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  • Xcode: iPhone app codesign error

    - by Gabe Hollombe
    When building a new iPhone app in Xcode, I'm getting this error: codesign error: code signing identity 'iphone developer' does not match any code-signing certificate in your keychain. once added to the keychain, touch a file or clean the project to continue. What's the fix?

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  • Learning HTML - The Process.

    - by Gabe
    So, as recommended, I did the W3Schools HTML and XML tutorials this weekend. I understand the basics. Now should I look to get more depth in HTML, or go straight into learning CSS (and try to keep learning html at the same time)? If the first, where should I go for more advanced HTML tutorials?

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  • How to implement paging in NHibernate with a left join query

    - by Gabe Moothart
    I have an NHibernate query that looks like this: var query = Session.CreateQuery(@" select o from Order o left join o.Products p where (o.CompanyId = :companyId) AND (p.Status = :processing) order by o.UpdatedOn desc") .SetParameter("companyId", companyId) .SetParameter("processing", Status.Processing) .SetResultTransformer(Transformers.DistinctRootEntity); var data = query.List<Order>(); I want to implement paging for this query, so I only return x rows instead of the entire result set. I know about SetMaxResults() and SetFirstResult(), but because of the left join and DistinctRootEntity, that could return less than x Orders. I tried "select distinct o" as well, but the sql that is generated for that (using the sqlserver 2008 dialect) seems to ignore the distinct for pages after the first one (I think this is the problem). What is the best way to accomplish this?

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  • C++ (And other languages) - Learning from source code examples.

    - by Gabe
    I found that the most effective way for me to learn html and css was to simply find a site, right click, view the source code, and see how it worked. I'm in the process of learning c++ and I think examples/source code to look through would help me a good deal. So, how can I do this? Are there online sites that serve this purpose? Any other recommendations on learning would be great, too.

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  • Binary Search Tree Implementation

