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  • How to integerate Skype in Messaging Menu with Skype-Wrapper?

    - by Tahir Akram
    I cant see skype-wrapper in unity dash (alt f2). So I run it from terminal and attach it with skype. But it only appears in menu, when I run it from terminal like tahir@StoneCode:~$ skype-wrapper Starting skype-wrapper /usr/lib/python2.7/dist-packages/gobject/constants.py:24: Warning: g_boxed_type_register_static: assertion `g_type_from_name (name) == 0' failed import gobject._gobject INFO: Initializing Skype API INFO: Waiting for Skype Process INFO: Attaching skype-wrapper to Skype process INFO: Attached complete When I quit the terminal, skype disappear from messaging menu. So I need to run skype-wrapper instead of skype and need to add it in startup? Or any other work around? I followed this tutorial. Restart also does not help. Thanks.

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  • User Lockout & WLST

    - by Bala Kothandaraman
    WebLogic server provides an option to lockout users to protect accounts password guessing attack. It is implemented with a realm-wide Lockout Manager. This feature can be used with custom authentication provider also. But if you implement your own authentication provider and wish to implement your own lockout manager that is possible too. If your domain is configured to use the user lockout manager the following WLST script will help you to: - check whether a user is locked using a WLST script - find out the number of locked users in the realm #Define constants url='t3://localhost:7001' username='weblogic' password='weblogic' checkuser='test-deployer' #Connect connect(username,password,url) #Get Lockout Manager Runtime serverRuntime() dr = cmo.getServerSecurityRuntime().getDefaultRealmRuntime() ulmr = dr.getUserLockoutManagerRuntime() print '-------------------------------------------' #Check whether a user is locked if (ulmr.isLockedOut(checkuser) == 0): islocked = 'NOT locked' else: islocked = 'locked' print 'User ' + checkuser + ' is ' + islocked #Print number of locked users print 'No. of locked user - ', Integer(ulmr.getUserLockoutTotalCount()) print '-------------------------------------------' print '' #Disconnect & Exit disconnect() exit()

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  • Avoid if statements in DirectX 10 shaders?

    - by PolGraphic
    I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a problem in DirectX 10? Somebody told me, that in it only the right branch will be execute. For the illustration I have the code: float y1 = 5; float y2 = 6; float b1 = 2; float b2 = 3; if(x>0.5){ x = 10 * y1 + b1; }else{ x = 10 * y2 + b2; } Is there an other way to make it faster? If so, how do it? Both branches looks similar, the only difference is the values of "constants" (y1, y2, b1, b2 are the same for all pixels in Pixel Shader).

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  • Why do programmers write n=O(n^2)?

    - by Jaakko Seppälä
    I studied algorithms in a book Cormen & al. "Introduction to algorithms". In the fourth printing, on the page 43 defines O(g(n))={f(n):there exists positive constants c and n_0 s.t. 0<=f(n)<=cg(n) for all n=n_0} I reported this as a bug in the book www-site because this leads to notation like n=O(n^2) and suggested alternative given in http://www.artofproblemsolving.com/Forum/viewtopic.php?f=296&t=31517&start=20 . It looks like my bug report has not been accepted. Why the programmers won't renew the notation?

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • How much server bandwidth does an average RTS game require per month?

    - by Nat Weiss
    My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly characters, not buildings (think of DotA or League of Legends). The authoritative game logic will run on the server and message packet sizes will be highly optimized. We'd like to know approximately how much server bandwidth our proposed RTS game would use on a monthly basis, considering these theoretical constants: 100 concurrent users maximum 8 players maximum per game 10 ticks per second Bonus: If you can tell us approximately how much server RAM this kind of game would use that would also help a great deal. Thanks in advance.

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  • Best practice Java - String array constant and indexing it

    - by Pramod
    For string constants its usual to use a class with final String values. But whats the best practice for storing string array. I want to store different categories in a constant array and everytime a category has been selected, I want to know which category it belongs to and process based on that. Addition : To make it more clear, I have a categories A,B,C,D,E which is a constant array. Whenever a user clicks one of the items(button will have those texts) I should know which item was clicked and do processing on that. I can define an enum(say cat) and everytime do if clickedItem == cat.A .... else if clickedItem = cat.B .... else if .... or even register listeners for each item seperately. But I wanted to know the best practice for doing handling these kind of problems.

