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  • Is it possible to run my Windows Form application in Windows CE platform?

    - by Fakhrul
    I am new in Windows CE development and never done it yet. Need some advise from the expert in here. In our current project, we are developing a client-server application. The client side is using a windows form application that are base on Windows XP OS while the server is a web base application. This question are related to the client application (Windows Form). This application are using Sql Server Express Edition for data storage. The data is stored in XML object format. It also can transfer a data from client to server via web service. It also interact with hardware such as Magnetic Stripe Reader, Contactless Smart Card Reader, and a thermal printer. Most of the communication between hardware device and systems are base on Serial Port. It is use standard app.config for the configuration and is a multi threaded application. There is a new requirement to use a Handheld device which is use a Windows CE platform. This handheld included the required equipment such as Contactless Smart Card Reader, Printer and Magnetic Stripe Reader. Instead of developing a new client application, is it possible to me to convert my current application that are base on Windows XP to Windows CE? If yes, how can I do that? If no, is it any other brilliant suggestion to do this? Thanks in advance. Software Engineer

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  • Compile and optimize for different target architectures

    - by Peter Smit
    Summary: I want to take advantage of compiler optimizations and processor instruction sets, but still have a portable application (running on different processors). Normally I could indeed compile 5 times and let the user choose the right one to run. My question is: how can I can automate this, so that the processor is detected at runtime and the right executable is executed without the user having to chose it? I have an application with a lot of low level math calculations. These calculations will typically run for a long time. I would like to take advantage of as much optimization as possible, preferably also of (not always supported) instruction sets. On the other hand I would like my application to be portable and easy to use (so I would not like to compile 5 different versions and let the user choose). Is there a possibility to compile 5 different versions of my code and run dynamically the most optimized version that's possible at execution time? With 5 different versions I mean with different instruction sets and different optimizations for processors. I don't care about the size of the application. At this moment I'm using gcc on Linux (my code is in C++), but I'm also interested in this for the Intel compiler and for the MinGW compiler for compilation to Windows. The executable doesn't have to be able to run on different OS'es, but ideally there would be something possible with automatically selecting 32 bit and 64 bit as well. Edit: Please give clear pointers how to do it, preferably with small code examples or links to explanations. From my point of view I need a super generic solution, which is applicable on any random C++ project I have later. Edit I assigned the bounty to ShuggyCoUk, he had a great number of pointers to look out for. I would have liked to split it between multiple answers but that is not possible. I'm not having this implemented yet, so the question is still 'open'! Please, still add and/or improve answers, even though there is no bounty to be given anymore. Thanks everybody!

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  • getting a tiled image collection on the iPad (deepzoom)

    - by Chris B
    I have a set of tiled image collections created via microsoft's deep zoom composer, and a silverlight app that currently consumes them for display via MultiScaleImage - it's all working pretty well - I'd just like to get some experience with iPad programming and have a couple of ideas for some ipad applications. All my ideas rely on me being able to display/manipulate these tiled image sets (on the iPad). I just picked up a iMac to facilitate this. I'm not seeing any objective-c / cocoa-touch libraries for this though, so am assuming I will have to roll my own. (Saw the seadragon ajax component, which is pretty slick, but I'm dealing with collections here, which it doesn't support. I would also like to roll this as a native app just to get the experience). The only open source project I found for displaying/manipulating the tiled image sets was Openzoom -a flash component. I'm not to familiar with actionscript either (python, java, c#, and c are the only languages I have really used), but briefly inspecting the code I didn't really have any issues with it and can probably use it for hints on how to swap the tiles in and out, etc.. But, as I'm pretty new to obj-c/cocoa-touch, some pointers in the right direction would be appreciated. 1) Are there any other projects out there I am missing, or is openzoom my best bet for some reference? 2) Should I be trying to do this display in the UIKit framework, or should I do it as an OpenGL display? 3) Any other suggestions/pointers that I didn't think to ask.

