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  • Lock free multiple readers single writer

    - by dummzeuch
    I have got an in memory data structure that is read by multiple threads and written by only one thread. Currently I am using a critical section to make this access threadsafe. Unfortunately this has the effect of blocking readers even though only another reader is accessing it. There are two options to remedy this: use TMultiReadExclusiveWriteSynchronizer do away with any blocking by using a lock free approach For 2. I have got the following so far (any code that doesn't matter has been left out): type TDataManager = class private FAccessCount: integer; FData: TDataClass; public procedure Read(out _Some: integer; out _Data: double); procedure Write(_Some: integer; _Data: double); end; procedure TDataManager.Read(out _Some: integer; out _Data: double); var Data: TDAtaClass; begin InterlockedIncrement(FAccessCount); try // make sure we get both values from the same TDataClass instance Data := FData; // read the actual data _Some := Data.Some; _Data := Data.Data; finally InterlockedDecrement(FAccessCount); end; end; procedure TDataManager.Write(_Some: integer; _Data: double); var NewData: TDataClass; OldData: TDataClass; ReaderCount: integer; begin NewData := TDataClass.Create(_Some, _Data); InterlockedIncrement(FAccessCount); OldData := TDataClass(InterlockedExchange(integer(FData), integer(NewData)); // now FData points to the new instance but there might still be // readers that got the old one before we exchanged it. ReaderCount := InterlockedDecrement(FAccessCount); if ReaderCount = 0 then // no active readers, so we can safely free the old instance FreeAndNil(OldData) else begin /// here is the problem end; end; Unfortunately there is the small problem of getting rid of the OldData instance after it has been replaced. If no other thread is currently within the Read method (ReaderCount=0), it can safely be disposed and that's it. But what can I do if that's not the case? I could just store it until the next call and dispose it there, but Windows scheduling could in theory let a reader thread sleep while it is within the Read method and still has got a reference to OldData. If you see any other problem with the above code, please tell me about it. This is to be run on computers with multiple cores and the above methods are to be called very frequently. In case this matters: I am using Delphi 2007 with the builtin memory manager. I am aware that the memory manager probably enforces some lock anyway when creating a new class but I want to ignore that for the moment. Edit: It may not have been clear from the above: For the full lifetime of the TDataManager object there is only one thread that writes to the data, not several that might compete for write access. So this is a special case of MREW.

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  • deallocated memory in tableview: message sent to deallocated instance

    - by Kirn
    I tried looking up other issues but couldn't find anything to match so here goes: I'm trying to display text in the table view so I use this bit of code: // StockData is an object I created and it pulls information from Yahoo APIs based on // a stock ticker stored in NSString *heading NSArray* tickerValues = [heading componentsSeparatedByString:@" "]; StockData *chosenStock = [[StockData alloc] initWithContents:[tickerValues objectAtIndex:0]]; [chosenStock getData]; // Set up the cell... NSDictionary *tempDict = [chosenStock values]; NSArray *tempArr = [tempDict allValues]; cell.textLabel.text = [tempArr objectAtIndex:indexPath.row]; return cell; This is all under cellForRowAtIndexPath When I try to release the chosenStock object though I get this error: [CFDictionary release]: message sent to deallocated instance 0x434d3d0 Ive tried using NSZombieEnabled and Build and Analyze to detect problems but no luck thus far. Ive even gone so far as to comment bits and pieces of the code with NSLog but no luck. I'll post the code for StockData below this. As far as I can figure something is getting deallocated before I do the release but I'm not sure how. The only place I've got release in my code is under dealloc method call. Here's the StockData code: // StockData contains all stock information pulled in through Yahoo! to be displayed @implementation StockData @synthesize ticker, values; - (id) initWithContents: (NSString *)newName { if(self = [super init]){ ticker = newName; } return self; } - (void) getData { NSURL *url = [NSURL URLWithString: [NSString stringWithFormat:@"http://download.finance.yahoo.com/d/quotes.csv?s=%@&f=%@&e=.csv", ticker, @"chgvj1"]]; NSError *error; NSURLResponse *response; NSURLRequest *request = [NSURLRequest requestWithURL:url]; NSData *stockData = [NSURLConnection sendSynchronousRequest:request returningResponse:&response error:&error]; if(stockData) { NSString *tempStr = [[NSString alloc] initWithData:stockData encoding:NSASCIIStringEncoding]; NSArray *receivedValuesArr = [tempStr componentsSeparatedByString:@","]; [tempStr release]; values = [NSDictionary dictionaryWithObjects:receivedValuesArr forKeys:[@"change, high, low, volume, market" componentsSeparatedByString:@", "]]; } else { NSLog(@"Connection failed: %@", error); } } - (void)dealloc { [ticker release]; [values release]; [super dealloc]; NSLog(@"Release took place fine"); } @end

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  • Passing variables, creating instances, self, The mechanics and usage of classes: need explenation

