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  • CultureManager issue

    - by Serge
    I have a bug I don't understand. While the following works fine: Resources.Classes.AFieldFormula.DirectFieldFormula this one throws an exception: new ResourceManager(typeof(Resources.Classes.AFieldFormula)).GetString("DirectFieldFormula"); Could not find any resources appropriate for the specified culture or the neutral culture. Make sure \"Resources.Classes.AFieldFormula.resources\" was correctly embedded or linked into assembly \"MygLogWeb\" at compile time, or that all the satellite assemblies required are loadable and fully signed. How comes? Resource designer.cs file: //------------------------------------------------------------------------------ // <auto-generated> // This code was generated by a tool. // Runtime Version:4.0.30319.18408 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //------------------------------------------------------------------------------ namespace Resources.Classes { using System; /// <summary> /// A strongly-typed resource class, for looking up localized strings, etc. /// </summary> // This class was auto-generated by the StronglyTypedResourceBuilder // class via a tool like ResGen or Visual Studio. // To add or remove a member, edit your .ResX file then rerun ResGen // with the /str option, or rebuild your VS project. [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")] [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] public class AFieldFormula { private static global::System.Resources.ResourceManager resourceMan; private static global::System.Globalization.CultureInfo resourceCulture; [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] internal AFieldFormula() { } /// <summary> /// Returns the cached ResourceManager instance used by this class. /// </summary> [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] public static global::System.Resources.ResourceManager ResourceManager { get { if (object.ReferenceEquals(resourceMan, null)) { global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("MygLogWeb.Classes.AFieldFormula", typeof(AFieldFormula).Assembly); resourceMan = temp; } return resourceMan; } } /// <summary> /// Overrides the current thread's CurrentUICulture property for all /// resource lookups using this strongly typed resource class. /// </summary> [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] public static global::System.Globalization.CultureInfo Culture { get { return resourceCulture; } set { resourceCulture = value; } } /// <summary> /// Looks up a localized string similar to Direct field. /// </summary> public static string DirectFieldFormula { get { return ResourceManager.GetString("DirectFieldFormula", resourceCulture); } } } }

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  • Multiset container appears to stop sorting

    - by Sarah
    I would appreciate help debugging some strange behavior by a multiset container. Occasionally, the container appears to stop sorting. This is an infrequent error, apparent in only some simulations after a long time, and I'm short on ideas. (I'm an amateur programmer--suggestions of all kinds are welcome.) My container is a std::multiset that holds Event structs: typedef std::multiset< Event, std::less< Event > > EventPQ; with the Event structs sorted by their double time members: struct Event { public: explicit Event(double t) : time(t), eventID(), hostID(), s() {} Event(double t, int eid, int hid, int stype) : time(t), eventID( eid ), hostID( hid ), s(stype) {} bool operator < ( const Event & rhs ) const { return ( time < rhs.time ); } double time; ... }; The program iterates through periods of adding events with unordered times to EventPQ currentEvents and then pulling off events in order. Rarely, after some events have been added (with perfectly 'legal' times), events start getting executed out of order. What could make the events ever not get ordered properly? (Or what could mess up the iterator?) I have checked that all the added event times are legitimate (i.e., all exceed the current simulation time), and I have also confirmed that the error does not occur because two events happen to get scheduled for the same time. I'd love suggestions on how to work through this. The code for executing and adding events is below for the curious: double t = 0.0; double nextTimeStep = t + EPID_DELTA_T; EventPQ::iterator eventIter = currentEvents.begin(); while ( t < EPID_SIM_LENGTH ) { // Add some events to currentEvents while ( ( *eventIter ).time < nextTimeStep ) { Event thisEvent = *eventIter; t = thisEvent.time; executeEvent( thisEvent ); eventCtr++; currentEvents.erase( eventIter ); eventIter = currentEvents.begin(); } t = nextTimeStep; nextTimeStep += EPID_DELTA_T; } void Simulation::addEvent( double et, int eid, int hid, int s ) { assert( currentEvents.find( Event(et) ) == currentEvents.end() ); Event thisEvent( et, eid, hid, s ); currentEvents.insert( thisEvent ); }

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  • How can I set an image for background of GUI interface?

    - by enriched
    hey everyone, im having some troubles displaying the background image for a GUI interface in java. Here is what i have at the moment, and with current stage of code it shows default(gray) background. import javax.swing.*; import java.awt.event.*; import java.util.Scanner; import java.awt.*; import java.io.File; import javax.imageio.ImageIO; import java.awt.image.BufferedImage; import java.io.IOException; ////////////////////////////////// // 3nriched Games Presents: // // MIPS The Mouse!! // ////////////////////////////////// public class mipsMouseGUI extends JFrame implements ActionListener { private static String ThePDub = ("mouse"); //the password JPasswordField pass; JPanel panel; JButton btnEnter; JLabel lblpdub; public mipsMouseGUI() { BufferedImage image = null; try { //attempts to read picture from the folder image = ImageIO.read(getClass().getResource("/mousepics/mousepic.png")); } catch (IOException e) { //catches exceptions e.printStackTrace(); } ImagePanel panel = new ImagePanel(new ImageIcon("/mousepics/neonglowOnwill.png").getImage()); setIconImage(image); //sets icon picture setTitle("Mips The Mouse Login"); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pass = new JPasswordField(5); //sets password length to 5 pass.setEchoChar('@'); //hide characters as @ symbol pass.addActionListener(this); //adds action listener add(panel); //adds panel to frame btnEnter = new JButton("Enter"); //creates a button btnEnter.addActionListener(this);// Register the action listener. lblpdub = new JLabel(" Your Password: "); // label that says enter password panel.add(lblpdub, BorderLayout.CENTER);// adds label and inputbox panel.add(pass, BorderLayout.CENTER); // to panel and sets location panel.add(btnEnter, BorderLayout.CENTER); //adds button to panel pack(); // packs controls and setLocationRelativeTo(null); // Implicit "this" if inside JFrame constructor. setVisible(true);// makes them visible (duh) } public void actionPerformed(ActionEvent a) { Object source = a.getSource(); //char array that holds password char[] passy = pass.getPassword(); //characters array to string String p = new String(passy); //determines if user entered correct password if(p.equals(ThePDub)) { JOptionPane.showMessageDialog(null, "Welcome beta user: USERNAME."); } else JOptionPane.showMessageDialog(null, "You have enter an incorrect password. Please try again."); } public class ImagePanel extends JPanel { private BufferedImage img; public ImagePanel(String img) { this(new ImageIcon(img).getImage()); } public ImagePanel(Image img) { Dimension size = new Dimension(img.getWidth(null), img.getHeight(null)); } public void paintComponent(Graphics g) { g.drawImage(img, 0, 0, null); } } }

