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  • Can we view objects in the JVM memory?

    - by Sebastien Lorber
    Hey, At work we found that on some instances (particulary the slow ones) we have a different behaviour, acquired at the reboot. We guess a cache is not initialized correctly, or maybe a concurrency problem... Anyway it's not reproductible in any other env than production. We actually don't have loggers to activate... it's an old component... Thus i'd like to know if there are tools that can help us to see the different objets present in the JVM memory in order to check the content of the cache... Thank you!

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  • Casting array of pointers to objects

    - by ritmbo
    If B is subclass of A. And I have in main(): B** b = new B*[10]; ... some algorithm that do b[i] = new B(..); ... So I have an array of pointers to objets B. Then I have a function: void f(A** foo); If in main, I do: f(b); I get a warning, but obviously if I do: f((A**)b);, i dont. The (A**) its a bit nasty. I was wondering if there's a more elegant way in C++ that at least do type checking as dynamic_cast.

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  • Initializing objects on the fly

    - by pocoa
    I have a vector called players and a class called Player. And what I'm trying to do is to write: players.push_back(Player(name, Weapon(bullets))); So I want to be able to create players in a loop. But I see an error message says "no matching function for call Player::Player..." Then I've changed that to: Weapon w(bullets); Player p(name, w); players.push_back(p); Here is my Player definition: class Player { public: Player(string &name, Weapon &weapon); private string name; Weapon weapon; } I'm just trying to learn what is the difference between these definitions. And is this the right way to pass an object to an object constructor. Note: These are not my actual class definitions. I'm just trying to learn something about object oriented programming in C++ with coding it. I mean I know that Weapon should be initialized in Player :)

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  • Returning objects from another thread?

    - by Mark
    Trying to follow the hints laid out here, but she doesn't mention how to handle it when your collection needs to return a value, like so: private delegate TValue DequeueHandler(); public virtual TValue Dequeue() { if (dispatcher.CheckAccess()) { --count; var pair = dict.First(); var queue = pair.Value; var val = queue.Dequeue(); if (queue.Count == 0) dict.Remove(pair.Key); OnCollectionChanged(new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Remove, val)); return val; } else { dispatcher.BeginInvoke(new DequeueHandler(Dequeue)); } } This obviously won't work, because dispatcher.BeginInvoke doesn't return anything. What am I supposed to do? Or maybe I could replace dequeue with two functions, Peek and Pop, where Peek doesn't really need to be on the UI thread because it doesn't modify anything, right? As a side question, these methods don't need to be "locked" either, do they? If they're all forced to run in the UI thread, then there shouldn't be any concurrency issues, right?

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  • Debugging over-released objects, problem with NSZombie

    - by hyn
    I have a reproduceable EXC_BAD_ACCESS during NSAutoreleasePool -drain, which seems to indicate that I am over-releasing an object. So I enable NSZombie, but then the program does not crash any more. Nor do I get any info logged to the console. If I turn NSZombie off, the crash comes back. What is the meaning of this? I thought NSZombies were used to tackle exactly this kind of problem. If NSZombie won't help, is there another way to interrogate this over-released object? Also the crash is not reproduceable on Simulator, which is why I can't use Instruments with NSZombie.

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  • Getting random objects from an array, and if the objects are the same, get a new object.

    - by XcodeDev
    Hi, I have made a jokes application, where the user generates a joke and the joke will display in a UILabel. However I am trying to randomise the jokes show, but I do not want to show the same joke twice. Please could you tell me how I could do this. I am using the code below to try and do that, but it seems that it is not working. - (IBAction)generateNewJoke { if (i < [jokeArray count]) { i++; [userDefaults setInteger:[userDefaults integerForKey:kNewIndex] forKey:kOldIndex]; int oldnumber = [userDefaults integerForKey:kOldIndex]; int newnumber = [userDefaults integerForKey:kNewIndex]; [answerLabel setText:@""]; [userDefaults setInteger:i forKey:kNewIndex]; if (oldnumber == newnumber) { NSLog(@"they are the same"); [userDefaults setInteger:arc4random()%[jokeArray count] forKey:kNewIndex]; } [jokeLabel setText:[jokeArray objectAtIndex:[userDefaults integerForKey:kNewIndex]]]; } }

