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  • Explanation of output

    - by Anon
    My program class Building { Building() { System.out.print("b "); } Building(String name) { this(); System.out.print("bn " + name); } }; public class House extends Building { House() { System.out.print("h "); // this is line# 1 } House(String name) { this(); // This is line#2 System.out.print("hn " + name); } public static void main(String[] args) { new House("x "); } } We know that compiler will write a call to super() as the first line in the child class's constructor. Therefore should not the output be: b (call from compiler written call to super(), before line#2 b (again from compiler written call to super(),before line#1 ) h hn x But the output is b h hn x Why is that?

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  • Is it possible to call the main(String[] args) after catching an exception?

    - by Jason
    I'm working on a Serpinski triangle program that asks the user for the levels of triangles to draw. In the interests of idiot-proofing my program, I put this in: Scanner input= new Scanner(System.in); System.out.println(msg); try { level= input.nextInt(); } catch (Exception e) { System.out.print(warning); //restart main method } Is it possible, if the user punches in a letter or symbol, to restart the main method after the exception has been caught?

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  • convert json string into array or object...

    - by qulzam
    I get some json data form the web which is like: [{"pk": 1, "model": "stock.item", "fields": {"style": "f/s", "name": "shirt", "color": "red", "sync": 1, "fabric_code": "0012", "item_code": "001", "size": "34"}}, {"pk": 2, "model": "stock.item", "fields": {"style": "febric", "name": "Trouser", "color": "red", "sync": 1, "fabric_code": "fabric code", "item_code": "0123", "size": "44"}}] How can i use it in the C# winforms desktop application. I already get this data in the form of string. All types of answer are welcome.

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  • Copy image to BLOB from client pc aka Java function in Oracle

    - by mumich
    Hi guys, I've been stuck with this for past two days. I've go java function stored in Oracle system which is supposed to copy image from local drive do remote database and store it in BLOB - it's called CopyBLOB and looks like this: import java.sql.*; import oracle.sql.*; import java.io.*; public class CopyBLOB { static int id; static String fileName = null; static Connection conn = null; public CopyBLOB(int idz, String f) { id = idz; fileName = f; } public static void copy(int ident, String path) throws SQLException, FileNotFoundException { CopyBLOB cpB = new CopyBLOB(ident, path); cpB.getConnection(); cpB.callUpdate(id, fileName); } public void getConnection() throws SQLException { DriverManager.registerDriver (new oracle.jdbc.OracleDriver()); try { conn = DriverManager.getConnection("jdbc:oracle:thin:@oraserv.ms.mff.cuni.cz:1521:db", "xxx", "xxx"); } catch (SQLException sqlex) { System.out.println("SQLException while getting db connection: "+sqlex); if (conn != null) conn.close(); } catch (Exception ex) { System.out.println("Exception while getting db connection: "+ex); if (conn != null) conn.close(); } } public void callUpdate(int id, String file ) throws SQLException, FileNotFoundException { CallableStatement cs = null; try { conn.setAutoCommit(false); File f = new File(file); FileInputStream fin = new FileInputStream(f); cs = (CallableStatement) conn.prepareCall( "begin add_image(?,?); end;" ); cs.setInt(1, id ); cs.setBinaryStream(2, fin, (int) f.length()); cs.execute(); conn.setAutoCommit(true); } catch ( SQLException sqlex ) { System.out.println("SQLException in callUpdateUsingStream method of given status : " + sqlex.getMessage() ); } catch ( FileNotFoundException fnex ) { System.out.println("FileNotFoundException in callUpdateUsingStream method of given status : " + fnex.getMessage() ); } finally { try { if (cs != null) cs.close(); if (conn != null) conn.close(); } catch ( Exception ex ) { System.out.println("Some exception in callUpdateUsingStream method of given status : " + ex.getMessage( ) ); } } } } The wrapper function is defined in package "MyPackage" as folows: procedure image_adder( id varchar2, path varchar2 ) AS language java name 'CopyBLOB.copy(java.lang.String, java.lang.String)'; And the inserting function called image_add is as simple as this: procedure add_image( id numeric(10), pic blob) AS BEGIN insert into pictures values (seq_pic.nextval, id, pic); END add_image; Now the problem: When I type call MyPackage.image_adder(1, 'd:\samples\img.jpg'); I get the ORA-29531 Error: No method copy in class CopyBLOB. Can you help me, please?