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  • Passing enums to functions in C++

    - by rocknroll
    Hi all, I have a header file with all the enums listed (#ifndef #define #endif construct has been used to avoid multiple inclusion of the file) that I use in multiple cpp files in my application.One of the enums in the files is enum StatusSubsystem {ENABLED,INCORRECT_FRAME,INVALID_DATA,DISABLED}; There are functions in the application delcared as ShowStatus(const StatusSubsystem&); Earlier in the application when I made calls to the above function like ShowStatus(INCORRECT_FRAME); my application used to compile perfectly. But after some code was added The compilation halts giving the following error: File.cpp:71: error: invalid conversion from `int' to `StatusSubsystem' File.cpp:71: error: initializing argument 1 of `void Class::ShowStatus(const StatusSubsystem&) I checked the code for any conflicting enums in the new code and it looked fine. My Question is what is wrong with the function call that compiler shows as erroneous? For your reference the function definition is: void Class::ShowStatus(const StatusSubsystem& eStatus) { QPalette palette; mStatus=eStatus;//store current Communication status of system if(eStatus==DISABLED) { //select red color for label, if it is to be shown disabled palette.setColor(QPalette::Window,QColor(Qt::red)); mLabel->setText("SYSTEM"); } else if(eStatus==ENABLED) { //select green color for label,if it is to be shown enabled palette.setColor(QPalette::Window,QColor(Qt::green)); mLabel->setText("SYSTEM"); } else if(eStatus==INCORRECT_FRAME) { //select yellow color for label,to show that it is sending incorrect frames palette.setColor(QPalette::Window,QColor(Qt::yellow)); mLabel->setText("SYSTEM(I)"); } //Set the color on the Label mLabel->setPalette(palette); } A strange side effect of this situation is it compiles when I cast all the calls to ShowStatus() as ShowStatus((StatusSubsystem)INCORRECT_FRAME); Though this removes any compilation error, but a strange thing happens. Though I make call to INCORRECT_FRAME above but in function definition it matches with ENABLED. How on earth is that possible? Its like while passing INCORRECT_FRAME by reference, it magically converts to ENABLED, which should be impossible. This is driving me nuts. Can you find any flaw in what I am doing? or is it something else? The application is made using C++,Qt-4.2.1 on RHEL4. Thanks.

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  • In R, how do you get the best fitting equation to a set of data?

    - by Matherion
    I'm not sure wether R can do this (I assume it can, but maybe that's just because I tend to assume that R can do anything :-)). What I need is to find the best fitting equation to describe a dataset. For example, if you have these points: df = data.frame(x = c(1, 5, 10, 25, 50, 100), y = c(100, 75, 50, 40, 30, 25)) How do you get the best fitting equation? I know that you can get the best fitting curve with: plot(loess(df$y ~ df$x)) But as I understood you can't extract the equation, see Loess Fit and Resulting Equation. When I try to build it myself (note, I'm not a mathematician, so this is probably not the ideal approach :-)), I end up with smth like: y.predicted = 12.71 + ( 95 / (( (1 + df$x) ^ .5 ) / 1.3)) Which kind of seems to approximate it - but I can't help to think that smth more elegant probably exists :-) I have the feeling that fitting a linear or polynomial model also wouldn't work, because the formula seems different from what those models generally use (i.e. this one seems to need divisions, powers, etc). For example, the approach in Fitting polynomial model to data in R gives pretty bad approximations. I remember from a long time ago that there exist languages (Matlab may be one of them?) that do this kind of stuff. Can R do this as well, or am I just at the wrong place? (Background info: basically, what we need to do is find an equation for determining numbers in the second column based on the numbers in the first column; but we decide the numbers ourselves. We have an idea of how we want the curve to look like, but we can adjust these numbers to an equation if we get a better fit. It's about the pricing for a product (a cheaper alternative to current expensive software for qualitative data analysis); the more 'project credits' you buy, the cheaper it should become. Rather than forcing people to buy a given number (i.e. 5 or 10 or 25), it would be nicer to have a formula so people can buy exactly what they need - but of course this requires a formula. We have an idea for some prices we think are ok, but now we need to translate this into an equation.

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • Why do I get a WCF timeout even though my service call and callback are successful?