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  • Ripping MP3s in Rhythmbox Ubuntu 12.10 (64 bit)?

    - by James Fellows Yates
    I installed a couple of days ago Ubuntu 12.10 (64 bit). I today tried ripping a CD in the MP3 format. However, whenever I try to rip, it says it is missing an extra multimedia plugin "Gstreamer extra plug-ins (i386)". I then try to install the :i386 version of the gstreamer-ugly plugins, but then I get the same problem but with the id3-demuxer (or something similar) The Terminal output I get from both problems (but replace the "MPEG-1 Layer 3 (MP3) encoder" with the "ID3-demuxer" name) is: james@clefairy:~$ rhythmbox (rhythmbox:24122): GLib-GObject-CRITICAL **: g_object_unref: assertion `G_IS_OBJECT (object)' failed Rhythmbox-Message: Missing plugin: gstreamer|0.10|rhythmbox|MPEG-1 Layer 3 (MP3) encoder|encoder-audio/mpeg, mpegversion=(int)1, layer=(int)3 /usr/lib/python2.7/dist-packages/gobject/constants.py:24: Warning: g_boxed_type_register_static: assertion `g_type_from_name (name) == 0' failed import gobject._gobject It doesn't help that each time I have to install/remove the entire Gstreamer-ugly collection each time - I can't find that specific file. The CD plays fine, it's the ripping plugin that doesn't seem to work. I didn't have this problem previously on 12.04 (64 bit).

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  • When to use mixins in Ruby

    - by Gilles
    I am wondering when to use mixins? I have read about them. Many authors compare them to interfaces, abstract classes, etc. Mixins are modules that are mixed-in and modules are a way to group similar methods, constants and classes together. I have seen examples where a module for math functions is created. It makes sense to group and reuse such functions but should I only mix these in a class if I am faced with an inheritance situation? Should I mix these in anytime I want to use them in a class? Should they be used exactly like interfaces in other languages or are there other subtleties?

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  • Handling array passed to object at creation

    - by cecilli0n
    When creating my object I pass it an array of a row from my database. (everything in the array we will need, disregarding unnecessary elements at sql query level) When I need to access certain array elements from within my class, I do so like $this->row['element'] However, As I continue development, I sometimes forget what exactly is in this passed array.(this itself doesn't seem good) I am wondering if their is a professional approach to dealing with this, Or am I the only one who has these "I wonder whats in the array" thoughts. One approach to tackling this could be that when we originally pass the array, in the constructor, we assign each element of the array to its own variable, but is this considered professional practice? Additionally by doing this, we could make those variables constants, in a attempt at immutability. Overall I am trying to adhere to good software craftsmanship. Regards.

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  • How to devise instruction set of a stack based machine?

    - by Anindya Chatterjee
    Stack based virtual machines like CLR and JVM has different set of instructions. Is there any theory behind devising the instruction set while creating a virtual machine? e.g. there are JVM instruction sets to load constants from 0-5 onto the stack iconst_0 iconst_1 iconst_2 iconst_3 iconst_4 iconst_5 whereas in CLR there are instruction set to load number from 0 to 8 onto the stack as follows ldc.i4.0 ldc.i4.1 ldc.i4.2 ldc.i4.3 ldc.i4.4 ldc.i4.5 ldc.i4.6 ldc.i4.7 ldc.i4.8 why there is no ldc.i4.9 and if ldc.i4 is there why we need the above opcodes? And there are others like these. I am eager to know what is the reason behind this difference between opcodes of different VMs? Is there any specific theory to devise these opcodes or it is totally driven by the characteristics of the VM itself or depends on the high-level language constructs?

