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  • Do classes which have a vector has a member have memory issues

    - by user263766
    I am just starting out C++, so sorry if this is a dumb question. I have a class Braid whose members are vectors. I have not written an assignment operator. When I do a lot of assignments to an object of the type Braid, I run into memory issues :- 0 0xb7daff89 in _int_malloc () from /lib/libc.so.6 #1 0xb7db2583 in malloc () from /lib/libc.so.6 #2 0xb7f8ac59 in operator new(unsigned int) () from /usr/lib/libstdc++.so.6 #3 0x0804d05e in __gnu_cxx::new_allocator<int>::allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/ext/new_allocator.h:89 #4 0x0804cb0e in std::_Vector_base<int, std::allocator<int> >::_M_allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:140 #5 0x0804c086 in _Vector_base (this=0xbf800204, __n=1, __a=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:113 #6 0x0804b4b7 in vector (this=0xbf800204, __x=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:242 #7 0x0804b234 in Braid (this=0xbf800204) at braid.h:13 #8 0x080495ed in Braid::cycleBraid (this=0xbf8001b4) at braid.cpp:191 #9 0x080497c6 in Braid::score (this=0xbf800298, b=...) at braid.cpp:251 #10 0x08049c46 in Braid::evaluateMove (this=0xbf800468, move=1, pos=0, depth=2, b=...) I suspect that these memory issues are because the vectors are getting resized. What I want to know is whether objects of type Braid automatically expand when its members expand? he code I am writing is really long so I will post the section which is causing the problems. Here is the relevant section of the code :- class Braid { private : vector<int> braid; //Stores the braid. int strands; vector < vector<bool> > history; vector < vector<bool> > CM; public : Braid () : strands(0) {} Braid operator * (Braid); Braid* inputBraid(int,vector<int>); int printBraid(); int printBraid(vector<vector<int>::iterator>); vector<int>::size_type size() const; ..... ..... } Here is the function which causes the issue :- int Braid::evaluateMove(int move,int pos,int depth,Braid b) { int netscore = 0; Braid curr(*this); curr = curr.move(move,pos); netscore += curr.score(b); while(depth > 1) { netscore += curr.evaluateMove(1,0,depth,b); netscore += curr.evaluateMove(2,0,depth,b); for(int i = 0; i < braid.size();++i) { netscore += curr.evaluateMove(3,i,depth,b); netscore += curr.evaluateMove(4,i,depth,b); netscore += curr.evaluateMove(5,i,depth,b); curr = curr.cycleBraid(); netscore += curr.evaluateMove(6,0,depth,b); } --depth; } return netscore; }

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  • elisp: posn-at-point returns nil after goto-char. How to update the display before posn-at-point?

    - by Cheeso
    In emacs lisp, posn-at-point is documented as: posn-at-point is a built-in function in C source code. (posn-at-point &optional POS WINDOW) . Return position information for buffer POS in WINDOW. POS defaults to point in WINDOW; WINDOW defaults to the selected window. . Return nil if position is not visible in window. Otherwise, the return value is similar to that returned by event-start for a mouse click at the upper left corner of the glyph corresponding to the given buffer position: (WINDOW AREA-OR-POS (X . Y) TIMESTAMP OBJECT POS (COL . ROW) IMAGE (DX . DY) (WIDTH . HEIGHT)) The posn- functions access elements of such lists. ok, now I've got a function that looks something like this: (defun my-move-and-popup-menu () "move the point, then pop up a menu." (goto-char xxxx) (setq p (posn-at-point)) (my-popup-menu p ...) ) Basically, move the point, then retrieve the screen position at that point, and then popup a menu at that screen position. But I am finding that posn-at-point returns non-nil, only if the xxxx character position (the after position) is visible in the window, before the call to goto-char. It seems that the position is not actually updated until exit from the function. If goto-char goes a long way, more than one screenful, then the retrieved position is always nil, and my code doesn't know where to popup the menu. The reason I suggest that the position is not actually updated until exit from the function - when the menu successfully pops up, the cursor is clearly visible in its previous location while the popup menu is being displayed. When I dismiss the menu, the cursor moves to where I expected it to move, after the goto-char call. How can I get the position to be really updated, between goto-char and posn-at-point, so that posn-at-point will not return nil? In a Windows Forms application I would call Form.Update() or something similar to update the display in the middle of an event handler. What's the emacs version of that?

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  • So, I have this jquery bit that adds a row to a table the way I need it to, but it's UGLY

    - by dhoss
    I have a table that looks like this: <table name="exercises" id="workout-table"> <tr> <th>Name</th> <th>Reps/Intervals</th> <th>Sets</th> <th>Weight/Distance/Time</th> </tr> [%- i=0 %] [% WHILE i<=10 %] <tr class="workout-rows"> <td><input type="text" name="workout[exercise][[% i %]][name]" /></td> <td><input type="text" name="workout[exercise][[% i %]][repetitions]" size="3"/></td> <td><input type="text" name="workout[exercise][[% i %]][sets]" size="3"/></td> <td><input type="text" name="workout[exercise][[% i %]][weight]" size="4"/></td> </tr> [% i = i + 1 %] [% END %] </table> That template code is Template::Toolkit code that basically just generates an index so I can keep track of elements in what will become an HoAoH from Catalyst::Plugin::Params::Nested. This is the javascript that actually adds the row to the table on button click: $("#add-row").click(function(){ var size = $(".workout-rows").length; //size += 1; var row ='<tr class="workout-rows">' + '<td><input type="text" name="workout[exercise][' + size + '][name]" /></td>' + '<td><input type="text" name="workout[exercise][' + size + '][repetitions]" size="3"/></td>' + '<td><input type="text" name="workout[exercise][' + size + '][sets]" size="3"/></td>' + '<td><input type="text" name="workout[exercise][' + size + '][weight]" size="4"/></td>' + '</tr>'; $("#workout-table >tbody tr:last").after(row) }); I really really don't like the idea of copy-pasting the table row markup into the script itself, as it's repetitive and non-intuitive. I've tried .clone stuff, which works great for copying the row verbatim, but it doesn't keep track of the number of rows dynamically like I need it to. So basically I've pared it down to needing to find out how to mess with the name of each input so that it can reflect the loop index appropriately, so Catalyst::Plugin::Params::Nested will build the correct structure. Thoughts?

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  • Why is my Type.GetFields(BindingFlags.Instance|BindingFlags.Public) not working?

