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  • go programming POST FormValue can't be printed

    - by poor_programmer
    Before I being a bit of background, I am very new to go programming language. I am running go on Win 7, latest go package installer for windows. I'm not good at coding but I do like some challenge of learning a new language. I wanted to start learn Erlang but found go very interesting based on the GO I/O videos in youtube. I'm having problem with capturing POST form values in GO. I spend three hours yesterday to get go to print a POST form value in the browser and failed miserably. I don't know what I'm doing wrong, can anyone point me to the right direction? I can easily do this in another language like C#, PHP, VB, ASP, Rails etc. I have search the entire interweb and haven't found a working sample. Below is my sample code. Here is Index.html page {{ define "title" }}Homepage{{ end }} {{ define "content" }} <h1>My Homepage</h1> <p>Hello, and welcome to my homepage!</p> <form method="POST" action="/"> <p> Enter your name : <input type="text" name="username"> </P> <p> <button>Go</button> </form> <br /><br /> {{ end }} Here is the base page <!DOCTYPE html> <html lang="en"> <head> <title>{{ template "title" . }}</title> </head> <body> <section id="contents"> {{ template "content" . }} </section> <footer id="footer"> My homepage 2012 copy </footer> </body> </html> now some go code package main import ( "fmt" "http" "strings" "html/template" ) var index = template.Must(template.ParseFiles( "templates/_base.html", "templates/index.html", )) func GeneralHandler(w http.ResponseWriter, r *http.Request) { index.Execute(w, nil) if r.Method == "POST" { a := r.FormValue("username") fmt.Fprintf(w, "hi %s!",a); //<-- this variable does not rendered in the browser!!! } } func helloHandler(w http.ResponseWriter, r *http.Request) { remPartOfURL := r.URL.Path[len("/hello/"):] fmt.Fprintf(w, "Hello %s!", remPartOfURL) } func main() { http.HandleFunc("/", GeneralHandler) http.HandleFunc("/hello/", helloHandler) http.ListenAndServe("localhost:81", nil) } Thanks! PS: Very tedious to add four space before every line of code in stackoverflow especially when you are copy pasting. Didn't find it very user friendly or is there an easier way?

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  • Can I make a LaTeX macro 'return' a filename?

    - by drfrogsplat
    I'm writing my thesis/dissertation and since its an on-going work I don't always have the actual images ready for the figures I put into my document, but for various reasons want to automatically have it substitute a dummy figure in place when the included graphics file doesn't exist. E.g. I can do something like \includegraphics[width=8cm]{\chapdir/figures/fluxcapacitor} (where \chapdir is a macro for my 'current' chapter directory, e.g. \def\chapdir{./ch_timetravel} and if there's no ./ch_timetravel/figures/fluxcapacitor.jpg it'll insert ./commands/dummy.jpg instead. I've structured my macros (perhaps naïvely?) so that I have a macro (\figFileOrDummy) that determines the appropriate file to include by checking if the argument provided to it exists, so that I can call \includegraphics[properties]{\figFileOrDummy{\chapdir/figures/fluxcapacitor}}. Except I'm getting various errors depending on how I try to call this, which seem to suggest that I'm approaching the problem in a fundamentally flawed way as far as 'good LaTeX programming' goes. Here's the macro to check if the file exists (and 'return' either filename or the dummy filename): \newcommand{\figFileOrDummy}[1]{% % Figure base name (no extension) to be used if the file exists \def\fodname{#1}% \def\dummyfig{commands/dummy}% % Check if output is PS (.EPS) or PDF (.JPG/.PDF/.PNG/...) figures \ifx\pdfoutput\undefined% % EPS figures only \IfFileExists{\fodname.eps}{}{\def\fodname{\dummyfig}}% \else% % Check existence of various extensions: PDF, TIF, TIFF, JPG, JPEG, PNG, MPS \def\figtest{0}% flag below compared to this value \IfFileExists{\fodname.pdf}{\def\figfilenamefound{1}}{\def\figfilenamefound{0}}% \IfFileExists{\fodname.jpg}{\def\figfilenamefound{1}}{}% \IfFileExists{\fodname.png}{\def\figfilenamefound{1}}{}% % and so on... % If no files found matching the filename (flag is 0) then use the dummy figure \ifx\figfilenamefound\figtest% \def\fodname{\dummyfig}% \fi% \fi% % 'return' the filename \fodname% }% Alternatively, here's a much simpler version which seems to have similar problems: \newcommand{\figFileOrDummy}[1]{% \def\dummyfig{commands/dummy}% \dummyfig% } The \def commands seems to be processed after the expansion of the macro they're trying to define, so it ends up being \def {commands/dummy}... (note the space after \def) and obviously complains. Also it seems to treat the literal contents of the macro as the filename for \includegraphics, rather than resolving/expanding it first, so complains that the file '\def {commands/dummy}... .png' doesn't exist.. I've tried also doing something like \edef\figfilename{\figFileOrDummy{\chapdir/figures/fluxcapacitor}} to try to force it to make \figfilename hold just the value rather than the full macro, but I get an Undefined control sequence error complaining the variables I'm trying to \def in the \figFileOrDummy macro are undefined. So my question is either How do I make this macro expand properly?; or If this is the wrong way of structuring my macros, how should I actually structure such a macro, in order to be able to insert dummy/real figures automatically?; or Is there a package that already handles this type of thing nicely that I've overlooked? I feel like I'm missing something pretty fundamental here...

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  • Why are static classes considered “classes” and “reference types”?

    - by Timwi
    I’ve been pondering about the C# and CIL type system today and I’ve started to wonder why static classes are considered classes. There are many ways in which they are not really classes: A “normal” class can contain non-static members, a static class can’t. In this respect, a class is more similar to a struct than it is to a static class, and yet structs have a separate name. You can have a reference to an instance of a “normal” class, but not a static class (despite it being considered a “reference type”). In this respect, a class is more similar to an interface than it is to a static class, and yet interfaces have a separate name. The name of a static class can never be used in any place where a type name would normally fit: you can’t declare a variable of this type, you can’t use it as a base type, and you can’t use it as a generic type parameter. In this respect, static classes are somewhat more like namespaces. A “normal” class can implement interfaces. Once again, that makes classes more similar to structs than to static classes. A “normal” class can inherit from another class. It is also bizarre that static classes are considered to derive from System.Object. Although this allows them to “inherit” the static methods Equals and ReferenceEquals, the purpose of that inheritance is questionable as you would call those methods on object anyway. C# even allows you to specify that useless inheritance explicitly on static classes, but not on interfaces or structs, where the implicit derivation from object and System.ValueType, respectively, actually has a purpose. Regarding the subset-of-features argument: Static classes have a subset of the features of classes, but they also have a subset of the features of structs. All of the things that make a class distinct from the other kinds of type, do not seem to apply to static classes. Regarding the typeof argument: Making a static class into a new and different kind of type does not preclude it from being used in typeof. Given the sheer oddity of static classes, and the scarcity of similarities between them and “normal” classes, shouldn’t they have been made into a separate kind of type instead of a special kind of class?