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  • Dynamic loading of shared objects using dlopen()

    - by Andy
    Hi, I'm working on a plain X11 app. By default, my app only requires libX11.so and the standard gcc C and math libs. My app has also support for extensions like Xfixes and Xrender and the ALSA sound system. But this feature shall be made optional, i.e. if Xfixes/Xrender/ALSA is installed on the host system, my app will offer extended functionality. If Xfixes or Xrender or ALSA is not there, my app will still run but some functionality will not be available. To achieve this behaviour, I'm not linking dynamically against -lXfixes, -lXrender and -lasound. Instead, I'm opening these libraries manually using dlopen(). By doing it this way, I can be sure that my app won't fail in case one of these optional components is not present. Now to my question: What library names should I use when calling dlopen()? I've seen that these differ from distro to distro. For example, on openSUSE 11, they're named the following: libXfixes.so libXrender.so libasound.so On Ubuntu, however, the names have a version number attached, like this: libXfixes.so.3 libXrender.so.1 libasound.so.2 So trying to open "libXfixes.so" would fail on Ubuntu, although the lib is obviously there. It just has a version number attached. So how should my app handle this? Should I let my app scan /usr/lib/ first manually to see which libs we have and then choose an appropriate one? Or does anyone have a better idea? Thanks guys, Andy

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  • Visual C++ overrides/mock objects for unit testing?

    - by Mark
    When I'm running unit tests, I want to be able to "stub out" or create a mock object, but I'm running into DLL Hell. For example: There are two DLL libraries built: A.dll and B.dll -- Classes in A.dll have calls to classes in B.dll so when A.dll was built, the link line was using B.lib for the defintions. My test driver (Foo.exe) is testing classes in A.dll, so it links against A.lib. However, I want to "stub out" some of the calls A.dll makes to B.dll with simple versions (return basic value, no DB look up, etc). I can't build an Override.dll that just overrides the needed methods (not entire classes) and replace B.dll because Foo.exe will A) complain that B.dll is missing if I just remove it and put Override.dll in it's place or B) if I rename Override.dll to B.dll, Foo.exe complains that there are unresolved symbols because Override.dll is not a complete implementation of B.dll. Is there a way to do this? Is there a way to statically link Foo.exe with A.lib, B.lib and Override.lib such that it will work without having to completely rebuild A.lib and B.lib to remove the __delcspec(dllexport)? Is there another option?

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  • Initialisation of Objects Syntax question

    - by Brock Woolf
    When I initialise a struct in C (Node is the struct): struct Node { /* Non-Relevant code */ }; This works: Node *rootNode = new Node(); but so does this: Node *rootNode = new Node; Is there a difference, and what is the difference between using () or not using the brackets? Just off memory, I think the same applies above for C++ object initialisations. What is happening here?

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  • Objects do not retain the frame that I give then when using CGAffineTransforms with Core Animation

    - by user170030
    Hi, I'm making a game where when a card is touched, it grows so that it is focused, and when you 'let go', it goes back to its original size and place. This seems pretty standard, however, when I add cards and move the hand around to accommodate different numbers of cards, touching the card makes it go to its original place, and not to the new place. This has been stumping me for a while now Any hints would be much appreciated. Thanks !

