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  • Render {embed} for each entry in {exp:weblog:entries} loop

    - by eyelidlessness
    {exp:weblog:entries [args]} [content] {embed="path/to/sub-template" [args]} {/exp:weblog:entries} The sub-template only renders for the first entry, and the {embed} template tag is swallowed for all subsequent entries. Is there a way to make it render the sub-template for each iteration? Edit: stranger yet, if caching is enabled for the sub-template, it renders for each iteration—but, of course, the arguments on the embed tag aren't passed to subsequent iterations, as the sub-template is cached.

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  • How do I authenticate in Google App Engine with SVNKit?

    - by corgrath
    Creating a default authication manager with SVNKit requires access to the file system. SVNURL svnurl = SVNURL.parseURIEncoded(url); SVNRepository repository = SVNRepositoryFactory.create(svnurl); // Authentication ISVNAuthenticationManager authManager = SVNWCUtil.createDefaultAuthenticationManager(name, password); repository.setAuthenticationManager(authManager); In Google App Engine, you can't create/write files. How do I authenticate myself in Google App Engine?

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  • Designing template for Ruby on Rails view. What and where to learn?

    - by Victor
    Hi. I have a project going on, and I am in charge of the front-end design, whereas my developers will work on the back-end with Ruby on Rails. I do not know Ruby on Rails, and am designing front-end using XHTML, CSS, jQuery, 960.gs CSS Framework. My developer is supposed to take my design and connect the elements of back-end to it, with Ajax too. What are the things that I should know while designing the template/view so that I won't kick my developers' asses with my design? How to help the connecting of elements painless? I understand I must avoid . Some Ruby on Rails developers also prefer Blueprint CSS Framework over 960.gs. Any guidance? Thanks.

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  • I need to know how to create a custom webform template in ASP.NET that allows me to pick a master pa

    - by Pete
    Using Visual Studio 2008, I need to create a custom web form that when picked acts like the web content form, by providing a dialog that lets you pick a master page. I have looked through the webform.zip template and thought I had a clue, but trying different combinations has baffled me as it either doesn't appear or doesn't work. Also when you set the project type to Web and sub project type to CSharp it doesn't appear, so I don't know if this part of the cause, because I would of hoped that the SupportsMasterPage element would of caused this dialog to appear, if it is a web item, but no luck. Frown Any ideas? p.s. I have used my googling resources to the maximum so unsure what to do.

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  • How do I get an Iterator over a vector of objects from a Template?

    - by nieldw
    I'm busy implementing a Graph ADT in C++. I have templates for the Edges and the Vertices. At each Vertex I have a vector containing pointers to the Edges that are incident to it. Now I'm trying to get an iterator over those edges. These are the lines of code: vector<Edge<edgeDecor, vertexDecor, dir>*> edges = this->incidentEdges(); vector<Edge<edgeDecor, vertexDecor, dir>*>::const_iterator i; for (i = edges.begin(); i != edges.end(); ++i) { However, the compiler won't accept the middle line. I'm pretty new to C++. Am I missing something? Why can't I declare an iterator over objects from the Edge template? The compiler isn't giving any useful feedback. Much thanks niel

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  • C++ Template const char array to int

    - by Levi Schuck
    So, I'm wishing to be able to have a static const compile time struct that holds some value based on a string by using templates. I only desire up to four characters. I know that the type of 'abcd' is int, and so is 'ab','abc', and although 'a' is of type char, it works out for a template<int v> struct What I wish to do is take sizes of 2,3,4,5 of some const char, "abcd" and have the same functionality as if they used 'abcd'. Note that I do not mean 1,2,3, or 4 because I expect the null terminator. cout << typeid("abcd").name() << endl; tells me that the type for this hard coded string is char const [5], which includes the null terminator on the end. I understand that I will need to twiddle the values as characters, so they are represented as an integer. I cannot use constexpr since VS10 does not support it (VS11 doesn't either..) So, for example with somewhere this template defined, and later the last line template <int v> struct something { static const int value = v; }; //Eventually in some method cout << typeid(something<'abcd'>::value).name() << endl; works just fine. I've tried template<char v[5]> struct something2 { static const int value = v[0]; } template<char const v[5]> struct something2 { static const int value = v[0]; } template<const char v[5]> struct something2 { static const int value = v[0]; } All of them build individually, though when I throw in my test, cout << typeid(something2<"abcd">::value).name() << endl; I get 'something2' : invalid expression as a template argument for 'v' 'something2' : use of class template requires template argument list Is this not feasible or am I misunderstanding something?