    - by Baf
    I've been sitting over this the whole day and Im a little tired already so please excuse me being brief. Im new to python. I just rewrrote a working program, into a bunch of functions in a class and everzthings messed up. I dont know if its me but Im very surprised i couldn t find a beginners tutorial on how to handle classes on the web so I have a few questions. First of all, in the init section of the class i have declared a bunch of variables with self.variable=something. Is it correct that i should be able to access/modify these variables in every function of the class by using self.variable in that function? In other words by declaring self.variable i have made these variables, global variables in the scope of the class right? If not how do i handle self. ? Secondly how do i correctly pass arguments to the class? some example code would be cool. thirdly how do i call a function of the class outside of the class scope? some example code would be cool. fouthly how do I create an Instance of the class INITIALCLASS in another class OTHERCLASS, passing variables from OTHERCLASS to INITIALCLASS? some example code would be cool. I Want to call a function from OTHERCLASS with arguments from INITIALCLASS. What Ive done so far is. class OTHERCLASS(): def __init__(self,variable1,variable2,variable3): self.variable1=variable1 self.variable2=variable2 self.variable3=variable3 def someotherfunction(self): something=somecode(using self.variable3) self.variable2.append(something) print self.variable2 def somemorefunctions(self): self.variable2.append(variable1) class INITIALCLASS(): def __init__(self): self.variable1=value1 self.variable2=[] self.variable3='' self.DoIt=OTHERCLASS(variable1,variable2,variable3) def somefunction(self): variable3=Somecode #tried this self.DoIt.someotherfunctions() #and this DoIt.someotherfunctions() I clearly havent understood how to pass variables to classes or how to handle self, when to use it and when not, I probably also havent understood how to properly create an isntance of a class. In general i havent udnerstood the mechanics of classes So please help me and explain it to me like i have no Idea( which i dont it seems). Or point me to a thorough video, or readable tutorial. All i find on the web is super simple examples, that didnt help me much. Or just very short definitions of classes and class methods instances etc. I can send you my original code if you guys want, but its quite long. Thanks for the Help Much appreciated!

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  • An error occurred creating the form. See Exception.InnerException for details. The error is: Object

    - by Ben
    I get this error when attempting to debug my form, I cannot see where at all the error could be (also does not highlight where), anyone have any suggestions? An error occurred creating the form. See Exception.InnerException for details. The error is: Object reference not set to an instance of an object. Public Class Form1 Dim dateCrap As String = "Date:" Dim IPcrap As String = "Ip:" Dim pcCrap As String = "Computer:" Dim programCrap As String = "Program:" Dim textz As String = TextBox1.Text Dim sep() As String = {vbNewLine & vbNewLine} Dim sections() As String = Text.Split(sep, StringSplitOptions.None) Dim NewArray() As String = TextBox1.Text.Split(vbNewLine) Private Sub Button2_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button2.Click For i = 0 To sections.Count - 1 TextBox2.Text = sections(i) Dim text2 As String = TextBox2.Text Dim sep2() As String = {vbNewLine & vbNewLine} Dim sections2() As String = Text.Split(sep, StringSplitOptions.None) Dim FTPinfo() As String = TextBox2.Text.Split(vbNewLine) Dim clsRequest As System.Net.FtpWebRequest = _ DirectCast(System.Net.WebRequest.Create(sections2(0).Replace("Url/Host:", "")), System.Net.FtpWebRequest) clsRequest.Credentials = New System.Net.NetworkCredential(sections2(1).Replace("Login:", ""), (sections2(2).Replace("Password:", ""))) clsRequest.Method = System.Net.WebRequestMethods.Ftp.UploadFile ' read in file... Dim bFile() As Byte = System.IO.File.ReadAllBytes(txtShellDir.Text) ' upload file... Dim clsStream As System.IO.Stream = clsRequest.GetRequestStream() clsStream.Write(bFile, 0, bFile.Length) clsStream.Close() clsStream.Dispose() Next End Sub Private Sub Button3_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button3.Click ListBox1.Items.Clear() Dim fdlg As OpenFileDialog = New OpenFileDialog() fdlg.Title = "Browse for the FTP List you wish to use." fdlg.InitialDirectory = Application.ExecutablePath fdlg.Filter = "All files (*.txt)|*.txt|txt files (*.txt)|*.txt" fdlg.FilterIndex = 2 fdlg.RestoreDirectory = True If fdlg.ShowDialog() = DialogResult.OK Then 'ListBox1.Items.AddRange(Split(My.Computer.FileSystem.ReadAllText(fdlg.FileName), vbNewLine)) TextBox1.Text = My.Computer.FileSystem.ReadAllText(fdlg.FileName) End If Dim tmp() As String = TextBox1.Text.Split(CChar(vbNewLine)) For Each line As String In tmp If line.Length > 1 Then TextBox1.AppendText(line & vbNewLine) End If Next TextBox1.Text = TextBox1.Text.Replace(" ", "") TextBox1.Text = TextBox1.Text.Replace("----------------------------------------------------------", vbNewLine) For Each item As String In NewArray ListBox1.Items.Add(item) Next Try For i = 0 To ListBox1.Items.Count - 1 If ListBox1.Items(i).Contains(dateCrap) Then ListBox1.Items.RemoveAt(i) End If Next Catch ex As Exception End Try Try For i = 0 To ListBox1.Items.Count - 1 If ListBox1.Items(i).Contains(IPcrap) Then ListBox1.Items.RemoveAt(i) End If Next Catch ex As Exception End Try Try For i = 0 To ListBox1.Items.Count - 1 If ListBox1.Items(i).Contains(pcCrap) Then ListBox1.Items.RemoveAt(i) End If Next Catch ex As Exception End Try Try For i = 0 To ListBox1.Items.Count - 1 If ListBox1.Items(i).Contains(programCrap) Then ListBox1.Items.RemoveAt(i) End If Next Catch ex As Exception End Try TextBox1.Text = "" For Each thing As Object In ListBox1.Items TextBox1.AppendText(thing.ToString & vbNewLine) Next End Sub Private Sub Button4_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) For i = 0 To ListBox1.SelectedItems.Count - 1 TextBox1.Text = TextBox1.Text & ListBox1.Items.Item(i).ToString() & vbNewLine Next End Sub End Class

