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  • How to scale rotated objects properly in Actionscript 3?

    - by Tom
    This is unfortunately a quite complex issue to explain, so please don't get discouraged by the wall of text - it's there for a reason. ;) I'm working on a transformation manager for flash, written with Actionscript 3. Users can place objects on the screen, for example a rectangle. This rectangle can then be selected and transformed: move, scale or rotate. Because flash by default rotates around the top left point of the object, and I want it to rotate around the center, I created a wrapper setup for each display object (eg. a rectangle). This is how the wrappers are setup: //the position wrapper makes sure that we do get the top left position when we access x and y var positionWrapper:Sprite = new Sprite(); positionWrapper.x = renderObject.x; positionWrapper.y = renderObject.y; //set the render objects location to center at the rotation wrappers top left renderObject.x = 0 - renderObject.width / 2; renderObject.y = 0 - renderObject.height / 2; //now create a rotation wrapper, at the center of the display object var rotationWrapper:Sprite = new Sprite(); rotationWrapper.x = renderObject.width / 2; rotationWrapper.y = renderObject.height / 2; //put the rotation wrapper inside the position wrapper and the render object inside the rotation wrapper positionWrapper.addChild(rotationWrapper); rotationWrapper.addChild(renderObject); Now, the x and y of the object can be accessed and set directly: mainWrapper.x or mainWrapper.y. The rotation can be set and accessed from the child of this main wrapper: mainWrapper.getChildAt(0).rotation. Finally, the width and height of the display object can be retreived and set by getting the child of the rotation wrapper and accessing the display object directly. An example on how I access them: //get wrappers and render object var positionWrapper:Sprite = currentSelection["render"]; var rotationWrapper:Sprite = positionWrapper.getChildAt(0) as Sprite; var renderObject:DisplayObject = rotationWrapper.getChildAt(0); This works perfectly for all initial transformations: moving, scaling and rotating. However, the problem arises when you first rotate an object (eg. 45 degrees) and then scale it. The scaled object is getting out of shape and doesn't scale as it should. This for example happens when you scale to the left. Scaling left is basically adding n width to the object and then reduce the x coord of the position wrapper by n too: renderObject.width -= diffX; positionWrapper.x += diffX; This works when the object is not rotated. However, when it is, the position wrapper won't be rotated as it is a parent of the rotation wrapper. This will make the position wrapper move left horizontally while the width of the object is increased diagonally. I hope this makes any sense, if not, please tell me and I'll try to elaborate more. Now, to the question: should I use a different kind of setup, system or structure? Should I maybe use matrixes, if so, how would you keep a static width/height after rotation? Or how do I fix my current wrapper system for scaling after rotation? Any help is appreciated.

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  • mixed declarations and codes

    - by gcc
    When I compile function with "gcc -o dene -Wall -ansi -pedantic-errors dene.c",gcc emits no error.(can you look a line which starts with char ....,in if loop,) static void remove_negation(char *s,char *s1) { char **cmainp=malloc(sizeof(char*)*1); int len=0;int d=0; int i=0; cmainp[0]=malloc(sizeof(char)*300); len=strlen(s); for(i=0;i<len;++i) { if(s[i]=='-') if(i==0 || s[i-1]==',') /*look*/ {char *p=malloc(sizeof(char)*3); /*look*/ ++i; p[0]=s[i]; p[1]='\0'; strcat(s1,","); strcat(s1,p); free(p); continue; } cmainp[0][d]=s[i]; ++d; } cmainp[0][d+1]='\0'; strcpy(cmainp[0],s); free(cmainp[0]); } But,when compile above function being reformatted with gcc,gcc emits that error "dene.c:10: error: ISO C90 forbids mixed declarations and code" static void remove_negation(char *s,char *s1) { char **cmainp=malloc(sizeof(char*)*1); /*look*/ cmainp[0]=malloc(sizeof(char)*300); /*look*/ int len=0;int d=0; int i=0; len=strlen(s); for(i=0;i<len;++i) { if(s[i]=='-') if(i==0 || s[i-1]==',') {char *p=malloc(sizeof(char)*3); ++i; p[0]=s[i]; p[1]='\0'; strcat(s1,","); strcat(s1,p); free(p); continue; } cmainp[0][d]=s[i]; ++d; } cmainp[0][d+1]='\0'; strcpy(cmainp[0],s); free(cmainp[0]); } And last one,gcc emits following errors dene.c:16: error: expected expression before ‘char’ dene.c:20: error: ‘p1’ undeclared (first use in this function) dene.c:20: error: (Each undeclared identifier is reported only once dene.c:20: error: for each function it appears in.) static void remove_negation(char *s,char *s1) { char **cmainp=malloc(sizeof(char*)*1); /*look*/ cmainp[0]=malloc(sizeof(char)*300); /*look*/ int len=0;int d=0; int i=0; len=strlen(s); for(i=0;i<len;++i) { if(s[i]=='-') /*look*/ char *p=malloc(sizeof(char)*3); /*look*/ if(i==0 || s[i-1]==',') { ++i; p[0]=s[i]; p[1]='\0'; strcat(s1,","); strcat(s1,p); free(p); continue; } cmainp[0][d]=s[i]; ++d; } cmainp[0][d+1]='\0'; strcpy(cmainp[0],s); free(cmainp[0]); } question is why there are differences between them.

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  • Creating an element and insertBefore is not working...

    - by sologhost
    Ok, I've been banging my head up against the wall on this and I have no clue why it isn't creating the element. Maybe something very small that I overlooked here. Basically, there is this Javascript code that is in a PHP document being outputted, like somewhere in the middle of when the page gets loaded, NOW, unfortunately it can't go into the header. Though I'm not sure that that is the problem anyways, but perhaps it is... hmmmmm. // Setting the variables needed to be set. echo ' <script type="text/javascript" src="' . $settings['default_theme_url'] . '/scripts/dpShoutbox.js"></script>'; echo ' <script type="text/javascript"> var refreshRate = ', $params['refresh_rate'], '; createEventListener(window); window.addEventListener("load", loadShouts, false); function loadShouts() { var alldivs = document.getElementsByTagName(\'div\'); var shoutCount = 0; var divName = "undefined"; for (var i = 0; i<alldivs.length; i++) { var is_counted = 0; divName = alldivs[i].getAttribute(\'name\'); if (divName.indexOf(\'dp_Reserved_Shoutbox\') < 0 && divName.indexOf(\'dp_Reserved_Counted\') < 0) continue; else if(divName == "undefined") continue; else { if (divName.indexOf(\'dp_Reserved_Counted\') == 0) { is_counted = 0; shoutCount++; continue; } else { shoutCount++; is_counted = 1; } } // Empty out the name attr. alldivs[i].name = \'dp_Reserved_Counted\'; var shoutId = \'shoutbox_area\' + shoutCount; // Build the div to be inserted. var shoutHolder = document.createElement(\'div\'); shoutHolder.setAttribute(\'id\', [shoutId]); shoutHolder.setAttribute(\'class\', \'dp_control_flow\'); shoutHolder.style.cssText = \'padding-right: 6px;\'; alldivs[i].parentNode.insertBefore(shoutHolder, alldivs[i]); if (is_counted == 1) { startShouts(refreshRate, shoutId); break; } } } </script>'; Also, I'm sure the other functions that I'm linking to within these functions work just fine. The problem here is that within this function, the div never gets created at all and I can't understand why? Furthermore Firefox, FireBug is telling me that the variable divName is undefined, even though I have attempted to take care of this within the function, though not sure why. Anyways, I need the created div element to be inserted just before the following HTML: echo ' <div name="dp_Reserved_Shoutbox" style="padding-bottom: 9px;"></div>'; I'm using name here instead of id because I don't want duplicate id values which is why I'm changing the name value and incrementing, since this function may be called more than 1 time. For example if there are 3 shoutboxes on the same page (Don't ask why...lol), I need to skip the other names that I already changed to "dp_Reserved_Counted", which I believe I am doing correctly. In any case, if I could I would place this into the header and have it called just once, but this isn't possible as these are loaded and no way of telling which one's they are, so it's directly hard-coded into the actual output on the page of where the shoutbox is within the HTML. Basically, not sure if that is the problem or not, but there must be some sort of work-around, unless the problem is within my code above... arrg Please help me. Thanks :)

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  • mysql_close doesn't kill locked sql requests

    - by Nikita
    I use mysqld Ver 5.1.37-2-log for debian-linux-gnu I perform mysql calls from c++ code with functions mysql_query. The problem occurs when mysql_query execute procedure, procedure locked on locked table, so mysql_query hangs. If send kill signal to application then we can see lock until table is locked. Create the following SQL table and procedure CREATE TABLE IF NOT EXISTS `tabletolock` ( `id` INT NOT NULL AUTO_INCREMENT, PRIMARY KEY (`id`) )ENGINE = InnoDB; DELIMITER $$ DROP PROCEDURE IF EXISTS `LOCK_PROCEDURE` $$ CREATE PROCEDURE `LOCK_PROCEDURE`() BEGIN SELECT id INTO @id FROM tabletolock; END $$ DELOMITER; There are sql commands to reproduce the problem: 1. in one terminal execute lock tables tabletolock write; 2. in another terminal execute call LOCK_PROCEDURE(); 3. In first terminal exeute show processlist and see | 2492 | root | localhost | syn_db | Query | 12 | Locked | SELECT id INTO @id FROM tabletolock | Then perfrom Ctrl-C in second terminal to interrupt our procudere and see processlist again. It is not changed, we already see locked select request and can teminate it by unlock tables or kill commands. Problem described is occured with mysql command line client. Also such problem exists when we use functions mysql_query and mysql_close. Example of c code: #include <iostream> #include <mysql/mysql.h> #include <mysql/errmsg.h> #include <signal.h> // g++ -Wall -g -fPIC -lmysqlclient dbtest.cpp using namespace std; MYSQL * connection = NULL; void closeconnection() { if(connection != NULL) { cout << "close connection !\n"; mysql_close(connection); mysql_thread_end(); delete connection; mysql_library_end(); } } void sigkill(int s) { closeconnection(); signal(SIGINT, NULL); raise(s); } int main(int argc, char ** argv) { signal(SIGINT, sigkill); connection = new MYSQL; mysql_init(connection); mysql_options(connection, MYSQL_READ_DEFAULT_GROUP, "nnfc"); if (!mysql_real_connect(connection, "127.0.0.1", "user", "password", "db", 3306, NULL, CLIENT_MULTI_RESULTS)) { delete connection; cout << "cannot connect\n"; return -1; } cout << "before procedure call\n"; mysql_query(connection, "CALL LOCK_PROCEDURE();"); cout << "after procedure call\n"; closeconnection(); return 0; } Compile it, and perform the folloing actions: 1. in first terminal local tables tabletolock write; 2. run program ./a.out 3. interrupt program Ctrl-C. on the screen we see that closeconnection function is called, so connection is closed. 4. in first terminal execute show processlist and see that procedure was not intrrupted. My question is how to terminate such locked calls from c code? Thank you in advance!

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  • Output a php multi-dimensional array to a html table

    - by Fireflight
    I have been banging my head against the wall with this one for nearly a week now, and am no closer than I was the first day. I have a form that has 8 columns and a variable number of rows which I need to email to the client in a nicely formatted email. The form submits the needed fields as a multidimensional array. Rough example is below: <input name="order[0][topdiameter]" type="text" id="topdiameter0" value="1" size="5" /> <input name="order[0][bottomdiameter]" type="text" id="bottomdiameter0" value="1" size="5" /> <input name="order[0][slantheight]" type="text" id="slantheight0" value="1" size="5" /> <select name="order[0][fittertype]" id="fittertype0"> <option value="harp">Harp</option> <option value="euro">Euro</option> <option value="bulbclip">Regular</option> </select> <input name="order[0][washerdrop]" type="text" id="washerdrop0" value="1" size="5" /> <select name="order[0][fabrictype]" id="fabrictype"> <option value="linen">Linen</option> <option value="pleated">Pleated</option> </select> <select name="order[0][colours]" id="colours0"> <option value="beige">Beige</option> <option value="white">White</option> <option value="eggshell">Eggshell</option> <option value="parchment">Parchment</option> </select> <input name="order[0][quantity]" type="text" id="quantity0" value="1" size="5" /> This form is formatted in a table, and rows can be added to it dynamically. What I've been unable to do is get a properly formatted table out of the array. This is what I'm using now (grabbed from the net). <?php if (isset($_POST["submit"])) { $arr= $_POST['order'] echo '<table>'; foreach($arr as $arrs) { echo '<tr>'; foreach($arrs as $item) { echo "<td>$item</td>"; } echo '</tr>'; } echo '</table>; }; ?> This works perfectly for a single row of data. If I try submitting 2 or more rows from the form then one of the columns disappears. I'd like the table to be formatted as: | top | Bottom | Slant | Fitter | Washer | Fabric | Colours | Quantity | ------------------------------------------------------------------------ |value| value | value | value | value | value | value | value | with additional rows as needed. But, I can't find any examples that will generate that type of table! It seems like this should be something fairly straightforward, but I just can't locate an example that works the way I need it too.