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  • angular-ui-router : breadcrumps ok but view ko

    - by anakin59490
    this is my app.router.js : agentRouter.config([ '$stateProvider', '$urlRouterProvider', function($stateProvider, $urlRouterProvider) { var root = { name: 'root', abstract: true, url: '', title: 'home', views: { 'header': { templateUrl: 'views/headers/header.app.html', controller: 'HeaderCtrl' }, 'body': { templateUrl: "views/root.html" }, 'footer': { templateUrl: 'views/footers/footer.app.html' } } }; var agent = { name: 'root.agent', url: '/agent', title: 'agent', views: { 'root.sidebar': { templateUrl: "views/main.sidebar.html" }, 'root.container': { templateUrl: "views/partials/agent/list.container.html" } } }; var detail = { name: 'root.agent.detail', url: '/detail/:id', title: 'agentDetail', // use for breadcrumb views: { 'root.sidebar': { templateUrl: "views/main.sidebar.html" }, 'root.container': { templateUrl: "views/partials/agent/list.chantier.html" } } }; /.../ $stateProvider.state(root); $stateProvider.state(agent); $stateProvider.state(detail); } ]); and this is my root.html : <!--Breadcrumb content--> <ul class="row breadcrumb"> <i class="glyphicon glyphicon-home" style=""></i> <li ng-repeat="state in $state.$current.path"> <a ng-href="#{{state.url.format($stateParams)}}"><span ng-bind="state.title"></span></a> <span ng-hide="$last" class=""></span> </li> </ul> <!--Sidebar content--> <div ui-view="root.sidebar">default root.sidebar</div> <!--Container content--> <div style="background-color: #f9f9f9" ui-view="root.container">default root.container</div> I can access to my "agent" page (a list of person) and my breadcrumb is right : home / agent but when i click on an item of the list i got always the same page but my breadcrumb is right : home / agent / agentDetail but in app.router.js if change detail like this : var detail = { name: 'root.detail', // référence initiale + detail (fils) url: '/agent/detail/:id', // réference utilisée dans les fichiers HTML, attention c'est la suite de l'url précédente!!! title: 'agentDetail', // référence utilisée pour le breadcump views: { 'root.sidebar': { templateUrl: "views/main.sidebar.html" }, 'root.container': { templateUrl: "views/partials/agent/list.chantier.html" } } }; i got the right page (list.chantier.xml) but the breadcrumb is false : home / agentDetail instead of home / agent / agentDetail I would like to got the right breadcrumb (home / agent / agentDetail) with the right page (list.chantier.html) when i click on an item of the agent list page (list.container.html) Thank you in advance for your help

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  • WinForm-style Invoke() in unmanaged C++

    - by Matt Green
    I've been playing with a DataBus-type design for a hobby project, and I ran into an issue. Back-end components need to notify the UI that something has happened. My implementation of the bus delivers the messages synchronously with respect to the sender. In other words, when you call Send(), the method blocks until all the handlers have called. (This allows callers to use stack memory management for event objects.) However, consider the case where an event handler updates the GUI in response to an event. If the handler is called, and the message sender lives on another thread, then the handler cannot update the GUI due to Win32's GUI elements having thread affinity. More dynamic platforms such as .NET allow you to handle this by calling a special Invoke() method to move the method call (and the arguments) to the UI thread. I'm guessing they use the .NET parking window or the like for these sorts of things. A morbid curiosity was born: can we do this in C++, even if we limit the scope of the problem? Can we make it nicer than existing solutions? I know Qt does something similar with the moveToThread() function. By nicer, I'll mention that I'm specifically trying to avoid code of the following form: if(! this->IsUIThread()) { Invoke(MainWindowPresenter::OnTracksAdded, e); return; } being at the top of every UI method. This dance was common in WinForms when dealing with this issue. I think this sort of concern should be isolated from the domain-specific code and a wrapper object made to deal with it. My implementation consists of: DeferredFunction - functor that stores the target method in a FastDelegate, and deep copies the single event argument. This is the object that is sent across thread boundaries. UIEventHandler - responsible for dispatching a single event from the bus. When the Execute() method is called, it checks the thread ID. If it does not match the UI thread ID (set at construction time), a DeferredFunction is allocated on the heap with the instance, method, and event argument. A pointer to it is sent to the UI thread via PostThreadMessage(). Finally, a hook function for the thread's message pump is used to call the DeferredFunction and de-allocate it. Alternatively, I can use a message loop filter, since my UI framework (WTL) supports them. Ultimately, is this a good idea? The whole message hooking thing makes me leery. The intent is certainly noble, but are there are any pitfalls I should know about? Or is there an easier way to do this?

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  • Why oh why doesn't my asp.net treeview update?

    - by Brendan
    I'm using an ASP.net treeview on a page with a custom XmlDataSource. When the user clicks on a node of the tree, a detailsview pops up and edits a bunch of things about the underlying object. All this works properly, and the underlying object gets updated in my background object-management classes. Yay! However, my treeview just isn't updating the display. Either immediately (which i would like it to), or on full page re-load (which is the minimal useful level i need it to be at). Am i subclassing XmlDataSource poorly? I really don't know. Can anyone point me in a good direction? Thanks! The markup looks about like this (chaff removed): <data:DefinitionDataSource runat="server" ID="DefinitionTreeSource" RootDefinitionID="uri:1"></data:DefinitionDataSource> <asp:TreeView ID="TreeView" runat="server" DataSourceID="DefinitionTreeSource"> <DataBindings> <asp:TreeNodeBinding DataMember="definition" TextField="name" ValueField="id" /> </DataBindings> </asp:TreeView> <asp:DetailsView ID="DetailsView1" runat="server" AutoGenerateRows="False" DataKeyNames="Id" DataSourceID="DefinitionSource" DefaultMode="Edit"> <Fields> <asp:BoundField DataField="Name" HeaderText="Name" HeaderStyle-Wrap="false" SortExpression="Name" /> <asp:CommandField ShowCancelButton="False" ShowInsertButton="True" ShowEditButton="True" ButtonType="Button" /> </Fields> </asp:DetailsView> And the DefinitionTreeSource code looks like this: public class DefinitionDataSource : XmlDataSource { public string RootDefinitionID { get { if (ViewState["RootDefinitionID"] != null) return ViewState["RootDefinitionID"] as String; return null; } set { if (!Object.Equals(ViewState["RootDefinitionID"], value)) { ViewState["RootDefinitionID"] = value; DataBind(); } } } public DefinitionDataSource() { } public override void DataBind() { base.DataBind(); setData(); } private void setData() { String defXML = "<?xml version=\"1.0\" ?>"; Test.Management.TestManager.Definition root = Test.Management.TestManager.Definition.GetDefinitionById(RootDefinitionID); if (root != null) this.Data = defXML + root.ToXMLString(); else this.Data = defXML + "<definition id=\"null\" name=\"Set Root Node\" />"; } } }

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  • how to reloadData in tableView when tableview access data from database.