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  • Static libraries in version-cross-compiled program

    - by Brian Postow
    I have a unix command line app (with big nasty makefile) that I'm trying to run on a mac. I am compiling it on a 10.6 system, with all of the appropriate libraries of course. The deployment environment is a 10.5 system, with no extra libraries. I compiled without -dynamic, and it appears to have static libraries, correctly. When I run it on the 10.6 system, it works. However, when I run it on the 10.5 system, I get: dyld: unknown required load command 0x80000022 I got this same error when I compiled things for the 10.6 system using the 10.5 xcode, so it looks like a version mis-match type problem. However, I used gcc-4.0, and $CFLAGS = -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5 so it SHOULD be set up for 10.5... any ideas? thanks Editing an ancient question: I have the exact same problem on a different computer. This time I am at 10.5.8, fully update, the same executable works on 10.6 still. Has anyone had any luck with this in the months since I asked this?

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  • Just an experiment changing the application data path

    - by Arthur
    When I change the Appication Data path in windows xp registry to a network folder I get this error message on the next system startup: "windows cannot load the user's profile but has logged you with the default profile system" The registry keys are: "[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Explorer\Shell Folders]" "[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Explorer\User Shell Folders]" under the names "AppData" and "Local AppData" I dont care if "Windows logins you with the default profile system" but is there a way to disable that message, or change the message timeout form 30 seconds to 0?,or maybe create an script that changes the Application Data path every system startup? P.S. The computer with the shared folder is always on.

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  • Passing enums to functions in C++

    - by rocknroll
    Hi all, I have a header file with all the enums listed (#ifndef #define #endif construct has been used to avoid multiple inclusion of the file) that I use in multiple cpp files in my application.One of the enums in the files is enum StatusSubsystem {ENABLED,INCORRECT_FRAME,INVALID_DATA,DISABLED}; There are functions in the application delcared as ShowStatus(const StatusSubsystem&); Earlier in the application when I made calls to the above function like ShowStatus(INCORRECT_FRAME); my application used to compile perfectly. But after some code was added The compilation halts giving the following error: File.cpp:71: error: invalid conversion from `int' to `StatusSubsystem' File.cpp:71: error: initializing argument 1 of `void Class::ShowStatus(const StatusSubsystem&) I checked the code for any conflicting enums in the new code and it looked fine. My Question is what is wrong with the function call that compiler shows as erroneous? For your reference the function definition is: void Class::ShowStatus(const StatusSubsystem& eStatus) { QPalette palette; mStatus=eStatus;//store current Communication status of system if(eStatus==DISABLED) { //select red color for label, if it is to be shown disabled palette.setColor(QPalette::Window,QColor(Qt::red)); mLabel->setText("SYSTEM"); } else if(eStatus==ENABLED) { //select green color for label,if it is to be shown enabled palette.setColor(QPalette::Window,QColor(Qt::green)); mLabel->setText("SYSTEM"); } else if(eStatus==INCORRECT_FRAME) { //select yellow color for label,to show that it is sending incorrect frames palette.setColor(QPalette::Window,QColor(Qt::yellow)); mLabel->setText("SYSTEM(I)"); } //Set the color on the Label mLabel->setPalette(palette); } A strange side effect of this situation is it compiles when I cast all the calls to ShowStatus() as ShowStatus((StatusSubsystem)INCORRECT_FRAME); Though this removes any compilation error, but a strange thing happens. Though I make call to INCORRECT_FRAME above but in function definition it matches with ENABLED. How on earth is that possible? Its like while passing INCORRECT_FRAME by reference, it magically converts to ENABLED, which should be impossible. This is driving me nuts. Can you find any flaw in what I am doing? or is it something else? The application is made using C++,Qt-4.2.1 on RHEL4. Thanks.

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  • GridView to excel after create send mail c#