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  • unrecognized selector sent to instance while trying to add an object to a mutable array

    - by madpoet
    I'm following the "Your Second iOS App" and I decided to play with the code to understand Objective C well... What I'm trying to do is simply adding an object to a mutable array in a class. Here are the classes: BirdSighting.h #import <Foundation/Foundation.h> @interface BirdSighting : NSObject @property (nonatomic, copy) NSString *name; @property (nonatomic, copy) NSString *location; @property (nonatomic, copy) NSDate *date; -(id) initWithName: (NSString *) name location:(NSString *) location date:(NSDate *) date; @end BirdSighting.m #import "BirdSighting.h" @implementation BirdSighting -(id) initWithName:(NSString *)name location:(NSString *)location date:(NSDate *)date { self = [super init]; if(self) { _name = name; _location = location; _date = date; return self; } return nil; } @end BirdSightingDataController.h #import <Foundation/Foundation.h> @class BirdSighting; @interface BirdSightingDataController : NSObject @property (nonatomic, copy) NSMutableArray *masterBirdSightingList; - (NSUInteger) countOfList; - (BirdSighting *) objectInListAtIndex: (NSUInteger) theIndex; - (void) addBirdSightingWithSighting: (BirdSighting *) sighting; @end BirdSightingDataController.m #import "BirdSightingDataController.h" @implementation BirdSightingDataController - (id) init { if(self = [super init]) { NSMutableArray *sightingList = [[NSMutableArray alloc] init]; self.masterBirdSightingList = sightingList; return self; } return nil; } -(NSUInteger) countOfList { return [self.masterBirdSightingList count]; } - (BirdSighting *) objectInListAtIndex: (NSUInteger) theIndex { return [self.masterBirdSightingList objectAtIndex:theIndex]; } - (void) addBirdSightingWithSighting: (BirdSighting *) sighting { [self.masterBirdSightingList addObject:sighting]; } @end And this is where I'm trying to add a BirdSighting instance to the mutable array: #import "BirdsMasterViewController.h" #import "BirdsDetailViewController.h" #import "BirdSightingDataController.h" #import "BirdSighting.h" @implementation BirdsMasterViewController - (void)awakeFromNib { [super awakeFromNib]; BirdSightingDataController *dataController = [[BirdSightingDataController alloc] init]; NSDate *date = [NSDate date]; BirdSighting *sighting = [[[BirdSighting alloc] init] initWithName:@"Ebabil" location:@"Ankara" date: date]; [dataController addBirdSightingWithSighting: sighting]; NSLog(@"dataController: %@", dataController.masterBirdSightingList); self.dataController = dataController; } .......... @end It throws NSInvalidArgumentException in BirdSightingDataController addBirdSightingWithSighting method... What am I doing wrong?

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  • Is there a factory pattern to prevent multiple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquely define what the object is (what node, what edge etc), and the others that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methods, so all these objects act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approach which accepts a Builder object and constructs the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquely defines the type of object (this is node A to node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows its state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overriding of serialization methods to make it work (ensure that when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in its place), as well as using a weakHashMap as if it was a weakHashSet to know whether an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to its own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state that is different than my memory; to tell my memory when its own state is inconsistent. I believe this is possible despite their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect that I'm posting).

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  • is a factory pattern to prevent multuple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquly define what the object is (what node, what edge etc), and the oens that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methdos, so these objects all act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approch which accepts a Builder object and construct the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquly defines the type of object (this is node A nto node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows it's state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overiding of serlization methods to make it work (ensure when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in it's place), as well as using a weakHashMap as if it was a weakHashSet to know rather an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to it's own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state taht is different then my memory; to tell my memory when it's own state is inconsistent. I believe this is possible despit their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect I'm posting).

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  • Getting Custom NSCell with NSButtonCell instance to handle mouse click/mouse events

