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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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  • QLogic QLE8152 won't link up with a fiber loop

    - by Mike Pennington
    I have a Dell R710 running Debian Linux 6.0 (Squeeze). I installed a QLogic QLE8152 CNA in the PCI-E riser today and I have been trying to get the CNA's ethernet layer to come up after I put a fiber loop on it; I also scoped it with a light meter, and the SFP+ transceiver is getting the correct amount of light. The whole time I have been working on this problem, the lights on the CNA are blinking green at a rate of about 1 flash every 3 seconds. When I plug the fiber into a Juniper EX4500 10GE in a rack next to it, the Juniper's link stays down as well. I have to confess that this is my first wrangling with a CNA, so perhaps I'm doing something fundamentally wrong, but here is what I have found so far... First the basics... [mpenning@Finger ~]$ uname -a Linux Finger 2.6.32-5-amd64 #1 SMP Mon Oct 3 03:59:20 UTC 2011 x86_64 GNU/Linux [mpenning@Finger ~]$ cat /etc/issue Debian GNU/Linux 6.0 \n \l [mpenning@Finger ~]$ lspci -v shows that the card is properly installed (physically) 04:00.0 Ethernet controller: QLogic Corp. 10GbE Converged Network Adapter (TCP/IP Networking) (rev 02) Subsystem: QLogic Corp. Device 017e Flags: bus master, fast devsel, latency 0, IRQ 34 I/O ports at e000 [size=256] Memory at df8f0000 (64-bit, non-prefetchable) [size=16K] Memory at df900000 (64-bit, non-prefetchable) [size=1M] Expansion ROM at df800000 [disabled] [size=256K] Capabilities: [44] Power Management version 3 Capabilities: [4c] Express Endpoint, MSI 00 Capabilities: [88] MSI: Enable- Count=1/32 Maskable- 64bit+ Capabilities: [98] Vital Product Data Capabilities: [a0] MSI-X: Enable+ Count=8 Masked- Capabilities: [100] Advanced Error Reporting Capabilities: [138] Device Serial Number 00-c0-dd-ff-fe-1c-53-b4 Capabilities: [144] Power Budgeting <?> Kernel driver in use: qlge The output from ethtool shows that eth4 is the QLE8152... [mpenning@Finger ~]$ sudo ethtool eth4 Settings for eth4: Supported ports: [ FIBRE ] Supported link modes: 10000baseT/Full Supports auto-negotiation: No Advertised link modes: 10000baseT/Full Advertised pause frame use: No Advertised auto-negotiation: No Speed: 10000Mb/s Duplex: Full Port: FIBRE PHYAD: 0 Transceiver: external Auto-negotiation: on Current message level: 0x000060f7 (24823) Link detected: no [mpenning@Finger ~]$ sudo ethtool -i eth4 driver: qlge version: v1.00.00-b3 firmware-version: v1.35.11 bus-info: 0000:04:00.0 [mpenning@Finger ~]$ Finally, I tried modprobe -r qlge; modprobe -r qla2xxx and then modprobe qla2xxx; modprobe qlge to kick the system again... I don't see a smoking gun in /var/log/messages... Nov 17 19:46:21 finger kernel: [ 6212.298275] qlge 0000:04:00.1: PCI INT B disabled Nov 17 19:46:22 finger kernel: [ 6213.779974] qlge 0000:04:00.0: PCI INT A disabled Nov 17 19:46:33 finger kernel: [ 6224.554074] qla2xxx 0000:04:00.3: PCI INT D disabled Nov 17 19:46:33 finger kernel: [ 6224.555322] qla2xxx 0000:04:00.2: PCI INT C disabled Nov 17 19:46:54 finger kernel: [ 6245.625854] QLogic Fibre Channel HBA Driver: 8.03.01-k6 Nov 17 19:46:54 finger kernel: [ 6245.625888] qla2xxx 0000:04:00.2: PCI INT C -> GSI 35 (level, low) -> IRQ 35 Nov 17 19:46:54 finger kernel: [ 6245.626837] qla2xxx 0000:04:00.2: MSI-X vector count: 7 Nov 17 19:46:54 finger kernel: [ 6245.626841] qla2xxx 0000:04:00.2: Found an ISP8001, irq 35, iobase 0xffffc90012664000 Nov 17 19:46:54 finger kernel: [ 