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  • How to write a Web Service for Google App Engine?

    - by Martin
    Hello all, I am simply wondering how to write a Web Service (XML - SOAP) for Google App Engine? I am really new with Python and I have been looking for example for a while, but no chance. Does anybody could point me out any article or simply could give me an example of a Web Service in Python with Google App Engine? Thanks!

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  • In Eclipse, how do I change the default modifiers in the class/type template?

    - by gustafc
    Eclipse's default template for new types (Window Preferences Code Style Code Templates New Java Files) looks like this: ${filecomment} ${package_declaration} ${typecomment} ${type_declaration} Creating a new class, it'll look something like this: package pkg; import blah.blah; public class FileName { // Class is accessible to everyone, and can be inherited } Now, I'm fervent in my belief that access should be as restricted as possible, and inheritance should be forbidden unless explicitly permitted, so I'd like to change the ${type_declaration} to declare all classes as final rather than public: package pkg; import blah.blah; final class FileName { // Class is only accessible in package, and can't be inherited } That seems easier said than done. The only thing I've found googling is a 2004 question on Eclipse's mailing list which was unanswered. So, the question in short: How can I change the default class/type modifiers in Eclipse? I'm using Eclipse Galileo (3.5) if that matters.

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  • SharePoint 2010 Hosting :: SharePoint 2010 Custom Web Template

    - by mbridge
    SharePoint 2010 offers some changes and additions to the SharePoint 2007 approach. Site definitions and publishing providers remain largely the same, but site templates created from the SharePoint UI or SharePoint Designer are now saved to a .WSP file, the same solution deployment packaging file format used for deploying custom SharePoint solutions. Site Templates saved to a .WSP solution file can be imported into Visual Studio for additional customization. Introducing the WebTemplate Feature Element The WebTemplate element, introduced in SharePoint 2010, allows site templates to be defined and deployed as a Feature as part of a solution package. A WebTemplate element feature can be used to deploy site templates in either a Farm or Sandbox solution - without modification. If deployed as a Farm feature and solution, site templates will appear in the site collection provisioning page in Central Administration and can be used to provision new site collections, or within a Site Collection to create sub-sites. If deployed as a Site feature and Sandbox solution, site templates will appear within the site collection to support creating a root site or sub-sites. Creating a new WebTemplate Feature in Visual Studio 2010 In addition to supporting the ability to save and import Site Templates created from the SharePoint UI into Visual Studio for customization, it can also be used to create new site templates from scratch. In the following sample we will walk through how to create a new WebTemplate solution based on  a customized version of the out-of-box Blank Site. 1. Create a new Empty SharePoint Project in Visual Studio 2010. 2. Add a new Empty Element to the project. we like to create folders for each type of element in our solution, so in our sample, we have created a Web Templates folder, and then added the BLANKENT element. NOTE: The Elements folder MUST share the same name as the WebTemplate name property. 3. Open the empty Elements.xml and add the <WebTemplate /> element block. 4. Copy the default.aspx and ONET.XML files from the STS site definition location at 14\TEMPLATES\Site Templates\STS. We will customize the ONET.XML in the next section. Open the properties for each file and set the Deployment Type to ElementFile. This ensures the files are deployed with the Element when included in a Feature. 5. By default a new feature is added to the solution for you automatically when a new element is added to the solution. Rename and edit the feature as appropriate. Select Farm for the scope to deploy the WebTemplate to the entire farm, or Site for a sandboxed solution. Customize the ONET.XML At this point, you have a working WebTemplate solution that will deploy the identical site to the out-of-box Blank Site, however the ONET.XML supporting the STS site definition contains 3 configurations – essentially 3 separate site templates and can be simplified before customizing. In the following sample, we have trimmed the ONET.XML to the essentials for a single Site Template, and added references to the <SiteFeatures /> and <WebFeatures /> elements to include the SharePoint Standard and Enterprise features. We have left the top-level navigation bar, and the default page module intact, but removed all other extraneous markup.