    - by Gabe
    I've searched the forum, and tried to implement the code in the threads I found. But I've been working on this real simple program since about 10am, and can't solve the seg. faults for the life of me. Any ideas on what I'm doing wrong would be greatly appreciated. BST.h (All the implementation problems should be in here.) #ifndef BST_H_ #define BST_H_ #include <stdexcept> #include <iostream> #include "btnode.h" using namespace std; /* A class to represent a templated binary search tree. */ template <typename T> class BST { private: //pointer to the root node in the tree BTNode<T>* root; public: //default constructor to make an empty tree BST(); /* You have to document these 4 functions */ void insert(T value); bool search(const T& value) const; bool search(BTNode<T>* node, const T& value) const; void printInOrder() const; void remove(const T& value); //function to print out a visual representation //of the tree (not just print the tree's values //on a single line) void print() const; private: //recursive helper function for "print()" void print(BTNode<T>* node,int depth) const; }; /* Default constructor to make an empty tree */ template <typename T> BST<T>::BST() { root = NULL; } template <typename T> void BST<T>::insert(T value) { BTNode<T>* newNode = new BTNode<T>(value); cout << newNode->data; if(root == NULL) { root = newNode; return; } BTNode<T>* current = new BTNode<T>(NULL); current = root; current->data = root->data; while(true) { if(current->left == NULL && current->right == NULL) break; if(current->right != NULL && current->left != NULL) { if(newNode->data > current->data) current = current->right; else if(newNode->data < current->data) current = current->left; } else if(current->right != NULL && current->left == NULL) { if(newNode->data < current->data) break; else if(newNode->data > current->data) current = current->right; } else if(current->right == NULL && current->left != NULL) { if(newNode->data > current->data) break; else if(newNode->data < current->data) current = current->left; } } if(current->data > newNode->data) current->left = newNode; else current->right = newNode; return; } //public helper function template <typename T> bool BST<T>::search(const T& value) const { return(search(root,value)); //start at the root } //recursive function template <typename T> bool BST<T>::search(BTNode<T>* node, const T& value) const { if(node == NULL || node->data == value) return(node != NULL); //found or couldn't find value else if(value < node->data) return search(node->left,value); //search left subtree else return search(node->right,value); //search right subtree } template <typename T> void BST<T>::printInOrder() const { //print out the value's in the tree in order // //You may need to use this function as a helper //and create a second recursive function //(see "print()" for an example) } template <typename T> void BST<T>::remove(const T& value) { if(root == NULL) { cout << "Tree is empty. No removal. "<<endl; return; } if(!search(value)) { cout << "Value is not in the tree. No removal." << endl; return; } BTNode<T>* current; BTNode<T>* parent; current = root; parent->left = NULL; parent->right = NULL; cout << root->left << "LEFT " << root->right << "RIGHT " << endl; cout << root->data << " ROOT" << endl; cout << current->data << "CURRENT BEFORE" << endl; while(current != NULL) { cout << "INTkhkjhbljkhblkjhlk " << endl; if(current->data == value) break; else if(value > current->data) { parent = current; current = current->right; } else { parent = current; current = current->left; } } cout << current->data << "CURRENT AFTER" << endl; // 3 cases : //We're looking at a leaf node if(current->left == NULL && current->right == NULL) // It's a leaf { if(parent->left == current) parent->left = NULL; else parent->right = NULL; delete current; cout << "The value " << value << " was removed." << endl; return; } // Node with single child if((current->left == NULL && current->right != NULL) || (current->left != NULL && current->right == NULL)) { if(current->left == NULL && current->right != NULL) { if(parent->left == current) { parent->left = current->right; cout << "The value " << value << " was removed." << endl; delete current; } else { parent->right = current->right; cout << "The value " << value << " was removed." << endl; delete current; } } else // left child present, no right child { if(parent->left == current) { parent->left = current->left; cout << "The value " << value << " was removed." << endl; delete current; } else { parent->right = current->left; cout << "The value " << value << " was removed." << endl; delete current; } } return; } //Node with 2 children - Replace node with smallest value in right subtree. if (current->left != NULL && current->right != NULL) { BTNode<T>* check; check = current->right; if((check->left == NULL) && (check->right == NULL)) { current = check; delete check; current->right = NULL; cout << "The value " << value << " was removed." << endl; } else // right child has children { //if the node's right child has a left child; Move all the way down left to locate smallest element if((current->right)->left != NULL) { BTNode<T>* leftCurrent; BTNode<T>* leftParent; leftParent = current->right; leftCurrent = (current->right)->left; while(leftCurrent->left != NULL) { leftParent = leftCurrent; leftCurrent = leftCurrent->left; } current->data = leftCurrent->data; delete leftCurrent; leftParent->left = NULL; cout << "The value " << value << " was removed." << endl; } else { BTNode<T>* temp; temp = current->right; current->data = temp->data; current->right = temp->right; delete temp; cout << "The value " << value << " was removed." << endl; } } return; } } /* Print out the values in the tree and their relationships visually. Sample output: 22 18 15 10 9 5 3 1 */ template <typename T> void BST<T>::print() const { print(root,0); } template <typename T> void BST<T>::print(BTNode<T>* node,int depth) const { if(node == NULL) { std::cout << std::endl; return; } print(node->right,depth+1); for(int i=0; i < depth; i++) { std::cout << "\t"; } std::cout << node->data << std::endl; print(node->left,depth+1); } #endif main.cpp #include "bst.h" #include <iostream> using namespace std; int main() { BST<int> tree; cout << endl << "LAB #13 - BINARY SEARCH TREE PROGRAM" << endl; cout << "----------------------------------------------------------" << endl; // Insert. cout << endl << "INSERT TESTS" << endl; // No duplicates allowed. tree.insert(0); tree.insert(5); tree.insert(15); tree.insert(25); tree.insert(20); // Search. cout << endl << "SEARCH TESTS" << endl; int x = 0; int y = 1; if(tree.search(x)) cout << "The value " << x << " is on the tree." << endl; else cout << "The value " << x << " is NOT on the tree." << endl; if(tree.search(y)) cout << "The value " << y << " is on the tree." << endl; else cout << "The value " << y << " is NOT on the tree." << endl; // Removal. cout << endl << "REMOVAL TESTS" << endl; tree.remove(0); tree.remove(1); tree.remove(20); // Print. cout << endl << "PRINTED DIAGRAM OF BINARY SEARCH TREE" << endl; cout << "----------------------------------------------------------" << endl; tree.print(); cout << endl << "Program terminated. Goodbye." << endl << endl; } BTNode.h #ifndef BTNODE_H_ #define BTNODE_H_ #include <iostream> /* A class to represent a node in a binary search tree. */ template <typename T> class BTNode { public: //constructor BTNode(T d); //the node's data value T data; //pointer to the node's left child BTNode<T>* left; //pointer to the node's right child BTNode<T>* right; }; /* Simple constructor. Sets the data value of the BTNode to "d" and defaults its left and right child pointers to NULL. */ template <typename T> BTNode<T>::BTNode(T d) : left(NULL), right(NULL) { data = d; } #endif Thanks.

