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  • Zedgraph - determine length of tic on an axis ?

    - by southof40
    In Zedgraph building a line chart. I have some requirements for axes labels which can't be produced automatically so inspired by this other Stackoverflow answer I'm building a custom axis. I can draw the Axis OK and I can place the labels but I want to draw my own tics. To do this I'd like to know the colour/pen width/size etc of the tics on the other axes. Determining the colour and pen width are no problem but finding out the length of a tic is difficult (I mean how long is it drawn away from the axis). I'm using a LineObj to draw the custom tics but I can't figure out how to long to draw them to match other non-custom tics . Does anyone know where this is defined (or have a smarter way of drawing your own tics than using LineObjs ?)

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  • Foreign key reference to a two-column primary key

    - by Adam Ernst
    One of my tables has a two-column primary key: CREATE TABLE tournament ( state CHAR(2) NOT NULL, year INT NOT NULL, etc..., PRIMARY KEY(state, year) ); I want a reference to the tournament table from another table, but I want this reference to be nullable. Here's how I might do it, imagining that a winner doesn't necessarily have a tournament: CREATE TABLE winner ( name VARCHAR NOT NULL, state CHAR(2) NULL, year INT NULL ); If state is null but year is not, or vice-versa, the table would be inconsistent. I believe the following FOREIGN KEY constraint fixes it: ALTER TABLE winner ADD CONSTRAINT FOREIGN KEY fk (name, state) REFERENCES tournament (name, state); Is this the proper way of enforcing consistency? Is this schema properly normalized?

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  • ArrayList throwing exception on retrieval from google datastore (with gwt, java)

    - by sumeet
    I'm using Google Web Toolkit with java and google datastore as database. The entity class has arraylist and on trying to retrieve the data from data base I'm getting the exception: Type 'org.datanucleus.sco.backed.ArrayList' was not included in the set of types which can be serialized by this SerializationPolicy or its Class object could not be loaded. For security purposes, this type will not be serialized. I'm using JPA. Entity code: package com.ver2.DY.client; import java.io.Serializable; import java.util.ArrayList; import javax.jdo.annotations.IdGeneratorStrategy; import javax.jdo.annotations.PersistenceCapable; import javax.jdo.annotations.Persistent; import javax.jdo.annotations.PrimaryKey; import com.google.gwt.user.client.rpc.IsSerializable; @PersistenceCapable public class ChatInfo implements Serializable, IsSerializable{ @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) private Long topicId; @Persistent private String chatTopic; @Persistent private ArrayList messages = new ArrayList(); @Persistent private boolean isFirstPost; public ChatInfo() { } public Long getTopicId() { return topicId; } public void setTopicId(Long topicId) { this.topicId = topicId; } public String getChatTopic() { return chatTopic; } public void setChatTopic(String chatTopic) { this.chatTopic = chatTopic; } public ArrayList getMessages() { return messages; } public void addMessage(String newMsg) { messages.add(newMsg); } public boolean isFirstPost() { return isFirstPost; } public void setFirstPost(boolean isFirstPost) { this.isFirstPost = isFirstPost; } } Method in db class: @Transactional public ChatInfo[] getAllChat() { PersistenceManager pm = PMF.get().getPersistenceManager(); List chats = null; ChatInfo[] infos = null; String query = "select from " + ChatInfo.class.getName(); try{ chats = (List) pm.newQuery(query).execute(); infos = new ChatInfo[chats.size()]; for(int i=0;i } It is a bit strange because earlier I was able to insert and retrieve the data but it now throwing an exception. On searching the web I could find that I need to convert the Arraylist from some DataNucleus type to java util but not sure how to do that.

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  • problem with template inheritance

    - by amiad
    I'm trying to understand whay i get an error on this code: (the error is under g++ unix compiler. VS is compiling OK) template<class T> class A { public: T t; public: A(const T& t1) : t(t1) {} virtual void Print() const { cout<<*this<<endl;} friend ostream& operator<<(ostream& out, const A<T>& a) { out<<"I'm "<<typeid(a).name()<<endl; out<<"I hold "<<typeid(a.t).name()<<endl; out<<"The inner value is: "<<a.t<<endl; return out; } }; template<class T> class B : public A<T> { public: B(const T& t1) : A<T>(t1) {} const T& get() const { return t; } }; int main() { A<int> a(9); a.Print(); B<A<int> > b(a); b.Print(); (b.get()).Print(); return 0; } This code is giving the following error: main.cpp: In member function 'const T& B::get() const': main.cpp:23: error: 't' was not declared in this scope It did compiled when i changed the code of B to this: template<class T> class B : public A<T> { public: B(const T& t1) : A<T>(t1) {} const T& get() const { return A<T>::t; } }; I just cant understand what is the problem with the first code... It doesn't make sense that i really need to write "A::" every time...