    - by sidha
    OK I'm really stumped on this one. I want to make a checkbox with a NSTextFieldCell combined together. It's important that the checkbox goes ON if the mouse hits the box, NOT the text. I've accomplished this, more or less, but the issue is receiving the mouse event because I click one checkbox in a row, but ALL of them turn to NSOnState. I will show what I've done and my various failed attempts in order to get this to work. So this is how I've done it so far: header: @interface MyCheckboxCellToo : NSTextFieldCell { NSButtonCell *_checkboxCell; } implementation: - (NSUInteger)hitTestForEvent:(NSEvent *)event inRect:(NSRect)cellFrame ofView:(NSView *)controlView { NSPoint point = [controlView convertPoint:[event locationInWindow] fromView:nil]; NSLog(@"%@", NSStringFromPoint(point)); NSRect checkFrame; NSDivideRect(cellFrame, &checkFrame, &cellFrame, cellFrame.size.height/*3 + [[_checkboxCell image] size].width*/, NSMinXEdge); if (NSMouseInRect(point, checkFrame, [controlView isFlipped])) { // the checkbox, or the small region around it, was hit. so let's flip the state NSCellStateValue checkState = ([_checkboxCell state] == NSOnState) ? NSOffState:NSOnState; [self setState:checkState]; [_checkboxCell setState:checkState]; [controlView setNeedsDisplay:YES]; return NSCellHitTrackableArea; } return [super hitTestForEvent:event inRect:cellFrame ofView:controlView]; } I know I probably shouldn't be doing: [self setState:checkState]; [_checkboxCell setState:checkState]; [controlView setNeedsDisplay:YES]; in there... because the result is that EVERY checkbox in every goes to NSOnState. Is this because cells are re-used? How come the ImageAndTextCell can have different images in the same tableview? How do I handle the mouse event? I have tried: - (BOOL)trackMouse:(NSEvent *)theEvent inRect:(NSRect)cellFrame ofView:(NSView *)controlView untilMouseUp:(BOOL)untilMouseUp { NSLog(@"%s %@", _cmd, theEvent); return [_checkboxCell trackMouse:theEvent inRect:cellFrame ofView:controlView untilMouseUp:untilMouseUp]; // return YES; // return [super trackMouse:theEvent inRect:cellFrame ofView:controlView untilMouseUp:untilMouseUp]; } - (BOOL)startTrackingAt:(NSPoint)startPoint inView:(NSView *)controlView { NSLog(@"%s %@", _cmd, NSStringFromPoint(startPoint)); return [super startTrackingAt:startPoint inView:controlView]; } - (BOOL)continueTracking:(NSPoint)lastPoint at:(NSPoint)currentPoint inView:(NSView *)controlView { NSLog(@"%s %@", _cmd, NSStringFromPoint(currentPoint)); return [super continueTracking:lastPoint at:currentPoint inView:controlView]; } - (void)stopTracking:(NSPoint)lastPoint at:(NSPoint)stopPoint inView:(NSView *)controlView mouseIsUp:(BOOL)flag { NSLog(@"%s %d %@", _cmd, flag, NSStringFromPoint(stopPoint)); } trackMouse: ... DOES gets called but startTrackingAt:..., continueTracking:..., and stopTracking:.... DO NOT get called when I click on the checkbox "hit area" in trackMouse:... I have tried return [_checkboxCell trackMouse:theEvent inRect:cellFrame ofView:controlView untilMouseUp:untilMouseUp]; and return [super trackMouse:theEvent inRect:cellFrame ofView:controlView untilMouseUp:untilMouseUp]; and neither seems to result in the mouse event being handled by the checkbox. How do I get that single checkbox to go NSOnState? I know I'm pretty close but after a lot of doc reading and google searching I haven't been successful at solving this. suggestions and comments welcome.. OK here is a bit more to show creation and destruction of the object.. - (id)init { if ((self = [super init])) { _checkboxCell = [[NSButtonCell alloc] init]; [_checkboxCell setButtonType:NSSwitchButton]; [_checkboxCell setTitle:@""]; [_checkboxCell setTarget:self]; [_checkboxCell setImagePosition:NSImageLeft]; [_checkboxCell setControlSize:NSRegularControlSize]; } return self; } - copyWithZone:(NSZone *)zone { MyCheckboxCellToo *cell = (MyCheckboxCellToo *)[super copyWithZone:zone]; cell->_checkboxCell = [_checkboxCell copyWithZone:zone]; return cell; } - (void)dealloc { [_checkboxCell release]; [super dealloc]; }

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  • Blend Interaction Behaviour gives "points to immutable instance" error

    - by kennethkryger
    I have a UserControl that is a base class for other user controls, that are shown in "modal view". I want to have all user controls fading in, when shown and fading out when closed. I also want a behavior, so that the user can move the controls around.My contructor looks like this: var tg = new TransformGroup(); tg.Children.Add(new ScaleTransform()); RenderTransform = tg; var behaviors = Interaction.GetBehaviors(this); behaviors.Add(new TranslateZoomRotateBehavior()); Loaded += ModalDialogBase_Loaded; And the ModalDialogBase_Loaded method looks like this: private void ModalDialogBase_Loaded(object sender, RoutedEventArgs e) { var fadeInStoryboard = (Storyboard)TryFindResource("modalDialogFadeIn"); fadeInStoryboard.Begin(this); } When I press a Close-button on the control this method is called: protected virtual void Close() { var fadeOutStoryboard = (Storyboard)TryFindResource("modalDialogFadeOut"); fadeOutStoryboard = fadeOutStoryboard.Clone(); fadeOutStoryboard.Completed += delegate { RaiseEvent(new RoutedEventArgs(ClosedEvent)); }; fadeOutStoryboard.Begin(this); } The storyboard for fading out look like this: <Storyboard x:Key="modalDialogFadeOut"> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(ScaleTransform.ScaleX)" Storyboard.TargetName="{x:Null}"> <EasingDoubleKeyFrame KeyTime="0" Value="1"> <EasingDoubleKeyFrame.EasingFunction> <BackEase EasingMode="EaseIn" Amplitude="0.3" /> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> <EasingDoubleKeyFrame KeyTime="0:0:0.4" Value="0"> <EasingDoubleKeyFrame.EasingFunction> <BackEase EasingMode="EaseIn" Amplitude="0.3" /> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(ScaleTransform.ScaleY)" Storyboard.TargetName="{x:Null}"> <EasingDoubleKeyFrame KeyTime="0" Value="1"> <EasingDoubleKeyFrame.EasingFunction> <BackEase EasingMode="EaseIn" Amplitude="0.3" /> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> <EasingDoubleKeyFrame KeyTime="0:0:0.4" Value="0"> <EasingDoubleKeyFrame.EasingFunction> <BackEase EasingMode="EaseIn" Amplitude="0.3" /> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="{x:Null}"> <EasingDoubleKeyFrame KeyTime="0" Value="1" /> <EasingDoubleKeyFrame KeyTime="0:0:0.3" Value="0" /> <EasingDoubleKeyFrame KeyTime="0:0:0.4" Value="0" /> </DoubleAnimationUsingKeyFrames> </Storyboard> If the user control is show, and the user does NOT move it around on the screen, everything works fine. However, if the user DOES move the control around, I get the following error when the modalDialogFadeOut storyboard is started: 'Children' property value in the path '(0).(1)[0].(2)' points to immutable instance of 'System.Windows.Media.TransformCollection'. How can fix this?

