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  • onActivityResult on tabwidget

    - by Ashish Rana
    I am new in android development. I am not getting call onActivityResult method. @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { System.out.println("================================"); if(resultCode==RESULT_OK) { Toast.makeText(TaskListActivity.this, "Pass", Toast.LENGTH_LONG).show(); } else{ Toast.makeText(TaskListActivity.this, "Fail", Toast.LENGTH_LONG).show(); } }

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  • Delay in the implementation of text change in Statusbar control

    - by ehsan zeynali
    I have a function a time consuming operation that is done I want to start and end operations appear to be user (By statusbar control) But when performed function, both text executed at the end of function. (user can not sees "Start Operation ...") What solution do you recommend to me? private void btnUpdateDataBase_Click(object sender, RoutedEventArgs e) { TextBlockStatus.Text = "Start Operation ..."; //Time consuming operation TextBlockStatus.Text = "End Operation ..."; }

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  • Java: how to initialize String[]?

    - by Heoa
    Error % javac StringTest.java StringTest.java:4: variable errorSoon might not have been initialized errorSoon[0] = "Error, why?"; Code public class StringTest { public static void main(String[] args) { String[] errorSoon; errorSoon[0] = "Error, why?"; } }

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  • C++ abstract class template + type-specific subclass = trouble with linker

    - by user333279
    Hi there, The project in question is about different endpoints communicating with each other. An endpoint sends events (beyond the scope of the current problem) and can process incoming events. Each event is represented in a generic object as follows: #pragma interface ... // some includes template<typename T> class Event { public: Event(int senderId, Type type, T payload); // Type is an enum Event(int senderId, Type type, int priority, T payload); virtual ~Event(); virtual int getSenderId(); virtual int getPriority(); virtual T getPayload(); void setPriority(const int priority); protected: const int senderId; const Type type; const T payload; int priority; }; It has its implementing class with #pragma implementation tag. An endpoint is defined as follows: #pragma interface #include "Event.h" template<typename T> class AbstractEndPoint { public: AbstractEndPoint(int id); virtual ~AbstractEndPoint(); virtual int getId(); virtual void processEvent(Event<T> event) = 0; protected: const int id; }; It has its implementing class too, but only the constructor, destructor and getId() are defined. The idea is to create concrete endpoints for each different payload type. Therefore I have different payload objects and specific event classes for each type, e.g. Event<TelegramFormatA>, Event<TelegramFormatB> and ConcreteEndPoint for TelegramFormatA, ConcreteEndPoint for TelegramFormatB respectively. The latter classes are defined as class ConcreteEndPoint : AbstractEndPoint<TelegramFormatA> { ... } I'm using g++ 4.4.3 and ld 2.19. Everything compiles nicely, but the linker complaints about undefined references to type-specific event classes, like Event<TelegramFormatA>::Event(....) . I tried explicit instantiation using template class AbstractEndPoint<TelegramFormatA>; but couldn't get past the aforementioned linker errors. Any ideas would be appreciated.

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  • Junit before class ( non static )

    - by Roman
    Are there any best practices to get Junit execute a function once in a test file , and it should also not be static. like @BeforeClass on non static function? Here is an ugly solution : @Before void init(){ if (init.get() == false){ init.set(true); // do once block } } well this is something i dont want to do , and i am looking for an integrated junit solution.

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  • Generate set/get methods for a c++ class

    - by Narek
    Is there any tool that generates set and get methods for a class. Just I create classes very frequently and would like to have a tool which for each class-member wil generate following functions: Member_Type getMemberName() const; void setMemberName(const Member_Type & val);

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  • two threads going to do func()

    - by nisnis84
    2 threads going to use the same func(). The 2 threads should be mutually exclusive. How do I get it to work properly? (output should be "abcdeabcde") char arr[] = "ABCDE"; int len = 5; void func(){ for(int i = 0; i <len;i++) printf("%c,arr[i]); }

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  • How to treat 64-bit words on a CUDA device?

    - by pikkio
    Hi, I'd like to handle directly 64-bit words on the CUDA platform (eg. uint64_t vars). I understand, however, that addressing space, registers and the SP architecture are all 32-bit based. I actually found this to work correctly (on my CUDA cc1.1 card): __global__ void test64Kernel( uint64_t *word ) { (*word) <<= 56; } but I don't know, for example, how this affects registers usage and the operations per clock cycle count.