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  • Excel VBA: Passing a collection from a class to a module issue

    - by Martin
    Hello, I have been trying to return a collection from a property within a class to a routine in a normal module. The issue I am experiencing is that the collection is getting populated correctly within the property in the class (FetchAll) but when I pass the collection back to the module (Test) all the entries are populated with the last item in the list. This is the Test sub-routine in the standard module: Sub Test() Dim QueryType As New QueryType Dim Item Dim QueryTypes As Collection Set QueryTypes = QueryType.FetchAll For Each Item In QueryTypes Debug.Print Item.QueryTypeID, _ Left(Item.Description, 4) Next Item End Sub This is the FetchAll property in the QueryType class: Public Property Get FetchAll() As Collection Dim RS As Variant Dim Row As Long Dim QTypeList As Collection Set QTypeList = New Collection RS = .Run ' populates RS with a record set from a database (as an array), ' some code removed ' goes through the array and sets up objects for each entry For Row = LBound(RS, 2) To UBound(RS, 2) Dim QType As New QueryType With QType .QueryTypeID = RS(0, Row) .Description = RS(1, Row) .Priority = RS(2, Row) .QueryGroupID = RS(3, Row) .ActiveIND = RS(4, Row) End With ' adds new QType to collection QTypeList.Add Item:=QType, Key:=CStr(RS(0, Row)) Debug.Print QTypeList.Item(QTypeList.Count).QueryTypeID, _ Left(QTypeList.Item(QTypeList.Count).Description, 4) Next Row Set FetchAll = QTypeList End Property This is the output I get from the debug in FetchAll: 1 Numb 2 PBM 3 BPM 4 Bran 5 Claw 6 FA C 7 HNW 8 HNW 9 IFA 10 Manu 11 New 12 Non 13 Numb 14 Repo 15 Sell 16 Sms 17 SMS 18 SWPM This is the output I get from the debug in Test: 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM 18 SWPM Anyone got any ideas? I am probably totally overlooking something! Thanks, Martin

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  • Version Control and Coding Formatting

    - by Martin Giffy D'Souza
    Hi, I'm currently part of the team implementing a new version control system (Subversion) within my organization. There's been a bit of a debate on how to handle code formatting and I'd like to get other peoples opinions and experiences on this topic. We currently have ~10 developers each using different tools (due to licensing and preference). Some of these tools have automatic code formatters and others don't. If we allow "blind" checkins the code will look drastically different each time someone does a check in. This will make things such as diffs and merges complicated. I've talked to several people and they've mentioned the following solutions: Use the same developer program with the same code formatter (not really an option due to licensing) Have a hook (either client or server side) which will automatically format the code before going into the repository Manually format the code. Regarding the 3rd point, the concept is to never auto-format the code and have some standards. Right now that seems to be what we're leaning towards. I'm a bit hesitant on that approach as it could lead to developers spending a lot of time manually formatting code. If anyone can please provide some their thoughts and experience on this that would be great. Thank you, Martin

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Assigning specific menu administration rights for roles in drupal

    - by Martin Andersson
    Hello folks. I'm trying to give one of my roles the administrative rights to add/remove content in a specific menu (but not all menus). I think I found a module that should enable something like this, http://drupalmodules.com/module/delegate-menu-administration I've followed the instructions, added the role to my user, checked the "administer some menus" value for that role and checked the "Make admin" field for that role and specific menu in Menus. I also gave the role permissions to change page and story content. However, it still wont let the user add any new content it creates in any menu, and I get an error message saying "warning: Invalid argument supplied for foreach() in /home/martin/www/drupal/modules/delegate_menu_admin/delegate_menu_admin.module on line 346." Line 346 looks like this: foreach ($form['menu']['parent']['#options'] as $key => $value) { I did a print_r($form); in the file just before it and there's no such array that I can see: [menu] => Array ( [#access] => 1 [delete] => Array ( [#access] => ) ) When I gave the role "administer menu" permissions, nothing extra was printed at all, leading me to the assumption that the delegate_menu_admin.module file is not used at all while both the "administer menu" and the "administer some menus" (from the delegate-menu-administration module) permissions are set! Is this some incompatibility between the module because of some drupal update? Or am I just too tired and too stupid? :)

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  • Loading the target of a link in a <DIV> via jQuery's .live event into the same <DIV>??