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  • Object reference not set to an instance of an object- Linked List Example

    - by Zoro Roronoa
    I am seeing following errors : Object reference not set to an instance of an object! Check to determinate if the object is null before calling the method! I'am new with C#,and I made a program for Sorted Linked Lists. Here is the code where the error comes! public void Insert(double data) { Link newLink = new Link(data); Link current = first; Link previous = null; if (first == null) { first = newLink; } else { while (data > current.DData && current != null) { previous = current; current = current.Next; } previous.Next = newLink; newLink.Next = current; } } It says that the current referenc is null while (data current.DData && current != null), but I assigned it current = first; Please Help ! The rest is the complete code of the Program! class Link { double dData; Link next=null; public Link Next { get { return next; } set { next = value; } } public double DData { get { return dData; } set { dData = value; } } public Link(double dData) { this.dData = dData; } public void DisplayLink() { Console.WriteLine("Link : "+ dData); } } class SortedList { Link first; public SortedList() { first = null; } public bool IsEmpty() { return (this.first == null); } public void Insert(double data) { Link newLink = new Link(data); Link current = first; Link previous = null; if (first == null) { first = newLink; } else { while (data > current.DData && current != null) { previous = current; current = current.Next; } previous.Next = newLink; newLink.Next = current; } } public Link Remove() { Link temp = first; first = first.Next; return temp; } public void DisplayList() { Link current; current = first; Console.WriteLine("Display the List!"); while (current != null) { current.DisplayLink(); current = current.Next; } } } class SortedListApp { public void TestSortedList() { SortedList newList = new SortedList(); newList.Insert(20); newList.Insert(22); newList.Insert(100); newList.Insert(1000); newList.Insert(15); newList.Insert(11); newList.DisplayList(); newList.Remove(); newList.DisplayList(); } }

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  • terminate called after throwing an instance of 'std::length_error'

    - by mark
    hello all, this is my first post here. As i am newbie, the problem might be stupid. I was writing a piece of code while the following error message shown, terminate called after throwing an instance of 'std::length_error' what(): basic_string::_S_create /home/gcj/finals /home/gcj/quals where Aborted the following is the offending code especially Line 39 to Line 52. It is weired for me as this block of code is almost same as the Line64 to Line79. int main(){ std::vector<std::string> dirs, need; std::string tmp_str; std::ifstream fp_in("small.in"); std::ofstream fp_out("output"); std::string::iterator iter_substr_begin, iter_substr_end; std::string slash("/"); int T, N, M; fp_in>>T; for (int t = 0; t < T; t++){ std::cout<<" time "<< t << std::endl; fp_in >> N >> M; for (int n =0; n<N; n++){ fp_in>>tmp_str; dirs.push_back(tmp_str); tmp_str.clear(); } for (int m=0; m<M; m++){ fp_in>>tmp_str; need.push_back(tmp_str); tmp_str.clear(); } for (std::vector<std::string>::iterator iter = dirs.begin(); iter!=dirs.end(); iter++){ for (std::string::iterator iter_str = (*iter).begin()+1; iter_str<(*iter).end(); ++iter_str){ if ((*iter_str)=='/') { std::string tmp_str2((*iter).begin(), iter_str); if (find(dirs.begin(), dirs.end(), tmp_str2)==dirs.end()) { dirs.push_back(tmp_str2); } } } } for (std::vector<std::string>::iterator iter_tmp = dirs.begin(); iter_tmp!= dirs.end(); ++iter_tmp) std::cout<<*iter_tmp<<" "; dirs.clear(); std::cout<<std::endl; std::cout<<" need "<<std::endl; //processing the next for (std::vector<std::string>::iterator iter_tmp = need.begin(); iter_tmp!=need.end(); ++iter_tmp) std::cout<<*iter_tmp<<" "; std::cout<<" where "; for (std::vector<std::string>::iterator iter = need.begin(); iter!=need.end(); iter++){ for (std::string::iterator iter_str = (*iter).begin()+1; iter_str<(*iter).end(); ++iter_str){ if ((*iter_str)=='/') { std::string tmp_str2((*iter).begin(), iter_str); if (find(need.begin(), need.end(), tmp_str2)==need.end()) { need.push_back(tmp_str2); } } } } for (std::vector<std::string>::iterator iter_tmp = need.begin(); iter_tmp!= need.end(); ++iter_tmp) std::cout<<*iter_tmp<<" "; need.clear(); std::cout<<std::endl; //finish processing the next } for (std::vector<std::string>::iterator iter= dirs.begin(); iter!=dirs.end(); iter++) std::cout<<*iter<<" "; std::cout<<std::endl; for (std::vector<std::string>::iterator iter= need.begin(); iter!=need.end(); iter++) std::cout<<*iter<<" "; std::cout<<std::endl; fp_out.close(); } best regards, Mark