    - by Ajeet Kumar Yadav
    I am new in iphone i am developing a application that take value from data base and display data in tableview. in this application we save data from one data table to other data table this is when add first time work and when we do second time application is crash. how to solve this problem i am not understand code is given bellow my appdelegate code for insert value from one table to other is given bellow -(void)sopinglist { //////databaseName= @"SanjeevKapoor.sqlite"; databaseName =@"AjeetTest.sqlite"; NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDir = [documentPaths objectAtIndex:0]; databasePath =[documentsDir stringByAppendingPathComponent:databaseName]; [self checkAndCreateDatabase]; list1 = [[NSMutableArray alloc] init]; sqlite3 *database; if (sqlite3_open([databasePath UTF8String], &database) == SQLITE_OK) { if(addStmt == nil) { ///////////const char *sql = "insert into Dataa(item) Values(?)"; const char *sql = " insert into Slist select * from alootikki"; ///////////// const char *sql =" Update Slist ( Incredients, Recipename,foodtype) Values(?,?,?)"; if(sqlite3_prepare_v2(database, sql, -1, &addStmt, NULL) != SQLITE_OK) NSAssert1(0, @"Error while creating add statement. '%s'", sqlite3_errmsg(database)); } /////for( NSString * j in k) sqlite3_bind_text(addStmt, 1, [k UTF8String], -1, SQLITE_TRANSIENT); //sqlite3_bind_int(addStmt,1,i); // sqlite3_bind_text(addStmt, 1, [coffeeName UTF8String], -1, SQLITE_TRANSIENT); // sqlite3_bind_double(addStmt, 2, [price doubleValue]); if(SQLITE_DONE != sqlite3_step(addStmt)) NSAssert1(0, @"Error while inserting data. '%s'", sqlite3_errmsg(database)); else //SQLite provides a method to get the last primary key inserted by using sqlite3_last_insert_rowid coffeeID = sqlite3_last_insert_rowid(database); //Reset the add statement. sqlite3_reset(addStmt); // sqlite3_clear_bindings(detailStmt); //} } sqlite3_finalize(addStmt); addStmt = nil; sqlite3_close(database); } And the table View code for access data from database is given bellow SanjeevKapoorAppDelegate *appDelegate =(SanjeevKapoorAppDelegate *)[[UIApplication sharedApplication] delegate]; [appDelegate sopinglist]; ////[appDelegate recpies]; /// NSArray *a =[[appDelegate list1] componentsJoinedByString:@","]; k= [[appDelegate list1] componentsJoinedByString:@","];

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  • R: Plotting a graph with different colors of points based on advanced criteria

    - by balconydoor
    What I would like to do is a plot (using ggplot), where the x axis represent years which have a different colour for the last three years in the plot than the rest. The last three years should also meet a certain criteria and based on this the last three years can either be red or green. The criteria is that the mean of the last three years should be less (making it green) or more (making it red) than the 66%-percentile of the remaining years. So far I have made two different functions calculating the last three year mean: LYM3 <- function (x) { LYM3 <- tail(x,3) mean(LYM3$Data,na.rm=T) } And the 66%-percentile for the remaining: perc66 <- function(x) { percentile <- head(x,-3) quantile(percentile$Data, .66, names=F,na.rm=T) } Here are two sets of data that can be used in the calculations (plots), the first which is an example from my real data where LYM3(df1) < perc66(df1) and the second is just made up data where LYM3 perc66. df1<- data.frame(Year=c(1979:2010), Data=c(347261.87, 145071.29, 110181.93, 183016.71, 210995.67, 205207.33, 103291.78, 247182.10, 152894.45, 170771.50, 206534.55, 287770.86, 223832.43, 297542.86, 267343.54, 475485.47, 224575.08, 147607.81, 171732.38, 126818.10, 165801.08, 136921.58, 136947.63, 83428.05, 144295.87, 68566.23, 59943.05, 49909.08, 52149.11, 117627.75, 132127.79, 130463.80)) df2 <- data.frame(Year=c(1979:2010), Data=c(sample(50,29,replace=T),75,75,75)) Here’s my code for my plot so far: plot <- ggplot(df1, aes(x=Year, y=Data)) + theme_bw() + geom_point(size=3, aes(colour=ifelse(df1$Year<2008, "black",ifelse(LYM3(df1) < perc66(df1),"green","red")))) + geom_line() + scale_x_continuous(breaks=c(1980,1985,1990,1995,2000,2005,2010), limits=c(1978,2011)) plot As you notice it doesn’t really do what I want it to do. The only thing it does seem to do is that it turns the years before 2008 into one level and those after into another one and base the point colour off these two levels. Since I don’t want this year to be stationary either, I made another tiny function: fun3 <- function(x) { df <- subset(x, Year==(max(Year)-2)) df$Year } So the previous code would have the same effect as: geom_point(size=3, aes(colour=ifelse(df1$Year<fun3(df1), "black","red"))) But it still does not care about my colours. Why does it make the years into levels? And how come an ifelse function doesn’t work within another one in this case? How would it be possible to the arguments to do what I like? I realise this might be a bit messy, asking for a lot at the same time, but I hope my description is pretty clear. It would be helpful if someone could at least point me in the right direction. I tried to put the code for the plot into a function as well so I wouldn’t have to change the data frame at all functions within the plot, but I can’t get it to work. Thank you!