    - by KallDrexx
    I'm playing around with hooking up an in-game console to a WCF interface, so an external application can send console commands and receive console output. To accomplish this I created the following service contracts: public interface IConsoleNetworkCallbacks { [OperationContract(IsOneWay = true)] void NewOutput(IEnumerable<string> text, string category); } [ServiceContract(SessionMode = SessionMode.Required, CallbackContract = typeof(IConsoleNetworkCallbacks))] public interface IConsoleInterface { [OperationContract] void ProcessInput(string input); [OperationContract] void ChangeCategory(string category); } On the server I implemented it with: public class ConsoleNetworkInterface : IConsoleInterface, IDisposable { public ConsoleNetworkInterface() { ConsoleManager.Instance.RegisterOutputUpdateHandler(OutputHandler); } public void Dispose() { ConsoleManager.Instance.UnregisterOutputHandler(OutputHandler); } public void ProcessInput(string input) { ConsoleManager.Instance.ProcessInput(input); } public void ChangeCategory(string category) { ConsoleManager.Instance.UnregisterOutputHandler(OutputHandler); ConsoleManager.Instance.RegisterOutputUpdateHandler(OutputHandler, category); } protected void OutputHandler(IEnumerable<string> text, string category) { var callbacks = OperationContext.Current.GetCallbackChannel<IConsoleNetworkCallbacks>(); callbacks.NewOutput(text, category); } } On the client I implemented the callback with: public class Callbacks : IConsoleNetworkCallbacks { public void NewOutput(IEnumerable<string> text, string category) { MessageBox.Show(string.Format("{0} lines received for '{1}' category", text.Count(), category)); } } Finally, I establish the service host with the following class: public class ConsoleServiceHost : IDisposable { protected ServiceHost _host; public ConsoleServiceHost() { _host = new ServiceHost(typeof(ConsoleNetworkInterface), new Uri[] { new Uri("net.pipe://localhost") }); _host.AddServiceEndpoint(typeof(IConsoleInterface), new NetNamedPipeBinding(), "FrbConsolePipe"); _host.Open(); } public void Dispose() { _host.Close(); } } and use the following code on my client to establish the connection: protected Callbacks _callbacks; protected IConsoleInterface _proxy; protected void ConnectToConsoleServer() { _callbacks = new Callbacks(); var factory = new DuplexChannelFactory<IConsoleInterface>(_callbacks, new NetNamedPipeBinding(), new EndpointAddress("net.pipe://localhost/FrbConsolePipe")); _proxy = factory.CreateChannel(); _proxy.ProcessInput("Connected"); } So what happens is that my ConnectToConsoleServer() is called and then it gets all the way to _proxy.ProcessInput("Connected");. In my game (on the server) I immediately see the output caused by the ProcessInput call, but the client is still stalled on the _proxy.ProcessInput() call. After a minute my client gets a JIT TimeoutException however at the same time my MessageBox message appears. So obviously not only is my command being sent immediately, my callback is being correctly called. So why am I getting a timeout exception? Note: Even removing the MessageBox call, I still have this issue, so it's not an issue of the GUI blocking the callback response.

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  • php regex guitar tab (tabs or tablature, a type of music notation)

    - by John
    I am in the process of creating a guitar tab to rtttl (Ring Tone Text Transfer Language) converter in PHP. In order to prepare a guitar tab for rtttl conversion I first strip out all comments (comments noted by #- and ended with -#), I then have a few lines that set tempo, note the tunning and define multiple instruments (Tempo 120\nDefine Guitar 1\nDefine Bass 1, etc etc) which are stripped out of the tab and set aside for later use. Now I essentially have nothing left except the guitar tabs. Each tab is prefixed with it's instrument name in conjunction with the instrument name noted prior. Some times we have tabs for 2 separate instruments that are linked because they are to be played together, ie a Guitar and a Bass Guitar playing together. Example 1, Standard Guitar Tab: |Guitar 1 e|--------------3-------------------3------------| B|------------3---3---------------3---3----------| G|----------0-------0-----------0-------0--------| D|--------0-----------0-------0-----------0------| A|------2---------------2---2---------------2----| E|----3-------------------3-------------------3--| Example 2, Conjunction Tab: |Guitar 1 e|--------------3-------------------3------------| B|------------3---3---------------3---3----------| G|----------0-------0-----------0-------0--------| D|--------0-----------0-------0-----------0------| A|------2---------------2---2---------------2----| E|----3-------------------3-------------------3--| | | |Bass 1 G|----------0-------0-----------0-------0--------| D|--------2-----------2-------2-----------2------| A|------3---------------3---3---------------3----| E|----3-------------------3-------------------3--| I have considered other methods of identifying the tabs with no solid results. I am hoping that someone who does regular expressions could help me find a way to identify a single guitar tab and if possible also be able to match a tab with multiple instruments linked together. Once the tabs are in an array I will go through them one line at a time and convert them into rtttl lines (exploded at each new line "\n"). I do not want to separate the guitar tabs in the document via explode "\n\n" or something similar because it does not identify the guitar tab, rather, it is identifying the space between the tabs - not on the tabs themselves. I have been messing with this for about a week now and this is the only major hold up I have. Everything else is fairly simple. As of current, I have tried many variations of the regex pattern. Here is one of the most recent test samples: <?php $t = " |Guitar 1 e|--------------3-------------------3------------| B|------------3---3---------------3---3----------| G|----------0-------0-----------0-------0--------| D|--------0-----------0-------0-----------0------| A|------2---------------2---2---------------2----| E|----3-------------------3-------------------3--| |Guitar 1 e|--------------3-------------------3------------| B|------------3---3---------------3---3----------| G|----------0-------0-----------0-------0--------| D|--------0-----------0-------0-----------0------| A|------2---------------2---2---------------2----| E|----3-------------------3-------------------3--| | | |Bass 1 G|----------0-------0-----------0-------0--------| D|--------2-----------2-------2-----------2------| A|------3---------------3---3---------------3----| E|----3-------------------3-------------------3--| "; preg_match_all("/^.*?(\\|).*?(\\|)/is",$t,$p); print_r($p); ?> It is also worth noting that inside the tabs, where the dashes and #'s are, you may also have any variation of letters, numbers and punctuation. The beginning of each line marks the tuning of each string with one of the following case insensitive: a,a#,b,c,c#,d,d#,e,f,f#,g or g. Thanks in advance for help with this most difficult problem.

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  • Publishing/subscribing multiple subsets of the same server collection

    - by matb33
    How does one go about publishing different subsets (or "views") of a single collection on the server as multiple collections on the client? Here is some pseudo-code to help illustrate my question: items collection on the server Assume that I have an items collection on the server with millions of records. Let's also assume that: 50 records have the enabled property set to true, and; 100 records have the processed property set to true. All others are set to false. items: { "_id": "uniqueid1", "title": "item #1", "enabled": false, "processed": false }, { "_id": "uniqueid2", "title": "item #2", "enabled": false, "processed": true }, ... { "_id": "uniqueid458734958", "title": "item #458734958", "enabled": true, "processed": true } Server code Let's publish two "views" of the same server collection. One will send down a cursor with 50 records, and the other will send down a cursor with 100 records. There are over 458 million records in this fictitious server-side database, and the client does not need to know about all of those (in fact, sending them all down would probably take several hours in this example): var Items = new Meteor.Collection("items"); Meteor.publish("enabled_items", function () { // Only 50 "Items" have enabled set to true return Items.find({enabled: true}); }); Meteor.publish("processed_items", function () { // Only 100 "Items" have processed set to true return Items.find({processed: true}); }); Client code In order to support the latency compensation technique, we are forced to declare a single collection Items on the client. It should become apparent where the flaw is: how does one differentiate between Items for enabled_items and Items for processed_items? var Items = new Meteor.Collection("items"); Meteor.subscribe("enabled_items", function () { // This will output 50, fine console.log(Items.find().count()); }); Meteor.subscribe("processed_items", function () { // This will also output 50, since we have no choice but to use // the same "Items" collection. console.log(Items.find().count()); }); My current solution involves monkey-patching _publishCursor to allow the subscription name to be used instead of the collection name. But that won't do any latency compensation. Every write has to round-trip to the server: // On the client: var EnabledItems = new Meteor.Collection("enabled_items"); var ProcessedItems = new Meteor.Collection("processed_items"); With the monkey-patch in place, this will work. But go into Offline mode and changes won't appear on the client right away -- we'll need to be connected to the server to see changes. What's the correct approach?