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  • HW resources for the device driver [closed]

    - by VladimirLenin
    Need to provide memory and IRQ resources to the Linux kernel in order to bring up the CAN controller. Have no idea how to get them. Below is the structure I need to fill in. This structure I have taken for example, this is for the Run-Time Clock, but I need for CAN controller. Both are on the same board, and there are constants for RT Clock (and all other devices), but not for my CAN chip. When looking at the subject chip driver's code (sp_probe() function), I see it needs the same type resources. struct resource tegra_rtc_resources[] = { [0] = { .start = ???, .end = ???, .flags = IORESOURCE_MEM, }, [1] = { .start = ???, .end = ???, .flags = IORESOURCE_IRQ, }, };

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  • Who could ask for more with LESS CSS? (Part 1 of 3&ndash;Features)

    - by ToStringTheory
    It wasn’t very long ago that I first began to get into CSS precompilers such as SASS (Syntactically Awesome Stylesheets) and LESS (The Dynamic Stylesheet Language) and I had been hooked on the idea since.  When I finally had a new project come up, I leapt at the opportunity to try out one of these languages. Introduction To be honest, I was hesitant at first to add either framework as I didn’t really know much more than what I had read on their homepages, and I didn’t like the idea of adding too much complexity to a project - I couldn’t guarantee I would be the only person to support it in the future. Thankfully, both of these languages just add things into CSS.  You don’t HAVE to know LESS or SASS to do anything, you can still do your old school CSS, and your output will be the same.  However, when you want to start doing more advanced things such as variables, mixins, and color functions, the functionality is all there for you to utilize. From what I had read, SASS has a few more features than LESS, which is why I initially tried to figure out how to incorporate it into a MVC 4 project. However, through my research, I couldn’t find a way to accomplish this without including some bit of the Ruby on Rails framework on the computer running it, and I hated the fact that I had to do that.  Besides SASS, there is little chance of me getting into the RoR framework, at least in the next couple years.  So in the end, I settled with using LESS. Features So, what can LESS (or SASS) do for you?  There are several reasons I have come to love it in the past few weeks. 1 – Constants Using LESS, you can finally declare a constant and use its value across an entire CSS file. The case that most people would be familiar with is colors.  Wanting to declare one or two color variables that comprise the theme of the site, and not have to retype out their specific hex code each time, but rather a variable name.  What’s great about this is that if you end up having to change it, you only have to change it in one place.  An important thing to note is that you aren’t limited to creating constants just for colors, but for strings and measurements as well. 2 – Inheritance This is a cool feature in my mind for simplicity and organization.  Both LESS and SASS allow you to place selectors within other selectors, and when it is compiled, the languages will break the rules out as necessary and keep the inheritance chain you created in the selectors. Example LESS Code: #header {   h1 {     font-size: 26px;     font-weight: bold;   }   p {     font-size: 12px;     a     {       text-decoration: none;       &:hover {         border-width: 1px       }     }   } } Example Compiled CSS: #header h1 {   font-size: 26px;   font-weight: bold; } #header p {   font-size: 12px; } #header p a {   text-decoration: none; } #header p a:hover {   border-width: 1px; } 3 - Mixins Mixins are where languages like this really shine.  The ability to mixin other definitions setup a parametric mixin.  There is really a lot of content in this area, so I would suggest looking at http://lesscss.org for more information.  One of the things I would suggest if you do begin to use LESS is to also grab the mixins.less file from the Twitter Bootstrap project.  This file already has a bunch of predefined mixins for things like border-radius with all of the browser specific prefixes.  This alone is of great use! 4 – Color Functions This is the last thing I wanted to point out as my final post in this series will be utilizing these functions in a more drawn out manner.  Both LESS and SASS provide functions for getting information from a color (R,G,B,H,S,L).  Using these, it is easy to define a primary color, and then darken or lighten it a little for your needs.  Example: Example LESS Code: @base-color: #111; @red:        #842210; #footer {   color: (@base-color + #003300);   border-left:  2px;   border-right: 2px;   border-color: desaturate(@red, 10%); } Example Compiled CSS: #footer {    color: #114411;    border-left:  2px;    border-right: 2px;    border-color: #7d2717; } I have found that these can be very useful and powerful when constructing a site theme. Conclusion I came across LESS and SASS when looking for the best way to implement some type of CSS variables for colors, because I hated having to do a Find and Replace in all of the files using the colors, and in some instances, you couldn’t just find/replace because of the color choices interfering with other colors (color to replace of #000, yet come colors existed like #0002bc).  So in many cases I would end up having to do a Find and manually check each one. In my next post, I am going to cover how I’ve come to set up these items and the structure for the items in the project, as well as the conventions that I have come to start using.  In the final post in the series, I will cover a neat little side project I built in LESS dealing with colors!