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  • Stack overflow error after creating a instance using 'new'

    - by Justin
    EDIT - The code looks strange here, so I suggest viewing the files directly in the link given. While working on my engine, I came across a issue that I'm unable to resolve. Hoping to fix this without any heavy modification, the code is below. void Block::DoCollision(GameObject* obj){ obj->DoCollision(this); } That is where the stack overflow occurs. This application works perfectly fine until I create two instances of the class using the new keyword. If I only had 1 instance of the class, it worked fine. Block* a = new Block(0, 0, 0, 5); AddGameObject(a); a = new Block(30, 0, 0, 5); AddGameObject(a); Those parameters are just x,y,z and size. The code is checked before hand. Only a object with a matching Collisonflag and collision type will trigger the DoCollision(); function. ((*list1)->m_collisionFlag & (*list2)->m_type) Maybe my check is messed up though. I attached the files concerned here http://celestialcoding.com/index.php?topic=1465.msg9913;topicseen#new. You can download them without having to sign up. The main suspects, I also pasted the code for below. From GameManager.cpp void GameManager::Update(float dt){ GameList::iterator list1; for(list1=m_gameObjectList.begin(); list1 != m_gameObjectList.end(); ++list1){ GameObject* temp = *list1; // Update logic and positions if((*list1)->m_active){ (*list1)->Update(dt); // Clip((*list1)->m_position); // Modify for bounce affect } else continue; // Check for collisions if((*list1)->m_collisionFlag != GameObject::TYPE_NONE){ GameList::iterator list2; for(list2=m_gameObjectList.begin(); list2 != m_gameObjectList.end(); ++list2){ if(!(*list2)->m_active) continue; if(list1 == list2) continue; if( (*list2)->m_active && ((*list1)->m_collisionFlag & (*list2)->m_type) && (*list1)->IsColliding(*list2)){ (*list1)->DoCollision((*list2)); } } } if(list1==m_gameObjectList.end()) break; } GameList::iterator end    = m_gameObjectList.end(); GameList::iterator newEnd = remove_if(m_gameObjectList.begin(),m_gameObjectList.end(),RemoveNotActive); if(newEnd != end)        m_gameObjectList.erase(newEnd,end); } void GameManager::LoadAllFiles(){ LoadSkin(m_gameTextureList, "Models/Skybox/Images/Top.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Right.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Back.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Left.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Front.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Models/Skybox/Images/Bottom.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Textures/Terrain1.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Textures/Terrain2.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Details/TerrainDetails.bmp", GetNextFreeID()); LoadSkin(m_gameTextureList, "Terrain/Textures/Water1.bmp", GetNextFreeID()); Block* a = new Block(0, 0, 0, 5); AddGameObject(a); a = new Block(30, 0, 0, 5); AddGameObject(a); Player* d = new Player(0, 100,0); AddGameObject(d); } void Block::Draw(){ glPushMatrix(); glTranslatef(m_position.x(), m_position.y(), m_position.z()); glRotatef(m_facingAngle, 0, 1, 0); glScalef(m_size, m_size, m_size); glBegin(GL_LINES); glColor3f(255, 255, 255); glVertex3f(m_boundingRect.left, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.left, m_boundingRect.bottom, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.bottom, m_position.z()); glVertex3f(m_boundingRect.left, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.left, m_boundingRect.bottom, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.top, m_position.z()); glVertex3f(m_boundingRect.right, m_boundingRect.bottom, m_position.z()); glEnd(); // DrawBox(m_position.x(), m_position.y(), m_position.z(), m_size, m_size, m_size, 8); glPopMatrix(); } void Block::DoCollision(GameObject* obj){ GameObject* t = this;   // I modified this to see for sure that it was causing the mistake. // obj->DoCollision(NULL); // Just revert it back to /* void Block::DoCollision(GameObject* obj){     obj->DoCollision(this);   }   */ }

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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  • Rendering WPF DrawingGroup to single ImageSource

    - by Xander
    Currently I'm using a System.Windows.Media.DrawingGroup to store some tiled images (ImageDrawing) inside the Children-DrawingCollection property. Well the problem is now, this method gets really slow if you display the entire DrawingGroup in an Image control, because my DrawingGroup can contain hundreds or even thousands of small images it can really mess up the performance. So my first thought was to somehow render a single image from all the small ones inside the DrawingGroup and then only display that image, that would be much faster. But as you might have figured out I haven't found any solution so simply combine several images with WPF Imaging. It would really be great if someone could help with this problem or tell me how i can improve the performance with the DrawingGroup or even use another approach. One last thing, currently I'm using a RenderTargetBitmap to generate a single BitmapSource from the DrawingGroup, this approach isn't really faster, but it makes the scrolling and working on the Image control at least a little smoother.

