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  • SwingWorker exceptions lost even when using wrapper classes

    - by Ti Strga
    I've been struggling with the usability problem of SwingWorker eating any exceptions thrown in the background task, for example, described on this SO thread. That thread gives a nice description of the problem, but doesn't discuss recovering the original exception. The applet I've been handed needs to propagate the exception upwards. But I haven't been able to even catch it. I'm using the SimpleSwingWorker wrapper class from this blog entry specifically to try and address this issue. It's a fairly small class but I'll repost it at the end here just for reference. The calling code looks broadly like try { // lots of code here to prepare data, finishing with SpecialDataHelper helper = new SpecialDataHelper(...stuff...); helper.execute(); } catch (Throwable e) { // used "Throwable" here in desperation to try and get // anything at all to match, including unchecked exceptions // // no luck, this code is never ever used :-( } The wrappers: class SpecialDataHelper extends SimpleSwingWorker { public SpecialDataHelper (SpecialData sd) { this.stuff = etc etc etc; } public Void doInBackground() throws Exception { OurCodeThatThrowsACheckedException(this.stuff); return null; } protected void done() { // called only when successful // never reached if there's an error } } The feature of SimpleSwingWorker is that the actual SwingWorker's done()/get() methods are automatically called. This, in theory, rethrows any exceptions that happened in the background. In practice, nothing is ever caught, and I don't even know why. The SimpleSwingWorker class, for reference, and with nothing elided for brevity: import java.util.concurrent.ExecutionException; import javax.swing.SwingWorker; /** * A drop-in replacement for SwingWorker<Void,Void> but will not silently * swallow exceptions during background execution. * * Taken from http://jonathangiles.net/blog/?p=341 with thanks. */ public abstract class SimpleSwingWorker { private final SwingWorker<Void,Void> worker = new SwingWorker<Void,Void>() { @Override protected Void doInBackground() throws Exception { SimpleSwingWorker.this.doInBackground(); return null; } @Override protected void done() { // Exceptions are lost unless get() is called on the // originating thread. We do so here. try { get(); } catch (final InterruptedException ex) { throw new RuntimeException(ex); } catch (final ExecutionException ex) { throw new RuntimeException(ex.getCause()); } SimpleSwingWorker.this.done(); } }; public SimpleSwingWorker() {} protected abstract Void doInBackground() throws Exception; protected abstract void done(); public void execute() { worker.execute(); } }

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  • Stop running this script, IE7 using PHP

    - by Jomel Dicen
    I incorporate javascript in my PHP program: Try to check my codes. It loops depend on the number of records in database. for instance: $counter = 0; foreach($row_value as $data): echo $this->javascript($counter, $data->exrate, $data->tab); endforeach; private function javascript($counter=NULL, $exrate=NULL, $tab=NULL){ $js = " <script type='text/javascript'> $(function () { var textBox0 = $('input:text[id$=quantity{$counter}]').keyup(foo); var textBox1 = $('input:text[id$=mc{$counter}]').keyup(foo); var textBox2 = $('input:text[id$=lc{$counter}]').keyup(foo); function foo() { var value0 = textBox0.val(); var value1 = textBox1.val(); var value2 = textBox2.val(); var sum = add(value1, value2) * (value0 * {$exrate}); $('input:text[id$=result{$counter}]').val(parseFloat(sum).toFixed(2)); // Compute Total Quantity var qtotal = 0; $('.quantity{$tab}').each(function() { qtotal += Number($(this).val()); }); $('#tquantity{$tab}').text(qtotal); // Compute MC UNIT var mctotal = 0; $('.mc{$tab}').each(function() { mctotal += Number($(this).val()); }); $('#tmc{$tab}').text(mctotal); // Compute LC UNIT var lctotal = 0; $('.lc{$tab}').each(function() { lctotal += Number($(this).val()); }); $('#tlc{$tab}').text(lctotal); // Compute Result var result = 0; $('.result{$tab}').each(function() { result += Number($(this).val()); }); $('#tresult{$tab}').text(result); } function add() { var sum = 0; for (var i = 0, j = arguments.length; i < j; i++) { if (IsNumeric(arguments[i])) { sum += parseFloat(arguments[i]); } } return sum; } function IsNumeric(input) { return (input - 0) == input && input.length > 0; } }); </script> "; return $js; } When I running this on IE this message is always annoying me " Stop running this script? A script on this page is causing your web browser to run slowly. If it continues to run, your computer might become unresponsive." but in firefox it's functioning well.

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  • How to set Minimum and Maximum Character limitation to EditText in Android?

    - by nishitpatel
    I am new to android here i have very silly problem i want to set my Edit text box minimum and maximum input value. Here I am creating one Simple validation for Edit text it only take A-Z and 0-9 value with minimum 5 and Maximum 8 character. I set the Maximum and other validation as follow. <EditText android:id="@+id/edittextKode_Listing" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_marginRight="5dp" android:layout_marginLeft="5dp" android:layout_alignTop="@+id/textKode_listing" android:layout_toRightOf="@+id/textKode_listing" android:maxLength="8" android:inputType="textCapCharacters" android:digits="0,1,2,3,4,5,6,7,8,9,ABCDEFGHIJKLMNOPQRSTVUWXYZ" /> but not able to set Minimum requirement. My Edit text is in alert dialog and i also apply the following code to solve this problem ` private void openInboxDialog() { LayoutInflater inflater = this.getLayoutInflater(); // declare dialog view final View dialogView = inflater.inflate(R.layout.kirim_layout, null); final EditText edittextKode = (EditText) dialogView.findViewById(R.id.edittextKode_Listing); final EditText edittextalamat = (EditText) dialogView.findViewById(R.id.edittextAlamat); edittextKode.setOnFocusChangeListener(new OnFocusChangeListener() { @Override public void onFocusChange(View v, boolean hasFocus) { // TODO Auto-generated method stub if(edittextKode.getText().toString().length() > 0){ if(edittextKode.getText().toString().length() < 5) { edittextKode.setError("Error"); Toast.makeText(GPSActivity.this, "Kode listing value not be less than 5", Toast.LENGTH_SHORT).show(); edittextKode.requestFocus(); } } } }); final AlertDialog.Builder builder = new AlertDialog.Builder(GPSActivity.this); builder.setTitle("Kirim").setView(dialogView) .setNeutralButton("OK", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub gpsCoordinates = (TextView) findViewById(R.id.text_GPS_Coordinates); kode = edittextKode.getText().toString(); alamat = edittextalamat.getText().toString(); catatan = edittextcatatan.getText().toString(); pengirim = edittextPengirim.getText().toString(); if (kode.length() > 0 && alamat.length() > 0 && catatan.length() > 0 && pengirim.length() > 0) { message = "Kode listing : " + kode + "\nAlamat : " + alamat + " \nCatatan : " + catatan + " \n Pengirim : " + pengirim + "\nKoordinat GPS : " + gpsCoordinates.getText().toString(); sendByGmail(); } else { Toast.makeText( getApplicationContext(), "Please fill all three fields to send mail", Toast.LENGTH_LONG).show(); } } }); builder.create(); builder.show(); }` in this alert dialog i have two edittext i want to apply my validation on first edittext i called the setOnFocusChangeListener to check its minimum length on focus change and if length is less than 5 request for focus but it still type in second edittext. please help me out.