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  • how to use appcfg.py for google-app-engine projects created using google's eclipse plugin?

    - by Aadith
    I have created a google-app-engine java project in Eclipse using Google's Eclipse plugin. My previous attempt to deploy failed. Now, when I retry, I get the following message: Unable to update app: Error posting to URL : http://appengine.google.com/api/appversion/create?app_id=mybdaywisherversion=1 409 conflict Another transaction for this user is already in progress for this app and major version. That user can undo the transaction with appcfg.py's "rollback" command. Now, I have always used the google-app-engine features from inside Eclipse only and have not a clue how to run the appcfg.py command. Could not get much help from documentation available over the internet. The only thing I could make out was for mac (I'm on mac), the command to be used is appcfg.sh. Inside Eclipse, I looked where App-Engine SDK is located on my machine and went to that location. Even found appcfg.sh there. But when I try to run it, it only reports the error "command not found". Tried various alternatives to run it (like tried running it with sudo, tried running it as ./appcfg.sh by going to whether its located) but no success Can someone please tell me the step I will have to follow to run the apcfg command?

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  • How to get debugging of an App Engine application working?

    - by Chris Lacy
    I've got 10+ years in C/C++, and it appears Visual Studio has spoilt me during that time. In Visual Studio, debbuging issimple: I just add a breakpoint to a line of code, and as soon as that code is executed, my breakpoint triggers, at which point I can view a callstack, local/member variables, etc. I'm trying to achieve this functionality under App Engine. I assume that is possible? All the searching I've done to this point has led me to using Pydev in Eclipse. As best I can tell, I am successfully launching my simple 'hello world' program in Debug mode. But the IDE doesn't even seem to have an option to set a breakpoint? I must be missing something. I've googled long and hard about this, but am having no luck. Most results trace back to the same old threads that don't deal directly with my issue. Can anyone shed some light on how you get basic debugging setup using Pydev/Eclipse with App Engine? Alternatively, if there's an easier way to debug App Engine than using Pydev/Eclipse, I'd love to hear about it. Thanks in advance.

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  • How to parse large xml files on google app engine?

    - by Alon Carmel
    Hey, I have fairly large xml file 1mb in size that i host on s3. I need to parse that xml file into my app engine datastore entirely. I have written a simple DOM parser that works fine locally but online it reaches the 30sec error and stops. I tried lowering the xml parsing by downloading the xml file into a BLOB at first before the parser then parse the xml file from blob. problem is that blobs are limited to 1mb. so it fails. I have multiple inserts to the datastore which cause it to fail on 30 sec. i saw somewhere that they recommend using the Mapper class and save some exception where the process stopped but as i am a python n00b i cant figure out how to implement it on a DOM parser or an SAX one (please provide an example?) on how to use it. i'm pretty much doing a bad thing right now and i parse the xml using php outside the app engine and push the data via HTTP post to the app engine using a proprietary API which works fine but is stupid and makes me maintain two codes. can you please help me out?

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  • Php template caching design