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  • converting between struct and byte array

    - by chonch
    his question is about converting between a struct and a byte array. Many solutions are based around GCHandle.Alloc() and Marshal.StructureToPtr(). The problem is these calls generate garbage. For example, under Windows CE 6 R3 about 400 bytes of garbarge is made with a small structure. If the code below could be made to work the solution could be considered cleaner. It appears the sizeof() happens too late in the compile to work. public struct Data { public double a; public int b; public double c; } [StructLayout(LayoutKind.Explicit)] public unsafe struct DataWrapper { private static readonly int val = sizeof(Data); [FieldOffset(0)] public fixed byte Arr[val]; // "fixed" is to embed array instead of ref [FieldOffset(0)] public Data; // based on a C++ union }

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  • DirectX9 / HLSL Shader Model 3 - Passing Doubles between Shaders

    - by P. Avery
    I need higher precision on a few values within my vertex and pixel shaders...I'm currently using floats, so I would like to use doubles...I've read that HLSL Model 4 has two functions to convert a double into two unsigned integers and back again( asuint() and asdouble() ). These functions are only supported on HLSL 4 and I am using DirectX 9 which will only compile HLSL Model 3 and below... How can I pass a double between shaders? here is implementation for HLSL 4: struct VS_INPUT { float2 v; }; struct PS_INPUT { uint a; uint b; uint c; uint d; }; PS_INPUT VertexShader( VS_INPUT Input ) { PS_INPUT Output = ( PS_INPUT )0; double2 vPos = mul( Input.v, mWorld ).xy; asuint( vPos.x, Output.a, Output.b ); asuint( vPos.y, Output.c, Output.d ); return Output; } float4 PixelShader( PS_INPUT Input ) { double2 vPos; vPos.x = asdouble( Input.a, Input.b ); vPos.y = asdouble( Input.c, Input.d ); ... return 1; }

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  • Problem with auto page break in iReport

    - by David Reniz
    Hi... I'm using iReport 3.7. I have a report with two subreports (order details and some selling statistics), and a grouping by seller. One subreport is located in the Detail band of the group, and the other one is in the group footer. What's really odd is that no matter how long the report is, when I export it to PDF it's always one page long. Is there something I'm missing? Thanks in advance.

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  • Validation firing in ASP.NET MVC

    - by rkrauter
    I am lost on this MVC project I am working on. I also read Brad Wilsons article. http://bradwilson.typepad.com/blog/2010/01/input-validation-vs-model-validation-in-aspnet-mvc.html I have this: public class Employee { [Required] public int ID { get; set; } [Required] public string FirstName { get; set; } [Required] public string LastName { get; set; } } and these in a controller: public ActionResult Edit(int id) { var emp = GetEmployee(); return View(emp); } [HttpPost] public ActionResult Edit(int id, Employee empBack) { var emp = GetEmployee(); if (TryUpdateModel(emp,new string[] { "LastName"})) { Response.Write("success"); } return View(emp); } public Employee GetEmployee() { return new Employee { FirstName = "Tom", LastName = "Jim", ID = 3 }; } and my view has the following: <% using (Html.BeginForm()) {%> <%= Html.ValidationSummary() %> <fieldset> <legend>Fields</legend> <div class="editor-label"> <%= Html.LabelFor(model => model.FirstName) %> </div> <div class="editor-field"> <%= Html.DisplayFor(model => model.FirstName) %> </div> <div class="editor-label"> <%= Html.LabelFor(model => model.LastName) %> </div> <div class="editor-field"> <%= Html.TextBoxOrLabelFor(model => model.LastName, true)%> <%= Html.ValidationMessageFor(model => model.LastName) %> </div> <p> <input type="submit" value="Save" /> </p> </fieldset> <% } %> Note that the only field editable is the LastName. When I postback, I get back the original employee and try to update it with only the LastName property. But but I see on the page is the following error: •The FirstName field is required. This from what I understand, is because the TryUpdateModel failed. But why? I told it to update only the LastName property. I am using MVC2 RTM Thanks in advance.

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • How to eliminate one of my extra DropDownLists in C#?

    - by salvationishere
    I'm developing a C#/SQL web app in VS 2008 but for some reason I have one extra DropDownList. The very first dropdownlist displaying is empty. Can you help me identify the cause of this behavior? I'm baffled! An excerpt of my code is below. private DropDownList[] newcol; // Add DropDownList Control to Placeholder private DropDownList[] CreateDropDownLists() { DropDownList[] dropDowns = new DropDownList[NumberOfControls]; for (int counter = 0; counter < NumberOfControls; counter++) { DropDownList ddl = new DropDownList(); SqlDataReader dr2 = ADONET_methods.DisplayTableColumns(targettable); ddl.ID = "DropDownListID" + counter.ToString(); int NumControls = targettable.Length; DataTable dt = new DataTable(); dt.Load(dr2); ddl.DataValueField = "COLUMN_NAME"; ddl.DataTextField = "COLUMN_NAME"; ddl.DataSource = dt; ddl.SelectedIndexChanged += new EventHandler(ddlList_SelectedIndexChanged); ddl.DataBind(); ddl.AutoPostBack = true; ddl.EnableViewState = true; //Preserves View State info on Postbacks //ddlList.Style["position"] = "absolute"; //ddl.Style["top"] = 80 + "px"; //ddl.Style["left"] = 0 + "px"; dr2.Close(); dropDowns[counter] = ddl; } return dropDowns; } protected void ddlList_SelectedIndexChanged(object sender, EventArgs e) { DropDownList ddl = (DropDownList)sender; string ID = ddl.ID; } //Create display panel private void CreateDisplayPanel() { btnSubmit.Style.Add("top", "auto"); btnSubmit.Style.Add("left", "auto"); btnSubmit.Style.Add("position", "absolute"); newcol = CreateDropDownLists(); for (int counter = 0; counter < NumberOfControls; counter++) { pnlDisplayData.Controls.Add(newcol[counter]); pnlDisplayData.Controls.Add(new LiteralControl("<br><br><br>")); pnlDisplayData.Visible = true; pnlDisplayData.FindControl(newcol[counter].ID); } }