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  • C++ linkage error . What am I doing wrong ? [migrated]

    - by nashmaniac
    So, this is the first time I actually separated a single program into a header and two .cpp files . But I think I am getting an linkage error . Heres how the directory looks . (heres a link to my image I dont have enough rep to post image in the question) http://i.stack.imgur.com/sbT4V.png The main.cpp is my main source file where all the calling functions and other important stuff goes . In functions.cpp I have all my functions , in the coordin.h file I have the function prototypes and structures and Constants . Everything is ok no typo nothing I have checked everything . But I am getting an undefined reference to function error. I have included the coordin.h file too . Do you think the functions.cpp file needs to go somewhere else I mean is the compiler not looking inside that file ? Thanks !

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  • Classless tables possible with Datamapper?

    - by barerd
    I have an Item class with the following attributes: itemId,name,weight,volume,price,required_skills,required_items. Since the last two attributes are going to be multivalued, I removed them and create new schemes like: itemID,required_skill (itemID is foreign key, itemID and required_skill is primary key.) Now, I'm confused how to create/use this new table. Here are the options that came to my mind: 1) The relationship between Items and Required_skills is one-to-many, so I may create a RequiredSkill class, which belongs_to Item, which in turn has n RequiredSkills. Then I can do Item.get(1).requiredskills. This sounds most logical to me. 2) Since required_skills may well be thought of as constants (since they resemble rules), I may put them into a hash or gdbm database or another sql table and query from there, which I don't prefer. My question is: is there sth like a modelless table in datamapper, where datamapper is responsible from the creation and integrity of the table and allows me to query it in datamapper way, but does not require a class, like I may do it in sql?

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  • Would you see any use of a Trilean (True, False, ??)

    - by Sybiam
    I don't know if I'm alone but sometimes I have a function that should return true or false. But in some case there would be a third result that would make more sense. In some language theses cases would be handled with integers or with exception. For exemple you want to handle the age of a user if he is over 18 years old. And you have a function like this. if(user.isAdult(country_code)){ //Go On }else{ // Block access or do nothing } But in some case depending how your app is built I could see case where the birthday field is incomplete. Then this function should return something undetermined. switch(user.isAdult()){ case true: // go on break; case undetermined: //Inform user birthday is incomplete case false: //Block access } As i said we can handle that with Exceptions and Int, but I would find it quite sexy to have a true, false, undetermined embeded in the language instead of using some home defined constants.

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  • The extern alias 'xxx' was not specified in a /reference option

    - by Brian Ensink
    I have two assemblies that unfortunately define the same type in the same namespace. I'm trying to use a an extern alias to work around the problem. In the Visual Studio IDE I have set the "Aliases" property of the reference to my alias. This is supposed to change the C# compiler command line to be something like this: /reference:MyAlias=MyAssembly.dll But it doesn't actually do that. The Visual Studio IDE seems to just ignore the Aliases property setting on the reference. So when I go and add the line extern alias MyAlias; at the top of my C# code file I get the error that the alias was not specified in a /reference option to the compiler. I can't figure out what I am doing wrong. Any ideas?

