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  • Android: Programatically Add UI Elements to a View

    - by Shivan Raptor
    My view is written as follow: package com.mycompany; import android.view.View; import java.util.concurrent.TimeUnit; import java.util.ArrayList; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.util.AttributeSet; import android.graphics.Paint; import android.graphics.Point; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.widget.*; public class GameEngineView extends View implements SensorEventListener { GameLoop gameloop; String txt_acc; float accY; ArrayList<Point> bugPath; private SensorManager sensorManager; private class GameLoop extends Thread { private volatile boolean running = true; public void run() { while (running) { try { TimeUnit.MILLISECONDS.sleep(1); postInvalidate(); pause(); } catch (InterruptedException ex) { running = false; } } } public void pause() { running = false; } public void start() { running = true; run(); } public void safeStop() { running = false; interrupt(); } } public void unload() { gameloop.safeStop(); } public GameEngineView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); // TODO Auto-generated constructor stub init(context); } public GameEngineView(Context context, AttributeSet attrs) { super(context, attrs); // TODO Auto-generated constructor stub init(context); } public GameEngineView(Context context) { super(context); // TODO Auto-generated constructor stub init(context); } private void init(Context context) { txt_acc = ""; // Adding SENSOR sensorManager=(SensorManager)context.getSystemService(Context.SENSOR_SERVICE); // add listener. The listener will be HelloAndroid (this) class sensorManager.registerListener(this, sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER), SensorManager.SENSOR_DELAY_NORMAL); // Adding UI Elements : How ? Button btn_camera = new Button(context); btn_camera.setLayoutParams(new LinearLayout.LayoutParams(LinearLayout.LayoutParams.FILL_PARENT, LinearLayout.LayoutParams.FILL_PARENT)); btn_camera.setClickable(true); btn_camera.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { System.out.println("clicked the camera."); } }); gameloop = new GameLoop(); gameloop.run(); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { // TODO Auto-generated method stub //super.onMeasure(widthMeasureSpec, heightMeasureSpec); System.out.println("Width " + widthMeasureSpec); setMeasuredDimension(widthMeasureSpec, heightMeasureSpec); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub // super.onDraw(canvas); Paint p = new Paint(); p.setColor(Color.WHITE); p.setStyle(Paint.Style.FILL); p.setAntiAlias(true); p.setTextSize(30); canvas.drawText("|[ " + txt_acc + " ]|", 50, 500, p); gameloop.start(); } public void onAccuracyChanged(Sensor sensor,int accuracy){ } public void onSensorChanged(SensorEvent event){ if(event.sensor.getType()==Sensor.TYPE_ACCELEROMETER){ //float x=event.values[0]; accY =event.values[1]; //float z=event.values[2]; txt_acc = "" + accY; } } } I would like to add a Button to the scene, but I don't know how to. Can anybody give me some lights? UPDATE: Here is my Activity : public class MyActivity extends Activity { private GameEngineView gameEngine; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // add Game Engine gameEngine = new GameEngineView(this); setContentView(gameEngine); gameEngine.requestFocus(); } }

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  • log-back and thirdparty writing to stdout. How to stop them getting interleaved.

    - by David Roussel
    First some background. I have a batch-type java process run from a DOS batch script. All the java logging goes to stdout, and the batch script redirects the stdout to a file. (This is good for me because I can ECHO from the script and it gets into the log file, so I can see all the java JVM command line args, which is great for debugging.) I may not I use slf4j API, and for the backend I used to use log4j, but recently switched to logback-classic. Although all my application code uses slf4j, I have a third party library that does it's own logging (not using a standard API) which also gets written to stdout. The problem is that sometimes log lines get mixed up and don't cleanly appear on separate lines. Here is an example of some messed up output: 2010-05-28 18:00:44.783 [thread-1 ] INFO CreditCorrelationElementBuilderImpl - Bump parameters exist for scenario, now attempting bumping. [indexDisplayName=STANDARD_S1_v300] 2010-05-28 18:01:43.517 [thread-1 ] INFO CreditCorrelationElementBuilderImpl - Found adjusted point in data, now applying bump. [point=0.144040000000000] 2010-05-28 18:01:58.642 [thread-1 ] DEBUG com.company.request.Request - Generated request for [dealName=XXX_20050225_01[5],dealType=GENERIC_XXX,correlationType=2,copulaType=1] in 73.8 s, Simon Stopwatch: [sys1.batchpricer.reqgen.gen INHERIT] total 1049 s, counter 24, max 74.1 s, min 212 ms 2010-05-28 18:05/28/10 18:02:20.236 INFO: [ServiceEvent] SubmittedTask:BC-STRESS_04_FZBC-2010-05-21-545024448189310126-23 01:58.658 [req-writer-2b ] INFO .c.g.r.o.OptionalFileDocumentOutput - Writing request XML to \\filserver\dir\file1.xml - write time: 21.4 ms - Simon Stopwatch: [sys1.batchpricer.reqgen.writeinputfile INHERIT] total 905 ms, counter 24, max 109 ms, min 10.8 ms 2010-05-28 18:02:33.626 [ResponseCallbacks-1: DriverJobSpace$TakeJobRunner$1] ERROR c.c.s.s.D.CalculatorCallback - Id:23 no deal found !! 2010-0505/28/10 18:02:50.267 INFO: [ServiceEvent] CompletedTask:BC-STRESS_04_FZBC-2010-05-21-545024448189310126-23:Total:24 Now comparing back to older log files, it seems the problem didn't occur when using log4j as the logging backend. So logback must be doing something different. The problem seems to be that although PrintStream.write(byte buf[], int off, int len) is synchronized, however I can see in ch.qos.logback.core.joran.spi.ConsoleTarget that System.out.write(int b) is the only write method called. So inbetween logback outputting each byte, the thirdparty library is managing to write a whole string to the stdout. (Not only is this cause me a problem, but it must also be a little inefficient?) Is there any other fix to this interleaving problem than patching the code to ConsoleTarget so it implments the other write methods? Any nice work arounds. Or should I just file a bug report? Here is my logback.xml: <configuration> <appender name="STDOUT" class="ch.qos.logback.core.ConsoleAppender"> <encoder> <pattern>%d{yyyy-MM-dd HH:mm:ss.SSS} [%-16thread] %-5level %-35.35logger{30} - %msg%n</pattern> </encoder> </appender> <root level="DEBUG"> <appender-ref ref="STDOUT" /> </root> </configuration> I'm using logback 0.9.20 with java 1.6.0_07.

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  • When to draw/layout child controls in UserControl

    - by Ted Elliott
    I have a list-type UserControl (like a ListBox). The items inside the control are another complex UserControl containing a few other controls (ComboBox, TextBox, etc). I'm wondering what the preferred or best method would be to override to draw/layout the child controls. I basically want to trigger this method any time the list changes. I originally had a RedrawItems method that I just called whenever I needed to redraw which added or removed Controls from the Controls collection. But it was getting triggered too early in the lifecycle of the code from some of the designer code. Now I've switched to overriding OnLayout and doing my stuff there. I call PerformLayout when I want to trigger a redraw, such as when the DataSource property changes or when it fires a changed event. Is OnLayout the best place for this? Here is the code: [ComplexBindingProperties("DataSource")] public partial class CustomList : UserControl { private object _dataSource; private CustomListItem _newRow; public CustomList() { InitializeComponent(); } protected override void OnCreateControl() { base.OnCreateControl(); _newRow = new CustomListItem(); Controls.Add(_newRow); } public object DataSource { get { return _dataSource; } set { bool register = _dataSource != value; if (_dataSource != null && _dataSource != value) { UnregisterDataSource(_dataSource); } _dataSource = value; if (_dataSource != null) RegisterDataSource(_dataSource); PerformLayout(); } } public CustomListItem ItemTemplate { get { return _newRow; } } protected override void OnLayout(LayoutEventArgs e) { base.OnLayout(e); int ctrlCount = this.Controls.AsEnumerable().OfType<CustomListItem>().Count(); ctrlCount--; // subtract 1 for the add row var ds = this.DataSource as System.Collections.IList; int itemCount = ds == null? 0 : ds.Count; int maxCount = Math.Max(ctrlCount,itemCount); if (maxCount == 0) return; this.SuspendLayout(); // temporarily remove the template Controls.RemoveAt(Controls.Count-1); for (int i = 0; i < maxCount; i++) { CustomListItem item; if (i >= itemCount) { Controls.RemoveAt(i); } else { if (i >= ctrlCount) { item = ItemTemplate.Copy(); this.Controls.Add(item); item.Location = new Point(0, item.Height * i); item.TabIndex = i + 1; item.ViewMode = true; } else { item = (CustomListItem) Controls[i]; } item.Data = ds[i]; } } this.Controls.Add(ItemTemplate); ItemTemplate.Location = new Point(0, ItemTemplate.Height * maxCount); ItemTemplate.TabIndex = maxCount + 1; this.ResumeLayout(true); } private void RegisterDataSource(object dataSource) { IBindingList ds = dataSource as IBindingList; if (ds != null) { ds.ListChanged += new ListChangedEventHandler(DataSource_ListChanged); } } void DataSource_ListChanged(object sender, ListChangedEventArgs e) { switch (e.ListChangedType) { case ListChangedType.ItemAdded: PerformLayout(); break; case ListChangedType.ItemChanged: break; case ListChangedType.ItemDeleted: PerformLayout(); break; case ListChangedType.ItemMoved: PerformLayout(); break; case ListChangedType.Reset: PerformLayout(); break; default: break; } } private void UnregisterDataSource(object dataSource) { IBindingList ds = dataSource as IBindingList; if (ds != null) { ds.ListChanged -= new ListChangedEventHandler(DataSource_ListChanged); } } }

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  • How does the compile choose which template function to call?