6245.627113] qla2xxx 0000:04:00.2: Configuring PCI space... Nov 17 19:46:54 finger kernel: [ 6245.639429] qla2xxx 0000:04:00.2: Configure NVRAM parameters... Nov 17 19:46:54 finger kernel: [ 6245.642597] qla2xxx 0000:04:00.2: Verifying loaded RISC code... Nov 17 19:46:54 finger kernel: [ 6245.642708] qla2xxx 0000:04:00.2: FW: Loading from flash (a0000)... Nov 17 19:46:55 finger kernel: [ 6246.273340] qla2xxx 0000:04:00.2: Allocated (64 KB) for FCE... Nov 17 19:46:55 finger kernel: [ 6246.273401] qla2xxx 0000:04:00.2: Allocated (64 KB) for EFT... Nov 17 19:46:55 finger kernel: [ 6246.273486] qla2xxx 0000:04:00.2: Allocated (1350 KB) for firmware dump... Nov 17 19:46:55 finger kernel: [ 6246.273856] scsi9 : qla2xxx Nov 17 19:46:55 finger kernel: [ 6246.274631] qla2xxx 0000:04:00.2: Nov 17 19:46:55 finger kernel: [ 6246.274633] QLogic Fibre Channel HBA Driver: 8.03.01-k6 Nov 17 19:46:55 finger kernel: [ 6246.274634] QLogic QLE8152 - QLogic PCI-Express Dual Channel 10GbE CNA Nov 17 19:46:55 finger kernel: [ 6246.274636] ISP8001: PCIe (5.0GT/s x4) @ 0000:04:00.2 hdma+, host#=9, fw=5.01.04 (8d4) Nov 17 19:46:55 finger kernel: [ 6246.274666] qla2xxx 0000:04:00.3: PCI INT D -> GSI 37 (level, low) -> IRQ 37 Nov 17 19:46:55 finger kernel: [ 6246.274748] qla2xxx 0000:04:00.3: MSI-X vector count: 7 Nov 17 19:46:55 finger kernel: [ 6246.274751] qla2xxx 0000:04:00.3: Found an ISP8001, irq 37, iobase 0xffffc900125c4000 Nov 17 19:46:55 finger kernel: [ 6246.275098] qla2xxx 0000:04:00.3: Configuring PCI space... Nov 17 19:46:55 finger kernel: [ 6246.287329] qla2xxx 0000:04:00.3: Configure NVRAM parameters... Nov 17 19:46:55 finger kernel: [ 6246.290624] qla2xxx 0000:04:00.3: Verifying loaded RISC code... Nov 17 19:46:55 finger kernel: [ 6246.290736] qla2xxx 0000:04:00.3: FW: Loading from flash (a0000)... Nov 17 19:46:55 finger kernel: [ 6246.920204] qla2xxx 0000:04:00.3: Allocated (64 KB) for FCE... Nov 17 19:46:55 finger kernel: [ 6246.920264] qla2xxx 0000:04:00.3: Allocated (64 KB) for EFT... Nov 17 19:46:55 finger kernel: [ 6246.920345] qla2xxx 0000:04:00.3: Allocated (1350 KB) for firmware dump... Nov 17 19:46:55 finger kernel: [ 6246.920749] scsi10 : qla2xxx Nov 17 19:46:55 finger kernel: [ 6246.921715] qla2xxx 0000:04:00.3: Nov 17 19:46:55 finger kernel: [ 6246.921716] QLogic Fibre Channel HBA Driver: 8.03.01-k6 Nov 17 19:46:55 finger kernel: [ 6246.921717] QLogic QLE8152 - QLogic PCI-Express Dual Channel 10GbE CNA Nov 17 19:46:55 finger kernel: [ 6246.921719] ISP8001: PCIe (5.0GT/s x4) @ 0000:04:00.3 hdma+, host#=10, fw=5.01.04 (8d4) Nov 17 19:46:58 finger kernel: [ 6249.519911] qlge 0000:04:00.0: PCI INT A -> GSI 34 (level, low) -> IRQ 34 Nov 17 19:46:58 finger kernel: [ 6249.533970] qlge 0000:04:00.0: QLogic 10 Gigabit PCI-E Ethernet Driver Nov 17 19:46:58 finger kernel: [ 6249.533975] qlge 0000:04:00.0: Driver name: qlge, Version: v1.00.00-b3. Nov 17 19:46:58 finger kernel: [ 6249.534856] qlge 0000:04:00.0: ql_display_dev_info: Function #0, Port 0, NIC Roll 0, NIC Rev = 1, XG Roll = 0, XG Rev = 1. Nov 17 19:46:58 finger kernel: [ 6249.534860] qlge 0000:04:00.0: ql_display_dev_info: MAC address 00:c0:dd:1c:53:b4 Nov 17 19:46:58 finger kernel: [ 6249.534888] qlge 0000:04:00.1: PCI INT B -> GSI 44 (level, low) -> IRQ 44 Nov 17 19:46:58 finger kernel: [ 6249.549109] qlge 0000:04:00.1: ql_display_dev_info: Function #1, Port 1, NIC Roll 0, NIC Rev = 1, XG Roll = 0, XG Rev = 1. Nov 17 19:46:58 finger kernel: [ 6249.549112] qlge 0000:04:00.1: ql_display_dev_info: MAC address 00:c0:dd:1c:53:b6 Any assistance getting a link up on this is greatly appreciated...