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  • Designing small comparable objects

    - by Thomas Ahle
    Intro Consider you have a list of key/value pairs: (0,a) (1,b) (2,c) You have a function, that inserts a new value between two current pairs, and you need to give it a key that keeps the order: (0,a) (0.5,z) (1,b) (2,c) Here the new key was chosen as the average between the average of keys of the bounding pairs. The problem is, that you list may have milions of inserts. If these inserts are all put close to each other, you may end up with keys such to 2^(-1000000), which are not easily storagable in any standard nor special number class. The problem How can you design a system for generating keys that: Gives the correct result (larger/smaller than) when compared to all the rest of the keys. Takes up only O(logn) memory (where n is the number of items in the list). My tries First I tried different number classes. Like fractions and even polynomium, but I could always find examples where the key size would grow linear with the number of inserts. Then I thought about saving pointers to a number of other keys, and saving the lower/greater than relationship, but that would always require at least O(sqrt) memory and time for comparison. Extra info: Ideally the algorithm shouldn't break when pairs are deleted from the list.

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  • nHibernate query by example with multiple associated objects

    - by BurnWithLife
    I'm trying to use nhibernate's query by example to build dynamic queries. I'm stuck on how to code for an example object with multiple associations. Here's an example from NHibernate in Action. Its a User object with Items. Example exampleUser = Example.Create(u).IgnoreCase().EnableLike(MatchMode.Anywhere); Example exampleItem = Example.Create(i).IgnoreCase().EnableLike(MatchMode.Anywhere); return GetSession().CreateCriteria(typeof(User)) .Add( exampleUser ) .CreateCriteria("Items") .Add( exampleItem ) .List<User>(); If the User object has let's say a Category object as a property, how could I add that in to the above example? If i put another CreateCriteria at the end it refers to the Items, not the User.

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  • Android: Send arbitrary objects within Activities?

    - by Sebastian
    I have read some question here but I didn't find a solution. I have read about Parcelable, Intents, and sharing specific data within Activities from the android dev docs (both dev guide and reference). Here's the scenario: I have one ListActivity that fills in an object parsing an xml file, it shows a list of values, and when clicked I want to return the object that represents the item clicked to the activity that has called it, for then, call another activity with this object. I read on how to implement Parcelable but seems not being the way. Implementing Parcelable receives a Parcel for the constructor and then reads the values from it (or at least that was what I understood). This makes no sense for me and I can't see how to implement basing on that issue. I build the object parsing the xml file, not having a Parcel. I appreciate some clarifications on this, regards.

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  • Java: Finding objects in collections.

    - by Jake
    This problem occurs over and over. I have some complicated object, such as a Cat, which has many properties, such as age, favorite cat food, and so forth. A bunch of Cats are stored in a Java Collection, and I need to find all the Cats that are aged 3, or those whose favorite cat food is Whiskas. Surely, I can write a custom method that finds those Cats with a specific property, but this gets cumbersome with many properties; is there some generic way of doing this?

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  • How to check null objects in jQuery

    - by Prashant
    I am using jQuery, I want to check existence of an element in my page. I have done following code, but its not working? if ($("#btext" + i) != null){ //alert($("#btext" + i).text()); $("#btext" + i).text("Branch " + i); } Please tell me what will be the right code? Thanks

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  • Passing objects by reference or not in C#

    - by Piku
    Suppose I have a class like this: public class ThingManager { List<SomeClass> ItemList; public void AddToList (SomeClass Item) { ItemList.Add(Item); } public void ProcessListItems() { // go through list one item at a time, get item from list, // modify item according to class' purpose } } Assume "SomeClass" is a fairly large class containing methods and members that are quite complex (List<s and arrays, for example) and that there may be a large quantity of them, so not copying vast amounts of data around the program is important. Should the "AddToList" method have "ref" in it or not? And why? It's like trying to learn pointers in C all over again ;-) (which is probably why I am getting confused, I'm trying to relate these to pointers. In C it'd be "SomeClass *Item" and a list of "SomeClass *" variables)

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  • SQLAlchemy introspection of ORM classes/objects

    - by Adam Batkin
    I am looking for a way to introspect SQLAlchemy ORM classes/entities to determine the types and other constraints (like maximum lengths) of an entity's properties. For example, if I have a declarative class: class User(Base): __tablename__ = "USER_TABLE" id = sa.Column(sa.types.Integer, primary_key=True) fullname = sa.Column(sa.types.String(100)) username = sa.Column(sa.types.String(20), nullable=False) password = sa.Column(sa.types.String(20), nullable=False) created_timestamp = sa.Column(sa.types.DateTime, nullable=False) I would want to be able to find out that the 'fullname' field should be a String with a maximum length of 100, and is nullable. And the 'created_timestamp' field is a DateTime and is not nullable.