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  • JAXB doesn't unmarshal list of interfaces

    - by Joker_vD
    It seems JAXB can't read what it writes. Consider the following code: interface IFoo { void jump(); } @XmlRootElement class Bar implements IFoo { @XmlElement public String y; public Bar() { y = ""; } public Bar(String y) { this.y = y; } @Override public void jump() { System.out.println(y); } } @XmlRootElement class Baz implements IFoo { @XmlElement public int x; public Baz() { x = 0; } public Baz(int x) { this.x = x; } @Override public void jump() { System.out.println(x); } } @XmlRootElement public class Holder { private List<IFoo> things; public Holder() { things = new ArrayList<>(); } @XmlElementWrapper @XmlAnyElement public List<IFoo> getThings() { return things; } public void addThing(IFoo thing) { things.add(thing); } } // ... try { JAXBContext context = JAXBContext.newInstance(Holder.class, Bar.class, Baz.class); Holder holder = new Holder(); holder.addThing(new Bar("1")); holder.addThing(new Baz(2)); holder.addThing(new Baz(3)); for (IFoo thing : holder.getThings()) { thing.jump(); } StringWriter s = new StringWriter(); context.createMarshaller().marshal(holder, s); String data = s.toString(); System.out.println(data); StringReader t = new StringReader(data); Holder holder2 = (Holder)context.createUnmarshaller().unmarshal(t); for (IFoo thing : holder2.getThings()) { thing.jump(); } } catch (Exception e) { System.err.println(e.getMessage()); } It's a simplified example, of course. The point is that I have to store two very differently implemented classes, Bar and Baz, in one collection. Well, I observed that they have pretty similar public interface, so I created an interface IFoo and made them two to implement it. Now, I want to have tools to save and load this collection to/from XML. Unfortunately, this code doesn't quite work: the collection is saved, but then it cannot be loaded! The intended output is 1 2 3 some xml 1 2 3 But unfortunately, the actual output is 1 2 3 some xml com.sun.org.apache.xerces.internal.dom.ElementNSImpl cannot be cast to testapplication1.IFoo Apparently, I need to use the annotations in a different way? Or to give up on JAXB and look for something else? I, well, can write "XMLNode toXML()" method for all classes I wan't to (de)marshal, but...

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  • Correct way to use Drupal 7 Entities and Field API

    - by Martin Petts
    I'm trying to use Drupal 7's entities and field API to correctly build a new module. What I have been unable to understand from the documentation is the correct way to use the new API to create a 'content type' (not a node type) with a number of set fields, such as Body. I'm trying to set up the entity using hook_entity_info, then I believe I need to add the body field using field_create_instance, but I can't seem to get it to work. In mycontenttype.module: /** * Implements hook_entity_info(). */ function mycontenttype_entity_info() { $return = array( 'mycontenttype' => array( 'label' => t('My Content Type'), 'controller class' => 'MyContentTypeEntityController', 'base table' => 'content_type', 'uri callback' => 'content_type_uri', 'entity keys' => array( 'id' => 'cid', 'label' => 'title' ), 'bundles' => array( 'mycontenttype' => array( 'label' => 'My Content Type', 'admin' => array( 'path' => 'admin/contenttype', 'access arguments' => array('administer contenttype') ) ) ), 'fieldable' => true ) ); return $return; } /** * Implements hook_field_extra_fields(). */ function mycontenttype_field_extra_fields() { $return['mycontenttype']['mycontenttype'] = array( 'form' = array( 'body' = array( 'label' = 'Body', 'description' = t('Body content'), 'weight' = 0, ), ), ); return $return; } Then does this go in the .install file? function mycontenttype_install() { $field = array( 'field_name' => 'body', 'type' => 'text_with_summary', 'entity_types' => array('survey'), 'translatable' => TRUE, ); field_create_field($field); $instance = array( 'entity_type' => 'mycontenttype', 'field_name' => 'body', 'bundle' => 'mycontenttype', 'label' => 'Body', 'widget_type' => 'text_textarea_with_summary', 'settings' => array('display_summary' => TRUE), 'display' => array( 'default' => array( 'label' => 'hidden', 'type' => 'text_default', ), 'teaser' => array( 'label' => 'hidden', 'type' => 'text_summary_or_trimmed', ) ) ); field_create_instance($instance); }

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  • When transactionManager is not named "transactionManager" ...

    - by smallufo
    I am trying Spring 3(.0.2.RELEASE) and JPA2 and Hibernate 3.5.1-Final... One thing upsets me is that spring seems only accept a transaction Manager named "transactionManager" If I don't name it "transactionManager" , Spring will throws NoSuchBeanDefinitionException: No bean named 'transactionManager' is defined. Here is my config : <context:component-scan base-package="destiny.data.mining"/> <context:annotation-config/> <bean id="miningEntityManagerFactory" class="org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean"> <property name="persistenceUnitName" value="mining"/> </bean> <bean id="miningTransactionManager" class="org.springframework.orm.jpa.JpaTransactionManager" > <property name="entityManagerFactory" ref="miningEntityManagerFactory"/> </bean> <tx:advice id="txAdviceMining" transaction-manager="miningTransactionManager"> <tx:attributes> <tx:method name="get*" read-only="true"/> <tx:method name="save*" propagation="REQUIRED"/> <tx:method name="update*" propagation="REQUIRED"/> <tx:method name="delete*" propagation="REQUIRED"/> <tx:method name="*" propagation="SUPPORTS" read-only="true"/> </tx:attributes> </tx:advice> <aop:config> <aop:pointcut id="methods" expression="execution(* destiny.utils.AbstractDao+.*(..))"/> <aop:advisor advice-ref="txAdviceMining" pointcut-ref="methods"/> </aop:config> <tx:annotation-driven transaction-manager="miningTransactionManager"/> In this config , an Entity Manager Factory is not necessarily named "entityManagerFactory" , and "txAdvice" is not necessarily named "txAdvice" , either. But I don't know why on earth Spring requires a transaction manager named "transactionManager" ? Is there any way not to name a transaction manager "transactionManager" ? (I'm running multiple spring config files , so I try my best to avoid name-conflicting) test code : @RunWith(SpringJUnit4ClassRunner.class) @ContextConfiguration(locations={"classpath:mining.xml"}) public class MiningPersonDaoTest { @Inject private EntityManagerFactory miningEntityManagerFactory; @Inject private MiningPersonDao miningPersonDao; @Transactional @Test public void testUpdate() { MiningPerson p = miningPersonDao.get(42L); p.setLocationName("OOXX"); miningPersonDao.update(p); System.out.println(p); } } ii

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  • Format form fields for bootstrap using rails+nokogiri