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  • Ethernet Communication Error

    - by SivaKumar
    Hi, I wrote a program to query the status of the Ethernet printer for that i created a TCP Stream Socket and i send the query command to the printer.In case of Error less condition it returns No error status but in error case its getting hang at recv command.Even i used Non blocking now the recv command returns nothing and error set as Resource temporarily unavailable. code: #include <stdio.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <netdb.h> #include <string.h> #include <unistd.h> #include <arpa/inet.h> #include <errno.h> #include <stdlib.h> #include <fcntl.h> #include <sys/ioctl.h> #include <sys/socket.h> #include <signal.h> #include <termios.h> #include <poll.h> #include <netinet/tcp.h> #include <stdarg.h> int main() { int ConnectSocket,ConnectSocket1,select_err,err,nRet,nBytesRead; struct timeval waitTime = {10,30}; fd_set socket_set; unsigned char * dataBuf = NULL; unsigned char tempVar, tempVar1, tempVar2, tempVar3; char reset[] = "\033E 2\r"; char print[] = "\033A 1\r"; char buf[1024]={0}; ConnectSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); printf("The Socket ID is %d\n",ConnectSocket); if (ConnectSocket < 0) { perror("socket()"); return 0; } struct sockaddr_in clientService; clientService.sin_family = AF_INET; clientService.sin_addr.s_addr = inet_addr("192.168.0.129"); //Printer IP clientService.sin_port = htons( 9100); // Printer Port if ( connect( ConnectSocket, (struct sockaddr*) &clientService, sizeof(clientService) ) == -1) { perror("connect()"); close(ConnectSocket); return -1; } /* if((nRet = ioctl(ConnectSocket , FIONREAD, &nBytesRead) == -1)) { perror("ioctl()"); } perror("ioctl()"); */ FD_ZERO(&socket_set); FD_SET(ConnectSocket, &socket_set); do { errno=0; select_err = select(ConnectSocket+1, NULL, &socket_set, NULL, &waitTime); }while(errno==EINPROGRESS); if (-1 == select_err || 0 == select_err) { int optVal = 0; int optLen = sizeof(optVal); if(select_err == -1) { perror("select() write-side"); } else { //Timeout errno=0; err = getsockopt(ConnectSocket, SOL_SOCKET, SO_ERROR, (char*)&optVal, &optLen); printf("the return of the getsockopt is %d\n",err); printf("the opt val is %s\n",(char*)optVal); perror("getsockopt()"); if(err == -1) { perror("getsockopt() write-side"); } } printf("Select Failed during write - ConnectSocket: %d\n", ConnectSocket); //close(ConnectSocket); return -1; } err = send(ConnectSocket,print,sizeof(print)-1, 0); printf("\n No of Bytes Send is %d\n",err); if(err == -1 || err ==0) { perror("send()"); //close(ConnectSocket); return -1; } FD_ZERO(&socket_set); FD_SET(ConnectSocket, &socket_set); do { errno=0; select_err = select(ConnectSocket+1, NULL, &socket_set, NULL, &waitTime); }while(errno==EINPROGRESS); if (-1 == select_err || 0 == select_err) { printf("Select Failed during write - ConnectSocket: %d\n", ConnectSocket); return -1; } err = send(ConnectSocket,reset,sizeof(reset)-1, 0); printf("\n No of Bytes Send is %d\n",err); if(err == -1 || err ==0) { perror("send()"); //close(ConnectSocket); return -1; } FD_ZERO(&socket_set); FD_SET(ConnectSocket, &socket_set); printf("i am in reading \n"); select_err = select(ConnectSocket+1, &socket_set, NULL, NULL, &waitTime); printf("the retun of the read side select is %d \n",select_err); perror("select()"); if (-1 == select_err|| 0 == select_err) { printf("Read timeout; ConnectSocket: %d\n", ConnectSocket); close(ConnectSocket); perror("close()"); return -1; } printf("Before Recv\n"); nBytesRead = recv(ConnectSocket , buf, 1024, 0); printf("No of Bytes read is %d\n",nBytesRead); printf("%s\n",buf); if(nBytesRead == -1) { perror("recv()"); close(ConnectSocket); perror("clode()"); return -1; } close(ConnectSocket); return 1; }

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  • What is the Xbox360's D3DRS_VIEWPORTENABLE equivalent on WinXP D3D9?

    - by Jim Buck
    I posted this on StackOverlow, but of course it should be posted here. I am maintaining a multiplatform codebase for Xbox360 and WinXP. I am seeing an issue on the XP side that appears to be related to D3DRS_VIEWPORTENABLE on the Xbox360 version not having an equivalent on WinXP D3D9. This article had an interesting idea, but the only way to construct an identity matrix is to supply negative numbers to D3DVIEWPORT9::X and D3DVIEWPORT9::Height, but they are unsigned numbers. (I tried to put in negative numbers anyway, but nothing interesting happened.) So, how does one emulate the behavior of D3DRS_VIEWPORTENABLE under WinXP/D3D9? (For clarity, the result I'm seeing is that a 2d screen-aligned quad works fine on Xbox360 but is offset/stretched on WinXP. In fact, the (0, 0) starts in the center of the screen on WinXP instead of in the lower-left corner like on the Xbox360 as a result of applying the viewport transform.) Update: I didn't have an Xbox360 devkit at the time I wrote up this question, but I've since gotten one. I commented out the disabling of the D3DRS_VIEWPORTENABLE state, and the exact same behavior resulted on the Xbox360 as on the WinXP build. So, there must be some DirectX magic to bridge the gap here for emulating D3DRS_VIEWPORTENABLE being turned off on WinXP.