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  • ASP.Net MVC - Models and User Controls

    - by cdotlister
    Hi guys, I have a View with a Master Page. The user control makes use of a Model: <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<BudgieMoneySite.Models.SiteUserLoginModel>" %> This user control is shown on all screens (Part of the Master Page). If the user is logged in, it shows a certain text, and if the user isn't logged in, it offers a login box. That is working OK. Now, I am adding my first functional screen. So I created a new view... and, well, i generated the basic view code for me when I selected the controller method, and said 'Create View'. My Controller has this code: public ActionResult Transactions() { List<AccountTransactionDetails> trans = GetTransactions(); return View(trans); } private List<AccountTransactionDetails> GetTransactions() { List<AccountTransactionDto> trans = Services.TransactionServices.GetTransactions(); List<AccountTransactionDetails> reply = new List<AccountTransactionDetails>(); foreach(var t in trans) { AccountTransactionDetails a = new AccountTransactionDetails(); foreach (var line in a.Transactions) { AccountTransactionLine l = new AccountTransactionLine(); l.Amount = line.Amount; l.SubCategory = line.SubCategory; l.SubCategoryId = line.SubCategoryId; a.Transactions.Add(l); } reply.Add(a); } return reply; } So, my view was generated with this: <%@ Page Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<System.Collections.Generic.List<BudgieMoneySite.Models.AccountTransactionDetails>>" %> Found <%=Model.Count() % Transactions. All I want to show for now is the number of records I will be displaying. When I run it, I get an error: "The model item passed into the dictionary is of type 'System.Collections.Generic.List`1[BudgieMoneySite.Models.AccountTransactionDetails]', but this dictionary requires a model item of type 'BudgieMoneySite.Models.SiteUserLoginModel'." It looks like the user control is being rendered first, and as the Model from the controller is my List<, it's breaking! What am I doing wrong?

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  • Dictionary w/ null key?

    - by Ralph
    Firstly, why doesn't Dictionary<TKey, TValue> support a single null key? Secondly, is there an existing dictionary-like collection that does? I want to store an "empty" or "missing" or "default" System.Type, thought null would work well for this. More specifically, I've written this class: class Switch { private Dictionary<Type, Action<object>> _dict; public Switch(params KeyValuePair<Type, Action<object>>[] cases) { _dict = new Dictionary<Type, Action<object>>(cases.Length); foreach (var entry in cases) _dict.Add(entry.Key, entry.Value); } public void Execute(object obj) { var type = obj.GetType(); if (_dict.ContainsKey(type)) _dict[type](obj); } public static void Execute(object obj, params KeyValuePair<Type, Action<object>>[] cases) { var type = obj.GetType(); foreach (var entry in cases) { if (entry.Key == null || type.IsAssignableFrom(entry.Key)) { entry.Value(obj); break; } } } public static KeyValuePair<Type, Action<object>> Case<T>(Action action) { return new KeyValuePair<Type, Action<object>>(typeof(T), x => action()); } public static KeyValuePair<Type, Action<object>> Case<T>(Action<T> action) { return new KeyValuePair<Type, Action<object>>(typeof(T), x => action((T)x)); } public static KeyValuePair<Type, Action<object>> Default(Action action) { return new KeyValuePair<Type, Action<object>>(null, x => action()); } } For switching on types. There are two ways to use it: Statically. Just call Switch.Execute(yourObject, Switch.Case<YourType>(x => x.Action())) Precompiled. Create a switch, and then use it later with switchInstance.Execute(yourObject) Works great except when you try to add a default case to the "precompiled" version (null argument exception).

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  • ActionScript 2: Event doesn't fire?

    - by Pascal Schuster
    So I have a soundHandler class that's supposed to play sounds and then point back to a function on the timeline when the sound has completed playing. But somehow, only one of the sounds plays when I try it out. EDIT: After that sound plays, nothing happens, even though I have EventHandlers set up that are supposed to do something. Here's the code: import mx.events.EventDispatcher; class soundHandler { private var dispatchEvent:Function; public var addEventListener:Function; public var removeEventListener:Function; var soundToPlay; var soundpath:String; var soundtype:String; var prefix:String; var mcname:String; public function soundHandler(soundpath:String, prefix:String, soundtype:String, mcname:String) { EventDispatcher.initialize(this); _root.createEmptyMovieClip(mcname, 1); this.soundpath = soundpath; this.soundtype = soundtype; this.prefix = prefix; this.mcname = mcname; } function playSound(file, callbackfunc) { _root.soundToPlay = new Sound(_root.mcname); _global.soundCallbackfunc = callbackfunc; _root.soundToPlay.onLoad = function(success:Boolean) { if (success) { _root.soundToPlay.start(); } }; _root.soundToPlay.onSoundComplete = function():Void { trace("Sound Complete: "+this.soundtype+this.prefix+this.file+".mp3"); trace(arguments.caller); dispatchEvent({type:_global.soundCallbackfunc}); trace(this.toString()); trace(this.callbackfunction); }; _root.soundToPlay.loadSound("../sound/"+soundpath+"/"+soundtype+prefix+file+".mp3", true); _root.soundToPlay.stop(); } } Here's the code from the .fla file: var playSounds:soundHandler = new soundHandler("signup", "su", "s", "mcs1"); var file = "000"; playSounds.addEventListener("sixtyseconds", this); playSounds.addEventListener("transition", this); function sixtyseconds() { trace("I am being called! Sixtyseconds"); var phase = 1; var file = random(6); if (file == 0) { file = 1; } if (file<10) { file = "0"+file; } file = phase+file; playSounds.playSound(file, "transition"); } function transition() { trace("this works"); } playSounds.playSound(file, "sixtyseconds"); I'm at a total loss for this one. Have been wasting hours to figure it out already. Any help will be deeply appreciated.