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  • hello-1.mod.c:14: warning: missing initializer (near initialization for '__this_module.arch.unw_sec_init')

    - by Sompom
    I am trying to write a module for an sbc1651. Since the device is ARM, this requires a cross-compile. As a start, I am trying to compile the "Hello Kernel" module found here. This compiles fine on my x86 development system, but when I try to cross-compile I get the below error. /home/developer/HelloKernel/hello-1.mod.c:14: warning: missing initializer /home/developer/HelloKernel/hello-1.mod.c:14: warning: (near initialization for '__this_module.arch.unw_sec_init') Since this is in the .mod.c file, which is autogenerated I have no idea what's going on. The mod.c file seems to be generated by the module.h file. As far as I can tell, the relevant parts are the same between my x86 system's module.h and the arm kernel header's module.h. Adding to my confusion, this problem is either not googleable (by me...) or hasn't happened to anyone before. Or I'm just doing something clueless that anyone with any sense wouldn't do. The cross-compiler I'm using was supplied by Freescale (I think). I suppose it could be a problem with the compiler. Would it be worth trying to build the toolchain myself? Obviously, since this is a warning, I could ignore it, but since it's so strange, I am worried about it, and would like to at least know the cause... Thanks very much, Sompom Here are the source files hello-1.mod.c #include <linux/module.h> #include <linux/vermagic.h> #include <linux/compiler.h> MODULE_INFO(vermagic, VERMAGIC_STRING); struct module __this_module __attribute__((section(".gnu.linkonce.this_module"))) = { .name = KBUILD_MODNAME, .init = init_module, #ifdef CONFIG_MODULE_UNLOAD .exit = cleanup_module, #endif .arch = MODULE_ARCH_INIT, }; static const struct modversion_info ____versions[] __used __attribute__((section("__versions"))) = { { 0x3972220f, "module_layout" }, { 0xefd6cf06, "__aeabi_unwind_cpp_pr0" }, { 0xea147363, "printk" }, }; static const char __module_depends[] __used __attribute__((section(".modinfo"))) = "depends="; hello-1.c (modified slightly from the given link) /* hello-1.c - The simplest kernel module. * * Copyright (C) 2001 by Peter Jay Salzman * * 08/02/2006 - Updated by Rodrigo Rubira Branco <[email protected]> */ /* Kernel Programming */ #ifndef MODULE #define MODULE #endif #ifndef LINUX #define LINUX #endif #ifndef __KERNEL__ #define __KERNEL__ #endif #include <linux/module.h> /* Needed by all modules */ #include <linux/kernel.h> /* Needed for KERN_ALERT */ static int hello_init_module(void) { printk(KERN_ALERT "Hello world 1.\n"); /* A non 0 return means init_module failed; module can't be loaded.*/ return 0; } static void hello_cleanup_module(void) { printk(KERN_ALERT "Goodbye world 1.\n"); } module_init(hello_init_module); module_exit(hello_cleanup_module); MODULE_LICENSE("GPL"); Makefile export ARCH:=arm export CCPREFIX:=/opt/freescale/usr/local/gcc-4.4.4-glibc-2.11.1-multilib-1.0/arm-fsl-linux-gnueabi/bin/arm-linux- export CROSS_COMPILE:=${CCPREFIX} TARGET := hello-1 WARN := -W -Wall -Wstrict-prototypes -Wmissing-prototypes -Wno-sign-compare -Wno-unused -Werror UNUSED_FLAGS := -std=c99 -pedantic EXTRA_CFLAGS := -O2 -DMODULE -D__KERNEL__ ${WARN} ${INCLUDE} KDIR ?= /home/developer/src/ltib-microsys/ltib/rpm/BUILD/linux-2.6.35.3 ifneq ($(KERNELRELEASE),) # kbuild part of makefile obj-m := $(TARGET).o else # normal makefile default: clean $(MAKE) -C $(KDIR) M=$$PWD .PHONY: clean clean: -rm built-in.o -rm $(TARGET).ko -rm $(TARGET).ko.unsigned -rm $(TARGET).mod.c -rm $(TARGET).mod.o -rm $(TARGET).o -rm modules.order -rm Module.symvers endif

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  • Why do I get an extra newline in the middle of a UTF-8 character with XML::Parser?

    - by René Nyffenegger
    I encountered a problem dealing with UTF-8, XML and Perl. The following is the smallest piece of code and data in order to reproduce the problem. Here's an XML file that needs to be parsed: <?xml version="1.0" encoding="utf-8"?> <test> <words>???????????? ??????? ????????? ???? ???????????? ??????</words> <words>???????????? ??????? ????????? ???? ???????????? ??????</words> <words>???????????? ??????? ????????? ???? ???????????? ??????</words> [<words> .... </words> 148 times repeated] <words>???????????? ??????? ????????? ???? ???????????? ??????</words> <words>???????????? ??????? ????????? ???? ???????????? ??????</words> </test> The parsing is done with this perl script: use warnings; use strict; use XML::Parser; use Data::Dump; my $in_words = 0; my $xml_parser=new XML::Parser(Style=>'Stream'); $xml_parser->setHandlers ( Start => \&start_element, End => \&end_element, Char => \&character_data, Default => \&default); open OUT, '>out.txt'; binmode (OUT, ":utf8"); open XML, 'xml_test.xml' or die; $xml_parser->parse(*XML); close XML; close OUT; sub start_element { my($parseinst, $element, %attributes) = @_; if ($element eq 'words') { $in_words = 1; } else { $in_words = 0; } } sub end_element { my($parseinst, $element, %attributes) = @_; if ($element eq 'words') { $in_words = 0; } } sub default { # nothing to see here; } sub character_data { my($parseinst, $data) = @_; if ($in_words) { if ($in_words) { print OUT "$data\n"; } } } When the script is run, it produces the out.txt file. The problem is in this file on line 147. The 22th character (which in utf-8 consists of \xd6 \xb8) is split between the d6 and b8 with a new line. This should not happen. Now, I am interested if someone else has this problem or can reproduce it. And why I am getting this problem. I am running this script on Windows: C:\temp>perl -v This is perl, v5.10.0 built for MSWin32-x86-multi-thread (with 5 registered patches, see perl -V for more detail) Copyright 1987-2007, Larry Wall Binary build 1003 [285500] provided by ActiveState http://www.ActiveState.com Built May 13 2008 16:52:49

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  • Perl kill(0, $pid) in Windows always returning 1

    - by banshee_walk_sly
    I'm trying to make a Perl script that will run a set of other programs in Windows. I need to be able to capture the stdout, stderr, and exit code of the process, and I need to be able to see if a process exceeds it's allotted execution time. Right now, the pertinent part of my code looks like: ... $pid = open3($wtr, $stdout, $stderr, $command); if($time < 0){ waitpid($pid, 0); $return = $? >> 8; $death_sig = $? & 127; $core_dump = $? & 128; } else{ # Do timeout stuff, currently not working as planned print "pid: $pid\n"; my $elapsed = 0; #THIS LOOP ONLY TERMINATES WHEN $time > $elapsed ...? while(kill 0, $pid and $time > $elapsed){ Time::HiRes::usleep(1000); # sleep for milliseconds $elapsed += 1; $return = $? >> 8; $death_sig = $? & 127; $core_dump = $? & 128; } if($elapsed >= $time){ $status = "FAIL"; print $log "TIME LIMIT EXCEEDED\n"; } } #these lines are needed to grab the stdout and stderr in arrays so # I may reuse them in multiple logs if(fileno $stdout){ @stdout = <$stdout>; } if(fileno $stderr){ @stderr = <$stderr>; } ... Everything is working correctly if $time = -1 (no timeout is needed), but the system thinks that kill 0, $pid is always 1. This makes my loop run for the entirety of the time allowed. Some extra details just for clarity: This is being run on Windows. I know my process does terminate because I have get all the expected output. Perl version: This is perl, v5.10.1 built for MSWin32-x86-multi-thread (with 2 registered patches, see perl -V for more detail) Copyright 1987-2009, Larry Wall Binary build 1007 [291969] provided by ActiveState http://www.ActiveState.com Built Jan 26 2010 23:15:11 I appreciate your help :D For that future person who may have a similar issue I got the code to work, here is the modified code sections: $pid = open3($wtr, $stdout, $stderr, $command); close($wtr); if($time < 0){ waitpid($pid, 0); } else{ print "pid: $pid\n"; my $elapsed = 0; while(waitpid($pid, WNOHANG) <= 0 and $time > $elapsed){ Time::HiRes::usleep(1000); # sleep for milliseconds $elapsed += 1; } if($elapsed >= $time){ $status = "FAIL"; print $log "TIME LIMIT EXCEEDED\n"; } } $return = $? >> 8; $death_sig = $? & 127; $core_dump = $? & 128; if(fileno $stdout){ @stdout = <$stdout>; } if(fileno $stderr){ @stderr = <$stderr>; } close($stdout); close($stderr);

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  • I'm trying to make lots of the same object appear randomly on the screen subject to conditions and k

    - by Katsideswide
    Hi! A good friend recommended this site to me, it looks really useful! I'm a bit of a shameless noob at actionscript and after 3 days of tutorials and advice I've hit a brick wall. I've managed to get a sensor attached to an arduino talking to flash using something called AS3glue. it works, when i set up a trace("leaf") for the contition that the sensor reads 0, i get a printout of the word "leaf". however i want the program to make a graphic appear on the screen when this condition is met, not just trace something. I'm trying to get the program to generate a library object called "Enemy" on the screen at a random position each time the conditions are met. It's called enemy because I was following a game tutorial...actually it's a drawing of a leaf. Here's the bit of the code which is causing me problems: var army:Array; var enemy:Enemy; function AvoiderGame() { army = new Array(); var newEnemy = new Enemy( 100, 100 ); army.push( newEnemy ); addChild( newEnemy ); } function timerEvent(event:Event):void { if (a.getAnalogData(0) ==0 && a.getAnalogData(0) != this.lastposition){ trace("leaf"); var randomX:Number = (Math.random() * 200) + 100; var randomY:Number = (Math.random() * 150) + 50; var newEnemy = new Enemy( randomX, randomY); army.push( newEnemy ); addChild( newEnemy ); } else if (a.getAnalogData(0) == 0) { //don't trace anything } else { //don't trace anything } this.lastposition = a.getAnalogData(0); //afterwards, set the position to be the new lastposition and repeat. } I've imported "import flash.display.MovieClip;" and the code for the Enemy class looks like this: package { import flash.display.MovieClip; public class Enemy extends MovieClip { public function Enemy( startX:Number, startY:Number ) { x = startX; y = startY; } } } Here's my error. I've tried googling, it seems like a pretty general error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at as3glue_program_fla::MainTimeline/timerEvent() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick() I've made sure that the "Enemy" object is exported for AS3. I'm going for something like this when it's programmed in AS2: leafCounter = 0; //set the counter to 0 counter.swapDepths(1000); //puts the counter on top of pretty much anything, unless you make more than 1000 leaves! counter.textbox.text = 0; //shows "0" in the text box in the "counter" movie clip this.onMouseDown = function() { //triggers when the mouse is clicked this.attachMovie("Leaf","Leaf"+leafCounter,leafCounter,{_x:Math.random()*Stage.width,_y:Math.random()*Stage.height,_rotation:Math.random()*360}); //adds a leaf to rthe stage with a random position and random rotation leafCounter++; //adds 1 to the leaf counter counter.textbox.text = leafCounter; //shows that number in the text box } I'm sure it must be a simple error, I can get the logic working when it just traces something on the screen but i can't get it to generate an "enemy" Any help or hints would be really useful! I know this is a bit of a ham-fisted job of altering existing code.

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  • allocating extra memory for a container class.

    - by sil3nt
    Hey there, I'm writing a template container class and for the past few hours have been trying to allocate new memory for extra data that comes into the container (...hit a brick wall..:| ) template <typename T> void Container<T>::insert(T item, int index){ if ( index < 0){ cout<<"Invalid location to insert " << index << endl; return; } if (index < sizeC){ //copying original array so that when an item is //placed in the middleeverything else is shifted forward T *arryCpy = 0; int tmpSize = 0; tmpSize = size(); arryCpy = new T[tmpSize]; int i = 0, j = 0; for ( i = 0; i < tmpSize; i++){ for ( j = index; j < tmpSize; j++){ arryCpy[i] = elements[j]; } } //overwriting and placing item and location index elements[index] = item; //copying back everything else after the location at index int k = 0, l = 0; for ( k =(index+1), l=0; k < sizeC || l < (sizeC-index); k++,l++){ elements[k] = arryCpy[l]; } delete[] arryCpy; arryCpy = 0; } //seeing if the location is more than the current capacity //and hence allocating more memory if (index+1 > capacityC){ int new_capacity = 0; int current_size = size(); new_capacity = ((index+1)-capacityC)+capacityC; //variable for new capacity T *tmparry2 = 0; tmparry2 = new T[new_capacity]; int n = 0; for (n = 0; n < current_size;n++){ tmparry2[n] = elements[n]; } delete[] elements; elements = 0; //copying back what we had before elements = new T[new_capacity]; int m = 0; for (m = 0; m < current_size; m++){ elements[m] = tmparry2[m]; } //placing item elements[index] = item; } else{ elements[index] = item; } //increasing the current count sizeC++; my testing condition is Container cnt4(3); and as soon as i hit the fourth element (when I use for egsomething.insert("random",3);) it crashes and the above doesnt work. where have I gone wrong?