    - by Thomas
    Hello to all, I want to include caching in my app design. Caching templates for starters. The design I have used so far is very modular. I have created an ORM implementation for all my tables and each table is represented by the corresponding class. All the requests are handled by one controller which routes them to the appropriate webmethod functions. I am using a template class for handling UI parts. What I have in mind for caching includes the implementation of a separate Cache class for handling caching with the flexibility to either store in files, apc or memcache. Right now I am testing with file caching. Some thoughts Should I include the logic of checking for cached versions in the Template class or in the webmethods which handle the incoming requests and which eventually call the Template class. In the first case, things are pretty simple as I will not have to change anything more than pass the template class an extra argument (whether to load from cache or not). In the second case however, I am thinking of checking for a cached version immediately in the webmethod and if found return it. This will save all the processing done until the logic reaches the template (first case senario). Both senarios however, rely on an accurate mechanism of invalidating caches, which brings as to Invalidating caches As I see it (and you can add your input freely) a template cached file, becomes invalidate if: a. the expiration set, is reached. b. the template file itself is updated (ie by the developer when adding a new line) c. the webmethod that handles the request changes (ie the developer adds/deletes something in the code) d. content coming from the db and ending in the template file is modified I am thinking of storing a json encoded array inside the cached file. The first value will be the expiration timestamp of the cache. The second value will be the modification time of the php file with the code handling the request (to cope with option c above) The third will be the content itself The validation process I am considering, according to the above senarios, is: a. If the expiration of the cached file (stored in the array) is reached, delete the cache file b. if the cached file's mod time is smaller than the template's skeleton file mod time, delete the cached file c. if the mod time of the php file is greated than the one stored in the cache, delete the cached file. d. This is tricky. In the ORM implementation I ahve added event handlers (which fire when adding, updating, deleting objects). I could delete the cache file every time an object thatprovides content to the template, is modified. The problem is how to keep track which cached files correpond to each schema object. Take this example, a user has his shortprofile page and a full profile page (2 templates) These templates can be cached. Now, every time the user modifies his profile, the event handler would need to know which templates or cached files correspond to the User, so that these files can be deleted. I could store them in the db but I am looking for a beter approach

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  • How do I configure multiple Ubuntu Python installations to avoid App Engine's SSL error?

    - by Linc
    I have Karmic Koala which has Python 2.6 installed by default. However I can't run any Python App Engine projects because they require Python 2.5 and python ssl. To install ssl I installed python2.5-dev first while following some instructions I found elsewhere. sudo apt-get install libssl-dev sudo apt-get install python-setuptools sudo apt-get install python2.5-dev sudo easy_install-2.5 pyopenssl However, I am afraid this is not good for my Ubuntu installation since Ubuntu expects to see version 2.6 of Python when you type 'python' on the command line. Instead, it says '2.5.5'. I tried to revert to the original default version of Python by doing this: sudo apt-get remove python2.5-dev But that didn't seem to do anything either - when I type 'python' on the command line it still say 2.5.5. And App Engine still doesn't work after all this. I continue to get an SSL-related error whenever I try to run my Python app: AttributeError: 'module' object has no attribute 'HTTPSHandler' UPDATE: Just checked whether SSL actually installed as a result of those commands by typing this: $ python2.5 Python 2.5.5 (r255:77872, Apr 29 2010, 23:59:20) [GCC 4.4.1] on linux2 Type "help", "copyright", "credits" or "license" for more information. >>> import ssl Traceback (most recent call last): File "<stdin>", line 1, in <module> ImportError: No module named ssl >>> As you can see, SSL is still not installed, which explains the continuing App Engine error. If anyone knows how I can dig myself out of this hole, I would appreciate it.

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  • NLP - Queries using semantic wildcards in full text searching, maybe with Lucene?

    - by Zsolt
    Let's say I have a big corpus (for example in english or an arbitrary language), and I want to perform some semantic search on it. For example I have the query: "Be careful: [art] armada of [sg] is coming to [do sg]!" And the corpus contains the following sentence: "Be careful: an armada of alien ships is coming to destroy our planet!" It can be seen that my query string could contain "semantic placeholders", such as: [art] - some placeholder for articles (for example a / an in English) [sg], [do sg] - some placeholders for NPs and VPs (subjects and predicates) I would like to develop a library which would be capable to handle these queries efficiently. I suspect that some kind of POS-tagging would be necessary for parsing the text, but because I don't want to fully reimplement an already existing full-text search engine to make it work, I'm considering that how could I integrate this behaviour into a search engine like Lucene? I know there are SpanQueries which could behave similarly in some cases, but as I can see, Lucene doesn't do any semantic stuff with stored texts. It is possible to implement a behavior like this? Or do I have to write an own search engine?