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  • Pointer Implementation Details in C

    - by Will Bickford
    I would like to know architectures which violate the assumptions I've listed below. Also I would like to know if any of the assumptions are false for all architectures (i.e. if any of them are just completely wrong). sizeof(int *) == sizeof(char *) == sizeof(void *) == sizeof(func_ptr *) The in-memory representation of all pointers for a given architecture is the same regardless of the data type pointed to. The in-memory representation of a pointer is the same as an integer of the same bit length as the architecture. Multiplication and division of pointer data types are only forbidden by the compiler. NOTE: Yes I know this is nonsensical. What I mean is - is there hardware support to forbid this incorrect usage? All pointer values can be casted to a single integer. In other words, what architectures still make use of segments and offsets? Incrementing a pointer is equivalent to adding sizeof(the pointed data type) to the memory address stored by the pointer. If p is an int32* then p+1 is equal to the memory address 4 bytes after p. I'm most used to pointers being used in a contiguous, virtual memory space. For that usage, I can generally get by thinking of them as addresses on a number line. See (http://stackoverflow.com/questions/1350471/pointer-comparison/1350488#1350488).

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  • Smarty multiple random numbers list

    - by Heinrich
    Hey Stackoverflow-Folks, is there any smart way to post random numbers (e.g. 1-4) in a list by using the smarty tpl-engine? standart list sorted 1-5: <ul> <li>1</li> <li>2</li> <li>3</li> <li>4</li> <li>5</li> </ul> Here's my solution (PHP): <ul> {foreach from=randomNumbers} <li>{smarty.randomNumbers}</li> {/foreach} </ul> modified list sorted 1-5 (random): <ul> <li>3</li> <li>2</li> <li>5</li> <li>1</li> <li>4</li> </ul> I've really tested nearly everything, but I do only need a smart & small solution for this :-) Kind Regards, Heinrich

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  • Design for a Debate club assignment application

    - by Amir Rachum
    Hi all, For my university's debate club, I was asked to create an application to assign debate sessions and I'm having some difficulties as to come up with a good design for it. I will do it in Java. Here's what's needed: What you need to know about BP debates: There are four teams of 2 debaters each and a judge. The four groups are assigned a specific position: gov1, gov2, op1, op2. There is no significance to the order within a team. The goal of the application is to get as input the debaters who are present (for example, if there are 20 people, we will hold 2 debates) and assign them to teams and roles with regards to the history of each debater so that: Each debater should debate with (be on the same team) as many people as possible. Each debater should uniformly debate in different positions. The debate should be fair - debaters have different levels of experience and this should be as even as possible - i.e., there shouldn't be a team of two very experienced debaters and a team of junior debaters. There should be an option for the user to restrict the assignment in various ways, such as: Specifying that two people should debate together, in a specific position or not. Specifying that a single debater should be in a specific position, regardless of the partner. etc... If anyone can try to give me some pointers for a design for this application, I'll be so thankful! Also, I've never implemented a GUI before, so I'd appreciate some pointers on that as well, but it's not the major issue right now.

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  • C++ interpreter conceptual problem

    - by Jan Wilkins
    I've built an interpreter in C++ for a language created by me. One main problem in the design was that I had two different types in the language: number and string. So I have to pass around a struct like: class myInterpreterValue { myInterpreterType type; int intValue; string strValue; } Objects of this class are passed around million times a second during e.g.: a countdown loop in my language. Profiling pointed out: 85% of the performance is eaten by the allocation function of the string template. This is pretty clear to me: My interpreter has bad design and doesn't use pointers enough. Yet, I don't have an option: I can't use pointers in most cases as I just have to make copies. How to do something against this? Is a class like this a better idea? vector<string> strTable; vector<int> intTable; class myInterpreterValue { myInterpreterType type; int locationInTable; } So the class only knows what type it represents and the position in the table This however again has disadvantages: I'd have to add temporary values to the string/int vector table and then remove them again, this would eat a lot of performance again. Help, how do interpreters of languages like Python or Ruby do that? They somehow need a struct that represents a value in the language like something that can either be int or string.

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  • Immutable classes in C++

    - by ereOn
    Hi, In one of my projects, I have some classes that represent entities that cannot change once created, aka. immutable classes. Example : A class RSAKey that represent a RSA key which only has const methods. There is no point changing the existing instance: if you need another one, you just create one. My objects sometimes are heavy and I enforced the use of smart pointers to avoid copy. So far, I have the following pattern for my classes: class RSAKey : public boost::noncopyable, public boost::enable_shared_from_this<RSAKey> { public: /** * \brief Some factory. * \param member A member value. * \return An instance. */ static boost::shared_ptr<const RSAKey> createFromMember(int member); /** * \brief Get a member. * \return The member. */ int getMember() const; private: /** * \brief Constructor. * \param member A member. */ RSAKey(int member); /** * \brief Member. */ const int m_member; }; So you can only get a pointer (well, a smart pointer) to a const RSAKey. To me, it makes sense, because having a non-const reference to the instance is useless (it only has const methods). Do you guys see any issue regarding this pattern ? Are immutable classes something common in C++ or did I just created a monster ? Thank you for your advices !