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  • delta-dictionary/dictionary with revision awareness in python?

    - by shabbychef
    I am looking to create a dictionary with 'roll-back' capabilities in python. The dictionary would start with a revision number of 0, and the revision would be bumped up only by explicit method call. I do not need to delete keys, only add and update key,value pairs, and then roll back. I will never need to 'roll forward', that is, when rolling the dictionary back, all the newer revisions can be discarded, and I can start re-reving up again. thus I want behaviour like: >>> rr = rev_dictionary() >>> rr.rev 0 >>> rr["a"] = 17 >>> rr[('b',23)] = 'foo' >>> rr["a"] 17 >>> rr.rev 0 >>> rr.roll_rev() >>> rr.rev 1 >>> rr["a"] 17 >>> rr["a"] = 0 >>> rr["a"] 0 >>> rr[('b',23)] 'foo' >>> rr.roll_to(0) >>> rr.rev 0 >>> rr["a"] 17 >>> rr.roll_to(1) Exception ... Just to be clear, the state associated with a revision is the state of the dictionary just prior to the roll_rev() method call. thus if I can alter the value associated with a key several times 'within' a revision, and only have the last one remembered. I would like a fairly memory-efficient implementation of this: the memory usage should be proportional to the deltas. Thus simply having a list of copies of the dictionary will not scale for my problem. One should assume the keys are in the tens of thousands, and the revisions are in the hundreds of thousands. We can assume the values are immutable, but need not be numeric. For the case where the values are e.g. integers, there is a fairly straightforward implementation (have a list of dictionaries of the numerical delta from revision to revision). I am not sure how to turn this into the general form. Maybe bootstrap the integer version and add on an array of values? all help appreciated.

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  • How is the presentation layer of a CALayer generated?

    - by KJ
    Hi, I'm having difficulties animating my custom layer property using Core Anmiation. My question is how the presentation of a CALayer is generated. Here is what I have now: @interface MyLayer : CALayer { NSMutableDictionary* customProperties; } @property (nonatomic, copy) NSMutableDictionary* customProperties; @end And when I try to animate the key path "customProperties.roll" using CABasicAnimation and addAnimation:forKey:, it seems that the customProperties variable doesn't get copied from the model layer to the presentation layer, and the customProperties of the presentation layer appears to be nil, failing to update the value for the key "roll". Is there a way to animate values in a dictionary correctly? What is the exact relationship between a model layer and a presentation layer while being animated? Thanks!