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  • Converting a C++ Checksum function to Java

    - by user1897599
    I'm trying to convert this C++ checksum to Java but for the time being I've failed. What am I doing wrong? What is it supposed to do? It is supposed to return a positive checksum for a buffer in OpenGL Here's the C part. DWORD QuickChecksum(DWORD *data, int size){ if(!data) { return 0x0; } DWORD sum; DWORD tmp; sum = *data; for(int i = 1; i < (size/4); i++) { tmp = data[i]; tmp = (DWORD)(sum >> 29) + tmp; tmp = (DWORD)(sum >> 17) + tmp; sum = (DWORD)(sum << 3) ^ tmp; } return sum; } And here is what I have tried in Java. As far As I know DWORD is 32bit so I use int in a long to get a unsigned int which should be done in java with ? I've been looking at this problem so much now that I've grown blind to it. public static long getChecksum(byte[] data, int size) { long sum, tmp; sum = getInt(new byte[]{data[0], data[1], data[2], data[3]},true) & 0xFF; for(int I = 4; I < data.length; I += 4) { tmp = getInt(new byte[]{data[I],data[I+1],data[I+2],data[I+3]},true) & 0xFF; tmp = (sum >>> 29) + tmp; tmp = (sum >>> 17) + tmp; sum = (sum << 3) ^ tmp; } return sum & 0xFF; } private static int getInt(byte[] bytes, boolean big) { ByteBuffer bb = ByteBuffer.wrap(bytes); return bb.getInt(); } Thank you all for your help!

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  • C++: Why does gcc prefer non-const over const when accessing operator[]?

    - by JonasW
    This question might be more appropriately asked regarding C++ in general, but as I am using gcc on linux that's the context. Consider the following program: #include <iostream> #include <map> #include <string> using namespace std; template <typename TKey, typename TValue> class Dictionary{ public: map<TKey, TValue> internal; TValue & operator[](TKey const & key) { cout << "operator[] with key " << key << " called " << endl; return internal[key]; } TValue const & operator[](TKey const & key) const { cout << "operator[] const with key " << key << " called " << endl; return internal.at(key); } }; int main(int argc, char* argv[]) { Dictionary<string, string> dict; dict["1"] = "one"; cout << "first one: " << dict["1"] << endl; return 0; } When executing the program, the output is: operator[] with key 1 called operator[] with key 1 called first one: one What I would like is to have the compiler choose the operator[]const method instead in the second call. The reason is that without having used dict["1"] before, the call to operator[] causes the internal map to create the data that does not exist, even if the only thing I wanted was to do some debugging output, which of course is a fatal application error. The behaviour I am looking for would be something like the C# index operator which has a get and a set operation and where you could throw an exception if the getter tries to access something that doesn't exist: class MyDictionary<TKey, TVal> { private Dictionary<TKey, TVal> dict = new Dictionary<TKey, TVal>(); public TVal this[TKey idx] { get { if(!dict.ContainsKey(idx)) throw KeyNotFoundException("..."); return dict[idx]; } set { dict[idx] = value; } } } Thus, I wonder why the gcc prefers the non-const call over the const call when non-const access is not required.

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  • C++ constructor problem, values not being set

    - by 2Real
    Hi, I'm new to C++ and I'm trying to figure out this problem I'm having with my constructor for one of my classes. What happens is... all my variables are initialized properly except two (health and type). #pragma once #include <irrlicht.h> #include <vector> #include <cassert> using namespace irr; using namespace core; using namespace scene; enum { PLAYER = 0, NPC = 1, SOLDIER = 2, CHAINGUNNER = 3 }; class Model { public: Model(void); Model(int id, std::vector<ISceneNode*> modelVec, int modType); ~Model(void); std::vector<int> path; std::vector<ISceneNode*> model; int endNode; int type; int animate; int health; u32 lastAnimation; private: int mId; }; #include "Model.h" Model::Model(void) { //assert(false); } Model::Model(int id, std::vector<ISceneNode*> modelVec, int modType) { path = std::vector<int>(); model = modelVec; endNode = 0; type = modType; animate = 0; health = 100; lastAnimation = 0; mId = id; } Model::~Model(void) {} I create a model with Model soldier(id, model, SOLDIER) Everything is set properly except type and health. I've tried many different things, but I cannot figure out my problem. I'm not sure but the default constructor is being called. It doesn't make sense because I make no called to that constructor. Thanks,

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  • h:selectOneMenu not populating a 'selected' item