    - by aCuria
    Regarding the below code, how does the compiler choose which template function to call? If the const T& function is omitted, the T& function is always called. If the T& function is omitted, the const T& function is always called. If both are included, the results are as below. #include <iostream> #include <typeinfo> template <typename T> void function(const T &t) { std::cout << "function<" << typeid(T).name() << ">(const T&) called with t = " << t << std::endl; } template <typename T> void function(T &t) { std::cout << "function<" << typeid(T).name() << ">(T&) called with t = " << t << std::endl; } int main() { int i1 = 57; const int i2 = -6; int *pi1 = &i1; int *const pi3 = &i1; const int *pi2 = &i2; const int *const pi4 = &i2; function(pi1); ///just a normal pointer -> T& function(pi2); ///cannot change what we point to -> T& function(pi3); ///cannot change where we point -> const T& function(pi4); ///cannot change everything -> const T& return 0; } /* g++ output: function<Pi>(T&) called with t = 0x22cd24 function<PKi>(T&) called with t = 0x22cd20 function<Pi>(const T&) called with t = 0x22cd24 function<PKi>(const T&) called with t = 0x22cd20 */ /* bcc32 output: function<int *>(T&) called with t = 0012FF50 function<const int *>(T&) called with t = 0012FF4C function<int *>(const T&) called with t = 0012FF50 function<const int *>(const T&) called with t = 0012FF4C */ /* cl output: function<int *>(T&) called with t = 0012FF34 function<int const *>(T&) called with t = 0012FF28 function<int *>(const T&) called with t = 0012FF34 function<int const *>(const T&) called with t = 0012FF28 */

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  • How to implement dynamic binary search for search and insert operations of n element (C or C++)

    - by iecut
    The idea is to use multiple arrays, each of length 2^k, to store n elements, according to binary representation of n.Each array is sorted and different arrays are not ordered in any way. In the above mentioned data structure, SEARCH is carried out by a sequence of binary search on each array. INSERT is carried out by a sequence of merge of arrays of the same length until an empty array is reached. More Detail: Lets suppose we have a vertical array of length 2^k and to each node of that array there attached horizontal array of length 2^k. That is, to the first node of vertical array, a horizontal array of length 2^0=1 is connected,to the second node of vertical array, a horizontal array of length 2^1= 2 is connected and so on. So the insert is first carried out in the first horizontal array, for the second insert the first array becomes empty and second horizontal array is full with 2 elements, for the third insert 1st and 2nd array horiz. array are filled and so on. I implemented the normal binary search for search and insert as follows: int main() { int a[20]= {0}; int n, i, j, temp; int *beg, *end, *mid, target; printf(" enter the total integers you want to enter (make it less then 20):\n"); scanf("%d", &n); if (n = 20) return 0; printf(" enter the integer array elements:\n" ); for(i = 0; i < n; i++) { scanf("%d", &a[i]); } // sort the loaded array, binary search! for(i = 0; i < n-1; i++) { for(j = 0; j < n-i-1; j++) { if (a[j+1] < a[j]) { temp = a[j]; a[j] = a[j+1]; a[j+1] = temp; } } } printf(" the sorted numbers are:"); for(i = 0; i < n; i++) { printf("%d ", a[i]); } // point to beginning and end of the array beg = &a[0]; end = &a[n]; // use n = one element past the loaded array! // mid should point somewhere in the middle of these addresses mid = beg += n/2; printf("\n enter the number to be searched:"); scanf("%d",&target); // binary search, there is an AND in the middle of while()!!! while((beg <= end) && (*mid != target)) { // is the target in lower or upper half? if (target < *mid) { end = mid - 1; // new end n = n/2; mid = beg += n/2; // new middle } else { beg = mid + 1; // new beginning n = n/2; mid = beg += n/2; // new middle } } // find the target? if (*mid == target) { printf("\n %d found!", target); } else { printf("\n %d not found!", target); } getchar(); // trap enter getchar(); // wait return 0; } Could anyone please suggest how to modify this program or a new program to implement dynamic binary search that works as explained above!!

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  • How to hide/show a Process using c#?

    - by aF
    Hello, While executing my program, I want to hide/minimize Microsoft Speech Recognition Application: and at the end I want to show/maximize using c#! This process is not started by me so I can't give control the process startInfo. I've tried to use user32.dll methods such as: ShowWindow AnimatedWindows AnimatedWindows With all of them I have the same problem. I can hide the windows (althought I have to call one of the methods two times with SW_HIDE option), but when I call the method with a SW_SHOW flag, it simply doesn't shows.. How can I maximize/show after hiding the process? Thanks in advance! Here is some pieces of the code, now implemented to use SetWindowPlacement: { [DllImport("user32.dll")] [return: MarshalAs(UnmanagedType.Bool)] public static extern bool GetWindowPlacement(IntPtr hWnd, ref WINDOWPLACEMENT lpwndpl); [DllImport("user32.dll", SetLastError = true)] [return: MarshalAs(UnmanagedType.Bool)] static extern bool SetWindowPlacement(IntPtr hWnd, [In] ref WINDOWPLACEMENT lpwndpl); [DllImport("user32.dll")] public static extern Boolean ShowWindowAsync(IntPtr hWnd, Int32 nCmdShow); [DllImport("user32.dll")] public static extern Boolean SetForegroundWindow(IntPtr hWnd); [DllImport("user32.dll")] public static extern Boolean ShowWindow(IntPtr hWnd, Int32 nCmdShow); [DllImport("user32.dll")] public static extern Boolean AnimateWindow(IntPtr hWnd, uint dwTime, uint dwFlags); [DllImport("dwmapi.dll")] public static extern int DwmSetWindowAttribute(IntPtr hwnd, uint dwAttribute, IntPtr pvAttribute, IntPtr lol); //Definitions For Different Window Placement Constants const UInt32 SW_HIDE = 0; const UInt32 SW_SHOWNORMAL = 1; const UInt32 SW_NORMAL = 1; const UInt32 SW_SHOWMINIMIZED = 2; const UInt32 SW_SHOWMAXIMIZED = 3; const UInt32 SW_MAXIMIZE = 3; const UInt32 SW_SHOWNOACTIVATE = 4; const UInt32 SW_SHOW = 5; const UInt32 SW_MINIMIZE = 6; const UInt32 SW_SHOWMINNOACTIVE = 7; const UInt32 SW_SHOWNA = 8; const UInt32 SW_RESTORE = 9; public sealed class AnimateWindowFlags { public const int AW_HOR_POSITIVE = 0x00000001; public const int AW_HOR_NEGATIVE = 0x00000002; public const int AW_VER_POSITIVE = 0x00000004; public const int AW_VER_NEGATIVE = 0x00000008; public const int AW_CENTER = 0x00000010; public const int AW_HIDE = 0x00010000; public const int AW_ACTIVATE = 0x00020000; public const int AW_SLIDE = 0x00040000; public const int AW_BLEND = 0x00080000; } public struct WINDOWPLACEMENT { public int length; public int flags; public int showCmd; public System.Drawing.Point ptMinPosition; public System.Drawing.Point ptMaxPosition; public System.Drawing.Rectangle rcNormalPosition; } //this works param = new WINDOWPLACEMENT(); param.length = Marshal.SizeOf(typeof(WINDOWPLACEMENT)); param.showCmd = (int)SW_HIDE; lol = SetWindowPlacement(theprocess.MainWindowHandle, ref param); // this doesn't work WINDOWPLACEMENT param = new WINDOWPLACEMENT(); param.length = Marshal.SizeOf(typeof(WINDOWPLACEMENT)); param.showCmd = SW_SHOW; lol = GetWindowPlacement(theprocess.MainWindowHandle, ref param);

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  • Algorithm for dragging objects on a fixed grid