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  • "undefined reference" error with namespace across multiple files

    - by user1330734
    I've looked at several related posts but no luck with this error. I receive this undefined reference error message below when my namespace exists across multiple files. If I compile only ConsoleTest.cpp with contents of Console.cpp dumped into it the source compiles. I would appreciate any feedback on this issue, thanks in advance. g++ Console.cpp ConsoleTest.cpp -o ConsoleTest.o -Wall /tmp/cc8KfSLh.o: In function `getValueTest()': ConsoleTest.cpp:(.text+0x132): undefined reference to `void Console::getValue<unsigned int>(unsigned int&)' collect2: ld returned 1 exit status Console.h #include <iostream> #include <sstream> #include <string> namespace Console { std::string getLine(); template <typename T> void getValue(T &value); } Console.cpp #include "Console.h" using namespace std; namespace Console { string getLine() { string str; while (true) { cin.clear(); if (cin.eof()) { break; // handle eof (Ctrl-D) gracefully } if (cin.good()) { char next = cin.get(); if (next == '\n') break; str += next; // add character to string } else { cin.clear(); // clear error state string badToken; cin >> badToken; cerr << "Bad input encountered: " << badToken << endl; } } return str; } template <typename T> void getValue(T &value) { string inputStr = Console::getLine(); istringstream strStream(inputStr); strStream >> value; } } ConsoleTest.cpp #include "Console.h" void getLineTest() { std::string str; std::cout << "getLinetest" << std::endl; while (str != "next") { str = Console::getLine(); std::cout << "<string>" << str << "</string>"<< std::endl; } } void getValueTest() { std::cout << "getValueTest" << std::endl; unsigned x = 0; while (x != 12345) { Console::getValue(x); std::cout << "x: " << x << std::endl; } } int main() { getLineTest(); getValueTest(); return 0; }

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  • I am making a maze type of game using javascript and HTML and need some questions answered [on hold]

    - by Timothy Bilodeau
    First off, i am a noob to JavaScript but am willing to learn. :) I found a simple JavaScript moment engine created by another member on this site. Using that i made it so my character can walk around within a rectangle/square shaped room. I want to make it so the character can walk through a "doorway" within a wall to the next room. Either that or make it so if the character moves over a certain image within the room it will take the player to another webpage in which the character "spawns" into the room and so on and so fourth. Here is a link to what i have made so far as to get an idea. http://bit.ly/1fSMesA Any help would be much appreciated. Here is the javascript code for the character movement and boundaries. <script type='text/javascript'> // movement vars var xpos = 100; var ypos = 100; var xspeed = 1; var yspeed = 0; var maxSpeed = 5; // boundary var minx = 37; var miny = 41; var maxx = 187; // 10 pixels for character's width var maxy = 178; // 10 pixels for character's width // controller vars var upPressed = 0; var downPressed = 0; var leftPressed = 0; var rightPressed = 0; function slowDownX() { if (xspeed > 0) xspeed = xspeed - 1; if (xspeed < 0) xspeed = xspeed + 1; } function slowDownY() { if (yspeed > 0) yspeed = yspeed - 1; if (yspeed < 0) yspeed = yspeed + 1; } function gameLoop() { // change position based on speed xpos = Math.min(Math.max(xpos + xspeed,minx),maxx); ypos = Math.min(Math.max(ypos + yspeed,miny),maxy); // or, without boundaries: // xpos = xpos + xspeed; // ypos = ypos + yspeed; // change actual position document.getElementById('character').style.left = xpos; document.getElementById('character').style.top = ypos; // change speed based on keyboard events if (upPressed == 1) yspeed = Math.max(yspeed - 1,-1*maxSpeed); if (downPressed == 1) yspeed = Math.min(yspeed + 1,1*maxSpeed) if (rightPressed == 1) xspeed = Math.min(xspeed + 1,1*maxSpeed); if (leftPressed == 1) xspeed = Math.max(xspeed - 1,-1*maxSpeed); // deceleration if (upPressed == 0 && downPressed == 0) slowDownY(); if (leftPressed == 0 && rightPressed == 0) slowDownX(); // loop setTimeout("gameLoop()",10); } function keyDown(e) { var code = e.keyCode ? e.keyCode : e.which; if (code == 38) upPressed = 1; if (code == 40) downPressed = 1; if (code == 37) leftPressed = 1; if (code == 39) rightPressed = 1; } function keyUp(e) { var code = e.keyCode ? e.keyCode : e.which; if (code == 38) upPressed = 0; if (code == 40) downPressed = 0; if (code == 37) leftPressed = 0; if (code == 39) rightPressed = 0; } </script> here is the HTML code to follow <!-- The Level --> <img src="room1.png" /> <!-- The Character --> <img id='character' src='../texture packs/characters/snazgel.png' style='position:absolute;left:100;top:100;height:40;width:26;'/>

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  • How to avoid the Portlet Skin mismatch

    - by Martin Deh
    here are probably many on going debates whether to use portlets or taskflows in a WebCenter custom portal application.  Usually the main battle on which side to take in these debates are centered around which technology enables better performance.  The good news is that both of my colleagues, Maiko Rocha and George Maggessy have posted their respective views on this topic so I will not have to further the discussion.  However, if you do plan to use portlets in a WebCenter custom portal application, this post will help you not have the "portlet skin mismatch" issue.   An example of the presence of the mismatch can be view from the applications log: The skin customsharedskin.desktop specified on the requestMap will be used even though the consumer's skin's styleSheetDocumentId on the requestMap does not match the local skin's styleSheetDocument's id. This will impact performance since the consumer and producer stylesheets cannot be shared. The producer styleclasses will not be compressed to avoid conflicts. A reason the ids do not match may be the jars are not identical on the producer and the consumer. For example, one might have trinidad-skins.xml's skin-additions in a jar file on the class path that the other does not have. Notice that due to the mismatch the portlet's CSS will not be able to be compressed, which will most like impact performance in the portlet's consuming portal. The first part of the blog will define the portlet mismatch and cover some debugging tips that can help you solve the portlet mismatch issue.  Following that I will give a complete example of the creating, using and sharing a shared skin in both a portlet producer and the consumer application. Portlet Mismatch Defined  In general, when you consume/render an ADF page (or task flow) using the ADF Portlet bridge, the portlet (producer) would try to use the skin of the consumer page - this is called skin-sharing. When the producer cannot match the consumer skin, the portlet would generate its own stylesheet and reference it from its markup - this is called mismatched-skin. This can happen because: The consumer and producer use different versions of ADF Faces, or The consumer has additional skin-additions that the producer doesn't have or vice-versa, or The producer does not have the consumer skin For case (1) & (2) above, the producer still uses the consumer skin ID to render its markup. For case (3), the producer would default to using portlet skin. If there is a skin mis-match then there may be a performance hit because: The browser needs to fetch this extra stylesheet (though it should be cached unless expires caching is turned off) The generated portlet markup uses uncompressed styles resulting in a larger markup It is often not obvious when a skin mismatch occurs, unless you look for either of these indicators: The log messages in the producer log, for example: The skin blafplus-rich.desktop specified on the requestMap will not be used because the styleSheetDocument id on the requestMap does not match the local skin's styleSheetDocument's id. It could mean the jars are not identical. For example, one might have trinidad-skins.xml's skin-additions in a jar file on the class path that the other does not have. View the portlet markup inside the iframe, there should be a <link> tag to the portlet stylesheet resource like this (note the CSS is proxied through consumer's resourceproxy): <link rel=\"stylesheet\" charset=\"UTF-8\" type=\"text/css\" href=\"http:.../resourceproxy/portletId...252525252Fadf%252525252Fstyles%252525252Fcache%252525252Fblafplus-rich-portlet-d1062g-en-ltr-gecko.css... Using HTTP monitoring tool (eg, firebug, httpwatch), you can see a request is made to the portlet stylesheet resource (see URL above) There are a number of reasons for mismatched-skin. For skin to match the producer and consumer must match the following configurations: The ADF Faces version (different versions may have different style selectors) Style Compression, this is defined in the web.xml (default value is false, i.e. compression is ON) Tonal styles or themes, also defined in the web.xml via context-params The same skin additions (jars with skin) are available for both producer and consumer.  Skin additions are defined in the trinidad-skins.xml, using the <skin-addition> tags. These are then aggregated from all the jar files in the classpath. If there's any jar that exists on the producer but not the consumer, or vice veras, you get a mismatch. Debugging Tips  Ensure the style compression and tonal styles/themes match on the consumer and producer, by looking at the web.xml documents for the consumer & producer applications It is bit more involved to determine if the jars match.  However, you can enable the Trinidad logging to show which skin-addition it is processing.  To enable this feature, update the logging.xml log level of both the producer and consumer WLS to FINEST.  For example, in the case of the WebLogic server used by JDeveloper: $JDEV_USER_DIR/system<version number>/DefaultDomain/config/fmwconfig/servers/DefaultServer/logging.xml Add a new entry: <logger name="org.apache.myfaces.trinidadinternal.skin.SkinUtils" level="FINEST"/> Restart WebLogic.  Run the consumer page, you should see the following logging in both the consumer and producer log files. Any entries that don't match is the cause of the mismatch.  The following is an example of what the log will produce with this setting: [SRC_CLASS: org.apache.myfaces.trinidadinternal.skin.SkinUtils] [APP: WebCenter] [SRC_METHOD: _getMetaInfSkinsNodeList] Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/announcement-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/calendar-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/custComps-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/forum-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/page-service-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/peopleconnections-kudos-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/peopleconnections-wall-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/portlet-client-adf-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/rtc-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/serviceframework-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/smarttag-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.skin/in1ar8/APP-INF/lib/spaces-service-skins.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/oracle.webcenter.composer/3yo7j/WEB-INF/lib/custComps-skin.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/adf.oracle.domain.webapp/q433f9/WEB-INF/lib/adf-richclient-impl-11.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/adf.oracle.domain.webapp/q433f9/WEB-INF/lib/dvt-faces.jar!/META-INF/trinidad-skins.xml Processing skin URL:zip:/tmp/_WL_user/adf.oracle.domain.webapp/q433f9/WEB-INF/lib/dvt-trinidad.jar!/META-INF/trinidad-skins.xml   The Complete Example The first step is to create the shared library.  The WebCenter documentation covering this is located here in section 15.7.  In addition, our ADF guru Frank Nimphius also covers this in hes blog.  Here are my steps (in JDeveloper) to create the skin that will be used as the shared library for both the portlet producer and consumer. Create a new Generic Application Give application name (i.e. MySharedSkin) Give a project name (i.e. MySkinProject) Leave Project Technologies blank (none selected), and click Finish Create the trinidad-skins.xml Right-click on the MySkinProject node in the Application Navigator and select "New" In the New Galley, click on "General", select "File" from the Items, and click OK In the Create File dialog, name the file trinidad-skins.xml, and (IMPORTANT) give the directory path to MySkinProject\src\META-INF In the trinidad-skins.xml, complete the skin entry.  for example: <?xml version="1.0" encoding="windows-1252" ?> <skins xmlns="http://myfaces.apache.org/trinidad/skin">   <skin>     <id>mysharedskin.desktop</id>     <family>mysharedskin</family>     <extends>fusionFx-v1.desktop</extends>     <style-sheet-name>css/mysharedskin.css</style-sheet-name>   </skin> </skins> Create CSS file In the Application Navigator, right click on the META-INF folder (where the trinidad-skins.xml is located), and select "New" In the New Gallery, select Web-Tier-> HTML, CSS File from the the Items and click OK In the Create Cascading Style Sheet dialog, give the name (i.e. mysharedskin.css) Ensure that the Directory path is the under the META-INF (i.e. MySkinProject\src\META-INF\css) Once the new CSS opens in the editor, add in a style selector.  For example, this selector will style the background of a particular panelGroupLayout: af|panelGroupLayout.customPGL{     background-color:Fuchsia; } Create the MANIFEST.MF (used for deployment JAR) In the Application Navigator, right click on the META-INF folder (where the trinidad-skins.xml is located), and select "New" In the New Galley, click on "General", select "File" from the Items, and click OK In the Create File dialog, name the file MANIFEST.MF, and (IMPORTANT) ensure that the directory path is to MySkinProject\src\META-INF Complete the MANIFEST.MF, where the extension name is the shared library name Manifest-Version: 1.1 Created-By: Martin Deh Implementation-Title: mysharedskin Extension-Name: mysharedskin.lib.def Specification-Version: 1.0.1 Implementation-Version: 1.0.1 Implementation-Vendor: MartinDeh Create new Deployment Profile Right click on the MySkinProject node, and select New From the New Gallery, select General->Deployment Profiles, Shared Library JAR File from Items, and click OK In the Create Deployment Profile dialog, give name (i.e.mysharedskinlib) and click OK In the Edit JAR Deployment dialog, un-check Include Manifest File option  Select Project Output->Contributors, and check Project Source Path Select Project Output->Filters, ensure that all items under the META-INF folder are selected Click OK to exit the Project Properties dialog Deploy the shared lib to WebLogic (start server before steps) Right click on MySkin Project and select Deploy For this example, I will deploy to JDeverloper WLS In the Deploy dialog, select Deploy to Weblogic Application Server and click Next Choose IntegratedWebLogicServer and click Next Select Deploy to selected instances in the domain radio, select Default Server (note: server must be already started), and ensure Deploy as a shared Library radio is selected Click Finish Open the WebLogic console to see the deployed shared library The following are the steps to create a simple test Portlet Create a new WebCenter Portal - Portlet Producer Application In the Create Portlet Producer dialog, select default settings and click Finish Right click on the Portlets node and select New IIn the New Gallery, select Web-Tier->Portlets, Standards-based Java Portlet (JSR 286) and click OK In the General Portlet information dialog, give portlet name (i.e. MyPortlet) and click Next 2 times, stopping at Step 3 In the Content Types, select the "view" node, in the Implementation Method, select the Generate ADF-Faces JSPX radio and click Finish Once the portlet code is generated, open the view.jspx in the source editor Based on the simple CSS entry, which sets the background color of a panelGroupLayout, replace the <af:form/> tag with the example code <af:form>         <af:panelGroupLayout id="pgl1" styleClass="customPGL">           <af:outputText value="background from shared lib skin" id="ot1"/>         </af:panelGroupLayout>  </af:form> Since this portlet is to use the shared library skin, in the generated trinidad-config.xml, remove both the skin-family tag and the skin-version tag In the Application Resources view, under Descriptors->META-INF, double-click to open the weblogic-application.xml Add a library reference to the shared skin library (note: the library-name must match the extension-name declared in the MANIFEST.MF):  <library-ref>     <library-name>mysharedskin.lib.def</library-name>  </library-ref> Notice that a reference to oracle.webcenter.skin exists.  This is important if this portlet is going to be consumed by a WebCenter Portal application.  If this tag is not present, the portlet skin mismatch will happen.  Configure the portlet for deployment Create Portlet deployment WAR Right click on the Portlets node and select New In the New Gallery, select Deployment Profiles, WAR file from Items and click OK In the Create Deployment Profile dialog, give name (i.e. myportletwar), click OK Keep all of the defaults, however, remember the Context Root entry (i.e. MyPortlet4SharedLib-Portlets-context-root, this will be needed to obtain the producer WSDL URL) Click OK, then OK again to exit from the Properties dialog Since the weblogic-application.xml has to be included in the deployment, the portlet must be deployed as a WAR, within an EAR In the Application dropdown, select Deploy->New Deployment Profile... By default EAR File has been selected, click OK Give Deployment Profile (EAR) a name (i.e. MyPortletProducer) and click OK In the Properties dialog, select Application Assembly and ensure that the myportletwar is checked Keep all of the other defaults and click OK For this demo, un-check the Auto Generate ..., and all of the Security Deployment Options, click OK Save All In the Application dropdown, select Deploy->MyPortletProducer In the Deployment Action, select Deploy to Application Server, click Next Choose IntegratedWebLogicServer and click Next Select Deploy to selected instances in the domain radio, select Default Server (note: server must be already started), and ensure Deploy as a standalone Application radio is selected The select deployment type (identifying the deployment as a JSR 286 portlet) dialog appears.  Keep default radio "Yes" selection and click OK Open the WebLogic console to see the deployed Portlet The last step is to create the test portlet consuming application.  This will be done using the OOTB WebCenter Portal - Framework Application.  Create the Portlet Producer Connection In the JDeveloper Deployment log, copy the URL of the portlet deployment (i.e. http://localhost:7101/MyPortlet4SharedLib-Portlets-context-root Open a browser and paste in the URL.  The Portlet information page should appear.  Click on the WSRP v2 WSDL link Copy the URL from the browser (i.e. http://localhost:7101/MyPortlet4SharedLib-Portlets-context-root/portlets/wsrp2?WSDL) In the Application Resources view, right click on the Connections folder and select New Connection->WSRP Connection Give the producer a name or accept the default, click Next Enter (paste in) the WSDL URL, click Next If connection to Portlet is succesful, Step 3 (Specify Additional ...) should appear.  Accept defaults and click Finish Add the portlet to a test page Open the home.jspx.  Note in the visual editor, the orange dashed border, which identifies the panelCustomizable tag. From the Application Resources. select the MyPortlet portlet node, and drag and drop the node into the panelCustomizable section.  A Confirm Portlet Type dialog appears, keep default ADF Rich Portlet and click OK Configure the portlet to use the shared skin library Open the weblogic-application.xml and add the library-ref entry (mysharedskin.lib.def) for the shared skin library.  See create portlet example above for the steps Since by default, the custom portal using a managed bean to (dynamically) determine the skin family, the default trinidad-config.xml will need to be altered Open the trinidad-config.xml in the editor and replace the EL (preferenceBean) for the skin-family tag, with mysharedskin (this is the skin-family named defined in the trinidad-skins.xml) Remove the skin-version tag Right click on the index.html to test the application   Notice that the JDeveloper log view does not have any reporting of a skin mismatch.  In addition, since I have configured the extra logging outlined in debugging section above, I can see the processed skin jar in both the producer and consumer logs: <SkinUtils> <_getMetaInfSkinsNodeList> Processing skin URL:zip:/JDeveloper/system11.1.1.6.38.61.92/DefaultDomain/servers/DefaultServer/upload/mysharedskin.lib.def/[email protected]/app/mysharedskinlib.jar!/META-INF/trinidad-skins.xml 