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  • ASP.NET MVC 2 Dynamic QueryString Management

    - by vikas anand
    Hello All, I am very new to ASP.NET MVC and currently, I am involved in developing a new application in ASP.NET MVC 2. I am having problem in managing a long querystring parameters that comes from dBase. For example, in any non-mvc app the following URL works well: http ://example.com/test.aspx?first_name=fname&last_name=lname&email_id=email&address1=add1&address2=add2&city=city&state=state&zip_code=zip and so on. The QueryString parameter can be determined on the fly (i.e. at run-time). Now for dynamic QueryString how routing will be done? Also for a simple URL, the URL will be as follows (in ASP.NET MVC): http ://example.com/test/id/category But for above mentioned dynamic & long QueryString how the URL will look like? Will all the QueryString parameters be separated through slash (/)? Thanks in advance for your help. Best Regards, Vikas Anand

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  • Calling a webservice through jquery cross domain

    - by IanCian
    hi there, i am new to jquery so please bare with me, I am trying to connect to a .asmx webservice (cross domain) by means of client-side script now actually i am having problems to use POST since it is being blocked and in firebug is giving me: OPTIONS Add(method name) 500 internal server error. I bypassed this problem by using GET instead, it is working fine when not inputting any parameters but is giving me trouble with parameters. please see below for the code. The following is a simple example I am trying to make work out with the use of parameters. With Parameters function CallService() { $.ajax({ type: "GET", url: "http://localhost:2968/MyService.asmx/Add", data: "{'num1':'" + $("#txtValue1").val() + "','num2':'" + $("#txtValue2").val() + "'}", //contentType: "application/json; charset=utf-8", dataType: "jsonp", success: function(data) { alert(data.d); } }); Webservice [WebMethod, ScriptMethod(UseHttpGet = true, XmlSerializeString = false, ResponseFormat = ResponseFormat.Json)] public string Add(int num1, int num2) { return (num1 + num2).ToString(); }

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  • Did OpenPOP.net with GMail attachments break recently?

    - by Ashley Simpson
    I could swear this code was working few days ago. I'm using the SSL binaries from http://trixy.justinkbeck.com/2009/07/c-pop3-library-with-ssl-for-gmail.html POPClient client = new POPClient("pop.gmail.com", 995, "[email protected]", "qwerty", AuthenticationMethod.USERPASS, true); int unread = client.GetMessageCount(); for (int i = 0; i < unread; i++) { Message m = client.GetMessage(i + 1, true); Console.WriteLine(m.Subject); if (m.HasAttachment) { Attachment a = m.GetAttachment(1); // Problem! HasAttachment flag is set, but there's no attachments in the collection! m.SaveAttachment(a, a.ContentFileName); } } client.QUIT(); But today, I can read the mail ok but the attachments are empty. I'm thinking the China fiasco caused them to change something. Ideas?

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  • Solaris X86 64-bit Assembly Programming