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  • Searching in XML using Xpath

    - by Sathish
    I have an XML file like below , using xpath and xnavigator how can get the Value of the supplied Tag Attribute for example if i supply RangeName i should get AssumptClient <Validations> <FieldInfo id="1"> <Name>OMID</Name> <Mandatory>Yes</Mandatory> <RangeName>AssumptOMID</RangeName> <DataType>int</DataType> <MaxLength>10</MaxLength> </FieldInfo> <FieldInfo id="2"> <Name>ClientName</Name> <Mandatory>Yes</Mandatory> <RangeName>AssumptClient</RangeName> <DataType>string</DataType> <MaxLength>50</MaxLength> </FieldInfo> <FieldInfo id="3"> <Name>OppName</Name> <Mandatory>Yes</Mandatory> <RangeName>AssumptProjectName</RangeName> <DataType>string</DataType> <MaxLength>50</MaxLength> </FieldInfo> <FieldInfo id="4"> <Name>OperatingGroup</Name> <Mandatory>Yes</Mandatory> <RangeName>AssumptOperatingGroup</RangeName> <DataType>string</DataType> <MaxLength>50</MaxLength> </FieldInfo> </Validations> for now i am using the below code XPathDocument doc; XPathNavigator nav; XPathExpression expr; XPathNodeIterator iterator; doc = new XPathDocument(strConfigFile); nav = doc.CreateNavigator(); expr = nav.Compile("/configuration/Validations/FieldInfo[RangeName='AssumptClient']"); iterator = nav.Select(expr); if (iterator.MoveNext()) { XPathNavigator nav2 = iterator.Current.Clone(); textBox1.Text = nav2.GetAttribute("RangeName", ""); }

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  • Best Practices for Working with Multiple Monitors in Visual Studio 2010

    - by Clever Human
    Now that Visual Studio 2010 has support for multiple monitors, I am curious how other people have their environments arranged. I have yet to come up with an arrangement that I am really satisfied with. The current best I have come up with for my 2 monitor system is to have all code windows detached. Then, on my primary monitor, I am able to have two code windows side by side (using the Windows 7 keyboard shortcuts WinKey+LeftArrow and WinKey+RightArrow.) On my secondary monitor I put the rest of the IDE with all of the tool windows that are normally on the bottom (errors list, find window, call stack, etc...) docked where the code windows normally go. I've also tried having all those things detached and having almost nothing in the IDE proper. The problems with this layout are: Newly opened code windows always open in the IDE, not on top of one of the detached windows. Detached code windows do not remember their exact placement from session to session (they are slightly off, having me to use the winkey + arrow key shortcut again and again for each window. There seems to be no way to have the code panes aware that they are on top of one another (IE -- multiple tabs.) The CTRL+TAB shortcut always displays on top of the IDE proper. The Code Panes are always "on top" of (children of) the IDE. So clicking on any code pane brings the IDE to the foreground, even when I care only about that code pane, and not the IDE. Other more minor issues... What would go a long way to making this better is having the code panes detach such that they are tab strips that can have other code panes docked within them. The new multi-monitor support in VS2010 is good, but it still seems really lacking. Can these issues be solved with an add-in? If so, is anyone aware of one? Is there a better way to work with the IDE on multiple monitors than what I am doing? NOTE: While this question is subjective (there is certainly no "this is the best way and that's final" answer) I'd really like to know possibly better methods of working with the IDE than what I have come up with. The intent is not to start a "mine's best" flame war.

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  • How to write my own global lock / unlock functions for PostgreSQL

    - by rafalmag
    I have postgresql (in perlu) function getTravelTime(integer, timestamp), which tries to select data for specified ID and timestamp. If there are no data or if data is old, it downloads them from external server (downloading time ~300ms). Multiple process use this database and this function. There is an error when two process do not find data and download them and try to do an insert to travel_time table (id and timestamp pair have to be unique). I thought about locks. Locking whole table would block all processes and allow only one to proceed. I need to lock only on id and timestamp. pg_advisory_lock seems to lock only in "current session". But my processes uses their own sessions. I tried to write my own lock/unlock functions. Am I doing it right? I use active waiting, how can I omit this? Maybe there is a way to use pg_advisory_lock() as global lock? My code: CREATE TABLE travel_time_locks ( id_key integer NOT NULL, time_key timestamp without time zone NOT NULL, UNIQUE (id_key, time_key) ); ------------ -- Function: mylock(integer, timestamp) DROP FUNCTION IF EXISTS mylock(integer, timestamp) CASCADE; -- Usage: SELECT mylock(1, '2010-03-28T19:45'); -- function tries to do a global lock similar to pg_advisory_lock(key, key) CREATE OR REPLACE FUNCTION mylock(id_input integer, time_input timestamp) RETURNS void AS $BODY$ DECLARE rows int; BEGIN LOOP BEGIN -- active waiting here !!!! :( INSERT INTO travel_time_locks (id_key, time_key) VALUES (id_input, time_input); EXCEPTION WHEN unique_violation THEN CONTINUE; END; EXIT; END LOOP; END; $BODY$ LANGUAGE 'plpgsql' VOLATILE COST 1; ------------ -- Function: myunlock(integer, timestamp) DROP FUNCTION IF EXISTS myunlock(integer, timestamp) CASCADE; -- Usage: SELECT myunlock(1, '2010-03-28T19:45'); -- function tries to do a global unlock similar to pg_advisory_unlock(key, key) CREATE OR REPLACE FUNCTION myunlock(id_input integer, time_input timestamp) RETURNS integer AS $BODY$ DECLARE BEGIN DELETE FROM ONLY travel_time_locks WHERE id_key=id_input AND time_key=time_input; RETURN 1; END; $BODY$ LANGUAGE 'plpgsql' VOLATILE COST 1;

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  • Play! Framework - Can my view template be localised when rendering it as an AsyncResult?

