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

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

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  • pdf printer in wine ?

    - by Arkapravo
    I wish to convert (print) my MS Word files to pdf on the fly ! I am on Ubuntu 9.10 and using Wine 1.1.40. Can someone help ? I have heard that pdf printer can be installed using Wine Cups ! Thanks !

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  • Encrypt uploaded pdf files with mcrypt and php

    - by microchasm
    I'm currently set up with a CentOS box that utilizes mcrypt to encrypt/decrypt data to/from the database. In my haste, I forgot that I also need a solution to encrypt files (primarily pdf, with a xls and txt file here and there). Is there a way to utilize mcrypt to encrypt uploaded pdf files? I understand the possibility of file_get_contents() with txt; is a similar solution available for other formats? Thanks!

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  • open pdf when usb is plugged in

    - by Funky Dude
    i have a pdf file in an usb drive. how do i get it to open automatically when i plug the usb drive. no dialog or anything. just open the pdf directly after usb drive is plugged in. let's say we have to do this in win xp. autorun.inf doesnt seem to be able to do it.

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  • Encrypt pdf files with mcrypt and php

    - by microchasm
    I'm currently set up with a CentOS box that utilizes mcrypt to encrypt/decrypt data to/from the database. In my haste, I forgot that I also need a solution to encrypt files (primarily pdf, with a xls and txt file here and there). Is there a way to utilize mcrypt to encrypt pdf files? I understand the possibility of file_get_contents() with txt; is a similar solution available for other formats? Thanks!

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  • Adobe pdf icon disappeared!

    - by Nano8Blazex
    Starting last week I've noticed that all my pdf files now have a generic white document as an icon instead of the original Adobe pdf icon... I've reinstalled Adobe Reader, repaired it, and have had no success in getting the original icon back. The generic document icon is really getting into my head now... it's just... generic. Is there any way to fix this?

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  • PPTX to PDF -> Hyperlinks failed

    - by Joe
    Hi, I have a Powerpoint 2007 document with hyperlinks to other slides and external docs both on the master layout and on serveral slides. When I try to convert it to PDF, it loses all the hyperlinks. I have the following Questions: Which PDF-Converter does not kill my Hyperlinks made in the Powerpoint Layout master? I tried Adobe and DoPDF. And how do I have to setup the prog/converter? thanks in advance!

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  • Populate Multiple PDFs

    - by gmcalab
    I am using itextsharp to populate my PDFs. I have no issues with this. Basically what I am doing is getting the PDF and populating the fields in memory then passing back the MemoryStream to be displayed on a webpage. All this is working with a single document PDF. What I am trying to figure out now, is merging multiple PDFs into one MemoryStream. The part I cant figure out is, the documents I am populating are identical. So for example, I have a List<Person> that contains 5 persons. I want to fill out a PDF for each person and merge them all into one, in memory. Bare in mind I am going to fill out the same type of document for each person. The problem I am getting is that when I try to add a second copy of the same PDF to be filled out for the second iteration, it just overwrites the first populated PDF, since it's the same document, therefore not adding a second copy for the second Person at all. So basically if I had the 5 people, I would end up with a single page with the data of the 5th person, instead of a PDF with 5 like pages that contain the data of each person respectively. Here's some code... MemoryStream ms = ms = new MemoryStream(); PdfReader docReader = null; PdfStamper Stamper = null; List<Person> persons = new List<Person>() { new Person("Larry", "David"), new Person("Dustin", "Byfuglien"), new Person("Patrick", "Kane"), new Person("Johnathan", "Toews"), new Person("Marian", "Hossa") }; try { // Iterate thru all persons and populate a PDF for each foreach(var person in persons){ PdfCopyFields Copier = new PdfCopyFields(ms); Copier.AddDocument(GetReader("Person.pdf")); Copier.Close(); docReader = new PdfReader(ms.ToArray()); Stamper = new PdfStamper(docReader, ms); AcroFields Fields = Stamper.AcroFields; Fields.SetField("FirstName", person.FirstName); } }catch(Exception e){ // handle error }finally{ if (Stamper != null) { Stamper.Close(); } if (docReader != null) { docReader.Close(); } }

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  • how to parse pdf document in iphone or ipad?

    - by JohnWhite
    I have implemented pdf parsing application for ipad.But content of pdf display not clearly.I dont know why this happning.can you help me for this problem. Edit: I have used below code for pdf parsing.But text and image is not clear. (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code /* Demo PDF printed directly from Wikipedia without permission; all content (c) respective owners */ CFURLRef pdfURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), CFSTR("2008_11_mp.pdf"), NULL, NULL); pdf = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CFRelease(pdfURL); counts+=1; self.pageNumber = counts; self.backgroundColor = nil; self.opaque = NO; self.userInteractionEnabled = NO; } return self; } (void)drawRect:(CGRect)rect { // Drawing code CGContextRef context = UIGraphicsGetCurrentContext(); // PDF page drawing expects a Lower-Left coordinate system, so we flip the coordinate system // before we start drawing. // Grab the first PDF page CGPDFPageRef page = CGPDFDocumentGetPage(pdf, pageNumber); CGContextTranslateCTM(context, 0, self.bounds.size.height); CGContextScaleCTM(context, 1, -1); // We're about to modify the context CTM to draw the PDF page where we want it, so save the graphics state in case we want to do more drawing CGContextSaveGState(context); // CGPDFPageGetDrawingTransform provides an easy way to get the transform for a PDF page. It will scale down to fit, including any // base rotations necessary to display the PDF page correctly. CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFMediaBox, self.bounds, 0, true); // And apply the transform. CGContextConcatCTM(context, pdfTransform); // Finally, we draw the page and restore the graphics state for further manipulations! CGContextDrawPDFPage(context, page); CGContextRestoreGState(context); } Please help me solve this problem