    - by dann.dev
    I'm having trouble with an h:selectOneMenu not having a selected item when there is already something set on the backing bean. I am using seam and have specified a customer converter. When working on my 'creation' page, everything works fine, something from the menu can be selected, and when the page is submitted, the correct value is assigned and persisted to the database as well. However when I work on my 'edit' page the menu's default selection is not the current selection. i have gone through and confirmed that something is definitely set etc. My selectOneMenu looks like this: <h:selectOneMenu id="selVariable" value="#{customer.variableLookup}" converter="#{variableLookupConverter}"> <s:selectItems var="source" value="#{customerReferenceHelper.variableLookups()}" label="#{source.name}" /> </h:selectOneMenu> And the converter is below. It very simple and just turns the id from string to int and back etc: @Name( "sourceOfWealthLookupConverter" ) public class SourceOfWealthLookupConverter implements Serializable, Converter { @In private CustomerReferenceHelper customerReferenceHelper; @Override public Object getAsObject( FacesContext arg0, UIComponent arg1, String arg2 ) { VariableLookup variable= null; try { if ( "org.jboss.seam.ui.NoSelectionConverter.noSelectionValue".equals( arg2 ) ) { return null; } CustomerReferenceHelper customerReferenceHelper = ( CustomerReferenceHelper ) Contexts.getApplicationContext().get( "customerReferenceHelper" ); Integer id = Integer.parseInt( arg2 ); source = customerReferenceHelper.getVariable( id ); } catch ( NumberFormatException e ) { log.error( e, e ); } return variable; } @Override public String getAsString( FacesContext arg0, UIComponent arg1, Object arg2 ) { String result = null; VariableLookup variable= ( VariableLookup ) arg2; Integer id = variable.getId(); result = String.valueOf( id ); return result; } } I've seen a few things about it possibly being the equals() method on the class, (that doesn't add up with everything else working, but I overrode it anyway as below, where the hashcode is just the id (id is a unique identifier for each item). Equals method: @Override public boolean equals( Object other ) { if ( other == null ) { return false; } if ( this == other ) { return true; } if ( !( other instanceof VariableLookup ) ) { return false; } VariableLookup otherVariable = ( VariableLookup ) other; if ( this.hashCode() == otherVariable.hashCode() ) { return true; } return false; } I'm at my wits end with this, I can't find what I could have missed?! Any help would be much appreciated

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  • How do I access the enumerated item with an indexer and assign array string to it for display?

    - by g00p3k
    EDITED: Updated 3/23/09. See rest of post at bottom. I'm still having trouble with the indexer. Anymore help or examples would really help me out. Write a class, MyCourses, that contains an enumeration of all the courses that you are currently taking. This enum should be nested inside of your class MyCourses. Your class should also have an array field that provides a short description (as a String) of each of your courses. Write an indexer that takes one of your enumerated courses as an index and returns the String description of the course. Write a class MyFriends that contains an indexer that provides access to the names of your friends. namespace IT274_Unit4Project { public class MyCourses { // enumeration that contains an enumeration of all the courses that // student is currently enrolled in public enum CourseName {IT274= 0,CS210 = 1} // array field that provides short description for each of classes, // returns string description of the course private String[] courseDescription = {"Intermediate C#: Teaches intermediate elements of C# programming and software design", "Career Development Strategies: Teaches principles for career progression, resume preparation, and overall self anaylsis"}; // indexer that takes one of the enumerated courses as an index // and returns the String description of the course public String this[CourseName index] { get { if (index == 1) return courseDescription[0]; else return courseDescription[1]; } set { if (index == 1) courseDescription[0] = value; else courseDescription[1] = value; } } } }//end public class MyCourses I'm working on this homework project and having trouble understanding the text explaining how to correctly take the accessed value of the enumeration and then apply the string array value to it. Can you please help me understand this? The text we are using is very difficult and poorly written for a beginner to understand, so I'm kind of on my own here. I've got the first parts written, but need some help on the accessing of the enumeration value and assigning, i think i'm close, but don't understand how to properly get and set the values on this. Please do not provide me with direct code answers, unless a MSDN style explanation that is generalized and not specific to my project. ie: public class MyClass { string field1; string field2; //properties public string Value1 get etc... Thanks!

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  • Making a Wrapper class for ActiveMQ

    - by DarthVader
    I want to make a Wrapper class for ActiveMQ which will have only send and get functions. I want to wrap them in a static class. Users can use this client and send, get messages to the activemq instance. I want this process to be transparent. There are two classes in this link My only handicap is, i need to this in c++ and not sure where to start. I havent used c++ for ages and now not sure how I can create this wrapper class. I m giving it a try as follows: // .h file #include <stdlib.h> #include <iostream> using namespace std; class ActiveMQWrapper { public: static void send(std::string message); static std::string get(); }; // .cpp file #include<string> #include<iostream> #include "ActiveMQWrapper.h" void ActiveMQWrapper::send(std::string message){ std::cout<<message; } std::string ActiveMQWrapper::get(){ return "test"; } // test file #include <string> #include <iostream> #include "ActiveMQWrapper.h" int main() { std::string foo ="test"; ActiveMQWrapper::send(foo); std::cout<<ActiveMQWrapper::get(); return 1; } When I added the following to .h file, hell breaks loose. Do you think I should seperate this impl to a factory and initialize and instance and return to the wrapper above? How do i deal with all the dependencies? private: Connection* connection; Session* session; Destination* destination; MessageProducer* producer; int numMessages; bool useTopic; bool sessionTransacted; std::string brokerURI; and the header files, i get several messages as errors, which complains about the path. How can i get this correct? I eventually want to build a Factory, get an instance and send or get the messages to the queue. is there a code sample i can look into to get this right? essential i want to use the functionality of only this producer and consumer. Edit: I understand there is no such thing as static class in C++ . This is my reference.

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  • How to build this encryption system that allows multiple users/objects.

    - by Patrick
    Hello! I am trying to figure out how to create an optimal solution for my project. I made this simple picture in Photoshop to try to illustrate the problem and how i want it (if possible). Illustrative image Ill also try to explain it based on the picture. First off we have a couple of objects to the left, these objects all get encrypted with their own encryption key (EKey on the picture) and then stored in the database. On the other side we have different users placed into roles (one user can be in a lot of roles) and the roles are associated with different objects. So one person only has access the to the objects that the role provides. So for instance Role A might have access to Object A and B. Role B have access only to Object C and Role C have access to all objects. Nothing strange in that, right? Different roles have different objects that they can access. Now to the problem part. Each user has to login with his/her username/password and then he/she gets access to the objects that his/her roles provide. All the objects are encrypted so she needs to get a decryption key somehow. I don't want to store the encryption key as a text string on the server. It should be, if possible, decrypted using the users password (along with the role) or similar. That way you have to be a user on the server in order to decrypt an object an to work with it. I was thinking about making a public/private key encryption system, but i am kinda stuck on how to give the different users the decryption key to the objects. Since i need to be able to move users to and from roles, add new users, add new roles and create/delete objects. There will be one administrator that then adds some data to allow the users in that role to get the decryption key to decrypt the object. Nothing is static and i am trying to get a picture of how this can be built or if there is a far better solution. The only criteria are: -Encrypted objects. -Decryption key should not be stored as text. -Different users have access to different objects. -Does NOT have to have roles.