    - by granadaCoder
    My code can see the non-public members, but not the public ones. Why? FieldInfo[] publicFieldInfos = t.GetFields(BindingFlags.Instance | BindingFlags.Public); is returning nothing. Note: I'm trying to get at the properties on the abstract class as well as the concrete class. (And read the attributes as well). The MSDN example works with the 2 flags (BindingFlags.Instance | BindingFlags.Public) but my mini inheritance example below does not. private void RunTest1() { try { textBox1.Text = string.Empty; Type t = typeof(MyInheritedClass); //Look at the BindingFlags *** NonPublic *** int fieldCount = 0; while (null != t) { fieldCount += t.GetFields(BindingFlags.Instance | BindingFlags.NonPublic).Length; FieldInfo[] nonPublicFieldInfos = t.GetFields(BindingFlags.Instance | BindingFlags.NonPublic); foreach (FieldInfo field in nonPublicFieldInfos) { if (null != field) { Console.WriteLine(field.Name); } } t = t.BaseType; } Console.WriteLine("\n\r------------------\n\r"); //Look at the BindingFlags *** Public *** t = typeof(MyInheritedClass); FieldInfo[] publicFieldInfos = t.GetFields(BindingFlags.Instance | BindingFlags.Public); foreach (FieldInfo field in publicFieldInfos) { if (null != field) { Console.WriteLine(field.Name); object[] attributes = field.GetCustomAttributes(t, true); if (attributes != null && attributes.Length > 0) { foreach (Attribute att in attributes) { Console.WriteLine(att.GetType().Name); } } } } } catch (Exception ex) { ReportException(ex); } } private void ReportException(Exception ex) { Exception innerException = ex; while (innerException != null) { Console.WriteLine(innerException.Message + System.Environment.NewLine + innerException.StackTrace + System.Environment.NewLine + System.Environment.NewLine); innerException = innerException.InnerException; } } public abstract class MySuperType { public MySuperType(string st) { this.STString = st; } public string STString { get; set; } public abstract string MyAbstractString { get; set; } } public class MyInheritedClass : MySuperType { public MyInheritedClass(string ic) : base(ic) { this.ICString = ic; } [Description("This is an important property"), Category("HowImportant")] public string ICString { get; set; } private string _oldSchoolPropertyString = string.Empty; public string OldSchoolPropertyString { get { return _oldSchoolPropertyString; } set { _oldSchoolPropertyString = value; } } [Description("This is a not so importarnt property"), Category("HowImportant")] public override string MyAbstractString { get; set; } }

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  • Is throwing an exception a healthy way to exit?

    - by ramaseshan
    I have a setup that looks like this. class Checker { // member data Results m_results; // see below public: bool Check(); private: bool Check1(); bool Check2(); // .. so on }; Checker is a class that performs lengthy check computations for engineering analysis. Each type of check has a resultant double that the checker stores. (see below) bool Checker::Check() { // initilisations etc. Check1(); Check2(); // ... so on } A typical Check function would look like this: bool Checker::Check1() { double result; // lots of code m_results.SetCheck1Result(result); } And the results class looks something like this: class Results { double m_check1Result; double m_check2Result; // ... public: void SetCheck1Result(double d); double GetOverallResult() { return max(m_check1Result, m_check2Result, ...); } }; Note: all code is oversimplified. The Checker and Result classes were initially written to perform all checks and return an overall double result. There is now a new requirement where I only need to know if any of the results exceeds 1. If it does, subsequent checks need not be carried out(it's an optimisation). To achieve this, I could either: Modify every CheckN function to keep check for result and return. The parent Check function would keep checking m_results. OR In the Results::SetCheckNResults(), throw an exception if the value exceeds 1 and catch it at the end of Checker::Check(). The first is tedious, error prone and sub-optimal because every CheckN function further branches out into sub-checks etc. The second is non-intrusive and quick. One disadvantage is I can think of is that the Checker code may not necessarily be exception-safe(although there is no other exception being thrown anywhere else). Is there anything else that's obvious that I'm overlooking? What about the cost of throwing exceptions and stack unwinding? Is there a better 3rd option?

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  • Should an object be fully complete before injected as a dependency?

    - by Hans
    This is an extension of this question: http://stackoverflow.com/questions/3027082/understanding-how-to-inject-object-dependencies. Since it is a bit different, I wanted to separate them, to make it, hopefully, easier to answer. Also, this is not a real system, just a simplified example that I thought we'd all be familiar with. TIA. : DB threads: thread_id, thread_name, etc posts: post_id, thread_id, post_name, post_contents, post_date, post_user_id, etc Overview Basically I'm looking at the most maintainable way to load $post_id and have it cascade and load the other things I want to know about and I'm trying to keep the controller skinny. BUT: I'm ending up with too many dependencies to inject I'm passing in initialized but empty objects I want to limit how many parameters I am passing around I could inject $post(-many) into $thread(one<-), but on that page I'm not looking at a thread, I'm looking at a post I could combine/inject them into a new object Detail If I am injecting an object into another, is it best to have it fully created first? I'm trying to limit how many parameters I have to pass in to a page, but I end up with a circle. // 1, empty object injected via constructor $thread = new Thread; $post = new Post($thread); // $thread is just an empty object $post->load($post_id); // I could now do something like $post->get('thread_id') to get everything I want in $post // 2, complete object injected via constructor $thread = new Thread; $thread->load($thread_id); // this page would have to have passed in a $thread_id, too $post = new Post($thread); // thread is a complete object, with the data I need, like thread name $post->load($post_id); // 3, inject $post into $thread, but this makes less sense to me, since I'm looking at a post page, not a thread page $post = new Post(); $post->load($post_id); $thread = new Thread($post); $thread->load(); // would load based on the $post->get('post_id') and combine. Now I have all the data I want, but it's non-intuitive to be heirarchially Thread->Post instead of Post-with-thread-info // Or, I could inject $post into $thread, but if I'm on a post page, // having an object with a top level of Thread instead of // Post-which-contains-thread-info, makes less sense to me. // to go with example 1 class post { public function __construct(&$thread) { $this->thread=$thread; } public function load($id) { // ... here I would load all the post data based on $id // now include the thread data $this->thread->load($this->get('thread_id')); return $this; } } // I don't want to do $thread = new Thread; $post = new Post; $post->load($post_id); $thread->load($post->get('post_id')); Or, I could create a new object and inject both $post and $thread into it, but then I have object with an increasing number of dependencies.