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  • Matlab and .NET Interaction

    - by adyaron
    Hi All! I'm having an issue interacting between Matlab and .NET. I've managed to call .NET methods from Matlab code and vice versa. However, if I call a .NET method that, in turn, instantiates a Matlab object, it crashes (with a type initialization exception). Think about this scenario: a .NET assembly is interacting with a Matlab dll that was deployed for .NET (not native) by Matlab's deploytool. Now, when I'm loading the above .NET dll in a Matlab program everything is ok until I run a method that utilizes the other Matlab dll. Only then everything crashes. The exact message is: Warning: Cannot initialize MATLAB Compiler-generated software component in MATLAB. MATLAB Compiler-generated software components cannot be used from within MATLAB. Please don't offer not to use Matlab-.NET-Matlab architecture, it's not an option. Thank you very much (I promise to accept the answer that solves the problem :-)), Yaron.

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  • Change webserver used by Flex in FlexBuilder to .NET Framework 3.5

    - by Simon_Weaver
    I just had to reformat and reinstall Flex and reconstruct a project. The problem is i am using ASP.NET as my server side technology and using LINQ in my files. The version of WebDev.Webserver.exe that FlexBuilder starts up is the wrong version so I get this error : Compiler Error Message: CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?) Microsoft (R) Visual C# 2005 Compiler version 8.00.50727.3053 for Microsoft (R) Windows (R) 2005 Framework version 2.0.50727 Copyright (C) Microsoft Corporation 2001-2005. All rights reserved. I know that changing to the latest version of ASP.NET / Framework will fix this - but I just can't figure out HOW to make that change in Flexbuilder. I cant even remember if i ever successfully did it before or if I just created a virtual directory in IIS7. Where would I change the version?

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  • Singleton by Jon Skeet clarification

    - by amutha
    public sealed class Singleton { Singleton() { } public static Singleton Instance { get { return Nested.instance; } } class Nested { // Explicit static constructor to tell C# compiler // not to mark type as beforefieldinit static Nested() { } internal static readonly Singleton instance = new Singleton(); } } I wish to implement Jon Skeet's Singleton pattern in my current application in C#. I have two doubts on the code 1) How is it possible to access the outer class inside nested class? I mean internal static readonly Singleton instance = new Singleton(); Is something called closure? 2) I did not get this comment // Explicit static constructor to tell C# compiler // not to mark type as beforefieldinit what does this comment suggest us?

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  • Very simple application fails with "multiple target patterns" from Eclipse

    - by Paul Lammertsma
    Since I'm more comfortable using Eclipse, I thought I'd try converting my project from Visual Studio. Yesterday I tried a very simple little test. No matter what I try, make fails with "multiple target patterns". (This is similar to this unanswered question.) I have three files: Application.cpp: using namespace std; #include "Window.h" int main() { Window *win = new Window(); delete &win; return 0; } Window.h: #ifndef WINDOW_H_ #define WINDOW_H_ class Window { public: Window(); ~Window(); }; #endif Window.cpp: #include <cv.h> #include <highgui.h> #include "Window.h" const char* WINDOW_NAME = "MyApp"; Window::Window() { cvNamedWindow(WINDOW_NAME, CV_WINDOW_AUTOSIZE); cvResizeWindow(WINDOW_NAME, 200, 200); cvMoveWindow(WINDOW_NAME, 0, 0); int key = 0; while (true) { key = cvWaitKey(0); if (key==27 || cvGetWindowHandle(WINDOW_NAME)==0) { break; } } } Window::~Window() { cvDestroyWindow(WINDOW_NAME); } I have added the following paths to the compiler include path (-I): "$(OPENCV)/cv/include" "$(OPENCV)/cxcore/include" "$(OPENCV)/otherlibs/highgui" I have added the following libraries to the linker (-l): cv cxcore highgui And the following library search path (-L): "$(OPENCV)/lib/" Eclipse, the compiler and the linker all succeed in including the headers and libraries. I am using the GNU C/C++ compiler & linker from Cygwin. When compiling, I get the following make error: src/Window.d:1: *** multiple target patterns. Stop. Window.d contains: src/Window.d src/Window.o: ../src/Window.cpp \ C:/Program\ Files/OpenCV/cv/include/cv.h \ C:/Program\ Files/OpenCV/cxcore/include/cxcore.h \ C:/Program\ Files/OpenCV/cxcore/include/cxtypes.h \ C:/Program\ Files/OpenCV/cxcore/include/cxerror.h \ C:/Program\ Files/OpenCV/cxcore/include/cvver.h \ C:/Program\ Files/OpenCV/cxcore/include/cxcore.hpp \ C:/Program\ Files/OpenCV/cv/include/cvtypes.h \ C:/Program\ Files/OpenCV/cv/include/cv.hpp \ C:/Program\ Files/OpenCV/cv/include/cvcompat.h \ C:/Program\ Files/OpenCV/otherlibs/highgui/highgui.h \ C:/Program\ Files/OpenCV/cxcore/include/cxcore.h ../src/Constants.h \ ../src/Window.h C:/Program\ Files/OpenCV/cv/include/cv.h: C:/Program\ Files/OpenCV/cxcore/include/cxcore.h: C:/Program\ Files/OpenCV/cxcore/include/cxtypes.h: C:/Program\ Files/OpenCV/cxcore/include/cxerror.h: C:/Program\ Files/OpenCV/cxcore/include/cvver.h: C:/Program\ Files/OpenCV/cxcore/include/cxcore.hpp: C:/Program\ Files/OpenCV/cv/include/cvtypes.h: C:/Program\ Files/OpenCV/cv/include/cv.hpp: C:/Program\ Files/OpenCV/cv/include/cvcompat.h: C:/Program\ Files/OpenCV/otherlibs/highgui/highgui.h: C:/Program\ Files/OpenCV/cxcore/include/cxcore.h: ../src/Constants.h: ../src/Window.h: I tried removing all OpenCV headers from Window.d (from line 2 onwards), but the error remains. Also, I've updated Eclipse and OpenCV, all to no avail. Do you have any ideas worth trying? I'm willing to try anything!