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  • ImageView place at center on click in gallery view

    - by TGMCians
    i used gallery view in which i place multiple imageview dynamically but on click imageview place at center and second question how to start first imageview from left of screen. I do not want to change the place until user scroll horizontally by finger . Is there any way to achieve this. Please help for this.. private class ImageAdapter extends BaseAdapter{ public ImageAdapter() { //To set blank at bottom and make visible TextView textView = (TextView)findViewById(R.id.textView2); textView.setVisibility(View.VISIBLE); //To set the visibility visible of gallery myGallery.setVisibility(View.VISIBLE); } public int getCount() { return ProductItemArray.Image_URL.length; } public Object getItem(int position) { return null; } public long getItemId(int position) { return 0; } public View getView(int position, View arg1, ViewGroup arg2) { ImageView bottomImageView = new ImageView(context); if(Helper.isTablet(context)) bottomImageView.setLayoutParams(new Gallery.LayoutParams(VirtualMirrorActivity.convertDpToPixel(100, context), VirtualMirrorActivity.convertDpToPixel(100, context))); else bottomImageView.setLayoutParams(new Gallery.LayoutParams(VirtualMirrorActivity.convertDpToPixel(80, context), VirtualMirrorActivity.convertDpToPixel(80, context))); UrlImageViewHelper.setUrlDrawable(bottomImageView, ProductItemArray.Image_URL[position]); bottomImageView.setBackgroundResource(R.layout.border); return bottomImageView; } } myGallery.setAdapter(new ImageAdapter()); myGallery.setSelection(1); myGallery.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View view, final int position, long arg3) { linearLayout.removeView(frameImageView); Thread newThread = new Thread(new Runnable() { public void run() { URL url_1 = null; try { isAlreadyExistInWishlist = false; VMProductListPaging.productUrl = ProductItemArray.Image_small_URL[position]; VMProductListPaging.productId = ProductItemArray.productId[position]; VMProductListPaging.productName = ProductItemArray.product_Name[position]; url_1 = new URL(ProductItemArray.Image_small_URL[position]); bmp = BitmapFactory.decodeStream(url_1.openConnection().getInputStream()); isExecuted = true; bitmapHandler.sendMessage(bitmapHandler.obtainMessage()); } catch (Exception e) { //Toast.makeText(context,"Sorry!! This link appears to be broken",Toast.LENGTH_LONG).show(); } } }); newThread.start(); } }); Layout.xml <Gallery android:id="@+id/galleryView" android:layout_width="fill_parent" android:layout_height="wrap_content" android:spacing="5dp" android:layout_below="@+id/sendPhoto" android:layout_marginTop="10dp" android:visibility="gone"/>

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  • In .NET Xml Serialization, is it possible to serialize a class with an enum property with different

    - by Lasse V. Karlsen
    I have a class, containing a list property, where the list contains objects that has an enum property. When I serialize this, it looks like this: <?xml version="1.0" encoding="ibm850"?> <test> <events> <test-event type="changing" /> <test-event type="changed" /> </events> </test> Is it possible, through attributes, or similar, to get the Xml to look like this? <?xml version="1.0" encoding="ibm850"?> <test> <events> <changing /> <changed /> </events> </test> Basically, use the property value of the enum as a way to determine the tag-name? Is using a class hierarchy (ie. creating subclasses instead of using the property value) the only way? Edit: After testing, it seems even a class-hierarchy won't actually work. If there is a way to structure the classes to get the output I want, even with sub-classes, that is also an acceptable answer. Here's a sample program that will output the above Xml (remember to hit Ctrl+F5 to run in Visual Studio, otherwise the program window will close immediately): using System; using System.Collections.Generic; using System.Xml.Serialization; namespace ConsoleApplication18 { public enum TestEventTypes { [XmlEnum("changing")] Changing, [XmlEnum("changed")] Changed } [XmlType("test-event")] public class TestEvent { [XmlAttribute("type")] public TestEventTypes Type { get; set; } } [XmlType("test")] public class Test { private List<TestEvent> _Events = new List<TestEvent>(); [XmlArray("events")] public List<TestEvent> Events { get { return _Events; } } } class Program { static void Main(string[] args) { Test test = new Test(); test.Events.Add(new TestEvent { Type = TestEventTypes.Changing }); test.Events.Add(new TestEvent { Type = TestEventTypes.Changed }); XmlSerializer serializer = new XmlSerializer(typeof(Test)); XmlSerializerNamespaces ns = new XmlSerializerNamespaces(); ns.Add("", ""); serializer.Serialize(Console.Out, test, ns); } } }

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  • How to add Items to GridView in C# Windows Store App (Win8)

    - by flexage
    To keep things simple let's just say I have a c# Windows Store Project for Windows 8 that has the following items: GridView (PlatformsGrid) List«PlatformSearchResult» (allPlatforms) DataTemplate (PlatformDataTemplate) in standardstyles.xaml allPlatforms is a collection of "PlatformSearchResult"objects populated from an online API, and has the following 3 properties: ID Name Alias I am able to add a new item to the gridview for each object that exists in my allPlatforms collection, however the items are blank and do not show the data from my objects. A quick summary of the current code looks like this: XAML Markup: <!-- Platforms Content --> <GridView x:Name="PlatformsGrid" Grid.Row="1" CanReorderItems="True" CanDragItems="True" ItemTemplate="{StaticResource PlatformDataTemplate}" > <GridView.ItemsPanel> <ItemsPanelTemplate> <WrapGrid MaximumRowsOrColumns="2" VerticalChildrenAlignment="Top" HorizontalChildrenAlignment="Center" /> </ItemsPanelTemplate> </GridView.ItemsPanel> </GridView> Data Template <!-- Platform Item Template --> <DataTemplate x:Key="PlatformDataTemplate"> <Grid Background="#FF939598" Height="250" Width="250"> <Image Source="/SampleImage.png" Stretch="UniformToFill"/> <StackPanel Orientation="Vertical" Background="#CC000000" Height="90" VerticalAlignment="Bottom"> <TextBlock Text="{Binding Name}" Margin="10,3,0,0" Width="242" Height="62" TextTrimming="WordEllipsis" TextWrapping="Wrap" HorizontalAlignment="Left"/> <TextBlock Text="{Binding Alias}" Margin="10,2,0,0" Width="186" Height="14" TextTrimming="WordEllipsis" HorizontalAlignment="Left" FontSize="9" Opacity="0.49"/> </StackPanel> </Grid> </DataTemplate> Controlling Function private async void FetchItemInfo_Loaded(object sender, RoutedEventArgs e) { // Get List of Top Games List<PlatformSearchResult> allPlatforms = new List<PlatformSearchResult>(); allPlatforms = await GamesDB.GetPlatforms(); // Dynamically Create Platform Tiles foreach (PlatformSearchResult platform in allPlatforms) { PlatformsGrid.DataContext = platform; PlatformsGrid.Items.Add(platform); } } How do I get the added items to show the appropriate object properties (ignoring the image for now), I'm just interested in populating the content of the TextBlocks. I appreciate any help anyone can provide! Thanks, Alex.