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • I am looking to make a spaceship tilt as it corners but I cant get it to return

    - by bobthemac
    I am using the TL game engine I am not allowed to use a physics engine but I need to make the spaceship lean as it corners, I can make it lean but cannot make it return to its starting position. I have looked at implementing some kind of spring physics but I don't understand it. Here is my code so far if(myEngine->KeyHeld(Key_A)) { car->RotateY(carSteer * frameTime); if(carSteer >= -carMaxSteer) { carSteer -= carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_A)) { if(carSteer < 0) { carSteer = 0; } } if(myEngine->KeyHeld(Key_D)) { car->RotateY(carSteer * frameTime); if(carSteer <= carMaxSteer) { carSteer += carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_D)) { if(carSteer > 0) { carSteer = 0; } } All the functions I am calling are built into the engine and I did not write them. Any Help Would Be Appreciated Thanks.

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  • Creating Item Templates as Visual Studio 2010 Extensions

    - by maziar
    Technorati Tags: Visual Studio 2010 Extension,T4 Template,VSIX,Item Template Wizard This blog post briefly introduces creation of an item template as a Visual studio 2010 extension. Problem specification Assume you are writing a Framework for data-oriented applications and you decide to include all your application messages in a SQL server database table. After creating the table, your create a class in your framework for getting messages with a string key specified.   var message = FrameworkMessages.Get("ChangesSavedSuccess");   Everyone would say this code is so error prone, because message keys are not strong-typed, and might create errors in application that are not caught in tests. So we think of a way to make it strong-typed, i.e. create a class to use it like this:   var message = Messages.ChangesSavedSuccess; in Messages class the code looks like this: public string ChangesSavedSuccess {     get { return FrameworkMessages.Get("ChangesSavedSuccess"); } }   And clearly, we are not going to create the Messages class manually; we need a class generator for it.   Again assume that the application(s) that intend to use our framework, contain multiple sub-systems. So each sub-system need to have it’s own strong-typed message class that call FrameworkMessages.Get method. So we would like to make our code generator an Item Template so that each developer would easily add the item to his project and no other works would be necessary.   Solution We create a T4 Text Template to generate our strong typed class from database. Then create a Visual Studio Item Template with this generator and publish it.   What Are T4 Templates You might be already familiar with T4 templates. If it’s so, you can skip this section. T4 Text Template is a fine Visual Studio file type (.tt) that generates output text. This file is a mixture of text blocks and code logic (in C# or VB). For example, you can generate HTML files, C# classes, Resource files and etc with use of a T4 template.   Syntax highlighting In Visual Studio 2010 a T4 Template by default will no be syntax highlighted and no auto-complete is supported for it. But there is a fine visual studio extension named ‘Visual T4’ which can be downloaded free from VisualStudioGallery. This tool offers IntelliSense, syntax coloring, validation, transformation preview and more for T4 templates.     How Item Templates work in Visual Studio Visual studio extensions allow us to add some functionalities to visual studio. In our case we need to create a .vsix file that adds a template to visual studio item templates. Item templates are zip files containing the template file and a meta-data file with .vstemplate extension. This .vstemplate file is an XML file that provides some information about the template. A .vsix file also is a zip file (renamed to .vsix) that are open with visual studio extension installer. (Re-installing a vsix file requires that old one to be uninstalled from VS: Tools > Extension Manager.) Installing a vsix will need Visual Studio to be closed and re-opened to take effect. Visual studio extension installer will easily find the item template’s zip file and copy it to visual studio’s template items folder. You can find other visual studio templates in [<VS Install Path>\Common7\IDE\ItemTemplates] and you can edit them; but be very careful with VS default templates.   How Can I Create a VSIX file 1. Visual Studio SDK depending on your Visual Studio’s version, you need to download Microsoft Visual Studio SDK. Note that if you have VS 2010 SP1, you will need to download and install VS 2010 SP1 SDK; VS 2010 SDK will not be installed (unless you change registry value that indicated your service pack number). Here is the link for VS 2010 SP1 SDK. After downloading, Run it and follow the wizard to complete the installation.   2. Create the file you want to make it an Item Template Create a project (or use an existing one) and add you file, edit it to make it work fine.   Back to our own problem, we need to create a T4 (.tt) template. VS-Prok: Add > New Item > General > Text Template Type a file name, ex. Message.tt, and press Add. Create the T4 template file (in this blog I do not intend to include T4 syntaxes so I just write down the code which is clear enough for you to understand)   <#@ template debug="false" hostspecific="true" language="C#" #> <#@ output extension=".cs" #> <#@ Assembly Name="System.Data" #> <#@ Import Namespace="System.Data.SqlClient" #> <#@ Import Namespace="System.Text" #> <#@ Import Namespace="System.IO" #> <#     var connectionString = "server=Maziar-PC; Database=MyDatabase; Integrated Security=True";     var systemName = "Sys1";     var builder = new StringBuilder();     using (var connection = new SqlConnection(connectionString))     {         connection.Open();         var command = connection.CreateCommand();         command.CommandText = string.Format("SELECT [Key] FROM [Message] WHERE System = '{0}'", systemName);         var reader = command.ExecuteReader();         while (reader.Read())         {             builder.AppendFormat("        public static string {0} {{ get {{ return FrameworkMessages.Get(\"{0}\"); }} }}\r\n", reader[0]);         }     } #> namespace <#= System.Runtime.Remoting.Messaging.CallContext.LogicalGetData("NamespaceHint") #> {     public static class <#= Path.GetFileNameWithoutExtension(Host.TemplateFile) #>     { <#= builder.ToString() #>     } } As you can see the T4 template connects to a database, reads message keys and generates a class. Here is the output: namespace MyProject.MyFolder {     public static class Messages     {         public static string ChangesSavedSuccess { get { return FrameworkMessages.Get("ChangesSavedSuccess"); } }         public static string ErrorSavingChanges { get { return FrameworkMessages.Get("ErrorSavingChanges"); } }     } }   The output looks fine but there is one problem. The connectionString and systemName are hard coded. so how can I create an flexible item template? One of features of item templates in visual studio is that you can create a designer wizard for your item template, so I can get connection information and system name there. now lets go on creating the vsix file.   3. Create Template In visual studio click on File > Export Template a wizard will show up. if first step click on Item Template on in the combo box select the project that contains Messages.tt. click next. Select Messages.tt from list in second step. click next. In the third step, you should choose References. For this template, System and System.Data are needed so choose them. click next. write down template name, description, if you like add a .ico file as the icon file and also preview image. Uncheck automatically add the templare … . Copy the output location in clip board. click finish.     4. Create VSIX Project In VS, Click File > New > Project > Extensibility > VSIX Project Type a name, ex. FrameworkMessages, Location, etc. The project will include a .vsixmanifest file. Fill in fields like Author, Product Name, Description, etc.   In Content section, click on Add Content. choose content type as Item Template. choose source as file. remember you have the template file address in clipboard? now paste it in front of file. click OK.     5. Build VSIX Project That’s it, build the project and go to output directory. You see a .vsix file. you can run it now. After restarting VS, if you click on a project > Add > New Item, you will see your item in list and you can add it. When you add this item to a project, if it has not references to System and System.Data they will be added. but the problem mentioned in step 2 is seen now.     6. Create Design Wizard for your Item Template Create a project i.e. Windows Application named ‘Framework.Messages.Design’, but better change its output type to Class Library. Add References to Microsoft.VisualStudio.TemplateWizardInterface and envdte Add a class Named MessagesDesigner in your project and Implement IWizard interface in it. This is what you should write: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.VisualStudio.TemplateWizard; using EnvDTE; namespace Framework.Messages.Design {     class MessageDesigner : IWizard     {         private bool CanAddProjectItem;         public void RunStarted(object automationObject, Dictionary<string, string> replacementsDictionary, WizardRunKind runKind, object[] customParams)         {             // Prompt user for Connection String and System Name in a Windows form (ShowDialog) here             // (try to provide good interface)             // if user clicks on cancel of your windows form return;             string connectionString = "connection;string"; // Set value from the form             string systemName = "system;name"; // Set value from the form             CanAddProjectItem = true;             replacementsDictionary.Add("$connectionString$", connectionString);             replacementsDictionary.Add("$systemName$", systemName);         }         public bool ShouldAddProjectItem(string filePath)         {             return CanAddProjectItem;         }         public void BeforeOpeningFile(ProjectItem projectItem)         {         }         public void ProjectFinishedGenerating(Project project)         {         }         public void ProjectItemFinishedGenerating(ProjectItem projectItem)         {         }         public void RunFinished()         {         }     } }   before your code runs  replacementsDictionary contains list of default template parameters. After that, two other parameters are added. Now build this project and copy the output assembly to [<VS Install Path>\Common7\IDE] folder.   your designer is ready.     The template that you had created is now added to your VSIX project. In windows explorer open your template zip file (extract it somewhere). open the .vstemplate file. first of all remove <ProjectItem SubType="Code" TargetFileName="$fileinputname$.cs" ReplaceParameters="true">Messages.cs</ProjectItem> because the .cs file is not to be intended to be a part of template and it will be generated. change value of ReplaceParameters for your .tt file to true to enable parameter replacement in this file. now right after </TemplateContent> end element, write this: <WizardExtension>   <Assembly>Framework.Messages.Design</Assembly>   <FullClassName>Framework.Messages.Design.MessageDesigner</FullClassName> </WizardExtension>   one other thing that you should do is to edit your .tt file and remove your .cs file. Lines 8 and 9 of your .tt file should be:     var connectionString = "$connectionString$";     var systemName = "$systemName$"; this parameters will be replaced when the item is added to a project. Save the contents to a zip file with same file name and replace the original file.   now again build your VSIX project, uninstall your extension. close VS. now run .vsix file. open vs, add an item of type messages to your project, bingo, your wizard form will show up. fill the fields and click ok, values are replaced in .tt file added.     that’s it. tried so hard to make this post brief, hope it was not so long…   Cheers Maziar