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  • Open source embedded filesystem (or single file virtual filesystem, or structured storage) library f

    - by Ioan
    I'm not sure what the "general" name of something like this might be. I'm looking for a library that gives me a file format to store different types of binary data in an expanding single file. open source, non-GPL (LGPL ok) C interface the file format is a single file multiple files within using a POSIX-like file API (or multiple "blobs" within using some other API) file/structure editing is done in-place reliable first, performant second Examples include: the virtual drives of a virtual machine whefs HDF CDF NetCDF Problems with the above: whefs doesn't appear to be very mature, but best describes what I'm after HDF, CDF, NetCDF are usable (also very reliable and fast), but they're rather complicated and I'm not entirely convinced of their support for opaque binary "blobs" Edit: Forgot to mention, one other relevant question: http://stackoverflow.com/questions/1361560/simple-virtual-filesystem-in-c-c Another similar question: http://stackoverflow.com/questions/374417/is-there-an-open-source-alternative-to-windows-compound-files Edit: Added condition of in-place editing.

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  • Need to merge multiple pdf's into a single PDF with Table Of Contents sections

    - by Jason
    Will have 50-100 single PDF's that we'll be generating with a php script. PDF's are generally grouped into groups of 10-20. Each group needs to have it's own Table of Contents or Index, and then there also needs to be a Master Table of Contents or Index at the beginning. Or if that is too difficult we could get away with a single Table of Contents at the beginning. What's the best way to go about this? Will we need to create the Table of Contents and then export that to PDF and append it to the beginning and mash the rest of the files after that? Or is there a better solution? And what's the best tool for us to merge the pdf's? Will be running on a Linux server.

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  • Authenticating a single request with httpclient 4.x

    - by scompt.com
    I have an HttpClient instance that's shared by a number of threads. I would like to use it to make a single authenticated request. Because only the single request should be authenticated, I don't want to modify the HttpClient instance as described in the documentation. Here's what I've worked out instead, which isn't working. From what I can tell, it doesn't look like the CredentialsProvider is being used at all. Any tips? HttpContext context = null; if(feedSpec.isAuthenticated()) { context = new BasicHttpContext(); CredentialsProvider credsProvider = new BasicCredentialsProvider(); credsProvider.setCredentials(AuthScope.ANY, new UsernamePasswordCredentials(feedSpec.getHttpUsername(), feedSpec.getHttpPassword())); context.setAttribute(ClientContext.CREDS_PROVIDER, credsProvider); context.setAttribute(ClientPNames.HANDLE_AUTHENTICATION, true); } HttpGet httpGet = new HttpGet(feedSpec.getUri()); HttpResponse httpResponse = httpClient.execute(httpGet, context);

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  • SSRS- Bar Chart with single bar needs to display Percentage data

    - by Mac
    Hi All, I have a requirement to show percentages in bar chart on a single bar using SSRS. For example, I want to show a employees by Age in a percentage in an SSRS report. 1.How many % employees between age 20 and 30? 2.How many % employees between age 30 and 40? 3.How many % employees between age 40 and 50? All this on a chart which has only single bar chart in percentage? Is it possible? Thanks

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  • how to read value of an xml node (single) using linq to xml

    - by Wondering
    Hi All, I have a xml structure similar to below one: <test> <test1>test1 value</test1> </test> Now I am reading the value of node using below LINQ to xml code. var test = from t in doc.Descendants("test") select t.Element("test1").Value; Console.WriteLine("print single node value"); Console.WriteLine(test); above code works fine, but here I have one single node, but to retrive value I am using foreach loop, which I dont think is good..any better way of doing the same thing without a foreach loop Thanks.

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  • Multiple rows with a single INSERT in SQLServer 2008

    - by Todd
    I am testing the speed of inserting multiple rows with a single INSERT statement. For example: INSERT INTO [MyTable] VALUES (5, 'dog'), (6, 'cat'), (3, 'fish) This is very fast until I pass 50 rows on a single statement, then the speed drops significantly. Inserting 10000 rows with batches of 50 take 0.9 seconds. Inserting 10000 rows with batches of 51 take 5.7 seconds. My question has two parts: Why is there such a hard performance drop at 50? Can I rely on this behavior and code my application to never send batches larger than 50? My tests were done in c++ and ADO.

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  • Why is this class re-initialized every time?