    - by danx
    Solaris X86 64-bit Assembly Programming This is a simple example on writing, compiling, and debugging Solaris 64-bit x86 assembly language with a C program. This is also referred to as "AMD64" assembly. The term "AMD64" is used in an inclusive sense to refer to all X86 64-bit processors, whether AMD Opteron family or Intel 64 processor family. Both run Solaris x86. I'm keeping this example simple mainly to illustrate how everything comes together—compiler, assembler, linker, and debugger when using assembly language. The example I'm using here is a C program that calls an assembly language program passing a C string. The assembly language program takes the C string and calls printf() with it to print the string. AMD64 Register Usage But first let's review the use of AMD64 registers. AMD64 has several 64-bit registers, some special purpose (such as the stack pointer) and others general purpose. By convention, Solaris follows the AMD64 ABI in register usage, which is the same used by Linux, but different from Microsoft Windows in usage (such as which registers are used to pass parameters). This blog will only discuss conventions for Linux and Solaris. The following chart shows how AMD64 registers are used. The first six parameters to a function are passed through registers. If there's more than six parameters, parameter 7 and above are pushed on the stack before calling the function. The stack is also used to save temporary "stack" variables for use by a function. 64-bit Register Usage %rip Instruction Pointer points to the current instruction %rsp Stack Pointer %rbp Frame Pointer (saved stack pointer pointing to parameters on stack) %rdi Function Parameter 1 %rsi Function Parameter 2 %rdx Function Parameter 3 %rcx Function Parameter 4 %r8 Function Parameter 5 %r9 Function Parameter 6 %rax Function return value %r10, %r11 Temporary registers (need not be saved before used) %rbx, %r12, %r13, %r14, %r15 Temporary registers, but must be saved before use and restored before returning from the current function (usually with the push and pop instructions). 32-, 16-, and 8-bit registers To access the lower 32-, 16-, or 8-bits of a 64-bit register use the following: 64-bit register Least significant 32-bits Least significant 16-bits Least significant 8-bits %rax%eax%ax%al %rbx%ebx%bx%bl %rcx%ecx%cx%cl %rdx%edx%dx%dl %rsi%esi%si%sil %rdi%edi%di%axl %rbp%ebp%bp%bp %rsp%esp%sp%spl %r9%r9d%r9w%r9b %r10%r10d%r10w%r10b %r11%r11d%r11w%r11b %r12%r12d%r12w%r12b %r13%r13d%r13w%r13b %r14%r14d%r14w%r14b %r15%r15d%r15w%r15b %r16%r16d%r16w%r16b There's other registers present, such as the 64-bit %mm registers, 128-bit %xmm registers, 256-bit %ymm registers, and 512-bit %zmm registers. Except for %mm registers, these registers may not present on older AMD64 processors. Assembly Source The following is the source for a C program, helloas1.c, that calls an assembly function, hello_asm(). $ cat helloas1.c extern void hello_asm(char *s); int main(void) { hello_asm("Hello, World!"); } The assembly function called above, hello_asm(), is defined below. $ cat helloas2.s /* * helloas2.s * To build: * cc -m64 -o helloas2-cpp.s -D_ASM -E helloas2.s * cc -m64 -c -o helloas2.o helloas2-cpp.s */ #if defined(lint) || defined(__lint) /* ARGSUSED */ void hello_asm(char *s) { } #else /* lint */ #include <sys/asm_linkage.h> .extern printf ENTRY_NP(hello_asm) // Setup printf parameters on stack mov %rdi, %rsi // P2 (%rsi) is string variable lea .printf_string, %rdi // P1 (%rdi) is printf format string call printf ret SET_SIZE(hello_asm) // Read-only data .text .align 16 .type .printf_string, @object .printf_string: .ascii "The string is: %s.\n\0" #endif /* lint || __lint */ In the assembly source above, the C skeleton code under "#if defined(lint)" is optionally used for lint to check the interfaces with your C program--very useful to catch nasty interface bugs. The "asm_linkage.h" file includes some handy macros useful for assembly, such as ENTRY_NP(), used to define a program entry point, and SET_SIZE(), used to set the function size in the symbol table. The function hello_asm calls C function printf() by passing two parameters, Parameter 1 (P1) is a printf format string, and P2 is a string variable. The function begins by moving %rdi, which contains Parameter 1 (P1) passed hello_asm, to printf()'s P2, %rsi. Then it sets printf's P1, the format string, by loading the address the address of the format string in %rdi, P1. Finally it calls printf. After returning from printf, the hello_asm function returns itself. Larger, more complex assembly functions usually do more setup than the example above. If a function is returning a value, it would set %rax to the return value. Also, it's typical for a function to save the %rbp and %rsp registers of the calling function and to restore these registers before returning. %rsp contains the stack pointer and %rbp contains the frame pointer. Here is the typical function setup and return sequence for a function: ENTRY_NP(sample_assembly_function) push %rbp // save frame pointer on stack mov %rsp, %rbp // save stack pointer in frame pointer xor %rax, %r4ax // set function return value to 0. mov %rbp, %rsp // restore stack pointer pop %rbp // restore frame pointer ret // return to calling function SET_SIZE(sample_assembly_function) Compiling and Running Assembly Use the Solaris cc command to compile both C and assembly source, and to pre-process assembly source. You can also use GNU gcc instead of cc to compile, if you prefer. The "-m64" option tells the compiler to compile in 64-bit address mode (instead of 32-bit). $ cc -m64 -o