    - by avik
    I've recently started using the Play! framework (v2.0.4) for writing a Java web application. In the majority of my controllers I'm following the paradigm of suspending the HTTP request until the promise of a web service response has been fulfilled. Once the promise has been fulfilled, I return an AsyncResult. This is what most of my actions look like (with a bunch of code omitted): public static Result myActionMethod() { Promise<MyWSResponse> wsResponse; // Perform a web service call that will return the promise of a MyWSResponse... return async(wsResponse.map(new Function<MyWSResponse, Result>() { @Override public Result apply(MyWSResponse response) { // Validate response... return ok(myScalaViewTemplate.render(response.data())); } })); } I'm now trying to internationalise my app, but hit the following error when I try to render a template from an async method: [error] play - Waiting for a promise, but got an error: There is no HTTP Context available from here. java.lang.RuntimeException: There is no HTTP Context available from here. at play.mvc.Http$Context.current(Http.java:27) ~[play_2.9.1.jar:2.0.4] at play.mvc.Http$Context$Implicit.lang(Http.java:124) ~[play_2.9.1.jar:2.0.4] at play.i18n.Messages.get(Messages.java:38) ~[play_2.9.1.jar:2.0.4] at views.html.myScalaViewTemplate$.apply(myScalaViewTemplate.template.scala:40) ~[classes/:na] at views.html.myScalaViewTemplate$.render(myScalaViewTemplate.template.scala:87) ~[classes/:na] at views.html.myScalaViewTemplate.render(myScalaViewTemplate.template.scala) ~[classes/:na] In short, where I've got a message bundle lookup in my view template, some Play! code is attempting to access the original HTTP request and retrieve the accept-languages header, in order to know which message bundle to use. But it seems that the HTTP request is inaccessible from the async method. I can see a couple of (unsatisfactory) ways to work around this: Go back to the 'one thread per request' paradigm and have threads block waiting for responses. Figure out which language to use at Controller level, and feed that choice into my template. I also suspect this might not be an issue on trunk. I know that there is a similar issue in 2.0.4 with regards to not being able to access or modify the Session object which has recently been fixed. However I'm stuck on 2.0.4 for the time being, so is there a better way that I can resolve this problem?

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  • Using images in QListWidget, is this possible?

    - by Neko
    Hi, again. :) As with the last few times I posted here, I have a question about QT, which I am using to create a chat messenger client. To display the list of online users, I'm using a QListWidget, as created like this: listWidget = new QListWidget(horizontalLayoutWidget); listWidget->setObjectName("userList"); QSizePolicy sizePolicy1(QSizePolicy::Preferred, QSizePolicy::Expanding); sizePolicy1.setHorizontalStretch(0); sizePolicy1.setVerticalStretch(0); sizePolicy1.setHeightForWidth(listWidget->sizePolicy().hasHeightForWidth()); listWidget->setSizePolicy(sizePolicy1); listWidget->setMinimumSize(QSize(30, 0)); listWidget->setMaximumSize(QSize(150, 16777215)); listWidget->setBaseSize(QSize(100, 0)); listWidget->setContextMenuPolicy(Qt::CustomContextMenu); Users are shown by constantly refreshing the list, like this: (Note: There are different channels, with different userlists, so refreshing it is the most efficient thing to do, as far as I know.) void FMessenger::refreshUserlist() { if (currentPanel == 0) return; listWidget = this->findChild<QListWidget *>(QString("userList")); listWidget->clear(); QList<FCharacter*> charList = currentPanel->charList(); QListWidgetItem* charitem = 0; FCharacter* character; foreach(character, charList) { charitem = new QListWidgetItem(character->name()); // charitem->setIcon(QIcon(":/Images/status.png")); listWidget->addItem(charitem); } } This has always worked perfectly. The line that I commented out is the one I have problems with: my current goal is to be able to display a user's online status with an image, which represents whether they are busy, away, available, etc. Using setIcon() does absolutely nothing though, apparently; the items still show up as they used to, without icons. I'm aware that this is probably not the way this function needs to be used, but I have found little documentation about it online, and absolutely no useful examples of implementations. My question is, can anybody help me with fixing this problem? Any help would be appreciated terrifically, like always!

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  • How can I append and execute a script inside an iframe in a cross browser way (specifically IE!)?

    - by agmin
    Background: I need to load ad scripts after the DOM has loaded. Because many of the scripts use document.write() and other potentially bad functions to run after the DOM has loaded, I want to load the scripts inside an iframe. So when the ad needs to be shown, an event is triggered which does the following: var iframe = document.createElement('iframe'); iframe.setAttribute('id', 'iframeId'); iframe.setAttribute('src', 'about:blank'); var adContainer = document.getElementById('AdContainer'); adContainer.appendChild(iframe); var val = '<html><head></head><body>'; val += '<scr' + 'ipt type="text/javascript" src="' + url + '"></scr' + 'ipt>'; val += '</body></html>'; If I don't assign the html and body tags to val, the script automatically gets appended to the head of the iframe and fails to execute in FF. In IE, the script doesn't execute with or without the head/body/html tags. var doc = iframe.contentWindow || iframe.contentDocument; if (doc.document){ doc = doc.document } doc.open(); doc.write(val); doc.close(); I found this last bit of code here: http://stackoverflow.com/questions/1591135/why-does-appending-a-script-to-a-dynamically-created-iframe-seem-to-run-the-s. I do NOT want to load jquery in the iframe though, I just want to append a script and have it execute. My current solution seems to work great in FF and Webkit. However, IE doesn't execute the script. The script is written to the page, but doesn't start running. Is there a better way to append the script to the iframe so it will run cross browser? Or is it possible to tell IE to run the script? I know that I could load an external document with the ad script via the iframe, but I don't want to make the extra call to my server if I can do this dynamically. Also, I've tried using appendChild() on the iframe's body to insert the script, but since the script element is created outside the iframe's DOM this doesn't seem to work.