    - by FlyingStreudel
    Hello, I am working on a program for the mapping and playing of the popular tabletop game D&D :D Right now I am working on getting the basic functionality like dragging UI elements around, snapping to the grid and checking for collisions. Right now every object when released from the mouse immediately snaps to the nearest grid point. This causes an issue when something like a player object snaps to a grid point that has a wall -or other- adjacent. So essentially when the player is dropped they wind up with some of the wall covering them. This is fine and working as intended, however the problem is that now my collision detection is tripped whenever you try to move this player because its sitting underneath a wall and because of this you cant drag the player anymore. Here is the relevant code: void UIObj_MouseMove(object sender, MouseEventArgs e) { blocked = false; if (dragging) { foreach (UIElement o in ((Floor)Parent).Children) { if (o.GetType() != GetType() && o.GetType().BaseType == typeof(UIObj) && Math.Sqrt(Math.Pow(((UIObj)o).cX - cX, 2) + Math.Pow(((UIObj)o).cY - cY, 2)) < Math.Max(r.Height + ((UIObj)o).r.Height, r.Width + ((UIObj)o).r.Width)) { double Y = e.GetPosition((Floor)Parent).Y; double X = e.GetPosition((Floor)Parent).X; Geometry newRect = new RectangleGeometry(new Rect(Margin.Left + (X - prevX), Margin.Top + (Y - prevY), Margin.Right + (X - prevX), Margin.Bottom + (Y - prevY))); GeometryHitTestParameters ghtp = new GeometryHitTestParameters(newRect); VisualTreeHelper.HitTest(o, null, new HitTestResultCallback(MyHitTestResultCallback), ghtp); } } if (!blocked) { Margin = new Thickness(Margin.Left + (e.GetPosition((Floor)Parent).X - prevX), Margin.Top + (e.GetPosition((Floor)Parent).Y - prevY), Margin.Right + (e.GetPosition((Floor)Parent).X - prevX), Margin.Bottom + (e.GetPosition((Floor)Parent).Y - prevY)); InvalidateVisual(); } prevX = e.GetPosition((Floor)Parent).X; prevY = e.GetPosition((Floor)Parent).Y; cX = Margin.Left + r.Width / 2; cY = Margin.Top + r.Height / 2; } } internal virtual void SnapToGrid() { double xPos = Margin.Left; double yPos = Margin.Top; double xMarg = xPos % ((Floor)Parent).cellDim; double yMarg = yPos % ((Floor)Parent).cellDim; if (xMarg < ((Floor)Parent).cellDim / 2) { if (yMarg < ((Floor)Parent).cellDim / 2) { Margin = new Thickness(xPos - xMarg, yPos - yMarg, xPos - xMarg + r.Width, yPos - yMarg + r.Height); } else { Margin = new Thickness(xPos - xMarg, yPos - yMarg + ((Floor)Parent).cellDim, xPos - xMarg + r.Width, yPos - yMarg + ((Floor)Parent).cellDim + r.Height); } } else { if (yMarg < ((Floor)Parent).cellDim / 2) { Margin = new Thickness(xPos - xMarg + ((Floor)Parent).cellDim, yPos - yMarg, xPos - xMarg + ((Floor)Parent).cellDim + r.Width, yPos - yMarg + r.Height); } else { Margin = new Thickness(xPos - xMarg + ((Floor)Parent).cellDim, yPos - yMarg + ((Floor)Parent).cellDim, xPos - xMarg + ((Floor)Parent).cellDim + r.Width, yPos - yMarg + ((Floor)Parent).cellDim + r.Height); } } } Essentially I am looking for a simple way to modify the existing code to allow the movement of a UI element that has another one sitting on top of it. Thanks!

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  • How to map code points to unicode characters depending on the font used?

    - by Alex Schröder
    The client prints labels and has been using a set of symbolic (?) fonts to do this. The application uses a single byte database (Oracle with Latin-1). The old application I am replacing was not Unicode aware. It somehow did OK. The replacement application I am writing is supposed to handle the old data. The symbols picked from the charmap application often map to particular Unicode characters, but sometimes they don't. What looks like the Moon using the LAB3 font, for example, is in fact U+2014 (EM DASH). When users paste this character into a Swing text field, the character has the code point 8212. It was "moved" into the Private Use Area (by Windows? Java?). When saving this character to the database, Oracle decides that it cannot be safely encoded and replaces it with the dreaded ¿. Thus, I started shifting the characters by 8000: -= 8000 when saving, += 8000 when displaying the field. Unfortunately I discovered that other characters were not shifted by the same amount. In one particular font, for example, ž has the code point 382, so I shifted it by +/-256 to "fix" it. By now I'm dreading the discovery of more strange offsets and I wonder: Can I get at this mapping using Java? Perhaps the TTF font has a list of the 255 glyphs it encodes and what Unicode characters those correspond to and I can do it "right"? Right now I'm using the following kludge: static String fromDatabase(String str, String fontFamily) { if (str != null && fontFamily != null) { Font font = new Font(fontFamily, Font.PLAIN, 1); boolean changed = false; char[] chars = str.toCharArray(); for (int i = 0; i < chars.length; i++) { if (font.canDisplay(chars[i] + 0xF000)) { // WE8MSWIN1252 + WinXP chars[i] += 0xF000; changed = true; } else if (chars[i] >= 128 && font.canDisplay(chars[i] + 8000)) { // WE8ISO8859P1 + WinXP chars[i] += 8000; changed = true; } else if (font.canDisplay(chars[i] + 256)) { // ž in LAB1 Eastern = 382 chars[i] += 256; changed = true; } } if (changed) str = new String(chars); } return str; } static String toDatabase(String str, String fontFamily) { if (str != null && fontFamily != null) { boolean changed = false; char[] chars = str.toCharArray(); for (int i = 0; i < chars.length; i++) { int chr = chars[i]; if (chars[i] > 0xF000) { // WE8MSWIN1252 + WinXP chars[i] -= 0xF000; changed = true; } else if (chars[i] > 8000) { // WE8ISO8859P1 + WinXP chars[i] = (char) (chars[i] - 8000); changed = true; } else if (chars[i] > 256) { // ž in LAB1 Eastern = 382 chars[i] = (char) (chars[i] - 256); changed = true; } } if (changed) return new String(chars); } return str; }

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  • iPhone multi-touch scale and rotate, how to prevent scale?

    - by russhill
    I have existing code for tracking multi-touch positions and then rotating and scaling the item - in this case an image - appropriately. The code works really well and in itself is perfect, however for this particular task, I need the rotation ONLY. I have spent time trying to work out what is going on in this routine, but maths is not my strong point so wanted to see if anyone could assist? - (CGAffineTransform)incrementalTransformWithTouches:(NSSet *)touches { NSArray *sortedTouches = [[touches allObjects] sortedArrayUsingSelector:@selector(compareAddress:)]; NSInteger numTouches = [sortedTouches count]; // No touches if (numTouches == 0) { return CGAffineTransformIdentity; } // Single touch if (numTouches == 1) { UITouch *touch = [sortedTouches objectAtIndex:0]; CGPoint beginPoint = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch); CGPoint currentPoint = [touch locationInView:self.superview]; return CGAffineTransformMakeTranslation(currentPoint.x - beginPoint.x, currentPoint.y - beginPoint.y); } // If two or more touches, go with the first two (sorted by address) UITouch *touch1 = [sortedTouches objectAtIndex:0]; UITouch *touch2 = [sortedTouches objectAtIndex:1]; CGPoint beginPoint1 = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch1); CGPoint currentPoint1 = [touch1 locationInView:self.superview]; CGPoint beginPoint2 = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch2); CGPoint currentPoint2 = [touch2 locationInView:self.superview]; double layerX = self.center.x; double layerY = self.center.y; double x1 = beginPoint1.x - layerX; double y1 = beginPoint1.y - layerY; double x2 = beginPoint2.x - layerX; double y2 = beginPoint2.y - layerY; double x3 = currentPoint1.x - layerX; double y3 = currentPoint1.y - layerY; double x4 = currentPoint2.x - layerX; double y4 = currentPoint2.y - layerY; // Solve the system: // [a b t1, -b a t2, 0 0 1] * [x1, y1, 1] = [x3, y3, 1] // [a b t1, -b a t2, 0 0 1] * [x2, y2, 1] = [x4, y4, 1] double D = (y1-y2)*(y1-y2) + (x1-x2)*(x1-x2); if (D < 0.1) { return CGAffineTransformMakeTranslation(x3-x1, y3-y1); } double a = (y1-y2)*(y3-y4) + (x1-x2)*(x3-x4); double b = (y1-y2)*(x3-x4) - (x1-x2)*(y3-y4); double tx = (y1*x2 - x1*y2)*(y4-y3) - (x1*x2 + y1*y2)*(x3+x4) + x3*(y2*y2 + x2*x2) + x4*(y1*y1 + x1*x1); double ty = (x1*x2 + y1*y2)*(-y4-y3) + (y1*x2 - x1*y2)*(x3-x4) + y3*(y2*y2 + x2*x2) + y4*(y1*y1 + x1*x1); return CGAffineTransformMake(a/D, -b/D, b/D, a/D, tx/D, ty/D); } I have tried to read up on the way matrix's work, but cannot figure it out entirely. More likely to be the issue is the calculations, which as I mention is not my strong point. What I need from this routine is a transform that performs my rotation but ignores scale - so the distance between the 2 finger touch points is ignored and scale is not affected. I have looked at other routines on the internet to handle multi-touch rotation but all the ones I tried had issues in some way or other, whereas the above code is spot on for scale and rotate actions. Any help appreciated!