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  • Communicate progress from local Service

    - by kpdvx
    An application I'm building uses a local Service for downloading files from the web to the phone's SD card. In this app users can browse lists of books, and read them while online. A user can also download a pdf copy of a book for offline viewing. To handle downloads I'm using a locally bound Service. I do not want this Service to run all the time, only when downloading files. So that the Service can shut itself down when its tasks are complete, I am not binding to the service, rather I'm sending an "enqueue for download" command through the Intent passed to Context.startService. Books available for download are shown in a list. A user can choose to download a book by clicking on its row in the list. On download, I need to show download progress using a ProgressBar on the actual book list row. I need to also show, on the rows, if a book is enqueued for download, or if its download has completed or failed. The books can be shown in different activities throughout the application--in search, or in the user's list of favorite books, for example. When the books are shown in different places, these are not the same objects, but they are uniquely identified by their bookId. Because I do not want to bind to the service from every Activity, my tentative plan was to use a public static final HashMap on the Service class itself to contain a mapping of bookId to download status, an enum of enqueued, downloading, cancelled, etc. Each book view, when displayed, would check this static HashMap, and if the bookId is in the map, retrieve and display its status. I don't particularly like this idea, but at the moment it's the only way I can think of to retrieve status from the Service without having to bind to it and start it. Additionally I need to retrieve download progress percent from the Service, for a given bookId, if it is the active download. Again I'd rather not bind to the service from every activity, so I'm not sure how to go about retrieving current progress from the Service. My current plan is to use some sort of singleton mediator, that the Service will push updates to, and the views can read from. But I'm not terribly happy with this idea. The reason I'd like to avoid binding to the Service from each Activity is 1.) I'm already running another Service and 2.) binding is verbose and I'd like to avoid needing to pass around a reference to the Service (but admittedly this isn't too much of a problem). Perhaps binding to the local Service isn't expensive enough to warrant this other setup? Should I not be concerned about binding to it from each Activity? Maybe this is a non-issue?

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  • NSString cannot be released

    - by Stanley
    Consider the following method and the caller code block. The method analyses a NSString and extracts a "http://" string which it passes out by reference as an auto release object. Without releasing g_scan_result, the program works as expected. But according to non-arc rules, g_scan_result should be released since a retain has been called against it. My question are : Why g_scan_result cannot be released ? Is there anything wrong the way g_scan_result is handled in the posted coding below ? Is it safe not to release g_scan_result as long as the program runs correctly and the XCode Memory Leak tool does not show leakage ? Which XCode profile tools should I look into to check and under which subtitle ? Hope somebody knowledgeable could help. - (long) analyse_scan_result :(NSString *)scan_result target_url :(NSString **)targ_url { NSLog (@" RES analyse string : %@", scan_result); NSRange range = [scan_result rangeOfString:@"http://" options:NSCaseInsensitiveSearch]; if (range.location == NSNotFound) { *targ_url = @""; NSLog(@"fnd string not found"); return 0; } NSString *sub_string = [scan_result substringFromIndex : range.location]; range = [sub_string rangeOfString : @" "]; if (range.location != NSNotFound) { sub_string = [sub_string substringToIndex : range.location]; } NSLog(@" FND sub_string = %@", sub_string); *targ_url = sub_string; return [*targ_url length]; } The following is the caller code block, also note that g_scan_result has been declared and initialized (on another source file) as : NSString *g_scan_result = nil; Please do send a comment or answer if you have suggestions or find possible errors in code posted here (or above). Xcode memory tools does not seem to show any memory leak. But it may be because I do not know where to look as am new to the memory tools. { long url_leng = [self analyse_scan_result:result target_url:&targ_url]; NSLog(@" TAR target_url = %@", targ_url); UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Scanned Result" message:result delegate:g_alert_view_delegate cancelButtonTitle:@"OK" otherButtonTitles:nil]; if (url_leng) { // ****** The 3 commented off statements // ****** cannot be added without causing // ****** a crash after a few scan result // ****** cycles. // ****** NSString *t_url; if (g_system_status.language_code == 0) [alert addButtonWithTitle : @"Open"]; else if (g_system_status.language_code == 1) [alert addButtonWithTitle : @"Abrir"]; else [alert addButtonWithTitle : @"Open"]; // ****** t_url = g_scan_result; g_scan_result = [targ_url retain]; // ****** [t_url release]; } targ_url = nil; [alert show]; [alert release]; [NSTimer scheduledTimerWithTimeInterval:5.0 target:self selector:@selector(activate_qr_scanner:) userInfo:nil repeats:NO ]; return; }

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  • Double Linked List header node keeps returning first value as 0

    - by Craig
    I will preface to say that this is my first question. I am currently getting my Masters degree in Information Security and I had to take C++ programming this semester. So this is homework related. I am not looking for you to answer my homework but I am running into a peculiar situation. I have created the program to work with a doubly linked list and everything works fine. However when I have the user create a list of values the first node keeps returning 0. I have tried finding some reading on this and I cannot locate any reference to it. My question is then is the header node(first node) always going to be zero? Or am I doing something wrong. case: 'C': cout<<"Please enter a list:"<<endl; while(n!=-999){ myList.insert(n); cin>> n;} break; I now enter: 12321, 1234,64564,346346. The results in 0, 12321, 1234, 64564,346346. Is this what should happen or am I doing something wrong? Also as this is my first post please feel free to criticize or teach me how to color code the keywords. Anyway this is a homework assignment so I am only looking for guidance and constructive criticism. Thank you all in advance So I cannot figure out the comment sections on this forum so I will edit the original post The first section is the constructor code: template <class Type> doublyLinkedList<Type>::doublyLinkedList() { first= NULL; last = NULL; count = 0; } Then there is my insert function : template <class Type> void doublyLinkedList<Type>::insert(const Type& insertItem) { nodeType<Type> *current; //pointer to traverse the list nodeType<Type> *trailCurrent; //pointer just before current nodeType<Type> *newNode; //pointer to create a node bool found; newNode = new nodeType<Type>; //create the node newNode->info = insertItem; //store the new item in the node newNode->next = NULL; newNode->back = NULL; if(first == NULL) //if the list is empty, newNode is //the only node { first = newNode; last = newNode; count++; } else { found = false; current = first; while (current != NULL && !found) //search the list if (current->info >= insertItem) found = true; else { trailCurrent = current; current = current->next; } if (current == first) //insert newNode before first { first->back = newNode; newNode->next = first; first = newNode; count++; } else { //insert newNode between trailCurrent and current if (current != NULL) { trailCurrent->next = newNode; newNode->back = trailCurrent; newNode->next = current; current->back = newNode; } else { trailCurrent->next = newNode; newNode->back = trailCurrent; last = newNode; } count++; }//end else }//end else }//end Then I have an initialization function too: template <class Type> void doublyLinkedList<Type>::initializeList() { destroy(); } Did I miss anything?