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  • How to infer the type of a derived class in base class?

    - by enzi
    I want to create a method that allows me to change arbitrary properties of classes that derive from my base class, the result should look like this: SetPropertyValue("size.height", 50); – where size is a property of my derived class and height is a property of size. I'm almost done with my implementation but there's one final obstacle that I want to solve before moving on, to describe this I will first have to explain my implementation a bit: Properties that can be modified are decorated with an attribute There's a method in my base class that searches for all derived classes and their decorated properties For each property I generate a "property modifier", a class that contains 2 delegates: one to set and one to get the value of the property. Property Modifiers are stored in a dictionary, with the name of the property as key In my base class, there is another dictionary that contains all property-modifier-dictionaries, with the Type of the respective class as key. What the SetPropertyValue method does is this: Get the correct property-modifier-dictionary, using the concrete type of the derived class (<- yet to solve) Get the property modifier of the property to change (e.g. of the property size) Use the get or set delegate to modify the property's value Some example code to clarify further: private static Dictionary<RuntimeTypeHandle, object> EditableTypes; //property-modifier-dictionary protected void SetPropertyValue<T>(EditablePropertyMap<T> map, string property, object value) { var property = map[property]; // get the property modifier property.Set((T)this, value); // use the set delegate (encapsulated in a method) } In the above code, T is the Type of the actual (derived) class. I need this type for the get/set delegates. The problem is how to get the EditablePropertyMap<T> when I don't know what T is. My current (ugly) solution is to pass the map in an overriden virtual method in the derived class: public override void SetPropertyValue(string property, object value) { base.SetPropertyValue((EditablePropertyMap<ExampleType>)EditableTypes[typeof(ExampleType)], property, value); } What this does is: get the correct dictionary containing the property modifiers of this class using the class's type, cast it to the appropiate type and pass it to the SetPropertyValue method. I want to get rid of the SetPropertyValue method in my derived class (since there are a lot of derived classes), but don't know yet how to accomplish that. I cannot just make a virtual GetEditablePropertyMap<T> method because I cannot infer a concrete type for T then. I also cannot acces my dictionary directly with a type and retrieve an EditablePropertyMap<T> from it because I cannot cast to it from object in the base class, since again I do not know T. I found some neat tricks to infere types (e.g. by adding a dummy T parameter), but cannot apply them to my specific problem. I'd highly appreciate any suggestions you may have for me.

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  • Building a DataTable in C# with one column at a time

    - by Awaken
    I am trying to build a Retirement Calculator as a chance to make something useful and learn C# better. Currently, I am trying to build a DataTable with a dynamic amount of rows/columns. For context, I ask the user for some inputs regarding salary, % of salary being invested, and expected ROI. I have some other stuff too, but it isn't really part of the issue I am having. Because the number of columns I need for the DataTable is unknown until the formula is run (while+for loop completes), I am having trouble doing things as DataColumns. Hopefully the code below will help. I am really trying to build the table one column at a time. I realize I could reverse it to build it one row at a time because the Years before retirement (yearsRetire) is known, but I would prefer not to and I want to learn more. Sorry for the indentation and commenting. I tried to leave some of my commented coding attempts in there. Thanks for any help. public double calcROI() { double testROI = 0.00; double tempRetireAmount = 0; double adjustRetire = goalAmount * (1 + (Math.Pow(inflation,yearsRetire))); // Loop through ROI values until the calculated retire amount with the test ROI // is greater than the target amount adjusted for inflation while (tempRetireAmount < adjustRetire) { //Increment ROI by 1% per while iteration testROI += .01; //Make a new Column to hold the values for ROI for this while iteration //dtMain.Columns.Add(Convert.ToString(testROI)); //DataColumn tempdc = new DataColumn(Convert.ToString(testROI)); //Loop through the number of years entered by user and see the amount //at Retirement with current ROI for (int i = 0; i < yearsRetire; i++) { //Main formula to calculate amount after i years tempRetireAmount = (tempRetireAmount + salary*savingsPct) * (1 + testROI); // Add value for this year/ROI to table/column //DataRow dr = .NewRow(); //dr tempRetireAmount; //tempdc[i] = tempRetireAmount; } //Need to add column of data to my Main DataTable //dtMain.Rows.Add(dr); //dtMain.Columns.Add(tempdc); } return testROI; }

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  • DataGridView live display of datatable using virtual mode

    - by Chris
    I have a DataGridView that will display records (log entries) from a database. The amount of records that can exist at a time is very large. I would like to use the virtual mode feature of the DataGridView to display a page of data, and to minimize the amount of data that has to be transferred across a network at a given time. Polling for data is out of the question. There will be several clients running at a time, all of which are on the same network and viewing the records. If they all poll for data, the network will run very slowly. The data is read-only to the user; they won't be able to edit any of it, just view it. I need to know when updates occur in the database, and I need to update the screen with those updates accordingly using virtual mode. If a page of data a user is viewing contains data that has change, he/she will see those updates on that page. If updates were made to data in the database, but not in the data the user is viewing, then not much really changes on the user screen (Maybe just the scroll bar if records were added or removed). My current approach is using SQL server change tracking with the sync framework. Each client has a local SQL Server CE instance and database file that is kept in sync with the main database server. I use the information from the synchronization event to see if any changes were made to the main database and were sync'ed to the client. I need to use the DataGridView virtual mode here because I can't have thousands of records loaded into the DataGridView at once, otherwise memory usage goes through the roof. The main challenge right now is knowing how to use virtual mode to provide a seamless experience to the user by allowing them to scroll up and down through the records, and also have records update on the fly without interfering with the user inappropriately. Has anybody dealt with this issue before, and if so, where I can see how they did it? I've gone through some of the MSDN documentation and examples on virtual mode. So far, I haven't found documentation and/or examples on their site that explains how to do what I am trying to accomplish.