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  • JPA2 adding referential contraint to table complicates criteria query with lazy fetch, need advice

    - by Quaternion
    Following is a lot of writing for what I feel is a pretty simple issue. Root of issue is my ignorance, not looking so much for code but advice. Table: Ininvhst (Inventory-schema inventory history) column ihtran (inventory history transfer code) using an old entity mapping I have: @Basic(optional = false) @Column(name = "IHTRAN") private String ihtran; ihtran is really a foreign key to table Intrnmst ("Inventory Transfer Master" which contains a list of "transfer codes"). This was not expressed in the database so placed a referential constraint on Ininvhst re-generating JPA2 entity classes produced: @JoinColumn(name = "IHTRAN", referencedColumnName = "TMCODE", nullable = false) @ManyToOne(optional = false) private Intrnmst intrnmst; Now previously I was using JPA2 to select the records/(Ininvhst entities) from the Ininvhst table where "ihtran" was one of a set of values. I used in.value() to do this... here is a snippet: cq = cb.createQuery(Ininvhst.class); ... In in = cb.in(transactionType); //Get in expression for transacton types for (String s : transactionTypes) { //has a value in = in.value(s);//check if the strings we are looking for exist in the transfer master } predicateList.add(in); My issue is that the Ininvhst used to contain a string called ihtran but now it contains Ininvhst... So I now need a path expression: this.predicateList = new ArrayList<Predicate>(); if (transactionTypes != null && transactionTypes.size() > 0) { //list of strings has some values Path<Intrnmst> intrnmst = root.get(Ininvhst_.intrnmst); //get transfermaster from Ininvhst Path<String> transactionType = intrnmst.get(Intrnmst_.tmcode); //get transaction types from transfer master In<String> in = cb.in(transactionType); //Get in expression for transacton types for (String s : transactionTypes) { //has a value in = in.value(s);//check if the strings we are looking for exist in the transfer master } predicateList.add(in); } Can I add ihtran back into the entity along with a join column that is both references "IHTRAN"? Or should I use a projection to somehow return Ininvhst along with the ihtran string which is now part of the Intrnmst entity. Or should I use a projection to return Ininvhst and somehow limit Intrnmst just just the ihtran string. Further information: I am using the resulting list of selected Ininvhst objects in a web application, the class which contains the list of Ininvhst objects is transformed into a json object. There are probably quite a few serialization methods that would navigate the object graph the problem is that my current fetch strategy is lazy so it hits the join entity (Intrnmst intrnmst) and there is no Entity Manager available at that point. At this point I have prevented the object from serializing the join column but now I am missing a critical piece of data. I think I've said too much but not knowing enough I don't know what you JPA experts need. What I would like is my original object to have both a string object and be able to join on the same column (ihtran) and have it as a string too, but if this isn't possible or advisable I want to hear what I should do and why. Pseudo code/English is more than fine.

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  • How you remember by default functionality/class name etc of the platform

    - by piemesons
    Hello everyone, I am 8 months experienced guy, (B.tech in computer science) In my college time i used to create simple programs in c/c++/java. Simple programs like creating linked list/binary trees programs. frankly saying those college bullshit exercise.(I am from India so Engg colleges in india sucks except few like IIT's etc). In my college time apart from my college exercises i created some better programs/games like arachnoid, snake. We had 6 months internship in our college curriculum. I worked on asp.net. Basically the work was to create a website with some random functionality. After that in my job i worked on php and successfully deployed 4 projects. All having lot of functionality and i was the only team member in all the projects. Now i am learning ruby on rails as i switched to a new firm. I also have to work on android or iphone depending upon on what mobile technology i want to choose or i can work on both of the technologies. My project manager says take your time to learn things. we are not in hurry to place you in any project. Work on things by your self. take 3 4 months to learn. But i am not getting good pace. I am quite confident with php/asp etc but i dont able to grasp things in android. Although my c/c++ background is quite good, having a good logical mind. But i am not able to grasp the things in android. Even learning some basics of rails i found it wtf. Why i have make model name singular and table name plural.By default that action name and name of the file in view is same I just hate the word MAGIC mentioned more than 100 times in the book. (agile-web-development-with-rails) (I am talking about default functionality, I can over ride them that i know, so please dont debate on that) I not saying i am not getting the things. My point is remembering the default functionality is a pissing me off. Lots of classes. Lots of files . specify this thing here. That thing there. All these things (remember which class does what) require some time or i am missing something. For my point of view i am having all these problems cause previously i never used object oriented programming approach in php. (I NEVER USED, I AM NOT SAYING THET ARE NOT) How you people explain it. How you people suggest me to do. I am looking suggestions from some seniors.From seniors in my office.They says you good dude. But i dont know i am not geting confidence in the things. When they ask me anythings about the topics i cover. I give them good answers. So when i discuss this problem with them they says there is no problem just keep on working. And sorry for my poor english.

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  • Possible iphone animation timing/rendering bug?

    - by David
    Hi all, I have been working on an iphone apps for several weeks. Now I encounter an animation problem that I can't figure out how to resolve. Mayhbe you can help. Here is the details (a little long, bear with me): Basically the effect I want to achieve is, when user click a button, a loading view pops up, hiding the whole screen; and then the apps does a lot of heavy computation, which takes a few seconds. Once the computation is done, soem result views (something likes checkers on a checker board) are rendered under the loading view. Once all result views are rendered, I used animation animation to remove the loading view nand show the result views to the user. Here is what I do: when user click a button, run this code: [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:self.view cache:YES]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(loadingViewInserted:finished:context:)]; // use a really high index number so it will always on top [self.view insertSubview:loadingViewController.view atIndex:1000]; [UIView commitAnimations]; In the "loadingViewInserted" function, it calls another function doing the heavy computation work. Once the computation is done, a lot of result views (like checkers on a checker board) are rendered under the loading view. for(int colIndex = 1; colIndex <= result.columns; colIndex++) { for(int rowIndex = 1; rowIndex <= result.rows; rowIndex++) { ResultView *rv = [ResultView resultViewWithData:results[colIndex][rowIndex]]; [self.view addSubview:rv]; } } Once all result views are added, following animation is invoked to remove the loading view: [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1.0]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; [loadingViewController.view removeFromSuperview]; [UIView commitAnimations]; By doing this, most of the time (maybe 90%) it does exactly what I want. However, sometime I see some weird result: the loading view shows up first as expected, then before it disappears, some result views, which suppose to be under the loading view, suddenly appears on top of the loading view; and some of them are partial rendered. And then the loading view curled up, and everything looks normal again. The weird situation only lasts for less than a second, but already bad enough to screw up the UI. I have tried all different kinds of thing to fix this (using another thread to remove the loading view, make the loading view non-transparent), but none of them works. The only thing that makes a little better is, I hide all the result views first; after the last animation finished, in its call back, unhide all result views. But this loses the nice effect that when curling up the loading view, the results are already there. At this point, I really think this is a bug in iphone (I compile it with OS 3.0) OS. Or maybe you can point out what I have done wrong (or could do differently). (thanks for finishing this long post, :-) )

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  • Getting text position while parsing pdf with Quartz 2D

    - by Koteg
    Hi guys, another question regarding pdf parsing... Just read PDF Reference version 1.7 "5.3.1 Text-Positioning Operators" and I am a little bit confused. I wrote some code to get transformation matrix and initial text position. CGPDFOperatorTableSetCallback (table, "MP", &op_MP);//Define marked-content point CGPDFOperatorTableSetCallback (table, "DP", &op_DP);//Define marked-content point with property list CGPDFOperatorTableSetCallback (table, "BMC", &op_BMC);//Begin marked-content sequence CGPDFOperatorTableSetCallback (table, "BDC", &op_BDC);//Begin marked-content sequence with property list CGPDFOperatorTableSetCallback (table, "EMC", &op_EMC);//End marked-content sequence //Text State operators CGPDFOperatorTableSetCallback(table, "Tc", &op_Tc); CGPDFOperatorTableSetCallback(table, "Tw", &op_Tw); CGPDFOperatorTableSetCallback(table, "Tz", &op_Tz); CGPDFOperatorTableSetCallback(table, "TL", &op_TL); CGPDFOperatorTableSetCallback(table, "Tf", &op_Tf); CGPDFOperatorTableSetCallback(table, "Tr", &op_Tr); CGPDFOperatorTableSetCallback(table, "Ts", &op_Ts); //text showing operators CGPDFOperatorTableSetCallback(table, "TJ", &op_TJ); CGPDFOperatorTableSetCallback(table, "Tj", &op_Tj); CGPDFOperatorTableSetCallback(table, "'", &op_apostrof); CGPDFOperatorTableSetCallback(table, "\"", &op_double_apostrof); //text positioning operators CGPDFOperatorTableSetCallback(table, "Td", &op_Td); CGPDFOperatorTableSetCallback(table, "TD", &op_TD); CGPDFOperatorTableSetCallback(table, "Tm", &op_Tm); CGPDFOperatorTableSetCallback(table, "T*", &op_T); //text object operators CGPDFOperatorTableSetCallback(table, "BT", &op_BT);//Begin text object CGPDFOperatorTableSetCallback(table, "ET", &op_ET);//End text object So this is the output after application lunch: 2010-09-02 15:09:23.041 testSearch[8251:207] op_BT begin Integer value: 0 2010-09-02 15:09:23.043 testSearch[8251:207] op_BT end 2010-09-02 15:09:23.043 testSearch[8251:207] op_Tf begin Integer value: 1 2010-09-02 15:09:23.044 testSearch[8251:207] op_Tf end 2010-09-02 15:09:23.044 testSearch[8251:207] op_Tm begin Float value: 557.364197 2010-09-02 15:09:23.045 testSearch[8251:207] op_Tm end 2010-09-02 15:09:23.045 testSearch[8251:207] op_TJ begin 2010-09-02 15:09:23.046 testSearch[8251:207] Array string value [0]: F 2010-09-02 15:09:23.046 testSearch[8251:207] Array integer value [1]: 94985208 2010-09-02 15:09:23.047 testSearch[8251:207] Array string value [2]: r 2010-09-02 15:09:23.047 testSearch[8251:207] Array integer value [3]: 94985208 2010-09-02 15:09:23.048 testSearch[8251:207] Array string value [4]: o 2010-09-02 15:09:23.048 testSearch[8251:207] Array integer value [5]: 94985208 2010-09-02 15:09:23.049 testSearch[8251:207] Array string value [6]: m s 2010-09-02 15:09:23.049 testSearch[8251:207] Array integer value [7]: 94985208 2010-09-02 15:09:23.049 testSearch[8251:207] Array string value [8]: a 2010-09-02 15:09:23.050 testSearch[8251:207] Array integer value [9]: 94985208 2010-09-02 15:09:23.050 testSearch[8251:207] Array string value [10]: m 2010-09-02 15:09:23.051 testSearch[8251:207] Array integer value [11]: 94985208 2010-09-02 15:09:23.051 testSearch[8251:207] Array string value [12]: p 2010-09-02 15:09:23.052 testSearch[8251:207] Array integer value [13]: 94985208 2010-09-02 15:09:23.053 testSearch[8251:207] Array string value [14]: l 2010-09-02 15:09:23.054 testSearch[8251:207] Array integer value [15]: 94985208 2010-09-02 15:09:23.055 testSearch[8251:207] Array string value [16]: e t 2010-09-02 15:09:23.055 testSearch[8251:207] Array integer value [17]: 94985208 2010-09-02 15:09:23.057 testSearch[8251:207] Array string value [18]: o r 2010-09-02 15:09:23.057 testSearch[8251:207] Array integer value [19]: 94985208 2010-09-02 15:09:23.058 testSearch[8251:207] Array string value [20]: e 2010-09-02 15:09:23.058 testSearch[8251:207] Array integer value [21]: 94985208 2010-09-02 15:09:23.059 testSearch[8251:207] Array string value [22]: s 2010-09-02 15:09:23.059 testSearch[8251:207] Array integer value [23]: 94985208 2010-09-02 15:09:23.060 testSearch[8251:207] Array string value [24]: u 2010-09-02 15:09:23.061 testSearch[8251:207] Array integer value [25]: 94985208 2010-09-02 15:09:23.061 testSearch[8251:207] Array string value [26]: l 2010-09-02 15:09:23.062 testSearch[8251:207] Array integer value [27]: 94985208 2010-09-02 15:09:23.062 testSearch[8251:207] Array string value [28]: t 2010-09-02 15:09:23.063 testSearch[8251:207] op_TJ end If someone is familiar with text matrix and text positioning operators it would be nice to explain how all those thing work. How to calculate text position (or glyph?) using Tm (transformation matrix and other data)?