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  • What is the purpose of both target API and minSDK

    - by Scott Ferguson
    Can somebody explain to me the difference between the project target and the minimum SDK? I want my app to run on Donut devices, and the APK I built with a target of 7 worked just fine. When I set an explicit minimum SDK in the Android manifest of 4 (1.6) the compiler bitched at me that the target exceeded the minimum. I reset the target to 4 only to see what would happen, and now I've got compiler errors. An example is the START_NOT_STICKY constant in android.app.Service. It doesn't exist in API level 4, but does exist in API level 7. This is also the case with Service.onStartCommand(). In API level 7 you need to explicity override this method, whereas in API level 4 you don't. So why does the app work in 1.6 despite all this? How could 1.6 know how to use SERVICE_NOT_STICKY when the associated API level doesn't know about it?

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  • IEnumerable.GetEnumerator() and IEnumerable<T>.GetEnumerator()

    - by Dylan Lin
    Hi, In the .net framework, there's a generic IEnumerable<T> interface which inherits from the not-generic IEnumerable, and they both have a GetEnumerator() method. The only differents between these two GetEnumerator() is the return type. Now I have a similar design, but when I compile the code, the compiler said: MyInterface<T>.GetItem()' hides inherited member 'MyInterface.GetItem()'. Use the new keyword if hiding was intended. The MyInterface<T>.GetItem() returns a concrete type T, while MyInterface.GetItem() returns type System.Object. So I think if the BCL team guys compile the .net framework, they will get the same warning. I think having compiler warnings is not good, what do you think? And how can I solve this problem? I mean I want to get the concrete type T when calling the MyInterface<T>.GetItem() not just a instance of type System.Object. Thanks in advance! :-)

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  • Using 32 bit g++ to build 64bit binaries on AIX