helloas2-cpp.s -D_ASM -E helloas2.s $ cc -m64 -c -o helloas2.o helloas2-cpp.s $ cc -m64 -c helloas1.c $ cc -m64 -o hello-asm helloas1.o helloas2.o $ file hello-asm helloas1.o helloas2.o hello-asm: ELF 64-bit LSB executable AMD64 Version 1 [SSE FXSR FPU], dynamically linked, not stripped helloas1.o: ELF 64-bit LSB relocatable AMD64 Version 1 helloas2.o: ELF 64-bit LSB relocatable AMD64 Version 1 $ hello-asm The string is: Hello, World!. Debugging Assembly with MDB MDB is the Solaris system debugger. It can also be used to debug user programs, including assembly and C. The following example runs the above program, hello-asm, under control of the debugger. In the example below I load the program, set a breakpoint at the assembly function hello_asm, display the registers and the first parameter, step through the assembly function, and continue execution. $ mdb hello-asm # Start the debugger > hello_asm:b # Set a breakpoint > ::run # Run the program under the debugger mdb: stop at hello_asm mdb: target stopped at: hello_asm: movq %rdi,%rsi > $C # display function stack ffff80ffbffff6e0 hello_asm() ffff80ffbffff6f0 0x400adc() > $r # display registers %rax = 0x0000000000000000 %r8 = 0x0000000000000000 %rbx = 0xffff80ffbf7f8e70 %r9 = 0x0000000000000000 %rcx = 0x0000000000000000 %r10 = 0x0000000000000000 %rdx = 0xffff80ffbffff718 %r11 = 0xffff80ffbf537db8 %rsi = 0xffff80ffbffff708 %r12 = 0x0000000000000000 %rdi = 0x0000000000400cf8 %r13 = 0x0000000000000000 %r14 = 0x0000000000000000 %r15 = 0x0000000000000000 %cs = 0x0053 %fs = 0x0000 %gs = 0x0000 %ds = 0x0000 %es = 0x0000 %ss = 0x004b %rip = 0x0000000000400c70 hello_asm %rbp = 0xffff80ffbffff6e0 %rsp = 0xffff80ffbffff6c8 %rflags = 0x00000282 id=0 vip=0 vif=0 ac=0 vm=0 rf=0 nt=0 iopl=0x0 status=<of,df,IF,tf,SF,zf,af,pf,cf> %gsbase = 0x0000000000000000 %fsbase = 0xffff80ffbf782a40 %trapno = 0x3 %err = 0x0 > ::dis # disassemble the current instructions hello_asm: movq %rdi,%rsi hello_asm+3: leaq 0x400c90,%rdi hello_asm+0xb: call -0x220 <PLT:printf> hello_asm+0x10: ret 0x400c81: nop 0x400c85: nop 0x400c88: nop 0x400c8c: nop 0x400c90: pushq %rsp 0x400c91: pushq $0x74732065 0x400c96: jb +0x69 <0x400d01> > 0x0000000000400cf8/S # %rdi contains Parameter 1 0x400cf8: Hello, World! > [ # Step and execute 1 instruction mdb: target stopped at: hello_asm+3: leaq 0x400c90,%rdi > [ mdb: target stopped at: hello_asm+0xb: call -0x220 <PLT:printf> > [ The string is: Hello, World!. mdb: target stopped at: hello_asm+0x10: ret > [ mdb: target stopped at: main+0x19: movl $0x0,-0x4(%rbp) > :c # continue program execution mdb: target has terminated > $q # quit the MDB debugger $ In the example above, at the start of function hello_asm(), I display the stack contents with "$C", display the registers contents with "$r", then disassemble the current function with "::dis". The first function parameter, which is a C string, is passed by reference with the string address in %rdi (see the register usage chart above). The address is 0x400cf8, so I print the value of the string with the "/S" MDB command: "0x0000000000400cf8/S". I can also print the contents at an address in several other formats. Here's a few popular formats. For more, see the mdb(1) man page for details. address/S C string address/C ASCII character (1 byte) address/E unsigned decimal (8 bytes) address/U unsigned decimal (4 bytes) address/D signed decimal (4 bytes) address/J hexadecimal (8 bytes) address/X hexadecimal (4 bytes) address/B hexadecimal (1 bytes) address/K pointer in hexadecimal (4 or 8 bytes) address/I disassembled instruction Finally, I step through each machine instruction with the "[" command, which steps over functions. If I wanted to enter a function, I would use the "]" command. Then I continue program execution with ":c", which continues until the program terminates. MDB Basic Cheat Sheet Here's a brief cheat sheet of some of the more common MDB commands useful for assembly debugging. There's an entire set of macros and more powerful commands, especially some for debugging the Solaris kernel, but that's beyond the scope of this example. $C Display function stack with pointers $c Display function stack $e Display external function names $v Display non-zero variables and registers $r Display registers ::fpregs Display floating point (or "media" registers). Includes %st, %xmm, and %ymm registers. ::status Display program status ::run Run the program (followed by optional command line parameters) $q Quit the debugger address:b Set a breakpoint address:d Delete a breakpoint $b Display breakpoints :c Continue program execution after a breakpoint [ Step 1 instruction, but step over function calls ] Step 1 instruction address::dis Disassemble instructions at an address ::events Display events Further Information "Assembly Language Techniques for Oracle Solaris on x86 Platforms" by Paul Lowik (2004). Good tutorial on Solaris x86 optimization with assembly. The Solaris Operating System on x86 Platforms An excellent, detailed tutorial on X86 architecture, with Solaris specifics. By an ex-Sun employee, Frank Hofmann (2005). "AMD64 ABI Features", Solaris 64-bit Developer's Guide contains rules on data types and register usage for Intel 64/AMD64-class processors. (available at docs.oracle.com) Solaris X86 Assembly Language Reference Manual (available at docs.oracle.com) SPARC Assembly Language Reference Manual (available at docs.oracle.com) System V Application Binary Interface (2003) defines the AMD64 ABI for UNIX-class operating systems, including Solaris, Linux, and BSD. Google for it—the original website is gone. cc(1), gcc(1), and mdb(1) man pages.