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  • iPhone multi-touch move, scale and rotate, how to prevent scale?

    - by russhill
    I have existing code for tracking multi-touch positions and then moving, rotating and scaling the item - in this case an image - appropriately. The code works really well and in itself is perfect, however for this particular task, I need the movement and rotation ONLY. I have spent time trying to work out what is going on in this routine, but maths is not my strong point so wanted to see if anyone could assist? - (CGAffineTransform)incrementalTransformWithTouches:(NSSet *)touches { NSArray *sortedTouches = [[touches allObjects] sortedArrayUsingSelector:@selector(compareAddress:)]; NSInteger numTouches = [sortedTouches count]; // No touches if (numTouches == 0) { return CGAffineTransformIdentity; } // Single touch if (numTouches == 1) { UITouch *touch = [sortedTouches objectAtIndex:0]; CGPoint beginPoint = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch); CGPoint currentPoint = [touch locationInView:self.superview]; return CGAffineTransformMakeTranslation(currentPoint.x - beginPoint.x, currentPoint.y - beginPoint.y); } // If two or more touches, go with the first two (sorted by address) UITouch *touch1 = [sortedTouches objectAtIndex:0]; UITouch *touch2 = [sortedTouches objectAtIndex:1]; CGPoint beginPoint1 = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch1); CGPoint currentPoint1 = [touch1 locationInView:self.superview]; CGPoint beginPoint2 = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch2); CGPoint currentPoint2 = [touch2 locationInView:self.superview]; double layerX = self.center.x; double layerY = self.center.y; double x1 = beginPoint1.x - layerX; double y1 = beginPoint1.y - layerY; double x2 = beginPoint2.x - layerX; double y2 = beginPoint2.y - layerY; double x3 = currentPoint1.x - layerX; double y3 = currentPoint1.y - layerY; double x4 = currentPoint2.x - layerX; double y4 = currentPoint2.y - layerY; // Solve the system: // [a b t1, -b a t2, 0 0 1] * [x1, y1, 1] = [x3, y3, 1] // [a b t1, -b a t2, 0 0 1] * [x2, y2, 1] = [x4, y4, 1] double D = (y1-y2)*(y1-y2) + (x1-x2)*(x1-x2); if (D < 0.1) { return CGAffineTransformMakeTranslation(x3-x1, y3-y1); } double a = (y1-y2)*(y3-y4) + (x1-x2)*(x3-x4); double b = (y1-y2)*(x3-x4) - (x1-x2)*(y3-y4); double tx = (y1*x2 - x1*y2)*(y4-y3) - (x1*x2 + y1*y2)*(x3+x4) + x3*(y2*y2 + x2*x2) + x4*(y1*y1 + x1*x1); double ty = (x1*x2 + y1*y2)*(-y4-y3) + (y1*x2 - x1*y2)*(x3-x4) + y3*(y2*y2 + x2*x2) + y4*(y1*y1 + x1*x1); return CGAffineTransformMake(a/D, -b/D, b/D, a/D, tx/D, ty/D); } I have tried to read up on the way matrix's work, but cannot figure it out entirely. More likely to be the issue is the calculations, which as I mention is not my strong point. What I need from this routine is a transform that performs my movement and rotation but ignores scale - so the distance between the 2 finger touch points is ignored and scale is not affected. I have looked at other routines on the internet to handle multi-touch rotation but all the ones I tried had issues in some way or other (smoothness, jumping when lifting fingers etc), whereas the above code is spot on for move, scale and rotate actions. Any help appreciated!

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  • How to get XML into a Dictionary with an Expression?

    - by DaveDev
    I have the following XML: <PerformancePanel page="PerformancePanel.ascx" title=""> <FundGroup heading="Net Life Managed Funds"> <fund id="17" countryid="N0" index="24103723" /> <fund id="81" countryid="N0" index="24103723" /> <fund id="127" countryid="N0" index="24103722" /> <fund id="345" countryid="N0" index="24103723" /> <fund id="346" countryid="N0" index="24103723" /> </FundGroup> <FundGroup heading="Net Life Specialist Funds"> <fund id="110" countryid="N0" index="24103717" /> <fund id="150" countryid="N0" index="24103719" /> <fund id="119" countryid="N0" index="24103720" /> <fund id="115" countryid="N0" index="24103727" /> <fund id="141" countryid="N0" index="24103711" /> <fund id="137" countryid="N0" /> <fund id="146" countryid="N0" /> <fund id="133" countryid="N0" /> <fund id="90" countryid="N0" /> <fund id="104" countryid="N0" /> <fund id="96" countryid="N0" /> </FundGroup> </PerformancePanel> I can get the data into an anonymous object as follows: var offlineFactsheet = new { PerformancePanels = (from panel in doc.Elements("PerformancePanel") select new PerformancePanel { PerformanceFunds = (from fg in panel.Elements("FundGroup") select new { Heading = (fg.Attribute("heading") == null) ? "" : (string)fg.Attribute("heading"), Funds = (from fund in fg.Elements("fund") select new Fund { FundId = (int)fund.Attribute("id"), CountryId = (string)fund.Attribute("countryid"), FundIndex = (fund.Attribute("index") == null) ? null : new Index { Id = (int)fund.Attribute("index") }, FundNameAppend = (fund.Attribute("append") == null) ? "" : (string)fund.Attribute("append") }).ToList() }).ToDictionary(xx => xx.Heading, xx => xx.Funds)}; I'm trying to change my code such that I can assign the dictionary directly to a property of the class I'm working in, as described in this question. I'd like to have a Dictionary() where each header text is the key to the list of funds under it. I'm having difficulty applying the example in the linked question because that only returns a string, and this needs to return the dictionary. This is the point that I got to before it occurred to me that I'm lost!!!: this.PerformancePanels = doc.Elements("PerformancePanel").Select(e => { var control = (PerformancePanel)LoadControl(this.OfflineFactsheetPath + (string)e.Attribute("page")); control.PerformanceFunds = e.Elements("FundGroup").Select(f => { List<Fund> funds = (from fund in e.Elements("fund") select new Fund { FundId = (int)fund.Attribute("id"), CountryId = (string)fund.Attribute("countryid"), FundIndex = (fund.Attribute("index") == null) ? null : new Index { Id = (int)fund.Attribute("index") }, FundNameAppend = (fund.Attribute("append") == null) ? "" : (string)fund.Attribute("append") }).ToList(); string heading = (e.Attribute("heading") == null) ? "" : (string)e.Attribute("heading"); }).ToDictionary(xx => heading, xx => Funds); return control; }).ToList(); Could someone point me in the right direction please? I'm not even sure if 'Expression' is the right terminology. Could someone fill me in on that too? Thanks.

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  • Clearcase - selective merge.