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  • How to change handedness of coordinates?

    - by 742
    How to convert from Euler's coordinates E1 = (x1, y1, z1, yaw1, pitch1, roll1) to E2 = (x2, y2, z2, yaw2, pitch2, roll2) where x, y, z are the coordinates of a point and yaw, pitch, roll the direction/orientation of a vector which origin is the point. yaw is around y, pitch around x, roll around z. They are performed in that order. Yaw 0 is normal to the plan xy (opposite to z in E1 and equal to z in E2). E1 uses a right handed space and E2 a left handed space. Both have the same origin, the same direction for y (top) and z (into the screen). They differ by x which is to the left on E1 and to the right on E2. They also differ by their direction of positive rotations. I've a custom type to hold the scalar representation and to convert from and to the equivalent WPF Matrix3d representation.

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  • Should I commit or rollback a transaction that creates a temp table, reads, then deletes it?

    - by Triynko
    To select information related to a list of hundreds of IDs... rather than make a huge select statement, I create temp table, insert the ids into it, join it with a table to select the rows matching the IDs, then delete the temp table. So this is essentially a read operation, with no permanent changes made to any persistent database tables. I do this in a transaction, to ensure the temp table is deleted when I'm finished. My question is... what happens when I commit such a transaction vs. let it roll it back? Performance-wise... does the DB engine have to do more work to roll back the transaction vs committing it? Is there even a difference since the only modifications are done to a temp table? Related question here, but doesn't answer my specific case involving temp tables: http://stackoverflow.com/questions/309834/should-i-commit-or-rollback-a-read-transaction

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  • Flex chart ItemRollOver behavior

    - by DannyC
    Hi Guys, I'm trying to prevent a default chart item roll over highlight in a Spark column chart. If you look at any of the chart examples on this page , when you roll over any of the chart series items, they turn a darkened shade of their original colour. This is what I want to prevent. So far I have had no luck with using the itemRollOverColor property, as this only allows you to set it to one specific colour for the whole chart (my app has several different coloured series on the chart at once). Also, trying to leverage the itemRollOver event (with preventDefault() etc) hasn't worked either. Does anyone have any idea what I am missing here? Thanks for reading guys

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  • Remove all problematic characters in an intelligent way in C#

    - by J. Pablo Fernández
    Is there any .Net library to remove all problematic characters of a string and only leave alphanumeric, hyphen and underscore (or similar subset) in an intelligent way? This is for using in URLs, file names, etc. I'm looking for something similar to stringex which can do the following: A simple prelude "simple English".to_url = "simple-english" "it's nothing at all".to_url = "its-nothing-at-all" "rock & roll".to_url = "rock-and-roll" Let's show off "$12 worth of Ruby power".to_url = "12-dollars-worth-of-ruby-power" "10% off if you act now".to_url = "10-percent-off-if-you-act-now" You don't even wanna trust Iconv for this next part "kick it en Français".to_url = "kick-it-en-francais" "rock it Español style".to_url = "rock-it-espanol-style" "tell your readers ??".to_url = "tell-your-readers-ni-hao"

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  • Updating only .dll of a reference in my ASP.NET Application

    - by Mike C.
    Hello, I have a deployed web application project that references my Utility.dll class library. I want to make a change to the Utlity.dll and roll only that .dll out. The problem is that when I do that, I get the following error when I try to launch my site: Could not load file or assembly 'Utility, Version=1.0.0.0, Culture=neutral, PublicKeyToken=3766481cef20a9d1' or one of its dependencies. The located assembly's manifest definition does not match the assembly reference. (Exception from HRESULT: 0x80131040) Is there a setting I can change so I don't have to roll out the entire web application project - only the Utlity.dll? Thanks!

