkname): cmdprocess.stdin.write("mklink " + linkname + " " + fullname + "\r\n") So this is a top-down recursion where first the folder name is printed, then the subdirectories are processed. If I run this now over some folder, the whole thing just stops after 10 or so symbolic links. Here is the output: D:\Musik\neu D:\Musik\neu\# Electronic D:\Musik\neu\# Electronic\# tag & reencode D:\Musik\neu\# Electronic\# tag & reencode\ChillOutMix D:\Musik\neu\# Electronic\# tag & reencode\Unknown D&B D:\Musik\neu\# Electronic\# tag & reencode\Unknown D&B 2 The program still seems to run but no new output is generated. It created 9 symlinks for some files in the # tag & reencode and the first three files in the ChillOutMix folder. The cmd.exe Window is still open and empty, and shows in its title bar that it is currently processing the mklink command for the third file in ChillOutMix. I tried to insert a time.sleep(2) after each cmdprocess.stdin.write in case Python is just too fast for the cmd process, but it doesn't help. Does anyone know what the problem might be?

    Read the article

  • Unable to view USB stick/drive contents

    - by Harshit Sachdeva
    So, I plug-in my USB stick, copy a file from the hard drive to the USB stick, and safely remove the USB stick. I then plug out the USB stick. When I plug the USB stick back into the computer again, the previous contents of the USB stick are all gone. It shows an empty drive. I am using Windows XP SP 2 with an 8 GB USB stick from Transcend.

    Read the article

  • Wordpress databse insert() and update() - using NULL values

    - by pygorex1
    Wordpress ships with the wpdb class which handles CRUD operations. The two methods of this class that I'm interested in are the insert() (the C in CRUD) and update() (the U in CRUD). A problem arises when I want to insert a NULL into a mysql database column - the wpdb class escapes PHP null variables to empty strings. How can I tell Wordpress to use an actual MySQL NULL instead of a MySQL string?

    Read the article

  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

    Read the article

  • Read StandardOutput Process from BackgroundWorkerProcess method

    - by Nicola Celiento
    Hi all, I'm working with a BackgroundWorker Process from Windows .NET C# application. From the async method I call many instance of cmd.exe Process (foreach), and read from StandardOutput, but at the 3-times cycle the ReadToEnd() method throw Timeout Exception. Here the code: StreamWriter sw = null; DataTable dt2 = null; StringBuilder result = null; Process p = null; for(DataRow dr in dt1.Rows) { arrLine = new string[4]; //new row result = new StringBuilder(); arrLine[0] = dr["ID"].ToString(); arrLine[1] = dr["ChangeSet"].ToString(); #region Initialize Process CMD p = new Process(); ProcessStartInfo info = new ProcessStartInfo(); info.FileName = "cmd.exe"; info.CreateNoWindow = true; info.RedirectStandardInput = true; info.RedirectStandardOutput = true; info.RedirectStandardError = true; info.UseShellExecute = false; p.StartInfo = info; p.Start(); sw = new StreamWriter(p.StandardInput.BaseStream); #endregion using (sw) { if (sw.BaseStream.CanWrite) { sw.WriteLine("cd " + this.path_WORKDIR); sw.WriteLine("tfpt getcs /changeset:" + arrLine[1]); } } string strError = p.StandardError.ReadToEnd(); // Read shell error output commmand (TIMEOUT) result.Append(p.StandardOutput.ReadToEnd()); // Read shell output commmand sw.Close(); sw.Dispose(); p.Close(); p.Dispose(); } Timeout is on code line: string strError = p.StandardError.ReadToEnd(); Can you help me? Thanks!

    Read the article

  • preg_replace, exact opposite of a preg_match

    - by SoLoGHoST
    I need to do a preg_replace for the exact opposite of this preg_match regular expression: preg_match('#^(\w+/){0,2}\w+\.\w+$#', $string); So I need to replace all strings that are not valid with an empty string - '' So it needs to remove the first / and last / if found, and all non-valid characters, that is the only valid characters are A-Z, a-z, 0-9, _, ., and / (if it's not the first or last characters of the string). How can I accomplish this with the preg_replace? Thanks :)

    Read the article

  • Test for absence of an input tag's value attribute

    - by Jeff
    How can I confirm the absence of a HTML attribute in a Rails RSpec test? I can verify that an input tag has a value attribute and that it is an empty string like so: response.should have_tag("input[name=?][value=?]", "user[password]", "") response.should have_tag("input[name=?][value=?]", "user[password_confirmation]", "") But what I want to do is verify that my input fields do not have a value attribute at all (i.e., a blank field).