    - by Keshav
    Hi, I have a peculiar Clearcase doubt. I cannot fully describe why I'm doing such a confusing architecture, but I need to do it (thanks to the mistake done by someone long back). Ok, here's a bit of detail: B1 is a contaminated branch where both my group's changes and another group's changes got mixed together so badly that there is no way of finding which code is whose). So the solution proposed is to create a new branch called B2 (at the same level as B1) and put all the unmodified code of the other group on it (The way to do that would be to merge B1 with B2 and then go about removing all changes from it till it becomes original). Then create a CR branch on B1 and keep only my group's newly added files or modified files on that branch. Finally create an integration branch out of B2 and merge the changes from CR branch of B1 to integration branch of B2. So here is what I did: (The use case is where I have dir D where file a, b and c are there. My group ended up modifying file a while b and c are not modified at all). There is a branch B1 on which there are files a, b and c. There is another branch B2. A merge is done from B1 to B2. Now B2 also has a, b and c. At this point both branch B1 and B2 are same. Now I delete file a from branch B2 (rmname). Now B2 has b and c only. I put a label to this branch called Label1. This makes the code with label Label1 as the unmodified code from other group. Now I create a sub branch called CR1 from B1 and delete all the files that are there in B2 branch (i.e b and c) such that it contains only the modified code from original code on it. In my case it is file a. At this point branch B2 with label Label1 has files b and c (those are unmodified code) and branch CR1 coming off B1 has only a (that is modified by us). Now I create another branch called integration branch that comes off B2 Label1. And then I do a merge of CR branch on to that expecting that it will have all three files a, b and c for me. All I'd need to do is to do a version tree view and see who modified what. But the problem I face is that since I had done a rmname of file a on branch B2 earlier to putting Label. The merge does not really take the file a from CR branch. How to I get around that problem. I want to selectively merge. Is it possible? sorry if it is a bad design. I'm not really conversant with Clear case and have limited options and time to clear some one else's mess.

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  • How to create a dynamically built Context Menu clickEvent

    - by Chris
    C#, winform I have a DataGridView and a context menu that opens when you right click a specific column. What shows up in the context menu is dependant on what's in the field clicked on - paths to multiple files (the paths are manipulated to create a full UNC path to the correct file). The only problem is that I can't get the click working. I did not drag and drop the context menu from the toolbar, I created it programmically. I figured that if I can get the path (let's call it ContextMenuChosen) to show up in MessageBox.Show(ContextMenuChosen); I could set the same to System.Diagnostics.Process.Start(ContextMenuChosen); The Mydgv_MouseUp event below actually works to the point where I can get it to fire off MessageBox.Show("foo!"); when something in the context menu is selected but that's where it ends. I left in a bunch of comments below showing what I've tried when it one of the paths are clicked. Some result in empty strings, others error (Object not set to an instance...). I searched code all day yesterday but couldn't find another way to hook up a dynamically built Context Menu clickEvent. Code and comments: ContextMenu m = new ContextMenu(); // SHOW THE RIGHT CLICK MENU private void Mydgv_MouseClick(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Right) { int currentMouseOverCol = Mydgv.HitTest(e.X, e.Y).ColumnIndex; int currentMouseOverRow = Mydgv.HitTest(e.X, e.Y).RowIndex; if (currentMouseOverRow >= 0 && currentMouseOverCol == 6) { string[] paths = myPaths.Split(';'); foreach (string path in paths) { string UNCPath = "\\\\1.1.1.1\\c$\\MyPath\\"; string FilePath = path.Replace("c:\\MyPath\\", @""); m.MenuItems.Add(new MenuItem(UNCPath + FilePath)); } } m.Show(Mydgv, new Point(e.X, e.Y)); } } // SELECTING SOMETHING IN THE RIGHT CLICK MENU private void Mydgv_MouseUp(object sender, MouseEventArgs e) { DataGridView.HitTestInfo hitTestInfo; if (e.Button == MouseButtons.Right) { hitTestInfo = Mydgv.HitTest(e.X, e.Y); // If column is first column if (hitTestInfo.Type == DataGridViewHitTestType.Cell && hitTestInfo.ColumnIndex == 6) { //MessageBox.Show(m.ToString()); ////MessageBox.Show(m.Tag.ToString()); //MessageBox.Show(m.Name.ToString()); //MessageBox.Show(m.MenuItems.ToString()); ////MessageBox.Show(m.MdiListItem.ToString()); // MessageBox.Show(m.Name); //if (m.MenuItems.Count > 0) //MessageBox.Show(m.MdiListItem.Text); //MessageBox.Show(m.ToString()); //MessageBox.Show(m.MenuItems.ToString()); //Mydgv.ContextMenu.Show(m.Name.ToString()); //MessageBox.Show(ContextMenu.ToString()); //MessageBox.Show(ContextMenu.MenuItems.ToString()); //MenuItem.text //MessageBox.Show(this.ContextMenu.MenuItems.ToString()); } m.MenuItems.Clear(); } } I'm very close to completing this so any help would be much appreciated. Thanks, ~ Chris

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  • C++ templated factory constructor/de-serialization

    - by KRao
    Hi, I was looking at the boost serialization library, and the intrusive way to provide support for serialization is to define a member function with signature (simplifying): class ToBeSerialized { public: //Define this to support serialization //Notice not virtual function! template<class Archive> void serialize(Archive & ar) {.....} }; Moreover, one way to support serilization of derived class trough base pointers is to use a macro of the type: //No mention to the base class(es) from which Derived_class inherits BOOST_CLASS_EXPORT_GUID(Derived_class, "derived_class") where Derived_class is some class which is inheriting from a base class, say Base_class. Thanks to this macro, it is possible to serialize classes of type Derived_class through pointers to Base_class correctly. The question is: I am used in C++ to write abstract factories implemented through a map from std::string to (pointer to) functions which return objects of the desired type (and eveything is fine thanks to covariant types). Hover I fail to see how I could use the above non-virtual serialize template member function to properly de-serialize (i.e. construct) an object without knowing its type (but assuming that the type information has been stored by the serializer, say in a string). What I would like to do (keeping the same nomenclature as above) is something like the following: XmlArchive xmlArchive; //A type or archive xmlArchive.open("C:/ser.txt"); //Contains type information for the serialized class Base_class* basePtr = Factory<Base_class>::create("derived_class",xmlArchive); with the function on the righ-hand side creating an object on the heap of type Derived_class (via default constructor, this is the part I know how to solve) and calling the serialize function of xmlArchive (here I am stuck!), i.e. do something like: Base_class* Factory<Base_class>::create("derived_class",xmlArchive) { Base_class* basePtr = new Base_class; //OK, doable, usual map string to pointer to function static_cast<Derived_class*>( basePtr )->serialize( xmlArchive ); //De-serialization, how????? return basePtr; } I am sure this can be done (boost serialize does it but its code is impenetrable! :P), but I fail to figure out how. The key problem is that the serialize function is a template function. So I cannot have a pointer to a generic templated function. As the point in writing the templated serialize function is to make the code generic (i.e. not having to re-write the serialize function for different Archivers), it does not make sense then to have to register all the derived classes for all possible archive types, like: MY_CLASS_REGISTER(Derived_class, XmlArchive); MY_CLASS_REGISTER(Derived_class, TxtArchive); ... In fact in my code I relies on overloading to get the correct behaviour: void serialize( XmlArchive& archive, Derived_class& derived ); void serialize( TxtArchive& archive, Derived_class& derived ); ... The key point to keep in mind is that the archive type is always known, i.e. I am never using runtime polymorphism for the archive class...(again I am using overloading on the archive type). Any suggestion to help me out? Thank you very much in advance! Cheers

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  • Android - determine specific locations (X,Y coordinates) on a Bitmap on different resolutions?

    - by Mike
    My app that I am trying to create is a board game. It will have one bitmap as the board and pieces that will move to different locations on the board. The general design of the board is square, has a certain number of columns and rows and has a border for looks. Think of a chess board or scrabble board. Before using bitmaps, I first created the board and boarder by manually drawing it - drawLine & drawRect. I decided how many pixels in width the border would be based on the screen width and height passed in on "onSizeChanged". The remaining screen I divided by the number of columns or rows I needed. For examples sake, let's say the screen dimensions are 102 x 102. I may have chosen to set the border at 1 and set the number of rows & columns at 10. That would leave 100 x 100 left (reduced by two to account for the top & bottom border, as well as left/right border). Then with columns and rows set to 10, that would leave 10 pixels left for both height and width. No matter what screen size is passed in, I store exactly how many pixels in width the boarder is and the height & width of each square on the board. I know exactly what location on the screen to move the pieces to based on a simple formula and I know exactly what cell a user touched to make a move. Now how does that work with bitmaps? Meaning, if I create 3 different background bitmaps, once for each density, won't they still be resized to fit each devices screen resolution, because from what I read there were not just 3 screen resolutions, but 5 and now with tablets - even more. If I or Android scales the bitmaps up or down to fit the current devices screen size, how will I know how wide the border is scaled to and the dimensions of each square in order to figure out where to move a piece or calculate where a player touched. So far the examples I have looked at just show how to scale the overall bitmap and get the overall bitmaps width and height. But, I don't see how to tell how many pixels wide or tall each part of the board would be after it was scaled. When I draw each line and rectangle myself based in the screen dimensions from onSizeChanged, I always know these dimensions. If anyone has any sample code or a URL to point me to that I can a read about this with bitmaps, I would appreciate it. Thanks, --Mike BTW, here is some sample code (very simplified) on how I know the dimensions of my game board (border and squares) no matter the screen size. Now I just need to know how to do this with the board as a bitmap that gets scaled to any screen size. @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { intScreenWidth = w; intScreenHeight = h; // Set Border width - my real code changes this value based on the dimensions of w // and h that are passed in. In other words bigger screens get a slightly larger // border. intOuterBorder = 1; /** Reserve part of the board for the boardgame and part for player controls & score My real code forces this to be square, but this is good enough to get the point across. **/ floatBoardHeight = intScreenHeight / 4 * 3; // My real code actually causes floatCellWidth and floatCellHeight to // be equal (Square). floatCellWidth = (intScreenWidth - intOuterBorder * 2 ) / intNumColumns; floatCellHeight = (floatBoardHeight - intOuterBorder * 2) / intNumRows; super.onSizeChanged(w, h, oldw, oldh); }

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  • Are all <canvas> tag dimensions in pixels?