    - by Thumbeti
    I am trying to build a 64 bit binary from C++ code using 32bit g++ compiler. I am getting the following errors while building: ============================================================================= => /usr/local/bin/g++ -shared -maix64 -fPIC -Wl,-bM:SRE -Wl,-bnoentry -Wl,-bE:gcc_shr_lib.so.exp -o gcc_shr_lib.so gcc_shr_lib.o -L/usr/local/lib ld: 0711-319 WARNING: Exported symbol not defined: gcc_whereAmI ld: 0711-317 ERROR: Undefined symbol: typeinfo for std::bad_alloc ld: 0711-317 ERROR: Undefined symbol: __gxx_personality_v0 ld: 0711-317 ERROR: Undefined symbol: vtable for std::exception ld: 0711-317 ERROR: Undefined symbol: vtable for std::bad_alloc ld: 0711-317 ERROR: Undefined symbol: .std::ios_base::Init::Init() ld: 0711-317 ERROR: Undefined symbol: .std::ios_base::Init::~Init() ld: 0711-317 ERROR: Undefined symbol: .operator new(unsigned long) ld: 0711-317 ERROR: Undefined symbol: .operator delete(void*) ld: 0711-317 ERROR: Undefined symbol: ._Unwind_Resume ld: 0711-317 ERROR: Undefined symbol: .__cxa_get_exception_ptr ld: 0711-317 ERROR: Undefined symbol: .__cxa_begin_catch ld: 0711-317 ERROR: Undefined symbol: std::cout ld: 0711-317 ERROR: Undefined symbol: .std::basic_ostream<char, std::char_traits<char> >& std::operator<< <std::char_traits<char> >(std::basic_ostream<char, std::char_traits<char> >&, char const*) ld: 0711-317 ERROR: Undefined symbol: std::basic_ostream<char, std::char_traits<char> >& std::endl<char, std::char_traits<char> >(std::basic_ostream<char, std::char_traits<char> >&) ld: 0711-317 ERROR: Undefined symbol: .std::basic_ostream<char, std::char_traits<char> >::operator<<(std::basic_ostream<char, std::char_traits<char> >& (*)(std::basic_ostream<char, std::char_traits<char> >&)) ld: 0711-317 ERROR: Undefined symbol: .std::bad_alloc::~bad_alloc() ld: 0711-317 ERROR: Undefined symbol: .__cxa_end_catch ld: 0711-317 ERROR: Undefined symbol: .__register_frame_info_table ld: 0711-317 ERROR: Undefined symbol: .__deregister_frame_info ld: 0711-345 Use the -bloadmap or -bnoquiet option to obtain more information. collect2: ld returned 8 exit status ============================================================================= It seems I need 64bit libstdc++ available on my build system. Could you please throw some light to solve this. Q1) Is it ok to build 64 bit binaries using 32 bit g++ compiler on AIX 5.2 Q2) Where should I get 64 bit libstdc++? Will this 64 bit libstdc++ work with 32bit g++ compiler?

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  • Java Builder pattern with Generic type bounds

    - by I82Much
    Hi all, I'm attempting to create a class with many parameters, using a Builder pattern rather than telescoping constructors. I'm doing this in the way described by Joshua Bloch's Effective Java, having private constructor on the enclosing class, and a public static Builder class. The Builder class ensures the object is in a consistent state before calling build(), at which point it delegates the construction of the enclosing object to the private constructor. Thus public class Foo { // Many variables private Foo(Builder b) { // Use all of b's variables to initialize self } public static final class Builder { public Builder(/* required variables */) { } public Builder var1(Var var) { // set it return this; } public Foo build() { return new Foo(this); } } } I then want to add type bounds to some of the variables, and thus need to parametrize the class definition. I want the bounds of the Foo class to be the same as that of the Builder class. public class Foo<Q extends Quantity> { private final Unit<Q> units; // Many variables private Foo(Builder<Q> b) { // Use all of b's variables to initialize self } public static final class Builder<Q extends Quantity> { private Unit<Q> units; public Builder(/* required variables */) { } public Builder units(Unit<Q> units) { this.units = units; return this; } public Foo build() { return new Foo<Q>(this); } } } This compiles fine, but the compiler is allowing me to do things I feel should be compiler errors. E.g. public static final Foo.Builder<Acceleration> x_Body_AccelField = new Foo.Builder<Acceleration>() .units(SI.METER) .build(); Here the units argument is not Unit<Acceleration> but Unit<Length>, but it is still accepted by the compiler. What am I doing wrong here? I want to ensure at compile time that the unit types match up correctly.

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