    Read the article

  • Create designer.cs file programmatically

    - by Dinesh
    Hi All, Can somebody tell me how to create designer.cs file by using .net code. Basically what i want to do here is that i have a bunch of aspx and ascx files created by previous versions of vs.net that lacks designer files and now i want to create designer files for those. I can generate empty designer files but what i want is that my code should generate the designer file so that i can remove the extra code from cs files. Any help will be highly appreciated.

    Read the article

  • Mysql CASE and UPDATE

    - by Rosengusta Garrett
    I asked yesterday how I could update only the first column that was empty. I got this of a answer: UPDATE `names` SET `name_1` = CASE WHEN `name_1` = '' then 'Jimmy' else `name_1` end, `name_2` = CASE WHEN `name_1` != '' and `name_2` = '' then 'Jimmy' else `name_2` end I tried it and it ended up updating every column with 'Jimmy' what's wrong with this? I can't find anything. It could possibly be the structure of the database. So here is what each name_* column is setup like: # Name Type Collation Attributes Null Default Extra 1 name_1 varchar(255) latin1_swedish_ci No None

    Read the article

  • Subsonic 3 ActiveRecord nested select for NotIn bug?

    - by Junto
    I have the following Subsonic 3.0 query, which contains a nested NotIn query: public List<Order> GetRandomOrdersForNoReason(int shopId, int typeId) { // build query var q = new SubSonic.Query.Select().Top("1") .From("Order") .Where("ShopId") .IsEqualTo(shopId) .And(OrderTable.CustomerId).NotIn( new Subsonic.Query.Select("CustomerId") .From("Customer") .Where("TypeId") .IsNotEqualTo(typeId)) .OrderDesc("NewId()"); // Output query Debug.WriteLine(q.ToString()); // returned typed list return q.ExecuteTypedList<Order>(); } The internal query appears to be incorrect: SELECT TOP 1 * FROM [Order] WHERE ShopId = @0 AND CustomerId NOT IN (SELECT CustomerId FROM [Customer] WHERE TypeId = @0) ORDER BY NewId() ASC You'll notice that both parameters are @0. I'm assuming that the parameters are enumerated (starting at zero), for each "new" Select query. However, in this case where the two Select queries are nested, I would have expected the output to have two parameters named @0 and @1. My query is based on one that Rob Conery gave on his blog as a preview of the "Pakala" query tool that became Subsonic 3. His example was: int records = new Select(Northwind.Product.Schema) .Where("productid") .In( new Select("productid").From(Northwind.Product.Schema) .Where("categoryid").IsEqualTo(5) ) .GetRecordCount(); Has anyone else seen this behavior? Is it a bug, or is this an error or my part? Since I'm new to Subsonic I'm guessing that this probably programmer error on my part but I'd like confirmation if possible.

    Read the article

  • nested sql statment using and

    - by klay
    hi guys, how to make this work in mysql? select ID,COMPANY_NAME,contact1, SUBURB, CATEGORY, PHONE from Victoria where (city in ( select suburb from allsuburbs)) and CATEGORY='Banks' this below statement is working: select ID,COMPANY_NAME,contact1, SUBURB, CATEGORY, PHONE from Victoria where city in ( select suburb from allsuburbs) if I add "and" , it gives me an empty resultset, thanks

    Read the article

  • Printing double variable contents

    - by Adil
    I tried following code snippet and output is surprising me: #include <stdio.h> #include <math.h> int main() { double num; unsigned char ch; ch = 19; num = 1.0E+20 ; num += ch * 1.0E+18; printf("E18 = %lf \n",num); printf("E18 = %e \n",num); num = 11.0E+21 ; num += ch * 1.0E+19; printf("E19 = %lf <------\n",num); printf("E19 = %e <------\n",num); num = 11.0E+22 ; num += ch * 1.0E+20; printf("E20 = %lf\n",num); printf("E20 = %e\n",num); num = 11.0E+23 ; num += ch * 1.0E+21; printf("E21 = %lf\n",num); printf("E21 = %e\n",num); num = 11.0E+24 ; num += ch * 1.0E+22; printf("E22 = %lf <------\n",num); printf("E22 = %e <------\n",num); return 0; } The output of the program: E18 = 119000000000000000000.000000 E18 = 1.190000e+20 E19 = 11190000000000000524288.000000 <------ E19 = 1.119000e+22 <------ E20 = 111900000000000001048576.000000 E20 = 1.119000e+23 E21 = 1119000000000000044040192.000000 E21 = 1.119000e+24 E22 = 11189999999999999366660096.000000 <------ E22 = 1.119000e+25 <------ Why the data corrupted when printed while in exponent form its OK

    Read the article

< Previous Page | 408 409 410 411 412 413 414 415 416 417 418 419  | Next Page >