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  • eBooks on iPad vs. Kindle: More Debate than Smackdown

    - by andrewbrust
    When the iPad was presented at its San Francisco launch event on January 28th, Steve Jobs spent a significant amount of time explaining how well the device would serve as an eBook reader. He showed the iBooks reader application and iBookstore and laid down the gauntlet before Amazon and its beloved Kindle device. Almost immediately afterwards, criticism came rushing forth that the iPad could never beat the Kindle for book reading. The curious part of that criticism is that virtually no one offering it had actually used the iPad yet. A few weeks later, on April 3rd, the iPad was released for sale in the United States. I bought one on that day and in the few additional weeks that have elapsed, I’ve given quite a workout to most of its capabilities, including its eBook features. I’ve also spent some time with the Kindle, albeit a first-generation model, to see how it actually compares to the iPad. I had some expectations going in, but I came away with conclusions about each device that were more scenario-based than absolute. I present my findings to you here.   Vital Statistics Let’s start with an inventory of each device’s underlying technology. The iPad has a color, backlit LCD screen and an on-screen keyboard. It has a battery which, on a full charge, lasts anywhere from 6-10 hours. The Kindle offers a monochrome, reflective E Ink display, a physical keyboard and a battery that on my first gen loaner unit can go up to a week between charges (Amazon claims the battery on the Kindle 2 can last up to 2 weeks on a single charge). The Kindle connects to Amazon’s Kindle Store using a 3G modem (the technology and network vary depending on the model) that incurs no airtime service charges whatsoever. The iPad units that are on-sale today work over WiFi only. 3G-equipped models will be on sale shortly and will command a $130 premium over their WiFi-only counterparts. 3G service on the iPad, in the U.S. from AT&T, will be fee-based, with a 250MB plan at $14.99 per month and an unlimited plan at $29.99. No contract is required for 3G service. All these tech specs aside, I think a more useful observation is that the iPad is a multi-purpose Internet-connected entertainment device, while the Kindle is a dedicated reading device. The question is whether those differences in design and intended use create a clear-cut winner for reading electronic publications. Let’s take a look at each device, in isolation, now.   Kindle To me, what’s most innovative about the Kindle is its E Ink display. E Ink really looks like ink on a sheet of paper. It requires no backlight, it’s fully visible in direct sunlight and it causes almost none of the eyestrain that LCD-based computer display technology (like that used on the iPad) does. It’s really versatile in an all-around way. Forgive me if this sounds precious, but reading on it is really a joy. In fact, it’s a genuinely relaxing experience. Through the Kindle Store, Amazon allows users to download books (including audio books), magazines, newspapers and blog feeds. Books and magazines can be purchased either on a single-issue basis or as an annual subscription. Books, of course, are purchased singly. Oddly, blogs are not free, but instead carry a monthly subscription fee, typically $1.99. To me this is ludicrous, but I suppose the free 3G service is partially to blame. Books and magazine issues download quickly. Magazine and blog subscriptions cause new issues or posts to be pushed to your device on an automated basis. Available blogs include 9000-odd feeds that Amazon offers on the Kindle Store; unless I missed something, arbitrary RSS feeds are not supported (though there are third party workarounds to this limitation). The shopping experience is integrated well, has an huge selection, and offers certain graphical perks. For example, magazine and newspaper logos are displayed in menus, and book cover thumbnails appear as well. A simple search mechanism is provided and text entry through the physical keyboard is relatively painless. It’s very easy and straightforward to enter the store, find something you like and start reading it quickly. If you know what you’re looking for, it’s even faster. Given Kindle’s high portability, very reliable battery, instant-on capability and highly integrated content acquisition, it makes reading on whim, and in random spurts of downtime, very attractive. The Kindle’s home screen lists all of your publications, and easily lets you select one, then start reading it. Once opened, publications display in crisp, attractive text that is adjustable in size. “Turning” pages is achieved through buttons dedicated to the task. Notes can be recorded, bookmarks can be saved and pages can be saved as clippings. I am not an avid book reader, and yet I found the Kindle made it really fun, convenient and soothing to read. There’s something about the easy access to the material and the simplicity of the display that makes the Kindle seduce you into chilling out and reading page after page. On the other hand, the Kindle has an awkward navigation interface. While menus are displayed clearly on the screen, the method of selecting menu items is tricky: alongside the right-hand edge of the main display is a thin column that acts as a second display. It has a white background, and a scrollable silver cursor that is moved up or down through the use of the device’s scrollwheel. Picking a menu item on the main display involves scrolling the silver cursor to a position parallel to that menu item and pushing the scrollwheel in. This navigation technique creates a disconnect, literally. You don’t really click on a selection so much as you gesture toward it. I got used to this technique quickly, but I didn’t love it. It definitely created a kind of anxiety in me, making me feel the need to speed through menus and get to my destination document quickly. Once there, I could calm down and relax. Books are great on the Kindle. Magazines and newspapers much less so. I found the rendering of photographs, and even illustrations, to be unacceptably crude. For this reason, I expect that reading textbooks on the Kindle may leave students wanting. I found that the original flow and layout of any publication was sacrificed on the Kindle. In effect, browsing a magazine or newspaper was almost impossible. Reading the text of individual articles was enjoyable, but having to read this way made the whole experience much more “a la carte” than cohesive and thematic between articles. I imagine that for academic journals this is ideal, but for consumer publications it imposes a stripped-down, low-fidelity experience that evokes a sense of deprivation. In general, the Kindle is great for reading text. For just about anything else, especially activity that involves exploratory browsing, meandering and short-attention-span reading, it presents a real barrier to entry and adoption. Avid book readers will enjoy the Kindle (if they’re not already). It’s a great device for losing oneself in a book over long sittings. Multitaskers who are more interested in periodicals, be they online or off, will like it much less, as they will find compromise, and even sacrifice, to be palpable.   iPad The iPad is a very different device from the Kindle. While the Kindle is oriented to pages of text, the iPad orbits around applications and their interfaces. Be it the pinch and zoom experience in the browser, the rich media features that augment content on news and weather sites, or the ability to interact with social networking services like Twitter, the iPad is versatile. While it shares a slate-like form factor with the Kindle, it’s effectively an elegant personal computer. One of its many features is the iBook application and integration of the iBookstore. But it’s a multi-purpose device. That turns out to be good and bad, depending on what you’re reading. The iBookstore is great for browsing. It’s color, rich animation-laden user interface make it possible to shop for books, rather than merely search and acquire them. Unfortunately, its selection is rather sparse at the moment. If you’re looking for a New York Times bestseller, or other popular titles, you should be OK. If you want to read something more specialized, it’s much harder. Unlike the awkward navigation interface of the Kindle, the iPad offers a nearly flawless touch-screen interface that seduces the user into tinkering and kibitzing every bit as much as the Kindle lulls you into a deep, concentrated read. It’s a dynamic and interactive device, whereas the Kindle is static and passive. The iBook reader is slick and fun. Use the iPad in landscape mode and you can read the book in 2-up (left/right 2-page) display; use it in portrait mode and you can read one page at a time. Rather than clicking a hardware button to turn pages, you simply drag and wipe from right-to-left to flip the single or right-hand page. The page actually travels through an animated path as it would in a physical book. The intuitiveness of the interface is uncanny. The reader also accommodates saving of bookmarks, searching of the text, and the ability to highlight a word and look it up in a dictionary. Pages display brightly and clearly. They’re easy to read. But the backlight and the glare made me less comfortable than I was with the Kindle. The knowledge that completely different applications (including the Web and email and Twitter) were just a few taps away made me antsy and very tempted to task-switch. The knowledge that battery life is an issue created subtle discomfort. If the Kindle makes you feel like you’re in a library reading room, then the iPad makes you feel, at best, like you’re under fluorescent lights at a Barnes and Noble or Borders store. If you’re lucky, you’d be on a couch or at a reading table in the store, but you might also be standing up, in the aisles. Clearly, I didn’t find this conducive to focused and sustained reading. But that may have more to do with my own tendency to read periodicals far more than books, and my neurotic . And, truth be known, the book reading experience, when not explicitly compared to Kindle’s, was still pleasant. It is also important to point out that Kindle Store-sourced books can be read on the iPad through a Kindle reader application, from Amazon, specific to the device. This offered a less rich experience than the iBooks reader, but it was completely adequate. Despite the Kindle brand of the reader, however, it offered little in terms of simulating the reading experience on its namesake device. When it comes to periodicals, the iPad wins hands down. Magazines, even if merely scanned images of their print editions, read on the iPad in a way that felt similar to reading hard copy. The full color display, touch navigation and even the ability to render advertisements in their full glory makes the iPad a great way to read through any piece of work that is measured in pages, rather than chapters. There are many ways to get magazines and newspapers onto the iPad, including the Zinio reader, and publication-specific applications like the Wall Street Journal’s and Popular Science’s. The New York Times’ free Editors’ Choice application offers a Times Reader-like interface to a subset of the Gray Lady’s daily content. The completely Web-based but iPad-optimized Times Skimmer site (at www.nytimes.com/timesskimmer) works well too. Even conventional Web sites themselves can be read much like magazines, given the iPad’s ability to zoom in on the text and crop out advertisements on the margins. While the Kindle does have an experimental Web browser, it reminded me a lot of early mobile phone browsers, only in a larger size. For text-heavy sites with simple layout, it works fine. For just about anything else, it becomes more trouble than it’s worth. And given the way magazine articles make me think of things I want to look up online, I think that’s a real liability for the Kindle.   Summing Up What I came to realize is that the Kindle isn’t so much a computer or even an Internet device as it is a printer. While it doesn’t use physical paper, it still renders its content a page at a time, just like a laser printer does, and its output appears strikingly similar. You can read the rendered text, but you can’t interact with it in any way. That’s why the navigation requires a separate cursor display area. And because of the page-oriented rendering behavior, turning pages causes a flash on the display and requires a sometimes long pause before the next page is rendered. The good side of this is that once the page is generated, no battery power is required to display it. That makes for great battery life, optimal viewing under most lighting conditions (as long as there is some light) and low-eyestrain text-centric display of content. The Kindle is highly portable, has an excellent selection in its store and is refreshingly distraction-free. All of this is ideal for reading books. And iPad doesn’t offer any of it. What iPad does offer is versatility, variety, richness and luxury. It’s flush with accoutrements even if it’s low on focused, sustained text display. That makes it inferior to the Kindle for book reading. But that also makes it better than the Kindle for almost everything else. As such, and given that its book reading experience is still decent (even if not superior), I think the iPad will give Kindle a run for its money. True book lovers, and people on a budget, will want the Kindle. People with a robust amount of discretionary income may want both devices. Everyone else who is interested in a slate form factor e-reading device, especially if they also wish to have leisure-friendly Internet access, will likely choose the iPad exclusively. One thing is for sure: iPad has reduced Kindle’s market, and may have shifted its mass market potential to a mere niche play. If Amazon is smart, it will improve its iPad-based Kindle reader app significantly. It can then leverage the iPad channel as a significant market for the Kindle Store. After all, selling the eBooks themselves is what Amazon should care most about.