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  • Is it possible to use CSS to align these divs/spans in a table-like manner? (While still retaining continuity)

    - by Justin L.
    I have <div class='line'> <div class='chord_line'> <span class='chord_block'></span> <span class='chord_block'>E</span> <span class='chord_block'>B</span> <span class='chord_block'>C#m</span> <span class='chord_block'>A</span> </div> <div class='lyric_line'> <span class='lyric_block'></span> <span class='lyric_block'>Just a</span> <span class='lyric_block'>small-town girl</span> <span class='lyric_block'>living in a</span> <span class='lyric_block'>lonely world</span> </div> </div> (Excuse me for not being too familiar with proper css conventions for when to use div/spans) I want to be able to display them so that each chord_block span and lyric_block span is aligned vertically, as if they were left-aligned and on the same row of a table. For example: E B C#m A Just a small-town girl living in a lonely world (There will often be cases where an empty chord block is matched up to non-empty lyric block, and vice-versa.) I'm completely new to using CSS to align things, and have had no real understanding/experience of CSS aside from changing background colors and link styles. Is this possible in CSS? If not, how could the div/class nesting structure be revised to make this possible? I could change the spans to divs if necessary. Some things I cannot use: I can't change the structure to group things by a chord_and_lyric_block div (and have their width stretch to the length of the lyric, and stack them horizontally), because I couldn't really copy/select the lyrical lines continuously in their entirety, which is extremely critical. I'm trying to avoid a table-like solution, because this data is not tabular at all. The chord line and the lyric line are meant to be read as one continuous line, not a set of cells. Also, apart from the design philosophy reasons, I think it might have the same problems as the previous thing bullet point. If this is possible, what div/span attributes should I be using? Can you provide sample css? If this is not possible, can it be done with javascript? EDIT: I'm sorry I wasn't clear at the start, but I would like a solution that allows both the chord line and the lyric line to be "selectable" and continuous.

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  • iOS dynamic object creation

    - by Abdul Ahmad
    I've worked with Xcode and iOS on a few personal projects and have always used non-object-oriented designs for everything... just because I've been doing mostly learning/experimenting with things. Now I've been trying to implement some object oriented design into one game I've made previously. The idea is, I have a space ship that can shoot bullets. In the past I basically added the UIImageView to the storyboard and then connected it to the .h file and from there did things on it like move it around or whatever (using CGPointMake). The idea now is to make a method (and a whole other class soon) that will create a UIImageView programmatically, allocate it, add it to the superview etc... I've got this working so far, easy stuff, but the next part is a bit harder. Where do I store this local variable "bullet"? I've been saving it to an NSMutableArray and doing the following: (actually here are the methods that I have) -(void)movement { for (int i = 0; i < [array1 count]; i ++) { UIImageView *a = [array1 objectAtIndex:i]; a.center = CGPointMake(a.center.x + 2, a.center.y); if (a.center.x > 500) { [array1 removeObjectAtIndex:i]; [a removeFromSuperview]; } } } -(void)getBullet { UIImageView *bullet = [[UIImageView alloc] initWithFrame:CGRectMake(ship.center.x + 20, ship.center.y - 2, 15, 3)]; bullet.image = [UIImage imageNamed:@"bullet2.png"]; bullet.hidden = NO; [self.view addSubview:bullet]; [array1 addObject:bullet]; } (by the way, array1 is declared in the .h file) and theres a timer that controls the movement method timer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:@selector(movement) userInfo:nil repeats:YES]; first question is: what is the correct way of doing this? Storing a bullet for example until it is removed from the superview, should I store it another way? and another question is, when I remove a UIImageView from the superview, does that remove it from memory so its not using up system resources? Thank you for the help! (will update if I Think of other questions

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  • newbie in Jquery (including but no result)

    - by Negin
    I have this code: <html> <head> </head> <body> <form method='post'> <link type="text/css" href="css/themename/jquery-ui-1.8.14.custom.css" rel="Stylesheet" /> <script type="text/javascript" src="js/jquery-1.4.4.min.js"></script> <script type="text/javascript" src="js/jquery-ui-1.8.14.custom.min.js"></script> <style> #feedback { font-size: 1.4em; } #selectable .ui-selecting { background: #FECA40; } #selectable .ui-selected { background: #F39814; color: white; } #selectable { list-style-type: none; margin: 0; padding: 0; width: 60%; } #selectable li { margin: 3px; padding: 0.4em; font-size: 1.4em; height: 18px; } </style> <script> $(function() { $( "#selectable" ).selectable(); }); </script> <div class="demo"> <ol id="selectable"> <li class="ui-widget-content">Item 1</li> <li class="ui-widget-content">Item 2</li> <li class="ui-widget-content">Item 3</li> </ol> </div><!-- End demo --> <div class="demo-description" style="display: none; "> <p>Enable a DOM element (or group of elements) to be selectable. Draw a box with your cursor to select items. Hold down the Ctrl key to make multiple non-adjacent selections. </p> </div><!-- End demo-description --> </form> </body> </html> I downloaded the jquery but it has no result I used this site: http://jqueryui.com/demos/selectable/#event-create what is wrong here?