    - by user1116573
    I have the following in an initializer in a rails app that uses Twitter bootstrap so that it removes the div.field_with_errors that rails applies when validation fails on a field but also the initializer adds the help/validation text after the erroneous input field: require 'nokogiri' ActionView::Base.field_error_proc = Proc.new do |html_tag, instance| html = %(<div class="field_with_errors">#{html_tag}</div>).html_safe form_fields = [ 'textarea', 'input', 'select' ] elements = Nokogiri::HTML::DocumentFragment.parse(html_tag).css("label, " + form_fields.join(', ')) elements.each do |e| if e.node_name.eql? 'label' html = %(#{e}).html_safe elsif form_fields.include? e.node_name if instance.error_message.kind_of?(Array) html = %(#{e}<span class="help-inline">&nbsp;#{instance.error_message.join(',')}</span>).html_safe else html = %(#{e}<span class="help-inline">&nbsp;#{instance.error_message}</span>).html_safe end end end html end This works fine but I also need to apply the .error class to the surrounding div.control-group for each error. My initializer currently gives the following output: <div class="control-group"> <label class="control-label" for="post_message">Message</label> <div class="controls"> <input id="post_message" name="post[message]" required="required" size="30" type="text" value="" /><span class="help-inline">&nbsp;can't be blank</span> </div> </div> but I need something adding to my initializer so that it adds the .error class to the div.control-group like so: <div class="control-group error"> <label class="control-label" for="post_message">Message</label> <div class="controls"> <input id="post_message" name="post[message]" required="required" size="30" type="text" value="" /><span class="help-inline">&nbsp;can't be blank</span> </div> </div> The solution will probably need to allow for the fact that each validation error could have more than one label and input that are all within the same div.control-group (eg radio buttons / checkboxes / 2 text fields side by side). I assume it needs some sort of e.at_xpath() to find the div.control-group parent and add the .error class to it but I'm not sure how to do this. Can anyone help? PS This may all be possible using the formtastic or simple_form gems but I'd rather just use my own html if possible. EDIT If I put e['class'] = 'foo' in the if e.node_name.eql? 'label' section then it applies the class to the label so I think I just need to find the parent tag of e and then apply an .error class to it but I can't figure out what the xpath would be to get from label to its div.control-group parent; no combination of dots, slashes or whatever seems to work but xpath isn't my strong point.

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  • Can't iterate over nestled dict in django

    - by fredrik
    Hi, Im trying to iterate over a nestled dict list. The first level works fine. But the second level is treated like a string not dict. In my template I have this: {% for product in Products %} <li> <p>{{ product }}</p> {% for partType in product.parts %} <p>{{ partType }}</p> {% for part in partType %} <p>{{ part }}</p> {% endfor %} {% endfor %} </li> {% endfor %} It's the {{ part }} that just list 1 char at the time based on partType. And it seams that it's treated like a string. I can however via dot notation reach all dict but not with a for loop. The current output looks like this: Color C o l o r Style S ..... The Products object looks like this in the log: [{'product': <models.Products.Product object at 0x1076ac9d0>, 'parts': {u'Color': {'default': u'Red', 'optional': [u'Red', u'Blue']}, u'Style': {'default': u'Nice', 'optional': [u'Nice']}, u'Size': {'default': u'8', 'optional': [u'8', u'8.5']}}}] What I trying to do is to pair together a dict/list for a product from a number of different SQL queries. The web handler looks like this: typeData = Products.ProductPartTypes.all() productData = Products.Product.all() langCode = 'en' productList = [] for product in productData: typeDict = {} productDict = {} for type in typeData: typeDict[type.typeId] = { 'default' : '', 'optional' : [] } productDict['product'] = product productDict['parts'] = typeDict defaultPartsData = Products.ProductParts.gql('WHERE __key__ IN :key', key = product.defaultParts) optionalPartsData = Products.ProductParts.gql('WHERE __key__ IN :key', key = product.optionalParts) for defaultPart in defaultPartsData: label = Products.ProductPartLabels.gql('WHERE __key__ IN :key AND partLangCode = :langCode', key = defaultPart.partLabelList, langCode = langCode).get() productDict['parts'][defaultPart.type.typeId]['default'] = label.partLangLabel for optionalPart in optionalPartsData: label = Products.ProductPartLabels.gql('WHERE __key__ IN :key AND partLangCode = :langCode', key = optionalPart.partLabelList, langCode = langCode).get() productDict['parts'][optionalPart.type.typeId]['optional'].append(label.partLangLabel) productList.append(productDict) logging.info(productList) templateData = { 'Languages' : Settings.Languges.all().order('langCode'), 'ProductPartTypes' : typeData, 'Products' : productList } I've tried making the dict in a number of different ways. Like first making a list, then a dict, used tulpes anything I could think of. Any help is welcome! Bouns: If someone have an other approach to the SQL quires, that is more then welcome. I feel that it kinda stupid to run that amount of quires. What is happening that each product part has a different label base on langCode. ..fredrik

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  • What web platform is right for me?

    - by egervari
    I've been looking at web frameworks like Rails, Grails, etc. I'm used to doing applications in Spring Framework with Hibernate... and I want something more productive. One of the things I realized is that while some of the things in Grails is sexy, there are some serious problems with it. Grails' controllers: 1) are implemented awfully. They don't seem to be able to extend from super classes at runtime. I tried this to add base actions and helper methods, and this seems to cause grails to blow up. 2) are based on an obsolete request parameters model (rather than form backing objects, which are much nicer). 3) are hard to test. Command objects are treated totally differently... and it's actually MUCH harder to write the test than it is to write the controller code. 4) Command objects operate totally differently. They are pre-validated and bound, which causes a lot of inconsistencies than basic parameter model. 5) Command objects are not reusable, and it's a pain in the rear to reuse most of the stuff from the domain classes, like constraints and fields. This is TRIVIAL to do in basic Spring. Why the hell was it not trivial to do in Grails? 6) The scaffolding that is generated is pure crap. It doesn't generalize inserts and updates... and it actually copy/pastes a pile of code in two views: create.gsp and edit.gsp. The views themselves are gargantuan piles of doggie do-do. This is further compounded by the fact that it uses low-level parameters and not objects. Integration tests are 30x slower than a Spring integration test. It is disgusting. Some mocking tests are so hard to write and aren't guaranteed to work when it's deployed, that I think it discourages fast, tdd test cycles. Most things seem to screw up grails while it's running, like adding a taglib, or anything really. The server restart problem wasn't solved at all. I'm starting to think going with Spring/Hibernate/Java is the only way to go. While there is a pretty big cost at startup, I know it'll eventually smooth out. It sucks I can't use a language like Scala... because idiomatically, it is so incompatible with Hibernate. This app is also not a run-of-the-mill UI over a database. It's got some of that, but it's not going to be a slouch. I am deathly scared of Grails now because of how crap it is in the Controller layer. Suggestions on what I can do?

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  • How do I create a loop based off this array?