    - by Diego Bran
    I want to send a .xlsx , first I created (It has html code in it) then I used a SMTP server to send it , it does attach the file but when I tried to open it " It says that the file is corrupted etc" any help? Here is my code try { System.IO.StringWriter sw = new System.IO.StringWriter(); System.Web.UI.HtmlTextWriter htw = new System.Web.UI.HtmlTextWriter(sw); // Render grid view control. gvStock.RenderControl(htw); // Write the rendered content to a file. string renderedGridView = sw.ToString(); File.WriteAllText(@"C:\test\ExportedFile.xls", renderedGridView); // File.WriteAllText(@"C:\test\ExportedFile.xls", p1); } catch (Exception e) { Response.Write(e.Message); } try { MailMessage mail = new MailMessage(); SmtpClient SmtpServer = new SmtpClient("server"); mail.From = new MailAddress("[email protected]"); mail.To.Add("[email protected]"); mail.Subject = "Test Mail - 1"; mail.Body = "mail with attachment"; Attachment data = new Attachment("C:/test/ExportedFile.xls"); mail.Attachments.Add(data); SmtpServer.Port = 25; SmtpServer.Credentials = new System.Net.NetworkCredential("user", "pass"); // SmtpServer.EnableSsl = true; SmtpServer.UseDefaultCredentials = false; SmtpServer.Send(mail); } catch( Exception e) { Response.Write(e.Message); }

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  • Setting a ListView Divider in code

    - by deSelby
    One of my ListView's needs to be created in code. When I specify a ListView in xml, I can set a dividerHeight and assign a color to the divider. But apparently, in code a color is not acceptable nor is pointing to a resource id. Only a Drawable is acceptable - and I haven't gotten to that chapter yet. Can someone point me to an example of setting a ListView divider in code?

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  • Database Programming in C#, returning output from Stored Proc

    - by jpavlov
    I am working at gaining an understanding at how to interface stored procedures with applications. My example is simple, but it doesn't display my columns and rows in the command prompt, instead it display System.Data.SqlClient.SqlDataReader. How do I display the rows from my stored procudure? ----Stored Proc-- ALTER PROCEDURE dbo.SelectID AS SELECT * FROM tb_User; ----- Below is the code: using System; using System.Data.SqlClient; using System.IO; namespace ExecuteStoredProc { class Program { static void Main(string[] args) { SqlConnection cnnUserMan; SqlCommand cmmUser; //SqlDataReader drdUser; //Instantiate and open the connection cnnUserMan = new SqlConnection("Data Source=.\\SQLEXPRESS;AttachDbFilename=c:\\Program Files\\Microsoft SQL Server\\MSSQL10.SQLEXPRESS\\MSSQL\\DATA\\UserDB.mdf; Integrated Security=True;Connect Timeout=30;User Instance=True"); cnnUserMan.Open(); //Instantiate and initialize command cmmUser = new SqlCommand("SelectID", cnnUserMan); cmmUser.CommandType = System.Data.CommandType.StoredProcedure; //drdUser = cmmUser.ExecuteReader(); Console.WriteLine(cmmUser.ExecuteReader()); Console.ReadLine(); } } } Thanks.

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • How to get a debug flow of execution in C++

    - by Rich
    Hi, I work on a global trading system which supports many users. Each user can book,amend,edit,delete trades. The system is regulated by a central deal capture service. The deal capture service informs all the user of any updates that occur. The problem comes when we have crashes, as the production environment is impossible to re-create on a test system, I have to rely on crash dumps and log files. However this doesn't tell me what the user has been doing. I'd like a system that would (at the time of crashing) dump out a history of what the user has been doing. Anything that I add has to go into the live environment so it can't impact performance too much. Ideas wise I was thinking of a MACRO at the top of each function which acted like a stack trace (only I could supply additional user information, like trade id's, user dialog choices, etc ..) The system would record stack traces (on a per thread basis) and keep a history in a cyclic buffer (varying in size, depending on how much history you wanted to capture). Then on crash, I could dump this history stack. I'd really like to hear if anyone has a better solution, or if anyone knows of an existing framework? Thanks Rich

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  • C# Dynamic From Components (Performance problem)

    - by Svisstack
    Hello, I have a problem with performance of my code under Windows Forms. Have a form, her layout is depending on constructor data, because he layout must be OnLoad or in Constructor generated. I generation is simple, base FlowLayoutPanel have other FlowLayoutPanels, for each have a Label and TextBox with DataBinding. Problem is this is VERY SLOW, up to 20 seconds, i drawing less than 100 controls, from Performace Session i know a problem is on 70% procesing functions: System.Windows.Forms.Control.ControlCollection.Add(class System.Windows.Forms.Control) System.Windows.Forms.ControlBindingsCollection.Add(class System.Windows.Forms.Binding) How i can do with this? Anyone help me in this problem? How solve the dynamic form layout problem?