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  • The Incremental Architect&acute;s Napkin - #2 - Balancing the forces

    - by Ralf Westphal
    Originally posted on: http://geekswithblogs.net/theArchitectsNapkin/archive/2014/06/02/the-incremental-architectacutes-napkin---2---balancing-the-forces.aspxCategorizing requirements is the prerequisite for ecconomic architectural decisions. Not all requirements are created equal. However, to truely understand and describe the requirement forces pulling on software development, I think further examination of the requirements aspects is varranted. Aspects of Functionality There are two sides to Functionality requirements. It´s about what a software should do. I call that the Operations it implements. Operations are defined by expressions and control structures or calls to frameworks of some sort, i.e. (business) logic statements. Operations calculate, transform, aggregate, validate, send, receive, load, store etc. Operations are about behavior; they take input and produce output by considering state. I´m not using the term “function” here, because functions - or methods or sub-programs - are not necessary to implement Operations. Functions belong to a different sub-aspect of requirements (see below). Operations alone are not enough, though, to make a customer happy with regard to his/her Functionality requirements. Only correctly implemented Operations provide full value. This should make clear, why testing is so important. And not just manual tests during development of some operational feature, but automated tests. Because only automated tests scale when over time the number of operations increases. Without automated tests there is no guarantee formerly correct operations are still correct after more got added. To retest all previous operations manually is infeasible. So whoever relies just on manual tests is not really balancing the two forces Operations and Correctness. With manual tests more weight is put on the side of the scale of Operations. That might be ok for a short period of time - but in the long run it will bite you. You need to plan for Correctness in the long run from the first day of your project on. Aspects of Quality As important as Functionality is, it´s not the driver for software development. No software has ever been written to just implement some operation in code. We don´t need computers just to do something. All computers can do with software we can do without them. Well, at least given enough time and resources. We could calculate the most complex formulas without computers. We could do auctions with millions of people without computers. The only reason we want computers to help us with this and a million other Operations is… We don´t want to wait for the results very long. Or we want less errors. Or we want easier accessability to complicated solutions. So the main reason for customers to buy/order software is some Quality. They want some Functionality with a higher Quality (e.g. performance, scalability, usability, security…) than without the software. But Qualities come in at least two flavors: Most important are Primary Qualities. That´s the Qualities software truely is written for. Take an online auction website for example. Its Primary Qualities are performance, scalability, and usability, I´d say. Auctions should come within reach of millions of people; setting up an auction should be very easy; finding a suitable auction and bidding on it should be as fast as possible. Only if those Qualities have been implemented does security become relevant. A secure auction website is important - but not as important as a fast auction website. Nobody would want to use the most secure auction website if it was unbearably slow. But there would be people willing to use the fastest auction website even it was lacking security. That´s why security - with regard to online auction software - is not a Primary Quality, but just a Secondary Quality. It´s a supporting quality, so to speak. It does not deliver value by itself. With a password manager software this might be different. There security might be a Primary Quality. Please get me right: I don´t want to denigrate any Quality. There´s a long list of non-functional requirements at Wikipedia. They are all created equal - but that does not mean they are equally important for all software projects. When confronted with Quality requirements check with the customer which are primary and which are secondary. That will help to make good economical decisions when in a crunch. Resources are always limited - but requirements are a bottomless ocean. Aspects of Security of Investment Functionality and Quality are traditionally the requirement aspects cared for most - by customers and developers alike. Even today, when pressure rises in a project, tunnel vision will focus on them. Any measures to create and hold up Security of Investment (SoI) will be out of the window pretty quickly. Resistance to customers and/or management is futile. As long as SoI is not placed on equal footing with Functionality and Quality it´s bound to suffer under pressure. To look closer at what SoI means will help to become more conscious about it and make customers and management aware of the risks of neglecting it. SoI to me has two facets: Production Efficiency (PE) is about speed of delivering value. Customers like short response times. Short response times mean less money spent. So whatever makes software development faster supports this requirement. This must not lead to duct tape programming and banging out features by the dozen, though. Because customers don´t just want Operations and Quality, but also Correctness. So if Correctness gets compromised by focussing too much on Production Efficiency it will fire back. Customers want PE not just today, but over the whole course of a software´s lifecycle. That means, it´s not just about coding speed, but equally about code quality. If code quality leads to rework the PE is on an unsatisfactory level. Also if code production leads to waste it´s unsatisfactory. Because the effort which went into waste could have been used to produce value. Rework and waste cost money. Rework and waste abound, however, as long as PE is not addressed explicitly with management and customers. Thanks to the Agile and Lean movements that´s increasingly the case. Nevertheless more could and should be done in many teams. Each and every developer should keep in mind that Production Efficiency is as important to the customer as Functionality and Quality - whether he/she states it or not. Making software development more efficient is important - but still sooner or later even agile projects are going to hit a glas ceiling. At least as long as they neglect the second SoI facet: Evolvability. Delivering correct high quality functionality in short cycles today is good. But not just any software structure will allow this to happen for an indefinite amount of time.[1] The less explicitly software was designed the sooner it´s going to get stuck. Big ball of mud, monolith, brownfield, legacy code, technical debt… there are many names for software structures that have lost the ability to evolve, to be easily changed to accomodate new requirements. An evolvable code base is the opposite of a brownfield. It´s code which can be easily understood (by developers with sufficient domain expertise) and then easily changed to accomodate new requirements. Ideally the costs of adding feature X to an evolvable code base is independent of when it is requested - or at least the costs should only increase linearly, not exponentially.[2] Clean Code, Agile Architecture, and even traditional Software Engineering are concerned with Evolvability. However, it seems no systematic way of achieving it has been layed out yet. TDD + SOLID help - but still… When I look at the design ability reality in teams I see much room for improvement. As stated previously, SoI - or to be more precise: Evolvability - can hardly be measured. Plus the customer rarely states an explicit expectation with regard to it. That´s why I think, special care must be taken to not neglect it. Postponing it to some large refactorings should not be an option. Rather Evolvability needs to be a core concern for every single developer day. This should not mean Evolvability is more important than any of the other requirement aspects. But neither is it less important. That´s why more effort needs to be invested into it, to bring it on par with the other aspects, which usually are much more in focus. In closing As you see, requirements are of quite different kinds. To not take that into account will make it harder to understand the customer, and to make economic decisions. Those sub-aspects of requirements are forces pulling in different directions. To improve performance might have an impact on Evolvability. To increase Production Efficiency might have an impact on security etc. No requirement aspect should go unchecked when deciding how to allocate resources. Balancing should be explicit. And it should be possible to trace back each decision to a requirement. Why is there a null-check on parameters at the start of the method? Why are there 5000 LOC in this method? Why are there interfaces on those classes? Why is this functionality running on the threadpool? Why is this function defined on that class? Why is this class depending on three other classes? These and a thousand more questions are not to mean anything should be different in a code base. But it´s important to know the reason behind all of these decisions. Because not knowing the reason possibly means waste and having decided suboptimally. And how do we ensure to balance all requirement aspects? That needs practices and transparency. Practices means doing things a certain way and not another, even though that might be possible. We´re dealing with dangerous tools here. Like a knife is a dangerous tool. Harm can be done if we use our tools in just any way at the whim of the moment. Over the centuries rules and practices have been established how to use knifes. You don´t put them in peoples´ legs just because you´re feeling like it. You hand over a knife with the handle towards the receiver. You might not even be allowed to cut round food like potatos or eggs with it. The same should be the case for dangerous tools like object-orientation, remote communication, threads etc. We need practices to use them in a way so requirements are balanced almost automatically. In addition, to be able to work on software as a team we need transparency. We need means to share our thoughts, to work jointly on mental models. So far our tools are focused on working with code. Testing frameworks, build servers, DI containers, intellisense, refactoring support… That´s all nice and well. I don´t want to miss any of that. But I think it´s not enough. We´re missing mental tools, tools for making thinking and talking about software (independently of code) easier. You might think, enough of such tools already exist like all those UML diagram types or Flow Charts. But then, isn´t it strange, hardly any team is using them to design software? Or is that just due to a lack of education? I don´t think so. It´s a matter value/weight ratio: the current mental tools are too heavy weight compared to the value they deliver. So my conclusion is, we need lightweight tools to really be able to balance requirements. Software development is complex. We need guidance not to forget important aspects. That´s like with flying an airplane. Pilots don´t just jump in and take off for their destination. Yes, there are times when they are “flying by the seats of their pants”, when they are just experts doing thing intuitively. But most of the time they are going through honed practices called checklist. See “The Checklist Manifesto” for very enlightening details on this. Maybe then I should say it like this: We need more checklists for the complex businss of software development.[3] But that´s what software development mostly is about: changing software over an unknown period of time. It needs to be corrected in order to finally provide promised operations. It needs to be enhanced to provide ever more operations and qualities. All this without knowing when it´s going to stop. Probably never - until “maintainability” hits a wall when the technical debt is too large, the brownfield too deep. Software development is not a sprint, is not a marathon, not even an ultra marathon. Because to all this there is a foreseeable end. Software development is like continuously and foreever running… ? And sometimes I dare to think that costs could even decrease over time. Think of it: With each feature a software becomes richer in functionality. So with each additional feature the chance of there being already functionality helping its implementation increases. That should lead to less costs of feature X if it´s requested later than sooner. X requested later could stand on the shoulders of previous features. Alas, reality seems to be far from this despite 20+ years of admonishing developers to think in terms of reusability.[1] ? Please don´t get me wrong: I don´t want to bog down the “art” of software development with heavyweight practices and heaps of rules to follow. The framework we need should be lightweight. It should not stand in the way of delivering value to the customer. It´s purpose is even to make that easier by helping us to focus and decreasing waste and rework. ?