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  • SubSonic 2.x now supports TVP's - SqlDbType.Structure / DataTables for SQL Server 2008

    - by ElHaix
    For those interested, I have now modified the SubSonic 2.x code to recognize and support DataTable parameter types. You can read more about SQL Server 2008 features here: http://download.microsoft.com/download/4/9/0/4906f81b-eb1a-49c3-bb05-ff3bcbb5d5ae/SQL%20SERVER%202008-RDBMS/T-SQL%20Enhancements%20with%20SQL%20Server%202008%20-%20Praveen%20Srivatsav.pdf What this enhancement will now allow you to do is to create a partial StoredProcedures.cs class, with a method that overrides the stored procedure wrapper method. A bit about good form: My DAL has no direct table access, and my DB only has execute permissions for that user to my sprocs. As such, SubSonic only generates the AllStructs and StoredProcedures classes. The SPROC: ALTER PROCEDURE [dbo].[testInsertToTestTVP] @UserDetails TestTVP READONLY, @Result INT OUT AS BEGIN SET NOCOUNT ON; SET @Result = -1 --SET IDENTITY_INSERT [dbo].[tbl_TestTVP] ON INSERT INTO [dbo].[tbl_TestTVP] ( [GroupInsertID], [FirstName], [LastName] ) SELECT [GroupInsertID], [FirstName], [LastName] FROM @UserDetails IF @@ROWCOUNT > 0 BEGIN SET @Result = 1 SELECT @Result RETURN @Result END --SET IDENTITY_INSERT [dbo].[tbl_TestTVP] OFF END The TVP: CREATE TYPE [dbo].[TestTVP] AS TABLE( [GroupInsertID] [varchar](50) NOT NULL, [FirstName] [varchar](50) NOT NULL, [LastName] [varchar](50) NOT NULL ) GO The the auto gen tool runs, it creates the following erroneous method: /// <summary> /// Creates an object wrapper for the testInsertToTestTVP Procedure /// </summary> public static StoredProcedure TestInsertToTestTVP(string UserDetails, int? Result) { SubSonic.StoredProcedure sp = new SubSonic.StoredProcedure("testInsertToTestTVP", DataService.GetInstance("MyDAL"), "dbo"); sp.Command.AddParameter("@UserDetails", UserDetails, DbType.AnsiString, null, null); sp.Command.AddOutputParameter("@Result", DbType.Int32, 0, 10); return sp; } It sets UserDetails as type string. As it's good form to have two folders for a SubSonic DAL - Custom and Generated, I created a StoredProcedures.cs partial class in Custom that looks like this: /// <summary> /// Creates an object wrapper for the testInsertToTestTVP Procedure /// </summary> public static StoredProcedure TestInsertToTestTVP(DataTable dt, int? Result) { DataSet ds = new DataSet(); SubSonic.StoredProcedure sp = new SubSonic.StoredProcedure("testInsertToTestTVP", DataService.GetInstance("MyDAL"), "dbo"); // TODO: Modify the SubSonic code base in sp.Command.AddParameter to accept // a parameter type of System.Data.SqlDbType.Structured, as it currently only accepts // System.Data.DbType. //sp.Command.AddParameter("@UserDetails", dt, System.Data.SqlDbType.Structured null, null); sp.Command.AddParameter("@UserDetails", dt, SqlDbType.Structured); sp.Command.AddOutputParameter("@Result", DbType.Int32, 0, 10); return sp; } As you can see, the method signature now contains a DataTable, and with my modification to the SubSonic framework, this now works perfectly. I'm wondering if the SubSonic guys can modify the auto-gen to recognize a TVP in a sproc signature, as to avoid having to re-write the warpper? Does SubSonic 3.x support Structured data types? Also, I'm sure many will be interested in using this code, so where can I upload the new code? Thanks.

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  • Java - short and casting

    - by chr1s
    Hi all, I have the following code snippet. public static void main(String[] args) { short a = 4; short b = 5; short c = 5 + 4; short d = a; short e = a + b; // does not compile (expression treated as int) short z = 32767; short z_ = 32768; // does not compile (out of range) test(a); test(7); // does not compile (not applicable for arg int) } public static void test(short x) { } Is the following summary correct (with regard to only the example above using short)? direct initializations without casting is only possible using literals or single variables (as long as the value is in the range of the declared type) if the rhs of an assignment deals with expressions using variables, casting is necessary But why exactly do I need to cast the argument of the second method call taking into account the previous summary?

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  • How to convert latitude or longitude to meters?

    - by Adam Taylor
    Hi, If I have a latitude or longitude reading in standard NMEA format is there an easy way / forumla to convert that reading to meters, which I can then implement in Java (J9)? Edit: Ok seems what I want to do is not possible /easily/, however what I really want to do is: Say I have a lat and long of a way point and a lat and long of a user is there an easy way to compare them to decide when to tell the user they are within a /reasonably/ close distance of the way point? I realise reasonable is subject but is this easily do-able or still overly maths-y? Thanks, Adam

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  • vss intializefor backup fails with return code E_UNEXPECTED

    - by suresh
    #include "vss.h" #include "vswriter.h" #include <VsBackup.h> #include <stdio.h> #define CHECK_PRINT(result) printf("%s\n",result==S_OK?"S_OK":"error") int main(int argc, char* argv[]) { BSTR xml; LPTSTR errorText; IVssBackupComponents *VssHandle; HRESULT result = CreateVssBackupComponents(&VssHandle); CHECK_PRINT(result); result = VssHandle->InitializeForBackup(); printf("unexpected%x\n",result); system("pause"); return 0; } in the above program intializeforbackup fails with error code E_UNEXPECTED. The VSS service is running . In the event log it shows as "Volume Shadow Copy Service error: Unexpected error calling routine CoCreateInstance. hr = 0x800401f0.".. Any solutions for the InitializeForBackup to return S_OK?

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  • What's an efficient way of calculating the nearest point?

    - by Griffo
    I have objects with location data stored in Core Data, I would like to be able to fetch and display just the nearest point to the current location. I'm aware there are formulas which will calculate the distance from current lat/long to a stored lat/long, but I'm curious about the best way to perform this for a set of 1000+ points stored in Core Data. I know I could just return the points from Core Data to an array and then loop through that looking for the min value for distance between the points but I'd imagine there's a more efficient method, possibly leveraging Core Data in some way. Any insight would be appreciated. EDIT: I don't know how I missed this on my initial search but this SO question suggests just iterating through an array of Core Data objects but limiting the array size with a bounding box based on the current location. Is this the best I can do?