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  • Optimisation <xsl:apply-templates/> for a set of tags.

    - by kalininew
    How it is possible to reduce this record? <xsl:template match="BR"> <br/> </xsl:template> <xsl:template match="B"> <strong><xsl:apply-templates /></strong> </xsl:template> <xsl:template match="STRONG"> <strong><xsl:apply-templates /></strong> </xsl:template> <xsl:template match="I"> <em><xsl:apply-templates /></em> </xsl:template> <xsl:template match="EM"> <em><xsl:apply-templates /></em> </xsl:template> <xsl:template match="OL"> <ol><xsl:apply-templates /></ol> </xsl:template> <xsl:template match="UL"> <ul><xsl:apply-templates /></ul> </xsl:template> <xsl:template match="LI"> <li><xsl:apply-templates /></li> </xsl:template> <xsl:template match="SUB"> <sub><xsl:apply-templates /></sub> </xsl:template> <xsl:template match="SUP"> <sup><xsl:apply-templates /></sup> </xsl:template> <xsl:template match="NOBR"> <nobr><xsl:apply-templates /></nobr> </xsl:template>

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  • Catching a nested-in-template exception [C++]

    - by Karol
    Hello, I have a problem with writing a catch clause for an exception that is a class nested in a template. To be more specific, I have a following definition of the template and exception: /** Generic stack implementation. Accepts std::list, std::deque and std::vector as inner container. */ template < typename T, template < typename Element, typename = std::allocator<Element> > class Container = std::deque > class stack { public: class StackEmptyException { }; ... /** Returns value from the top of the stack. Throws StackEmptyException when the stack is empty. */ T top() const; ... } I have a following template method that I want exception to catch: template <typename Stack> void testTopThrowsStackEmptyExceptionOnEmptyStack() { Stack stack; std::cout << "Testing top throws StackEmptyException on empty stack..."; try { stack.top(); } catch (Stack::StackEmptyException) { // as expected. } std::cout << "success." << std::endl; } When I compile it (-Wall, -pedantic) I get the following error: In function ‘void testTopThrowsStackEmptyExceptionOnEmptyStack()’: error: expected type-specifier error: expected unqualified-id before ‘)’ token === Build finished: 2 errors, 0 warnings === Thanks in advance for any help! What is interesting, if the stack implementation was not a template, then the compiler would accept the code as it is.