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  • Wake up thread blocked on accept() call

    - by selbie
    Sockets on Linux question I have a worker thread that is blocked on an accept() call. It simply waits for an incoming network connection, handles it, and then returns to listening for the next connection. When it is time for the program to exit, how do I signal this network worker thread (from the main thread) to return from the accept() call while still being able to gracefully exit its loop and handle it's cleanup code. Some things I tried: 1. pthread_kill to send a signal. Feels kludgy to do this, plus it doesn't reliably allow the thread to do it's shutdown logic. Also makes the program terminate as well. I'd like to avoid signals if at all possible. pthread_cancel. Same as above. It's a harsh kill on the thread. That, and the thread may be doing something else. Closing the listen socket from the main thread in order to make accept() abort. This doesn't reliably work. Some constraints: If the solution involves making the listen socket non-blocking, that is fine. But I don't want to accept a solution that involves the thread waking up via a select call every few seconds to check the exit condition. The thread condition to exit may not be tied to the process exiting. Essentially, the logic I am going for looks like this. void* WorkerThread(void* args) { DoSomeImportantInitialization(); // initialize listen socket and some thread specific stuff while (HasExitConditionBeenSet()==false) { listensize = sizeof(listenaddr); int sock = accept(listensocket, &listenaddr, &listensize); // check if exit condition has been set using thread safe semantics if (HasExitConditionBeenSet()) { break; } if (sock < 0) { printf("accept returned %d (errno==%d)\n", sock, errno); } else { HandleNewNetworkCondition(sock, &listenaddr); } } DoSomeImportantCleanup(); // close listen socket, close connections, cleanup etc.. return NULL; } void SignalHandler(int sig) { printf("Caught CTRL-C\n"); } void NotifyWorkerThreadToExit(pthread_t thread_handle) { // signal thread to exit } int main() { void* ptr_ret= NULL; pthread_t workerthread_handle = 0; pthread_create(&workerthread, NULL, WorkerThread, NULL); signal(SIGINT, SignalHandler); sleep((unsigned int)-1); // sleep until the user hits ctrl-c printf("Returned from sleep call...\n"); SetThreadExitCondition(); // sets global variable with barrier that worker thread checks on // this is the function I'm stalled on writing NotifyWorkerThreadToExit(workerthread_handle); // wait for thread to exit cleanly pthread_join(workerthread_handle, &ptr_ret); DoProcessCleanupStuff(); }

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  • can't able to integrate base64decode in my class

    - by MaheshBabu
    Hi folks, i am getting the image that is in base64 encoded format. I need to decode it. i am writing the code for decoding is + (NSData *) base64DataFromString: (NSString *)string { unsigned long ixtext, lentext; unsigned char ch, input[4], output[3]; short i, ixinput; Boolean flignore, flendtext = false; const char *temporary; NSMutableData *result; if (!string) return [NSData data]; ixtext = 0; temporary = [string UTF8String]; lentext = [string length]; result = [NSMutableData dataWithCapacity: lentext]; ixinput = 0; while (true) { if (ixtext >= lentext) break; ch = temporary[ixtext++]; flignore = false; if ((ch >= 'A') && (ch <= 'Z')) ch = ch - 'A'; else if ((ch >= 'a') && (ch <= 'z')) ch = ch - 'a' + 26; else if ((ch >= '0') && (ch <= '9')) ch = ch - '0' + 52; else if (ch == '+') ch = 62; else if (ch == '=') flendtext = true; else if (ch == '/') ch = 63; else flignore = true; if (!flignore) { short ctcharsinput = 3; Boolean flbreak = false; if (flendtext) { if (ixinput == 0) break; if ((ixinput == 1) || (ixinput == 2)) { ctcharsinput = 1; else ctcharsinput = 2; ixinput = 3; flbreak = true; } input[ixinput++] = ch; if (ixinput == 4) ixinput = 0; output[0] = (input[0] << 2) | ((input[1] & 0x30) >> 4); output[1] = ((input[1] & 0x0F) << 4) | ((input[2] & 0x3C) >> 2); output[2] = ((input[2] & 0x03) << 6) | (input[3] & 0x3F); for (i = 0; i < ctcharsinput; i++) [result appendBytes: &output[i] length: 1]; } if (flbreak) break; } return result; } i am calling this in my method like this NSData *data = [base64DataFromString:theXML]; theXML is encoded data. but it shows error decodeBase64 undeclared. How can i use this method. can any one pls help me. Thank u in advance.

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  • A versioning workflow for multiple similar (but not identical) deployments

    - by rs77
    I'm currently employed at a small non-tech organisation and have been given the role of coding the organisations' website. While I have enjoyed the task and have learnt much with web dev I've encountered a few issues that I'm hoping someone will be able to help with me or at least point me in the right direction on. A little background: The site I work on has subdomains that each have their own separate WordPress installation on - as this has been the easiest "backend" admin panel for the type of user who will be responsible for updating content (etc). Within the organisation I work under the Marketing Manager (MM) and I code according to his style guide and wire frames. While we have been working with only one subdomain since the beginning of the year the project has been relatively simple and straightforward. However, lately the workflow is becoming a little more complicated as our original subdomain has been copied over to the other subdomains. Each of the new subdomains receives minor edits to their stylesheets (eg. different pictures for background, slightly different colours here and there, etc). The issue: At the moment managing all the different subdomains has been "bearable", but the straw that's braking the camel's back at the moment has been the slight reversions the MM has required now that the CEO has seen the final product. The problem I'm having with reversions in stylesheets is that the CEO will one week state that he likes change "X" and then as the MM and I continue to modify the site (to now "Z"), will another week state that he wants us to change "X" to "W" but keeping most of the changes made in "Y". What I'm looking for is something that allows for: tracking file changes reverting changes made (or reverting back to 'a' from 'e' but including changes 'b' & 'c') easily upload necessary files to their respective WP-theme installation Does anything out there come close to addressing these issues? If so, what? Thanks for any help! PS - I'm learning Git at the moment and it seems to do the "tracking file changes" quite nicely. Haven't learnt about the reverting changes bit yet, though. Maybe for my final point I'm thinking of creating a shell script to automatically upload the files to their folders. Does Git do this too though? Addendum (alexbbrown) I had a similar problem: I ran a custom version of mediawiki where I installed various extensions in the versioned core (with svn). Each of the extensions required an section in the confit file, but the confit file also needed local configuration for each of several deployments. I could have implemented it using includes, but they would not be versioned; and rebasing branches each time is a chore. +50 experience points for a good answer in git.