    - by Simon Omega
    Are all tag dimensions in pixels? I am asking because I understood them to be. But my math is broken or I am just not grasping something here. I have been doing python mostly and just jumped back into Java Scripting. If I am just doing something stupid let me know. For a game I am writing, I wanted to have a blocky gradient. I have the following: HTML <canvas id="heir"></canvas> CSS @media screen { body { font-size: 12pt } /* Game Rendering Space */ canvas { width: 640px; height: 480px; border-style: solid; border-width: 1px; } } JavaScript (Shortened) function testDraw ( thecontext ) { var myblue = 255; thecontext.save(); // Save All Settings (Before this Function was called) for (var i = 0; i < 480; i = i + 10 ) { if (myblue.toString(16).length == 1) { thecontext.fillStyle = "#00000" + myblue.toString(16); } else { thecontext.fillStyle = "#0000" + myblue.toString(16); } thecontext.fillRect(0, i, 640, 10); myblue = myblue - 2; }; thecontext.restore(); // Restore Settings to Save Point (Removing Styles, etc...) } function main () { var targetcontext = document.getElementById(“main”).getContext("2d"); testDraw(targetcontext); } To me this should produce a series of 640w by 10h pixel bars. In Google Chrome and Fire Fox I get 15 bars. To me that means ( 480 / 15 ) is 32 pixel high bars. So I change the code to: function testDraw ( thecontext ) { var myblue = 255; thecontext.save(); // Save All Settings (Before this Function was called) for (var i = 0; i < 16; i++ ) { if (myblue.toString(16).length == 1) { thecontext.fillStyle = "#00000" + myblue.toString(16); } else { thecontext.fillStyle = "#0000" + myblue.toString(16); } thecontext.fillRect(0, (i * 10), 640, 10); myblue = myblue - 10; }; thecontext.restore(); // Restore Settings to Save Point (Removing Styles, etc...) } And get a true 32 pixel height result for comparison. Other than the fact that the first code snippet has shades of blue rendering in non-visible portions of the they are measuring 32 pixels. Now back to the Original Java Code... If I inspect the tag in Chrome it reports 640 x 480. If I inspect it in Fire Fox it reports 640 x 480. BUT! Fire Fox exports the original code to png at 300 x 150 (which is 15 rows of 10). Is it some how being resized to 640 x 480 by the CSS instead of being set to a true 640 x 480? Why, how, what? O_o I confused...

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  • Query a recordset

    - by Dion
    I'm trying to work out how to move the $sql_pay_det query outside of the $sql_pay loop (so in effect query on $rs_pay_det rather than creating a new $rs_pay_det for each iteration of the loop) At the moment my code looks like: //Get payroll transactions $sql_pay = 'SELECT Field1, DescriptionandURLlink, Field5, Amount, Field4, PeriodName FROM tblgltransactionspayroll WHERE CostCentreCode = "'.$cc.'" AND SubjectiveCode = "'.$subj.'" AND PeriodNo = "'.$month.'"'; $rs_pay = mysql_query($sql_pay); $row_pay = mysql_fetch_assoc($rs_pay); while($row_pay = mysql_fetch_array($rs_pay)) { $employee_name = $row_pay['Field1']; $assign_no = $row_pay['DescriptionandURLlink']; $pay_period = $row_pay['Field5']; $mth_name = $row_pay['PeriodName']; $amount = $row_pay['Amount']; $total_amount = $total_amount + $amount; $amount = my_number_format($amount, 2, ".", ","); $sql_pay_det = 'SELECT ElementDesc, Amount, WTEWorked, WTEPaid, WTEContract, Payscale FROM tblpayrolldetail WHERE CostCentreCode = "'.$cc.'" AND SubjectiveCode = "'.$subj.'" AND AccountingPeriod = "'.$mth_name.'" AND EmployeeRef = "'.$assign_no.'"'; $rs_pay_det = mysql_query($sql_pay_det); $row_pay_det = mysql_fetch_assoc($rs_pay_det); while($row_pay_det = mysql_fetch_array($rs_pay_det)) { $element_det = $row_pay_det['ElementDesc']; $amount_det = $row_pay_det['Amount']; $wte_worked = $row_pay_det['WTEWorked']; $wte_paid = $row_pay_det['WTEPaid']; $wte_cont = $row_pay_det['WTEContract']; $payscale = $row_pay_det['Payscale']; //Get band/point and annual salary where element is basic pay if ($element_det =="3959#Basic Pay"){ $sql_payscale = 'SELECT txtPayscaleName, Salary FROM tblpayscalemapping WHERE txtPayscale = "'.$payscale.'"'; $rs_payscale = mysql_query($sql_payscale); $row_payscale = mysql_fetch_assoc($rs_payscale); $grade = $row_payscale['txtPayscaleName']; $salary = "£" . my_number_format($row_payscale['Salary'], 0, ".", ","); } } } I've tried doing this: //Get payroll transactions $sql_pay = 'SELECT Field1, DescriptionandURLlink, Field5, Amount, Field4, PeriodName FROM tblgltransactionspayroll WHERE CostCentreCode = "'.$cc.'" AND SubjectiveCode = "'.$subj.'" AND PeriodNo = "'.$month.'"'; $rs_pay = mysql_query($sql_pay); $row_pay = mysql_fetch_assoc($rs_pay); //Get payroll detail recordset $sql_pay_det = 'SELECT ElementDesc, Amount, WTEWorked, WTEPaid, WTEContract, Payscale, EmployeeRef FROM tblpayrolldetail WHERE CostCentreCode = "'.$cc.'" AND SubjectiveCode = "'.$subj.'" AND AccountingPeriod = "'.$mth_name.'"'; $rs_pay_det = mysql_query($sql_pay_det); while($row_pay = mysql_fetch_array($rs_pay)) { $employee_name = $row_pay['Field1']; $assign_no = $row_pay['DescriptionandURLlink']; $pay_period = $row_pay['Field5']; $mth_name = $row_pay['PeriodName']; $amount = $row_pay['Amount']; $total_amount = $total_amount + $amount; $amount = my_number_format($amount, 2, ".", ","); //Query $rs_pay_det $sql_pay_det2 = 'SELECT ElementDesc, Amount, WTEWorked, WTEPaid, WTEContract, Payscale FROM "'.$rs_pay_det.'" WHERE EmployeeRef = "'.$assign_no.'"'; $rs_pay_det2 = mysql_query($sql_pay_det2); $row_pay_det2 = mysql_fetch_assoc($rs_pay_det2); while($row_pay_det = mysql_fetch_array($rs_pay_det)) { $element_det = $row_pay_det['ElementDesc']; $amount_det = $row_pay_det['Amount']; $wte_worked = $row_pay_det['WTEWorked']; $wte_paid = $row_pay_det['WTEPaid']; $wte_cont = $row_pay_det['WTEContract']; $payscale = $row_pay_det['Payscale']; //Get band/point and annual salary where element is basic pay if ($element_det =="3959#Basic Pay"){ $sql_payscale = 'SELECT txtPayscaleName, Salary FROM tblpayscalemapping WHERE txtPayscale = "'.$payscale.'"'; $rs_payscale = mysql_query($sql_payscale); $row_payscale = mysql_fetch_assoc($rs_payscale); $grade = $row_payscale['txtPayscaleName']; $salary = "£" . my_number_format($row_payscale['Salary'], 0, ".", ","); } } } But I get an error on $row_pay_det2 saying that "mysql_fetch_assoc(): supplied argument is not a valid MySQL result resource"

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  • How to Correct & Improve the Design of this Code?