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  • Need to open the SMS/MMS app and have an image pre-loaded into the text input in iPhone OS

    - by jmurphy
    Hello, I am trying to open the SMS/MMS app on the iPhone and have an image that is saved in the camera roll pre loaded into the text field. Is this possible? Here is the code I have tried: NSString *urlString = [NSString stringWithString:@"sms://asset/asset.JPG?id=1000000041&ext=JPG"]; NSString *escaped = [urlString stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding]; NSLog(@"URL: %@", escaped); [[UIApplication sharedApplication] openURL:[NSURL URLWithString:escaped]]; I received the URL from a return after I saved the image to the camera roll. Unfortunately this doesn't work. Any ideas? Thanks!

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  • UIImageWriteToSavedPhotosAlbum working... sometimes.

    - by MegaEduX
    Hello, UIImageWriteToSavedPhotosAlbum is only working sometimes. Sometimes it works, sometimes it doesn't, exact same function. - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingImage:(UIImage *)image editingInfo:(NSDictionary *)editingInfo { NSLog(@"Saving image to camera roll..."); UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil); NSLog(@"Done!"); } I am using a UIImagePicker controller to get the image that then calls that function. Sometimes it saves it to the camera roll, other times it simply doesn't. Anyone has any idea? Thanks in advance.

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  • XAML Setter Property to Command

    - by Kevin
    I am trying to call a command when my mouse is over a toggle button. I have the following code. <Trigger Property="IsMouseOver" Value="True"> <Setter Property="Cursor" Value="Hand"></Setter> <Setter Property="Command" Value="{Binding Path=PushPinMouse}" /> </Trigger> When I roll the mouse over, the hand shows. But when i roll the mouse over it doesn't hit my PushPinMouse method.. Why's that?

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  • Can you recommend wiki, forum, blog & cms plugins for an existing Rails app or should I go the route

    - by Nick Gorbikoff
    Hello. I have an existing Rails internal app, that handles inventory, invoicing, order taking, labeling, data imports/exports, etc, etc. Now I need to add blog, cms, forum and wiki functionality to it. It seems silly to try to roll out my own solutions when there are already some out there. So I was wondering if people could recommend based on their experience: Are there good plugins out there? (Which ones you had experience with?) Would you rather recommend to go the route of engines, and integrate RadiantCMS or similar apps? (please provide recommendations based on your integration experience) Or would you just bite the bullet and roll out your own? Thank you. P.S.: Right now the app is Rails 2.3, but it will get upgraded to Rail 3 in a year, when most gems/plugins that it depends on will be Rails 3 compatible.

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  • Code to generate random numbers in C++

    - by user1678927
    Basically I have to write a program to generate random numbers to simulate the rolling of a pair of dice. This program should be constructed in multiple files. The main function should be in one file, the other functions should be in a second source file, and their prototypes should be in a header file. First I write a short function that returns a random value between 1 and 6 to simulate the rolling of a single 6-sided die.Second, i write a function that pretends to roll a pair of dice by calling this function twice. My program starts by asking the user how many rolls should be made. Then I write a function to simulate rolling the dice this many times, keeping a count of exactly how many times the values 2,3,4,5,6,7,8,9,10,11,12(each number is the sum of a pair of dice) occur in an array. Later I write a function to display a small bar chart using these counts that ideally would look something like below for a sample of 144 rolls, where the number of asterisks printed corresponds to the count: 2 3 4 5 6 7 8 9 10 11 12 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Next, to see how well the random number generator is doing, I write a function to compute the average value rolled. Compare this to the ideal average of 7. Also, print out a small table showing the counts of each roll made by the program, the ideal count based on the frequencies above given the total number of rolls, and the difference between these values in separate columns. This is my incomplete code so far: "Compiler visual studio 2010" int rolling(){ //Function that returns a random value between 1 and 6 rand(unsigned(time(NULL))); int dice = 1 + (rand() %6); return dice; } int roll_dice(int num1,int num2){ //it calls 'rolling function' twice int result1,result2; num1 = rolling(); num2 = rolling(); result1 = num1; result2 = num2; return result1,result2; } int main(void){ int times,i,sum,n1,n2; int c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11;//counters for each sum printf("Please enter how many times you want to roll the dice.\n") scanf_s("%i",&times); I pretend to use counters to count each sum and store the number(the count) in an array. I know i need a loop (for) and some conditional statements (if) but m main problem is to get the values from roll_dice and store them in n1 and n2 so then i can sum them up and store the sum in 'sum'.