    - by Martin Pescador
    Hello together I call a certain div from another page with jquery to be loaded into a div on my main page like this: <script type="text/javascript"> $("#scotland").load("http://www.example.com/scotland .gallery"); </script> <div id="scotland"></div> The div I call is a piece of code which is automatically generated by a CMS made simple module, by the way. Now it comes to my problem: The .gallery div I call, looks, a little simplified, like this: <div class="gallery"> <span><img src="http://www.example.com/scotlandimage1.jpg"></span> <span class="imgnavi"><a href="link_to_next_page_with_one_image">Next image</href></span> </div> I want the "next image"-link to load the next page into the .gallery div (it is always a page with one image on it). But what it does, is, it opens the new page http://www.example.com/scotland only. I tried to use jquerys .live event to load the linked page (that would be "scotlandimage2" and the navigation, as you can see in the upper part - not only the image!), but I must have done something wrong. I tried different ways, but never got it to work. This was my last try: $(".imgnavi a").click(function() { var myUrl = $(this).attr("href"); $(".gallery").load(myUrl); return false; }); I have to admit that I am very new to jquery... But does someone know what I did wrong (do I even follow the right handlers?)? Thanks very much in advance! Martin

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  • Localizing DataAnnotations Custom Validator

    - by Gabe G
    Hello SO, I'm currently working in an MVC 2 app which has to have everything localized in n-languages (currently 2, none of them english btw). I validate my model classes with DataAnnotations but when I wanted to validate a DateTime field found out that the DataTypeAttribute returns always true, no matter it was a valid date or not (that's because when I enter a random string "foo", the IsValid() method checks against "01/01/0001 ", dont know why). Decided to write my own validator extending ValidationAtribute class: public class DateTimeAttribute : ValidationAttribute { public override bool IsValid(object value) { DateTime result; if (value.ToString().Equals("01/01/0001 0:00:00")) { return false; } return DateTime.TryParse(value.ToString(), out result); } } Now it checks OK when is valid and when it's not, but my problem starts when I try to localize it: [Required(ErrorMessageResourceType = typeof(MSG), ErrorMessageResourceName = "INS_DATA_Required")] [CustomValidation.DateTime(ErrorMessageResourceType = typeof(MSG), ErrorMessageResourceName = "INS_DATA_DataType")] public DateTime INS_DATA { get; set; } If I put nothing in the field I get a localized MSG (MSG being my resource class) for the key=INS_DATA_Required but if I put a bad-formatted date I get the "The value 'foo' is not valid for INS_DATA" default message and not the localized MSG. What am I misssing?

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  • How to visualize a list of lists of lists of ... in R?

    - by Martin
    Hi there, I have a very deep list of lists in R. Now I want to print this list to the standard output to get a better overview of the elements. It should look like the way the StatET plugin for eclipse shows a list. Example list: l6 = list() l6[["h"]] = "one entry" l6[["g"]] = "nice" l5 = list() l5[["e"]] = l6 l4 = list() l4[["f"]] = "test" l4[["d"]] = l5 l3 = list() l3[["c"]] = l4 l2 = list() l2[["b"]] = l3 l1 = list() l1[["a"]] = l2 This should print like: List of 1 $ a:List of 1 ..$ b:List of 1 .. ..$ c:List of 2 .. .. ..$ f: chr "test" .. .. ..$ d:List of 1 .. .. .. ..$ e:List of 2 .. .. .. .. ..$ h: chr "one entry" .. .. .. .. ..$ g: chr "nice" I know this is possible with recursion and the deepness. But is there a way to do this with the help of rapply or something like that? Thanx in advance, Martin

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  • What Am I Missing? : iPhone Objective-C NSInputStream initWithData

    - by gabe
    I'm creating an NSInputStream from an NSData object but once created the stream reports NO for hasBytesAvailable: NSData* data = [outputStream propertyForKey: NSStreamDataWrittenToMemoryStreamKey]; NSLog(@"creating stream with data 0x%x length %d", [data bytes], [data length]); NSInputStream *insrm = [[NSInputStream alloc] initWithData:data]; [insrm open]; uint8_t* buf = NULL; NSUInteger len; BOOL result = [insrm getBuffer:&buf length:&len]; BOOL hasbytes = [insrm hasBytesAvailable]; NSLog(@"getBuffer:%d hasBytes:%d", result, hasbytes); NSLog(@"created inputstream data %d len %d", buf, len); Log: [26797:20b] creating stream with data 0x7050000 length 34672 [26797:20b] getBuffer:0 hasBytes:0 [26797:20b] created inputstream data 0 len 0 What am I missing here?