    - by pinnacler
    I have 4 files and the code 'works' as expected. I try to clean everything up, place code into functions, etc... and everything looks fine... and it doesn't work. Can somebody please explain why MatLab is so quirky... or am I just stupid? Normally, I type terminator = simulation(100,20,0,0,0,1); terminator.animate(); and it should produce a map of trees with the terminator walking around in a forest. Everything rotates to his perspective. When I break it into functions... everything ceases to work. I really only changed a few lines of code, shown in comments. Code that works: classdef simulation properties landmarks robot end methods function obj = simulation(mapSize, trees, x,y,heading,velocity) obj.landmarks = landmarks(mapSize, trees); obj.robot = robot(x,y,heading,velocity); end function animate(obj) %Setup Plots fig=figure; xlabel('meters'), ylabel('meters') set(fig, 'name', 'Phil''s AWESOME 80''s Robot Simulator') xymax = obj.landmarks.mapSize*3; xymin = -(obj.landmarks.mapSize*3); l=scatter([0],[0],'bo'); axis([xymin xymax xymin xymax]); obj.landmarks.apparentPositions %Simulation Loop THIS WAS ORGANIZED for n = 1:720, %Calculate and Set Heading/Location obj.robot.headingChange = navigate(n); %Update Position obj.robot.heading = obj.robot.heading + obj.robot.headingChange; obj.landmarks.heading = obj.robot.heading; y = cosd(obj.robot.heading); x = sind(obj.robot.heading); obj.robot.x = obj.robot.x + (x*obj.robot.velocity); obj.robot.y = obj.robot.y + (y*obj.robot.velocity); obj.landmarks.x = obj.robot.x; obj.landmarks.y = obj.robot.y; %Animate set(l,'XData',obj.landmarks.apparentPositions(:,1),'YData',obj.landmarks.apparentPositions(:,2)); rectangle('Position',[-2,-2,4,4]); drawnow end end end end ----------- classdef landmarks properties fixedPositions %# positions in a fixed coordinate system. [ x, y ] mapSize = 10; %Map Size. Value is side of square x=0; y=0; heading=0; headingChange=0; end properties (Dependent) apparentPositions end methods function obj = landmarks(mapSize, numberOfTrees) obj.mapSize = mapSize; obj.fixedPositions = obj.mapSize * rand([numberOfTrees, 2]) .* sign(rand([numberOfTrees, 2]) - 0.5); end function apparent = get.apparentPositions(obj) %-STILL ROTATES AROUND ORIGINAL ORIGIN currentPosition = [obj.x ; obj.y]; apparent = bsxfun(@minus,(obj.fixedPositions)',currentPosition)'; apparent = ([cosd(obj.heading) -sind(obj.heading) ; sind(obj.heading) cosd(obj.heading)] * (apparent)')'; end end end ---------- classdef robot properties x y heading velocity headingChange end methods function obj = robot(x,y,heading,velocity) obj.x = x; obj.y = y; obj.heading = heading; obj.velocity = velocity; end end end ---------- function headingChange = navigate(n) %steeringChange = 5 * rand(1) * sign(rand(1) - 0.5); Most chaotic shit %Draw an S if n <270 headingChange=1; elseif n<540 headingChange=-1; elseif n<720 headingChange=1; else headingChange=1; end end Code that does not work... classdef simulation properties landmarks robot end methods function obj = simulation(mapSize, trees, x,y,heading,velocity) obj.landmarks = landmarks(mapSize, trees); obj.robot = robot(x,y,heading,velocity); end function animate(obj) %Setup Plots fig=figure; xlabel('meters'), ylabel('meters') set(fig, 'name', 'Phil''s AWESOME 80''s Robot Simulator') xymax = obj.landmarks.mapSize*3; xymin = -(obj.landmarks.mapSize*3); l=scatter([0],[0],'bo'); axis([xymin xymax xymin xymax]); obj.landmarks.apparentPositions %Simulation Loop for n = 1:720, %Calculate and Set Heading/Location %Update Position headingChange = navigate(n); obj.robot.updatePosition(headingChange); obj.landmarks.updatePerspective(obj.robot.heading, obj.robot.x, obj.robot.y); %Animate set(l,'XData',obj.landmarks.apparentPositions(:,1),'YData',obj.landmarks.apparentPositions(:,2)); rectangle('Position',[-2,-2,4,4]); drawnow end end end end ----------------- classdef landmarks properties fixedPositions; %# positions in a fixed coordinate system. [ x, y ] mapSize; %Map Size. Value is side of square x; y; heading; headingChange; end properties (Dependent) apparentPositions end methods function obj = createLandmarks(mapSize, numberOfTrees) obj.mapSize = mapSize; obj.fixedPositions = obj.mapSize * rand([numberOfTrees, 2]) .* sign(rand([numberOfTrees, 2]) - 0.5); end function apparent = get.apparentPositions(obj) %-STILL ROTATES AROUND ORIGINAL ORIGIN currentPosition = [obj.x ; obj.y]; apparent = bsxfun(@minus,(obj.fixedPositions)',currentPosition)'; apparent = ([cosd(obj.heading) -sind(obj.heading) ; sind(obj.heading) cosd(obj.heading)] * (apparent)')'; end function updatePerspective(obj,tempHeading,tempX,tempY) obj.heading = tempHeading; obj.x = tempX; obj.y = tempY; end end end ----------------- classdef robot properties x y heading velocity end methods function obj = robot(x,y,heading,velocity) obj.x = x; obj.y = y; obj.heading = heading; obj.velocity = velocity; end function updatePosition(obj,headingChange) obj.heading = obj.heading + headingChange; tempy = cosd(obj.heading); tempx = sind(obj.heading); obj.x = obj.x + (tempx*obj.velocity); obj.y = obj.y + (tempy*obj.velocity); end end end The navigate function is the same... I would appreciate any help as to why things aren't working. All I did was take the code from the first section from under comment: %Simulation Loop THIS WAS ORGANIZED and break it into 2 functions. One in robot and one in landmarks. Is a new instance created every time because it's constantly printing the same heading for this line int he robot class obj.heading = obj.heading + headingChange;

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  • How to part single SVG image containing many fonts

    - by Nachiket
    Hello guys, First of all I am not a designer. so this question is may be too easy OR even worse not a proper question at all. Anyways, I have downloaded free fonts from GoSquared (link) which provides all fonts in single SVG file. So, is there any standard way or tool to convert this single SVG files into individual icon's svg/png file? (I have GIMP) By the way, It also gives .ai file, but I don't have Adobe Illustrator (in fact, I don;t have any Adobe Design too).. Cheers,

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