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  • CodePlex Daily Summary for Saturday, June 22, 2013

    CodePlex Daily Summary for Saturday, June 22, 2013Popular ReleasesGac Library -- C++ Utilities for GPU Accelerated GUI and Script: Gaclib 0.5.2.0: Gaclib.zip contains the following content GacUIDemo Demo solution and projects Public Source GacUI library Document HTML document. Please start at reference_gacui.html Content Necessary CSS/JPG files for document. Improvements to the previous release Add 4 demos Controls.DataGrid.ChemicalElements This demo shows how to display data in a GuiVirtualDataGrid control using different styles for different cells. Controls.DataGrid.FileExplorer This demo shows how to use GuiVirtualDataGrid w...Three-Dimensional Maneuver Gear for Minecraft: TDMG 1.1.0.0 for 1.5.2: CodePlex???(????????) ?????????(???1/4) ??????????? ?????????? ???????????(??????????) ??????????????????????? ↑????、?????????????????????(???????) ???、??????????、?????????????????????、????????1.5?????????? Shift+W(????)??????????????????10°、?10°(?????????)???Pizarrón Virtual: Pizarron virtual codigo fuente: Código fuenteHyper-V Management Pack Extensions 2012: HyperVMPE2012: Hyper-V Management Pack Extensions 2012 Beta ReleaseOutlook 2013 Add-In: Email appointments: This new version includes the following changes: - Ability to drag emails to the calendar to create appointments. Will gather all the recipients from all the emails and create an appointment on the day you drop the emails, with the text and subject of the last selected email (if more than one selected). - Increased maximum of numbers to display appointments to 30. You will have to uninstall the previous version (add/remove programs) if you had installed it before. Before unzipping the file...Caliburn Micro: WPF, Silverlight, WP7 and WinRT/Metro made easy.: Caliburn.Micro v1.5.2: v1.5.2 - This is a service release. We've fixed a number of issues with Tasks and IoC. We've made some consistency improvements across platforms and fixed a number of minor bugs. See changes.txt for details. Packages Available on Nuget Caliburn.Micro – The full framework compiled into an assembly. Caliburn.Micro.Start - Includes Caliburn.Micro plus a starting bootstrapper, view model and view. Caliburn.Micro.Container – The Caliburn.Micro inversion of control container (IoC); source code...CODE Framework: 4.0.30618.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.Toolbox for Dynamics CRM 2011: XrmToolBox (v1.2013.6.18): XrmToolbox improvement Use new connection controls (use of Microsoft.Xrm.Client.dll) New display capabilities for tools (size, image and colors) Added prerequisites check Added Most Used Tools feature Tools improvementNew toolSolution Transfer Tool (v1.0.0.0) developed by DamSim Updated toolView Layout Replicator (v1.2013.6.17) Double click on source view to display its layoutXml All tools list Access Checker (v1.2013.6.17) Attribute Bulk Updater (v1.2013.6.18) FetchXml Tester (v1.2013.6.1...Media Companion: Media Companion MC3.570b: New* Movie - using XBMC TMDB - now renames movies if option selected. * Movie - using Xbmc Tmdb - Actor images saved from TMDb if option selected. Fixed* Movie - Checks for poster.jpg against missing poster filter * Movie - Fixed continual scraping of vob movie file (not DVD structure) * Both - Correctly display audio channels * Both - Correctly populate audio info in nfo's if multiple audio tracks. * Both - added icons and checked for DTS ES and Dolby TrueHD audio tracks. * Both - Stream d...Document.Editor: 2013.24: What's new for Document.Editor 2013.24: Improved Video Editing support Improved Link Editing support Minor Bug Fix's, improvements and speed upsExtJS based ASP.NET Controls: FineUI v3.3.0: ??FineUI ?? ExtJS ??? ASP.NET ???。 FineUI??? ?? No JavaScript,No CSS,No UpdatePanel,No ViewState,No WebServices ???????。 ?????? IE 7.0、Firefox 3.6、Chrome 3.0、Opera 10.5、Safari 3.0+ ???? Apache License v2.0 ?:ExtJS ?? GPL v3 ?????(http://www.sencha.com/license)。 ???? ??:http://fineui.com/bbs/ ??:http://fineui.com/demo/ ??:http://fineui.com/doc/ ??:http://fineui.codeplex.com/ FineUI???? ExtJS ?????????,???? ExtJS ?。 ????? FineUI ? ExtJS ?:http://fineui.com/bbs/forum.php?mod=viewthrea...BarbaTunnel: BarbaTunnel 8.0: Check Version History for more information about this release.ExpressProfiler: ExpressProfiler v1.5: [+] added Start time, End time event columns [+] added SP:StmtStarting, SP:StmtCompleted events [*] fixed bug with Audit:Logout eventpatterns & practices: Data Access Guidance: Data Access Guidance Drop4 2013.06.17: Drop 4Kooboo CMS: Kooboo CMS 4.1.1: The stable release of Kooboo CMS 4.1.0 with fixed the following issues: https://github.com/Kooboo/CMS/issues/1 https://github.com/Kooboo/CMS/issues/11 https://github.com/Kooboo/CMS/issues/13 https://github.com/Kooboo/CMS/issues/15 https://github.com/Kooboo/CMS/issues/19 https://github.com/Kooboo/CMS/issues/20 https://github.com/Kooboo/CMS/issues/24 https://github.com/Kooboo/CMS/issues/43 https://github.com/Kooboo/CMS/issues/45 https://github.com/Kooboo/CMS/issues/46 https://github....VidCoder: 1.5.0 Beta: The betas have started up again! If you were previously on the beta track you will need to install this to get back on it. That's because you can now run both the Beta and Stable version of VidCoder side-by-side! Note that the OpenCL and Intel QuickSync changes being tested by HandBrake are not in the betas yet. They will appear when HandBrake integrates them into the main branch. Updated HandBrake core to SVN 5590. This adds a new FDK AAC encoder. The FAAC encoder has been removed and now...Wsus Package Publisher: Release v1.2.1306.16: Date/Time are displayed as Local Time. (Last Contact, Last Report and DeadLine) Wpp now remember the last used path for update publishing. (See 'Settings' Form for options) Add an option to allow users to publish an update even if the Framework has judged the certificate as invalid. (Attention : Using this option will NOT allow you to publish or revise an update if your certificate is really invalid). When publishing a new update, filter update files to ensure that there is not files wi...Employee Info Starter Kit: v6.0 - ASP.NET MVC Edition: Release Home - Getting Started - Hands on Coding Walkthrough – Technology Stack - Design & Architecture EISK v6.0 – ASP.NET MVC edition bundles most of the greatest and successful platforms, frameworks and technologies together, to enable web developers to learn and build manageable and high performance web applications with rich user experience effectively and quickly. User End SpecificationsCreating a new employee record Read existing employee records Update an existing employee reco...OLAP PivotTable Extensions: Release 0.8.1: Use the 32-bit download for... Excel 2007 Excel 2010 32-bit (even Excel 2010 32-bit on a 64-bit operating system) Excel 2013 32-bit (even Excel 2013 32-bit on a 64-bit operating system) Use the 64-bit download for... Excel 2010 64-bit Excel 2013 64-bit Just download and run the EXE. There is no need to uninstall the previous release. If you have problems getting the add-in to work, see the Troubleshooting Installation wiki page. The new features in this release are: View #VALUE! Err...DirectXTex texture processing library: June 2013: June 15, 2013 Custom filtering implementation for Resize & GenerateMipMaps(3D) - Point, Box, Linear, Cubic, and Triangle TEX_FILTER_TRIANGLE finite low-pass triangle filter TEX_FILTER_WRAP, TEX_FILTER_MIRROR texture semantics for custom filtering TEX_FILTER_BOX alias for TEX_FILTER_FANT WIC Ordered and error diffusion dithering for non-WIC conversion sRGB gamma correct custom filtering and conversion DDS_FLAGS_EXPAND_LUMINANCE - Reader conversion option for L8, L16, and A8L8 legacy ...New Projects7tin - For Business Expansion: 7tin.net one project that every Businessman can open a shop and sale everything. It's free.AntikCompta: AntikCompta is the easiest way to share comptability beetween an antiquaire and it's account manager.Community wallpaper: share your desktop wall paper with others using People Near Me (PNM) protocolDeep.NET: This project aims at providing basic tools for developers to build learning models that can extract hierarchical representations of knowledge. DynamicAccess: DynamicAccess is a library to aid connecting DLR languages such as ironpython and ironruby to non-dynamic languages like managed C++. It also fills in some gaps in the current C# support of dynamic objects, such as member access by string and deletion of members or indexes.EntInscripcion: Este es un proyecto de inscripcionesExtensible Lightweight Framework: ELF is developed in C# .NET 4.0. It offers extensions on standard components from the .NET Framework and custom components such as MVP. Most classes implement interfaces and are resolved using IoC. Currently a single feature is available, the coming month new features will be added. WCF Service Client - Exception Handling - Retry Logic - Reusable Eye tracking with Kinect for Windows: Attempts to track eyes and calculate the pupillary distance of the user using Kinect for Windows.Hanoi: Another implementation of the popular game of Towers of Hanoi for SmartPhones with Windows Mobile 2003 or newer. But it's not only the classic Towers of Hanoi, it has some value-added features like timing, time-limited gaming, column order changing, etc. It supports from 1 disk to 8. Very geeky game.HR_project: WPF ?????????? ? ???????? ? ???? ??????. ???????? ? ?????????? ????? ??????????? ? ???? ??????.HttpUtility: HttpUtility???C#?HttpRequest(HttpWebRequest)?????。 ??HttpUtility????????? 1.??HttpRequest?Get??,?????html?? 2.??HttpRequest?Post??,?????html?? 3.??HttpRequest??IL2 Stats DB: A SQL 2008 Database Scheme to store data generated by the IL2 Log Parser.maillib: Libreria mail per l'invio di posta elettronicamgl Pluginsystem: mgl is a pluginsystem. MIBETerminal: ---Mobile FIT VUT: Školní aplikace pro zacínající studenty FIT VUT. Obsahuje potrebné informace pro studium na Vysokém ucení v Brne fakulta Informacních technologií. Aplikace obsahuje: -školní prírucku -aktuální jídelní lístkem menz -kontaktní informace na zamestnance FIT VUT -mapu fakulty FIT -aktuality -plánovac úloh Aplikace se nachází na Windows Marketplace: http://www.windowsphone.com/cs-CZ/apps/c2e8036d-970a-4ab1-8ca4-b97788a0dcb5 OMANE: OMANEPDF Unlocker Software for those who want to unlock PDF Restrictions: PDF Unlocker Software has the competence to unlock PDF restrictions. With this tool user can exclusive attribute to remove PDF security completelyPortalCemil: Portal CemilResonance: Resonance is a system to train neural networks, it allows to automate the train of a neural network, distributing the calculation on multiple machines.SauravUtil: These are some small utilities created specially by saurav sarkar. 1. Wcf Tutorial using Entity Framework 5 2. Rest Coming soonSelcukEticaretDenemesi: Test için bir çalisma yürütecegimSPWTF: "SPWTF or SharePoint well thats foolish" is a project that intends to bridge various gaps in the OOTB SharePoint apps story. Enjoy!SQL Server Integration Services Reporting: The canned SSMS Integration Services reports rewritten for deployment on Reporting Services.Swyish Chess: Chess Application built using C# and WPFThree-Dimensional Maneuver Gear for Minecraft: Minecraft?????????????。Urdu Translation: Urdu Translation Project Visual Studio Templates compliant with StyleCop Rules: This project contains the templates and instructions to make your Visual Studio 2008 create new files compliant to StyleCop rules.webapps-in-action.com: Here you'll find all the Code Samples & Solutions from my Blog http://webapps-in-action.com

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Windows Vista/Win7 Privilege Problem: SeDebugPrivilege & OpenProcess