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  • Guice Problem with Tests

    - by D3orn
    Hey I wrote a LudoGame and now I like to test it with a little GuiceInjection^^ I have an Interface IDie for my die. Now for the game I only need an IDie instead of a realdie = in tests I simply give the LudoGame a MokeDie to set up the Numbers I like to roll. The IDie has only one method: roll() which returns a int. BUT the mokeDie now has another public method: sendNextNumber() (should be clear what this does^^) Now I like to @Inject a Die and if @UseMokeDie is before a Test I'll like to pass the MokeDie but I'm very new to Guice... Need some advices please! Thx for Answers

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  • More New JDeveloper/ADF Blogs - Dec 2010 Edition

    - by shay.shmeltzer
    It's only been a month since my last new bloggers update, but over this month I came across several other new blogs so here is a few more to add to your RSS reader: JDev and ADF QA Team ADF Code Corner Code Harvest JDeveloper PMs Blog Don Kleppinger Amit Seth Kishore Amir Hossein Khanof Oracle ADF Notebook Gerry O'D Muhammed Soyer Thanks for all the developers who are sharing their experience and helping advance the ADF community. As always we are trying to keep tracking these blogs for entries and you can find those on the JDeveloper tweet, facebook and blog roll.Twitter , Facebook , Blogs

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  • Rumor Mill: New Features SQL 11

    - by Mike Femenella
    For those of you that remember the old Mike Myers SNL skit, talk amongst yourselves..I’ll give you a topic: This is purely based on 1 conversation with 1 person from the mothership (Microsoft). SQL 11 is in the works and supposedly includes readable mirrors and in the version beyond that read/write mirrors. Given the name I would assume that release would be (drum roll) 2011 some time. Discuss.

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  • TechEd 2010 Day One – How I Travel