    - by dmanexe
    I'm trying to process this array, first testing for the presence of a check, then extrapolating the data from quantity to return a valid price. Here's the input for fixed amounts of items, with no variable quantity. <input type="checkbox" name="measure[<?=$item->id?>][checked]" value="<?=$item->id?>"> <input type="hidden" name="measure[<?=$item->id?>][quantity]" value="1" /> Here's the inputs for variable amounts of items. <input type="checkbox" name="measure[<?=$item->id?>][checked]" value="<?=$item->id?>"> <input class="item_mult" value="0" type="text" name="measure[<?=$item->id?>][quantity]" /> So, the resulting array is multidimensional. Here's an output: Array ( [1] => Array ( [quantity] => 1 ) [2] => Array ( [quantity] => 1 ) [3] => Array ( [quantity] => 1 ) ... [14] => Array ( [checked] => 14 [quantity] => 999 ) ) Here's the loop I'm using to take this array and process items checked off the form in the first place. I guess the question essentially boils down to how do I structure my conditional statement to incorporate the multi-dimensional array? foreach($field as $value): if ($value['checked'] == TRUE) { $query = $this->db->get_where('items', array('id' => $value['checked']))->row(); #Test to see if quantity input is present if ($value['quantity'] == TRUE) { $newprice = $value['quantity'] * $query->price; $totals[] = $newprice; } #Just return the base value if not else { $newprice = $query->price; $totals[] = $newprice; } } else { } ?> <p><?=$query->name?> - <?=money_format('%(#10n', $newprice)?></p> <? endforeach; ?>

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  • Sort a list of pointers.

    - by YuppieNetworking
    Hello all, Once again I find myself failing at some really simple task in C++. Sometimes I wish I could de-learn all I know from OO in java, since my problems usually start by thinking like Java. Anyways, I have a std::list<BaseObject*> that I want to sort. Let's say that BaseObject is: class BaseObject { protected: int id; public: BaseObject(int i) : id(i) {}; virtual ~BaseObject() {}; }; I can sort the list of pointer to BaseObject with a comparator struct: struct Comparator { bool operator()(const BaseObject* o1, const BaseObject* o2) const { return o1->id < o2->id; } }; And it would look like this: std::list<BaseObject*> mylist; mylist.push_back(new BaseObject(1)); mylist.push_back(new BaseObject(2)); // ... mylist.sort(Comparator()); // intentionally omitted deletes and exception handling Until here, everything is a-ok. However, I introduced some derived classes: class Child : public BaseObject { protected: int var; public: Child(int id1, int n) : BaseObject(id1), var(n) {}; virtual ~Child() {}; }; class GrandChild : public Child { public: GrandChild(int id1, int n) : Child(id1,n) {}; virtual ~GrandChild() {}; }; So now I would like to sort following the following rules: For any Child object c and BaseObject b, b<c To compare BaseObject objects, use its ids, as before. To compare Child objects, compare its vars. If they are equal, fallback to rule 2. GrandChild objects should fallback to the Child behavior (rule 3). I initially thought that I could probably do some casts in Comparator. However, this casts away constness. Then I thought that probably I could compare typeids, but then everything looked messy and it is not even correct. How could I implement this sort, still using list<BaseObject*>::sort ? Thank you

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  • How should I ethically approach user password storage for later plaintext retrieval?

    - by Shane
    As I continue to build more and more websites and web applications I am often asked to store user's passwords in a way that they can be retrieved if/when the user has an issue (either to email a forgotten password link, walk them through over the phone, etc.) When I can I fight bitterly against this practice and I do a lot of ‘extra’ programming to make password resets and administrative assistance possible without storing their actual password. When I can’t fight it (or can’t win) then I always encode the password in some way so that it at least isn’t stored as plaintext in the database—though I am aware that if my DB gets hacked that it won’t take much for the culprit to crack the passwords as well—so that makes me uncomfortable. In a perfect world folks would update passwords frequently and not duplicate them across many different sites—unfortunately I know MANY people that have the same work/home/email/bank password, and have even freely given it to me when they need assistance. I don’t want to be the one responsible for their financial demise if my DB security procedures fail for some reason. Morally and ethically I feel responsible for protecting what can be, for some users, their livelihood even if they are treating it with much less respect. I am certain that there are many avenues to approach and arguments to be made for salting hashes and different encoding options, but is there a single ‘best practice’ when you have to store them? In almost all cases I am using PHP and MySQL if that makes any difference in the way I should handle the specifics. Additional Information for Bounty I want to clarify that I know this is not something you want to have to do and that in most cases refusal to do so is best. I am, however, not looking for a lecture on the merits of taking this approach I am looking for the best steps to take if you do take this approach. In a note below I made the point that websites geared largely toward the elderly, mentally challenged, or very young can become confusing for people when they are asked to perform a secure password recovery routine. Though we may find it simple and mundane in those cases some users need the extra assistance of either having a service tech help them into the system or having it emailed/displayed directly to them. In such systems the attrition rate from these demographics could hobble the application if users were not given this level of access assistance, so please answer with such a setup in mind. Thanks to Everyone This has been a fun questions with lots of debate and I have enjoyed it. In the end I selected an answer that both retains password security (I will not have to keep plain text or recoverable passwords), but also makes it possible for the user base I specified to log into a system without the major drawbacks I have found from normal password recovery. As always there were about 5 answers that I would like to have marked correct for different reasons, but I had to choose the best one--all the rest got a +1. Thanks everyone!

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  • Separation of domain and ui layer in a composite

    - by hansmaad
    Hi all, i'm wondering if there is a pattern how to separate the domain logic of a class from the ui responsibilities of the objects in the domain layer. Example: // Domain classes interface MachinePart { CalculateX(in, out) // Where do we put these: // Draw(Screen) ?? // ShowProperties(View) ?? // ... } class Assembly : MachinePart { CalculateX(in, out) subParts } class Pipe : MachinePart { CalculateX(in, out) length, diamater... } There is an application that calculates the value X for machines assembled from many machine parts. The assembly is loaded from a file representation and is designed as a composite. Each concrete part class stores some data to implement the CalculateX(in,out) method to simulate behaviour of the whole assembly. The application runs well but without GUI. To increase the usability a GUi should be developed on top of the existing implementation (changes to the existing code are allowed). The GUI should show a schematic graphical representation of the assembly and provide part specific dialogs to edit several parameters. To achieve these goals the application needs new functionality for each machine part to draw a schematic representation on the screen, show a property dialog and other things not related to the domain of machine simulation. I can think of some different solutions to implement a Draw(Screen) functionality for each part but i am not happy with each of them. First i could add a Draw(Screen) method to the MachinePart interface but this would mix-up domain code with ui code and i had to add a lot of functionality to each machine part class what makes my domain model hard to read and hard to understand. Another "simple" solution is to make all parts visitable and implement ui code in visitors but Visitor does not belong to my favorite patterns. I could derive UI variants from each machine part class to add the UI implementation there but i had to check if each part class is suited for inheritance and had to be careful on changes to the base classes. My currently favorite design is to create a parallel composite hierarchy where each component stores data to define a machine part, has implementation for UI methods and a factory method which creates instances of the corresponding domain classes, so that i can "convert" a UI assembly to a domain assembly. But there are problems to go back from the created domain hierarchy to the UI hierarchy for showing calculation results in the drawing for example (imagine some parts store some values during the calculation i want to show in the schematic representation after the simluation). Maybe there are some proven patterns for such problems?