    - by KevenK
    Everything I've been able to find about escalating to the appropriate privileges for my needs has agreed with my current methods, but the problem exists. I'm hoping maybe someone has some Windows Vista/Win7 internals experience that might shine some light where there is only darkness. I'm sure this will get long, but please bare with me. Context: I'm working on an app that requires accessing the memory of other processes on the current machine. This, obviously, requires administrator rights. It also requires SeDebugPrivilege, which I believe myself to be acquiring correctly, although I question if more privileges aren't necessary and thus the cause of my problems. Code has so far worked successfully on all versions of Windows XP, and on my test Vista32 and Win7x64 environments. Process: Program will Always be run with Administrator Rights. This can be assumed throughout this post. Escalating the current process's Access Token to include SeDebugPrivilege rights. Using EnumProcesses to create a list of current PIDs on the system Opening a handle using OpenProcess with PROCESS_ALL_ACCESS access rights Using ReadProcessMemory to read the memory of the other process. Problem: Everything has been working fine during development and my personal testing (including Windows XP 32 & 64, Windows Vista 32, and Windows 7 x64). However, during a test deployment onto both Windows Vista(32-bit) and Windows 7(64-bit) machines of a colleague, there seems to be a privilege/rights problem with OpenProcess failing with a generic Access Denied error. This occurs both when running as a limited User (as would be expected) and also when run explicitly as Administrator (Right-click Run as Administrator and when run from an Administrator level command prompt). However, this problem has been unreproducible for myself in my test environment. I have witnessed the problem first hand, so I trust that the problem exists. The only difference that I can discern between the actual environment and my test environment is that the actual error is occurring when using a Domain Administrator account at the UAC prompt, whereas my tests (which work with no errors) use a local administrator account at the UAC prompt. It appears that although the credentials being used allow UAC to 'run as administrator', the process is still not obtaining the correct rights to be able to OpenProcess on another process. I am not familiar enough with the internals of Vista/Win7 to know what this might be, and I am hoping someone has an idea of what could be the cause. The Kicker: The person who has reported this error, and who's environment can regularly reproduce this bug, has a small application named along the lines of RunWithDebugEnabled which is a small bootstrap program which appears to escalate its own privileges and then launch the executable passed to it (thus inheriting the escalated privileges). When run with this program, using the same Domain Administrator credentials at UAC prompt, the program works correctly and is able to successfully call OpenProcess and operates as intended. So this is definitely a problem with acquiring the correct privileges, and it is known that the Domain Administrator account is an administrator account that should be able to access the correct rights. (Obviously obtaining this source code would be great, but I wouldn't be here if that were possible). Notes: As noted, the errors reported by the failed OpenProcess attempts are Access Denied. According to MSDN documentation of OpenProcess: If the caller has enabled the SeDebugPrivilege privilege, the requested access is granted regardless of the contents of the security descriptor. This leads me to believe that perhaps there is a problem under these conditions either with (1) Obtaining SeDebugPrivileges or (2) Requiring other privileges which have not been mentioned in any MSDN documentation, and which might differ between a Domain Administrator account and a Local Administrator account Sample Code: void sample() { ///////////////////////////////////////////////////////// // Note: Enabling SeDebugPrivilege adapted from sample // MSDN @ http://msdn.microsoft.com/en-us/library/aa446619%28VS.85%29.aspx // Enable SeDebugPrivilege HANDLE hToken = NULL; TOKEN_PRIVILEGES tokenPriv; LUID luidDebug; if(OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES, &hToken) != FALSE) { if(LookupPrivilegeValue(NULL, SE_DEBUG_NAME, &luidDebug) != FALSE) { tokenPriv.PrivilegeCount = 1; tokenPriv.Privileges[0].Luid = luidDebug; tokenPriv.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED; if(AdjustTokenPrivileges(hToken, FALSE, &tokenPriv, 0, NULL, NULL) != FALSE) { // Always successful, even in the cases which lead to OpenProcess failure cout << "SUCCESSFULLY CHANGED TOKEN PRIVILEGES" << endl; } else { cout << "FAILED TO CHANGE TOKEN PRIVILEGES, CODE: " << GetLastError() << endl; } } } CloseHandle(hToken); // Enable SeDebugPrivilege ///////////////////////////////////////////////////////// vector<DWORD> pidList = getPIDs(); // Method that simply enumerates all current process IDs ///////////////////////////////////////////////////////// // Attempt to open processes for(int i = 0; i < pidList.size(); ++i) { HANDLE hProcess = NULL; hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, pidList[i]); if(hProcess == NULL) { // Error is occurring here under the given conditions cout << "Error opening process PID(" << pidList[i] << "): " << GetLastError() << endl; } CloseHandle(hProcess); } // Attempt to open processes ///////////////////////////////////////////////////////// } Thanks! If anyone has some insight into what possible permissions/privileges/rights/etc that I may be missing to correctly open another process (Assuming the executable has been properly "Run as Administrator"ed) on Windows Vista and Windows 7 under the above conditions, it would be most greatly appreciated. I wouldn't be here if I weren't absolutely stumped, but I'm hopeful that once again the experience and knowledge of the group shines bright. I thank you for taking the time to read this wall of text. The good intentions alone are appreciated, thanks for being the type of person that makes SO so useful to all!

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  • Ball to Ball Collision - Detection and Handling

    - by Simucal
    With the help of the Stack Overflow community I've written a pretty basic-but fun physics simulator. You click and drag the mouse to launch a ball. It will bounce around and eventually stop on the "floor". My next big feature I want to add in is ball to ball collision. The ball's movement is broken up into a x and y speed vector. I have gravity (small reduction of the y vector each step), I have friction (small reduction of both vectors each collision with a wall). The balls honestly move around in a surprisingly realistic way. I guess my question has two parts: What is the best method to detect ball to ball collision? Do I just have an O(n^2) loop that iterates over each ball and checks every other ball to see if it's radius overlaps? What equations do I use to handle the ball to ball collisions? Physics 101 How does it effect the two balls speed x/y vectors? What is the resulting direction the two balls head off in? How do I apply this to each ball? Handling the collision detection of the "walls" and the resulting vector changes were easy but I see more complications with ball-ball collisions. With walls I simply had to take the negative of the appropriate x or y vector and off it would go in the correct direction. With balls I don't think it is that way. Some quick clarifications: for simplicity I'm ok with a perfectly elastic collision for now, also all my balls have the same mass right now, but I might change that in the future. In case anyone is interested in playing with the simulator I have made so far, I've uploaded the source here (EDIT: Check the updated source below). Edit: Resources I have found useful 2d Ball physics with vectors: 2-Dimensional Collisions Without Trigonometry.pdf 2d Ball collision detection example: Adding Collision Detection Success! I have the ball collision detection and response working great! Relevant code: Collision Detection: for (int i = 0; i < ballCount; i++) { for (int j = i + 1; j < ballCount; j++) { if (balls[i].colliding(balls[j])) { balls[i].resolveCollision(balls[j]); } } } This will check for collisions between every ball but skip redundant checks (if you have to check if ball 1 collides with ball 2 then you don't need to check if ball 2 collides with ball 1. Also, it skips checking for collisions with itself). Then, in my ball class I have my colliding() and resolveCollision() methods: public boolean colliding(Ball ball) { float xd = position.getX() - ball.position.getX(); float yd = position.getY() - ball.position.getY(); float sumRadius = getRadius() + ball.getRadius(); float sqrRadius = sumRadius * sumRadius; float distSqr = (xd * xd) + (yd * yd); if (distSqr <= sqrRadius) { return true; } return false; } public void resolveCollision(Ball ball) { // get the mtd Vector2d delta = (position.subtract(ball.position)); float d = delta.getLength(); // minimum translation distance to push balls apart after intersecting Vector2d mtd = delta.multiply(((getRadius() + ball.getRadius())-d)/d); // resolve intersection -- // inverse mass quantities float im1 = 1 / getMass(); float im2 = 1 / ball.getMass(); // push-pull them apart based off their mass position = position.add(mtd.multiply(im1 / (im1 + im2))); ball.position = ball.position.subtract(mtd.multiply(im2 / (im1 + im2))); // impact speed Vector2d v = (this.velocity.subtract(ball.velocity)); float vn = v.dot(mtd.normalize()); // sphere intersecting but moving away from each other already if (vn > 0.0f) return; // collision impulse float i = (-(1.0f + Constants.restitution) * vn) / (im1 + im2); Vector2d impulse = mtd.multiply(i); // change in momentum this.velocity = this.velocity.add(impulse.multiply(im1)); ball.velocity = ball.velocity.subtract(impulse.multiply(im2)); } Source Code: Complete source for ball to ball collider. Binary: Compiled binary in case you just want to try bouncing some balls around. If anyone has some suggestions for how to improve this basic physics simulator let me know! One thing I have yet to add is angular momentum so the balls will roll more realistically. Any other suggestions? Leave a comment!

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  • JQuery tablesorter - Keeping grouped subheaders together, but still sorted

    - by hfidgen
    Hiya, I'm not really a Javascript programmer, so I'm struggling with this! I'm using the tablesorter plugin along with the Tablegroup plugin, which work very nicely to group the table rows by a parent, and then sort the parents. My problem is though, that I'd also like the child rows to be sorted whilst within the parent group I've done my best to get this working but I'm afraid I've hit a wall. Can anyone suggest a new starter for 10? The example below is working fine - There are 2x groups here: Nordics (Norway and Denmark) DACH (Germany and Austria) If I click on the header row, the groups are sorted, but the child rows within the group are not sorted. <script type="text/javascript"> $(document).ready(function () { $(".tablesorter") .tablesorter({ // set default sort column sortList: [[0,0]], // don't sort by first column headers: {0: {sorter: false}} , onRenderHeader: function (){ this.wrapInner("<span></span>"); } , debug: true }) }); </script> <table id="results-header" class="grid tablesorter table-header" cellpadding="0" cellspacing="0" border="0"> <thead> <tr class="title"> <th class="countries">&nbsp;</th> <th>% market share</th> <th>% increase in mkt share</th> <th>Target achieved</th> <th>% targets</th> <th>% sales inc. M-o-M</th> <th>% sales inc. M-o-M for country</th> <th>% training</th> </tr> </thead> <tbody> <tr id="Nord" class="collapsible parent parent-even collapsed"> <td class="countries">Nordics</td> <td>39.5</td> <td>49</td> <td>69.8</td> <td>51.8</td> <td>43</td> <td>42.5</td> <td>38</td> </tr> <tr id="row-Norway" class="expand-child child child-Nord"> <td class="countries">Norway</td> <td>6</td> <td>45</td> <td>101</td> <td>10</td> <td>20</td> <td>40</td> <td>30</td> </tr> <tr id="row-Denmark" class="expand-child child child-Nord"> <td class="countries">Denmark</td> <td>10</td> <td>20</td> <td>3</td> <td>40</td> <td>50</td> <td>25</td> <td>8</td> </tr> <tr id="DACH" class="collapsible parent parent-odd collapsed"> <td class="countries">DACH</td> <td>77</td> <td>61</td> <td>43</td> <td>98</td> <td>65</td> <td>92.5</td> <td>59.5</td> </tr> <tr id="row-Germany" class="expand-child child child-DACH"> <td class="countries">Germany</td> <td>56</td> <td>24</td> <td>84</td> <td>98</td> <td>32</td> <td>87</td> <td>21</td> </tr> <tr id="row-Austria" class="expand-child child child-DACH"> <td class="countries">Austria</td> <td>98</td> <td>98</td> <td>2</td> <td>98</td> <td>98</td> <td>98</td> <td>98</td> </tr> </tbody> </table>

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  • Problem with room/screen/menu controller in python game: old rooms are not removed from memory

    - by Jordan Magnuson
    I'm literally banging my head against a wall here (as in, yes, physically, at my current location, I am damaging my cranium). Basically, I've got a Python/Pygame game with some typical game "rooms", or "screens." EG title screen, high scores screen, and the actual game room. Something bad is happening when I switch between rooms: the old room (and its various items) are not removed from memory, or from my event listener. Not only that, but every time I go back to a certain room, my number of event listeners increases, as well as the RAM being consumed! (So if I go back and forth between the title screen and the "game room", for instance, the number of event listeners and the memory usage just keep going up and up. The main issue is that all the event listeners start to add up and really drain the CPU. I'm new to Python, and don't know if I'm doing something obviously wrong here, or what. I will love you so much if you can help me with this! Below is the relevant source code. Complete source code at http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip MAIN.PY class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() EVENT_MANAGER.PY class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.last_listeners = {} self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def clear(self): del self.listeners[:] #---------------------------------------------------------------------- def post(self, event): # if isinstance(event, MouseButtonLeftEvent): # debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" print 'Number of listeners: ' + str(len(self.listeners)) for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) def notify(self, event): pass #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 2: #Button 2 pos = pygame.mouse.get_pos() ev = MouseButtonRightEvent(pos) elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze: if event.button == 2: #Button 2 Release pos = pygame.mouse.get_pos() ev = MouseButtonRightReleaseEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) # elif isinstance(event, BoardCreationTick): # #Share some time with other processes, so we don't hog the cpu # pygame.time.wait(5) # # #If this event manager has an associated PGU GUI app, notify it of the event # if self.ev_manager.gui_app: # self.ev_manager.gui_app.event(event) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent(fps=fps)) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False EXAMPLE CLASS USING EVENT MANAGER class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1

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  • NoMethodError Rails multiple file uploads