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  • C++ destructos causing crash's

    - by larsonator
    ok, so i got a some what intricate program that simulates the uni systems of students, units, and students enrolling in units. Students are stored in a binary search tree, Units are stored in a standard list. Student has a list of Unit Pointers, to store which units he/she is enrolled in Unit has a list of Student pointers, to store students which are enrolled in that unit. The unit collections (storing units in a list) as made as a static variable where the main function is, as is the Binary search tree of students. when its finaly time to close the program, i call the destructors of each. but at some stage, during the destructors on the unit side, Unhandled exception at 0x002e4200 in ClassAllocation.exe: 0xC0000005: Access violation reading location 0x00000000. UnitCollection destructor: UnitCol::~UnitCol() { list<Unit>::iterator itr; for(itr = UnitCollection.begin(); itr != UnitCollection.end();) { UnitCollection.pop_front(); itr = UnitCollection.begin(); } } Unit Destructor Unit::~Unit() { } now i got the same sorta problem on the student side of things BST destructors void StudentCol::Destructor(const BTreeNode * r) { if(r!= 0) { Destructor(r->getLChild()); Destructor(r->getRChild()); delete r; } } StudentCol::~StudentCol() { Destructor(root); } Student Destructor Student::~Student() { } so yeah any help would be greatly appreciated

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  • Why i am getting NullPointerException for this btree method??

    - by user306540
    hi, i am writing code for btree algorithms. i am getting NullPointerException . why???? please somebody help me...! public void insertNonFull(BPlusNode root,BPlusNode parent,String key) { int i=0; BPlusNode child=new BPlusNode(); BPlusNode node=parent; while(true) { i=node.numKeys-1; if(node.leaf) { while(i>=0 && key.compareTo(node.keys[i])<0) { node.keys[i+1]=node.keys[i]; i--; } node.keys[i+1]=key; node.numKeys=node.numKeys+1; } else { while(i>=0 && key.compareTo(node.keys[i])<0) { i--; } } i++; child=node.pointers[i]; if(child!=null && child.numKeys==7) { splitChild(root,node,i,child); if(key.compareTo(node.keys[i])>0) { i++; } } node=node.pointers[i]; } }

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  • Getting started with open source

    - by lola
    Hi all, I'm an undergraduate who has decided that he wants to join the open source community and contribute. However, I have come to think that, once you have chosen an open source project, a lot of time is spent in learning the nitty gritties of that project in addition to stuff like subversion,etc which a typical undergraduate isn't exposed to. So, you have to stick with that project for a long time, say a year or two, before moving on to other projects. In this case, choosing the right(for you) initial project is very important since if you choose one,and say, the development in your field of interest(in that project) is a low priority and not exciting enough, you'll lose interest and stop contributing to open source all together. So what I wanted to know was, since there are thousands of open source projects, is all this being documented somewhere with tags,etc so that a beginner can choose his projects. The GSoc 2010 ideas list is a great starting point, but it only covers a handful. Hence, I thought why not ask this at stackoverflow: if you have any pointers as to where to start, when choosing a FOSS project or any other tips related to starting with FOSS. P.S. I'm interested in projects involving mobile ad hoc networks(those using TinyOS, preferably), so pointers related to these will be great. I'm looking through Freifunk and OLPC as of now, needed more ideas.

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  • NES Programming - Nametables?