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  • Multi domain rails app. How to intelligently use MVC?

    - by denial
    Background: We have app a, b, and plan to add more apps into this same application. The apps are similar enough they could share many views, assets, and actions. Currently a,b live in a single rails app(2.3.10). c will be similar enough that it could also be in this rails app. The problem: As we continue to add more apps to this one app, there's going to be too much case logic that the app will soon become a nightmare to maintain. There will also be potential namespace issues. However, the apps are very similar in function and layout, it also makes sense to keep them in one app so that it's one app to maintain(since roughly 50% of site look/functionality will be shared). What we are trying to do is keep this as clean as possible so it's easy for multiple teams to work on and easy to maintain. Some things we've thought about/are trying: Engines. Make each app an engine. This would let us base routes on the domain. It also allows us to pull out controllers, models and views for the specific app. This solution does not seem ideal as we won't be reusing the apps any time soon. And explicitly stating the host in the routes doesn't seem right. Skinning/themes. The auth logic would be different between the apps. Each user model would be different. So it's not just a skinning problem. In app/view add folder sitea for sitea views, siteb for siteb views and so on. Do the same for controllers and models. This is still pretty messy and since it didn't follow naming conventions, it did not work with rails so nicely and made much of the code messier. Making another rails app. We just didn't want to maintain the same controller or view in 2 apps if they are identical. What we want to do is make the app intelligently use a controller based on the host. So there would be a sessions controller for each app, and perhaps some parent session controller for shared logic(not needed now). In each of these session controllers, it handles authentication for that specific app. So if the domain is a.mysite.com, it would use session controller for app a and know to use app a's views,models,controllers. And if the domain is b.mysite, it would use the session controller for b. And there would be a user model for a and user model for b, which also would be determined by the domain. Does anyone have any suggestions or experience with this situation? And ideally using rails 2.3.x as updating to rails 3 isn't an option right now.

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  • Header Guard Issues - Getting Swallowed Alive

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

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  • Dynamic Dispatch without Virtual Functions

    - by Kristopher Johnson
    I've got some legacy code that, instead of virtual functions, uses a kind field to do dynamic dispatch. It looks something like this: // Base struct shared by all subtypes // Plain-old data; can't use virtual functions struct POD { int kind; int GetFoo(); int GetBar(); int GetBaz(); int GetXyzzy(); }; enum Kind { Kind_Derived1, Kind_Derived2, Kind_Derived3 }; struct Derived1: POD { Derived1(): kind(Kind_Derived1) {} int GetFoo(); int GetBar(); int GetBaz(); int GetXyzzy(); // plus other type-specific data and function members }; struct Derived2: POD { Derived2(): kind(Kind_Derived2) {} int GetFoo(); int GetBar(); int GetBaz(); int GetXyzzy(); // plus other type-specific data and function members }; struct Derived3: POD { Derived3(): kind(Kind_Derived3) {} int GetFoo(); int GetBar(); int GetBaz(); int GetXyzzy(); // plus other type-specific data and function members }; and then the POD class's function members are implemented like this: int POD::GetFoo() { // Call kind-specific function switch (kind) { case Kind_Derived1: { Derived1 *pDerived1 = static_cast<Derived1*>(this); return pDerived1->GetFoo(); } case Kind_Derived2: { Derived2 *pDerived2 = static_cast<Derived2*>(this); return pDerived2->GetFoo(); } case Kind_Derived3: { Derived3 *pDerived3 = static_cast<Derived3*>(this); return pDerived3->GetFoo(); } default: throw UnknownKindException(kind, "GetFoo"); } } POD::GetBar(), POD::GetBaz(), POD::GetXyzzy(), and other members are implemented similarly. This example is simplified. The actual code has about a dozen different subtypes of POD, and a couple dozen methods. New subtypes of POD and new methods are added pretty frequently, and so every time we do that, we have to update all these switch statements. The typical way to handle this would be to declare the function members virtual in the POD class, but we can't do that because the objects reside in shared memory. There is a lot of code that depends on these structs being plain-old-data, so even if I could figure out some way to have virtual functions in shared-memory objects, I wouldn't want to do that. So, I'm looking for suggestions as to the best way to clean this up so that all the knowledge of how to call the subtype methods is centralized in one place, rather than scattered among a couple dozen switch statements in a couple dozen functions. What occurs to me is that I can create some sort of adapter class that wraps a POD and uses templates to minimize the redundancy. But before I start down that path, I'd like to know how others have dealt with this.

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  • Is it any loose coupling mechanism in Objective-C + Cocoa like C# delegates or C++Qt signals+slots?

    - by Eye of Hell
    Hello. For a large programs, the standard way to chalenge a complexity is to divide a program code into small objects. Most of the actual programming languages offer this functionality via classes, so is Objective-C. But after source code is separated into small object, the second challenge is to somehow connect them with each over. Standard approaches, supported by most languages are compositon (one object is a member field of another), inheritance, templates (generics) and callbacks. More cryptic techniques include method-level delagates (C#) and signals+slots (C++Qt). I like the delegates / signals idea, since while connecting two objects i can connect individual methods with each over, without objects knowing anything of each over. For C#, it will look like this: var object1 = new CObject1(); var object2 = new CObject2(); object1.SomethingHappened += object2.HandleSomething; In this code, is object1 calls it's SomethingHappened delegate (like a normal method call) the HandleSomething method of object2 will be called. For C++Qt, it will look like this: var object1 = new CObject1(); var object2 = new CObject2(); connect( object1, SIGNAL(SomethingHappened()), object2, SLOT(HandleSomething()) ); The result will be exactly the same. This technique has some advantages and disadvantages, but generally i like it more than interfaces since if program code base grows i can change connections and add new ones without creating tons of interfaces. After examination of Objective-C i havn't found any way to use this technique i like :(. It seems that Objective-C supports message passing perfectly well, but it requres for object1 to have a pointer to object2 in order to pass it a message. If some object needs to be connected to lots of other objects, in Objective-C i will be forced to give him pointers to each of the objects it must be connected. So, the question :). Is it any approach in Objective-C programming that will closely resemble delegate / signal+slot types of connection, not a 'give first object an entire pointer to second object so it can pass a message to it'. Method-level connections are a bit more preferable to me than object-level connection ^_^.