    - by BuckWoody
    Normally when I blog on the first day of a conference, well, there hasn’t been a first day yet. So I talk about the value of a conference or some other facet. And normally in my (non-conference) blogs, I show you how I have learned to be a data professional – things I’ve learned how to do over the years. But in all that time, I don’t think I’ve ever talked about a big part of my job – traveling. I’ve traveled a lot throughout the years, when I’ve taught, gone to conferences, consulted and in my current role assisting Microsoft customers with large-scale database system designs.  So I’ll share a few thoughts about what I do. Keep in mind that I travel for short durations, just a day or so, and sometimes I travel internationally. For those I prepare differently – what I’m talking about here is what I do for a multi-day, same-country trip. Hopefully you find it useful. I’ll tag a few other travelers I know to add their thoughts.  Preparing for Travel   When I’m notified of a trip, I begin researching the location. I find the flights, hotel and (if I have to) a car to use while I’m away. We have an in-house system we use to book the travel, but when I travel not-for-Microsoft I use Expedia and Kayak to find what I need.  Traveling on Sunday and Friday is the worst. I have to do it sometimes (like this week) and it’s always a bad idea. But you can blunt the impact by booking as early as you can stand it. That means I have to be up super-early, but the flights are normally on time. I stay flexible, and always have a backup plan in case the flights are delayed or canceled.  For the hotel, I tend to go on the cheaper side, and I look for older hotels that have been renovated, or quirky ones. For instance, in Boise, ID recently I stayed at a 60’s-themed (think Mad-Men) hotel that was very cool. Always I go on the less expensive side – I find the “luxury” hotels nail me for Internet, food, everything. The cheaper places include all kinds of things, and even have breakfasts, shuttles and all kinds of things that start to add up. I even call ahead to make sure there’s an iron and ironing board available, since I’ll need those when I get there.  I find any way I can not to get a car. I use mass-transit wherever possible, and try to make friends and pay their gas to take me places. In a pinch, I’ll use a taxi. It ends up being cheaper, faster, and less stressful all around.  Packing  Over the years I’ve learned never to check luggage whenever I can. To do that, I lay out everything I want to take with me on the bed, and then try and make sure I’m really going to use it. I wear a dark wool set of pants, which I can clean and wear in hot and cold climates. I bring undies and socks of course, and for most places I have to wear “dress up” shirts. I bring at least two print T-Shirts in case I want to dress down for something while I’m gone, but I only bring one set of shoes. All the  clothes are rolled as tightly as possible as I learned in the military. Then I use those to cushion the electronics I take.  For toiletries I bring a shaver, toothpaste and toothbrush, D/O and a small brush. Everything else the hotel will provide.  For entertainment, I take a small Zune, a full PC-Headset (so I can make IP calls on the road) and my laptop. I don’t take books or anything else – everything is electronic. I use E-books (downloaded from our Library), Audio-Books (on the Zune) and I also bring along a Kaossilator (more here) to play music in the hotel room or even on the plane without being heard.  If I can, I pack into one roll-on bag. There’s not a lot better than this one, but I also have a Bag I was given as a prize for something or other here at Microsoft. Either way, I like something with less pockets and more big, open compartments. Everything gets rolled up and packed in, with all of the wires and charges in small bags my wife made for me. The laptop (and anything I don’t want gate-checked) goes on top or in an outside pouch so I can grab it quickly if I have to gate-check the bag. As much as I can, I try to go in one bag. When I can’t (like this week) I use this bag since it can expand, roll up, crush and even be put away later. It’s super-heavy canvas and worth the price. This allows me to not check a bag.  Journey Logistics The day of the trip, I have everything ready since I’m getting up early. I pack a few small snacks inside a plastic large-mouth water bottle, which protects the snacks and lets me get water in the terminal. I bring along those little powdered drink mixes to add to the water.  At the airport, I make a beeline for the power-outlets. I charge up my laptop and phone, and download all my e-mails so I can work on them off-line in the air. I don’t travel as often as I used to – just every month or so now, so I don’t have a membership to an airline club. If I travel much more, I’ll invest in one again – they are WELL worth the money, for the wifi, food and quiet if for nothing else.  I print out my logistics on paper and put that in my pocket – flight numbers, hotel addresses and phones for everything. That way if I have to make a change, I don’t have to boot up anything or even have power to be able to roll with the punches if things change.  Working While Away  While I’m away I realize I’m going to be swamped with things at the conference or with my clients. So I turn on Out-Of-Office notifications to let people know I won’t be as responsive, and I keep my Outlook calendar up to date so my co-workers know what I’m up to. I even update it with hotel and phone info in case they really need to reach me. I share my calendar with my wife so my family knows what I’m doing as well.  I check my e-mail during breaks, but I only respond to them in the evening or early morning at the hotel. I tweet during conferences. The point is to be as present as possible during the event or when I’m at the clients. Both deserve it.  So those are my initial thoughts. I’ll tag Brent Ozar, Brad McGeHee and Paul Randal, and they can tag whomever they wish. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Friday Fun: Snow Crusher