    - by Jeffrey Kern
    Hello everyone, I'm wondering about how the NES displays its graphical muscle. I've researched stuff online and read through it, but I'm wondering about one last thing: Nametables. Basically, from what I've read, each 8x8 block in a NES nametable points to a location in the pattern table, which holds graphic memory. In addition, the nametable also has an attribute table which sets a certain color palette for each 16x16 block. They're linked up together like this: (assuming 16 8x8 blocks) Nametable, with A B C D = pointers to sprite data: ABBB CDCC DDDD DDDD Attribute table, with 1 2 3 = pointers to color palette data, with < referencing value to the left, ^ above, and ' to the left and above: 1<2< ^'^' 3<3< ^'^' So, in the example above, the blocks would be colored as so 1A 1B 2B 2B 1C 1D 2C 2C 3D 3D 3D 3D 3D 3D 3D 3D Now, if I have this on a fixed screen - it works great! Because the NES resolution is 256x240 pixels. Now, how do these tables get adjusted for scrolling? Because Nametable 0 can scroll into Nametable 1, and if you keep scrolling Nametable 0 will wrap around again. That I get. But what I don't get is how to scroll the attribute table wraps around as well. From what I've read online, the 16x16 blocks it assigns attributes for will cause color distortions on the edge tiles of the screen (as seen when you scroll left to right and vice-versa in SMB3). The concern I have is that I understand how to scroll the nametables, but how do you scroll the attribute table? For intsance, if I have a green block on the left side of the screen, moving the screen to right should in theory cause the tiles to the right to be green as well until they move more into frame, to which they'll revert to their normal colors.

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  • Rewriting a for loop in pure NumPy to decrease execution time

    - by Statto
    I recently asked about trying to optimise a Python loop for a scientific application, and received an excellent, smart way of recoding it within NumPy which reduced execution time by a factor of around 100 for me! However, calculation of the B value is actually nested within a few other loops, because it is evaluated at a regular grid of positions. Is there a similarly smart NumPy rewrite to shave time off this procedure? I suspect the performance gain for this part would be less marked, and the disadvantages would presumably be that it would not be possible to report back to the user on the progress of the calculation, that the results could not be written to the output file until the end of the calculation, and possibly that doing this in one enormous step would have memory implications? Is it possible to circumvent any of these? import numpy as np import time def reshape_vector(v): b = np.empty((3,1)) for i in range(3): b[i][0] = v[i] return b def unit_vectors(r): return r / np.sqrt((r*r).sum(0)) def calculate_dipole(mu, r_i, mom_i): relative = mu - r_i r_unit = unit_vectors(relative) A = 1e-7 num = A*(3*np.sum(mom_i*r_unit, 0)*r_unit - mom_i) den = np.sqrt(np.sum(relative*relative, 0))**3 B = np.sum(num/den, 1) return B N = 20000 # number of dipoles r_i = np.random.random((3,N)) # positions of dipoles mom_i = np.random.random((3,N)) # moments of dipoles a = np.random.random((3,3)) # three basis vectors for this crystal n = [10,10,10] # points at which to evaluate sum gamma_mu = 135.5 # a constant t_start = time.clock() for i in range(n[0]): r_frac_x = np.float(i)/np.float(n[0]) r_test_x = r_frac_x * a[0] for j in range(n[1]): r_frac_y = np.float(j)/np.float(n[1]) r_test_y = r_frac_y * a[1] for k in range(n[2]): r_frac_z = np.float(k)/np.float(n[2]) r_test = r_test_x +r_test_y + r_frac_z * a[2] r_test_fast = reshape_vector(r_test) B = calculate_dipole(r_test_fast, r_i, mom_i) omega = gamma_mu*np.sqrt(np.dot(B,B)) # write r_test, B and omega to a file frac_done = np.float(i+1)/(n[0]+1) t_elapsed = (time.clock()-t_start) t_remain = (1-frac_done)*t_elapsed/frac_done print frac_done*100,'% done in',t_elapsed/60.,'minutes...approximately',t_remain/60.,'minutes remaining'

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  • Coding Practices which enable the compiler/optimizer to make a faster program.

    - by EvilTeach
    Many years ago, C compilers were not particularly smart. As a workaround K&R invented the register keyword, to hint to the compiler, that maybe it would be a good idea to keep this variable in an internal register. They also made the tertiary operator to help generate better code. As time passed, the compilers matured. They became very smart in that their flow analysis allowing them to make better decisions about what values to hold in registers than you could possibly do. The register keyword became unimportant. FORTRAN can be faster than C for some sorts of operations, due to alias issues. In theory with careful coding, one can get around this restriction to enable the optimizer to generate faster code. What coding practices are available that may enable the compiler/optimizer to generate faster code? Identifying the platform and compiler you use, would be appreciated. Why does the technique seem to work? Sample code is encouraged. Here is a related question [Edit] This question is not about the overall process to profile, and optimize. Assume that the program has been written correctly, compiled with full optimization, tested and put into production. There may be constructs in your code that prohibit the optimizer from doing the best job that it can. What can you do to refactor that will remove these prohibitions, and allow the optimizer to generate even faster code? [Edit] Offset related link