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  • GlGenTextures keeps returing 0's

    - by user146780
    I'm trying to generate textures like so: #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLubyte otherImage[checkImageHeight][checkImageWidth][4]; static GLuint texName[2]; void makeCheckImages(void) { int i, j, c; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; checkImage[i][j][0] = (GLubyte) c; checkImage[i][j][1] = (GLubyte) c; checkImage[i][j][2] = (GLubyte) c; checkImage[i][j][3] = (GLubyte) 255; c = ((((i&0x10)==0)^((j&0x10))==0))*255; otherImage[i][j][0] = (GLubyte) c; otherImage[i][j][1] = (GLubyte) 0; otherImage[i][j][2] = (GLubyte) 0; otherImage[i][j][3] = (GLubyte) 255; } } } void init(void) { glClearColor (1.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImages(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(2, texName); glBindTexture(GL_TEXTURE_2D, texName[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); glBindTexture(GL_TEXTURE_2D, texName[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, otherImage); glEnable(GL_TEXTURE_2D); engineGL.current.tex = texName[1]; } But when I check the values of texName[0] and [1] they are both 0, I do not understand why, what am I doing wrong. Thanks.

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  • NHibernate does not update entity when repository is passed by constructor

    - by Alex
    Hi everybody, I am developing with NHibernate for the first time in conjunction with ASP.NET MVC and StructureMap. The CodeCampServer serves as a great example for me. I really like the different concepts which were implemented there and I can learn a lot from it. In my controllers I use Constructur Dependency Injection to get an instance of the specific repository needed. My problem is: If I change an attribute of the customer the customer's data is not updated in the database, although Commit() is called on the transaction object (by a HttpModule). public class AccountsController : Controller { private readonly ICustomerRepository repository; public AccountsController(ICustomerRepository repository) { this.repository = repository; } public ActionResult Save(Customer customer) { Customer customerToUpdate = repository .GetById(customer.Id); customerToUpdate.GivenName = "test"; //<-- customer does not get updated in database return View(); } } On the other hand this is working: public class AccountsController : Controller { [LoadCurrentCustomer] public ActionResult Save(Customer customer) { customer.GivenName = "test"; //<-- Customer gets updated return View(); } } public class LoadCurrentCustomer : ActionFilterAttribute { public override void OnActionExecuting(ActionExecutingContext filterContext) { const string parameterName = "Customer"; if (filterContext.ActionParameters.ContainsKey(parameterName)) { if (filterContext.HttpContext.User.Identity.IsAuthenticated) { Customer CurrentCustomer = DependencyResolverFactory .GetDefault() .Resolve<IUserSession>() .GetCurrentUser(); filterContext.ActionParameters[parameterName] = CurrentCustomer; } } base.OnActionExecuting(filterContext); } } public class UserSession : IUserSession { private readonly ICustomerRepository repository; public UserSession(ICustomerRepository customerRepository) { repository = customerRepository; } public Customer GetCurrentUser() { var identity = HttpContext.Current.User.Identity; if (!identity.IsAuthenticated) { return null; } Customer customer = repository.GetByEmailAddress(identity.Name); return customer; } } I also tried to call update on the repository like the following code shows. But this leads to an NHibernateException which says "Illegal attempt to associate a collection with two open sessions". Actually there is only one. public ActionResult Save(Customer customer) { Customer customerToUpdate = repository .GetById(customer.Id); customer.GivenName = "test"; repository.Update(customerToUpdate); return View(); } Does somebody have an idea why the customer is not updated in the first example but is updated in the second example? Why does NHibernate say that there are two open sessions?

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  • Using Selenium-IDE with a rich Javascript application?

    - by Darien
    Problem At my workplace, we're trying to find the best way to create automated-tests for an almost wholly javascript-driven intranet application. Right now we're stuck trying to find a good tradeoff between: Application code in reusable and nest-able GUI components. Tests which are easily created by the testing team Tests which can be recorded once and then automated Tests which do not break after small cosmetic changes to the site XPath expressions (or other possible expressions, like jQuery selectors) naively generated from Selenium-IDE are often non-repeatable and very fragile. Conversely, having the JS code generate special unique ID values for every important DOM-element on the page... well, that is its own headache, complicated by re-usable GUI components and IDs needing to be consistent when the test is re-run. What successes have other people had with this kind of thing? How do you do automated application-level testing of a rich JS interface? Limitations We are using JavascriptMVC 2.0, hopefully 3.0 soon so that we can upgrade to jQuery 1.4.x. The test-making folks are mostly trained to use Selenium IDE to directly record things. The test leads would prefer a page-unique HTML ID on each clickable element on the page... Training the testers to write or alter special expressions (such as telling them which HTML class-names are important branching points) is a no-go. We try to make re-usable javascript components, but this means very few GUI components can treat themselves (or what they contain) as unique. Some of our components already use HTML ID values in their operation. I'd like to avoid doing this anyway, but it complicates the idea of ID-based testing. It may be possible to add custom facilities (like a locator-builder or new locator method) to the Selenium-IDE installation testers use. Almost everything that goes on occurs within a single "page load" from a conventional browser perspective, even when items are saved Current thoughts I'm considering a system where a custom locator-builder (javascript code) for Selenium-IDE will talk with our application code as the tester is recording. In this way, our application becomes partially responsible for generating a mostly-flexible expression (XPath or jQuery) for any given DOM element. While this can avoid requiring more training for testers, I worry it may be over-thinking things.

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  • How to get Augmented Reality: A Practical Guide examples working?