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  • Cannot Generate ParameterSetMetadata While Programmatically Creating A Parameter Block

    - by Steven Murawski
    I'm trying to programmatically create a parameter block for a function ( along the lines of this blog post ). I'm starting with a CommandMetadata object (from an existing function). I can create the ParameterMetadata object and set things like the ParameterType, the name, as well as some attributes. The problem I'm running into is that when I use the GetParamBlock method of the ProxyCommand class, none of my attributes that I set in the Attributes collection of the ParameterMetadata are generated. The problem this causes is that when the GetParamBlock is called, the new parameter is not annotated with the appropriate Parameter attribute. Example: function test { [CmdletBinding()] param ( [Parameter()] $InitialParameter) Write-Host "I don't matter." } $MetaData = New-Object System.Management.Automation.CommandMetaData (get-command test) $NewParameter = New-Object System.Management.Automation.ParameterMetadata 'NewParameter' $NewParameter.ParameterType = [string[]] $Attribute = New-Object System.Management.Automation.ParameterAttribute $Attribute.Position = 1 $Attribute.Mandatory = $true $Attribute.ValueFromPipeline = $true $NewParameter.Attributes.Add($Attribute) $MetaData.Parameters.Add('NewParameter', $NewParameter) [System.Management.Automation.ProxyCommand]::GetParamBlock($MetaData)

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  • ScrollViewer in a ListBox not working. WPF.

    - by guest
    Hi, I have the following defined in my control: <local:TestListBox.ItemTemplate> <DataTemplate> <Border x:Name="eventBorder" Width="{Binding ElementName=eventsLbx, Path=ActualWidth,BorderBrush="{Binding Color}" BorderThickness="1" CornerRadius="4"> <Border.Background> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <GradientStop x:Name="StartGradient" Color="#FFFFFFFF" Offset="0"/> <GradientStop x:Name="EndGradient" Color="{Binding Color}" Offset="1"/> </LinearGradientBrush> </Border.Background> <Border.ToolTip> <ToolTip Content="{Binding Text}"/> </Border.ToolTip> <TextBlock TextTrimming="CharacterEllipsis" HorizontalAlignment="Center" FontSize="12" Text="{Binding Text}" /> </Border> <DataTemplate.Triggers> <Trigger Property="IsMouseOver" Value="True"> <Setter TargetName="eventBorder" Property="Background" Value="#FFE4EBF5"/> </Trigger> </DataTemplate.Triggers> --> </DataTemplate> </local:TestListBox.ItemTemplate> </local:TestListBox> </ScrollViewer.Content> </ScrollViewer> </Grid> <ControlTemplate.Triggers> <Trigger SourceName="eventsLbx" Property="HasItems" Value="False"> <Setter TargetName="eventsLbx" Property="Visibility" Value="Hidden"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> Now if there are more items than are visible, then the scrollviewer appears properly but the user CANNOT drag the scrollviewer middle button for scrolling. The user can click on the arrows at the end of the scrollviewer to scroll but he cannot click the bar that appears on the scrollbar and drag it to actually scroll the contents. I cannot figure out why this is happening...

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  • Java: Multithreading & UDP Socket Programming

    - by Ravi
    I am new to multithreading & socket programming in Java. I would like to know what is the best way to implement 2 threads - one for receiving a socket and one for sending a socket. If what I am trying to do sounds absurd, pls let me know why! The code is largely inspired from Sun's tutorials online.I want to use Multicast sockets so that I can work with a multicast group. class server extends Thread { static protected MulticastSocket socket = null; protected BufferedReader in = null; public InetAddress group; private static class receive implements Runnable { public void run() { try { byte[] buf = new byte[256]; DatagramPacket pkt = new DatagramPacket(buf,buf.length); socket.receive(pkt); String received = new String(pkt.getData(),0,pkt.getLength()); System.out.println("From server@" + received); Thread.sleep(1000); } catch (IOException e) { System.out.println("Error:"+e); } catch (InterruptedException e) { System.out.println("Error:"+e); } } } public server() throws IOException { super("server"); socket = new MulticastSocket(4446); group = InetAddress.getByName("239.231.12.3"); socket.joinGroup(group); } public void run() { while(1>0) { try { byte[] buf = new byte[256]; DatagramPacket pkt = new DatagramPacket(buf,buf.length); //String msg = reader.readLine(); String pid = ManagementFactory.getRuntimeMXBean().getName(); buf = pid.getBytes(); pkt = new DatagramPacket(buf,buf.length,group,4446); socket.send(pkt); Thread t = new Thread(new receive()); t.start(); while(t.isAlive()) { t.join(1000); } sleep(1); } catch (IOException e) { System.out.println("Error:"+e); } catch (InterruptedException e) { System.out.println("Error:"+e); } } //socket.close(); } public static void main(String[] args) throws IOException { new server().start(); //System.out.println("Hello"); } }