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  • Vector Troubles in C++

    - by DistortedLojik
    I am currently working on a project that deals with a vector of objects of a People class. The program compiles and runs just fine, but when I use the debugger it dies when trying to do anything with the PersonWrangler object. I currently have 3 different classes, one for the person, a personwrangler which handles all of the people collectively, and a game class that handles the game input and output. Edit: My basic question is to understand why it is dying when it calls outputPeople. Also I would like to understand why my program works exactly as it should unless I use the debugger. The outputPeople function works the way I intended that way. Edit 2: The callstack has 3 bad calls which are: std::vector ::begin(this=0xbaadf00d) std::vector ::size(this=0xbaadf00d) PersonWrangler::outputPeople(this=0xbaadf00d) Relevant code: class Game { public: Game(); void gameLoop(); void menu(); void setStatus(bool inputStatus); bool getStatus(); PersonWrangler* hal; private: bool status; }; which calls outputPeople where it promptly dies from a baadf00d error. void Game::menu() { hal->outputPeople(); } where hal is an object of PersonWrangler type class PersonWrangler { public: PersonWrangler(int inputStartingNum); void outputPeople(); vector<Person*> peopleVector; vector<Person*>::iterator personIterator; int totalPeople; }; and the outputPeople function is defined as void PersonWrangler::outputPeople() { int totalConnections = 0; cout << " Total People:" << peopleVector.size() << endl; for (unsigned int i = 0;i < peopleVector.size();i++) { sort(peopleVector[i]->connectionsVector.begin(),peopleVector[i]->connectionsVector.end()); peopleVector[i]->connectionsVector.erase( unique (peopleVector[i]->connectionsVector.begin(),peopleVector[i]->connectionsVector.end()),peopleVector[i]->connectionsVector.end()); peopleVector[i]->outputPerson(); totalConnections+=peopleVector[i]->connectionsVector.size(); } cout << "Total connections:" << totalConnections/2 << endl; }

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  • Game doesn't Quit properly

    - by W.K.S
    I have an app that so far consists of two Activities: The Main Menu Activity. The Game Activity The Main Menu Activity contains a button that starts the Game Activity with the following code: public void onClick(View clickedButton) { switch(clickedButton.getId()) { case R.id.buttonPlay: Intent i = new Intent("apple.banana.BouncingBallActivity"); startActivity(i); break; } When the user is done with the Game Activity, he presses the back button. This calls the onPause() method first, which pauses the animation thread of the game. It then calls the onStop() which calls finish() on the activity altogether. The user is returned to the Main Menu activity. The code is outlined below: public class BouncingBallActivity extends Activity{ private BouncingBallView bouncingBallView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); bouncingBallView = new BouncingBallView(this); bouncingBallView.resume(); setContentView(bouncingBallView); } @Override protected void onPause() { super.onPause(); bouncingBallView.pause(); } @Override protected void onResume() { super.onResume(); bouncingBallView.resume(); } @Override protected void onStop() { super.onStop(); this.finish(); } } The problem is that this only works if I launch the application from Eclipse. When I click on the app icon, the game starts from the Game Activity. The main menu activity does not appear. I am not clear about why this happens. It could be something to do with the manifest. I've pasted the relevant portions below: <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" > <activity android:name=".BouncingBallActivity" android:label="@string/app_name" android:screenOrientation="landscape" > <intent-filter> <action android:name="apple.banana.BouncingBallActivity" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> </activity> <activity android:name=".MainMenu" android:label="@string/app_name" android:screenOrientation="portrait" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> I'd really appreciate any help with this. Thanks.

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  • Translating a C# WCF app into Visual Basic

    - by MikeG
    I'm trying to write a simple/small Windows Communication Foundation service application in Visual Basic (but I am very novice in VB) and all the good examples I've found on the net are written in C#. So far I've gotten my WCF service application working but now I'm trying to add callback functionality and the program has gotten more complicated. In the C# example code I understand how everything works but I am having trouble translating into VB the portion of code that uses a delegate. Can someone please show the VB equivalent? Here is the C# code sample I'm using for reference: namespace WCFCallbacks { using System; using System.ServiceModel; [ServiceContract(CallbackContract = typeof(IMessageCallback))] public interface IMessage { [OperationContract] void AddMessage(string message); [OperationContract] bool Subscribe(); [OperationContract] bool Unsubscribe(); } interface IMessageCallback { [OperationContract(IsOneWay = true)] void OnMessageAdded(string message, DateTime timestamp); } } namespace WCFCallbacks { using System; using System.Collections.Generic; using System.ServiceModel; public class MessageService : IMessage { private static readonly List<IMessageCallback> subscribers = new List<IMessageCallback>(); //The code in this AddMessage method is what I'd like to see re-written in VB... public void AddMessage(string message) { subscribers.ForEach(delegate(IMessageCallback callback) { if (((ICommunicationObject)callback).State == CommunicationState.Opened) { callback.OnMessageAdded(message, DateTime.Now); } else { subscribers.Remove(callback); } }); } public bool Subscribe() { try { IMessageCallback callback = OperationContext.Current.GetCallbackChannel<IMessageCallback>(); if (!subscribers.Contains(callback)) subscribers.Add(callback); return true; } catch { return false; } } public bool Unsubscribe() { try { IMessageCallback callback = OperationContext.Current.GetCallbackChannel<IMessageCallback>(); if (!subscribers.Contains(callback)) subscribers.Remove(callback); return true; } catch { return false; } } } } I was thinking I could do something like this but I don't know how to pass the message string from AddMessage to DoSomething... Dim subscribers As New List(Of IMessageCallback) Public Sub AddMessage(ByVal message As String) Implements IMessage.AddMessage Dim action As Action(Of IMessageCallback) action = AddressOf DoSomething subscribers.ForEach(action) 'Or this instead of the above three lines: 'subscribers.ForEach(AddressOf DoSomething) End Sub Public Sub DoSomething(ByVal callback As IMessageCallback) 'I am also confused by: '((ICommunicationObject)callback).State 'Is that casting the callback object as type ICommunicationObject? 'How is that done in VB? End Sub