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  • C++ destructors causing crash's

    - by larsonator
    ok, so i got a some what intricate program that simulates the uni systems of students, units, and students enrolling in units. Students are stored in a binary search tree, Units are stored in a standard list. Student has a list of Unit Pointers, to store which units he/she is enrolled in Unit has a list of Student pointers, to store students which are enrolled in that unit. The unit collections (storing units in a list) as made as a static variable where the main function is, as is the Binary search tree of students. when its finaly time to close the program, i call the destructors of each. but at some stage, during the destructors on the unit side, Unhandled exception at 0x002e4200 in ClassAllocation.exe: 0xC0000005: Access violation reading location 0x00000000. UnitCollection destructor: UnitCol::~UnitCol() { list<Unit>::iterator itr; for(itr = UnitCollection.begin(); itr != UnitCollection.end();) { UnitCollection.pop_front(); itr = UnitCollection.begin(); } } Unit Destructor Unit::~Unit() { } now i got the same sorta problem on the student side of things BST destructors void StudentCol::Destructor(const BTreeNode * r) { if(r!= 0) { Destructor(r->getLChild()); Destructor(r->getRChild()); delete r; } } StudentCol::~StudentCol() { Destructor(root); } Student Destructor Student::~Student() { } so yeah any help would be greatly appreciated

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  • forcing stack w/i 32bit when -m64 -mcmodel=small

    - by chaosless
    have C sources that must compile in 32bit and 64bit for multiple platforms. structure that takes the address of a buffer - need to fit address in a 32bit value. obviously where possible these structures will use natural sized void * or char * pointers. however for some parts an api specifies the size of these pointers as 32bit. on x86_64 linux with -m64 -mcmodel=small tboth static data and malloc()'d data fit within the 2Gb range. data on the stack, however, still starts in high memory. so given a small utility _to_32() such as: int _to_32( long l ) { int i = l & 0xffffffff; assert( i == l ); return i; } then: char *cp = malloc( 100 ); int a = _to_32( cp ); will work reliably, as would: static char buff[ 100 ]; int a = _to_32( buff ); but: char buff[ 100 ]; int a = _to_32( buff ); will fail the assert(). anyone have a solution for this without writing custom linker scripts? or any ideas how to arrange the linker section for stack data, would appear it is being put in this section in the linker script: .lbss : { *(.dynlbss) *(.lbss .lbss.* .gnu.linkonce.lb.*) *(LARGE_COMMON) } thanks!

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  • C#. How to pass message from unsafe callback to managed code?

    - by maxima120
    Is there a simple example of how to pass messages from unsafe callback to managed code? I have a proprietary dll which receives some messages packed in structs and all is coming to a callback function. The example of usage is as follows but it calls unsafe code too. I want to pass the messages into my application which is all managed code. *P.S. I have no experience in interop or unsafe code. I used to develop in C++ 8 yrs ago but remember very little from that nightmarish times :) P.P.S. The application is loaded as hell, the original devs claim it processes 2mil messages per sec.. I need a most efficient solution.* static unsafe int OnCoreCallback(IntPtr pSys, IntPtr pMsg) { // Alias structure pointers to the pointers passed in. CoreSystem* pCoreSys = (CoreSystem*)pSys; CoreMessage* pCoreMsg = (CoreMessage*)pMsg; // message handler function. if (pCoreMsg->MessageType == Core.MSG_STATUS) OnCoreStatus(pCoreSys, pCoreMsg); // Continue running return (int)Core.CALLBACKRETURN_CONTINUE; } Thank you.

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  • C callback functions defined in an unnamed namespace?