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  • Displaying a list of objects with Views - Drupal

    - by RadiantHex
    Hi folks, I'll briefly explain what I'm trying to do: I need to sort a set of content-types within a paginated page. Also I need to add filtering to the page, for example each content-type should have a set of tags and the filter needs to filter through these tags. This is a basic mockup of what this page consists of: I'm finding it quite hard figuring out the best way to do it, and if this can be done. Help would be very much appreciated!!

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  • Algorithm for dragging objects on a fixed grid

    - by FlyingStreudel
    Hello, I am working on a program for the mapping and playing of the popular tabletop game D&D :D Right now I am working on getting the basic functionality like dragging UI elements around, snapping to the grid and checking for collisions. Right now every object when released from the mouse immediately snaps to the nearest grid point. This causes an issue when something like a player object snaps to a grid point that has a wall -or other- adjacent. So essentially when the player is dropped they wind up with some of the wall covering them. This is fine and working as intended, however the problem is that now my collision detection is tripped whenever you try to move this player because its sitting underneath a wall and because of this you cant drag the player anymore. Here is the relevant code: void UIObj_MouseMove(object sender, MouseEventArgs e) { blocked = false; if (dragging) { foreach (UIElement o in ((Floor)Parent).Children) { if (o.GetType() != GetType() && o.GetType().BaseType == typeof(UIObj) && Math.Sqrt(Math.Pow(((UIObj)o).cX - cX, 2) + Math.Pow(((UIObj)o).cY - cY, 2)) < Math.Max(r.Height + ((UIObj)o).r.Height, r.Width + ((UIObj)o).r.Width)) { double Y = e.GetPosition((Floor)Parent).Y; double X = e.GetPosition((Floor)Parent).X; Geometry newRect = new RectangleGeometry(new Rect(Margin.Left + (X - prevX), Margin.Top + (Y - prevY), Margin.Right + (X - prevX), Margin.Bottom + (Y - prevY))); GeometryHitTestParameters ghtp = new GeometryHitTestParameters(newRect); VisualTreeHelper.HitTest(o, null, new HitTestResultCallback(MyHitTestResultCallback), ghtp); } } if (!blocked) { Margin = new Thickness(Margin.Left + (e.GetPosition((Floor)Parent).X - prevX), Margin.Top + (e.GetPosition((Floor)Parent).Y - prevY), Margin.Right + (e.GetPosition((Floor)Parent).X - prevX), Margin.Bottom + (e.GetPosition((Floor)Parent).Y - prevY)); InvalidateVisual(); } prevX = e.GetPosition((Floor)Parent).X; prevY = e.GetPosition((Floor)Parent).Y; cX = Margin.Left + r.Width / 2; cY = Margin.Top + r.Height / 2; } } internal virtual void SnapToGrid() { double xPos = Margin.Left; double yPos = Margin.Top; double xMarg = xPos % ((Floor)Parent).cellDim; double yMarg = yPos % ((Floor)Parent).cellDim; if (xMarg < ((Floor)Parent).cellDim / 2) { if (yMarg < ((Floor)Parent).cellDim / 2) { Margin = new Thickness(xPos - xMarg, yPos - yMarg, xPos - xMarg + r.Width, yPos - yMarg + r.Height); } else { Margin = new Thickness(xPos - xMarg, yPos - yMarg + ((Floor)Parent).cellDim, xPos - xMarg + r.Width, yPos - yMarg + ((Floor)Parent).cellDim + r.Height); } } else { if (yMarg < ((Floor)Parent).cellDim / 2) { Margin = new Thickness(xPos - xMarg + ((Floor)Parent).cellDim, yPos - yMarg, xPos - xMarg + ((Floor)Parent).cellDim + r.Width, yPos - yMarg + r.Height); } else { Margin = new Thickness(xPos - xMarg + ((Floor)Parent).cellDim, yPos - yMarg + ((Floor)Parent).cellDim, xPos - xMarg + ((Floor)Parent).cellDim + r.Width, yPos - yMarg + ((Floor)Parent).cellDim + r.Height); } } } Essentially I am looking for a simple way to modify the existing code to allow the movement of a UI element that has another one sitting on top of it. Thanks!