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  • GCC compile time division error

    - by kartikmohta
    Can someone explain this behaviour? test.c: #include <stdio.h> int main(void) { printf("%d, %d\n", (int) (300.6000/0.05000), (int) (300.65000/0.05000)); printf("%f, %f\n", (300.6000/0.05000), (300.65000/0.05000)); return 0; } $ gcc test.c $ ./a.out 6012, 6012 6012.000000, 6013.000000 I checked the assembly code and it puts both the arguments of the first printf as 6012, so it seems to be a compile time bug.

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  • Under what conditions will you get unresolved external symbol for __declspec(dllimport)?

    - by Mark
    I am converting an application to use .dlls and I'm riddled with linker errors stating unersolved external symbol"__declspec(dllimport) public: void __thiscall Rail::SetNextrail(class Rail *)" There is more gibberish at the end of this error message. Why should this happen and how do you fix it? __declspec(dllimport) is being placed with a macro defined as: #ifdef LUDOAI_EXPORT #define DECLSPECAI __declspec(dllexport) #else #define DECLSPECAI __declspec(dllimport) #endif

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  • C# Property Delegate?

    - by Mark
    In my other methods I could do something like this, public void Add(T item) { if (dispatcher.CheckAccess()) { ... } else { dispatcher.Invoke(new Action<T>(Add), item); } } But how do I invoke a property for a situation like this? public T this[int index] { get { ... } set { if (dispatcher.CheckAccess()) { ... } else { dispatcher.Invoke(???, index); // <-- problem is here } } }

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  • proper way to use list to array?

    - by cometta
    public class TestClass{ private String divisions[] ={}; public void doAction(){ Collection testArray = new ArrayList(); // put testArray will data divisions = (String [] ) testArray.toArray(division); //should i use this divisions = (String [] ) testArray.toArray(new String [] {}); //should i use this? } } if i use case 1, and i call doaction multiple time, the division, something will show wrong records if i use case2, divisions will always show the correct records. is my assumption should use case 2?

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  • When inheriting a control in Silverlight, how to find out if its template has been applied?

    - by herzmeister der welten
    When inheriting a control in Silverlight, how do I find out if its template has already been applied? I.e., can I reliably get rid of my cumbersome _hasTemplateBeenApplied field? public class AwesomeControl : Control { private bool _hasTemplateBeenApplied = false; public override void OnApplyTemplate() { base.OnApplyTemplate(); this._hasTemplateBeenApplied = true; // Stuff } private bool DoStuff() { if (this._hasTemplateBeenApplied) { // Do Stuff } } }

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  • WPF textbox derived control override drag&drop OnPreviewDrop (C sharp)

    - by Petr Klus
    Hi, I have been working on my custom control derived from the TextBox and I have encountered a problem I can not solve right now. Brief description of the problem: my textbox contains plain text which contains tags which I want to keep consistent - so far I have overriden text selection so they can be selected only as a whole tag etc. Right now I have moved to processing of drag&drop. If any text is dropped on the textfield and it is dropped on the tag, I want the insertion to be moved before or after the tag. The actual problem is with setting of the e.Handled=true. If I set it to true, it almost works - the text is inserted via my routine, but it is not removed from the source. If I set it to false, after executing my method the original textbox's insertion method is run. Is there any way to alter event routing? Or am I approaching this wrong from the start? Code of my method: protected override void OnPreviewDragEnter(DragEventArgs e) { base.OnPreviewDragEnter(e); e.Handled = true; // let us draw our very own caret... } protected override void OnPreviewDrop(DragEventArgs e) { base.OnPreviewDrop(e); fieldsReady = false; int selStart = this.SelectionStart; int selLength = this.SelectionLength; string droppedData = (string)e.Data.GetData(DataFormats.StringFormat); // where to insert Point whereDropped = e.GetPosition(this); int droppedIndex = GetCharacterIndexFromPoint(whereDropped, true); if (droppedIndex == this.Text.Length - 1) { double c = GetRectFromCharacterIndex(droppedIndex).X; if (whereDropped.X > c) droppedIndex++; } // only if the source was us, do this: if (this.SelectionLength > 0) // this means that we are dragging from our textbox! { // was there any selection? if so, remove it! this.Text = this.Text.Substring(0, selStart) + this.Text.Substring(selStart + selLength); e.Handled = true; // 2DO!! alter the indices depending on the removed selection // insertion this.Text = this.Text.Substring(0, droppedIndex) + droppedData + this.Text.Substring(droppedIndex); } }

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  • does passing __m128i objects by reference to inline function cause these objects to be moved to stac