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  • Problems with with A* algorithm

    - by V_Programmer
    I'm trying to implement the A* algorithm in Java. I followed this tutorial,in particular, this pseudocode: http://theory.stanford.edu/~amitp/GameProgramming/ImplementationNotes.html The problem is my code doesn't work. It goes into an infinite loop. I really don't know why this happens... I suspect that the problem are in F = G + H function implemented in Graph constructors. I suspect I am not calculate the neighbor F correclty. Here's my code: List<Graph> open; List<Graph> close; private void createRouteAStar(Unit u) { open = new ArrayList<Graph>(); close = new ArrayList<Graph>(); u.ai_route_endX = 11; u.ai_route_endY = 5; List<Graph> neigh; int index; int i; boolean finish = false; Graph current; int cost; Graph start = new Graph(u.xMap, u.yMap, 0, ManhattanDistance(u.xMap, u.yMap, u.ai_route_endX, u.ai_route_endY)); open.add(start); current = start; while(!finish) { index = findLowerF(); current = new Graph(open, index); System.out.println(current.x); System.out.println(current.y); if (current.x == u.ai_route_endX && current.y == u.ai_route_endY) { finish = true; } else { close.add(current); neigh = current.getNeighbors(); for (i = 0; i < neigh.size(); i++) { cost = current.g + ManhattanDistance(current.x, current.y, neigh.get(i).x, neigh.get(i).y); if (open.contains(neigh.get(i)) && cost < neigh.get(i).g) { open.remove(open.indexOf(neigh)); } else if (close.contains(neigh.get(i)) && cost < neigh.get(i).g) { close.remove(close.indexOf(neigh)); } else if (!open.contains(neigh.get(i)) && !close.contains(neigh.get(i))) { neigh.get(i).g = cost; neigh.get(i).f = cost + ManhattanDistance(neigh.get(i).x, neigh.get(i).y, u.ai_route_endX, u.ai_route_endY); neigh.get(i).setParent(current); open.add(neigh.get(i)); } } } } System.out.println("step"); for (i=0; i < close.size(); i++) { if (close.get(i).parent != null) { System.out.println(i); System.out.println(close.get(i).parent.x); System.out.println(close.get(i).parent.y); } } } private int findLowerF() { int i; int min = 10000; int minIndex = -1; for (i=0; i < open.size(); i++) { if (open.get(i).f < min) { min = open.get(i).f; minIndex = i; System.out.println("min"); System.out.println(min); } } return minIndex; } private int ManhattanDistance(int ax, int ay, int bx, int by) { return Math.abs(ax-bx) + Math.abs(ay-by); } And, as I've said. I suspect that the Graph class has the main problem. However I've not been able to detect and fix it. public class Graph { int x, y; int f,g,h; Graph parent; public Graph(int x, int y, int g, int h) { this.x = x; this.y = y; this.g = g; this.h = h; this.f = g + h; } public Graph(List<Graph> list, int index) { this.x = list.get(index).x; this.y = list.get(index).y; this.g = list.get(index).g; this.h = list.get(index).h; this.f = list.get(index).f; this.parent = list.get(index).parent; } public Graph(Graph gp) { this.x = gp.x; this.y = gp.y; this.g = gp.g; this.h = gp.h; this.f = gp.f; } public Graph(Graph gp, Graph parent) { this.x = gp.x; this.y = gp.y; this.g = gp.g; this.h = gp.h; this.f = g + h; this.parent = parent; } public List<Graph> getNeighbors() { List<Graph> aux = new ArrayList<Graph>(); aux.add(new Graph(x+1, y, g,h)); aux.add(new Graph(x-1, y, g,h)); aux.add(new Graph(x, y+1, g,h)); aux.add(new Graph(x, y-1, g,h)); return aux; } public void setParent(Graph g) { parent = g; } } Little Edit: Using the System.out and the Debugger I discovered that the program ALWAYS is check the same "current" graph, (15,8) which is the (u.xMap, u.yMap) position. Looks like it keeps forever in the first step.