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  • Mixing C and C++, raw pointers and (boost) shared pointers

    - by oompahloompah
    I am working in C++ with some legacy C code. I have a data structure that (during initialisation), makes a copy of the structure pointed to a ptr passed to its initialisation pointer. Here is a simplification of what I am trying to do - hopefully, no important detail has been lost in the "simplification": /* C code */ typedef struct MyData { double * elems; unsigned int len; }; int NEW_mydata(MyData* data, unsigned int len) { // no error checking data->elems = (double *)calloc(len, sizeof(double)); return 0; } typedef struct Foo { MyData data data_; }; void InitFoo(Foo * foo, const MyData * the_data) { //alloc mem etc ... then assign the STRUCTURE foo.data_ = *thedata ; } C++ code ------------- typedef boost::shared_ptr<MyData> MyDataPtr; typedef std::map<std::string, MyDataPtr> Datamap; class FooWrapper { public: FooWrapper(const std::string& key) { MyDataPtr mdp = dmap[key]; InitFoo(&m_foo, const_cast<MyData*>((*mdp.get()))); } ~FooWrapper(); double get_element(unsigned int index ) const { return m_foo.elems[index]; } private: // non copyable, non-assignable FooWrapper(const FooWrapper&); FooWrapper& operator= (const FooWrapper&); Foo m_foo; }; int main(int argc, char *argv[]) { MyData data1, data2; Datamap dmap; NEW_mydata(&data1, 10); data1->elems[0] = static_cast<double>(22/7); NEW_mydata(&data2, 42); data2->elems[0] = static_cast<double>(13/21); boost::shared_ptr d1(&data1), d2(&data2); dmap["data1"] = d1; dmap["data2"] = d2; FooWrapper fw("data1"); //expect 22/7, get something else (random number?) double ret fw.get_element(0); } Essentially, what I want to know is this: Is there any reason why the data retrieved from the map is different from the one stored in the map?

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  • [C#] How to do a search from a list with non-prefix keywords

    - by aNui
    First of all, sorry if my english or my post got any mistakes. I am programming a program to search the name from the list and I need to find them if the keyword is not in front of the names (that's what I mean non-prefix) e.g. if I my list is the music instruments and I type "guit" to the search textbox. It should find the names "Guitar, Guitarrón, Acoustic Guitar, Bass Guitar, ..." or something like this Longdo Dictionary's search suggestion. here is my simple and stupid algorithm (that's all I can do) const int SEARCHROWLIMIT = 30; private string[] DoSearch(string Input, string[] ListToSearch) { List<string> FoundNames = new List<string>(); int max = 0; bool over = false; for (int k = 0; !over; k++) { foreach (string item in ListToSearch) { max = (max > item.Length) ? max : item.Length; if (k > item.Length) continue; if (k >= max) { over = true; break; } if (!Input.Equals("Search") && item.Substring(k, item.Length - k).StartsWith(Input, StringComparison.OrdinalIgnoreCase)) { bool exist = false; int i = 0; while (!exist && i < FoundNames.Count) { if (item.Equals(FoundNames[i])) { exist = true; break; } i++; } if (!exist && FoundNames.Count < SEARCHROWLIMIT) FoundNames.Add(item); else if (FoundNames.Count >= SEARCHROWLIMIT) over = true; } } } return FoundNames.ToArray(); } I think this algorithm is too slow for a large number of names and after several trial-and-error, I decided to add SEARCHROWLIMIT to breaks the operation And I also think there're some readymade methods that can do that. And another problem is I need to search music instruments by a category like strings, percussions, ... and by the country of origins. So I need to search them with filter by type and country. please help me. P.S. Me and my friends are just student from Thailand and developing the project to compete in Microsoft Imagine Cup 2010 and please become fan on our facebook page [KRATIB][3]. And we're so sorry we don't have much information in English but you can talk to us in English.

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  • Unity JS - simple if statements not behaving as expected?

    - by IHazABone
    I have a simple script (please no remarks on the fact that I'm not using a switch statement or better code, this is the earliest version and written this way by a peer, I am improving it) that takes an object and moves it back and forth. For some reason, the variable time gets stuck at 249. It is probably an obvious bug with this inefficient logic, but I cannot seem to find it. var speed = 1; private var time = 0; function Start() { } function Update() { if(condition == true)moveStuff(); } function moveStuff() { var timeSwitch = false; if(time == 0)timeSwitch = false; if(time == timeSet)timeSwitch = true; if(direction == 1) { if(timeSwitch == false) { transform.Translate(Vector3.up * (Time.deltaTime * speed)); time += 1; Debug.Log(time); }else if(timeSwitch == true) { transform.Translate(Vector3.up * ((Time.deltaTime * speed) * -1)); time -= 1; Debug.Log(time); } } else if(direction == 2) { if(timeSwitch == false) { transform.Translate(Vector3.down * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved down. "); }else if(timeSwitch == true){ transform.Translate(Vector3.down * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 3) { if(timeSwitch == false) { transform.Translate(Vector3.forward * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved forward. "); }else if(timeSwitch == true){ transform.Translate(Vector3.forward * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 4) { if(timeSwitch == false) { transform.Translate(Vector3.back * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved back. "); }else if(timeSwitch == true){ transform.Translate(Vector3.back * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 5) { if(timeSwitch == false) { transform.Translate(Vector3.right * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved right. "); }else if(timeSwitch == true){ transform.Translate(Vector3.right * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 6) { if(timeSwitch == false) { transform.Translate(Vector3.left * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved left. "); }else if(timeSwitch == true){ transform.Translate(Vector3.left * ((Time.deltaTime * speed) * -1)); time -= 1; } } }