    - by Johannes Schaub - litb
    Hi all. I have a C++ project that uses a C bison parser. The C parser uses a struct of function pointers to call functions that create proper AST nodes when productions are reduced by bison: typedef void Node; struct Actions { Node *(*newIntLit)(int val); Node *(*newAsgnExpr)(Node *left, Node *right); /* ... */ }; Now, in the C++ part of the project, i fill those pointers class AstNode { /* ... */ }; class IntLit : public AstNode { /* ... */ }; extern "C" { Node *newIntLit(int val) { return (Node*)new IntLit(val); } /* ... */ } Actions createActions() { Actions a; a.newIntLit = &newIntLit; /* ... */ return a; } Now the only reason i put them within extern "C" is because i want them to have C calling conventions. But optimally, i would like their names still be mangled. They are never called by-name from C code, so name mangling isn't an issue. Having them mangled will avoid name conflicts, since some actions are called like error, and the C++ callback function has ugly names like the following just to avoid name clashes with other modules. extern "C" { void uglyNameError(char const *str) { /* ... */ } /* ... */ } a.error = &uglyNameError; I wondered whether it could be possible by merely giving the function type C linkage extern "C" void fty(char const *str); namespace { fty error; /* Declared! But i can i define it with that type!? */ } Any ideas? I'm looking for Standard-C++ solutions.

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  • Dealing with array of IntPtr

    - by Padu Merloti
    I think I'm close and I bet the solution is something stupid. I have a C++ native DLL where I define the following function: DllExport bool __stdcall Open(const char* filePath, int *numFrames, void** data); { //creates the list of arrays here... don't worry, lifetime is managed somewhere else //foreach item of the list: { BYTE* pByte = GetArray(i); //here's where my problem lives *(data + i * sizeofarray) = pByte; } *numFrames = total number of items in the list return true; } Basically, given a file path, this function creates a list of byte arrays (BYTE*) and should return a list of pointers via the data param. Each pointing to a different byte array. I want to pass an array of IntPtr from C# and be able to marshal each individual array in order. Here's the code I'm using: [DllImport("mydll.dll",EntryPoint = "Open")] private static extern bool MyOpen( string filePath, out int numFrames, out IntPtr[] ptr); internal static bool Open( string filePath, out int numFrames, out Bitmap[] images) { var ptrList = new IntPtr[512]; MyOpen(filePath, out numFrames, out ptrList); images = new Bitmap[numFrames]; var len = 100; //for sake of simplicity for (int i=0; i<numFrames;i++) { var buffer = new byte[len]; Marshal.Copy(ptrList[i], buffer, 0, len); images[i] = CreateBitmapFromBuffer(buffer, height, width); } return true; } Problem is in my C++ code. When I assign *(data + i * sizeofarray) = pByte; it corrupts the array of pointers... what am I doing wrong?

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  • unable to use html form post in php

    - by kossibox
    Hello i have an html form and i'm posting data but i'm unable to get the posted data on a php page (same page) can you please help me. thanks in advance <div class="left"> <form name="form_signin" method="post" onsubmit="return signinValid();" > <table> <tr> <td> Email : </td> <td> <input type="text" id="email" length ="40"> </td> </tr> <tr> <td> Mot de Passe : </td> <td> <input type="password" id ="pass" length ="40"> </td> </tr> <tr> <td> &nbsp; </td> <td> <input type="submit" value="Connexion" length ="40"> </td> </tr> </table> </form> <?php include 'includes.php'; include DB_CONNECT_FILE; //session_start(); print_r($_POST); // prints an empty array even if fields are filled $smart->assign('tpl_file',TEMPLATES_DIR.'signin.html'); $smart->display(TEMPLATES_DIR."with_right.html"); include DB_DISCONNECT_FILE; ?>

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  • How are two-dimensional arrays formatted in memory?

    - by Chris Cooper
    In C, I know I can dynamically allocate a two-dimensional array on the heap using the following code: int** someNumbers = malloc(arrayRows*sizeof(int*)); for (i = 0; i < arrayRows; i++) { someNumbers[i] = malloc(arrayColumns*sizeof(int)); } Clearly, this actually creates a one-dimensional array of pointers to a bunch of separate one-dimensional arrays of integers, and "The System" can figure you what I mean when I ask for: someNumbers[4][2]; But when I statically declare a 2D array, as in the following line...: int someNumbers[ARRAY_ROWS][ARRAY_COLUMNS]; ...does a similar structure get created on the stack, or is it of another form completely? (i.e. is it a 1D array of pointers? If not, what is it, and how do references to it get figured out?) Also, when I said, "The System," what is actually responsible for figuring that out? The kernel? Or does the C compiler sort it out while compiling?