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  • Get the signed/unsigned variant of an integer template parameter without explicit traits

    - by Blair Holloway
    I am looking to define a template class whose template parameter will always be an integer type. The class will contain two members, one of type T, and the other as the unsigned variant of type T -- i.e. if T == int, then T_Unsigned == unsigned int. My first instinct was to do this: template <typename T> class Range { typedef unsigned T T_Unsigned; // does not compile public: Range(T min, T_Unsigned range); private: T m_min; T_Unsigned m_range; }; But it doesn't work. I then thought about using partial template specialization, like so: template <typename T> struct UnsignedType {}; // deliberately empty template <> struct UnsignedType<int> { typedef unsigned int Type; }; template <typename T> class Range { typedef UnsignedType<T>::Type T_Unsigned; /* ... */ }; This works, so long as you partially specialize UnsignedType for every integer type. It's a little bit of additional copy-paste work (slash judicious use of macros), but serviceable. However, I'm now curious - is there another way of determining the signed-ness of an integer type, and/or using the unsigned variant of a type, without having to manually define a Traits class per-type? Or is this the only way to do it?

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  • How to specialize template for type derived from particular type

    - by relaxxx
    I have class World which manages creation of object... After creation it calls afterCreation method and I the created object is user-defined type derived from Entity (eg. MyEntity), I want to call addEntity. I the object was something else, I want to do nothing. addEntity must be called with appropriate T, because it generates unique IDs for every derived class etc. Here is my solution: template <int v> struct ToType { enum { value = v }; }; template <typename T> void World::afterCreation(T * t) { afterCreation(t, ToType<std::is_base_of<Entity, T>::value>()); } template <typename T> void World::afterCreation(T * t, ToType<true>) { addEntity(t); //here I cant pass Entity *, I need the real type, eg. MyEntity } template <typename T> void World::afterCreation(T * t, ToType<false>) { } My question is - Can in be done better way? How can I simulate following code without ToType or similar? template <typename T> void afterCreation(){/*generic impl*/} template <typename T where T is derived from Entity> void afterCreation(){/*some specific stuff*/} "specialize" in the title is only to describe my intention, no need to solve problem with template specialization

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  • Specific template for the first element.

    - by Kalinin
    I have a template: <xsl:template match="paragraph"> ... </xsl:template> I call it: <xsl:apply-templates select="paragraph"/> For the first element I need to do: <xsl:template match="paragraph[1]"> ... <xsl:apply-templates select="."/><!-- I understand that this does not work --> ... </xsl:template> How to call <xsl:apply-templates select="paragraph"/> (for the first element paragraph) from the template <xsl:template match="paragraph[1]">? So far that I have something like a loop. I solve this problem so (but I do not like it): <xsl:for-each select="paragraph"> <xsl:choose> <xsl:when test="position() = 1"> ... <xsl:apply-templates select="."/> ... </xsl:when> <xsl:otherwise> <xsl:apply-templates select="."/> </xsl:otherwise> </xsl:choose> </xsl:for-each>

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  • Imbricated C++ template

    - by gregseth
    I have the following pattern: template <int a, int b> class MyClass { template <int c> MyClass<a, c> &operator*(MyClass<c, b> const &other) const; }; // ../.. template <int a, int b> template <int c> MyClass<a, c> &MyClass<a, b>::operator*(MyClass<c, b> const &other) const { MyClass<a, c> result; // ..do stuff.. return result; } It doesn't compile, the error message is Error C2975. invalid template argument 'number', constant expression expected. If I replace template <int c> by template <int c, int d> and use it accordignly, it works fine. But I want d to be the same value as b. My questions: Why the example doesn't work? How can I enforce d to be the same than b? Thanks.

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