    - by Glen
    I recently bought the book: Augmented Reality: A Practical Guide (http://pragprog.com/titles/cfar/augmented-reality). It has example code that it says runs on Windows, MacOS and Linux. But I can't get the binaries to run. Has anyone got this book and got the binaries to run on ubuntu? I also can't figure out how to compile the examples in Ubuntu. How would I do this? Here is what it says to do: Compiling for Linux Refreshingly, there are no changes required to get the programs in this chapter to compile for Linux, but as with Windows, you’ll first have to find your GL and GLUT files. This may mean you’ll have to download the correct version of GLUT for your machine. You need to link in the GL, GLU, and GLUT libraries and provide a path to the GLUT header file and the files it includes. See whether there is a glut.h file in the /usr/include/GL directory; otherwise, look elsewhere for it—you could use the command find / -name "glut.h" to search your entire machine, or you could use the locate command (locate glut.h). You may need to customize the paths, but here is an example of the compile command: gcc -o opengl_template opengl_template.cpp -I /usr/include/GL -I /usr/include -lGL -lGLU -lglut gcc is a C/C++ compiler that should be present on your Linux or Unix machine. The -I /usr/include/GL command-line argument tells gcc to look in /usr/include/GL for the include files. In this case, you’ll find glut.h and what it includes. When linking in libraries with gcc, you use the -lX switch—where X is the name of your library and there is a correspond- ing libX.a file somewhere in your path. For this example, you want to link in the library files libGL.a, libGLU.a, and libglut.a, so you will use the gcc arguments -lGL -lGLU -lglut. These three files are found in the default directory /usr/lib/, so you don’t need to specify their location as you did with glut.h. If you did need to specify the library path, you would add -L to the path. To run your compiled program, type ./opengl_template or, if the current directory is in your shell’s paths, just opengl_template. When working in Linux, it’s important to know that you may need to keep your texture files to a maximum of 256 by 256 pixels or find the settings in your system to raise this limit. Often an OpenGL program will work in Windows but produce a blank white texture in Linux until the texture size is reduced. The above instructions make no sense to me. Do I have to use gcc to compile or can I use eclipse? If I use either eclipse or gcc what do I need to do to compile and run the program?

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  • C++ class member functions instantiated by traits

    - by Jive Dadson
    I am reluctant to say I can't figure this out, but I can't figure this out. I've googled and searched Stack Overflow, and come up empty. The abstract, and possibly overly vague form of the question is, how can I use the traits-pattern to instantiate non-virtual member functions? The question came up while modernizing a set of multivariate function optimizers that I wrote more than 10 years ago. The optimizers all operate by selecting a straight-line path through the parameter space away from the current best point (the "update"), then finding a better point on that line (the "line search"), then testing for the "done" condition, and if not done, iterating. There are different methods for doing the update, the line-search, and conceivably for the done test, and other things. Mix and match. Different update formulae require different state-variable data. For example, the LMQN update requires a vector, and the BFGS update requires a matrix. If evaluating gradients is cheap, the line-search should do so. If not, it should use function evaluations only. Some methods require more accurate line-searches than others. Those are just some examples. The original version instantiates several of the combinations by means of virtual functions. Some traits are selected by setting mode bits that are tested at runtime. Yuck. It would be trivial to define the traits with #define's and the member functions with #ifdef's and macros. But that's so twenty years ago. It bugs me that I cannot figure out a whiz-bang modern way. If there were only one trait that varied, I could use the curiously recurring template pattern. But I see no way to extend that to arbitrary combinations of traits. I tried doing it using boost::enable_if, etc.. The specialized state information was easy. I managed to get the functions done, but only by resorting to non-friend external functions that have the this-pointer as a parameter. I never even figured out how to make the functions friends, much less member functions. The compiler (VC++ 2008) always complained that things didn't match. I would yell, "SFINAE, you moron!" but the moron is probably me. Perhaps tag-dispatch is the key. I haven't gotten very deeply into that. Surely it's possible, right? If so, what is best practice?

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  • C - What is the proper format to allow a function to show an error was encountered?

    - by BrainSteel
    I have a question about what a function should do if the arguments to said function don't line up quite right, through no fault of the function call. Since that sentence doesn't make much sense, I'll offer my current issue. To keep it simple, here is the most relevant and basic function I have. float getYValueAt(float x, PHYS_Line line, unsigned short* error) *error = 0; if(x < line.start.x || x > line.end.x){ *error = 1; return -1; } if(line.slope.value != 0){ //line's equation: y - line.start.y = line.slope.value(x - line.start.x) return line.slope.value * (x - line.start.x) + line.start.y; } else if(line.slope.denom == 0){ if(line.start.x == x) return line.start.y; else{ *error = 1; return -1; } } else if(line.slope.num == 0){ return line.start.y; } } The function attempts to find the point on a line, given a certain x value. However, under some circumstances, this may not be possible. For example, on the line x = 3, if 5 is passed as a value, we would have a problem. Another problem arises if the chosen x value is not within the interval the line is on. For this, I included the error pointer. Given this format, a function call could work as follows: void foo(PHYS_Line some_line){ unsigned short error = 0; float y = getYValueAt(5, some_line, &error); if(error) fooey(); else do_something_with_y(y); } My question pertains to the error. Note that the value returned is allowed to be negative. Returning -1 does not ensure that an error has occurred. I know that it is sometimes preferred to use the following method to track an error: float* getYValueAt(float x, PHYS_Line line); and then return NULL if an error occurs, but I believe this requires dynamic memory allocation, which seems even less sightly than the solution I was using. So, what is standard practice for an error occurring?

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  • Reloading a Flickr request from author

    - by user1797325
    I have my flickr gallery coded, but I want to be able to click on the Author's name and the page will reload just with the images from that author. Here is my current code <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <title>Outbrain Test Gallery</title> <link href="styles.css" rel="stylesheet" type="text/css" /> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script src="jquery.masonry.min.js"></script> <script type="text/javascript"> $(window).load(function(){ $('#flkr').masonry({ // options itemSelector : '.tiles', isResizable: true, }); }); </script> <script type="text/javascript">$(document).ready(function() { $('<ul />').prependTo('#flkr'); $.getJSON('http://api.flickr.com/services/feeds/photos_public.gne?lang=en-us&format=json&jsoncallback=?', function(data) { $.each(data.items, function(i,item) { var squares = (item.media.m).replace('_m.jpg', '_q.jpg'); if(i <= 20){ $('<img/>').attr({ alt: item.title, src: squares, height: '150', width: '150' }).appendTo('#flkr ul').wrap('<li class="tiles"><a href="' + item.link + '"></a><p class="title">' + item.title + '</p><p class="author"><strong>By:</strong> ' + item.author + '</p><p class="date"><strong>Uploaded: </strong>' + item.published + '</p></li>'); } }); }); }); </script> </head> <body> <ul id="flkr"></ul> </body> </html>

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