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  • Automating Excel 2010 using F#

    - by Clive Norman
    I have been searching for a FAQ to tell me how to open a Excel Workbook/Worksheet and also how to Save the File once I have finished. I notice that in most FAQ and all the books I have purchased on F# one is show how to create a new Workbook/Worksheet but is never shown how to either open or Save it. Being a newbie to F# I would very much appreciate it if anyone could kindly provide me with either an answer or perhaps a few pointers? Update As for why F# and not C# or VB? I am pleased to say that inspite of being a newbie (with the exception of Forth, VBA & Excel 2003, 2007 & 2010 and Visual Basic) I can do this in both VB, VBA & C# and since I've been retired on medical grounds, with plenty of time unfortunately on my hands, I like to continually set myself challenges to keep my little grey cells active and being a sucker for trying new languages....well! F# is now an intergral part of Visual Studio 2010 so I thought - why not. Consider this - if we are not willing to use or at least try a new languages - I would always be wonder if I might have prefer it to VBA, VB, C# ..... and if you look at it from another point of view, if no one is going to use it - why create it in the first place? I suppose you can say if cave men hadn't experimented and made fire by rubbing two sticks together - where would we be now and would matches have been invented? Although an complete answer would be good, I prefer a few pointers, to keep my challenge going. And lastly but not least - thank you for taking the trouble to respond!

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  • C++ Memory Leak, Can't find where

    - by Nicholas
    I'm using Visual Studio 2008, Developing an OpenGL window. I've created several classes for creating a skeleton, one for joints, one for skin, one for a Body(which is a holder for several joints and skin) and one for reading a skel/skin file. Within each of my classes, I'm using pointers for most of my data, most of which are declared using = new int[XX]. I have a destructor for each Class that deletes the pointers, using delete[XX]. Within my GLUT display function I have it declaring a body, opening the files and drawing them, then deleting the body at the end of the display. But there's still a memory leak somewhere in the program. As Time goes on, it's memory usage just keep increasing, at a consistent rate, which I'm interpreting as something that's not getting deleted. I'm not sure if it's something in the glut display function that's just not deleting the Body class, or something else. I've followed the steps for memory leak detection in Visual Studio 2008 and it doesn't report any leak, but I'm not 100% sure if it's working right for me. I'm not fluent in C++, so there maybe something I'm overlooking, can anyone see it?

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  • in c# ,one array of class and two connected instance of it why ?

    - by Al0NE
    Hi I wrote the code below : 1. MyClass[] origArr=new MyClass[3]; 2. MyClass[] arr1; 3. // filled the array with objects and did some work on it . 4. dgv_1.DataSource=origArr; 5. 6. // Here is the problem : 7. arr1=origArr; 8. // do some work on arr1 ... 9. dgv_2.DataSource=arr1; For some reason the data in 'origArr' changed when data in 'arr1' change ... I thought that maybe this happened because 'origArr' and 'arr1' are pointers referring to the same object so I changed line '7' to : 7. origArr.CopyTo(arr1,0); but it didn't work ... what can i do to make the pointers referring to different objects?

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  • Any utility to test expand C/C++ #define macros?

    - by Randy
    It seems I often spend way too much time trying to get a #define macro to do exactly what i want. I'll post my current delemia below and any help is appreciated. But really the bigger question is whether there is any utility someone could reccomend, to quickly display what a macro is actually doing? It seems like even the slow trial and error process would go much faster if I could see what is wrong. Currently, I'm dynamically loading a long list of functions from a DLL I made. The way I've set things up, the function pointers have the same nanes as the exported functions, and the typedef(s) used to prototyp them have the same names, but with a prepended underscor. So I want to use a define to simplfy assignments of a long long list of function pointers. For example, In the code statement below, 'hexdump' is the name of a typdef'd function point, and is also the name of the function, while _hexdump is the name of the typedef. If GetProcAddress() fails, a failure counter in incremented. if (!(hexdump = (_hexdump)GetProcAddress(h, "hexdump"))) --iFail; So lets say I'd like to rplace each line like the above with a macro, like this... GETADDR_FOR(hexdump ) Well this is the best I've come up with so far. It doesn't work (my // comment is just to prevent text formatting in the message)... // #define GETADDR_FOR(a) if (!(a = (#_#a)GetProcAddress(h, "/""#a"/""))) --iFail; And again, while I'd APPRECIATE an insight into what silly mistake I've made, it would make my day to have a utility that would show me the error of my ways, by simply plugging in my macro

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