    - by DaveDev
    HI Guys, I've been working on a little experiement to see if I could create a helper method to serialize any of my types to any type of HTML tag I specify. I'm getting a NullReferenceException when _writer = _viewContext.Writer; is called in protected virtual void Dispose(bool disposing) {/*...*/} I think I'm at a point where it almost works (I've gotten other implementations to work) and I was wondering if somebody could point out what I'm doing wrong? Also, I'd be interested in hearing suggestions on how I could improve the design? So basically, I have this code that will generate a Select box with a number of options: // the idea is I can use one method to create any complete tag of any type // and put whatever I want in the content area <% using (Html.GenerateTag<SelectTag>(Model, new { href = Url.Action("ActionName") })) { %> <%foreach (var fund in Model.Funds) {%> <% using (Html.GenerateTag<OptionTag>(fund)) { %> <%= fund.Name %> <% } %> <% } %> <% } %> This Html.GenerateTag helper is defined as: public static MMTag GenerateTag<T>(this HtmlHelper htmlHelper, object elementData, object attributes) where T : MMTag { return (T)Activator.CreateInstance(typeof(T), htmlHelper.ViewContext, elementData, attributes); } Depending on the type of T it'll create one of the types defined below, public class HtmlTypeBase : MMTag { public HtmlTypeBase() { } public HtmlTypeBase(ViewContext viewContext, params object[] elementData) { base._viewContext = viewContext; base.MergeDataToTag(viewContext, elementData); } } public class SelectTag : HtmlTypeBase { public SelectTag(ViewContext viewContext, params object[] elementData) { base._tag = new TagBuilder("select"); //base.MergeDataToTag(viewContext, elementData); } } public class OptionTag : HtmlTypeBase { public OptionTag(ViewContext viewContext, params object[] elementData) { base._tag = new TagBuilder("option"); //base.MergeDataToTag(viewContext, _elementData); } } public class AnchorTag : HtmlTypeBase { public AnchorTag(ViewContext viewContext, params object[] elementData) { base._tag = new TagBuilder("a"); //base.MergeDataToTag(viewContext, elementData); } } all of these types (anchor, select, option) inherit from HtmlTypeBase, which is intended to perform base.MergeDataToTag(viewContext, elementData);. This doesn't happen though. It works if I uncomment the MergeDataToTag methods in the derived classes, but I don't want to repeat that same code for every derived class I create. This is the definition for MMTag: public class MMTag : IDisposable { internal bool _disposed; internal ViewContext _viewContext; internal TextWriter _writer; internal TagBuilder _tag; internal object[] _elementData; public MMTag() {} public MMTag(ViewContext viewContext, params object[] elementData) { } public void Dispose() { Dispose(true /* disposing */); GC.SuppressFinalize(this); } protected virtual void Dispose(bool disposing) { if (!_disposed) { _disposed = true; _writer = _viewContext.Writer; _writer.Write(_tag.ToString(TagRenderMode.EndTag)); } } protected void MergeDataToTag(ViewContext viewContext, object[] elementData) { Type elementDataType = elementData[0].GetType(); foreach (PropertyInfo prop in elementDataType.GetProperties()) { if (prop.PropertyType.IsPrimitive || prop.PropertyType == typeof(Decimal) || prop.PropertyType == typeof(String)) { object propValue = prop.GetValue(elementData[0], null); string stringValue = propValue != null ? propValue.ToString() : String.Empty; _tag.Attributes.Add(prop.Name, stringValue); } } var dic = new Dictionary<string, object>(StringComparer.OrdinalIgnoreCase); var attributes = elementData[1]; if (attributes != null) { foreach (PropertyDescriptor descriptor in TypeDescriptor.GetProperties(attributes)) { object value = descriptor.GetValue(attributes); dic.Add(descriptor.Name, value); } } _tag.MergeAttributes<string, object>(dic); _viewContext = viewContext; _viewContext.Writer.Write(_tag.ToString(TagRenderMode.StartTag)); } } Thanks Dave

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  • Running game, leaving game and continuing animation

    - by Madrusec
    I have been trying to learn some Actionscript recently and have been trying to run an interactive story that at one point turns into an extremel simple shooter game. After the player either wins or looses, then he/she is taken to the rest of the animated story. So I have everything up to the point where the games runs (successfully) but for some reason I am unable to have flash run the rest of the frames, most of which have no code at all. This is the code for scene 1: stop (); import flash.display.MovieClip; import flash.events.MouseEvent; import flash.utils.Timer; import flash.events.TimerEvent; var stoneInGame:uint; var stoneMaker: Timer; var container_mc: MovieClip; var cursor:MovieClip; var score:int; var anxiety:int; var anxiety_mc :MovieClip = new mcAnxiety(); //stage.addChild( anxiety_mc ); function initializeGame():void { stoneInGame = 10; stoneMaker = new Timer(1000, stoneInGame); container_mc = new MovieClip(); addChild(container_mc); container_mc.addChild(anxiety_mc); anxiety_mc.x = 497; anxiety_mc.y = 360; stoneMaker.addEventListener(TimerEvent.TIMER, createStones); stoneMaker.start(); cursor = new Cursor(); addChild(cursor); cursor.enabled = false; Mouse.hide(); stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor); score = 0; anxiety = anxiety_mc.totalFrames; anxiety_mc.gotoAndStop(anxiety); } function dragCursor(event:MouseEvent):void { cursor.x = this.mouseX; cursor.y = this.mouseY; } function createStones(event:TimerEvent):void { var stone:MovieClip; stone = new Stone(); stone.x = Math.random() * stage.stageWidth; stone.y = Math.random() * stage.stageHeight; container_mc.addChild(stone); } function increaseScore():void { score ++; if(score >= stoneInGame) { dragCursor.stop(); createStones.stop(); stoneMaker.stop(); trace("you wind!"); } } function decreaseAnxiety():void { anxiety--; if(anxiety <= 0) { stoneMaker.stop(); trace("you lose!"); } else { anxiety_mc.gotoAndStop(anxiety); } increaseScore(); } initializeGame(); So what I tried to do was adding gotoAndPlay() inside both the decreaseAnxiety and increaseScore functions after the trace statements and referenced a frame where I have more keyframes that continue a story. However, Flash just goes back to the beginning of the timeline and I even the functions that change and control the cursor seem to be running. This leads me to believe that I need to make sure that I tell flash o stup running certain functions before jumping to another frame. However, it seems to me that I would still have the same issue and not be able to continue in the timeline. Is there something I am missing? How can I jump out of all this code once the game finishes and simply continue playing the rest of the frames? Any pointers would be greatly appreciated. Thank you

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  • NEED your opinion on .net Profile class VS session vars

    - by Ted
    To save trips to sql db in my older apps, I store *dozens of data points about the current user in an array and then store the array in a session. For example, info that might be used repeatedly during user’s session might be stored… Dim a(7) as string a(0) = “FirstName” a(1) = “LastName” a(2) = “Address” a(3) = “Address2” a(4) = “City” a(5) = “State” a(6) = “Zip” session.add(“s_a”, a) *Some apps have an array 100 in size. That is something I learned in my asp classic days. Referencing the correct index can be laborsome and I find it difficult to go back and add another data point in the array grouped with like data. For example, suppose I need to add Middle Initial to the array as a design alteration. Unless I redo the whole index mapping, I have to stick Middle Initial in the next open slot, which might be in the 50s. NOW, I am considering doing something easier to reference each time (eliminating the need to know the index of the value wanted). So I am looking to do this… session.add(“Firstname”, “FirstName”) session.add(“Lastname”, “LastName”) session.add(“Address”, “Address”) etc. BUT, before I do this, I would like some guidance. I am afraid this might be less efficient, even though easier to use. I don’t know if a new session object is created for each data point or if there is only one session object, and I am adding a name/value pair to that object? If I am adding a name/value pair to a single object, that seems like a good idea. Does anyone know? Or is there a more preferred way? Built-in Profile class? Re: Profile class I have an internal debate about scope. It seems that the .net Profile class is good for storing app-SPECIFIC user settings (i.e. style theme, object display properties, user role, etc.) The examples I give are information whose values are selected/edited by the user to customize the application experience. This information is not typically stored/edited elsewhere in the app db. But when you have data that 1) is stored already in the app db and 2) can be altered by other users (in this case: company reps may update client's status, address, etc.), then the persistence of the Profile data may be an issue. In this case, the Profile would need to be reset at the beginning and dropped like a session.abandon at the end of each user's session to prevent reloading info that had since been edited by someone. I believe this is possible, but not sure Currently, I use the session array to store both scopes, app-specific and user-specific data. If my session plan is good, I think I will create a class to set/get values from the session also. I appreciate your thoughts. I would like to know how others have handled this type of situation. Thanks.

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  • can't find what's wrong with my code :(

    - by blood
    the point of my code is for me to press f1 and it will scan 500 pixels down and 500 pixels and put them in a array (it just takes a box that is 500 by 500 of the screen). then after that when i hit end it will click on only on the color black or... what i set it to. anyway it has been doing odd stuff and i can't find why: #include <iostream> #include <windows.h> using namespace std; COLORREF rgb[499][499]; HDC hDC = GetDC(HWND_DESKTOP); POINT main_coner; BYTE rVal; BYTE gVal; BYTE bVal; int red; int green; int blue; int ff = 0; int main() { for(;;) { if(GetAsyncKeyState(VK_F1)) { cout << "started"; int a1 = 0; int a2 = 0; GetCursorPos(&main_coner); int x = main_coner.x; int y = main_coner.y; for(;;) { //cout << a1 << "___" << a2 << "\n"; rgb[a1][a2] = GetPixel(hDC, x, y); a1++; x++; if(x > main_coner.x + 499) { y++; x = main_coner.x; a1 = 0; a2++; } if(y > main_coner.y + 499) { ff = 1; break; } } cout << "done"; break; } if(ff == 1) break; } for(;;) { if(GetAsyncKeyState(VK_END)) { GetCursorPos(&main_coner); int x = main_coner.x; int y = main_coner.y; int a1 = -1; int a2 = -1; for(;;) { x++; a1++; rVal = GetRValue(rgb[a1][a2]); gVal = GetGValue(rgb[a1][a2]); bVal = GetBValue(rgb[a1][a2]); red = (int)rVal; // get the colors into __int8 green = (int)gVal; // get the colors into __int8 blue = (int)bVal; // get the colors into __int8 if(red == 0 && green == 0 && blue == 0) { SetCursorPos(main_coner.x + x, main_coner.y + y); mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0); Sleep(10); mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0); Sleep(100); } if(x > main_coner.x + 499) { a1 = 0; a2++; } if(y > main_coner.y + 499) { Sleep(100000000000); break; } if(GetAsyncKeyState(VK_CONTROL)) { Sleep(100000); break; } } } } for(;;) { if(GetAsyncKeyState(VK_END)) { break; } } return 0; } anyone see what's wrong with my code :( (feel free to add tags)

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