    - by ~buratinas
    Hello, I'm writing transpose function for 8x16bit vectors with SSE2 intrinsics. Since there are 8 arguments for that function (a matrix of 8x8x16bit size), I can't do anything but pass them by reference. Will that be optimized by the compiler (I mean, will these __m128i objects be passed in registers instead of stack)? Code snippet: inline void transpose (__m128i &a0, __m128i &a1, __m128i &a2, __m128i &a3, __m128i &a4, __m128i &a5, __m128i &a6, __m128i &a7) { .... }

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  • Find the end/finish coordinates you a UISwipeGestureRecognizer

    - by Code
    I can find the start coordinates of where a swipe starts by doing the following - (void)oneFingerSwipeUp:(UISwipeGestureRecognizer *)recognizer { CGPoint point = [recognizer locationInView:[self view]]; NSLog(@"Swipe up - start location: %f,%f", point.x, point.y); } Is it possible to find the coordinates where the swipe ended? I looked into the docs and its not mentioned. Is there some work around for this? Many Thanks, -Code

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  • Flickering Image in Java?

    - by Noah Cagle
    OK so I am coding a game right now to prepair for Ludum Dare SharkJam, and I am using a new method for programming, because the last method I had crashes my PC, so this one should work. Well it does work and all, better too, but the images that I put in it flicker. Here is the whole main class (where the images are drawn) package me.NoahCagle.watermaze; import java.awt.Color; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferedImage; import javax.swing.JFrame; import me.NoahCagle.watermaze.entity.EntityShark; import me.NoahCagle.watermaze.entity.Player; import me.NoahCagle.watermaze.input.Keys; import me.NoahCagle.watermaze.map.Map; public class Game extends JFrame { private static final long serialVersionUID = 1L; Map map = new Map(0, 0); Player player = new Player(50, 30); static EntityShark shark = new EntityShark(400, 400); public Image dbImage; public Game() { setSize(800, 600); setDefaultCloseOperation(EXIT_ON_CLOSE); setLocationRelativeTo(null); setVisible(true); setTitle("Water Maze"); setResizable(false); setBackground(Color.blue); addKeyListener(new Keys()); } public static void main(String[] args) { new Game(); Thread s = new Thread(shark); s.start(); } public void paint(Graphics g) { dbImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g.drawImage(dbImage, map.x, map.y, null); g.drawImage(player.player, player.x, player.y, this); g.drawImage(shark.shark, shark.x, shark.y, this); repaint(); } } What this code does for me is makes the Images work correctly, just flickering, alot. Can anyone help me with my issue? EDIT: I think it has something to do with where I call the repaint method in the paint method, so look there.

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  • sigwait in Linux (Fedora 13) vs OS X

    - by Silas
    So I'm trying to create a signal handler using pthreads which works on both OS X and Linux. The code below works on OS X but doesn't work on Fedora 13. The application is fairly simple. It spawns a pthread, registers SIGHUP and waits for a signal. After spawning the signal handler I block SIGHUP in the main thread so the signal should only be sent to the signal_handler thread. On OS X this works fine, if I compile, run and send SIGHUP to the process it prints "Got SIGHUP". On Linux it just kills the process (and prints Hangup). If I comment out the signal_handler pthread_create the application doesn't die. I know the application gets to the sigwait and blocks but instead of return the signal code it just kills the application. I ran the test using the following commands: g++ test.cc -lpthread -o test ./test & PID="$!" sleep 1 kill -1 "$PID" test.cc #include <pthread.h> #include <signal.h> #include <iostream> using namespace std; void *signal_handler(void *arg) { int sig; sigset_t set; sigemptyset(&set); sigaddset(&set, SIGHUP); while (true) { cout << "Wait for signal" << endl; sigwait(&set, &sig); if (sig == SIGHUP) { cout << "Got SIGHUP" << endl; } } } int main() { pthread_t handler; sigset_t set; // Create signal handler pthread_create(&handler, NULL, signal_handler, NULL); // Ignore SIGHUP in main thread sigfillset(&set); sigaddset(&set, SIGHUP); pthread_sigmask(SIG_BLOCK, &set, NULL); for (int i = 1; i < 5; i++) { cout << "Sleeping..." << endl; sleep(1); } pthread_join(handler, NULL); return 0; }

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  • NServiceBus specify order of Handlers execution

    - by John Simons
    Just wondering if this is the way to specify the order to run a handler (AuthorizationHandler) before all others? public void SpecifyOrder(Order order) { order.Specify(First<AuthorizationHandler>.Then<IHandleMessages<IMessage>>()); } It just feels odd to add Then<IHandleMessages<IMessage>>(). Is there a nicer way of saying to the Bus execute x handler before all others?

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