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  • about c# OBJECTS and the Possibilties it has.

    - by user527825
    As a novice programmer and i always wonder about c# capabilities.i know it is still early to judge that but all i want to know is can c# do complex stuffs or something outside windows OS. 1- I think c# is a proprietary language (i don't know if i said that right) meaning you can't do it outside visual studio or windows. 2-also you cant create your own controller(called object right?) like you are forced to use these available in toolbox and their properties and methods. 3-can c# be used with openGL API or DirectX API . 4-Finally it always bothers me when i think i start doing things in visual studio, i know it sounds arrogant to say but sometimes i feel that i don't like to be forced to use something even if its helpful, like i feel (do i have the right to feel?) that i want to do all things by myself? don't laugh i just feel that this will give me a better understanding. 5- is visual c# is like using MaxScript inside 3ds max in that c# is exclusive to do windows and forms and components that are windows related and maxscript is only for 3d editing and manipulation for various things in the software. If it is too difficult for a beginner i hope you don't answer the fourth question as i don't have enough motivation and i want to keep the little i have. thank you for your time. Note: 1-sorry for my English, i am self taught and never used the language with native speakers so expect so errors. 2-i have a lot of questions regarding many things, what is the daily ratio you think for asking (number of questions) that would not bother the admins of the site and the members here. thank you for your time.

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  • Opinions on collision detection objects with a moving scene

    - by Evan Teran
    So my question is simple, and I guess it boils down to how anal you want to be about collision detection. To keep things simple, lets assume we're talking about 2D sprites defined by a bounding box. In addition, let's assume that my sprite object has a function to detect collisions like this: S.collidesWith(other); Finally the scene is moving and "walls" in the scene can move, an object may not touch a wall. So a simple implementation might look like this (psuedo code): moveWalls(); moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } The problem with this is that if the sprite and wall move towards each other, depending on the circumstances (such as diagonal moment). They may pass though each other (unlikely but could happen). So I may do this instead. moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } This takes care of the passing through each other issue, but another rare issue comes up. If they are adjacent to each other (literally the next pixel) and both the wall and the sprite are moving left, then I will get an invalid collision since the wall moves, checks for collision (hit) then the sprite is moved. Which seems unfair. In addition, to that, the redundant collision detection feels very inefficient. I could give the player movement priority alleviating the first issue but it is still checking twice. moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } Am I simply over thinking this issue, should this just be chalked up to "it'll happen rare enough that no one will care"? Certainly looking at old sprite based games, I often find situations where the collision detection has subtle flaws, but I figure by now we can do better :-P. What are people's thoughts?

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  • ASP.NET MVC 2.0 Copy ViewModel to Business Objects

    - by azamsharp
    I am using ASP.NET MVC 2.0 and I want to transfer my ViewModel properties to business object. I can do this manually or use AutoMapper or use new method available in ASP.NET MVC 2.0. My question is that does anyone know the name of the new method which allows to copy the properties from one object to another?

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  • memory usage by objects in common lisp

    - by Farzad Bekran
    Is there a way to find out how much memory is used by an instance of a class or basic data types in general? I have a toy webframework in cl that creates and manages web pages with instances of classes that represent the html tags and their properties, and as they are supposed to make an html page, they have children in a slot called children. so I was thinking how much a user's session will cost the server if I take this approach. Thanks.

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