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  • Oracle syntax - should we have to choose between the old and the new?

    - by Martin Milan
    Hi, I work on a code base in the region of about 1'000'000 lines of source, in a team of around eight developers. Our code is basically an application using an Oracle database, but the code has evolved over time (we have plenty of source code from the mid nineties in there!). A dispute has arisen amongst the team over the syntax that we are using for querying the Oracle database. At the moment, the overwhelming majority of our queries use the "old" Oracle Syntax for joins, meaning we have code that looks like this... Example of Inner Join select customers.*, orders.date, orders.value from customers, orders where customers.custid = orders.custid Example of Outer Join select customers.custid, contacts.ContactName, contacts.ContactTelNo from customers, contacts where customers.custid = contacts.custid(+) As new developers have joined the team, we have noticed that some of them seem to prefer using SQL-92 queries, like this: Example of Inner Join select customers.*, orders.date, orders.value from customers inner join orders on (customers.custid = orders.custid) Example of Outer Join select customers.custid, contacts.ContactName, contacts.ContactTelNo from customers left join contacts on (customers.custid = contacts.custid) Group A say that everyone should be using the the "old" syntax - we have lots of code in this format, and we ought to value consistency. We don't have time to go all the way through the code now rewriting database queries, and it wouldn't pay us if we had. They also point out that "this is the way we've always done it, and we're comfortable with it..." Group B however say that they agree that we don't have the time to go back and change existing queries, we really ought to be adopting the "new" syntax on code that we write from here on in. They say that developers only really look at a single query at a time, and that so long as developers know both syntax there is nothing to be gained from rigidly sticking to the old syntax, which might be deprecated at some point in the future. Without declaring with which group my loyalties lie, I am interested in hearing the opinions of impartial observers - so let the games commence! Martin. Ps. I've made this a community wiki so as not to be seen as just blatantly chasing after question points...

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  • How do you map a DateTime property to 2 varchar columns in the database with NHibernate (Fluent)?

    - by gabe
    I'm dealing with a legacy database that has date and time fields as char(8) columns (formatted yyyyMMdd and HH:mm:ss, respectively) in some of the tables. How can i map the 2 char columns to a single .NET DateTime property? I have tried the following, but i get a "can't access setter" error of course because DateTime Date and TimeOfDay properties are read-only: public class SweetPocoMannaFromHeaven { public virtual DateTime? FileCreationDateTime { get; set; } } . mapping.Component<DateTime?>(x => x.FileCreationDateTime, dt => { dt.Map(x => x.Value.Date, "file_creation_date"); dt.Map(x => x.Value.TimeOfDay, "file_creation_time"); }); I have also tried defining a IUserType for DateTime, but i can't figure it out. I've done a ton of googling for an answer, but i can't figure it out still. What is my best option to handle this stupid legacy database convention? A code example would be helpful since there's not much out for documentation on some of these more obscure scenarios.

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  • Why does ANTLR not parse the entire input?

    - by Martin Wiboe
    Hello, I am quite new to ANTLR, so this is likely a simple question. I have defined a simple grammar which is supposed to include arithmetic expressions with numbers and identifiers (strings that start with a letter and continue with one or more letters or numbers.) The grammar looks as follows: grammar while; @lexer::header { package ConFreeG; } @header { package ConFreeG; import ConFreeG.IR.*; } @parser::members { } arith: term | '(' arith ( '-' | '+' | '*' ) arith ')' ; term returns [AExpr a]: NUM { int n = Integer.parseInt($NUM.text); a = new Num(n); } | IDENT { a = new Var($IDENT.text); } ; fragment LOWER : ('a'..'z'); fragment UPPER : ('A'..'Z'); fragment NONNULL : ('1'..'9'); fragment NUMBER : ('0' | NONNULL); IDENT : ( LOWER | UPPER ) ( LOWER | UPPER | NUMBER )*; NUM : '0' | NONNULL NUMBER*; fragment NEWLINE:'\r'? '\n'; WHITESPACE : ( ' ' | '\t' | NEWLINE )+ { $channel=HIDDEN; }; I am using ANTLR v3 with the ANTLR IDE Eclipse plugin. When I parse the expression (8 + a45) using the interpreter, only part of the parse tree is generated: http://imgur.com/iBaEC.png Why does the second term (a45) not get parsed? The same happens if both terms are numbers. Thank you, Martin Wiboe