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  • Edges on polygon outlines not always correct

    - by user146780
    I'm using the algorithm below to generate quads which are then rendered to make an outline like this http://img810.imageshack.us/img810/8530/uhohz.png The problem as seen on the image, is that sometimes the lines are too thin when they should always be the same width. My algorithm finds the 4 verticies for the first one then the top 2 verticies of the next ones are the bottom 2 of the previous. This creates connected lines, but it seems to not always work. How could I fix this? This is my algorithm: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); if(input.size() < 2) { return; } int temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(unsigned int i = 0; i < input.size() - 1; ++i) { start.x = static_cast<float>(input[i][0]); start.y = static_cast<float>(input[i][1]); end.x = static_cast<float>(input[i + 1][0]); end.y = static_cast<float>(input[i + 1][1]); dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * width * 0.5); perpoffset.y = static_cast<float>(nperp.y * width * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; if(i > 0) { temp = (8 * (i - 1)); p2.x = output[temp + 2]; p2.y = output[temp + 3]; p3.x = output[temp + 4]; p3.y = output[temp + 5]; } else { p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; } output.push_back(p2.x); output.push_back(p2.y); output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p3.x); output.push_back(p3.y); } } Thanks

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  • No warning from gcc when function definition in linked source different from function prototype in h

    - by c_c
    Hi, I had a problem with a part of my code, which after some iterations seemed to read NaN as value of a int of a struct. I think I found the error, but am still wondering why gcc (version 3.2.3 on a embedded Linux with busybox) did not warn me. Here are the important parts of the code: A c file and its header for functions to acquire data over USB: // usb_control.h typedef struct{ double mean; short *values; } DATA_POINTS; typedef struct{ int size; DATA_POINTS *channel1; //....7 more channels } DATA_STRUCT; DATA_STRUCT *create_data_struct(int N); // N values per channel int free_data_struct(DATA_STRUCT *data); int aqcu_data(DATA_STRUCT *data, int N); A c and header file with helper function (math, bitshift,etc...): // helper.h int mean(DATA_STRUCT *data); // helper.c (this is where the error is obviously) double mean(DATA_STRUCT *data) { // sum in for loop data->channel1->mean = sum/data->N; // ...7 more channels // a printf here displayed the mean values corretly } The main file // main.c #include "helper.h" #include "usb_control.h" // Allocate space for data struct DATA_STRUCT *data = create_data_struct(N); // get data for different delays for (delay = 0; delay < 500; delay += pw){ acqu_data(data, N); mean(data); // printf of the mean values first is correct. Than after 5 iterations // it is always NaN for channel1. The other channels are displayed correctly; } There were no segfaults nor any other missbehavior, just the NaN for channel1 in the main file. After finding the error, which was not easy, it was of course east to fix. The return type of mean(){} was wrong in the definition. Instead of double mean() it has to be int mean() as the prototype defines. When all the functions are put into one file, gcc warns me that there is a redefinition of the function mean(). But as I compile each c file seperately and link them afterwards gcc seems to miss that. So my questions would be. Why didn't I get any warnings, even non with gcc -Wall? Or is there still another error hidden which is just not causing problems now? Regards, christian

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  • Templates, interfaces (multiple inheritance) and static functions (named constructors)

    - by fledgling Cxx user
    Setup I have a graph library where I am trying to decompose things as much as possible, and the cleanest way to describe it that I found is the following: there is a vanilla type node implementing only a list of edges: class node { public: int* edges; int edge_count; }; Then, I would like to be able to add interfaces to this whole mix, like so: template <class T> class node_weight { public: T weight; }; template <class T> class node_position { public: T x; T y; }; and so on. Then, the actual graph class comes in, which is templated on the actual type of node: template <class node_T> class graph { protected: node_T* nodes; public: static graph cartesian(int n, int m) { graph r; r.nodes = new node_T[n * m]; return r; } }; The twist is that it has named constructors which construct some special graphs, like a Cartesian lattice. In this case, I would like to be able to add some extra information into the graph, depending on what interfaces are implemented by node_T. What would be the best way to accomplish this? Possible solution I thought of the following humble solution, through dynamic_cast<>: template <class node_T, class weight_T, class position_T> class graph { protected: node_T* nodes; public: static graph cartesian(int n, int m) { graph r; r.nodes = new node_T[n * m]; if (dynamic_cast<node_weight<weight_T>>(r.nodes[0]) != nullptr) { // do stuff knowing you can add weights } if (dynamic_cast<node_position<positionT>>(r.nodes[0]) != nullptr) { // do stuff knowing you can set position } return r; } }; which would operate on node_T being the following: template <class weight_T, class position_T> class node_weight_position : public node, public node_weight<weight_T>, public node_position<position_T> { // ... }; Questions Is this -- philosophically -- the right way to go? I know people don't look nicely at multiple inheritance, though with "interfaces" like these it should all be fine. There are unfortunately problems with this. From what I know at least, dynamic_cast<> involves quite a bit of run-time overhead. Hence, I run into a problem with what I had solved earlier: writing graph algorithms that require weights independently of whether the actual node_T class has weights or not. The solution with this 'interface' approach would be to write a function: template <class node_T, class weight_T> inline weight_T get_weight(node_T const & n) { if (dynamic_cast<node_weight<weight_T>>(n) != nullptr) { return dynamic_cast<node_weight<weight_T>>(n).weight; } return T(1); } but the issue with it is that it works using run-time information (dynamic_cast), yet in principle I would like to decide it at compile-time and thus make the code more efficient. If there is a different solution that would solve both problems, especially a cleaner and better one than what I have, I would love to hear about it!

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  • mvc partial views loses track of the images folder when using jquery

    - by jvelez
    This is what I have and it works: $(function(){ $('.slide-out-div').tabSlideOut({ tabHandle: '.handle', //class of the element that will become your tab pathToTabImage: 'http://mhmiisdev2/images/contact_tab.gif', //path to the image for the tab //Optionally can be set using css imageHeight: '122px', //height of tab image //Optionally can be set using css imageWidth: '40px', //width of tab image //Optionally can be set using css tabLocation: 'right', //side of screen where tab lives, top, right, bottom, or left speed: 300, //speed of animation action: 'click', //options: 'click' or 'hover', action to trigger animation topPos: '200px', //position from the top/ use if tabLocation is left or right leftPos: '20px', //position from left/ use if tabLocation is bottom or top fixedPosition: true //options: true makes it stick(fixed position) on scroll }); }); This is what I want and it doesnt work when I change from one controller to another controller. NOTICE THE IMAGE PATH IS NOT ABSOLUTE $(function(){ $('.slide-out-div').tabSlideOut({ tabHandle: '.handle', //class of the element that will become your tab pathToTabImage: '/images/contact_tab.gif', //path to the image for the tab //Optionally can be set using css imageHeight: '122px', //height of tab image //Optionally can be set using css imageWidth: '40px', //width of tab image //Optionally can be set using css tabLocation: 'right', //side of screen where tab lives, top, right, bottom, or left speed: 300, //speed of animation action: 'click', //options: 'click' or 'hover', action to trigger animation topPos: '200px', //position from the top/ use if tabLocation is left or right leftPos: '20px', //position from left/ use if tabLocation is bottom or top fixedPosition: true //options: true makes it stick(fixed position) on scroll }); }); the html for completeness.... <div class="slide-out-div"> <a class="handle" href="http://link-for-non-js-users.html">Content</a> <h3>Medical Variance Reports</h3> <div> <ul> <li><a href="http://mhmssrs2/Reports/Pages/Report.aspx?" target="_blank">Individual Medicines</a></li> </ul> </div> </div> I suspect somehow pathToTabImage: /images/contact_tab.gif' loses its context when browsing throught controllers. Help me understand...