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  • Painted JPanel won't show up in JFrame

    - by javawarrior
    When I run my code, I expect to see a JPanel in my JFrame, but nothing shows up. I had a button in the frame, and it shows up. But the JPanel doesn't show up, I even colored it in red. Here is the code for my JPanel: import java.awt.*; import javax.swing.JPanel; public class graphic extends JPanel { private static final long serialVersionUID = -3458717449092499931L; public Game game; public graphic(Game game){ this.game = game; this.setPreferredSize(new Dimension(400,400)); this.setBackground(Color.RED); } public void paintComponent(Graphics g){ for (Line l:game.mirrors){ g.setColor(Color.BLACK); g.drawLine(l.start.x, l.start.y, l.end.x, l.end.y); } } } And my JFrame code: import java.awt.Container; import java.awt.event.*; import java.util.Timer; import java.util.TimerTask; import javax.swing.*; public class Viewer implements ActionListener { public JFrame frame; public JButton drawShoot; public boolean draw; public Game game; public graphic graphic; public TimerTask timert; public Timer timer; public Viewer(){ draw = true; game = new Game(); } public static void main(String args[]){ Viewer v = new Viewer(); v.setup(); } public void setup(){ frame = new JFrame("Laser Stimulator"); drawShoot = new JButton("Edit Mode"); graphic = new graphic(game); graphic.repaint(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setBounds(300, 300, 600, 600); Container contentPane = frame.getContentPane(); SpringLayout layout = new SpringLayout(); contentPane.setLayout(layout); drawShoot.addActionListener(this); timert = new TimerTask() { @Override public void run() { } }; timer =new Timer(); timer.scheduleAtFixedRate(timert, 0, 1000/30); contentPane.add(graphic); layout.putConstraint(SpringLayout.NORTH, graphic, 0, SpringLayout.NORTH, contentPane); layout.putConstraint(SpringLayout.WEST, graphic, 0, SpringLayout.WEST, contentPane); frame.setVisible(true); } @Override public void actionPerformed(ActionEvent e) { if (e.getSource()==drawShoot){ draw = !draw; drawShoot.setText((draw)?"Edit Mode":"Shoot Mode"); } } }

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  • C++0x class factory with variadic templates problem

    - by randomenglishbloke
    I have a class factory where I'm using variadic templates for the c'tor parameters (code below). However, when I attempt to use it, I get compile errors; when I originally wrote it without parameters, it worked fine. Here is the class: template< class Base, typename KeyType, class... Args > class GenericFactory { public: GenericFactory(const GenericFactory&) = delete; GenericFactory &operator=(const GenericFactory&) = delete; typedef Base* (*FactFunType)(Args...); template <class Derived> static void Register(const KeyType &key, FactFunType fn) { FnList[key] = fn; } static Base* Create(const KeyType &key, Args... args) { auto iter = FnList.find(key); if (iter == FnList.end()) return 0; else return (iter->second)(args...); } static GenericFactory &Instance() { static GenericFactory gf; return gf; } private: GenericFactory() = default; typedef std::unordered_map<KeyType, FactFunType> FnMap; static FnMap FnList; }; template <class B, class D, typename KeyType, class... Args> class RegisterClass { public: RegisterClass(const KeyType &key) { GenericFactory<B, KeyType, Args...>::Instance().Register(key, FactFn); } static B *FactFn(Args... args) { return new D(args...); } }; Here is the error: when calling (e.g.) // Tucked out of the way RegisterClass<DataMap, PDColumnMap, int, void *> RC_CT_PD(0); GCC 4.5.0 gives me: In constructor 'RegisterClass<B, D, KeyType, Args>::RegisterClass(const KeyType&) [with B = DataMap, D = PDColumnMap, KeyType = int, Args = {void*}]': no matching function for call to 'GenericFactory<DataMap, int, void*>::Register(const int&, DataMap* (&)(void*))' I can't see why it won't compile and after extensive googling I couldn't find the answer. Can anyone tell me what I'm doing wrong (aside from the strange variable name, which makes sense in context)?

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  • priority_queue with dynamic priorities

    - by Layne
    Hey, I have a server application which accepts incomming queries and executes them. If there are too many queries they should be queued and if some of the other queries got executed the queued queries should be executed as well. Since I want to pass queries with different priorities I think using a priority_queue would be the best choice. e.g. The amout of the axcepting queries (a) hit the limt and new queries will be stored in the queue. All queries have a priority of 1 (lowest) if some of the queries from (a) get executed the programm will pick the query with the highest priority out of the queue and execute it. Still no problem. Now someone is sending a query with a priority of 5 which gets added to the queue. Since this is the query with the highest priority the application will execute this query as soon as the running queries no longer hit the limit. There might be the worst case that 500 queries with a priority of 1 are queued but wont be executed since someone is always sending queries with a priority of 5 hence these 500 queries will be queued for a looooong time. In order to prevent that I want to increase the prioritiy of all queries which have a lower priority than the query with the higher priority, in this example which have a priority lower than 5. So if the query with a priority of 5 gets pulled out of the queue all other queries with a priority < 5 should be increased by 0.2. This way queries with a low priority wont be queued for ever even if there might be 100 queries with a higher priority. I really hope can help me to solve the problem with the priorities: Since my queries consist of an object I thought something like this might work: class Query { public: Query( std::string p_stQuery ) : stQuery( p_stQuery ) {}; std::string getQuery() const {return stQuery;}; void increasePriority( const float fIncrease ) {fPriority += fIncrease;}; friend bool operator < ( const Query& PriorityFirst, const Query& PriorityNext ) { if( PriorityFirst.fPriority < PriorityNext.fPriority ) { if( PriorityFirst.fStartPriority < PriorityNext.fStartPriority ) { Query qTemp = PriorityFirst; qTemp.increasePriority( INCREASE_RATE ); } return true; } else { return false; } }; private: static const float INCREASE_RATE = 0.2; float fPriority; // current priority float fStartPriority; // initialised priority std::string stQuery; };

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