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  • Algorithm(s) for rearranging simple symbolic algebraic expressions

    - by Gabe Johnson
    Hi, I would like to know if there is a straightforward algorithm for rearranging simple symbolic algebraic expressions. Ideally I would like to be able to rewrite any such expression with one variable alone on the left hand side. For example, given the input: m = (x + y) / 2 ... I would like to be able to ask about x in terms of m and y, or y in terms of x and m, and get these: x = 2*m - y y = 2*m - x Of course we've all done this algorithm on paper for years. But I was wondering if there was a name for it. It seems simple enough but if somebody has already cataloged the various "gotchas" it would make life easier. For my purposes I won't need it to handle quadratics. (And yes, CAS systems do this, and yes I know I could just use them as a library. I would like to avoid such a dependency in my application. I really would just like to know if there are named algorithms for approaching this problem.)

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  • When will `git pull --rebase` get me in to trouble?

    - by Gabe Hollombe
    I understand that when I use git pull --rebase, git will re-write history and move my local commits to occur after all of the commits in the branch I just pulled from. What I don't understand is how this would ever be a bad thing. People talk about getting in to trouble with git pull --rebase where you can end up with a branch that other people can't pull from. But I don't get how that's possible since all you're doing is replaying your local, not-yet-public, commits on top of the branch you pulled from. So, what's the problem there?

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  • HTML Types - Learning Order?

    - by Gabe
    I've decided that today - as soon as this question is answered, in fact - I'm going to dive into learning HTML. But, looking online, I've noticed there are many types: HTML, XHTML, HTML5, and so on. So, which should I start with? In what order should I learn them? And, for that first language, where should I learn at?

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  • Running an executable on network share with CustomAction with wix?

    - by martin
    Hello, i have created a msi-package which compresses some xml-files to a zip-file during installation. I have created a CustomAction for this purposes: <CustomAction Id="CompressMy" BinaryKey="zipEXE" ExeCommand="a -tzip &quot;[TEMPLATE_DIR]my.zip&quot; &quot;[TempSourceFolder]data.xml&quot;" Return="check" HideTarget="no" Impersonate="no" Execute="deferred" /> The installation works fine, if i try to install to a local drive, but recently a customer wanted to install [TEMPLATE_DIR] to a network drive on Windows Vista. The CustomAction fails, because of the elevated install-user hasn't mapped the network drive, even if the installer-calling user has mapped the drive. This happens also, if I try to install to an unc-path. I use 7zip for compressing. I have added it to my msi-package. I have tried to set Impersonate="yes", but then the Installations fails, if my TEMPLATE_DIR is f.e. the ProgramData-dir. Do you have any idea what i can do? I thinked about checking if TEMPLATE_DIR is a network path, but I didn't know how i can check this. Or do you have any other Ideas how I can provide a local and a network installation while using this custom action. Would be great if there are any advices, greetings, Martin

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  • Does Amazon S3's HTTP Uploads feature support web-hook style callbacks?

    - by Gabe Hollombe
    When uploading files to Amazon S3 using the browser http upload feature, I know I can specify a success_action_redirect field/value that will tell my browser where to go when the upload is done. I'm wondering: is it possible to ask Amazon to make a web hook style POST request to my web server whenever a file gets uploaded? Basically, I want a way of being notified whenever a client uploads a new file, so that my server can process the upload. I'd like to do this without relying on the client to make the request to my server to tell me the file has been uploaded (never trust the client, right?).

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  • Using a join model to relate a model to itself

    - by Gabe Hollombe
    I have two models: User MentoringRelationship MentoringRelationship is a join model that has a mentor_id column and a mentee_id column (both of these reference user_ids from the users table). How can I specify a relation called 'mentees' on the User class that will return all of the users mentored by this user, using the MentoringRelationships join table? What relations do we need to declare in the User model and in the MentoringRelationship model?

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