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  • linked list problem (with insert)

    - by JohnWong
    The problem appears with the insert function that I wrote. 3 conditions must work, I tested b/w 1 and 2, b/w 2 and 3 and as last element, they worked. But b/w 3 and 4, it did not work. It only display up to the new added record, and did not show the fourth element. Efficiency is not my concern here (not yet). Please guide me through this debug process. Thank you very much. #include<iostream> #include<string> using namespace std; struct List // we create a structure called List { string name; string tele; List *nextAddr; }; void populate(List *); void display(List *); void insert(List *); int main() { const int MAXINPUT = 3; char ans; List * data, * current, * point; // create two pointers data = new List; current = data; for (int i = 0; i < (MAXINPUT - 1); i++) { populate(current); current->nextAddr = new List; current = current->nextAddr; } // last record we want to do it sepeartely populate(current); current->nextAddr = NULL; cout << "The current list consists of the following data records: " << endl; display(data); // now ask whether user wants to insert new record or not cout << "Do you want to add a new record (Y/N)?"; cin >> ans; if (ans == 'Y' || ans == 'y') { /* To insert b/w first and second, use point as parameter between second and third uses point->nextAddr between third and fourth uses point->nextAddr->nextAddr and insert as last element, uses current instead */ point = data; insert(()); display(data); } return 0; } void populate(List *data) { cout << "Enter a name: "; cin >> data->name; cout << "Enter a phone number: "; cin >> data->tele; return; } void display(List *content) { while (content != NULL) { cout << content->name << " " << content->tele; content = content->nextAddr; cout << endl; // we skip to next line } return; } void insert(List *last) { List * temp = last->nextAddr; //save the next address to temp last->nextAddr = new List; // now modify the address pointed to new allocation last = last->nextAddr; populate(last); last->nextAddr = temp; // now link all three together, eg 1-NEW-2 return; }

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  • Generating 2-dimensional vla ends in segmentation fault

    - by Framester
    Hi, further developing the code from yesterday (seg fault caused by malloc and sscanf in a function), I tried with the help of some tutorials I found on the net to generate a 2-dim vla. But I get a segmentation fault at (*data)[i][j]=atof(p);. The program is supposed to read a matrix out of a text file and load it into a 2d array (cols 1-9) and a 1D array (col 10) [Example code] #include<stdio.h> #include<stdlib.h> #include<math.h> #include<string.h> const int LENGTH = 1024; void read_data(float ***data, int **classes, int *nrow,int *ncol, char *filename){ FILE *pfile = NULL; char line[LENGTH]; if(!( pfile=fopen(filename,"r"))){ printf("Error opening %s.", filename); exit(1); } int numlines=0; int numcols=0; char *p; fgets(line,LENGTH,pfile); p = strtok (line," "); while (p != NULL){ p = strtok (NULL, ", "); numcols++; } while(fgets(line,LENGTH,pfile)){ numlines++; } rewind(pfile); int numfeats=numcols-1; *data=(float**) malloc(numlines*sizeof(float*)); *classes=(int *)malloc(numlines*sizeof(int)); if(*classes == NULL){ printf("\nOut of memory."); exit(1); } int i=0; while(fgets(line,LENGTH,pfile)){ p = strtok (line," "); for(int j=0;j<numfeats;j++) { (data)[i]=malloc(numfeats*sizeof(float)); printf("%i ",i); (*data)[i][j]=atof(p); p = strtok (NULL, ", "); } (*classes)[i]=atoi(p); i++; } fclose(pfile); *nrow=numlines; *ncol=numfeats; } int main() { char *filename="somedatafile.txt"; float **data2; int *classes2; int r,c; read_data(&data2,&classes2, &r, &c,filename) ; for(int i=0;i<r;i++){ printf("\n"); for(int j=0;j<c;j++){ printf("%f",data2[i][j]); } } return 1; } [Content of somedatafile.txt] 50 21 77 0 28 0 27 48 22 2 55 0 92 0 0 26 36 92 56 4 53 0 82 0 52 -5 29 30 2 1 37 0 76 0 28 18 40 48 8 1 37 0 79 0 34 -26 43 46 2 1 85 0 88 -4 6 1 3 83 80 5 56 0 81 0 -4 11 25 86 62 4 55 -1 95 -3 54 -4 40 41 2 1 53 8 77 0 28 0 23 48 24 4 37 0 101 -7 28 0 64 73 8 1 ...

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  • JQuery, Load() contents with plugins

    - by Galas
    I know this is not a completely new question, but none of the answers solved my problem... I have built a little menu that uses load() to load image galleries (as external html files) into a specified div ("content"). The said galleries make use of a JQuery plugin (SlideJS). Now I know that load() does not work for script tags and that I need to use $.getscript in the callback function in order to run the scripts, but it does not work. I have two .js files that need to be loaded: one is the plugin itself and another one is a smaller script with a preloader and the animations for the captions. I can't seem to merge them together; if I put them into the same document, the script won't run. So I tried just using $.getscript to load the two files. I tried using two callbacks as suggested in other answer (I know it's not ideal...): $("#proposal").click(function(){ $(this).addClass('selected'); $("a:not(:#proposal)").removeClass('selected'); $("#content").load("works/proposal/proposal.html", function(){ $.getScript("js/slide.js", function (){ $.getScript("js/slidepage.js"); }); }); }); and I tried a variable (read about it in some other faq, not sure if the syntax is correct) $("#proposal").click(function(){ $(this).addClass('selected'); $("a:not(:#proposal)").removeClass('selected'); $("#content").load("works/proposal/proposal.html", function(){ var scripts = ['js/slide.js','js/slidepage.js']; $.getScript(scripts); }); }); So none of these work. What am I doing wrong? I'm just starting on jquery and my js knowledge is very limited. Should I just merge the two .js files together using minify or something? One of them is already minified, but I've tried with a non-minified version and it does not work either. Can anyone suggest any other solution around this problem? I thought of just having the div embedded in the main document and just showing it on click, but I'll have at least 4 galleries with about 8 to 10 images each... its a lot of images to load in the main page, so I don't think its the best way. if you need me to post any more code, please ask! Thanks in advance for all your help!