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  • Illegal Instruction When Programming C++ on Linux

    - by remagen
    Heyo, My program, which does exactly the same thing every time it runs (moves a point sprite into the distance) will randomly fail with the text on the terminal 'Illegal Instruction'. My googling has found people encountering this when writing assembly which makes sense because assembly throws those kinds of errors. But why would g++ be generating an illegal instruction like this? It's not like I'm compiling for Windows then running on Linux (which even then, as long as both are on x86 shouldn't AFAIK cause an Illegal Instruction). I'll post the main file below. I can't reliably reproduce the error. Although, if I make random changes (add a space here, change a constant there) that force a recompile I can get a binary which will fail with Illegal Instruction every time it is run, until I try setting a break point, which makes the illegal instruction 'dissapear'. :( #include <stdio.h> #include <stdlib.h> #include <GL/gl.h> #include <GL/glu.h> #include <SDL/SDL.h> #include "Screen.h" //Simple SDL wrapper #include "Textures.h" //Simple OpenGL texture wrapper #include "PointSprites.h" //Simple point sprites wrapper double counter = 0; /* Here goes our drawing code */ int drawGLScene() { /* These are to calculate our fps */ static GLint T0 = 0; static GLint Frames = 0; /* Move Left 1.5 Units And Into The Screen 6.0 */ glLoadIdentity(); glTranslatef(0.0f, 0.0f, -6); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glEnable(GL_POINT_SPRITE_ARB); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glBegin( GL_POINTS ); /* Drawing Using Triangles */ glVertex3d(0.0,0.0, 0); glVertex3d(1.0,0.0, 0); glVertex3d(1.0,1.0, counter); glVertex3d(0.0,1.0, 0); glEnd( ); /* Finished Drawing The Triangle */ /* Move Right 3 Units */ /* Draw it to the screen */ SDL_GL_SwapBuffers( ); /* Gather our frames per second */ Frames++; { GLint t = SDL_GetTicks(); if (t - T0 >= 50) { GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps); T0 = t; Frames = 0; counter -= .1; } } return 1; } GLuint objectID; int main( int argc, char **argv ) { Screen screen; screen.init(); screen.resize(800,600); LoadBMP("./dist/Debug/GNU-Linux-x86/particle.bmp"); InitPointSprites(); while(true){drawGLScene();} }

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  • Is it possible to write a Java printf statement that prints the statement itself?

    - by polygenelubricants
    Is it possible to have a Java printf statement, whose output is the statement itself? Some snippet to illustrate: // attempt #1 public class Main { public static void main(String[] args) { System.out.printf("something"); } } This prints something. So the output of attempt #1 is not quite exactly the printf statement in attempt #1. We can try something like this: // attempt #2 public class Main { public static void main(String[] args) { System.out.printf("System.out.printf(\"something\");"); } } And now the output is System.out.printf("something"); So now the output of attempt #2 matches the statement in output #1, but we're back to the problem we had before, since we need the output of attempt #2 to match the statement in attempt #2. So is it possible to write a one-line printf statement that prints itself?

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  • Processes Allocation in .Net

    - by mayap
    I'm writing some program which should perform calculations concurrently according to inputs which reach the system all the time. I'm considering 2 approaches to allocate "calculation" processes: Allocating processes in the system initialization, insert the ids to Processes table, and each time I want to perform calculation, I will check in the table which process is free. The questions: can I be sure that those processes are only for my use and that the operating system doesn't use them? Not allocating processes in advance. Each time when calculation should be done ask the operating system for free process. I need to know the following inputs from a "calculation" process: When calculation is finished and also if it succeeded or failed If a processes has failed I need to assign the calculation to another process Thanks in advance. Any help would be appreciated.

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  • c# how to set up and use session state from preinit

    - by Praesagus
    OK so to set and read variables from the current session String Myvar =(string) System.Web.HttpContext.Current.Session[“MyVariable”] To set System.Web.HttpContext.Current.Session[“MyVariable”] = “NewValue” I can do neither, I get a System.NullReferenceException: Object reference not set to an instance of an object. from System.Web.HttpContext.Current.Session. In my web.config I have <sessionState mode="StateServer" stateConnectionString="tcpip=127.0.0.1:42424" cookieless="false" timeout="20"> </sessionState> I have read a dozen articles on the the necessity of IHttpHandler and an IRequiresSessionState interface. I think the issue may be caused because I am requesting this information in Page_PreInit. I found a solution in a stack overflow article but I don't seem be using it properly to actually make this go. I am not sure what I am missing. Thanks in advance.

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