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  • Convert this curl to multi PHP

    - by user1642423
    I have this code and I want made 10 curl connections like this with multi but I don't know how to that with this specific code: What the code does? Make a curl requiest to an .asp page Uses the result to send some data in a form ($ciudad) then the page get this submit and make an internal request and show an result. Output the final result of that. function curl($header,$encoded,$cookie){ $options = array( CURLOPT_USERAGENT => $_SERVER['HTTP_USER_AGENT'], CURLOPT_TIMEOUT => 120, //CURLOPT_REFERER => '', //CURLOPT_HTTPHEADER => $header, CURLOPT_COOKIE => $cookie, CURLOPT_POST => true, CURLOPT_POSTFIELDS => $encoded, CURLOPT_RETURNTRANSFER => true, CURLOPT_HEADER => false, CURLOPT_FOLLOWLOCATION => true, ); $ch = curl_init("http://procesos.ramajudicial.gov.co/consultaprocesos/consultap.aspx"); curl_setopt_array( $ch, $options ); $output = curl_exec($ch); curl_close($ch); return $output; } $cookie = ""; foreach($_COOKIE as $k => $v) $cookie .= $k."=".$v.";"; $cookie = substr($cookie,0,strlen($cookie)-1); $encoded = ''; foreach($_POST as $name => $value) { $encoded .= urlencode($name).'='.urlencode($value).'&'; } $lk = "http://procesos.ramajudicial.gov.co/consultaprocesos/"; $header[] = 'User-Agent: '.$_SERVER['HTTP_USER_AGENT']; $header[] = 'Accept: text/xml,application/xml,application/xhtml+xml,text /html;q=0.9,text/plain;q=0.8,image/png,*/*;q=0.5'; $header[] = 'Accept-Language: en-us,en;q=0.5'; $header[] = 'Accept-Encoding: gzip,deflate'; $header[] = 'Connection: keep-alive'; $header[] = 'Cookie : '.$cookie; $header[] = 'Content-Type: application/x-www-form-urlencoded'; $output = curl($header,$encoded,$cookie); $CIUDAD = urlencode("Medellin"); // to change $CORPORACION = urlencode("JUZGADOS CIVILES MUNICIPALES DE MEDELLIN"); // to change $DIGITOS = $numsus; // BEGIN STEP 1 $__VIEWSTATE = 'id="__VIEWSTATE" value="'; $i = stripos($output,$__VIEWSTATE) + strlen($__VIEWSTATE); $j = stripos($output,'"',$i); $__VIEWSTATE = substr($output,$i,$j-$i); $__EVENTVALIDATION = 'id="__EVENTVALIDATION" value="'; $i = stripos($output,$__EVENTVALIDATION) + strlen($__EVENTVALIDATION); $j = stripos($output,'"',$i); $__EVENTVALIDATION = substr($output,$i,$j-$i); $encoded = '__EVENTTARGET=DropDownList1&__EVENTARGUMENT=&__LASTFOCUS=&__VIEWSTATE='.urlencode($__VIEWSTATE).'&__EVENTVALIDATION='.urlencode($__EVENTVALIDATION).'&DropDownList1='.$CIUDAD.'&TextBox13='; $output = curl($header,$encoded,$cookie);

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  • Jquery Var Returned As object

    - by alex
    I'm trying to pass a variable from one function to another, but the var elmId is being returned as an object and giving an error. When we click on any of the generated divs we should be able to change the size of the div by choosing a width / height value from the drop down menus. I'm trying to pass the clicked div id which is elmId to function displayVals but it is not working. If we replace "#"+elmId in the function displayVals with the actual id of the first div created with is "#divid1" then it works. Why is the value of var elmId not being passed to displayVals <link rel="stylesheet" href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.7/themes/base/jquery-ui.css" type="text/css" media="all" /> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js" type="text/javascript"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.7/jquery-ui.min.js" type="text/javascript"></script> <style> .aaa{width:100px; height:100px; background-color:#ccc;} button{width:100px; height:20px;} </style> <button class="idiv">div</button> <select id="width"> <option>100px</option> <option>200px</option> <option>300px</option> </select> <select id="height"> <option>100px</option> <option>200px</option> <option>300px</option> </select> <p></p> <script type="text/javascript"> var divId = 1; $("button").click(function(){ var elm = $('<div id=divid' + divId + ' class=aaa></div>'); elm.appendTo('p'); divId++; }); $("p").click(function(e){ var elmType = $(e.target)[0].nodeName, elmId = $(e.target)[0].id; return displayVals(elmId); }); function displayVals(elmId) { var iwidth = $("#width").val(); var iheight = $("#height").val(); $("#"+elmId).css({width:iwidth, height:iheight}); console.log(elmId); } $("select").change(displayVals); displayVals(); </script>

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  • hashing password giving different results

    - by geoff
    I am taking over a system that a previous developer wrote. The system has an administrator approve a user account and when they do that the system uses the following method to hash a password and save it to the database. It sends the unhashed password to the user. When the user logs in the system uses the exact same method to hash what the user enters and compares it to the database value. We've run into a couple of times when the database entry doesn't match the user's entry whey they should. So it appears that the method isn't always hashing the value the same. Does anyone know if this method of hashing isn't reliable and how to make it reliable? Thanks. private string HashPassword(string password) { string hashedPassword = string.Empty; // Convert plain text into a byte array. byte[] plainTextBytes = Encoding.UTF8.GetBytes(password); // Allocate array, which will hold plain text and salt. byte[] plainTextWithSaltBytes = new byte[plainTextBytes.Length + SALT.Length]; // Copy plain text bytes into resulting array. for(int i = 0; i < plainTextBytes.Length; i++) plainTextWithSaltBytes[i] = plainTextBytes[i]; // Append salt bytes to the resulting array. for(int i = 0; i < SALT.Length; i++) plainTextWithSaltBytes[plainTextBytes.Length + i] = SALT[i]; // Because we support multiple hashing algorithms, we must define // hash object as a common (abstract) base class. We will specify the // actual hashing algorithm class later during object creation. HashAlgorithm hash = new SHA256Managed(); // Compute hash value of our plain text with appended salt. byte[] hashBytes = hash.ComputeHash(plainTextWithSaltBytes); // Create array which will hold hash and original salt bytes. byte[] hashWithSaltBytes = new byte[hashBytes.Length + SALT.Length]; // Copy hash bytes into resulting array. for(int i = 0; i < hashBytes.Length; i++) hashWithSaltBytes[i] = hashBytes[i]; // Append salt bytes to the result. for(int i = 0; i < SALT.Length; i++) hashWithSaltBytes[hashBytes.Length + i] = SALT[i]; // Convert result into a base64-encoded string. hashedPassword = Convert.ToBase64String(hashWithSaltBytes); return hashedPassword; }

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