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  • Handling Model Inheritance in ASP.NET MVC2

    - by enth
    I've gotten myself stuck on how to handle inheritance in my model when it comes to my controllers/views. Basic Model: public class Procedure : Entity { public Procedure() { } public int Id { get; set; } public DateTime ProcedureDate { get; set; } public ProcedureType Type { get; set; } } public ProcedureA : Procedure { public double VariableA { get; set; } public int VariableB { get; set; } public int Total { get; set; } } public ProcedureB : Procedure { public int Score { get; set; } } etc... many of different procedures eventually. So, I do things like list all the procedures: public class ProcedureController : Controller { public virtual ActionResult List() { IEnumerable<Procedure> procedures = _repository.GetAll(); return View(procedures); } } but now I'm kinda stuck. Basically, from the list page, I need to link to pages where the specific subclass details can be viewed/edited and I'm not sure what the best strategy is. I thought I could add an action on the ProcedureController that would conjure up the right subclass by dynamically figuring out what repository to use and loading the subclass to pass to the view. I had to store the class in the ProcedureType object. I had to create/implement a non-generic IRepository since I can't dynamically cast to a generic one. public virtual ActionResult Details(int procedureID) { Procedure procedure = _repository.GetById(procedureID, false); string className = procedure.Type.Class; Type type = Type.GetType(className, true); Type repositoryType = typeof (IRepository<>).MakeGenericType(type); var repository = (IRepository)DependencyRegistrar.Resolve(repositoryType); Entity procedure = repository.GetById(procedureID, false); return View(procedure); } I haven't even started sorting out how the view is going to determine which partial to load to display the subclass details. I'm wondering if this is a good approach? This makes determining the URL easy. It makes reusing the Procedure display code easy. Another approach is specific controllers for each subclass. It simplifies the controller code, but also means many simple controllers for the many procedure subclasses. Can work out the shared Procedure details with a partial view. How to get to construct the URL to get to the controller/action in the first place? Time to not think about it. Hopefully someone can show me the light. Thanks in advance.

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  • IntentService android download and return file to Activity

    - by Andrew G
    I have a fairly tricky situation that I'm trying to determine the best design for. The basics are this: I'm designing a messaging system with a similar interface to email. When a user clicks a message that has an attachment, an activity is spawned that shows the text of that message along with a paper clip signaling that there is an additional attachment. At this point, I begin preloading the attachment so that when the user clicks on it - it loads more quickly. currently, when the user clicks the attachment, it prompts with a loading dialog until the download is complete at which point it loads a separate attachment viewer activity, passing in the bmp byte array. I don't ever want to save attachments to persistent storage. The difficulty I have is in supporting rotation as well as home button presses etc. The download is currently done with a thread and handler setup. Instead of this, I'd like the flow to be the following: User loads message as before, preloading begins of attachment as before (invisible to user). When the user clicks on the attachment link, the attachment viewer activity is spawned right away. If the download was done, the image is displayed. If not, a dialog is shown in THIS activity until it is done and can be displayed. Note that ideally the download never restarts or else I've wasted cycles on the preload. Obviously I need some persistent background process that is able to keep downloading and is able to call back to arbitrarily bonded Activities. It seems like the IntentService almost fits my needs as it does its work in a background thread and has the Service (non UI) lifecycle. However, will it work for my other needs? I notice that common implementations for what I want to do get a Messenger from the caller Activity so that a Message object can be sent back to a Handler in the caller's thread. This is all well and good but what happens in my case when the caller Activity is Stopped or Destroyed and the currently active Activity (the attachment viewer) is showing? Is there some way to dynamically bind a new Activity to a running IntentService so that I can send a Message back to the new Activity? The other question is on the Message object. Can I send arbitrarily large data back in this package? For instance, rather than send back that "The file was downloaded", I need to send back the byte array of the downloaded file itself since I never want to write it to disk (and yes this needs to be the case). Any advice on achieving the behavior I want is greatly appreciated. I've not been working with Android for that long and I often get confused with how to best handle asynchronous processes over the course of the Activity lifecycle especially when it comes to orientation changes and home button presses...

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  • How to merge two test into one RSpec

    - by thefonso
    Both the last two test work individually...but when both are set to run (non pending) I get problems. question: can I create a test that merges the two into one? How would this look?(yes, I am new to rspec) require_relative '../spec_helper' # the universe is vast and infinite....and...it is empty describe "tic tac toe game" do context "the game class" do before (:each) do player_h = Player.new("X") player_c = Player.new("O") @game = Game.new(player_h, player_c) end it "method drawgrid must return a 3x3 game grid" do @game.drawgrid.should eq("\na #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n----------\nb #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n----------\nc #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n----------\n 1 2 3 \n") @game.drawgrid end #FIXME - last two test here - how to merge into one? it "play method must display 3x3 game grid" do STDOUT.should_receive(:puts).and_return("\na #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n----------\nb #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n----------\nc #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n----------\n 1 2 3 \n").with("computer move") @game.play end it "play method must display 3x3 game grid" do STDOUT.should_receive(:puts).with("computer move") @game.play end end end just for info here is the code containing the play method require_relative "player" # #Just a Tic Tac Toe game class class Game #create players def initialize(player_h, player_c) #bring into existence the board and the players @player_h = player_h @player_c = player_c #value hash for the grid lives here $thegrid = { :a1=>" ", :a2=>" ", :a3=>" ", :b1=>" ", :b2=>" ", :b3=>" ", :c1=>" ", :c2=>" ", :c3=>" " } #make a global var for drawgrid which is used by external player class $gamegrid = drawgrid end #display grid on console def drawgrid board = "\n" board << "a #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n" board << "----------\n" board << "b #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n" board << "----------\n" board << "c #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n" board << "----------\n" board << " 1 2 3 \n" return board end #start the game def play #draw the board puts drawgrid #external call to player class @player = @player_c.move_computer("O") end end player_h = Player.new("X") player_c = Player.new("O") game = Game.new(player_h, player_c) game.play

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