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  • Download the ZFSSA Objection Handling document (PDF)

    - by swalker
    View and download the new ZFS Storage Appliance objection handling document from the Oracle HW Technical Resource Centre here. This document aims to address the most common objections encountered when positioning the ZFS Storage Appliance disk systems in production environments. It will help you to be more successful in establishing the undeniable benefits of the Oracle ZFS Storage Appliance in your customers´ IT environments. If you do not already have an account to access the Oracle Hardware Technical Resource Centre, please click here and follow the instructions to register.

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  • PDF or ebook Java API documentation

    - by AmaDaden
    Since I have a long train ride to and from work I was wondering if there is a version of the Java API documentation floating around that I could put on my Kindle. It would be nice on the rare occasion I get something in my head that I want to think about some more. I know I can browse the web through the Kindle but coverage is spotty and slow. I know that the api docs are not really designed for a sequential reading format but I'm curious to see if anyone else has thought about this and given it a shot.

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  • How To Make Images, Music, Video, and PDF Files Open On The Desktop in Windows 8

    - by Chris Hoffman
    Windows 8 opens many types of files in the Windows 8 interface formerly known as Metro by default. If you’re at the desktop and double-click many types of media files, you’ll see a full-screen media viewer. You can easily prevent these media files from opening in the full-screen Windows 8 apps when you double-click them. All you have to do is change your default programs. What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • PDF Export in OpenOffice.org

    <b>Linux Journal:</b> "The latest versions of OpenOffice.org provide, for no cost, most of the features available in Acrobat Standard for $299 -- to say nothing of a few features that even Acrobat Pro Extended does not include even at $699."

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  • How to identify a PDF classification problem?

    - by burtonic
    We are crawling and downloading lots of companies' PDFs and trying to pick out the ones that are Annual Reports. Such reports can be downloaded from most companies' investor-relations pages. The PDFs are scanned and the database is populated with, among other things, the: Title Contents (full text) Page count Word count Orientation First line Using this data we are checking for the obvious phrases such as: Annual report Financial statement Quarterly report Interim report Then recording the frequency of these phrases and others. So far we have around 350,000 PDFs to scan and a training set of 4,000 documents that have been manually classified as either a report or not. We are experimenting with a number of different approaches including Bayesian classifiers and weighting the different factors available. We are building the classifier in Ruby. My question is: if you were thinking about this problem, where would you start?

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  • How do I troubleshoot system slowness seen when viewing PDFs or videos?

    - by asp
    Whenever I watch videos, either online of local via Totem and/or open PDF files using evince. The system gets really, really bogged down. All apps get really slow, menus take forever to display, switching windows gives me time to make a coffee, etc. I have a couple of bug reports open on this, but what do I need to do to really troubleshoot the issue? I've purged Adobe Flash from the system, but YouTube HTML5 videos still have the issue. A bunch of PDFs saved locally trigger the problem. And to (temporarily) remove the slowness, I need to shutdown the computer, breath for a few minutes, then restart. A simple reboot does not do the trick. How can I identify the cause? This only started on 13.04. I've had Ubuntu on this machine for a year without a problem until "upgrading" to 13.04. I am not a programmer, but I suspect an issue with the Intel video driver. Is there something I can run which will diagnose this, or are there concrete steps I can follow to find the culprit?

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  • Using FOP to generate french PDF document, having problem with œ character.

    - by Gautham
    I am using iso-8859-15 encoding both in xml data and in the xslt style sheet. But when I try convert XML doc to FO document 'œ' does'nt show up it shows up as '?' Below is the example of the problem I am facing. The xml data is as follows: Nous sommes sous l'emprise du Divin cœur de Celui que mon fils vénère par-dessus in the fo file the same line is generated as : --------Nous sommes sous l'emprise du Divin c?ur de Celui que mon fils vénère par-dessus As you see all the other accents are getting generated fine except for the 'œ'character. Any help is greatly appreciated. This one issue is holding up a project.

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  • How to make easily PDF version of a web?

    - by MartyIX
    I'm trying to make an offline version of a web and I'm looking for a tool that would do the task automatically for the whole web (circa 1000 pages of HTML + images). Is there anything like that and free? I know it is quite challenge for a program but maybe I'll be lucky :). Thanks!

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