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  • PCRE multi line matche problem

    - by Simone Margaritelli
    Hi guys, i have this C++ program (actually it's just a snippet) : #include <iostream> #include <pcre.h> #include <string> using namespace std; int main(){ string pattern = "<a\\s+href\\s*=\\s*\"([^\"]+)\"", html = "<html>\n" "<body>\n" "<a href=\"example_link_1\"/>\n" "<a href=\"example_link_2\"/>\n" "<a href=\"example_link_3\"/>\n" "</body>\n" "</html>"; int i, ccount, rc, *offsets, eoffset; const char *error; pcre *compiled; compiled = pcre_compile( pattern.c_str(), PCRE_CASELESS | PCRE_MULTILINE, &error, &eoffset, 0 ); if( !compiled ){ cerr << "Error compiling the regexp!!" << endl; return 0; } rc = pcre_fullinfo( compiled, 0, PCRE_INFO_CAPTURECOUNT, &ccount ); offsets = new int[ 3 * (ccount + 1) ]; rc = pcre_exec( compiled, 0, html.c_str(), html.length(), 0, 0, offsets, 3 * (ccount + 1) ); if( rc >= 0 ){ for( i = 1; i < rc; ++i ){ cout << "Match : " << html.substr( offsets[2*i], offsets[2*i+1] - offsets[2*i] ) << endl; } } else{ cout << "Sorry, no matches!" << endl; } delete [] offsets; return 0; } As you can see, i'm trying to match html links inside a buffer with the given regular expression (the \\s is \s escaped for C/C++ strings). But, even if in the buffer there are 3 links and the regexp is compiled with the PCRE_CASELESS and PCRE_MULTILINE flags, i match only one element : Match : example_link_1 Note: I start the loop fro index 1 because the pcre library returns the string that matched (not the match itself) as the first element, and the matches follows. What's wrong with this code? The regexp itself i think it's correct (tried in PHP for instance).

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  • setting picture captured by built-in camera into an ImageView

    - by MAkS
    in my app i m calling built in camera for capturing picture but i want to set that picture into an image view following is the code . so what code should i add to it to set the picture into imageview. public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); Intent intent = new Intent("android.media.action.IMAGE_CAPTURE"); startActivityForResult(intent, 0); } @Override public void onActivityResult(int requestCode, int resultCode, Intent data) { if (resultCode == Activity.RESULT_OK && requestCode == 0) { String result = data.toURI(); // ... } } Thanks in advance

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  • Virtual functions and polymorphism

    - by ritmbo
    Suppose I have this: class A { public: virtual int hello(A a); }; class B : public A { public: int hello(B b){ bla bla }; }; So, A it's an abstract class. 1)In the class B, I'm defining a method that its suppose overrides the A class. But the parameter it's slightly different. I'm not sure about this, is this correct? Maybe because of polymorphism, this is ok but its rather confusing. 2) If I do: A a = new B;, and then a.hello(lol); if "lol" it's not of type B, then it would give compile error?, and if it's of type A from another class C (class C : public A), what would happend? I'm confused about the overriding and virtual thing.. all examples I found work with methods without parameters. Any answer, link, or whatever it's appreciated. thanks pd: sorry for my english

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  • getExtra from Intent launched from a pendingIntent

    - by spagi
    Hi. I am trying to make some alarms after the user selects something with a time from a list and create a notification for it at the given time. My problem is that the "showname" that a putExtra on my Intent cant be received at the broadcast receiver. It always get null value. This is the way I do it for most of my intents but I think this time maybe because of the pendingIntent or the broadcastReceiver something need to be done differentelly. Thank you The function that sends the Intent through the pending intent public void setAlarm(String showname,String time) { String[] hourminute=time.split(":"); String hour = hourminute[0]; String minute = hourminute[1]; Calendar rightNow = Calendar.getInstance(); rightNow.set(Calendar.HOUR_OF_DAY, Integer.parseInt(hour)); rightNow.set(Calendar.MINUTE, Integer.parseInt(minute)); rightNow.set(Calendar.SECOND, 0); long t=rightNow.getTimeInMillis(); long t1=System.currentTimeMillis(); try { Intent intent = new Intent(this, alarmreceiver.class); Bundle c = new Bundle(); c.putString("showname", showname);//This is the value I want to pass intent.putExtras(c); PendingIntent pendingIntent = PendingIntent.getBroadcast(this, 12345, intent, 0); AlarmManager alarmManager = (AlarmManager) getSystemService(ALARM_SERVICE); alarmManager.set(AlarmManager.RTC_WAKEUP, rightNow.getTimeInMillis(),pendingIntent); //Log.e("ALARM", "time of millis: "+System.currentTimeMillis()); Toast.makeText(this, "Alarm set", Toast.LENGTH_LONG).show(); } catch (Exception e) { Log.e("ALARM", "ERROR IN CODE:"+e.toString()); } } And this is the receiving end public class alarmreceiver extends BroadcastReceiver { @Override public void onReceive(Context context, Intent intent) { // Toast.makeText(context, "Alarm worked.", Toast.LENGTH_LONG).show(); Bundle b = intent.getExtras(); String showname=b.getString("showname");//This is where I suppose to receive it but its null NotificationManager manger = (NotificationManager) context .getSystemService(context.NOTIFICATION_SERVICE); Notification notification = new Notification(R.drawable.icon, "TVGuide ?pe???µ?s?", System.currentTimeMillis()); PendingIntent contentIntent = PendingIntent.getActivity(context, 0, new Intent(context, tvguide.class), 0); notification.setLatestEventInfo(context, "?? ?????aµµa ?e????se", showname, contentIntent); notification.flags = Notification.FLAG_ONLY_ALERT_ONCE; notification.sound = Uri.parse("file:///sdcard/dominating.mp3"); notification.vibrate = new long[]{100, 250, 100, 500}; manger.notify(1, notification); } }

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