    - by Danny McClelland
    Hi Everyone, I am working on getting multiple file uploads working for an model in my application, I have included the code below: delivers_controller.rb # POST /delivers def create @deliver = Deliver.new(params[:deliver]) process_file_uploads(@deliver) if @deliver.save flash[:notice] = 'Task was successfully created.' redirect_to(@deliver) else render :action => "new" end end protected def process_file_uploads(deliver) i = 0 while params[:attachment]['file_'+i.to_s] != "" && !params[:attachment]['file_'+i.to_s].nil? deliver.assets.build(:data => params[:attachment]['file_'+i.to_s]) i += 1 end end deliver.rb has_many :assets, :as => :attachable, :dependent => :destroy validate :validate_attachments Max_Attachments = 5 Max_Attachment_Size = 5.megabyte def validate_attachments errors.add_to_base("Too many attachments - maximum is #{Max_Attachments}") if assets.length > Max_Attachments assets.each {|a| errors.add_to_base("#{a.name} is over #{Max_Attachment_Size/1.megabyte}MB") if a.file_size > Max_Attachment_Size} end assets_controller.rb class AssetsController < ApplicationController def show asset = Asset.find(params[:id]) # do security check here send_file asset.data.path, :type => asset.data_content_type end def destroy asset = Asset.find(params[:id]) @asset_id = asset.id.to_s @allowed = Deliver::Max_Attachments - asset.attachable.assets.count asset.destroy end end asset.rb class Asset < ActiveRecord::Base has_attached_file :data, belongs_to :attachable, :polymorphic => true def url(*args) data.url(*args) end def name data_file_name end def content_type data_content_type end def file_size data_file_size end end Whenever I create a new deliver item and try to attach any files I get the following error: NoMethodError in DeliversController#create You have a nil object when you didn't expect it! You might have expected an instance of ActiveRecord::Base. The error occurred while evaluating nil.[] /Users/danny/Dropbox/SVN/railsapps/macandco/surveymanager/trunk/app/controllers/delivers_controller.rb:60:in `process_file_uploads' /Users/danny/Dropbox/SVN/railsapps/macandco/surveymanager/trunk/app/controllers/delivers_controller.rb:46:in `create' new.html.erb (Deliver view) <% content_for :header do -%> Deliver Repositories <% end -%> <% form_for(@deliver, :html => { :multipart => true }) do |f| %> <%= f.error_messages %> <p> <%= f.label :caseref %><br /> <%= f.text_field :caseref %> </p> <p> <%= f.label :casesubject %><br /> <%= f.text_area :casesubject %> </p> <p> <%= f.label :description %><br /> <%= f.text_area :description %> </p> <p>Pending Attachments: (Max of <%= Deliver::Max_Attachments %> each under <%= Deliver::Max_Attachment_Size/1.megabyte%>MB) <% if @deliver.assets.count >= Deliver::Max_Attachments %> <input id="newfile_data" type="file" disabled /> <% else %> <input id="newfile_data" type="file" /> <% end %> <div id="attachment_list"><ul id="pending_files"></ul></div> </p> <p> <%= f.submit 'Create' %> </p> <% end %> <%= link_to 'Back', delivers_path %> Show.html.erb (Delivers view) <% content_for :header do -%> Deliver Repositories <% end -%> <p> <b>Title:</b> <%=h @deliver.caseref %> </p> <p> <b>Body:</b> <%=h @deliver.casesubject %> </p> <p><b>Attached Files:</b><div id="attachment_list"><%= render :partial => "attachment", :collection => @deliver.assets %></div></p> <%= link_to 'Edit', edit_deliver_path(@deliver) %> | <%= link_to 'Back', deliver_path %> <%- if logged_in? %> <%= link_to 'Edit', edit_deliver_path(@deliver) %> | <%= link_to 'Back', delivers_path %> <% end %> _attachment.html.erb (Delivers view) <% if !attachment.id.nil? %><li id='attachment_<%=attachment.id %>'><a href='<%=attachment.url %>'><%=attachment.name %></a> (<%=attachment.file_size/1.kilobyte %>KB) <%= link_to_remote "Remove", :url => asset_path(:id => attachment), :method => :delete, :html => { :title => "Remove this attachment", :id => "remove" } %></li> <% end %> I have been banging my head against the wall with the error all day, if anyone can shed some light on it, I would be eternally grateful! Thanks, Danny

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  • Compilation problems with vector<auto_ptr<> >

    - by petersohn
    Consider the following code: #include <iostream> #include <memory> #include <vector> using namespace std; struct A { int a; A(int a_):a(a_) {} }; int main() { vector<auto_ptr<A> > as; for (int i = 0; i < 10; i++) { auto_ptr<A> a(new A(i)); as.push_back(a); } for (vector<auto_ptr<A> >::iterator it = as.begin(); it != as.end(); ++it) cout << (*it)->a << endl; } When trying to compile it, I get the following obscure compiler error from g++: g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"src/proba.d" -MT"src/proba.d" -o"src/proba.o" "../src/proba.cpp" /usr/include/c++/4.1.2/ext/new_allocator.h: In member function ‘void __gnu_cxx::new_allocator<_Tp>::construct(_Tp*, const _Tp&) [with _Tp = std::auto_ptr<A>]’: /usr/include/c++/4.1.2/bits/stl_vector.h:606: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’ ../src/proba.cpp:19: instantiated from here /usr/include/c++/4.1.2/ext/new_allocator.h:104: error: passing ‘const std::auto_ptr<A>’ as ‘this’ argument of ‘std::auto_ptr<_Tp>::operator std::auto_ptr_ref<_Tp1>() [with _Tp1 = A, _Tp = A]’ discards qualifiers /usr/include/c++/4.1.2/bits/vector.tcc: In member function ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’: /usr/include/c++/4.1.2/bits/stl_vector.h:610: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’ ../src/proba.cpp:19: instantiated from here /usr/include/c++/4.1.2/bits/vector.tcc:256: error: passing ‘const std::auto_ptr<A>’ as ‘this’ argument of ‘std::auto_ptr<_Tp>::operator std::auto_ptr_ref<_Tp1>() [with _Tp1 = A, _Tp = A]’ discards qualifiers /usr/include/c++/4.1.2/bits/stl_construct.h: In function ‘void std::_Construct(_T1*, const _T2&) [with _T1 = std::auto_ptr<A>, _T2 = std::auto_ptr<A>]’: /usr/include/c++/4.1.2/bits/stl_uninitialized.h:86: instantiated from ‘_ForwardIterator std::__uninitialized_copy_aux(_InputIterator, _InputIterator, _ForwardIterator, __false_type) [with _InputIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >, _ForwardIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >]’ /usr/include/c++/4.1.2/bits/stl_uninitialized.h:113: instantiated from ‘_ForwardIterator std::uninitialized_copy(_InputIterator, _InputIterator, _ForwardIterator) [with _InputIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >, _ForwardIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >]’ /usr/include/c++/4.1.2/bits/stl_uninitialized.h:254: instantiated from ‘_ForwardIterator std::__uninitialized_copy_a(_InputIterator, _InputIterator, _ForwardIterator, std::allocator<_Tp>) [with _InputIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >, _ForwardIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >, _Tp = std::auto_ptr<A>]’ /usr/include/c++/4.1.2/bits/vector.tcc:279: instantiated from ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’ /usr/include/c++/4.1.2/bits/stl_vector.h:610: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’ ../src/proba.cpp:19: instantiated from here /usr/include/c++/4.1.2/bits/stl_construct.h:81: error: passing ‘const std::auto_ptr<A>’ as ‘this’ argument of ‘std::auto_ptr<_Tp>::operator std::auto_ptr_ref<_Tp1>() [with _Tp1 = A, _Tp = A]’ discards qualifiers make: *** [src/proba.o] Error 1 It seems to me that there is some kind of problem with consts here. Does this mean that auto_ptr can't be used in vectors?

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  • Signals and threads - good or bad design decision?

    - by Jens
    I have to write a program that performs highly computationally intensive calculations. The program might run for several days. The calculation can be separated easily in different threads without the need of shared data. I want a GUI or a web service that informs me of the current status. My current design uses BOOST::signals2 and BOOST::thread. It compiles and so far works as expected. If a thread finished one iteration and new data is available it calls a signal which is connected to a slot in the GUI class. My question(s): Is this combination of signals and threads a wise idea? I another forum somebody advised someone else not to "go down this road". Are there potential deadly pitfalls nearby that I failed to see? Is my expectation realistic that it will be "easy" to use my GUI class to provide a web interface or a QT, a VTK or a whatever window? Is there a more clever alternative (like other boost libs) that I overlooked? following code compiles with g++ -Wall -o main -lboost_thread-mt <filename>.cpp code follows: #include <boost/signals2.hpp> #include <boost/thread.hpp> #include <boost/bind.hpp> #include <iostream> #include <iterator> #include <string> using std::cout; using std::cerr; using std::string; /** * Called when a CalcThread finished a new bunch of data. */ boost::signals2::signal<void(string)> signal_new_data; /** * The whole data will be stored here. */ class DataCollector { typedef boost::mutex::scoped_lock scoped_lock; boost::mutex mutex; public: /** * Called by CalcThreads call the to store their data. */ void push(const string &s, const string &caller_name) { scoped_lock lock(mutex); _data.push_back(s); signal_new_data(caller_name); } /** * Output everything collected so far to std::out. */ void out() { typedef std::vector<string>::const_iterator iter; for (iter i = _data.begin(); i != _data.end(); ++i) cout << " " << *i << "\n"; } private: std::vector<string> _data; }; /** * Several of those can calculate stuff. * No data sharing needed. */ struct CalcThread { CalcThread(string name, DataCollector &datcol) : _name(name), _datcol(datcol) { } /** * Expensive algorithms will be implemented here. * @param num_results how many data sets are to be calculated by this thread. */ void operator()(int num_results) { for (int i = 1; i <= num_results; ++i) { std::stringstream s; s << "["; if (i == num_results) s << "LAST "; s << "DATA " << i << " from thread " << _name << "]"; _datcol.push(s.str(), _name); } } private: string _name; DataCollector &_datcol; }; /** * Maybe some VTK or QT or both will be used someday. */ class GuiClass { public: GuiClass(DataCollector &datcol) : _datcol(datcol) { } /** * If the GUI wants to present or at least count the data collected so far. * @param caller_name is the name of the thread whose data is new. */ void slot_data_changed(string caller_name) const { cout << "GuiClass knows: new data from " << caller_name << std::endl; } private: DataCollector & _datcol; }; int main() { DataCollector datcol; GuiClass mc(datcol); signal_new_data.connect(boost::bind(&GuiClass::slot_data_changed, &mc, _1)); CalcThread r1("A", datcol), r2("B", datcol), r3("C", datcol), r4("D", datcol), r5("E", datcol); boost::thread t1(r1, 3); boost::thread t2(r2, 1); boost::thread t3(r3, 2); boost::thread t4(r4, 2); boost::thread t5(r5, 3); t1.join(); t2.join(); t3.join(); t4.join(); t5.join(); datcol.out(); cout << "\nDone" << std::endl; return 0; }

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  • Compilng problems with vector<auto_ptr<> >

    - by petersohn
    Consider the following code: #include <iostream> #include <memory> #include <vector> using namespace std; struct A { int a; A(int a_):a(a_) {} }; int main() { vector<auto_ptr<A> > as; for (int i = 0; i < 10; i++) { auto_ptr<A> a(new A(i)); as.push_back(a); } for (vector<auto_ptr<A> >::iterator it = as.begin(); it != as.end(); ++it) cout << (*it)->a << endl; } When trying to compile it, I get the following obscure compiler error from g++: g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"src/proba.d" -MT"src/proba.d" -o"src/proba.o" "../src/proba.cpp" /usr/include/c++/4.1.2/ext/new_allocator.h: In member function ‘void __gnu_cxx::new_allocator<_Tp>::construct(_Tp*, const _Tp&) [with _Tp = std::auto_ptr<A>]’: /usr/include/c++/4.1.2/bits/stl_vector.h:606: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’ ../src/proba.cpp:19: instantiated from here /usr/include/c++/4.1.2/ext/new_allocator.h:104: error: passing ‘const std::auto_ptr<A>’ as ‘this’ argument of ‘std::auto_ptr<_Tp>::operator std::auto_ptr_ref<_Tp1>() [with _Tp1 = A, _Tp = A]’ discards qualifiers /usr/include/c++/4.1.2/bits/vector.tcc: In member function ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’: /usr/include/c++/4.1.2/bits/stl_vector.h:610: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’ ../src/proba.cpp:19: instantiated from here /usr/include/c++/4.1.2/bits/vector.tcc:256: error: passing ‘const std::auto_ptr<A>’ as ‘this’ argument of ‘std::auto_ptr<_Tp>::operator std::auto_ptr_ref<_Tp1>() [with _Tp1 = A, _Tp = A]’ discards qualifiers /usr/include/c++/4.1.2/bits/stl_construct.h: In function ‘void std::_Construct(_T1*, const _T2&) [with _T1 = std::auto_ptr<A>, _T2 = std::auto_ptr<A>]’: /usr/include/c++/4.1.2/bits/stl_uninitialized.h:86: instantiated from ‘_ForwardIterator std::__uninitialized_copy_aux(_InputIterator, _InputIterator, _ForwardIterator, __false_type) [with _InputIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >, _ForwardIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >]’ /usr/include/c++/4.1.2/bits/stl_uninitialized.h:113: instantiated from ‘_ForwardIterator std::uninitialized_copy(_InputIterator, _InputIterator, _ForwardIterator) [with _InputIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >, _ForwardIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >]’ /usr/include/c++/4.1.2/bits/stl_uninitialized.h:254: instantiated from ‘_ForwardIterator std::__uninitialized_copy_a(_InputIterator, _InputIterator, _ForwardIterator, std::allocator<_Tp>) [with _InputIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >, _ForwardIterator = __gnu_cxx::__normal_iterator<std::auto_ptr<A>*, std::vector<std::auto_ptr<A>, std::allocator<std::auto_ptr<A> > > >, _Tp = std::auto_ptr<A>]’ /usr/include/c++/4.1.2/bits/vector.tcc:279: instantiated from ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’ /usr/include/c++/4.1.2/bits/stl_vector.h:610: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = std::auto_ptr<A>, _Alloc = std::allocator<std::auto_ptr<A> >]’ ../src/proba.cpp:19: instantiated from here /usr/include/c++/4.1.2/bits/stl_construct.h:81: error: passing ‘const std::auto_ptr<A>’ as ‘this’ argument of ‘std::auto_ptr<_Tp>::operator std::auto_ptr_ref<_Tp1>() [with _Tp1 = A, _Tp = A]’ discards qualifiers make: *** [src/proba.o] Error 1 It seems to me that there is some kind of problem with consts here. Does this mean that auto_ptr can't be used in vectors?

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