    - by Asian Angel
    It has probably been a long week whether you have already returned to work or are finishing up the last of your vacation time. If you are in need of some stress relief, then we have we the perfect game for you. This week you get to be totally fiendish and use a monster size snowball to destroy as many cars as possible at the local snow lodge. Snow Crusher The object of the game is simple…create as large of a monster snowball as you can and then send it down over the side of the mountain to destroy the cars at the snow lodge. You can choose from three different sizes of monster snowballs to create. We chose the “Snowflake Size” for our reign of destruction. Once you have chosen a monster snowball size, all that is left to do is select the control method that works best for you. As soon as you select the control method, your monster snowball creation will automatically begin. Keep in mind that the faster your snowball goes the harder it can become to steer if you make sudden movements… At the top you can watch your progress towards the drop-off point and the green boxes highlighted at the bottom indicate how large of an item (such as trees or boulders) your snowball can roll over and add to the total mass. Snowball speed is shown in the lower right corner. Time to roll! As soon as the first green box is lit up you can start adding small trees to your snowball’s mass. You will want to avoid larger items as you go because they will penalize your score, slow you down, and reduce the size of your snowball! Halfway to the drop-off point and our snowball is now able to grab up larger trees. If you have not hit any large items along the way, your snowball will definitely be moving along at a good rate by now. When you reach the end of the mass building area, your snowball will pop out into the open and get ready to drop off over the side of the mountain. Go snowball go! Yes! Thirteen cars crushed and ready for the scrap yard… If the “Snowflake Size” snowball can do this, just think what the “Avalanche Size” can do with three minutes of time to build up mass! Have fun with those monster snowballs! Play Snow Crusher Latest Features How-To Geek ETC The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Classic Super Mario Brothers Theme for Chrome and Iron Experimental Firefox Builds Put Tabs on the Title Bar (Available for Download) Android Trojan Found in the Wild Chaos, Panic, and Disorder Wallpaper Enjoy Christmas Beyond the Holiday with Christmas Eve Crisis Parrotfish Extends the Number of Services Accessible in Twitter Previews

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  • Implementing the Security Development Lifecycle (SDL) at a Large Insurance Company

    Find out how Cigital, an SDL Pro Network member, assisted a large insurance company adopt the Microsoft SDL. The case study describes both the business drivers leading up to the company's recognizing the need for incorporating the SDL within their development process as well as the initial roll out of the SDL....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Customized Database Listener Names Now Supported for EBS

    - by sreelatha.mahendra(at)oracle.com
    The database listener name can now be configured using AutoConfig with newly introduced context variable s_db_listener. Prior to this certification it was not possible to use AutoConfig generated listener.ora files for managing listeners from SRVCTL when there were multiple RAC instances on the same server.To use this feature E-Business Suite customers need to apply the following patch:11.5.10CU2 - Roll Up Patch 9535311 (RUP-U) or higher12.0.x - R12.TXK.A.delta.7 or higher 12.1.x - R12.TXK.B.delta 3 or higher

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  • Have You Heard About Project Lucy?

    - by KKline
    Lucy, You Got Some 'Splainin to Do!' Quest Software's latest community initiative, Windows Azure-based Project Lucy, has debuted! Project Lucy is part infrastructure analytics, part social media experiment, and part performance data warehouse. The best things about Project Lucy include: It’s Free - just like our SQLServerPedia website, Project Lucy is free to anyone who wants to upload a trace file It’s 1oo% web-based - you don’t have to download or maintain anything and updates roll out seamlessly,...(read more)

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  • Dependency Checker/ Installer With Java/Ant

    - by jsn
    I need some kind of software to easily roll out code on new servers. I use Apache Ant for builds. However, say I want to set-up a new server fast and my Java program depends on GhostScript, if there any software that can automatically check the computer for it (and then maybe the PATH) and add it if is not there? I have already looked at Maven and Apache Ivy, however, I think these are only for .jar files (from what I saw). Thanks for any help.

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  • Mix metrics for June 14, 2010

    - by tim.bonnemann
    We've been busy working on a few improvements to Mix which we plan to roll out over the coming weeks. In the meantime, here are our latest community metrics once again: Registered Mix users (weekly growth) 64,769 (+0.9%) Active users (percent of total) Last 30 days: 4,682 (7.2%) Last 60 days: 8,251 (12.7%) Last 90 days: 11,936 (18.4%) Traffic (30-day) Visits: 13,674 Page views: 77,808 Twitter Followers: 3,451 List mentions: 205 User-generated content (30-day) New ideas: 29 New questions: 38 New comments: 167 Groups There are currently 1,440 Mix groups (requires login).

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